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	<updated>2026-11-03T15:36:13Z</updated>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpneom&amp;diff=17819</id>
		<title>Gamehelpneom</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpneom&amp;diff=17819"/>
		<updated>2023-08-17T22:35:49Z</updated>

		<summary type="html">&lt;p&gt;Blccdy: #96031: &amp;quot;Show who you are passing tiles to&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Game Objective==&lt;br /&gt;
In Neom, you are building a futuristic city over a period of three generations by placing tiles in your city grid. These tiles provide various goods and money that you will need to place other tiles as well as victory points. Every city requires certain structures to be present or it will lose points during scoring. In the end, the player with the most victory points wins.&lt;br /&gt;
==Course of Play==&lt;br /&gt;
The game is played over &#039;&#039;&#039;three Generations&#039;&#039;&#039; (Rounds), preceded by a &#039;&#039;&#039;Preliminary Round&#039;&#039;&#039;, in which you will choose Cornerstone tiles for later use. Each Generation is comprised of &#039;&#039;&#039;seven turns&#039;&#039;&#039;, for a total of 21 turns over the course of the game. In each turn, you will select a tile and take one of three actions with it. After 21 of these turns, you will score your Cities and determine the winner.&lt;br /&gt;
==Playing a Generation==&lt;br /&gt;
The Generations are played in order, beginning with the 1st Generation, followed by the 2nd and then 3rd Generation.  At the start of each Generation, take the corresponding Generation tiles and deal each player a &#039;&#039;&#039;hand of 8 tiles&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
With this hand, play &#039;&#039;&#039;7 turns&#039;&#039;&#039; as follows:&lt;br /&gt;
&lt;br /&gt;
A. Select a Tile&lt;br /&gt;
&lt;br /&gt;
B. Take an Action&lt;br /&gt;
&lt;br /&gt;
C. Pick Up Tiles&lt;br /&gt;
&lt;br /&gt;
The Generation ends after the 7th turn, in which you have a choice of 2 tiles in your hand. Then you receive &#039;&#039;&#039;income&#039;&#039;&#039; from the tiles in your City, before the next Generation is played in the same fashion. After receiving income at the end of the 3rd Generation, the game ends and scores are tallied.&lt;br /&gt;
===A. Selecting a Tile===&lt;br /&gt;
All players now simultaneously evaluate their hands of tiles, without showing them to the other players.&lt;br /&gt;
&lt;br /&gt;
Select one tile. The other Tiles are &#039;&#039;&#039;passed to the left player&#039;&#039;&#039; at the end of turn.&lt;br /&gt;
===B. Taking an Action===&lt;br /&gt;
Normally, you can take one of the following three actions:&lt;br /&gt;
&lt;br /&gt;
- Place the Selected Tile&lt;br /&gt;
&lt;br /&gt;
- Place a Cornerstone Tile&lt;br /&gt;
&lt;br /&gt;
- Sell the Tile for Money&lt;br /&gt;
====ACTION: Placing the Selected Tile====&lt;br /&gt;
To place the selected Generation tile, you must meet the requirements shown in the top left corner of the tile. If no requirement is shown, you can place the tile right away. If you cannot meet the requirement, you must choose a different action.&lt;br /&gt;
&lt;br /&gt;
Place the Tile in your City according to the following rules:&lt;br /&gt;
&lt;br /&gt;
- You must either place the tile on an empty space in your City grid or replace an existing tile. &#039;&#039;(See “Replacing an Existing Tile” for details.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- The newly placed tile must be connected through Roads to the City Center &#039;&#039;(or the tile in its place, if you replaced your City Center)&#039;&#039;. Roads do not have to connect with other Roads necessarily, as long as there is at least one Road connection leading to the City Center.&lt;br /&gt;
&lt;br /&gt;
- You may not rotate the tile. All tiles must be placed such that you can read their names upright.&lt;br /&gt;
====ACTION: Placing a Cornerstone Tile====&lt;br /&gt;
Cornerstone tiles are much like Generation tiles. To place a Cornerstone tile, you must return the selected Generation tile to the game box, unused. Then choose one of your remaining Cornerstone tiles and place it in your City, as detailed in “Placing the Selected Tile”. &#039;&#039;(The placement rules apply to both Generation and Cornerstone tiles.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important!&#039;&#039;&#039; You cannot have more Cornerstone tiles in your City than the current Generation!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reminder:&#039;&#039;&#039; You cannot discard a Disaster tile to place a Cornerstone tile!&lt;br /&gt;
====ACTION: Selling the Tile for Money====&lt;br /&gt;
Instead of placing a Generation or Cornerstone tile, you can simply return the selected Generation tile to the game box, unused, and take 5 L-Coins from the general supply. &#039;&#039;(Usually, this is a desperation move if you are short on money.)&#039;&#039;&lt;br /&gt;
====END OF TURN: Resolving a Disaster====&lt;br /&gt;
If a Disaster is selected by a player, it activates a negative effect for &#039;&#039;&#039;all other players&#039;&#039;&#039; at the &#039;&#039;&#039;end of the current turn&#039;&#039;&#039; &#039;&#039;(after all other players have taken their action)&#039;&#039;, causing them to lose money or tiles in their City. Selecting the Disaster protects you from its effect but you do not get to take an action that turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If no player selects the Disaster in a given Generation, it will not happen.&lt;br /&gt;
&lt;br /&gt;
Players can &#039;&#039;&#039;protect&#039;&#039;&#039; their tiles from the Fire and Crime Spree penalty by building certain Public tiles in their City. &#039;&#039;(There is no protection from Flood.)&#039;&#039; Protected tiles are not counted when calculating how much money you must pay for the Disaster. Tiles are never protected from removal, especially if you choose to sacrifice tiles instead of paying the penalty.&lt;br /&gt;
===C. Picking Up Tiles===&lt;br /&gt;
Pick up the tiles passed to you, in step A, by the player to your right. This is your hand for the following turn. If there are no tiles to pick up, you have completed the current Generation.&lt;br /&gt;
====END OF GENERATION: Collecting Income====&lt;br /&gt;
At the end of each Generation, after 7 turns have been played, players collect income from their Commercial &#039;&#039;(and other)&#039;&#039; tiles that show the income symbol.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important!&#039;&#039;&#039; Even though the game ends after three Generations, players do collect income even at the end of the 3rd Generation!&lt;br /&gt;
==Game End and Scoring==&lt;br /&gt;
The game ends after you collect your final income at the end of the 3rd Generation.&lt;br /&gt;
&lt;br /&gt;
You score Victory Points (VP) in the following categories:&lt;br /&gt;
====Tiles====&lt;br /&gt;
Add up the Victory Point values on the &#039;&#039;(Residential and Public)&#039;&#039; tiles in your City, as printed in the top right corner of the tiles.&lt;br /&gt;
====Neighborhoods====&lt;br /&gt;
Residential tiles automatically form Neighborhoods by themselves or with other Residential tiles, if they are directly connected by Roads. The value of a Neighborhood depends on its size, i.e., the number of Residential tiles in the Neighborhood.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border-collapse: collapse; width: auto; text-align: center;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|Size&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;
|...&lt;br /&gt;
|-&lt;br /&gt;
|VP&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;
|40&lt;br /&gt;
|44&lt;br /&gt;
|...&lt;br /&gt;
|}Each tile beyond the 8th increases the value of its Neighborhood by a constant 4 VP.&lt;br /&gt;
====Goods====&lt;br /&gt;
As shown at the top of your City board, each Raw Good is worth 1 VP, each Processed Good 2 VP, and each Luxury Good 10 VP. Each Good is scored only once, regardless of how many tiles in your City show that Good. &#039;&#039;(In other words, only score the Good tokens above your City board.)&#039;&#039;&lt;br /&gt;
====Money====&lt;br /&gt;
Score 1 VP for every £2 you have left, rounded down.  &#039;&#039;(This is why you receive income at the end of the 3rd Generation.)&#039;&#039;&lt;br /&gt;
====Pollution====&lt;br /&gt;
For each Residential tile in your City, check whether it is nearby one or more Polluting tiles. You lose 2 VP for each orthogonally adjacent and 1 VP for each diagonally adjacent Polluting tile. &#039;&#039;(You can lose points for the same Polluting tile more than once, if it is nearby multiple Residential tiles.)&#039;&#039;&lt;br /&gt;
====Ghost Town====&lt;br /&gt;
You lose 10 VP if you do not have any Residential tiles in your City. You lose 4 VP if you have only 1 Residential tile.&lt;br /&gt;
====Power====&lt;br /&gt;
You lose 5 VP if you do not have at least one Power-generating tile in your City&lt;br /&gt;
====Final Score====&lt;br /&gt;
Total these values to determine your final score. The player with the most Victory Points wins. In case of a tie, enjoy your shared victory!&lt;br /&gt;
&lt;br /&gt;
== Game variant: No disasters [https://boardgamegeek.com/thread/2204382/designer-variant-removing-disasters] ==&lt;br /&gt;
Disasters are replaced with city tiles. Insurance Office is removed.&lt;br /&gt;
&lt;br /&gt;
Updated victory points:&lt;br /&gt;
&lt;br /&gt;
- Fire Department: +2 VP&lt;br /&gt;
&lt;br /&gt;
- Police Department: +3 VP&lt;br /&gt;
&lt;br /&gt;
- Public Safety Department: +5 VP&lt;br /&gt;
&lt;br /&gt;
== Game variant: Random disasters [https://boardgamegeek.com/thread/2204382/designer-variant-removing-disasters] ==&lt;br /&gt;
Disasters are replaced with city tiles.&lt;br /&gt;
&lt;br /&gt;
Each disaster is randomly triggered within the respective generation, affecting all players equally.&lt;br /&gt;
&lt;br /&gt;
==Solo Game==&lt;br /&gt;
====Scoring Table====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border-collapse: collapse; width: auto; text-align: center;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Tiles&lt;br /&gt;
!Intern&lt;br /&gt;
!Apprentice&lt;br /&gt;
!Fellow&lt;br /&gt;
!Foreman&lt;br /&gt;
!Master&lt;br /&gt;
!Boss&lt;br /&gt;
|-&lt;br /&gt;
!1+&lt;br /&gt;
|0-79&lt;br /&gt;
|80-99&lt;br /&gt;
|100-109&lt;br /&gt;
|110-119&lt;br /&gt;
|120-124&lt;br /&gt;
|125+&lt;br /&gt;
|-&lt;br /&gt;
!4+&lt;br /&gt;
|0-84&lt;br /&gt;
|85-104&lt;br /&gt;
|105-114&lt;br /&gt;
|115-124&lt;br /&gt;
|125-129&lt;br /&gt;
|130+&lt;br /&gt;
|-&lt;br /&gt;
!5+&lt;br /&gt;
|0-89&lt;br /&gt;
|90-109&lt;br /&gt;
|110-119&lt;br /&gt;
|120-129&lt;br /&gt;
|130-134&lt;br /&gt;
|135+&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Blccdy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpneom&amp;diff=17622</id>
		<title>Gamehelpneom</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpneom&amp;diff=17622"/>
		<updated>2023-07-25T04:54:52Z</updated>

		<summary type="html">&lt;p&gt;Blccdy: game variants&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Game Objective==&lt;br /&gt;
In Neom, you are building a futuristic city over a period of three generations by placing tiles in your city grid. These tiles provide various goods and money that you will need to place other tiles as well as victory points. Every city requires certain structures to be present or it will lose points during scoring. In the end, the player with the most victory points wins.&lt;br /&gt;
==Course of Play==&lt;br /&gt;
The game is played over &#039;&#039;&#039;three Generations&#039;&#039;&#039; (Rounds), preceded by a &#039;&#039;&#039;Preliminary Round&#039;&#039;&#039;, in which you will choose Cornerstone tiles for later use. Each Generation is comprised of &#039;&#039;&#039;seven turns&#039;&#039;&#039;, for a total of 21 turns over the course of the game. In each turn, you will select a tile and take one of three actions with it. After 21 of these turns, you will score your Cities and determine the winner.&lt;br /&gt;
==Playing a Generation==&lt;br /&gt;
The Generations are played in order, beginning with the 1st Generation, followed by the 2nd and then 3rd Generation.  At the start of each Generation, take the corresponding Generation tiles and deal each player a &#039;&#039;&#039;hand of 8 tiles&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
With this hand, play &#039;&#039;&#039;7 turns&#039;&#039;&#039; as follows:&lt;br /&gt;
&lt;br /&gt;
A. Select a Tile&lt;br /&gt;
&lt;br /&gt;
B. Take an Action&lt;br /&gt;
&lt;br /&gt;
C. Pick Up Tiles&lt;br /&gt;
&lt;br /&gt;
The Generation ends after the 7th turn, in which you have a choice of 2 tiles in your hand. Then you receive &#039;&#039;&#039;income&#039;&#039;&#039; from the tiles in your City, before the next Generation is played in the same fashion. After receiving income at the end of the 3rd Generation, the game ends and scores are tallied.&lt;br /&gt;
===A. Selecting a Tile===&lt;br /&gt;
All players now simultaneously evaluate their hands of tiles, without showing them to the other players.&lt;br /&gt;
===B. Taking an Action===&lt;br /&gt;
Normally, you can take one of the following three actions:&lt;br /&gt;
&lt;br /&gt;
- Place the Selected Tile&lt;br /&gt;
&lt;br /&gt;
- Place a Cornerstone Tile&lt;br /&gt;
&lt;br /&gt;
- Sell the Tile for Money&lt;br /&gt;
====ACTION: Placing the Selected Tile====&lt;br /&gt;
To place the selected Generation tile, you must meet the requirements shown in the top left corner of the tile. If no requirement is shown, you can place the tile right away. If you cannot meet the requirement, you must choose a different action.&lt;br /&gt;
&lt;br /&gt;
Place the Tile in your City according to the following rules:&lt;br /&gt;
&lt;br /&gt;
- You must either place the tile on an empty space in your City grid or replace an existing tile. &#039;&#039;(See “Replacing an Existing Tile” for details.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- The newly placed tile must be connected through Roads to the City Center &#039;&#039;(or the tile in its place, if you replaced your City Center)&#039;&#039;. Roads do not have to connect with other Roads necessarily, as long as there is at least one Road connection leading to the City Center.&lt;br /&gt;
&lt;br /&gt;
- You may not rotate the tile. All tiles must be placed such that you can read their names upright.&lt;br /&gt;
====ACTION: Placing a Cornerstone Tile====&lt;br /&gt;
Cornerstone tiles are much like Generation tiles. To place a Cornerstone tile, you must return the selected Generation tile to the game box, unused. Then choose one of your remaining Cornerstone tiles and place it in your City, as detailed in “Placing the Selected Tile”. &#039;&#039;(The placement rules apply to both Generation and Cornerstone tiles.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important!&#039;&#039;&#039; You cannot have more Cornerstone tiles in your City than the current Generation!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reminder:&#039;&#039;&#039; You cannot discard a Disaster tile to place a Cornerstone tile!&lt;br /&gt;
====ACTION: Selling the Tile for Money====&lt;br /&gt;
Instead of placing a Generation or Cornerstone tile, you can simply return the selected Generation tile to the game box, unused, and take 5 L-Coins from the general supply. &#039;&#039;(Usually, this is a desperation move if you are short on money.)&#039;&#039;&lt;br /&gt;
====END OF TURN: Resolving a Disaster====&lt;br /&gt;
If a Disaster is selected by a player, it activates a negative effect for &#039;&#039;&#039;all other players&#039;&#039;&#039; at the &#039;&#039;&#039;end of the current turn&#039;&#039;&#039; &#039;&#039;(after all other players have taken their action)&#039;&#039;, causing them to lose money or tiles in their City. Selecting the Disaster protects you from its effect but you do not get to take an action that turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If no player selects the Disaster in a given Generation, it will not happen.&lt;br /&gt;
&lt;br /&gt;
Players can &#039;&#039;&#039;protect&#039;&#039;&#039; their tiles from the Fire and Crime Spree penalty by building certain Public tiles in their City. &#039;&#039;(There is no protection from Flood.)&#039;&#039; Protected tiles are not counted when calculating how much money you must pay for the Disaster. Tiles are never protected from removal, especially if you choose to sacrifice tiles instead of paying the penalty.&lt;br /&gt;
===C. Picking Up Tiles===&lt;br /&gt;
Pick up the tiles passed to you, in step A, by the player to your right. This is your hand for the following turn. If there are no tiles to pick up, you have completed the current Generation.&lt;br /&gt;
====END OF GENERATION: Collecting Income====&lt;br /&gt;
At the end of each Generation, after 7 turns have been played, players collect income from their Commercial &#039;&#039;(and other)&#039;&#039; tiles that show the income symbol.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important!&#039;&#039;&#039; Even though the game ends after three Generations, players do collect income even at the end of the 3rd Generation!&lt;br /&gt;
==Game End and Scoring==&lt;br /&gt;
The game ends after you collect your final income at the end of the 3rd Generation.&lt;br /&gt;
&lt;br /&gt;
You score Victory Points (VP) in the following categories:&lt;br /&gt;
====Tiles====&lt;br /&gt;
Add up the Victory Point values on the &#039;&#039;(Residential and Public)&#039;&#039; tiles in your City, as printed in the top right corner of the tiles.&lt;br /&gt;
====Neighborhoods====&lt;br /&gt;
Residential tiles automatically form Neighborhoods by themselves or with other Residential tiles, if they are directly connected by Roads. The value of a Neighborhood depends on its size, i.e., the number of Residential tiles in the Neighborhood.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border-collapse: collapse; width: auto; text-align: center;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|Size&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;
|...&lt;br /&gt;
|-&lt;br /&gt;
|VP&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;
|40&lt;br /&gt;
|44&lt;br /&gt;
|...&lt;br /&gt;
|}Each tile beyond the 8th increases the value of its Neighborhood by a constant 4 VP.&lt;br /&gt;
====Goods====&lt;br /&gt;
As shown at the top of your City board, each Raw Good is worth 1 VP, each Processed Good 2 VP, and each Luxury Good 10 VP. Each Good is scored only once, regardless of how many tiles in your City show that Good. &#039;&#039;(In other words, only score the Good tokens above your City board.)&#039;&#039;&lt;br /&gt;
====Money====&lt;br /&gt;
Score 1 VP for every £2 you have left, rounded down.  &#039;&#039;(This is why you receive income at the end of the 3rd Generation.)&#039;&#039;&lt;br /&gt;
====Pollution====&lt;br /&gt;
For each Residential tile in your City, check whether it is nearby one or more Polluting tiles. You lose 2 VP for each orthogonally adjacent and 1 VP for each diagonally adjacent Polluting tile. &#039;&#039;(You can lose points for the same Polluting tile more than once, if it is nearby multiple Residential tiles.)&#039;&#039;&lt;br /&gt;
====Ghost Town====&lt;br /&gt;
You lose 10 VP if you do not have any Residential tiles in your City. You lose 4 VP if you have only 1 Residential tile.&lt;br /&gt;
====Power====&lt;br /&gt;
You lose 5 VP if you do not have at least one Power-generating tile in your City&lt;br /&gt;
====Final Score====&lt;br /&gt;
Total these values to determine your final score. The player with the most Victory Points wins. In case of a tie, enjoy your shared victory!&lt;br /&gt;
&lt;br /&gt;
== Game variant: No disasters [https://boardgamegeek.com/thread/2204382/designer-variant-removing-disasters] ==&lt;br /&gt;
Disasters are replaced with city tiles. Insurance Office is removed.&lt;br /&gt;
&lt;br /&gt;
Updated victory points:&lt;br /&gt;
&lt;br /&gt;
- Fire Department: +2 VP&lt;br /&gt;
&lt;br /&gt;
- Police Department: +3 VP&lt;br /&gt;
&lt;br /&gt;
- Public Safety Department: +5 VP&lt;br /&gt;
&lt;br /&gt;
== Game variant: Random disasters [https://boardgamegeek.com/thread/2204382/designer-variant-removing-disasters] ==&lt;br /&gt;
Disasters are replaced with city tiles.&lt;br /&gt;
&lt;br /&gt;
Each disaster is randomly triggered within the respective generation, affecting all players equally.&lt;br /&gt;
&lt;br /&gt;
==Solo Game==&lt;br /&gt;
====Scoring Table====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border-collapse: collapse; width: auto; text-align: center;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Tiles&lt;br /&gt;
!Intern&lt;br /&gt;
!Apprentice&lt;br /&gt;
!Fellow&lt;br /&gt;
!Foreman&lt;br /&gt;
!Master&lt;br /&gt;
!Boss&lt;br /&gt;
|-&lt;br /&gt;
!1+&lt;br /&gt;
|0-79&lt;br /&gt;
|80-99&lt;br /&gt;
|100-109&lt;br /&gt;
|110-119&lt;br /&gt;
|120-124&lt;br /&gt;
|125+&lt;br /&gt;
|-&lt;br /&gt;
!4+&lt;br /&gt;
|0-84&lt;br /&gt;
|85-104&lt;br /&gt;
|105-114&lt;br /&gt;
|115-124&lt;br /&gt;
|125-129&lt;br /&gt;
|130+&lt;br /&gt;
|-&lt;br /&gt;
!5+&lt;br /&gt;
|0-89&lt;br /&gt;
|90-109&lt;br /&gt;
|110-119&lt;br /&gt;
|120-129&lt;br /&gt;
|130-134&lt;br /&gt;
|135+&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Blccdy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpneom&amp;diff=17474</id>
		<title>Gamehelpneom</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpneom&amp;diff=17474"/>
		<updated>2023-07-15T16:34:21Z</updated>

		<summary type="html">&lt;p&gt;Blccdy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Game Objective==&lt;br /&gt;
In Neom, you are building a futuristic city over a period of three generations by placing tiles in your city grid. These tiles provide various goods and money that you will need to place other tiles as well as victory points. Every city requires certain structures to be present or it will lose points during scoring. In the end, the player with the most victory points wins.&lt;br /&gt;
==Course of Play==&lt;br /&gt;
The game is played over &#039;&#039;&#039;three Generations&#039;&#039;&#039; (Rounds), preceded by a &#039;&#039;&#039;Preliminary Round&#039;&#039;&#039;, in which you will choose Cornerstone tiles for later use. Each Generation is comprised of &#039;&#039;&#039;seven turns&#039;&#039;&#039;, for a total of 21 turns over the course of the game. In each turn, you will select a tile and take one of three actions with it. After 21 of these turns, you will score your Cities and determine the winner.&lt;br /&gt;
==Playing a Generation==&lt;br /&gt;
The Generations are played in order, beginning with the 1st Generation, followed by the 2nd and then 3rd Generation.  At the start of each Generation, take the corresponding Generation tiles and deal each player a &#039;&#039;&#039;hand of 8 tiles&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
With this hand, play &#039;&#039;&#039;7 turns&#039;&#039;&#039; as follows:&lt;br /&gt;
&lt;br /&gt;
A. Select a Tile&lt;br /&gt;
&lt;br /&gt;
B. Take an Action&lt;br /&gt;
&lt;br /&gt;
C. Pick Up Tiles&lt;br /&gt;
&lt;br /&gt;
The Generation ends after the 7th turn, in which you have a choice of 2 tiles in your hand. Then you receive &#039;&#039;&#039;income&#039;&#039;&#039; from the tiles in your City, before the next Generation is played in the same fashion. After receiving income at the end of the 3rd Generation, the game ends and scores are tallied.&lt;br /&gt;
===A. Selecting a Tile===&lt;br /&gt;
All players now simultaneously evaluate their hands of tiles, without showing them to the other players.&lt;br /&gt;
===B. Taking an Action===&lt;br /&gt;
Normally, you can take one of the following three actions:&lt;br /&gt;
&lt;br /&gt;
- Place the Selected Tile&lt;br /&gt;
&lt;br /&gt;
- Place a Cornerstone Tile&lt;br /&gt;
&lt;br /&gt;
- Sell the Tile for Money&lt;br /&gt;
====ACTION: Placing the Selected Tile====&lt;br /&gt;
To place the selected Generation tile, you must meet the requirements shown in the top left corner of the tile. If no requirement is shown, you can place the tile right away. If you cannot meet the requirement, you must choose a different action.&lt;br /&gt;
&lt;br /&gt;
Place the Tile in your City according to the following rules:&lt;br /&gt;
&lt;br /&gt;
- You must either place the tile on an empty space in your City grid or replace an existing tile. &#039;&#039;(See “Replacing an Existing Tile” for details.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- The newly placed tile must be connected through Roads to the City Center &#039;&#039;(or the tile in its place, if you replaced your City Center)&#039;&#039;. Roads do not have to connect with other Roads necessarily, as long as there is at least one Road connection leading to the City Center.&lt;br /&gt;
&lt;br /&gt;
- You may not rotate the tile. All tiles must be placed such that you can read their names upright.&lt;br /&gt;
====ACTION: Placing a Cornerstone Tile====&lt;br /&gt;
Cornerstone tiles are much like Generation tiles. To place a Cornerstone tile, you must return the selected Generation tile to the game box, unused. Then choose one of your remaining Cornerstone tiles and place it in your City, as detailed in “Placing the Selected Tile”. &#039;&#039;(The placement rules apply to both Generation and Cornerstone tiles.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important!&#039;&#039;&#039; You cannot have more Cornerstone tiles in your City than the current Generation!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reminder:&#039;&#039;&#039; You cannot discard a Disaster tile to place a Cornerstone tile!&lt;br /&gt;
====ACTION: Selling the Tile for Money====&lt;br /&gt;
Instead of placing a Generation or Cornerstone tile, you can simply return the selected Generation tile to the game box, unused, and take 5 L-Coins from the general supply. &#039;&#039;(Usually, this is a desperation move if you are short on money.)&#039;&#039;&lt;br /&gt;
====END OF TURN: Resolving a Disaster====&lt;br /&gt;
If a Disaster is selected by a player, it activates a negative effect for &#039;&#039;&#039;all other players&#039;&#039;&#039; at the &#039;&#039;&#039;end of the current turn&#039;&#039;&#039; &#039;&#039;(after all other players have taken their action)&#039;&#039;, causing them to lose money or tiles in their City. Selecting the Disaster protects you from its effect but you do not get to take an action that turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If no player selects the Disaster in a given Generation, it will not happen.&lt;br /&gt;
&lt;br /&gt;
Players can &#039;&#039;&#039;protect&#039;&#039;&#039; their tiles from the Fire and Crime Spree penalty by building certain Public tiles in their City. &#039;&#039;(There is no protection from Flood.)&#039;&#039; Protected tiles are not counted when calculating how much money you must pay for the Disaster. Tiles are never protected from removal, especially if you choose to sacrifice tiles instead of paying the penalty.&lt;br /&gt;
===C. Picking Up Tiles===&lt;br /&gt;
Pick up the tiles passed to you, in step A, by the player to your right. This is your hand for the following turn. If there are no tiles to pick up, you have completed the current Generation.&lt;br /&gt;
====END OF GENERATION: Collecting Income====&lt;br /&gt;
At the end of each Generation, after 7 turns have been played, players collect income from their Commercial &#039;&#039;(and other)&#039;&#039; tiles that show the income symbol.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important!&#039;&#039;&#039; Even though the game ends after three Generations, players do collect income even at the end of the 3rd Generation!&lt;br /&gt;
==Game End and Scoring==&lt;br /&gt;
The game ends after you collect your final income at the end of the 3rd Generation.&lt;br /&gt;
&lt;br /&gt;
You score Victory Points (VP) in the following categories:&lt;br /&gt;
====Tiles====&lt;br /&gt;
Add up the Victory Point values on the &#039;&#039;(Residential and Public)&#039;&#039; tiles in your City, as printed in the top right corner of the tiles.&lt;br /&gt;
====Neighborhoods====&lt;br /&gt;
Residential tiles automatically form Neighborhoods by themselves or with other Residential tiles, if they are directly connected by Roads. The value of a Neighborhood depends on its size, i.e., the number of Residential tiles in the Neighborhood.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border-collapse: collapse; width: auto; text-align: center;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|Size&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;
|...&lt;br /&gt;
|-&lt;br /&gt;
|VP&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;
|40&lt;br /&gt;
|44&lt;br /&gt;
|...&lt;br /&gt;
|}Each tile beyond the 8th increases the value of its Neighborhood by a constant 4 VP.&lt;br /&gt;
====Goods====&lt;br /&gt;
As shown at the top of your City board, each Raw Good is worth 1 VP, each Processed Good 2 VP, and each Luxury Good 10 VP. Each Good is scored only once, regardless of how many tiles in your City show that Good. &#039;&#039;(In other words, only score the Good tokens above your City board.)&#039;&#039;&lt;br /&gt;
====Money====&lt;br /&gt;
Score 1 VP for every £2 you have left, rounded down.  &#039;&#039;(This is why you receive income at the end of the 3rd Generation.)&#039;&#039;&lt;br /&gt;
====Pollution====&lt;br /&gt;
For each Residential tile in your City, check whether it is nearby one or more Polluting tiles. You lose 2 VP for each orthogonally adjacent and 1 VP for each diagonally adjacent Polluting tile. &#039;&#039;(You can lose points for the same Polluting tile more than once, if it is nearby multiple Residential tiles.)&#039;&#039;&lt;br /&gt;
====Ghost Town====&lt;br /&gt;
You lose 10 VP if you do not have any Residential tiles in your City. You lose 4 VP if you have only 1 Residential tile.&lt;br /&gt;
====Power====&lt;br /&gt;
You lose 5 VP if you do not have at least one Power-generating tile in your City&lt;br /&gt;
====Final Score====&lt;br /&gt;
Total these values to determine your final score. The player with the most Victory Points wins. In case of a tie, enjoy your shared victory!&lt;br /&gt;
&lt;br /&gt;
== Designer Variant: No disasters [https://boardgamegeek.com/thread/2204382/designer-variant-removing-disasters] ==&lt;br /&gt;
Disasters are replaced with city tiles. Insurance Office is removed.&lt;br /&gt;
&lt;br /&gt;
Updated victory points:&lt;br /&gt;
&lt;br /&gt;
- Fire Department: +2 VP&lt;br /&gt;
&lt;br /&gt;
- Police Department: +3 VP&lt;br /&gt;
&lt;br /&gt;
- Public Safety Department: +5 VP&lt;br /&gt;
&lt;br /&gt;
==Solo Game==&lt;br /&gt;
====Scoring Table====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border-collapse: collapse; width: auto; text-align: center;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Tiles&lt;br /&gt;
!Intern&lt;br /&gt;
!Apprentice&lt;br /&gt;
!Fellow&lt;br /&gt;
!Foreman&lt;br /&gt;
!Master&lt;br /&gt;
!Boss&lt;br /&gt;
|-&lt;br /&gt;
!1+&lt;br /&gt;
|0-79&lt;br /&gt;
|80-99&lt;br /&gt;
|100-109&lt;br /&gt;
|110-119&lt;br /&gt;
|120-124&lt;br /&gt;
|125+&lt;br /&gt;
|-&lt;br /&gt;
!4+&lt;br /&gt;
|0-84&lt;br /&gt;
|85-104&lt;br /&gt;
|105-114&lt;br /&gt;
|115-124&lt;br /&gt;
|125-129&lt;br /&gt;
|130+&lt;br /&gt;
|-&lt;br /&gt;
!5+&lt;br /&gt;
|0-89&lt;br /&gt;
|90-109&lt;br /&gt;
|110-119&lt;br /&gt;
|120-129&lt;br /&gt;
|130-134&lt;br /&gt;
|135+&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Blccdy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpneom&amp;diff=17398</id>
		<title>Gamehelpneom</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpneom&amp;diff=17398"/>
		<updated>2023-07-07T19:50:36Z</updated>

		<summary type="html">&lt;p&gt;Blccdy: initial rule summary&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Game Objective==&lt;br /&gt;
In Neom, you are building a futuristic city over a period of three generations by placing tiles in your city grid. These tiles provide various goods and money that you will need to place other tiles as well as victory points. Every city requires certain structures to be present or it will lose points during scoring. In the end, the player with the most victory points wins.&lt;br /&gt;
==Course of Play==&lt;br /&gt;
The game is played over &#039;&#039;&#039;three Generations&#039;&#039;&#039; (Rounds), preceded by a &#039;&#039;&#039;Preliminary Round&#039;&#039;&#039;, in which you will choose Cornerstone tiles for later use. Each Generation is comprised of &#039;&#039;&#039;seven turns&#039;&#039;&#039;, for a total of 21 turns over the course of the game. In each turn, you will select a tile and take one of three actions with it. After 21 of these turns, you will score your Cities and determine the winner.&lt;br /&gt;
==Playing a Generation==&lt;br /&gt;
The Generations are played in order, beginning with the 1st Generation, followed by the 2nd and then 3rd Generation.  At the start of each Generation, take the corresponding Generation tiles and deal each player a &#039;&#039;&#039;hand of 8 tiles&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
With this hand, play &#039;&#039;&#039;7 turns&#039;&#039;&#039; as follows:&lt;br /&gt;
&lt;br /&gt;
A. Select a Tile&lt;br /&gt;
&lt;br /&gt;
B. Take an Action&lt;br /&gt;
&lt;br /&gt;
C. Pick Up Tiles&lt;br /&gt;
&lt;br /&gt;
The Generation ends after the 7th turn, in which you have a choice of 2 tiles in your hand. Then you receive &#039;&#039;&#039;income&#039;&#039;&#039; from the tiles in your City, before the next Generation is played in the same fashion. After receiving income at the end of the 3rd Generation, the game ends and scores are tallied.&lt;br /&gt;
===A. Selecting a Tile===&lt;br /&gt;
All players now simultaneously evaluate their hands of tiles, without showing them to the other players.&lt;br /&gt;
===B. Taking an Action===&lt;br /&gt;
Normally, you can take one of the following three actions:&lt;br /&gt;
&lt;br /&gt;
- Place the Selected Tile&lt;br /&gt;
&lt;br /&gt;
- Place a Cornerstone Tile&lt;br /&gt;
&lt;br /&gt;
- Sell the Tile for Money&lt;br /&gt;
====ACTION: Placing the Selected Tile====&lt;br /&gt;
To place the selected Generation tile, you must meet the requirements shown in the top left corner of the tile. If no requirement is shown, you can place the tile right away. If you cannot meet the requirement, you must choose a different action.&lt;br /&gt;
&lt;br /&gt;
Place the Tile in your City according to the following rules:&lt;br /&gt;
&lt;br /&gt;
- You must either place the tile on an empty space in your City grid or replace an existing tile. &#039;&#039;(See “Replacing an Existing Tile” for details.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- The newly placed tile must be connected through Roads to the City Center &#039;&#039;(or the tile in its place, if you replaced your City Center)&#039;&#039;. Roads do not have to connect with other Roads necessarily, as long as there is at least one Road connection leading to the City Center.&lt;br /&gt;
&lt;br /&gt;
- You may not rotate the tile. All tiles must be placed such that you can read their names upright.&lt;br /&gt;
====ACTION: Placing a Cornerstone Tile====&lt;br /&gt;
Cornerstone tiles are much like Generation tiles. To place a Cornerstone tile, you must return the selected Generation tile to the game box, unused. Then choose one of your remaining Cornerstone tiles and place it in your City, as detailed in “Placing the Selected Tile”. &#039;&#039;(The placement rules apply to both Generation and Cornerstone tiles.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important!&#039;&#039;&#039; You cannot have more Cornerstone tiles in your City than the current Generation!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reminder:&#039;&#039;&#039; You cannot discard a Disaster tile to place a Cornerstone tile!&lt;br /&gt;
====ACTION: Selling the Tile for Money====&lt;br /&gt;
Instead of placing a Generation or Cornerstone tile, you can simply return the selected Generation tile to the game box, unused, and take 5 L-Coins from the general supply. &#039;&#039;(Usually, this is a desperation move if you are short on money.)&#039;&#039;&lt;br /&gt;
====END OF TURN: Resolving a Disaster====&lt;br /&gt;
If a Disaster is selected by a player, it activates a negative effect for &#039;&#039;&#039;all other players&#039;&#039;&#039; at the &#039;&#039;&#039;end of the current turn&#039;&#039;&#039; &#039;&#039;(after all other players have taken their action)&#039;&#039;, causing them to lose money or tiles in their City. Selecting the Disaster protects you from its effect but you do not get to take an action that turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If no player selects the Disaster in a given Generation, it will not happen.&lt;br /&gt;
&lt;br /&gt;
Players can &#039;&#039;&#039;protect&#039;&#039;&#039; their tiles from the Fire and Crime Spree penalty by building certain Public tiles in their City. &#039;&#039;(There is no protection from Flood.)&#039;&#039; Protected tiles are not counted when calculating how much money you must pay for the Disaster. Tiles are never protected from removal, especially if you choose to sacrifice tiles instead of paying the penalty.&lt;br /&gt;
===C. Picking Up Tiles===&lt;br /&gt;
Pick up the tiles passed to you, in step A, by the player to your right. This is your hand for the following turn. If there are no tiles to pick up, you have completed the current Generation.&lt;br /&gt;
====END OF GENERATION: Collecting Income====&lt;br /&gt;
At the end of each Generation, after 7 turns have been played, players collect income from their Commercial &#039;&#039;(and other)&#039;&#039; tiles that show the income symbol.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important!&#039;&#039;&#039; Even though the game ends after three Generations, players do collect income even at the end of the 3rd Generation!&lt;br /&gt;
==Game End and Scoring==&lt;br /&gt;
The game ends after you collect your final income at the end of the 3rd Generation.&lt;br /&gt;
&lt;br /&gt;
You score Victory Points (VP) in the following categories:&lt;br /&gt;
====Tiles====&lt;br /&gt;
Add up the Victory Point values on the &#039;&#039;(Residential and Public)&#039;&#039; tiles in your City, as printed in the top right corner of the tiles.&lt;br /&gt;
====Neighborhoods====&lt;br /&gt;
Residential tiles automatically form Neighborhoods by themselves or with other Residential tiles, if they are directly connected by Roads. The value of a Neighborhood depends on its size, i.e., the number of Residential tiles in the Neighborhood.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border-collapse: collapse; width: auto; text-align: center;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|Size&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;
|...&lt;br /&gt;
|-&lt;br /&gt;
|VP&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;
|40&lt;br /&gt;
|44&lt;br /&gt;
|...&lt;br /&gt;
|}Each tile beyond the 8th increases the value of its Neighborhood by a constant 4 VP.&lt;br /&gt;
====Goods====&lt;br /&gt;
As shown at the top of your City board, each Raw Good is worth 1 VP, each Processed Good 2 VP, and each Luxury Good 10 VP. Each Good is scored only once, regardless of how many tiles in your City show that Good. &#039;&#039;(In other words, only score the Good tokens above your City board.)&#039;&#039;&lt;br /&gt;
====Money====&lt;br /&gt;
Score 1 VP for every £2 you have left, rounded down.  &#039;&#039;(This is why you receive income at the end of the 3rd Generation.)&#039;&#039;&lt;br /&gt;
====Pollution====&lt;br /&gt;
For each Residential tile in your City, check whether it is nearby one or more Polluting tiles. You lose 2 VP for each orthogonally adjacent and 1 VP for each diagonally adjacent Polluting tile. &#039;&#039;(You can lose points for the same Polluting tile more than once, if it is nearby multiple Residential tiles.)&#039;&#039;&lt;br /&gt;
====Ghost Town====&lt;br /&gt;
You lose 10 VP if you do not have any Residential tiles in your City. You lose 4 VP if you have only 1 Residential tile.&lt;br /&gt;
====Power====&lt;br /&gt;
You lose 5 VP if you do not have at least one Power-generating tile in your City&lt;br /&gt;
====Final Score====&lt;br /&gt;
Total these values to determine your final score. The player with the most Victory Points wins. In case of a tie, enjoy your shared victory!&lt;br /&gt;
==Solo Game==&lt;br /&gt;
====Scoring Table====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border-collapse: collapse; width: auto; text-align: center;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Tiles&lt;br /&gt;
!Intern&lt;br /&gt;
!Apprentice&lt;br /&gt;
!Fellow&lt;br /&gt;
!Foreman&lt;br /&gt;
!Master&lt;br /&gt;
!Boss&lt;br /&gt;
|-&lt;br /&gt;
!1+&lt;br /&gt;
|0-79&lt;br /&gt;
|80-99&lt;br /&gt;
|100-109&lt;br /&gt;
|110-119&lt;br /&gt;
|120-124&lt;br /&gt;
|125+&lt;br /&gt;
|-&lt;br /&gt;
!4+&lt;br /&gt;
|0-84&lt;br /&gt;
|85-104&lt;br /&gt;
|105-114&lt;br /&gt;
|115-124&lt;br /&gt;
|125-129&lt;br /&gt;
|130+&lt;br /&gt;
|-&lt;br /&gt;
!5+&lt;br /&gt;
|0-89&lt;br /&gt;
|90-109&lt;br /&gt;
|110-119&lt;br /&gt;
|120-129&lt;br /&gt;
|130-134&lt;br /&gt;
|135+&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Blccdy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpneomblccdy&amp;diff=17154</id>
		<title>Gamehelpneomblccdy</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpneomblccdy&amp;diff=17154"/>
		<updated>2023-06-13T14:26:00Z</updated>

		<summary type="html">&lt;p&gt;Blccdy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Game Objective ==&lt;br /&gt;
In Neom, you are building a futuristic city over a period of three generations by placing tiles in your city grid. These tiles provide various goods and money that you will need to place other tiles as well as victory points. Every city requires certain structures to be present or it will lose points during scoring. In the end, the player with the most victory points wins.&lt;br /&gt;
&lt;br /&gt;
== Course of Play ==&lt;br /&gt;
The game is played over &#039;&#039;&#039;three Generations&#039;&#039;&#039; (Rounds), preceded by a &#039;&#039;&#039;Preliminary Round&#039;&#039;&#039;, in which you will choose Cornerstone tiles for later use. Each Generation is comprised of &#039;&#039;&#039;seven turns&#039;&#039;&#039;, for a total of 21 turns over the course of the game. In each turn, you will select a tile and take one of three actions with it. After 21 of these turns, you will score your Cities and determine the winner.&lt;br /&gt;
&lt;br /&gt;
== Playing a Generation ==&lt;br /&gt;
The Generations are played in order, beginning with the 1st Generation, followed by the 2nd and then 3rd Generation.  At the start of each Generation, take the corresponding Generation tiles and deal each player a &#039;&#039;&#039;hand of 8 tiles&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
With this hand, play &#039;&#039;&#039;7 turns&#039;&#039;&#039; as follows:&lt;br /&gt;
&lt;br /&gt;
A. Select a Tile&lt;br /&gt;
&lt;br /&gt;
B. Take an Action&lt;br /&gt;
&lt;br /&gt;
C. Pick Up Tiles&lt;br /&gt;
&lt;br /&gt;
The Generation ends after the 7th turn, in which you have a choice of 2 tiles in your hand. Then you receive &#039;&#039;&#039;income&#039;&#039;&#039; from the tiles in your City, before the next Generation is played in the same fashion. After receiving income at the end of the 3rd Generation, the game ends and scores are tallied.&lt;br /&gt;
&lt;br /&gt;
=== A. Selecting a Tile ===&lt;br /&gt;
All players now simultaneously evaluate their hands of tiles, without showing them to the other players.  &lt;br /&gt;
&lt;br /&gt;
=== B. Taking an Action ===&lt;br /&gt;
Normally, you can take one of the following three actions:&lt;br /&gt;
&lt;br /&gt;
- Place the Selected Tile&lt;br /&gt;
&lt;br /&gt;
- Place a Cornerstone Tile&lt;br /&gt;
&lt;br /&gt;
- Sell the Tile for Money&lt;br /&gt;
==== ACTION: Placing the Selected Tile ====&lt;br /&gt;
To place the selected Generation tile, you must meet the requirements shown in the top left corner of the tile. If no requirement is shown, you can place the tile right away. If you cannot meet the requirement, you must choose a different action.&lt;br /&gt;
&lt;br /&gt;
Place the Tile in your City according to the following rules:&lt;br /&gt;
&lt;br /&gt;
- You must either place the tile on an empty space in your City grid or replace an existing tile. &#039;&#039;(See “Replacing an Existing Tile” for details.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- The newly placed tile must be connected through Roads to the City Center &#039;&#039;(or the tile in its place, if you replaced your City Center)&#039;&#039;. Roads do not have to connect with other Roads necessarily, as long as there is at least one Road connection leading to the City Center.&lt;br /&gt;
&lt;br /&gt;
- You may not rotate the tile. All tiles must be placed such that you can read their names upright.&lt;br /&gt;
&lt;br /&gt;
==== ACTION: Placing a Cornerstone Tile ====&lt;br /&gt;
Cornerstone tiles are much like Generation tiles. To place a Cornerstone tile, you must return the selected Generation tile to the game box, unused. Then choose one of your remaining Cornerstone tiles and place it in your City, as detailed in “Placing the Selected Tile”. &#039;&#039;(The placement rules apply to both Generation and Cornerstone tiles.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important!&#039;&#039;&#039; You cannot have more Cornerstone tiles in your City than the current Generation!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reminder:&#039;&#039;&#039; You cannot discard a Disaster tile to place a Cornerstone tile! &lt;br /&gt;
&lt;br /&gt;
==== ACTION: Selling the Tile for Money ====&lt;br /&gt;
Instead of placing a Generation or Cornerstone tile, you can simply return the selected Generation tile to the game box, unused, and take 5 L-Coins from the general supply. &#039;&#039;(Usually, this is a desperation move if you are short on money.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== END OF TURN: Resolving a Disaster ====&lt;br /&gt;
If a Disaster is selected by a player, it activates a negative effect for &#039;&#039;&#039;all other players&#039;&#039;&#039; at the &#039;&#039;&#039;end of the current turn&#039;&#039;&#039; &#039;&#039;(after all other players have taken their action)&#039;&#039;, causing them to lose money or tiles in their City. Selecting the Disaster protects you from its effect but you do not get to take an action that turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If no player selects the Disaster in a given Generation, it will not happen.&lt;br /&gt;
&lt;br /&gt;
Players can &#039;&#039;&#039;protect&#039;&#039;&#039; their tiles from the Fire and Crime Spree penalty by building certain Public tiles in their City. &#039;&#039;(There is no protection from Flood.)&#039;&#039; Protected tiles are not counted when calculating how much money you must pay for the Disaster. Tiles are never protected from removal, especially if you choose to sacrifice tiles instead of paying the penalty.&lt;br /&gt;
&lt;br /&gt;
=== C. Picking Up Tiles ===&lt;br /&gt;
Pick up the tiles passed to you, in step A, by the player to your right. This is your hand for the following turn. If there are no tiles to pick up, you have completed the current Generation.&lt;br /&gt;
&lt;br /&gt;
==== END OF GENERATION: Collecting Income ====&lt;br /&gt;
At the end of each Generation, after 7 turns have been played, players collect income from their Commercial &#039;&#039;(and other)&#039;&#039; tiles that show the income symbol.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important!&#039;&#039;&#039; Even though the game ends after three Generations, players do collect income even at the end of the 3rd Generation!&lt;br /&gt;
&lt;br /&gt;
== Game End and Scoring ==&lt;br /&gt;
The game ends after you collect your final income at the end of the 3rd Generation.&lt;br /&gt;
&lt;br /&gt;
You score Victory Points (VP) in the following categories:&lt;br /&gt;
&lt;br /&gt;
==== Tiles ====&lt;br /&gt;
Add up the Victory Point values on the &#039;&#039;(Residential and Public)&#039;&#039; tiles in your City, as printed in the top right corner of the tiles. &lt;br /&gt;
&lt;br /&gt;
==== Neighborhoods ====&lt;br /&gt;
Residential tiles automatically form Neighborhoods by themselves or with other Residential tiles, if they are directly connected by Roads. The value of a Neighborhood depends on its size, i.e., the number of Residential tiles in the Neighborhood.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border-collapse: collapse; width: auto; text-align: center;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|Size&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;
|...&lt;br /&gt;
|-&lt;br /&gt;
|VP&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;
|40&lt;br /&gt;
|44&lt;br /&gt;
|...&lt;br /&gt;
|}&lt;br /&gt;
Each tile beyond the 8th increases the value of its Neighborhood by a constant 4 VP.&lt;br /&gt;
&lt;br /&gt;
==== Goods ====&lt;br /&gt;
As shown at the top of your City board, each Raw Good is worth 1 VP, each Processed Good 2 VP, and each Luxury Good 10 VP. Each Good is scored only once, regardless of how many tiles in your City show that Good. &#039;&#039;(In other words, only score the Good tokens above your City board.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Money ====&lt;br /&gt;
Score 1 VP for every £2 you have left, rounded down.  &#039;&#039;(This is why you receive income at the end of the 3rd Generation.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Pollution ====&lt;br /&gt;
For each Residential tile in your City, check whether it is nearby one or more Polluting tiles. You lose 2 VP for each orthogonally adjacent and 1 VP for each diagonally adjacent Polluting tile. &#039;&#039;(You can lose points for the same Polluting tile more than once, if it is nearby multiple Residential tiles.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Ghost Town ====&lt;br /&gt;
You lose 10 VP if you do not have any Residential tiles in your City. You lose 4 VP if you have only 1 Residential tile.&lt;br /&gt;
&lt;br /&gt;
==== Power ====&lt;br /&gt;
You lose 5 VP if you do not have at least one Power-generating tile in your City&lt;br /&gt;
&lt;br /&gt;
==== Final Score ====&lt;br /&gt;
Total these values to determine your final score. The player with the most Victory Points wins. In case of a tie, enjoy your shared victory!&lt;br /&gt;
&lt;br /&gt;
== Solo Game ==&lt;br /&gt;
&lt;br /&gt;
==== Scoring Table ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border-collapse: collapse; width: auto; text-align: center;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Tiles&lt;br /&gt;
!Intern&lt;br /&gt;
!Apprentice&lt;br /&gt;
!Fellow&lt;br /&gt;
!Foreman&lt;br /&gt;
!Master&lt;br /&gt;
!Boss&lt;br /&gt;
|-&lt;br /&gt;
!1+&lt;br /&gt;
|0-79&lt;br /&gt;
|80-99&lt;br /&gt;
|100-109&lt;br /&gt;
|110-119&lt;br /&gt;
|120-124&lt;br /&gt;
|125+&lt;br /&gt;
|-&lt;br /&gt;
!4+&lt;br /&gt;
|0-84&lt;br /&gt;
|85-104&lt;br /&gt;
|105-114&lt;br /&gt;
|115-124&lt;br /&gt;
|125-129&lt;br /&gt;
|130+&lt;br /&gt;
|-&lt;br /&gt;
!5+&lt;br /&gt;
|0-89&lt;br /&gt;
|90-109&lt;br /&gt;
|110-119&lt;br /&gt;
|120-129&lt;br /&gt;
|130-134&lt;br /&gt;
|135+&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Blccdy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpneomblccdy&amp;diff=16574</id>
		<title>Gamehelpneomblccdy</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpneomblccdy&amp;diff=16574"/>
		<updated>2023-04-10T20:36:41Z</updated>

		<summary type="html">&lt;p&gt;Blccdy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Game Objective ==&lt;br /&gt;
In Neom, you are building a futuristic city over a period of three generations by placing tiles in your city grid. These tiles provide various goods and money that you will need to place other tiles as well as victory points. Every city requires certain structures to be present or it will lose points during scoring. In the end, the player with the most victory points wins.&lt;br /&gt;
&lt;br /&gt;
== Course of Play ==&lt;br /&gt;
The game is played over &#039;&#039;&#039;three Generations&#039;&#039;&#039; (Rounds), preceded by a &#039;&#039;&#039;Preliminary Round&#039;&#039;&#039;, in which you will choose Cornerstone tiles for later use. Each Generation is comprised of &#039;&#039;&#039;seven turns&#039;&#039;&#039;, for a total of 21 turns over the course of the game. In each turn, you will select a tile and take one of three actions with it. After 21 of these turns, you will score your Cities and determine the winner.&lt;br /&gt;
&lt;br /&gt;
== Playing a Generation ==&lt;br /&gt;
The Generations are played in order, beginning with the 1st Generation, followed by the 2nd and then 3rd Generation.  At the start of each Generation, take the corresponding Generation tiles and deal each player a &#039;&#039;&#039;hand of 8 tiles&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
With this hand, play &#039;&#039;&#039;7 turns&#039;&#039;&#039; as follows:&lt;br /&gt;
&lt;br /&gt;
A. Select a Tile&lt;br /&gt;
&lt;br /&gt;
B. Take an Action&lt;br /&gt;
&lt;br /&gt;
C. Pick Up Tiles&lt;br /&gt;
&lt;br /&gt;
The Generation ends after the 7th turn, in which you have a choice of 2 tiles in your hand. Then you receive &#039;&#039;&#039;income&#039;&#039;&#039; from the tiles in your City, before the next Generation is played in the same fashion. After receiving income at the end of the 3rd Generation, the game ends and scores are tallied.&lt;br /&gt;
&lt;br /&gt;
=== A. Selecting a Tile ===&lt;br /&gt;
All players now simultaneously evaluate their hands of tiles, without showing them to the other players.  &lt;br /&gt;
&lt;br /&gt;
=== B. Taking an Action ===&lt;br /&gt;
Normally, you can take one of the following three actions:&lt;br /&gt;
&lt;br /&gt;
- Place the Selected Tile&lt;br /&gt;
&lt;br /&gt;
- Place a Cornerstone Tile&lt;br /&gt;
&lt;br /&gt;
- Sell the Tile for Money&lt;br /&gt;
==== ACTION: Placing the Selected Tile ====&lt;br /&gt;
To place the selected Generation tile, you must meet the requirements shown in the top left corner of the tile. If no requirement is shown, you can place the tile right away. If you cannot meet the requirement, you must choose a different action.&lt;br /&gt;
&lt;br /&gt;
Place the Tile in your City according to the following rules:&lt;br /&gt;
&lt;br /&gt;
- You must either place the tile on an empty space in your City grid or replace an existing tile. &#039;&#039;(See “Replacing an Existing Tile” for details.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- The newly placed tile must be connected through Roads to the City Center &#039;&#039;(or the tile in its place, if you replaced your City Center)&#039;&#039;. Roads do not have to connect with other Roads necessarily, as long as there is at least one Road connection leading to the City Center.&lt;br /&gt;
&lt;br /&gt;
- You may not rotate the tile. All tiles must be placed such that you can read their names upright.&lt;br /&gt;
&lt;br /&gt;
==== ACTION: Placing a Cornerstone Tile ====&lt;br /&gt;
Cornerstone tiles are much like Generation tiles. To place a Cornerstone tile, you must return the selected Generation tile to the game box, unused. Then choose one of your remaining Cornerstone tiles and place it in your City, as detailed in “Placing the Selected Tile”. &#039;&#039;(The placement rules apply to both Generation and Cornerstone tiles.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important!&#039;&#039;&#039; You cannot have more Cornerstone tiles in your City than the current Generation!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reminder:&#039;&#039;&#039; You cannot discard a Disaster tile to place a Cornerstone tile! &lt;br /&gt;
&lt;br /&gt;
==== ACTION: Selling the Tile for Money ====&lt;br /&gt;
Instead of placing a Generation or Cornerstone tile, you can simply return the selected Generation tile to the game box, unused, and take 5 L-Coins from the general supply. &#039;&#039;(Usually, this is a desperation move if you are short on money.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== END OF TURN: Resolving a Disaster ====&lt;br /&gt;
If a Disaster is selected by a player, it activates a negative effect for &#039;&#039;&#039;all other players&#039;&#039;&#039; at the &#039;&#039;&#039;end of the current turn&#039;&#039;&#039; &#039;&#039;(after all other players have taken their action)&#039;&#039;, causing them to lose money or tiles in their City. Selecting the Disaster protects you from its effect but you do not get to take an action that turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If no player selects the Disaster in a given Generation, it will not happen.&lt;br /&gt;
&lt;br /&gt;
Players can &#039;&#039;&#039;protect&#039;&#039;&#039; their tiles from the Fire and Crime Spree penalty by building certain Public tiles in their City. &#039;&#039;(There is no protection from Flood.)&#039;&#039; Protected tiles are not counted when calculating how much money you must pay for the Disaster. Tiles are never protected from removal, especially if you choose to sacrifice tiles instead of paying the penalty.&lt;br /&gt;
&lt;br /&gt;
=== C. Picking Up Tiles ===&lt;br /&gt;
Pick up the tiles passed to you, in step A, by the player to your right. This is your hand for the following turn. If there are no tiles to pick up, you have completed the current Generation.&lt;br /&gt;
&lt;br /&gt;
==== END OF GENERATION: Collecting Income ====&lt;br /&gt;
At the end of each Generation, after 7 turns have been played, players collect income from their Commercial &#039;&#039;(and other)&#039;&#039; tiles that show the income symbol.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important!&#039;&#039;&#039; Even though the game ends after three Generations, players do collect income even at the end of the 3rd Generation!&lt;br /&gt;
&lt;br /&gt;
== Game End and Scoring ==&lt;br /&gt;
The game ends after you collect your final income at the end of the 3rd Generation.&lt;br /&gt;
&lt;br /&gt;
You score Victory Points (VP) in the following categories:&lt;br /&gt;
&lt;br /&gt;
==== Tiles ====&lt;br /&gt;
Add up the Victory Point values on the &#039;&#039;(Residential and Public)&#039;&#039; tiles in your City, as printed in the top right corner of the tiles. &lt;br /&gt;
&lt;br /&gt;
==== Neighborhoods ====&lt;br /&gt;
Residential tiles automatically form Neighborhoods by themselves or with other Residential tiles, if they are directly connected by Roads. The value of a Neighborhood depends on its size, i.e., the number of Residential tiles in the Neighborhood.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border-collapse: collapse; width: auto; text-align: center;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|Size&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;
|...&lt;br /&gt;
|-&lt;br /&gt;
|VP&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;
|40&lt;br /&gt;
|44&lt;br /&gt;
|...&lt;br /&gt;
|}&lt;br /&gt;
Each tile beyond the 8th increases the value of its Neighborhood by a constant 4 VP.&lt;br /&gt;
&lt;br /&gt;
==== Goods ====&lt;br /&gt;
As shown at the top of your City board, each Raw Good is worth 1 VP, each Processed Good 2 VP, and each Luxury Good 10 VP. Each Good is scored only once, regardless of how many tiles in your City show that Good. &#039;&#039;(In other words, only score the Good tokens above your City board.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Money ====&lt;br /&gt;
Score 1 VP for every £2 you have left, rounded down.  &#039;&#039;(This is why you receive income at the end of the 3rd Generation.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Pollution ====&lt;br /&gt;
For each Residential tile in your City, check whether it is nearby one or more Polluting tiles. You lose 2 VP for each orthogonally adjacent and 1 VP for each diagonally adjacent Polluting tile. &#039;&#039;(You can lose points for the same Polluting tile more than once, if it is nearby multiple Residential tiles.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Ghost Town ====&lt;br /&gt;
You lose 10 VP if you do not have any Residential tiles in your City. You lose 4 VP if you have only 1 Residential tile.&lt;br /&gt;
&lt;br /&gt;
==== Power ====&lt;br /&gt;
You lose 5 VP if you do not have at least one Power-generating tile in your City&lt;br /&gt;
&lt;br /&gt;
==== Final Score ====&lt;br /&gt;
Total these values to determine your final score. The player with the most Victory Points wins. In case of a tie, enjoy your shared victory!&lt;br /&gt;
&lt;br /&gt;
== Solo Game ==&lt;br /&gt;
&lt;br /&gt;
==== Scoring Table ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border-collapse: collapse; width: auto; text-align: center;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!&lt;br /&gt;
!Intern&lt;br /&gt;
!Apprentice&lt;br /&gt;
!Fellow&lt;br /&gt;
!Foreman&lt;br /&gt;
!Master&lt;br /&gt;
!Boss&lt;br /&gt;
|-&lt;br /&gt;
!1+&lt;br /&gt;
|0-79&lt;br /&gt;
|80-99&lt;br /&gt;
|100-109&lt;br /&gt;
|110-119&lt;br /&gt;
|120-124&lt;br /&gt;
|125+&lt;br /&gt;
|-&lt;br /&gt;
!4+&lt;br /&gt;
|0-84&lt;br /&gt;
|85-104&lt;br /&gt;
|105-114&lt;br /&gt;
|115-124&lt;br /&gt;
|125-129&lt;br /&gt;
|130+&lt;br /&gt;
|-&lt;br /&gt;
!5+&lt;br /&gt;
|0-89&lt;br /&gt;
|90-109&lt;br /&gt;
|110-119&lt;br /&gt;
|120-129&lt;br /&gt;
|130-134&lt;br /&gt;
|135+&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Blccdy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpneomblccdy&amp;diff=16573</id>
		<title>Gamehelpneomblccdy</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpneomblccdy&amp;diff=16573"/>
		<updated>2023-04-10T18:55:43Z</updated>

		<summary type="html">&lt;p&gt;Blccdy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Game Objective ==&lt;br /&gt;
In Neom, you are building a futuristic city over a period of three generations by placing tiles in your city grid. These tiles provide various goods and money that you will need to place other tiles as well as victory points. Every city requires certain structures to be present or it will lose points during scoring. In the end, the player with the most victory points wins.&lt;br /&gt;
&lt;br /&gt;
== Course of Play ==&lt;br /&gt;
The game is played over &#039;&#039;&#039;three Generations&#039;&#039;&#039; (Rounds), preceded by a &#039;&#039;&#039;Preliminary Round&#039;&#039;&#039;, in which you will choose Cornerstone tiles for later use. Each Generation is comprised of &#039;&#039;&#039;seven turns&#039;&#039;&#039;, for a total of 21 turns over the course of the game. In each turn, you will select a tile and take one of three actions with it. After 21 of these turns, you will score your Cities and determine the winner.&lt;br /&gt;
&lt;br /&gt;
== Playing a Generation ==&lt;br /&gt;
The Generations are played in order, beginning with the 1st Generation, followed by the 2nd and then 3rd Generation.  At the start of each Generation, take the corresponding Generation tiles and deal each player a &#039;&#039;&#039;hand of 8 tiles&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
With this hand, play &#039;&#039;&#039;7 turns&#039;&#039;&#039; as follows:&lt;br /&gt;
&lt;br /&gt;
- A. Select a Tile&lt;br /&gt;
&lt;br /&gt;
- B. Take an Action&lt;br /&gt;
&lt;br /&gt;
- C. Pick Up Tiles&lt;br /&gt;
&lt;br /&gt;
The Generation ends after the 7th turn, in which you have a choice of 2 tiles in your hand. The remaining tile is returned to the game box, unused. Then you receive &#039;&#039;&#039;income&#039;&#039;&#039; from the tiles in your City, before the next Generation is played in the same fashion. After receiving income at the end of the 3rd Generation, the game ends and scores are tallied.&lt;br /&gt;
&lt;br /&gt;
=== A. Selecting a Tile ===&lt;br /&gt;
All players now simultaneously evaluate their hands of tiles, without showing them to the other players.  &lt;br /&gt;
&lt;br /&gt;
=== B. Taking an Action ===&lt;br /&gt;
Normally, you can take one of the following three actions:&lt;br /&gt;
&lt;br /&gt;
- Place the Selected Tile&lt;br /&gt;
&lt;br /&gt;
- Place a Cornerstone Tile&lt;br /&gt;
&lt;br /&gt;
- Sell the Tile for Money&lt;br /&gt;
==== ACTION: Placing the Selected Tile ====&lt;br /&gt;
To place the selected Generation tile, you must meet the requirements shown in the top left corner of the tile. If no requirement is shown, you can place the tile right away. If you cannot meet the requirement, you must choose a different action.&lt;br /&gt;
&lt;br /&gt;
Place the Tile in your City according to the following rules:&lt;br /&gt;
&lt;br /&gt;
- You must either place the tile on an empty space in your City grid or replace an existing tile. &#039;&#039;(See “Replacing an Existing Tile” for details.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- The newly placed tile must be connected through Roads to the City Center &#039;&#039;(or the tile in its place, if you replaced your City Center)&#039;&#039;. Roads do not have to connect with other Roads necessarily, as long as there is at least one Road connection leading to the City Center.&lt;br /&gt;
&lt;br /&gt;
- You may not rotate the tile. All tiles must be placed such that you can read their names upright.&lt;br /&gt;
&lt;br /&gt;
==== ACTION: Placing a Cornerstone Tile ====&lt;br /&gt;
Cornerstone tiles are much like Generation tiles. To place a Cornerstone tile, you must return the selected Generation tile to the game box, unused. Then choose one of your remaining Cornerstone tiles and place it in your City, as detailed in “Placing the Selected Tile”. &#039;&#039;(The placement rules apply to both Generation and Cornerstone tiles.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important!&#039;&#039;&#039; You cannot have more Cornerstone tiles in your City than the current Generation!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reminder:&#039;&#039;&#039; You cannot discard a Disaster tile to place a Cornerstone tile! &lt;br /&gt;
&lt;br /&gt;
==== ACTION: Selling the Tile for Money ====&lt;br /&gt;
Instead of placing a Generation or Cornerstone tile, you can simply return the selected Generation tile to the game box, unused, and take 5 L-Coins from the general supply. &#039;&#039;(Usually, this is a desperation move if you are short on money.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== END OF TURN: Resolving a Disaster ====&lt;br /&gt;
If a Disaster is selected by a player, it activates a negative effect for &#039;&#039;&#039;all other players&#039;&#039;&#039; at the &#039;&#039;&#039;end of the current turn&#039;&#039;&#039; &#039;&#039;(after all other players have taken their action)&#039;&#039;, causing them to lose money or tiles in their City. Selecting the Disaster protects you from its effect but you do not get to take an action that turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If no player selects the Disaster in a given Generation, it will not happen.&lt;br /&gt;
&lt;br /&gt;
Players can &#039;&#039;&#039;protect&#039;&#039;&#039; their tiles from the Fire and Crime Spree penalty by building certain Public tiles in their City. &#039;&#039;(There is no protection from Flood.)&#039;&#039; Protected tiles are not counted when calculating how much money you must pay for the Disaster. Tiles are never protected from removal, especially if you choose to sacrifice tiles instead of paying the penalty.&lt;br /&gt;
&lt;br /&gt;
=== C. Picking Up Tiles ===&lt;br /&gt;
Pick up the tiles passed to you, in step A, by the player to your right. This is your hand for the following turn. If there are no tiles to pick up, you have completed the current Generation.&lt;br /&gt;
&lt;br /&gt;
==== END OF GENERATION: Collecting Income ====&lt;br /&gt;
At the end of each Generation, after 7 turns have been played, players collect income from their Commercial &#039;&#039;(and other)&#039;&#039; tiles that show the income symbol.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important!&#039;&#039;&#039; Even though the game ends after three Generations, players do collect income even at the end of the 3rd Generation!&lt;br /&gt;
&lt;br /&gt;
== Game End and Scoring ==&lt;br /&gt;
The game ends after you collect your final income at the end of the 3rd Generation.&lt;br /&gt;
&lt;br /&gt;
You score Victory Points (VP) in the following categories:&lt;br /&gt;
&lt;br /&gt;
==== Tiles ====&lt;br /&gt;
Add up the Victory Point values on the &#039;&#039;(Residential and Public)&#039;&#039; tiles in your City, as printed in the top right corner of the tiles. &lt;br /&gt;
&lt;br /&gt;
==== Neighborhoods ====&lt;br /&gt;
Residential tiles automatically form Neighborhoods by themselves or with other Residential tiles, if they are directly connected by Roads. The value of a Neighborhood depends on its size, i.e., the number of Residential tiles in the Neighborhood.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border-collapse: collapse; width: auto; text-align: center;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|Size&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;
|...&lt;br /&gt;
|-&lt;br /&gt;
|VP&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;
|40&lt;br /&gt;
|44&lt;br /&gt;
|..&lt;br /&gt;
|}&lt;br /&gt;
Each tile beyond the 8th increases the value of its Neighborhood by a constant 4 VP.&lt;br /&gt;
&lt;br /&gt;
==== Goods ====&lt;br /&gt;
As shown at the top of your City board, each Raw Good is worth 1 VP, each Processed Good 2 VP, and each Luxury Good 10 VP. Each Good is scored only once, regardless of how many tiles in your City show that Good. &#039;&#039;(In other words, only score the Good tokens above your City board.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Money ====&lt;br /&gt;
Score 1 VP for every £2 you have left, rounded down.  &#039;&#039;(This is why you receive income at the end of the 3rd Generation.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Pollution ====&lt;br /&gt;
For each Residential tile in your City, check whether it is nearby one or more Polluting tiles. You lose 2 VP for each orthogonally adjacent and 1 VP for each diagonally adjacent Polluting tile. &#039;&#039;(You can lose points for the same Polluting tile more than once, if it is nearby multiple Residential tiles.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Ghost Town ====&lt;br /&gt;
You lose 10 VP if you do not have any Residential tiles in your City. You lose 4 VP if you have only 1 Residential tile.&lt;br /&gt;
&lt;br /&gt;
==== Power ====&lt;br /&gt;
You lose 5 VP if you do not have at least one Power-generating tile in your City&lt;br /&gt;
&lt;br /&gt;
==== Final Score ====&lt;br /&gt;
Total these values to determine your final score. The player with the most Victory Points wins. In case of a tie, enjoy your shared victory!&lt;br /&gt;
&lt;br /&gt;
== Solo Game ==&lt;br /&gt;
&lt;br /&gt;
==== Scoring Table ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border-collapse: collapse; width: auto; text-align: center;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!&lt;br /&gt;
!Intern&lt;br /&gt;
!Apprentice&lt;br /&gt;
!Fellow&lt;br /&gt;
!Foreman&lt;br /&gt;
!Master&lt;br /&gt;
!Boss&lt;br /&gt;
|-&lt;br /&gt;
!1+&lt;br /&gt;
|0-79&lt;br /&gt;
|80-99&lt;br /&gt;
|100-109&lt;br /&gt;
|110-119&lt;br /&gt;
|120-124&lt;br /&gt;
|125+&lt;br /&gt;
|-&lt;br /&gt;
!4+&lt;br /&gt;
|0-84&lt;br /&gt;
|85-104&lt;br /&gt;
|105-114&lt;br /&gt;
|115-124&lt;br /&gt;
|125-129&lt;br /&gt;
|130+&lt;br /&gt;
|-&lt;br /&gt;
!5+&lt;br /&gt;
|0-89&lt;br /&gt;
|90-109&lt;br /&gt;
|110-119&lt;br /&gt;
|120-129&lt;br /&gt;
|130-134&lt;br /&gt;
|135+&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Blccdy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpneomblccdy&amp;diff=16572</id>
		<title>Gamehelpneomblccdy</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpneomblccdy&amp;diff=16572"/>
		<updated>2023-04-10T18:55:25Z</updated>

		<summary type="html">&lt;p&gt;Blccdy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Game Objective ==&lt;br /&gt;
In Neom, you are building a futuristic city over a period of three generations by placing tiles in your city grid. These tiles provide various goods and money that you will need to place other tiles as well as victory points. Every city requires certain structures to be present or it will lose points during scoring. In the end, the player with the most victory points wins.&lt;br /&gt;
&lt;br /&gt;
== Course of Play ==&lt;br /&gt;
The game is played over &#039;&#039;&#039;three Generations&#039;&#039;&#039; (Rounds), preceded by a &#039;&#039;&#039;Preliminary Round&#039;&#039;&#039;, in which you will choose Cornerstone tiles for later use. Each Generation is comprised of &#039;&#039;&#039;seven turns&#039;&#039;&#039;, for a total of 21 turns over the course of the game. In each turn, you will select a tile and take one of three actions with it. After 21 of these turns, you will score your Cities and determine the winner.&lt;br /&gt;
&lt;br /&gt;
== Playing a Generation ==&lt;br /&gt;
The Generations are played in order, beginning with the 1st Generation, followed by the 2nd and then 3rd Generation.  At the start of each Generation, take the corresponding Generation tiles and deal each player a &#039;&#039;&#039;hand of 8 tiles&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
With this hand, play &#039;&#039;&#039;7 turns&#039;&#039;&#039; as follows:&lt;br /&gt;
&lt;br /&gt;
- A. Select a Tile&lt;br /&gt;
&lt;br /&gt;
- B. Take an Action&lt;br /&gt;
&lt;br /&gt;
- C. Pick Up Tiles&lt;br /&gt;
&lt;br /&gt;
The Generation ends after the 7th turn, in which you have a choice of 2 tiles in your hand. The remaining tile is returned to the game box, unused. Then you receive &#039;&#039;&#039;income&#039;&#039;&#039; from the tiles in your City, before the next Generation is played in the same fashion. After receiving income at the end of the 3rd Generation, the game ends and scores are tallied.&lt;br /&gt;
&lt;br /&gt;
=== A. Selecting a Tile ===&lt;br /&gt;
All players now simultaneously evaluate their hands of tiles, without showing them to the other players.  &lt;br /&gt;
&lt;br /&gt;
=== B. Taking an Action ===&lt;br /&gt;
Normally, you can take one of the following three actions:&lt;br /&gt;
&lt;br /&gt;
- Place the Selected Tile&lt;br /&gt;
&lt;br /&gt;
- Place a Cornerstone Tile&lt;br /&gt;
&lt;br /&gt;
- Sell the Tile for Money&lt;br /&gt;
==== ACTION: Placing the Selected Tile ====&lt;br /&gt;
To place the selected Generation tile, you must meet the requirements shown in the top left corner of the tile. If no requirement is shown, you can place the tile right away. If you cannot meet the requirement, you must choose a different action.&lt;br /&gt;
&lt;br /&gt;
Place the Tile in your City according to the following rules:&lt;br /&gt;
&lt;br /&gt;
- You must either place the tile on an empty space in your City grid or replace an existing tile. &#039;&#039;(See “Replacing an Existing Tile” for details.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- The newly placed tile must be connected through Roads to the City Center &#039;&#039;(or the tile in its place, if you replaced your City Center)&#039;&#039;. Roads do not have to connect with other Roads necessarily, as long as there is at least one Road connection leading to the City Center.&lt;br /&gt;
&lt;br /&gt;
- You may not rotate the tile. All tiles must be placed such that you can read their names upright.&lt;br /&gt;
&lt;br /&gt;
==== ACTION: Placing a Cornerstone Tile ====&lt;br /&gt;
Cornerstone tiles are much like Generation tiles. To place a Cornerstone tile, you must return the selected Generation tile to the game box, unused. Then choose one of your remaining Cornerstone tiles and place it in your City, as detailed in “Placing the Selected Tile”. &#039;&#039;(The placement rules apply to both Generation and Cornerstone tiles.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important!&#039;&#039;&#039; You cannot have more Cornerstone tiles in your City than the current Generation!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reminder:&#039;&#039;&#039; You cannot discard a Disaster tile to place a Cornerstone tile! &lt;br /&gt;
&lt;br /&gt;
==== ACTION: Selling the Tile for Money ====&lt;br /&gt;
Instead of placing a Generation or Cornerstone tile, you can simply return the selected Generation tile to the game box, unused, and take 5 L-Coins from the general supply. &#039;&#039;(Usually, this is a desperation move if you are short on money.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== END OF TURN: Resolving a Disaster ====&lt;br /&gt;
If a Disaster is selected by a player, it activates a negative effect for &#039;&#039;&#039;all other players&#039;&#039;&#039; at the &#039;&#039;&#039;end of the current turn&#039;&#039;&#039; &#039;&#039;(after all other players have taken their action)&#039;&#039;, causing them to lose money or tiles in their City. Selecting the Disaster protects you from its effect but you do not get to take an action that turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If no player selects the Disaster in a given Generation, it will not happen.&lt;br /&gt;
&lt;br /&gt;
Players can &#039;&#039;&#039;protect&#039;&#039;&#039; their tiles from the Fire and Crime Spree penalty by building certain Public tiles in their City. &#039;&#039;(There is no protection from Flood.)&#039;&#039; Protected tiles are not counted when calculating how much money you must pay for the Disaster. Tiles are never protected from removal, especially if you choose to sacrifice tiles instead of paying the penalty.&lt;br /&gt;
&lt;br /&gt;
=== C. Picking Up Tiles ===&lt;br /&gt;
Pick up the tiles passed to you, in step A, by the player to your right. This is your hand for the following turn. If there are no tiles to pick up, you have completed the current Generation.&lt;br /&gt;
&lt;br /&gt;
==== END OF GENERATION: Collecting Income ====&lt;br /&gt;
At the end of each Generation, after 7 turns have been played, players collect income from their Commercial &#039;&#039;(and other)&#039;&#039; tiles that show the income symbol.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important!&#039;&#039;&#039; Even though the game ends after three Generations, players do collect income even at the end of the 3rd Generation!&lt;br /&gt;
&lt;br /&gt;
== Game End and Scoring ==&lt;br /&gt;
The game ends after you collect your final income at the end of the 3rd Generation.&lt;br /&gt;
&lt;br /&gt;
You score Victory Points (VP) in the following categories:&lt;br /&gt;
&lt;br /&gt;
==== Tiles ====&lt;br /&gt;
Add up the Victory Point values on the &#039;&#039;(Residential and Public)&#039;&#039; tiles in your City, as printed in the top right corner of the tiles. &lt;br /&gt;
&lt;br /&gt;
==== Neighborhoods ====&lt;br /&gt;
Residential tiles automatically form Neighborhoods by themselves or with other Residential tiles, if they are directly connected by Roads. The value of a Neighborhood depends on its size, i.e., the number of Residential tiles in the Neighborhood.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border-collapse: collapse; width: auto&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|Size&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;
|...&lt;br /&gt;
|-&lt;br /&gt;
|VP&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;
|40&lt;br /&gt;
|44&lt;br /&gt;
|..&lt;br /&gt;
|}&lt;br /&gt;
Each tile beyond the 8th increases the value of its Neighborhood by a constant 4 VP.&lt;br /&gt;
&lt;br /&gt;
==== Goods ====&lt;br /&gt;
As shown at the top of your City board, each Raw Good is worth 1 VP, each Processed Good 2 VP, and each Luxury Good 10 VP. Each Good is scored only once, regardless of how many tiles in your City show that Good. &#039;&#039;(In other words, only score the Good tokens above your City board.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Money ====&lt;br /&gt;
Score 1 VP for every £2 you have left, rounded down.  &#039;&#039;(This is why you receive income at the end of the 3rd Generation.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Pollution ====&lt;br /&gt;
For each Residential tile in your City, check whether it is nearby one or more Polluting tiles. You lose 2 VP for each orthogonally adjacent and 1 VP for each diagonally adjacent Polluting tile. &#039;&#039;(You can lose points for the same Polluting tile more than once, if it is nearby multiple Residential tiles.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Ghost Town ====&lt;br /&gt;
You lose 10 VP if you do not have any Residential tiles in your City. You lose 4 VP if you have only 1 Residential tile.&lt;br /&gt;
&lt;br /&gt;
==== Power ====&lt;br /&gt;
You lose 5 VP if you do not have at least one Power-generating tile in your City&lt;br /&gt;
&lt;br /&gt;
==== Final Score ====&lt;br /&gt;
Total these values to determine your final score. The player with the most Victory Points wins. In case of a tie, enjoy your shared victory!&lt;br /&gt;
&lt;br /&gt;
== Solo Game ==&lt;br /&gt;
&lt;br /&gt;
==== Scoring Table ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!&lt;br /&gt;
!Intern&lt;br /&gt;
!Apprentice&lt;br /&gt;
!Fellow&lt;br /&gt;
!Foreman&lt;br /&gt;
!Master&lt;br /&gt;
!Boss&lt;br /&gt;
|-&lt;br /&gt;
!1+&lt;br /&gt;
|0-79&lt;br /&gt;
|80-99&lt;br /&gt;
|100-109&lt;br /&gt;
|110-119&lt;br /&gt;
|120-124&lt;br /&gt;
|125+&lt;br /&gt;
|-&lt;br /&gt;
!4+&lt;br /&gt;
|0-84&lt;br /&gt;
|85-104&lt;br /&gt;
|105-114&lt;br /&gt;
|115-124&lt;br /&gt;
|125-129&lt;br /&gt;
|130+&lt;br /&gt;
|-&lt;br /&gt;
!5+&lt;br /&gt;
|0-89&lt;br /&gt;
|90-109&lt;br /&gt;
|110-119&lt;br /&gt;
|120-129&lt;br /&gt;
|130-134&lt;br /&gt;
|135+&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Blccdy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpneomblccdy&amp;diff=16571</id>
		<title>Gamehelpneomblccdy</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpneomblccdy&amp;diff=16571"/>
		<updated>2023-04-10T18:18:39Z</updated>

		<summary type="html">&lt;p&gt;Blccdy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Game Objective ==&lt;br /&gt;
In Neom, you are building a futuristic city over a period of three generations by placing tiles in your city grid. These tiles provide various goods and money that you will need to place other tiles as well as victory points. Every city requires certain structures to be present or it will lose points during scoring. In the end, the player with the most victory points wins.&lt;br /&gt;
&lt;br /&gt;
== Course of Play ==&lt;br /&gt;
The game is played over &#039;&#039;&#039;three Generations&#039;&#039;&#039; (Rounds), preceded by a &#039;&#039;&#039;Preliminary Round&#039;&#039;&#039;, in which you will choose Cornerstone tiles for later use. Each Generation is comprised of &#039;&#039;&#039;seven turns&#039;&#039;&#039;, for a total of 21 turns over the course of the game. In each turn, you will select a tile and take one of three actions with it. After 21 of these turns, you will score your Cities and determine the winner.&lt;br /&gt;
&lt;br /&gt;
== Playing a Generation ==&lt;br /&gt;
The Generations are played in order, beginning with the 1st Generation, followed by the 2nd and then 3rd Generation.  At the start of each Generation, take the corresponding Generation tiles and deal each player a &#039;&#039;&#039;hand of 8 tiles&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
With this hand, play &#039;&#039;&#039;7 turns&#039;&#039;&#039; as follows:&lt;br /&gt;
&lt;br /&gt;
- A. Select a Tile&lt;br /&gt;
&lt;br /&gt;
- B. Take an Action&lt;br /&gt;
&lt;br /&gt;
- C. Pick Up Tiles&lt;br /&gt;
&lt;br /&gt;
The Generation ends after the 7th turn, in which you have a choice of 2 tiles in your hand. The remaining tile is returned to the game box, unused. Then you receive &#039;&#039;&#039;income&#039;&#039;&#039; from the tiles in your City, before the next Generation is played in the same fashion. After receiving income at the end of the 3rd Generation, the game ends and scores are tallied.&lt;br /&gt;
&lt;br /&gt;
=== A. Selecting a Tile ===&lt;br /&gt;
All players now simultaneously evaluate their hands of tiles, without showing them to the other players.  &lt;br /&gt;
&lt;br /&gt;
=== B. Taking an Action ===&lt;br /&gt;
Normally, you can take one of the following three actions:&lt;br /&gt;
&lt;br /&gt;
- Place the Selected Tile&lt;br /&gt;
&lt;br /&gt;
- Place a Cornerstone Tile&lt;br /&gt;
&lt;br /&gt;
- Sell the Tile for Money&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== ACTION: Placing the Selected Tile ====&lt;br /&gt;
To place the selected Generation tile, you must meet the requirements shown in the top left corner of the tile. If no requirement is shown, you can place the tile right away. If you cannot meet the requirement, you must choose a different action.&lt;br /&gt;
&lt;br /&gt;
Place the Tile in your City according to the following rules:&lt;br /&gt;
&lt;br /&gt;
- You must either place the tile on an empty space in your City grid or replace an existing tile. &#039;&#039;(See “Replacing an Existing Tile” for details.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- The newly placed tile must be connected through Roads to the City Center &#039;&#039;(or the tile in its place, if you replaced your City Center)&#039;&#039;. Roads do not have to connect with other Roads necessarily, as long as there is at least one Road connection leading to the City Center.&lt;br /&gt;
&lt;br /&gt;
- You may not rotate the tile. All tiles must be placed such that you can read their names upright.&lt;br /&gt;
&lt;br /&gt;
==== ACTION: Placing a Cornerstone Tile ====&lt;br /&gt;
Cornerstone tiles are much like Generation tiles. To place a Cornerstone tile, you must return the selected Generation tile to the game box, unused. Then choose one of your remaining Cornerstone tiles and place it in your City, as detailed in “Placing the Selected Tile”. &#039;&#039;(The placement rules apply to both Generation and Cornerstone tiles.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important!&#039;&#039;&#039; You cannot have more Cornerstone tiles in your City than the current Generation!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reminder:&#039;&#039;&#039; You cannot discard a Disaster tile to place a Cornerstone tile! &lt;br /&gt;
&lt;br /&gt;
==== ACTION: Selling the Tile for Money ====&lt;br /&gt;
Instead of placing a Generation or Cornerstone tile, you can simply return the selected Generation tile to the game box, unused, and take 5 L-Coins from the general supply. &#039;&#039;(Usually, this is a desperation move if you are short on money.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== END OF TURN: Resolving a Disaster ====&lt;br /&gt;
If a Disaster is selected by a player, it activates a negative effect for &#039;&#039;&#039;all other players&#039;&#039;&#039; at the &#039;&#039;&#039;end of the current turn&#039;&#039;&#039; &#039;&#039;(after all other players have taken their action)&#039;&#039;, causing them to lose money or tiles in their City. Selecting the Disaster protects you from its effect but you do not get to take an action that turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If no player selects the Disaster in a given Generation, it will not happen.&lt;br /&gt;
&lt;br /&gt;
Players can &#039;&#039;&#039;protect&#039;&#039;&#039; their tiles from the Fire and Crime Spree penalty by building certain Public tiles in their City. &#039;&#039;(There is no protection from Flood.)&#039;&#039; Protected tiles are not counted when calculating how much money you must pay for the Disaster. Tiles are never protected from removal, especially if you choose to sacrifice tiles instead of paying the penalty.&lt;br /&gt;
&lt;br /&gt;
=== C. Picking Up Tiles ===&lt;br /&gt;
Pick up the tiles passed to you, in step A, by the player to your right. This is your hand for the following turn. If there are no tiles to pick up, you have completed the current Generation.&lt;br /&gt;
&lt;br /&gt;
==== END OF GENERATION: Collecting Income ====&lt;br /&gt;
At the end of each Generation, after 7 turns have been played, players collect income from their Commercial &#039;&#039;(and other)&#039;&#039; tiles that show the income symbol.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important!&#039;&#039;&#039; Even though the game ends after three Generations, players do collect income even at the end of the 3rd Generation!&lt;br /&gt;
&lt;br /&gt;
== Game End and Scoring ==&lt;br /&gt;
The game ends after you collect your final income at the end of the 3rd Generation.&lt;br /&gt;
&lt;br /&gt;
You score Victory Points (VP) in the following categories:&lt;br /&gt;
&lt;br /&gt;
==== Tiles ====&lt;br /&gt;
Add up the Victory Point values on the &#039;&#039;(Residential and Public)&#039;&#039; tiles in your City, as printed in the top right corner of the tiles. &lt;br /&gt;
&lt;br /&gt;
==== Neighborhoods ====&lt;br /&gt;
Residential tiles automatically form Neighborhoods by themselves or with other Residential tiles, if they are directly connected by Roads. The value of a Neighborhood depends on its size, i.e., the number of Residential tiles in the Neighborhood.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border-collapse: collapse; width: auto&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|Size&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;
|...&lt;br /&gt;
|-&lt;br /&gt;
|VP&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;
|40&lt;br /&gt;
|44&lt;br /&gt;
|..&lt;br /&gt;
|}&lt;br /&gt;
Each tile beyond the 8th increases the value of its Neighborhood by a constant 4 VP.&lt;br /&gt;
&lt;br /&gt;
==== Goods ====&lt;br /&gt;
As shown at the top of your City board, each Raw Good is worth 1 VP, each Processed Good 2 VP, and each Luxury Good 10 VP. Each Good is scored only once, regardless of how many tiles in your City show that Good. &#039;&#039;(In other words, only score the Good tokens above your City board.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Money ====&lt;br /&gt;
Score 1 VP for every £2 you have left, rounded down.  &#039;&#039;(This is why you receive income at the end of the 3rd Generation.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Pollution ====&lt;br /&gt;
For each Residential tile in your City, check whether it is nearby one or more Polluting tiles. You lose 2 VP for each orthogonally adjacent and 1 VP for each diagonally adjacent Polluting tile. &#039;&#039;(You can lose points for the same Polluting tile more than once, if it is nearby multiple Residential tiles.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Ghost Town ====&lt;br /&gt;
You lose 10 VP if you do not have any Residential tiles in your City. You lose 4 VP if you have only 1 Residential tile.&lt;br /&gt;
&lt;br /&gt;
==== Power ====&lt;br /&gt;
You lose 5 VP if you do not have at least one Power-generating tile in your City&lt;br /&gt;
&lt;br /&gt;
==== Final Score ====&lt;br /&gt;
Total these values to determine your final score. The player with the most Victory Points wins. In case of a tie, enjoy your shared victory!&lt;/div&gt;</summary>
		<author><name>Blccdy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpneomblccdy&amp;diff=16570</id>
		<title>Gamehelpneomblccdy</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpneomblccdy&amp;diff=16570"/>
		<updated>2023-04-10T18:18:20Z</updated>

		<summary type="html">&lt;p&gt;Blccdy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Game Objective ==&lt;br /&gt;
In Neom, you are building a futuristic city over a period of three generations by placing tiles in your city grid. These tiles provide various goods and money that you will need to place other tiles as well as victory points. Every city requires certain structures to be present or it will lose points during scoring. In the end, the player with the most victory points wins.&lt;br /&gt;
&lt;br /&gt;
== Course of Play ==&lt;br /&gt;
The game is played over &#039;&#039;&#039;three Generations&#039;&#039;&#039; (Rounds), preceded by a &#039;&#039;&#039;Preliminary Round&#039;&#039;&#039;, in which you will choose Cornerstone tiles for later use. Each Generation is comprised of &#039;&#039;&#039;seven turns&#039;&#039;&#039;, for a total of 21 turns over the course of the game. In each turn, you will select a tile and take one of three actions with it. After 21 of these turns, you will score your Cities and determine the winner.&lt;br /&gt;
&lt;br /&gt;
== Playing a Generation ==&lt;br /&gt;
The Generations are played in order, beginning with the 1st Generation, followed by the 2nd and then 3rd Generation.  At the start of each Generation, take the corresponding Generation tiles and deal each player a &#039;&#039;&#039;hand of 8 tiles&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
With this hand, play &#039;&#039;&#039;7 turns&#039;&#039;&#039; as follows:&lt;br /&gt;
&lt;br /&gt;
- A. Select a Tile&lt;br /&gt;
&lt;br /&gt;
- B. Take an Action&lt;br /&gt;
&lt;br /&gt;
- C. Pick Up Tiles&lt;br /&gt;
&lt;br /&gt;
The Generation ends after the 7th turn, in which you have a choice of 2 tiles in your hand. The remaining tile is returned to the game box, unused. Then you receive &#039;&#039;&#039;income&#039;&#039;&#039; from the tiles in your City, before the next Generation is played in the same fashion. After receiving income at the end of the 3rd Generation, the game ends and scores are tallied.&lt;br /&gt;
&lt;br /&gt;
=== A. Selecting a Tile ===&lt;br /&gt;
All players now simultaneously evaluate their hands of tiles, without showing them to the other players.  &lt;br /&gt;
&lt;br /&gt;
=== B. Taking an Action ===&lt;br /&gt;
Normally, you can take one of the following three actions:&lt;br /&gt;
&lt;br /&gt;
- Place the Selected Tile&lt;br /&gt;
&lt;br /&gt;
- Place a Cornerstone Tile&lt;br /&gt;
&lt;br /&gt;
- Sell the Tile for Money&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== ACTION: Placing the Selected Tile ====&lt;br /&gt;
To place the selected Generation tile, you must meet the requirements shown in the top left corner of the tile. If no requirement is shown, you can place the tile right away. If you cannot meet the requirement, you must choose a different action.&lt;br /&gt;
&lt;br /&gt;
Place the Tile in your City according to the following rules:&lt;br /&gt;
&lt;br /&gt;
- You must either place the tile on an empty space in your City grid or replace an existing tile. &#039;&#039;(See “Replacing an Existing Tile” for details.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- The newly placed tile must be connected through Roads to the City Center &#039;&#039;(or the tile in its place, if you replaced your City Center)&#039;&#039;. Roads do not have to connect with other Roads necessarily, as long as there is at least one Road connection leading to the City Center.&lt;br /&gt;
&lt;br /&gt;
- You may not rotate the tile. All tiles must be placed such that you can read their names upright.&lt;br /&gt;
&lt;br /&gt;
==== ACTION: Placing a Cornerstone Tile ====&lt;br /&gt;
Cornerstone tiles are much like Generation tiles. To place a Cornerstone tile, you must return the selected Generation tile to the game box, unused. Then choose one of your remaining Cornerstone tiles and place it in your City, as detailed in “Placing the Selected Tile”. &#039;&#039;(The placement rules apply to both Generation and Cornerstone tiles.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important!&#039;&#039;&#039; You cannot have more Cornerstone tiles in your City than the current Generation!&lt;br /&gt;
&#039;&#039;&#039;Reminder:&#039;&#039;&#039; You cannot discard a Disaster tile to place a Cornerstone tile! &lt;br /&gt;
&lt;br /&gt;
==== ACTION: Selling the Tile for Money ====&lt;br /&gt;
Instead of placing a Generation or Cornerstone tile, you can simply return the selected Generation tile to the game box, unused, and take 5 L-Coins from the general supply. &#039;&#039;(Usually, this is a desperation move if you are short on money.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== END OF TURN: Resolving a Disaster ====&lt;br /&gt;
If a Disaster is selected by a player, it activates a negative effect for &#039;&#039;&#039;all other players&#039;&#039;&#039; at the &#039;&#039;&#039;end of the current turn&#039;&#039;&#039; &#039;&#039;(after all other players have taken their action)&#039;&#039;, causing them to lose money or tiles in their City. Selecting the Disaster protects you from its effect but you do not get to take an action that turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If no player selects the Disaster in a given Generation, it will not happen.&lt;br /&gt;
&lt;br /&gt;
Players can &#039;&#039;&#039;protect&#039;&#039;&#039; their tiles from the Fire and Crime Spree penalty by building certain Public tiles in their City. &#039;&#039;(There is no protection from Flood.)&#039;&#039; Protected tiles are not counted when calculating how much money you must pay for the Disaster. Tiles are never protected from removal, especially if you choose to sacrifice tiles instead of paying the penalty.&lt;br /&gt;
&lt;br /&gt;
=== C. Picking Up Tiles ===&lt;br /&gt;
Pick up the tiles passed to you, in step A, by the player to your right. This is your hand for the following turn. If there are no tiles to pick up, you have completed the current Generation.&lt;br /&gt;
&lt;br /&gt;
==== END OF GENERATION: Collecting Income ====&lt;br /&gt;
At the end of each Generation, after 7 turns have been played, players collect income from their Commercial &#039;&#039;(and other)&#039;&#039; tiles that show the income symbol.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important!&#039;&#039;&#039; Even though the game ends after three Generations, players do collect income even at the end of the 3rd Generation!&lt;br /&gt;
&lt;br /&gt;
== Game End and Scoring ==&lt;br /&gt;
The game ends after you collect your final income at the end of the 3rd Generation.&lt;br /&gt;
&lt;br /&gt;
You score Victory Points (VP) in the following categories:&lt;br /&gt;
&lt;br /&gt;
==== Tiles ====&lt;br /&gt;
Add up the Victory Point values on the &#039;&#039;(Residential and Public)&#039;&#039; tiles in your City, as printed in the top right corner of the tiles. &lt;br /&gt;
&lt;br /&gt;
==== Neighborhoods ====&lt;br /&gt;
Residential tiles automatically form Neighborhoods by themselves or with other Residential tiles, if they are directly connected by Roads. The value of a Neighborhood depends on its size, i.e., the number of Residential tiles in the Neighborhood.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border-collapse: collapse; width: auto&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|Size&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;
|...&lt;br /&gt;
|-&lt;br /&gt;
|VP&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;
|40&lt;br /&gt;
|44&lt;br /&gt;
|..&lt;br /&gt;
|}&lt;br /&gt;
Each tile beyond the 8th increases the value of its Neighborhood by a constant 4 VP.&lt;br /&gt;
&lt;br /&gt;
==== Goods ====&lt;br /&gt;
As shown at the top of your City board, each Raw Good is worth 1 VP, each Processed Good 2 VP, and each Luxury Good 10 VP. Each Good is scored only once, regardless of how many tiles in your City show that Good. &#039;&#039;(In other words, only score the Good tokens above your City board.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Money ====&lt;br /&gt;
Score 1 VP for every £2 you have left, rounded down.  &#039;&#039;(This is why you receive income at the end of the 3rd Generation.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Pollution ====&lt;br /&gt;
For each Residential tile in your City, check whether it is nearby one or more Polluting tiles. You lose 2 VP for each orthogonally adjacent and 1 VP for each diagonally adjacent Polluting tile. &#039;&#039;(You can lose points for the same Polluting tile more than once, if it is nearby multiple Residential tiles.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Ghost Town ====&lt;br /&gt;
You lose 10 VP if you do not have any Residential tiles in your City. You lose 4 VP if you have only 1 Residential tile.&lt;br /&gt;
&lt;br /&gt;
==== Power ====&lt;br /&gt;
You lose 5 VP if you do not have at least one Power-generating tile in your City&lt;br /&gt;
&lt;br /&gt;
==== Final Score ====&lt;br /&gt;
Total these values to determine your final score. The player with the most Victory Points wins. In case of a tie, enjoy your shared victory!&lt;/div&gt;</summary>
		<author><name>Blccdy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpneomblccdy&amp;diff=16569</id>
		<title>Gamehelpneomblccdy</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpneomblccdy&amp;diff=16569"/>
		<updated>2023-04-10T18:18:03Z</updated>

		<summary type="html">&lt;p&gt;Blccdy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Game Objective ==&lt;br /&gt;
In Neom, you are building a futuristic city over a period of three generations by placing tiles in your city grid. These tiles provide various goods and money that you will need to place other tiles as well as victory points. Every city requires certain structures to be present or it will lose points during scoring. In the end, the player with the most victory points wins.&lt;br /&gt;
&lt;br /&gt;
== Course of Play ==&lt;br /&gt;
The game is played over &#039;&#039;&#039;three Generations&#039;&#039;&#039; (Rounds), preceded by a &#039;&#039;&#039;Preliminary Round&#039;&#039;&#039;, in which you will choose Cornerstone tiles for later use. Each Generation is comprised of &#039;&#039;&#039;seven turns&#039;&#039;&#039;, for a total of 21 turns over the course of the game. In each turn, you will select a tile and take one of three actions with it. After 21 of these turns, you will score your Cities and determine the winner.&lt;br /&gt;
&lt;br /&gt;
== Playing a Generation ==&lt;br /&gt;
The Generations are played in order, beginning with the 1st Generation, followed by the 2nd and then 3rd Generation.  At the start of each Generation, take the corresponding Generation tiles and deal each player a &#039;&#039;&#039;hand of 8 tiles&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
With this hand, play &#039;&#039;&#039;7 turns&#039;&#039;&#039; as follows:&lt;br /&gt;
&lt;br /&gt;
- A. Select a Tile&lt;br /&gt;
&lt;br /&gt;
- B. Take an Action&lt;br /&gt;
&lt;br /&gt;
- C. Pick Up Tiles&lt;br /&gt;
&lt;br /&gt;
The Generation ends after the 7th turn, in which you have a choice of 2 tiles in your hand. The remaining tile is returned to the game box, unused. Then you receive &#039;&#039;&#039;income&#039;&#039;&#039; from the tiles in your City, before the next Generation is played in the same fashion. After receiving income at the end of the 3rd Generation, the game ends and scores are tallied.&lt;br /&gt;
&lt;br /&gt;
=== A. Selecting a Tile ===&lt;br /&gt;
All players now simultaneously evaluate their hands of tiles, without showing them to the other players.  &lt;br /&gt;
&lt;br /&gt;
=== B. Taking an Action ===&lt;br /&gt;
Normally, you can take one of the following three actions:&lt;br /&gt;
&lt;br /&gt;
- Place the Selected Tile&lt;br /&gt;
&lt;br /&gt;
- Place a Cornerstone Tile&lt;br /&gt;
&lt;br /&gt;
- Sell the Tile for Money&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== ACTION: Placing the Selected Tile ====&lt;br /&gt;
To place the selected Generation tile, you must meet the requirements shown in the top left corner of the tile. If no requirement is shown, you can place the tile right away. If you cannot meet the requirement, you must choose a different action.&lt;br /&gt;
&lt;br /&gt;
Place the Tile in your City according to the following rules:&lt;br /&gt;
&lt;br /&gt;
- You must either place the tile on an empty space in your City grid or replace an existing tile. &#039;&#039;(See “Replacing an Existing Tile” for details.)&#039;&#039;&lt;br /&gt;
- The newly placed tile must be connected through Roads to the City Center &#039;&#039;(or the tile in its place, if you replaced your City Center)&#039;&#039;. Roads do not have to connect with other Roads necessarily, as long as there is at least one Road connection leading to the City Center.&lt;br /&gt;
- You may not rotate the tile. All tiles must be placed such that you can read their names upright.&lt;br /&gt;
&lt;br /&gt;
==== ACTION: Placing a Cornerstone Tile ====&lt;br /&gt;
Cornerstone tiles are much like Generation tiles. To place a Cornerstone tile, you must return the selected Generation tile to the game box, unused. Then choose one of your remaining Cornerstone tiles and place it in your City, as detailed in “Placing the Selected Tile”. &#039;&#039;(The placement rules apply to both Generation and Cornerstone tiles.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important!&#039;&#039;&#039; You cannot have more Cornerstone tiles in your City than the current Generation!&lt;br /&gt;
&#039;&#039;&#039;Reminder:&#039;&#039;&#039; You cannot discard a Disaster tile to place a Cornerstone tile! &lt;br /&gt;
&lt;br /&gt;
==== ACTION: Selling the Tile for Money ====&lt;br /&gt;
Instead of placing a Generation or Cornerstone tile, you can simply return the selected Generation tile to the game box, unused, and take 5 L-Coins from the general supply. &#039;&#039;(Usually, this is a desperation move if you are short on money.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== END OF TURN: Resolving a Disaster ====&lt;br /&gt;
If a Disaster is selected by a player, it activates a negative effect for &#039;&#039;&#039;all other players&#039;&#039;&#039; at the &#039;&#039;&#039;end of the current turn&#039;&#039;&#039; &#039;&#039;(after all other players have taken their action)&#039;&#039;, causing them to lose money or tiles in their City. Selecting the Disaster protects you from its effect but you do not get to take an action that turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If no player selects the Disaster in a given Generation, it will not happen.&lt;br /&gt;
&lt;br /&gt;
Players can &#039;&#039;&#039;protect&#039;&#039;&#039; their tiles from the Fire and Crime Spree penalty by building certain Public tiles in their City. &#039;&#039;(There is no protection from Flood.)&#039;&#039; Protected tiles are not counted when calculating how much money you must pay for the Disaster. Tiles are never protected from removal, especially if you choose to sacrifice tiles instead of paying the penalty.&lt;br /&gt;
&lt;br /&gt;
=== C. Picking Up Tiles ===&lt;br /&gt;
Pick up the tiles passed to you, in step A, by the player to your right. This is your hand for the following turn. If there are no tiles to pick up, you have completed the current Generation.&lt;br /&gt;
&lt;br /&gt;
==== END OF GENERATION: Collecting Income ====&lt;br /&gt;
At the end of each Generation, after 7 turns have been played, players collect income from their Commercial &#039;&#039;(and other)&#039;&#039; tiles that show the income symbol.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important!&#039;&#039;&#039; Even though the game ends after three Generations, players do collect income even at the end of the 3rd Generation!&lt;br /&gt;
&lt;br /&gt;
== Game End and Scoring ==&lt;br /&gt;
The game ends after you collect your final income at the end of the 3rd Generation.&lt;br /&gt;
&lt;br /&gt;
You score Victory Points (VP) in the following categories:&lt;br /&gt;
&lt;br /&gt;
==== Tiles ====&lt;br /&gt;
Add up the Victory Point values on the &#039;&#039;(Residential and Public)&#039;&#039; tiles in your City, as printed in the top right corner of the tiles. &lt;br /&gt;
&lt;br /&gt;
==== Neighborhoods ====&lt;br /&gt;
Residential tiles automatically form Neighborhoods by themselves or with other Residential tiles, if they are directly connected by Roads. The value of a Neighborhood depends on its size, i.e., the number of Residential tiles in the Neighborhood.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border-collapse: collapse; width: auto&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|Size&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;
|...&lt;br /&gt;
|-&lt;br /&gt;
|VP&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;
|40&lt;br /&gt;
|44&lt;br /&gt;
|..&lt;br /&gt;
|}&lt;br /&gt;
Each tile beyond the 8th increases the value of its Neighborhood by a constant 4 VP.&lt;br /&gt;
&lt;br /&gt;
==== Goods ====&lt;br /&gt;
As shown at the top of your City board, each Raw Good is worth 1 VP, each Processed Good 2 VP, and each Luxury Good 10 VP. Each Good is scored only once, regardless of how many tiles in your City show that Good. &#039;&#039;(In other words, only score the Good tokens above your City board.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Money ====&lt;br /&gt;
Score 1 VP for every £2 you have left, rounded down.  &#039;&#039;(This is why you receive income at the end of the 3rd Generation.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Pollution ====&lt;br /&gt;
For each Residential tile in your City, check whether it is nearby one or more Polluting tiles. You lose 2 VP for each orthogonally adjacent and 1 VP for each diagonally adjacent Polluting tile. &#039;&#039;(You can lose points for the same Polluting tile more than once, if it is nearby multiple Residential tiles.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Ghost Town ====&lt;br /&gt;
You lose 10 VP if you do not have any Residential tiles in your City. You lose 4 VP if you have only 1 Residential tile.&lt;br /&gt;
&lt;br /&gt;
==== Power ====&lt;br /&gt;
You lose 5 VP if you do not have at least one Power-generating tile in your City&lt;br /&gt;
&lt;br /&gt;
==== Final Score ====&lt;br /&gt;
Total these values to determine your final score. The player with the most Victory Points wins. In case of a tie, enjoy your shared victory!&lt;/div&gt;</summary>
		<author><name>Blccdy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpneomblccdy&amp;diff=16568</id>
		<title>Gamehelpneomblccdy</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpneomblccdy&amp;diff=16568"/>
		<updated>2023-04-10T18:13:44Z</updated>

		<summary type="html">&lt;p&gt;Blccdy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Game Objective ==&lt;br /&gt;
In Neom, you are building a futuristic city over a period of three generations by placing tiles in your city grid. These tiles provide various goods and money that you will need to place other tiles as well as victory points. Every city requires certain structures to be present or it will lose points during scoring. In the end, the player with the most victory points wins.&lt;br /&gt;
&lt;br /&gt;
== Course of Play ==&lt;br /&gt;
The game is played over &#039;&#039;&#039;three Generations&#039;&#039;&#039; (Rounds), preceded by a &#039;&#039;&#039;Preliminary Round&#039;&#039;&#039;, in which you will choose Cornerstone tiles for later use. Each Generation is comprised of &#039;&#039;&#039;seven turns&#039;&#039;&#039;, for a total of 21 turns over the course of the game. In each turn, you will select a tile and take one of three actions with it. After 21 of these turns, you will score your Cities and determine the winner.&lt;br /&gt;
&lt;br /&gt;
== Playing a Generation ==&lt;br /&gt;
The Generations are played in order, beginning with the 1st Generation, followed by the 2nd and then 3rd Generation.  At the start of each Generation, take the corresponding Generation tiles and deal each player a &#039;&#039;&#039;hand of 8 tiles&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
With this hand, play &#039;&#039;&#039;7 turns&#039;&#039;&#039; as follows:&lt;br /&gt;
&lt;br /&gt;
- A. Select a Tile&lt;br /&gt;
- B. Take an Action&lt;br /&gt;
- C. Pick Up Tiles&lt;br /&gt;
&lt;br /&gt;
The Generation ends after the 7th turn, in which you have a choice of 2 tiles in your hand. The remaining tile is returned to the game box, unused. Then you receive &#039;&#039;&#039;income&#039;&#039;&#039; from the tiles in your City, before the next Generation is played in the same fashion. After receiving income at the end of the 3rd Generation, the game ends and scores are tallied.&lt;br /&gt;
&lt;br /&gt;
=== A. Selecting a Tile ===&lt;br /&gt;
All players now simultaneously evaluate their hands of tiles, without showing them to the other players.  &lt;br /&gt;
&lt;br /&gt;
=== B. Taking an Action ===&lt;br /&gt;
Normally, you can take one of the following three actions:&lt;br /&gt;
&lt;br /&gt;
- Place the Selected Tile&lt;br /&gt;
- Place a Cornerstone Tile&lt;br /&gt;
- Sell the Tile for Money&lt;br /&gt;
&lt;br /&gt;
==== ACTION: Placing the Selected Tile ====&lt;br /&gt;
To place the selected Generation tile, you must meet the requirements shown in the top left corner of the tile. If no requirement is shown, you can place the tile right away. If you cannot meet the requirement, you must choose a different action.&lt;br /&gt;
&lt;br /&gt;
Place the Tile in your City according to the following rules:&lt;br /&gt;
&lt;br /&gt;
- You must either place the tile on an empty space in your City grid or replace an existing tile. &#039;&#039;(See “Replacing an Existing Tile” for details.)&#039;&#039;&lt;br /&gt;
- The newly placed tile must be connected through Roads to the City Center &#039;&#039;(or the tile in its place, if you replaced your City Center)&#039;&#039;. Roads do not have to connect with other Roads necessarily, as long as there is at least one Road connection leading to the City Center.&lt;br /&gt;
- You may not rotate the tile. All tiles must be placed such that you can read their names upright.&lt;br /&gt;
&lt;br /&gt;
==== ACTION: Placing a Cornerstone Tile ====&lt;br /&gt;
Cornerstone tiles are much like Generation tiles. To place a Cornerstone tile, you must return the selected Generation tile to the game box, unused. Then choose one of your remaining Cornerstone tiles and place it in your City, as detailed in “Placing the Selected Tile”. &#039;&#039;(The placement rules apply to both Generation and Cornerstone tiles.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important!&#039;&#039;&#039; You cannot have more Cornerstone tiles in your City than the current Generation!&lt;br /&gt;
&#039;&#039;&#039;Reminder:&#039;&#039;&#039; You cannot discard a Disaster tile to place a Cornerstone tile! &lt;br /&gt;
&lt;br /&gt;
==== ACTION: Selling the Tile for Money ====&lt;br /&gt;
Instead of placing a Generation or Cornerstone tile, you can simply return the selected Generation tile to the game box, unused, and take 5 L-Coins from the general supply. &#039;&#039;(Usually, this is a desperation move if you are short on money.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== END OF TURN: Resolving a Disaster ====&lt;br /&gt;
If a Disaster is selected by a player, it activates a negative effect for &#039;&#039;&#039;all other players&#039;&#039;&#039; at the &#039;&#039;&#039;end of the current turn&#039;&#039;&#039; &#039;&#039;(after all other players have taken their action)&#039;&#039;, causing them to lose money or tiles in their City. Selecting the Disaster protects you from its effect but you do not get to take an action that turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If no player selects the Disaster in a given Generation, it will not happen.&lt;br /&gt;
&lt;br /&gt;
Players can &#039;&#039;&#039;protect&#039;&#039;&#039; their tiles from the Fire and Crime Spree penalty by building certain Public tiles in their City. &#039;&#039;(There is no protection from Flood.)&#039;&#039; Protected tiles are not counted when calculating how much money you must pay for the Disaster. Tiles are never protected from removal, especially if you choose to sacrifice tiles instead of paying the penalty.&lt;br /&gt;
&lt;br /&gt;
=== C. Picking Up Tiles ===&lt;br /&gt;
Pick up the tiles passed to you, in step A, by the player to your right. This is your hand for the following turn. If there are no tiles to pick up, you have completed the current Generation.&lt;br /&gt;
&lt;br /&gt;
==== END OF GENERATION: Collecting Income ====&lt;br /&gt;
At the end of each Generation, after 7 turns have been played, players collect income from their Commercial &#039;&#039;(and other)&#039;&#039; tiles that show the income symbol.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important!&#039;&#039;&#039; Even though the game ends after three Generations, players do collect income even at the end of the 3rd Generation!&lt;br /&gt;
&lt;br /&gt;
== Game End and Scoring ==&lt;br /&gt;
The game ends after you collect your final income at the end of the 3rd Generation.&lt;br /&gt;
&lt;br /&gt;
You score Victory Points (VP) in the following categories:&lt;br /&gt;
&lt;br /&gt;
==== Tiles ====&lt;br /&gt;
Add up the Victory Point values on the &#039;&#039;(Residential and Public)&#039;&#039; tiles in your City, as printed in the top right corner of the tiles. &lt;br /&gt;
&lt;br /&gt;
==== Neighborhoods ====&lt;br /&gt;
Residential tiles automatically form Neighborhoods by themselves or with other Residential tiles, if they are directly connected by Roads. The value of a Neighborhood depends on its size, i.e., the number of Residential tiles in the Neighborhood.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border-collapse: collapse; width: auto&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|Size&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;
|...&lt;br /&gt;
|-&lt;br /&gt;
|VP&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;
|40&lt;br /&gt;
|44&lt;br /&gt;
|..&lt;br /&gt;
|}&lt;br /&gt;
Each tile beyond the 8th increases the value of its Neighborhood by a constant 4 VP.&lt;br /&gt;
&lt;br /&gt;
==== Goods ====&lt;br /&gt;
As shown at the top of your City board, each Raw Good is worth 1 VP, each Processed Good 2 VP, and each Luxury Good 10 VP. Each Good is scored only once, regardless of how many tiles in your City show that Good. &#039;&#039;(In other words, only score the Good tokens above your City board.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Money ====&lt;br /&gt;
Score 1 VP for every £2 you have left, rounded down.  &#039;&#039;(This is why you receive income at the end of the 3rd Generation.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Pollution ====&lt;br /&gt;
For each Residential tile in your City, check whether it is nearby one or more Polluting tiles. You lose 2 VP for each orthogonally adjacent and 1 VP for each diagonally adjacent Polluting tile. &#039;&#039;(You can lose points for the same Polluting tile more than once, if it is nearby multiple Residential tiles.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Ghost Town ====&lt;br /&gt;
You lose 10 VP if you do not have any Residential tiles in your City. You lose 4 VP if you have only 1 Residential tile.&lt;br /&gt;
&lt;br /&gt;
==== Power ====&lt;br /&gt;
You lose 5 VP if you do not have at least one Power-generating tile in your City&lt;br /&gt;
&lt;br /&gt;
==== Final Score ====&lt;br /&gt;
Total these values to determine your final score. The player with the most Victory Points wins. In case of a tie, enjoy your shared victory!&lt;/div&gt;</summary>
		<author><name>Blccdy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpneomblccdy&amp;diff=16567</id>
		<title>Gamehelpneomblccdy</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpneomblccdy&amp;diff=16567"/>
		<updated>2023-04-10T16:57:02Z</updated>

		<summary type="html">&lt;p&gt;Blccdy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Game Objective ==&lt;br /&gt;
In Neom, you are building a futuristic city over a period of three generations by placing tiles in your city grid. These tiles provide various goods and money that you will need to place other tiles as well as victory points. Every city requires certain structures to be present or it will lose points during scoring. In the end, the player with the most victory points wins.&lt;br /&gt;
&lt;br /&gt;
== Course of Play ==&lt;br /&gt;
The game is played over &#039;&#039;&#039;three Generations&#039;&#039;&#039; (Rounds), preceded by a &#039;&#039;&#039;Preliminary Round&#039;&#039;&#039;, in which you will choose Cornerstone tiles for later use. Each Generation is comprised of &#039;&#039;&#039;seven turns&#039;&#039;&#039;, for a total of 21 turns over the course of the game. In each turn, you will select a tile and take one of three actions with it. After 21 of these turns, you will score your Cities and determine the winner.&lt;br /&gt;
&lt;br /&gt;
== Playing a Generation ==&lt;br /&gt;
The Generations are played in order, beginning with the 1st Generation, followed by the 2nd and then 3rd Generation.  At the start of each Generation, take the corresponding Generation tiles and deal each player a &#039;&#039;&#039;hand of 8 tiles&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
With this hand, play &#039;&#039;&#039;7 turns&#039;&#039;&#039; as follows:&lt;br /&gt;
&lt;br /&gt;
* A. Select a Tile&lt;br /&gt;
* B. Take an Action&lt;br /&gt;
* C. Pick Up Tiles&lt;br /&gt;
&lt;br /&gt;
The Generation ends after the 7th turn, in which you have a choice of 2 tiles in your hand. The remaining tile is returned to the game box, unused. Then you receive &#039;&#039;&#039;income&#039;&#039;&#039; from the tiles in your City, before the next Generation is played in the same fashion. After receiving income at the end of the 3rd Generation, the game ends and scores are tallied.&lt;br /&gt;
&lt;br /&gt;
=== A. Selecting a Tile ===&lt;br /&gt;
All players now simultaneously evaluate their hands of tiles, without showing them to the other players.  &lt;br /&gt;
&lt;br /&gt;
=== B. Taking an Action ===&lt;br /&gt;
Normally, you can take one of the following three actions:&lt;br /&gt;
&lt;br /&gt;
* Place the Selected Tile&lt;br /&gt;
* Place a Cornerstone Tile&lt;br /&gt;
* Sell the Tile for Money&lt;br /&gt;
&lt;br /&gt;
==== ACTION: Placing the Selected Tile ====&lt;br /&gt;
To place the selected Generation tile, you must meet the requirements shown in the top left corner of the tile. If no requirement is shown, you can place the tile right away. If you cannot meet the requirement, you must choose a different action.&lt;br /&gt;
&lt;br /&gt;
Place the Tile in your City according to the following rules:&lt;br /&gt;
&lt;br /&gt;
* You must either place the tile on an empty space in your City grid or replace an existing tile. &#039;&#039;(See “Replacing an Existing Tile” for details.)&#039;&#039;&lt;br /&gt;
* The newly placed tile must be connected through Roads to the City Center &#039;&#039;(or the tile in its place, if you replaced your City Center)&#039;&#039;. Roads do not have to connect with other Roads necessarily, as long as there is at least one Road connection leading to the City Center.&lt;br /&gt;
* You may not rotate the tile. All tiles must be placed such that you can read their names upright.&lt;br /&gt;
&lt;br /&gt;
==== ACTION: Placing a Cornerstone Tile ====&lt;br /&gt;
Cornerstone tiles are much like Generation tiles. To place a Cornerstone tile, you must return the selected Generation tile to the game box, unused. Then choose one of your remaining Cornerstone tiles and place it in your City, as detailed in “Placing the Selected Tile”. &#039;&#039;(The placement rules apply to both Generation and Cornerstone tiles.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Important! You cannot have more Cornerstone tiles in your City than the current Generation!&lt;br /&gt;
* Reminder: You cannot discard a Disaster tile to place a Cornerstone tile! &lt;br /&gt;
&lt;br /&gt;
==== ACTION: Selling the Tile for Money ====&lt;br /&gt;
Instead of placing a Generation or Cornerstone tile, you can simply return the selected Generation tile to the game box, unused, and take 5 L-Coins from the general supply. &#039;&#039;(Usually, this is a desperation move if you are short on money.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== END OF TURN: Resolving a Disaster ====&lt;br /&gt;
If a Disaster is selected by a player, it activates a negative effect for &#039;&#039;&#039;all other players&#039;&#039;&#039; at the &#039;&#039;&#039;end of the current turn&#039;&#039;&#039; &#039;&#039;(after all other players have taken their action)&#039;&#039;, causing them to lose money or tiles in their City. Selecting the Disaster protects you from its effect but you do not get to take an action that turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If no player selects the Disaster in a given Generation, it will not happen.&lt;br /&gt;
&lt;br /&gt;
Players can &#039;&#039;&#039;protect&#039;&#039;&#039; their tiles from the Fire and Crime Spree penalty by building certain Public tiles in their City. &#039;&#039;(There is no protection from Flood.)&#039;&#039; Protected tiles are not counted when calculating how much money you must pay for the Disaster. Tiles are never protected from removal, especially if you choose to sacrifice tiles instead of paying the penalty.&lt;br /&gt;
&lt;br /&gt;
=== C. Picking Up Tiles ===&lt;br /&gt;
Pick up the tiles passed to you, in step A, by the player to your right. This is your hand for the following turn. If there are no tiles to pick up, you have completed the current Generation.&lt;br /&gt;
&lt;br /&gt;
==== END OF GENERATION: Collecting Income ====&lt;br /&gt;
At the end of each Generation, after 7 turns have been played, players collect income from their Commercial &#039;&#039;(and other)&#039;&#039; tiles that show the income symbol.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Important!&#039;&#039;&#039; Even though the game ends after three Generations, players do collect income even at the end of the 3rd Generation!&lt;br /&gt;
&lt;br /&gt;
== Game End and Scoring ==&lt;br /&gt;
The game ends after you collect your final income at the end of the 3rd Generation.&lt;br /&gt;
&lt;br /&gt;
You score Victory Points (VP) in the following categories:&lt;br /&gt;
&lt;br /&gt;
==== Tiles ====&lt;br /&gt;
Add up the Victory Point values on the &#039;&#039;(Residential and Public)&#039;&#039; tiles in your City, as printed in the top right corner of the tiles. &lt;br /&gt;
&lt;br /&gt;
==== Neighborhoods ====&lt;br /&gt;
Residential tiles automatically form Neighborhoods by themselves or with other Residential tiles, if they are directly connected by Roads. The value of a Neighborhood depends on its size, i.e., the number of Residential tiles in the Neighborhood.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=width:auto&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|Size&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;
|...&lt;br /&gt;
|-&lt;br /&gt;
|VP&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;
|40&lt;br /&gt;
|44&lt;br /&gt;
|..&lt;br /&gt;
|}&lt;br /&gt;
Each tile beyond the 8th increases the value of its Neighborhood by a constant 4 VP.&lt;br /&gt;
&lt;br /&gt;
==== Goods ====&lt;br /&gt;
As shown at the top of your City board, each Raw Good is worth 1 VP, each Processed Good 2 VP, and each Luxury Good 10 VP. Each Good is scored only once, regardless of how many tiles in your City show that Good. &#039;&#039;(In other words, only score the Good tokens above your City board.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Money ====&lt;br /&gt;
Score 1 VP for every £2 you have left, rounded down.  &#039;&#039;(This is why you receive income at the end of the 3rd Generation.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Pollution ====&lt;br /&gt;
For each Residential tile in your City, check whether it is nearby one or more Polluting tiles. You lose 2 VP for each orthogonally adjacent and 1 VP for each diagonally adjacent Polluting tile. &#039;&#039;(You can lose points for the same Polluting tile more than once, if it is nearby multiple Residential tiles.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Ghost Town ====&lt;br /&gt;
You lose 10 VP if you do not have any Residential tiles in your City. You lose 4 VP if you have only 1 Residential tile.&lt;br /&gt;
&lt;br /&gt;
==== Power ====&lt;br /&gt;
You lose 5 VP if you do not have at least one Power-generating tile in your City&lt;br /&gt;
&lt;br /&gt;
==== Final Score ====&lt;br /&gt;
Total these values to determine your final score. The player with the most Victory Points wins. In case of a tie, enjoy your shared victory!&lt;/div&gt;</summary>
		<author><name>Blccdy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_neomblccdy&amp;diff=16566</id>
		<title>Tips neomblccdy</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_neomblccdy&amp;diff=16566"/>
		<updated>2023-04-10T16:56:09Z</updated>

		<summary type="html">&lt;p&gt;Blccdy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Have a plan! ==&lt;br /&gt;
Here are some typical strategies that tend to be successful:&lt;br /&gt;
&lt;br /&gt;
- Focus on building a large Neighborhood &#039;&#039;(of 8+ Residential tiles)&#039;&#039;, with Concrete or Lumber if possible. Just be careful to have enough money for Disasters!&lt;br /&gt;
&lt;br /&gt;
- Try to get the Industrial tiles that produce the Goods required for one or two of the luxuries. Pick up only one or two Residentials and keep them away from the Pollution.&lt;br /&gt;
&lt;br /&gt;
- Double down on generating lots of money throughout the game, and find a way to produce or purchase Steel in the 2nd Generation so that you can construct a Treasury.&lt;br /&gt;
&lt;br /&gt;
== Common tips ==&lt;br /&gt;
- Tiles are always passed to the left, so you should try to avoid pursuing a similar strategy as the players on your right.&lt;br /&gt;
&lt;br /&gt;
- You may not always want to pay for Disasters, even when you could. Sacrificing tiles like Pawn Shop and saving your money might be better in the long run. Just be careful about cutting off tiles from the City Center.&lt;br /&gt;
&lt;br /&gt;
- Consider your starting Raw Good when settling on an overall strategy. Stone or Wood pair well with Residential and Coal or Ore pair well with Industrial strategies.&lt;br /&gt;
&lt;br /&gt;
- Try to avoid all of the scoring penalties by having at least two Residential tiles and a Power-generating tile, and placing your Residential tiles far away from your Polluting tiles.&lt;br /&gt;
&lt;br /&gt;
- Commercial tiles that require a Processed Good &#039;&#039;(such as Gold)&#039;&#039; are very strong even when they do not directly support your strategy. They tend to be worth a lot of money, and having cash gives you a lot of flexibility and safety from Disasters.&lt;/div&gt;</summary>
		<author><name>Blccdy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpneomblccdy&amp;diff=16565</id>
		<title>Gamehelpneomblccdy</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpneomblccdy&amp;diff=16565"/>
		<updated>2023-04-10T16:54:11Z</updated>

		<summary type="html">&lt;p&gt;Blccdy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Game Objective ==&lt;br /&gt;
In Neom, you are building a futuristic city over a period of three generations by placing tiles in your city grid. These tiles provide various goods and money that you will need to place other tiles as well as victory points. Every city requires certain structures to be present or it will lose points during scoring. In the end, the player with the most victory points wins.&lt;br /&gt;
&lt;br /&gt;
== Course of Play ==&lt;br /&gt;
The game is played over &#039;&#039;&#039;three Generations&#039;&#039;&#039; (Rounds), preceded by a &#039;&#039;&#039;Preliminary Round&#039;&#039;&#039;, in which you will choose Cornerstone tiles for later use. Each Generation is comprised of &#039;&#039;&#039;seven turns&#039;&#039;&#039;, for a total of 21 turns over the course of the game. In each turn, you will select a tile and take one of three actions with it. After 21 of these turns, you will score your Cities and determine the winner.&lt;br /&gt;
&lt;br /&gt;
== Playing a Generation ==&lt;br /&gt;
The Generations are played in order, beginning with the 1st Generation, followed by the 2nd and then 3rd Generation.  At the start of each Generation, take the corresponding Generation tiles and deal each player a &#039;&#039;&#039;hand of 8 tiles&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
With this hand, play &#039;&#039;&#039;7 turns&#039;&#039;&#039; as follows:&lt;br /&gt;
&lt;br /&gt;
* A. Select a Tile&lt;br /&gt;
* B. Take an Action&lt;br /&gt;
* C. Pick Up Tiles&lt;br /&gt;
&lt;br /&gt;
The Generation ends after the 7th turn, in which you have a choice of 2 tiles in your hand. The remaining tile is returned to the game box, unused. Then you receive &#039;&#039;&#039;income&#039;&#039;&#039; from the tiles in your City, before the next Generation is played in the same fashion. After receiving income at the end of the 3rd Generation, the game ends and scores are tallied.&lt;br /&gt;
&lt;br /&gt;
=== A. Selecting a Tile ===&lt;br /&gt;
All players now simultaneously evaluate their hands of tiles, without showing them to the other players. &lt;br /&gt;
&lt;br /&gt;
=== B. Taking an Action ===&lt;br /&gt;
Normally, you can take one of the following three actions:&lt;br /&gt;
&lt;br /&gt;
* Place the Selected Tile&lt;br /&gt;
* Place a Cornerstone Tile&lt;br /&gt;
* Sell the Tile for Money&lt;br /&gt;
&lt;br /&gt;
==== ACTION: Placing the Selected Tile ====&lt;br /&gt;
To place the selected Generation tile, you must meet the requirements shown in the top left corner of the tile. If no requirement is shown, you can place the tile right away. If you cannot meet the requirement, you must choose a different action.&lt;br /&gt;
&lt;br /&gt;
Place the Tile in your City according to the following rules:&lt;br /&gt;
&lt;br /&gt;
* You must either place the tile on an empty space in your City grid or replace an existing tile. &#039;&#039;(See “Replacing an Existing Tile” for details.)&#039;&#039;&lt;br /&gt;
* The newly placed tile must be connected through Roads to the City Center &#039;&#039;(or the tile in its place, if you replaced your City Center)&#039;&#039;. Roads do not have to connect with other Roads necessarily, as long as there is at least one Road connection leading to the City Center.&lt;br /&gt;
* You may not rotate the tile. All tiles must be placed such that you can read their names upright.&lt;br /&gt;
&lt;br /&gt;
==== ACTION: Placing a Cornerstone Tile ====&lt;br /&gt;
Cornerstone tiles are much like Generation tiles. To place a Cornerstone tile, you must return the selected Generation tile to the game box, unused. Then choose one of your remaining Cornerstone tiles and place it in your City, as detailed in “Placing the Selected Tile”. &#039;&#039;(The placement rules apply to both Generation and Cornerstone tiles.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Important! You cannot have more Cornerstone tiles in your City than the current Generation!&lt;br /&gt;
* Reminder: You cannot discard a Disaster tile to place a Cornerstone tile! &lt;br /&gt;
&lt;br /&gt;
==== ACTION: Selling the Tile for Money ====&lt;br /&gt;
Instead of placing a Generation or Cornerstone tile, you can simply return the selected Generation tile to the game box, unused, and take 5 L-Coins from the general supply. &#039;&#039;(Usually, this is a desperation move if you are short on money.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== END OF TURN: Resolving a Disaster ====&lt;br /&gt;
If a Disaster is selected by a player, it activates a negative effect for &#039;&#039;&#039;all other players&#039;&#039;&#039; at the &#039;&#039;&#039;end of the current turn&#039;&#039;&#039; &#039;&#039;(after all other players have taken their action)&#039;&#039;, causing them to lose money or tiles in their City. Selecting the Disaster protects you from its effect but you do not get to take an action that turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If no player selects the Disaster in a given Generation, it will not happen.&lt;br /&gt;
&lt;br /&gt;
Players can &#039;&#039;&#039;protect&#039;&#039;&#039; their tiles from the Fire and Crime Spree penalty by building certain Public tiles in their City. &#039;&#039;(There is no protection from Flood.)&#039;&#039; Protected tiles are not counted when calculating how much money you must pay for the Disaster. Tiles are never protected from removal, especially if you choose to sacrifice tiles instead of paying the penalty.&lt;br /&gt;
&lt;br /&gt;
=== C. Picking Up Tiles ===&lt;br /&gt;
Pick up the tiles passed to you, in step A, by the player to your right. This is your hand for the following turn. If there are no tiles to pick up, you have completed the current Generation.&lt;br /&gt;
&lt;br /&gt;
==== END OF GENERATION: Collecting Income ====&lt;br /&gt;
At the end of each Generation, after 7 turns have been played, players collect income from their Commercial &#039;&#039;(and other)&#039;&#039; tiles that show the income symbol.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Important!&#039;&#039;&#039; Even though the game ends after three Generations, players do collect income even at the end of the 3rd Generation!&lt;br /&gt;
&lt;br /&gt;
== Game End and Scoring ==&lt;br /&gt;
The game ends after you collect your final income at the end of the 3rd Generation.&lt;br /&gt;
&lt;br /&gt;
You score Victory Points (VP) in the following categories:&lt;br /&gt;
&lt;br /&gt;
==== Tiles ====&lt;br /&gt;
Add up the Victory Point values on the &#039;&#039;(Residential and Public)&#039;&#039; tiles in your City, as printed in the top right corner of the tiles. &lt;br /&gt;
&lt;br /&gt;
==== Neighborhoods ====&lt;br /&gt;
Residential tiles automatically form Neighborhoods by themselves or with other Residential tiles, if they are directly connected by Roads. The value of a Neighborhood depends on its size, i.e., the number of Residential tiles in the Neighborhood.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=width:auto&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|Size&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;
|...&lt;br /&gt;
|-&lt;br /&gt;
|VP&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;
|40&lt;br /&gt;
|44&lt;br /&gt;
|..&lt;br /&gt;
|}&lt;br /&gt;
Each tile beyond the 8th increases the value of its Neighborhood by a constant 4 VP.&lt;br /&gt;
&lt;br /&gt;
==== Goods ====&lt;br /&gt;
As shown at the top of your City board, each Raw Good is worth 1 VP, each Processed Good 2 VP, and each Luxury Good 10 VP. Each Good is scored only once, regardless of how many tiles in your City show that Good. &#039;&#039;(In other words, only score the Good tokens above your City board.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Money ====&lt;br /&gt;
Score 1 VP for every £2 you have left, rounded down.  &#039;&#039;(This is why you receive income at the end of the 3rd Generation.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Pollution ====&lt;br /&gt;
For each Residential tile in your City, check whether it is nearby one or more Polluting tiles. You lose 2 VP for each orthogonally adjacent and 1 VP for each diagonally adjacent Polluting tile. &#039;&#039;(You can lose points for the same Polluting tile more than once, if it is nearby multiple Residential tiles.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Ghost Town ====&lt;br /&gt;
You lose 10 VP if you do not have any Residential tiles in your City. You lose 4 VP if you have only 1 Residential tile.&lt;br /&gt;
&lt;br /&gt;
==== Power ====&lt;br /&gt;
You lose 5 VP if you do not have at least one Power-generating tile in your City&lt;br /&gt;
&lt;br /&gt;
==== Final Score ====&lt;br /&gt;
Total these values to determine your final score. The player with the most Victory Points wins. In case of a tie, enjoy your shared victory!&lt;/div&gt;</summary>
		<author><name>Blccdy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_neomblccdy&amp;diff=16564</id>
		<title>Tips neomblccdy</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_neomblccdy&amp;diff=16564"/>
		<updated>2023-04-10T15:53:50Z</updated>

		<summary type="html">&lt;p&gt;Blccdy: official Strategy Tips added&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
* Have a plan! Here are some typical strategies that tend to be successful:&lt;br /&gt;
** Focus on building a large Neighborhood &#039;&#039;(of 8+ Residential tiles)&#039;&#039;, with Concrete or Lumber if possible. Just be careful to have enough money for Disasters!&lt;br /&gt;
** Try to get the Industrial tiles that produce the Goods required for one or two of the luxuries. Pick up only one or two Residentials and keep them away from the Pollution.&lt;br /&gt;
** Double down on generating lots of money throughout the game, and find a way to produce or purchase Steel in the 2nd Generation so that you can construct a Treasury.&lt;br /&gt;
&lt;br /&gt;
* Tiles are always passed to the left, so you should try to avoid pursuing a similar strategy as the players on your right.&lt;br /&gt;
&lt;br /&gt;
* You may not always want to pay for Disasters, even when you could. Sacrificing tiles like Pawn Shop and saving your money might be better in the long run. Just be careful about cutting off tiles from the City Center.&lt;br /&gt;
* Consider your starting Raw Good when settling on an overall strategy. Stone or Wood pair well with Residential and Coal or Ore pair well with Industrial strategies.&lt;br /&gt;
* Try to avoid all of the scoring penalties by having at least two Residential tiles and a Power-generating tile, and placing your Residential tiles far away from your Polluting tiles.&lt;br /&gt;
* Commercial tiles that require a Processed Good &#039;&#039;(such as Gold)&#039;&#039; are very strong even when they do not directly support your strategy. They tend to be worth a lot of money, and having cash gives you a lot of flexibility and safety from Disasters.&lt;/div&gt;</summary>
		<author><name>Blccdy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpneomblccdy&amp;diff=16563</id>
		<title>Gamehelpneomblccdy</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpneomblccdy&amp;diff=16563"/>
		<updated>2023-04-10T15:49:34Z</updated>

		<summary type="html">&lt;p&gt;Blccdy: Neom Rules Summary&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Game Objective ==&lt;br /&gt;
In Neom, you are building a futuristic city over a period of three generations by placing tiles in your city grid. These tiles provide various goods and money that you will need to place other tiles as well as victory points. Every city requires certain structures to be present or it will lose points during scoring. In the end, the player with the most victory points wins.&lt;br /&gt;
&lt;br /&gt;
== Course of Play ==&lt;br /&gt;
The game is played over &#039;&#039;&#039;three Generations&#039;&#039;&#039; (Rounds), preceded by a &#039;&#039;&#039;Preliminary Round&#039;&#039;&#039;, in which you will choose Cornerstone tiles for later use. Each Generation is comprised of &#039;&#039;&#039;seven turns&#039;&#039;&#039;, for a total of 21 turns over the course of the game. In each turn, you will select a tile and take one of three actions with it. After 21 of these turns, you will score your Cities and determine the winner.&lt;br /&gt;
&lt;br /&gt;
== Playing a Generation ==&lt;br /&gt;
The Generations are played in order, beginning with the 1st Generation, followed by the 2nd and then 3rd Generation.  At the start of each Generation, take the corresponding Generation tiles and deal each player a &#039;&#039;&#039;hand of 8 tiles&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
With this hand, play &#039;&#039;&#039;7 turns&#039;&#039;&#039; as follows:&lt;br /&gt;
&lt;br /&gt;
* A. Select a Tile&lt;br /&gt;
* B. Take an Action&lt;br /&gt;
* C. Pick Up Tiles&lt;br /&gt;
&lt;br /&gt;
The Generation ends after the 7th turn, in which you have a choice of 2 tiles in your hand. The remaining tile is returned to the game box, unused. Then you receive &#039;&#039;&#039;income&#039;&#039;&#039; from the tiles in your City, before the next Generation is played in the same fashion. After receiving income at the end of the 3rd Generation, the game ends and scores are tallied.&lt;br /&gt;
&lt;br /&gt;
=== A. Selecting a Tile ===&lt;br /&gt;
All players now simultaneously evaluate their hands of tiles, without showing them to the other players. &lt;br /&gt;
&lt;br /&gt;
=== B. Taking an Action ===&lt;br /&gt;
Normally, you can take one of the following three actions:&lt;br /&gt;
&lt;br /&gt;
* Place the Selected Tile&lt;br /&gt;
* Place a Cornerstone Tile&lt;br /&gt;
* Sell the Tile for Money&lt;br /&gt;
&lt;br /&gt;
==== ACTION: Placing the Selected Tile ====&lt;br /&gt;
To place the selected Generation tile, you must meet the requirements shown in the top left corner of the tile. If no requirement is shown, you can place the tile right away. If you cannot meet the requirement, you must choose a different action.&lt;br /&gt;
&lt;br /&gt;
Place the Tile in your City according to the following rules:&lt;br /&gt;
&lt;br /&gt;
* You must either place the tile on an empty space in your City grid or replace an existing tile. &#039;&#039;(See “Replacing an Existing Tile” for details.)&#039;&#039;&lt;br /&gt;
* The newly placed tile must be connected through Roads to the City Center &#039;&#039;(or the tile in its place, if you replaced your City Center)&#039;&#039;. Roads do not have to connect with other Roads necessarily, as long as there is at least one Road connection leading to the City Center.&lt;br /&gt;
* You may not rotate the tile. All tiles must be placed such that you can read their names upright.&lt;br /&gt;
&lt;br /&gt;
==== ACTION: Placing a Cornerstone Tile ====&lt;br /&gt;
Cornerstone tiles are much like Generation tiles. To place a Cornerstone tile, you must return the selected Generation tile to the game box, unused. Then choose one of your remaining Cornerstone tiles and place it in your City, as detailed in “Placing the Selected Tile”. &#039;&#039;(The placement rules apply to both Generation and Cornerstone tiles.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Important! You cannot have more Cornerstone tiles in your City than the current Generation!&lt;br /&gt;
* Reminder: You cannot discard a Disaster tile to place a Cornerstone tile! &lt;br /&gt;
&lt;br /&gt;
==== ACTION: Selling the Tile for Money ====&lt;br /&gt;
Instead of placing a Generation or Cornerstone tile, you can simply return the selected Generation tile to the game box, unused, and take 5 L-Coins from the general supply. &#039;&#039;(Usually, this is a desperation move if you are short on money.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== END OF TURN: Resolving a Disaster ====&lt;br /&gt;
If a Disaster is selected by a player, it activates a negative effect for &#039;&#039;&#039;all other players&#039;&#039;&#039; at the &#039;&#039;&#039;end of the current turn&#039;&#039;&#039; &#039;&#039;(after all other players have taken their action)&#039;&#039;, causing them to lose money or tiles in their City. Selecting the Disaster protects you from its effect but you do not get to take an action that turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If no player selects the Disaster in a given Generation, it will not happen.&lt;br /&gt;
&lt;br /&gt;
Players can &#039;&#039;&#039;protect&#039;&#039;&#039; their tiles from the Fire and Crime Spree penalty by building certain Public tiles in their City. &#039;&#039;(There is no protection from Flood.)&#039;&#039; Protected tiles are not counted when calculating how much money you must pay for the Disaster. Tiles are never protected from removal, especially if you choose to sacrifice tiles instead of paying the penalty.&lt;br /&gt;
&lt;br /&gt;
=== C. Picking Up Tiles ===&lt;br /&gt;
Pick up the tiles passed to you, in step A, by the player to your right. This is your hand for the following turn. If there are no tiles to pick up, you have completed the current Generation.&lt;br /&gt;
&lt;br /&gt;
==== END OF GENERATION: Collecting Income ====&lt;br /&gt;
At the end of each Generation, after 7 turns have been played, players collect income from their Commercial &#039;&#039;(and other)&#039;&#039; tiles that show the income symbol.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Important!&#039;&#039;&#039; Even though the game ends after three Generations, players do collect income even at the end of the 3rd Generation!&lt;br /&gt;
&lt;br /&gt;
== Game End and Scoring ==&lt;br /&gt;
The game ends after you collect your final income at the end of the 3rd Generation.&lt;br /&gt;
&lt;br /&gt;
You score Victory Points (VP) in the following categories:&lt;br /&gt;
&lt;br /&gt;
==== Tiles ====&lt;br /&gt;
Add up the Victory Point values on the &#039;&#039;(Residential and Public)&#039;&#039; tiles in your City, as printed in the top right corner of the tiles. &lt;br /&gt;
&lt;br /&gt;
==== Neighborhoods ====&lt;br /&gt;
Residential tiles automatically form Neighborhoods by themselves or with other Residential tiles, if they are directly connected by Roads. The value of a Neighborhood depends on its size, i.e., the number of Residential tiles in the Neighborhood.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|Size&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;
|...&lt;br /&gt;
|-&lt;br /&gt;
|VP&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;
|40&lt;br /&gt;
|44&lt;br /&gt;
|..&lt;br /&gt;
|}&lt;br /&gt;
Each tile beyond the 8th increases the value of its Neighborhood by a constant 4 VP.&lt;br /&gt;
&lt;br /&gt;
==== Goods ====&lt;br /&gt;
As shown at the top of your City board, each Raw Good is worth 1 VP, each Processed Good 2 VP, and each Luxury Good 10 VP. Each Good is scored only once, regardless of how many tiles in your City show that Good. &#039;&#039;(In other words, only score the Good tokens above your City board.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Money ====&lt;br /&gt;
Score 1 VP for every £2 you have left, rounded down.  &#039;&#039;(This is why you receive income at the end of the 3rd Generation.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Pollution ====&lt;br /&gt;
For each Residential tile in your City, check whether it is nearby one or more Polluting tiles. You lose 2 VP for each orthogonally adjacent and 1 VP for each diagonally adjacent Polluting tile. &#039;&#039;(You can lose points for the same Polluting tile more than once, if it is nearby multiple Residential tiles.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Ghost Town ====&lt;br /&gt;
You lose 10 VP if you do not have any Residential tiles in your City. You lose 4 VP if you have only 1 Residential tile.&lt;br /&gt;
&lt;br /&gt;
==== Power ====&lt;br /&gt;
You lose 5 VP if you do not have at least one Power-generating tile in your City&lt;br /&gt;
&lt;br /&gt;
==== Final Score ====&lt;br /&gt;
Total these values to determine your final score. The player with the most Victory Points wins. In case of a tie, enjoy your shared victory!&lt;/div&gt;</summary>
		<author><name>Blccdy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpneomblccdy&amp;diff=16562</id>
		<title>Gamehelpneomblccdy</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpneomblccdy&amp;diff=16562"/>
		<updated>2023-04-10T15:34:47Z</updated>

		<summary type="html">&lt;p&gt;Blccdy: Created page with &amp;quot;== Game Objective == In Neom, you are building a futuristic city over a period of three generations by placing tiles in your city grid. These tiles provide various goods and money that you will need to place other tiles as well as victory points. Every city requires certain structures to be present or it will lose points during scoring. In the end, the player with the most victory points wins.  == Course of Play == The game is played over &amp;#039;&amp;#039;&amp;#039;three Generations&amp;#039;&amp;#039;&amp;#039; (Rounds)...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Game Objective ==&lt;br /&gt;
In Neom, you are building a futuristic city over a period of three generations by placing tiles in your city grid. These tiles provide various goods and money that you will need to place other tiles as well as victory points. Every city requires certain structures to be present or it will lose points during scoring. In the end, the player with the most victory points wins.&lt;br /&gt;
&lt;br /&gt;
== Course of Play ==&lt;br /&gt;
The game is played over &#039;&#039;&#039;three Generations&#039;&#039;&#039; (Rounds), preceded by a &#039;&#039;&#039;Preliminary Round&#039;&#039;&#039;, in which you will choose Cornerstone tiles for later use. Each Generation is comprised of &#039;&#039;&#039;seven turns&#039;&#039;&#039;, for a total of 21 turns over the course of the game. In each turn, you will select a tile and take one of three actions with it. After 21 of these turns, you will score your Cities and determine the winner.&lt;br /&gt;
&lt;br /&gt;
== Playing a Generation ==&lt;br /&gt;
The Generations are played in order, beginning with the 1st Generation, followed by the 2nd and then 3rd Generation.  At the start of each Generation, take the corresponding Generation tiles and deal each player a &#039;&#039;&#039;hand of 8 tiles&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
With this hand, play &#039;&#039;&#039;7 turns&#039;&#039;&#039; as follows:&lt;br /&gt;
&lt;br /&gt;
* A. Select a Tile&lt;br /&gt;
* B. Take an Action&lt;br /&gt;
* C. Pick Up Tiles&lt;br /&gt;
&lt;br /&gt;
The Generation ends after the 7th turn, in which you have a choice of 2 tiles in your hand. The remaining tile is returned to the game box, unused. Then you receive &#039;&#039;&#039;income&#039;&#039;&#039; from the tiles in your City, before the next Generation is played in the same fashion. After receiving income at the end of the 3rd Generation, the game ends and scores are tallied.&lt;br /&gt;
&lt;br /&gt;
=== A. Selecting a Tile ===&lt;br /&gt;
All players now simultaneously evaluate their hands of tiles, without showing them to the other players. &lt;br /&gt;
&lt;br /&gt;
=== B. Taking an Action ===&lt;br /&gt;
Normally, you can take one of the following three actions:&lt;br /&gt;
&lt;br /&gt;
* Place the Selected Tile&lt;br /&gt;
* Place a Cornerstone Tile&lt;br /&gt;
* Sell the Tile for Money&lt;br /&gt;
&lt;br /&gt;
==== ACTION: Placing the Selected Tile ====&lt;br /&gt;
&lt;br /&gt;
==== ACTION: Placing a Cornerstone Tile ====&lt;br /&gt;
&lt;br /&gt;
==== ACTION: Selling the Tile for Money ====&lt;br /&gt;
&lt;br /&gt;
==== END OF TURN: Resolving a Disaster ====&lt;br /&gt;
&lt;br /&gt;
=== C. Picking Up Tiles ===&lt;br /&gt;
&lt;br /&gt;
==== END OF GENERATION: Collecting Income ====&lt;br /&gt;
&lt;br /&gt;
== Game End and Scoring ==&lt;br /&gt;
The game ends after you collect your final income at the end of the 3rd Generation.&lt;br /&gt;
&lt;br /&gt;
You score Victory Points (VP) in the following categories:&lt;br /&gt;
&lt;br /&gt;
==== Tiles ====&lt;br /&gt;
&lt;br /&gt;
==== Neighborhoods ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Goods ====&lt;br /&gt;
&lt;br /&gt;
==== Money ====&lt;br /&gt;
&lt;br /&gt;
==== Pollution ====&lt;br /&gt;
&lt;br /&gt;
==== Ghost Town ====&lt;br /&gt;
&lt;br /&gt;
==== Power ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Total these values to determine your final score. The player with the most Victory Points wins. In case of a tie, enjoy your shared victory!&lt;/div&gt;</summary>
		<author><name>Blccdy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptinyepicdefenders&amp;diff=12470</id>
		<title>Gamehelptinyepicdefenders</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptinyepicdefenders&amp;diff=12470"/>
		<updated>2022-03-30T15:10:20Z</updated>

		<summary type="html">&lt;p&gt;Blccdy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
* Work together!&lt;br /&gt;
* Defend Aughmoore from the hordes of attacking Enemies.&lt;br /&gt;
* Ultimately defeat the Epic Foe.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
=== Draw and Resolve Turn Cards ===&lt;br /&gt;
&lt;br /&gt;
* During a Round, players draw cards, one at a time, from the Turn Deck until it is depleted, resolving the actions or outcomes of each card and then placing them into the Discard Pile.&lt;br /&gt;
&lt;br /&gt;
=== Reshuffle Turn Cards and Add a Horde Card ===&lt;br /&gt;
&lt;br /&gt;
* When their are no more cards left in the Turn Deck, flip the cards in the Discard Pile and add 1 card from the Horde Deck without revealing it. Shuffle these cards together to make a new Turn Deck to start a new Round.&lt;br /&gt;
&lt;br /&gt;
=== Reveal Epic Foe ===&lt;br /&gt;
&lt;br /&gt;
* If there was no Horde Card to add to the Turn Deck this Round, reveal the Epic Foe instead, and place its card next to its Region Card.&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
=== Victory! ===&lt;br /&gt;
&lt;br /&gt;
* The players win the game if they Fight and defeat the Epic Foe, reducing its Hit Points to 0 Health!&lt;br /&gt;
&lt;br /&gt;
=== Defeat! ===&lt;br /&gt;
&lt;br /&gt;
* The players lose the game if the Capital City is Destroyed, its Threat reaching the Destruction Level.&lt;br /&gt;
&lt;br /&gt;
== Regions ==&lt;br /&gt;
&lt;br /&gt;
=== Capital City ===&lt;br /&gt;
&lt;br /&gt;
* The Capital City is the Region in the center.&lt;br /&gt;
* It is &#039;&#039;&#039;connected to&#039;&#039;&#039; the &#039;&#039;&#039;left&#039;&#039;&#039; and &#039;&#039;&#039;right Outer Region&#039;&#039;&#039;.&lt;br /&gt;
* The City can not be secured once it&#039;s Threat rises.&lt;br /&gt;
* If the City gets destroyd, all Defenders lose the game.&lt;br /&gt;
* At the start of their Turn, players in the City are healed completely.&lt;br /&gt;
&lt;br /&gt;
=== Outer Regions ===&lt;br /&gt;
&lt;br /&gt;
* All Regions around the Capital City.&lt;br /&gt;
* Can be traveled clockwise or counter clockwise.&lt;br /&gt;
* When destroyed, it&#039;s Ability is no longer available.&lt;br /&gt;
* Can be secured to reduce Threat.&lt;br /&gt;
&lt;br /&gt;
== Cards ==&lt;br /&gt;
&lt;br /&gt;
=== Defender ===&lt;br /&gt;
&lt;br /&gt;
* Use Action Points to:&lt;br /&gt;
** Move around&lt;br /&gt;
** Use abilities&lt;br /&gt;
** Secure Regions&lt;br /&gt;
** Fight the Epic Foe&lt;br /&gt;
&lt;br /&gt;
=== Enemy ===&lt;br /&gt;
&lt;br /&gt;
* Attacks two Outer Regions.&lt;br /&gt;
* Can be defended by losing health.&lt;br /&gt;
* When undefended:&lt;br /&gt;
** Increase Threat in target Region.&lt;br /&gt;
&lt;br /&gt;
=== Dire Enemy ===&lt;br /&gt;
&lt;br /&gt;
* Attacks one Outer Region&lt;br /&gt;
* Can be defended by losing health + &#039;&#039;&#039;Gain Loot&#039;&#039;&#039;&lt;br /&gt;
* When undefended:&lt;br /&gt;
** Increase Threat in target Region.&lt;br /&gt;
** Uses it&#039;s ability to wreck havoc.&lt;br /&gt;
&lt;br /&gt;
== Hints ==&lt;br /&gt;
&lt;br /&gt;
=== Exhausted ===&lt;br /&gt;
&lt;br /&gt;
* When a Defender&#039;s lost all Health, they are Exhausted. &#039;&#039;&#039;That Defender may not use Action Points&#039;&#039;&#039; to &#039;&#039;Secure, Fight, or Defend&#039;&#039;, but may still use Action Points to Move and Use Abilities (as long as they do not &#039;&#039;Secure, Fight, or Defend&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
=== Gaining Artifacts ===&lt;br /&gt;
&lt;br /&gt;
* Artifacts are gained by Defenders when they &#039;&#039;Defend&#039;&#039; against Dire Enemies.&lt;br /&gt;
&lt;br /&gt;
=== Destroyed Regions ===&lt;br /&gt;
&lt;br /&gt;
* Defenders cannot &#039;&#039;Secure&#039;&#039; Destroyed Regions, and Destroyed Regions cannot be restored their original state.&lt;br /&gt;
&lt;br /&gt;
=== Attacking the Capital City ===&lt;br /&gt;
&lt;br /&gt;
* When a &#039;&#039;&#039;Destroyed Outer Region&#039;&#039;&#039; is attacked and &#039;&#039;&#039;NOT Defended&#039;&#039;&#039;, or if Threat was increased in a Destroyed Region due to an effect, the Capital City increases by 1 Threat instead.&lt;/div&gt;</summary>
		<author><name>Blccdy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptinyepicdefenders&amp;diff=12469</id>
		<title>Gamehelptinyepicdefenders</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptinyepicdefenders&amp;diff=12469"/>
		<updated>2022-03-30T07:04:56Z</updated>

		<summary type="html">&lt;p&gt;Blccdy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
* Work together!&lt;br /&gt;
* Defend Aughmoore from the hordes of attacking Enemies.&lt;br /&gt;
* Ultimately defeat the Epic Foe.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
=== Draw and Resolve Turn Cards ===&lt;br /&gt;
&lt;br /&gt;
* During a Round, players draw cards, one at a time, from the Turn Deck until it is depleted, resolving the actions or outcomes of each card and then placing them into the Discard Pile.&lt;br /&gt;
&lt;br /&gt;
=== Reshuffle Turn Cards and Add a Horde Card ===&lt;br /&gt;
&lt;br /&gt;
* When their are no more cards left in the Turn Deck, flip the cards in the Discard Pile and add 1 card from the Horde Deck without revealing it. Shuffle these cards together to make a new Turn Deck to start a new Round.&lt;br /&gt;
&lt;br /&gt;
=== Reveal Epic Foe ===&lt;br /&gt;
&lt;br /&gt;
* If there was no Horde Card to add to the Turn Deck this Round, reveal the Epic Foe instead, and place its card next to its Region Card.&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
=== Victory! ===&lt;br /&gt;
&lt;br /&gt;
* The players win the game if they Fight and defeat the Epic Foe, reducing its Hit Points to 0 Health!&lt;br /&gt;
&lt;br /&gt;
=== Defeat! ===&lt;br /&gt;
&lt;br /&gt;
* The players lose the game if the Capital City is Destroyed, its Threat reaching the Destruction Level.&lt;br /&gt;
&lt;br /&gt;
== Regions ==&lt;br /&gt;
&lt;br /&gt;
=== Capital City ===&lt;br /&gt;
&lt;br /&gt;
* The Capital City is the Region in the center&lt;br /&gt;
* It is &#039;&#039;&#039;connected to&#039;&#039;&#039; the &#039;&#039;&#039;left&#039;&#039;&#039; and &#039;&#039;&#039;right Outer Region&#039;&#039;&#039;&lt;br /&gt;
* The City can not be secured once it&#039;s Threat rises&lt;br /&gt;
* If the City gets destroyd, all Defenders lose&lt;br /&gt;
* Heals players at the start of their turn &lt;br /&gt;
&lt;br /&gt;
=== Outer Regions ===&lt;br /&gt;
&lt;br /&gt;
* All Regions around the Capital City&lt;br /&gt;
* Can be traveled clockwise or counter clockwise&lt;br /&gt;
* When destroyed, it&#039;s Ability is no longer available&lt;br /&gt;
* Can be secured to reduce Threat&lt;br /&gt;
&lt;br /&gt;
== Cards ==&lt;br /&gt;
&lt;br /&gt;
=== Defender ===&lt;br /&gt;
&lt;br /&gt;
* Use Action Points to:&lt;br /&gt;
** Move around&lt;br /&gt;
** Use abilities&lt;br /&gt;
** Secure Regions&lt;br /&gt;
** Fight the Epic Foe&lt;br /&gt;
&lt;br /&gt;
=== Enemy ===&lt;br /&gt;
&lt;br /&gt;
* Attacks two Outer Regions&lt;br /&gt;
* Can be defended by losing health&lt;br /&gt;
* When undefended:&lt;br /&gt;
** increase Threat in target Region&lt;br /&gt;
&lt;br /&gt;
=== Dire Enemy ===&lt;br /&gt;
&lt;br /&gt;
* Attacks one Outer Region&lt;br /&gt;
* Can be defended by losing health + &#039;&#039;&#039;Gain Loot&#039;&#039;&#039;&lt;br /&gt;
* When undefended:&lt;br /&gt;
** increase Threat in target Region &lt;br /&gt;
** uses it&#039;s ability to wreck havoc&lt;br /&gt;
&lt;br /&gt;
== Hints ==&lt;br /&gt;
&lt;br /&gt;
=== Exhausted ===&lt;br /&gt;
&lt;br /&gt;
* When a Defender&#039;s lost all Health, they are Exhausted. &#039;&#039;&#039;That Defender may not use Action Points&#039;&#039;&#039; to &#039;&#039;Secure, Fight, or Defend&#039;&#039;, but may still use Action Points to Move and Use Abilities (as long as they do not &#039;&#039;Secure, Fight, or Defend&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
=== Gaining Artifacts ===&lt;br /&gt;
&lt;br /&gt;
* Artifacts are gained by Defenders when they Defend against Dire Enemies.&lt;br /&gt;
&lt;br /&gt;
=== Destroyed Regions ===&lt;br /&gt;
&lt;br /&gt;
* Defenders cannot Secure Destroyed Regions, and Destroyed Regions cannot be restored their original state.&lt;br /&gt;
&lt;br /&gt;
=== Attacking the Capital City ===&lt;br /&gt;
&lt;br /&gt;
* When a &#039;&#039;&#039;Destroyed Outer Region&#039;&#039;&#039; is attacked and &#039;&#039;&#039;NOT Defended&#039;&#039;&#039;, or if Threat was increased in a Destroyed Region due to an effect, the Capital City increases by 1 Threat instead.&lt;/div&gt;</summary>
		<author><name>Blccdy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptinyepicdefenders&amp;diff=12468</id>
		<title>Gamehelptinyepicdefenders</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptinyepicdefenders&amp;diff=12468"/>
		<updated>2022-03-30T07:01:46Z</updated>

		<summary type="html">&lt;p&gt;Blccdy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
* Work together!&lt;br /&gt;
* Defend Aughmoore from the hordes of attacking Enemies.&lt;br /&gt;
* Ultimately defeat the Epic Foe.&lt;br /&gt;
&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
&lt;br /&gt;
==== Draw and Resolve Turn Cards ====&lt;br /&gt;
&lt;br /&gt;
* During a Round, players draw cards, one at a time, from the Turn Deck until it is depleted, resolving the actions or outcomes of each card and then placing them into the Discard Pile.&lt;br /&gt;
&lt;br /&gt;
==== Reshuffle Turn Cards and Add a Horde Card ====&lt;br /&gt;
&lt;br /&gt;
* When their are no more cards left in the Turn Deck, flip the cards in the Discard Pile and add 1 card from the Horde Deck without revealing it. Shuffle these cards together to make a new Turn Deck to start a new Round.&lt;br /&gt;
&lt;br /&gt;
==== Reveal Epic Foe ====&lt;br /&gt;
&lt;br /&gt;
* If there was no Horde Card to add to the Turn Deck this Round, reveal the Epic Foe instead, and place its card next to its Region Card.&lt;br /&gt;
&lt;br /&gt;
=== Game End ===&lt;br /&gt;
&lt;br /&gt;
==== Victory! ====&lt;br /&gt;
&lt;br /&gt;
* The players win the game if they Fight and defeat the Epic Foe, reducing its Hit Points to 0 Health!&lt;br /&gt;
&lt;br /&gt;
==== Defeat! ====&lt;br /&gt;
&lt;br /&gt;
* The players lose the game if the Capital City is Destroyed, its Threat reaching the Destruction Level.&lt;br /&gt;
&lt;br /&gt;
== Regions ==&lt;br /&gt;
&lt;br /&gt;
=== Capital City ===&lt;br /&gt;
&lt;br /&gt;
* The Capital City is the Region in the center&lt;br /&gt;
* It is &#039;&#039;&#039;connected to&#039;&#039;&#039; the &#039;&#039;&#039;left&#039;&#039;&#039; and &#039;&#039;&#039;right Outer Region&#039;&#039;&#039;&lt;br /&gt;
* The City can not be secured once it&#039;s Threat rises&lt;br /&gt;
* If the City gets destroyd, all Defenders lose&lt;br /&gt;
* Heals players at the start of their turn &lt;br /&gt;
&lt;br /&gt;
=== Outer Regions ===&lt;br /&gt;
&lt;br /&gt;
* All Regions around the Capital City&lt;br /&gt;
* Can be traveled clockwise or counter clockwise&lt;br /&gt;
* When destroyed, it&#039;s Ability is no longer available&lt;br /&gt;
* Can be secured to reduce Threat&lt;br /&gt;
&lt;br /&gt;
== Cards ==&lt;br /&gt;
&lt;br /&gt;
=== Defender ===&lt;br /&gt;
&lt;br /&gt;
* Use Action Points to:&lt;br /&gt;
** Move around&lt;br /&gt;
** Use abilities&lt;br /&gt;
** Secure Regions&lt;br /&gt;
** Fight the Epic Foe&lt;br /&gt;
&lt;br /&gt;
=== Enemy ===&lt;br /&gt;
&lt;br /&gt;
* Attacks two Outer Regions&lt;br /&gt;
* Can be defended by losing health&lt;br /&gt;
* When undefended, increase Threat in target Region.&lt;br /&gt;
&lt;br /&gt;
=== Dire Enemy ===&lt;br /&gt;
&lt;br /&gt;
* Attacks one Outer Region&lt;br /&gt;
* Can be defended by losing health + &#039;&#039;&#039;Gain Loot&#039;&#039;&#039;&lt;br /&gt;
* When undefended:&lt;br /&gt;
** increase Threat in target Region &lt;br /&gt;
** uses it&#039;s ability to wreck havoc&lt;br /&gt;
&lt;br /&gt;
== Hints ==&lt;br /&gt;
&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
&lt;br /&gt;
==== Exhausted ====&lt;br /&gt;
&lt;br /&gt;
* When a Defender&#039;s lost all Health, they are Exhausted. &#039;&#039;&#039;That Defender may not use Action Points&#039;&#039;&#039; to &#039;&#039;Secure, Fight, or Defend&#039;&#039;, but may still use Action Points to Move and Use Abilities (as long as they do not &#039;&#039;Secure, Fight, or Defend&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
==== Gaining Artifacts ====&lt;br /&gt;
&lt;br /&gt;
* Artifacts are gained by Defenders when they Defend against Dire Enemies.&lt;br /&gt;
&lt;br /&gt;
==== Destroyed Regions ====&lt;br /&gt;
&lt;br /&gt;
* Defenders cannot Secure Destroyed Regions, and Destroyed Regions cannot be restored their original state.&lt;br /&gt;
&lt;br /&gt;
==== Attacking the Capital City ====&lt;br /&gt;
&lt;br /&gt;
* When a &#039;&#039;&#039;Destroyed Outer Region&#039;&#039;&#039; is attacked and &#039;&#039;&#039;NOT Defended&#039;&#039;&#039;, or if Threat was increased in a Destroyed Region due to an effect, the Capital City increases by 1 Threat instead.&lt;/div&gt;</summary>
		<author><name>Blccdy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptinyepicdefenders&amp;diff=12467</id>
		<title>Gamehelptinyepicdefenders</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptinyepicdefenders&amp;diff=12467"/>
		<updated>2022-03-30T06:58:39Z</updated>

		<summary type="html">&lt;p&gt;Blccdy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
* Work together!&lt;br /&gt;
* Defend Aughmoore from the hordes of attacking Enemies.&lt;br /&gt;
* Ultimately defeat the Epic Foe.&lt;br /&gt;
&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
&lt;br /&gt;
==== Draw and Resolve Turn Cards ====&lt;br /&gt;
&lt;br /&gt;
* During a Round, players draw cards, one at a time, from the Turn Deck until it is depleted, resolving the actions or outcomes of each card and then placing them into the Discard Pile.&lt;br /&gt;
&lt;br /&gt;
==== Reshuffle Turn Cards and Add a Horde Card ====&lt;br /&gt;
&lt;br /&gt;
* When their are no more cards left in the Turn Deck, flip the cards in the Discard Pile and add 1 card from the Horde Deck without revealing it. Shuffle these cards together to make a new Turn Deck to start a new Round.&lt;br /&gt;
&lt;br /&gt;
==== Reveal Epic Foe ====&lt;br /&gt;
&lt;br /&gt;
* If there was no Horde Card to add to the Turn Deck this Round, reveal the Epic Foe instead, and place its card next to its Region Card.&lt;br /&gt;
&lt;br /&gt;
=== Game End ===&lt;br /&gt;
&lt;br /&gt;
==== Victory! ====&lt;br /&gt;
&lt;br /&gt;
* The players win the game if they Fight and defeat the Epic Foe, reducing its Hit Points to 0 Health!&lt;br /&gt;
&lt;br /&gt;
==== Defeat! ====&lt;br /&gt;
&lt;br /&gt;
* The players lose the game if the Capital City is Destroyed, its Threat reaching the Destruction Level.&lt;br /&gt;
&lt;br /&gt;
== Regions ==&lt;br /&gt;
&lt;br /&gt;
=== Capital City ===&lt;br /&gt;
&lt;br /&gt;
* The Capital City is the Region in the center&lt;br /&gt;
* It is &#039;&#039;&#039;connected to&#039;&#039;&#039; the &#039;&#039;&#039;left&#039;&#039;&#039; and &#039;&#039;&#039;right Outer Region&#039;&#039;&#039;&lt;br /&gt;
* The City can not be secured once it&#039;s Threat rises&lt;br /&gt;
* If the City gets destroyd, all Defenders lose&lt;br /&gt;
* Heals players at the start of their turn &lt;br /&gt;
&lt;br /&gt;
=== Outer Regions ===&lt;br /&gt;
&lt;br /&gt;
* All Regions around the Capital City&lt;br /&gt;
* Can be traveled clockwise or counter clockwise&lt;br /&gt;
* When destroyed, it&#039;s Ability is no longer available&lt;br /&gt;
* Can be secured to reduce Threat&lt;br /&gt;
&lt;br /&gt;
== Cards ==&lt;br /&gt;
&lt;br /&gt;
=== Defender ===&lt;br /&gt;
&lt;br /&gt;
* Use Action Points to:&lt;br /&gt;
** Move around&lt;br /&gt;
** Use abilities&lt;br /&gt;
** Secure Regions&lt;br /&gt;
** Fight the Epic Foe&lt;br /&gt;
&lt;br /&gt;
=== Enemy ===&lt;br /&gt;
&lt;br /&gt;
* Attacks two Outer Regions&lt;br /&gt;
* Can be defended by losing health&lt;br /&gt;
* When undefended, increase Threat in target Region.&lt;br /&gt;
&lt;br /&gt;
=== Dire Enemy ===&lt;br /&gt;
&lt;br /&gt;
* Attacks one Outer Region&lt;br /&gt;
* Can be defended by losing health:&lt;br /&gt;
** &#039;&#039;&#039;Gain Loot&#039;&#039;&#039;&lt;br /&gt;
* When undefended:&lt;br /&gt;
** increase Threat in target Region &lt;br /&gt;
** uses it&#039;s ability to wreck havoc&lt;br /&gt;
&lt;br /&gt;
== Hints ==&lt;br /&gt;
&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
&lt;br /&gt;
==== Exhausted ====&lt;br /&gt;
&lt;br /&gt;
* When a Defender&#039;s lost all Health, they are Exhausted. &#039;&#039;&#039;That Defender may not use Action Points&#039;&#039;&#039; to &#039;&#039;Secure, Fight, or Defend&#039;&#039;, but may still use Action Points to Move and Use Abilities (as long as they do not &#039;&#039;Secure, Fight, or Defend&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
==== Gaining Artifacts ====&lt;br /&gt;
&lt;br /&gt;
* Artifacts are gained by Defenders when they Defend against Dire Enemies.&lt;br /&gt;
&lt;br /&gt;
==== Destroyed Regions ====&lt;br /&gt;
&lt;br /&gt;
* Defenders cannot Secure Destroyed Regions, and Destroyed Regions cannot be restored their original state.&lt;br /&gt;
&lt;br /&gt;
==== Attacking the Capital City ====&lt;br /&gt;
&lt;br /&gt;
* When a &#039;&#039;&#039;Destroyed Outer Region&#039;&#039;&#039; is attacked and &#039;&#039;&#039;NOT Defended&#039;&#039;&#039;, or if Threat was increased in a Destroyed Region due to an effect, the Capital City increases by 1 Threat instead.&lt;/div&gt;</summary>
		<author><name>Blccdy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptinyepicdefenders&amp;diff=12464</id>
		<title>Gamehelptinyepicdefenders</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptinyepicdefenders&amp;diff=12464"/>
		<updated>2022-03-29T18:21:37Z</updated>

		<summary type="html">&lt;p&gt;Blccdy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Summary ===&lt;br /&gt;
* Work together!&lt;br /&gt;
* Defend Aughmoore from the hordes of attacking Enemies.&lt;br /&gt;
* Ultimately defeat the Epic Foe.&lt;br /&gt;
&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
* &#039;&#039;&#039;Draw and Resolve Turn Cards&#039;&#039;&#039;&lt;br /&gt;
:During a Round, players draw cards, one at a time, from the Turn Deck until it is depleted, resolving the actions or outcomes of each card and then placing them into the Discard Pile.&lt;br /&gt;
* &#039;&#039;&#039;Reshuffle Turn Cards and Add a Horde Card&#039;&#039;&#039;&lt;br /&gt;
:When their are no more cards left in the Turn Deck, flip the cards in the Discard Pile and add 1 card from the Horde Deck without revealing it. Shuffle these cards together to make a new Turn Deck to start a new Round.&lt;br /&gt;
* &#039;&#039;&#039;Reveal Epic Foe&#039;&#039;&#039;&lt;br /&gt;
:If there was no Horde Card to add to the Turn Deck this Round, reveal the Epic Foe instead, and place its card next to its Region Card.&lt;br /&gt;
&lt;br /&gt;
=== Game End ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Victory!&#039;&#039;&#039;&lt;br /&gt;
:The players win the game if they Fight and defeat the Epic Foe, reducing its Hit Points to 0 Health!&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Defeat!&#039;&#039;&#039;&lt;br /&gt;
:The players lose the game if the Capital City is Destroyed, its Threat reaching the Destruction Level.&lt;br /&gt;
&lt;br /&gt;
== Regions ==&lt;br /&gt;
=== Capital City ===&lt;br /&gt;
* The Capital City is the Region in the center&lt;br /&gt;
* It is &#039;&#039;&#039;connected to&#039;&#039;&#039; the &#039;&#039;&#039;left&#039;&#039;&#039; and &#039;&#039;&#039;right Outer Region&#039;&#039;&#039;&lt;br /&gt;
* The City can not be secured once it&#039;s Threat rises&lt;br /&gt;
* If the City gets destroyd, all Defenders lose&lt;br /&gt;
* Heals players at the start of their turn &lt;br /&gt;
&lt;br /&gt;
=== Outer Regions ===&lt;br /&gt;
* All Regions around the Capital City&lt;br /&gt;
* Can be traveled clockwise or counter clockwise&lt;br /&gt;
* When destroyed, it&#039;s Ability is no longer available&lt;br /&gt;
* Can be secured to reduce Threat&lt;br /&gt;
&lt;br /&gt;
== Cards ==&lt;br /&gt;
=== Defender ===&lt;br /&gt;
* Use Action Points to:&lt;br /&gt;
** Move around&lt;br /&gt;
** Use abilities&lt;br /&gt;
** Secure Regions&lt;br /&gt;
** Fight the Epic Foe&lt;br /&gt;
&lt;br /&gt;
=== Enemy ===&lt;br /&gt;
* Attacks two Outer Regions&lt;br /&gt;
* Can be defended by losing health&lt;br /&gt;
* When undefended:&lt;br /&gt;
** Increase Threat in target Region.&lt;br /&gt;
&lt;br /&gt;
=== Dire Enemy ===&lt;br /&gt;
* Attacks one Outer Region&lt;br /&gt;
* Can be defended by losing health&lt;br /&gt;
** &#039;&#039;&#039;Gain Loot&#039;&#039;&#039;&lt;br /&gt;
* When undefended:&lt;br /&gt;
** increase Threat in target Region &lt;br /&gt;
** uses it&#039;s ability to wreck havoc&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Hints ==&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
* &#039;&#039;&#039;Exhausted&#039;&#039;&#039;&lt;br /&gt;
:When a Defender&#039;s lost all Health, they are Exhausted. &#039;&#039;&#039;That Defender may not use Action Points&#039;&#039;&#039; to &#039;&#039;Secure, Fight, or Defend&#039;&#039;, but may still use Action Points to Move and Use Abilities (as long as they do not &#039;&#039;Secure, Fight, or Defend&#039;&#039;).&lt;br /&gt;
* &#039;&#039;&#039;Gaining Artifacts&#039;&#039;&#039;&lt;br /&gt;
:Artifacts are gained by Defenders when they Defend against Dire Enemies.&lt;br /&gt;
* &#039;&#039;&#039;Destroyed Regions&#039;&#039;&#039;&lt;br /&gt;
:Defenders cannot Secure Destroyed Regions, and Destroyed Regions cannot be restored their original state.&lt;br /&gt;
* &#039;&#039;&#039;Attacking the Capital City&#039;&#039;&#039;&lt;br /&gt;
:When a &#039;&#039;&#039;Destroyed Outer Region&#039;&#039;&#039; is attacked and &#039;&#039;&#039;NOT Defended&#039;&#039;&#039;, or if Threat was increased in a Destroyed Region due to an effect, the Capital City increases by 1 Threat instead.&lt;/div&gt;</summary>
		<author><name>Blccdy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptinyepicdefenders&amp;diff=12456</id>
		<title>Gamehelptinyepicdefenders</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptinyepicdefenders&amp;diff=12456"/>
		<updated>2022-03-29T04:56:27Z</updated>

		<summary type="html">&lt;p&gt;Blccdy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Summary ===&lt;br /&gt;
* Work together!&lt;br /&gt;
* Defend Aughmoore from the hordes of attacking Enemies.&lt;br /&gt;
* Ultimately defeat the Epic Foe.&lt;br /&gt;
&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
* &#039;&#039;&#039;Draw and Resolve Turn Cards&#039;&#039;&#039;&lt;br /&gt;
:During a Round, players draw cards, one at a time, from the Turn Deck until it is depleted, resolving the actions or outcomes of each card and then placing them into the Discard Pile.&lt;br /&gt;
* &#039;&#039;&#039;Reshuffle Turn Cards and Add a Horde Card&#039;&#039;&#039;&lt;br /&gt;
:When their are no more cards left in the Turn Deck, flip the cards in the Discard Pile and add 1 card from the Horde Deck without revealing it. Shuffle these cards together to make a new Turn Deck to start a new Round.&lt;br /&gt;
* &#039;&#039;&#039;Reveal Epic Foe&#039;&#039;&#039;&lt;br /&gt;
:If there was no Horde Card to add to the Turn Deck this Round, reveal the Epic Foe instead, and place its card next to its Region Card.&lt;br /&gt;
&lt;br /&gt;
=== Game End ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Victory!&#039;&#039;&#039;&lt;br /&gt;
:The players win the game if they Fight and defeat the Epic Foe, reducing its Hit Points to 0 Health!&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Defeat!&#039;&#039;&#039;&lt;br /&gt;
:The players lose the game if the Capital City is Destroyed, its Threat reaching the Destruction Level.&lt;br /&gt;
&lt;br /&gt;
== Regions ==&lt;br /&gt;
=== Capital City ===&lt;br /&gt;
* The Capital City is the Region in the center&lt;br /&gt;
* It is &#039;&#039;&#039;connected to&#039;&#039;&#039; the &#039;&#039;&#039;left&#039;&#039;&#039; and &#039;&#039;&#039;right Outer Region&#039;&#039;&#039;&lt;br /&gt;
* The City can not be secured once it&#039;s Threat rises&lt;br /&gt;
* If the City gets destroyd, all Defenders lose&lt;br /&gt;
* Heals players at the start of their turn &lt;br /&gt;
&lt;br /&gt;
=== Outer Regions ===&lt;br /&gt;
* All Regions around the Capital City&lt;br /&gt;
* Can be traveled clockwise or counter clockwise&lt;br /&gt;
* When destroyed, it&#039;s Ability is no longer available&lt;br /&gt;
* Can be secured to reduce Threat&lt;br /&gt;
&lt;br /&gt;
== Cards ==&lt;br /&gt;
=== Defender ===&lt;br /&gt;
* Use Action Points to:&lt;br /&gt;
** Move around&lt;br /&gt;
** Use abilities&lt;br /&gt;
** Secure Regions&lt;br /&gt;
** Fight the Epic Foe&lt;br /&gt;
&lt;br /&gt;
=== Enemy ===&lt;br /&gt;
* Attacks two Outer Regions&lt;br /&gt;
* Can be defended by losing health&lt;br /&gt;
* When undefended:&lt;br /&gt;
** Increase Threat in target Region.&lt;br /&gt;
&lt;br /&gt;
=== Dire Enemy ===&lt;br /&gt;
* Attacks one Outer Region&lt;br /&gt;
* Can be defended by losing health&lt;br /&gt;
** &#039;&#039;&#039;Gain Loot&#039;&#039;&#039;&lt;br /&gt;
* When undefended:&lt;br /&gt;
** increase Threat in target Region &lt;br /&gt;
** uses it&#039;s ability to wreck havoc&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Hints ==&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
* &#039;&#039;&#039;Exhausted&#039;&#039;&#039;&lt;br /&gt;
:When a Defender&#039;s lost all Health, they are Exhausted. &#039;&#039;&#039;That Defender may not use Action Points&#039;&#039;&#039; to &#039;&#039;Secure, Fight, or Defend&#039;&#039;, but may still use to Move and Use Abilities (as long as they do not &#039;&#039;Secure, Fight, or Defend&#039;&#039;).&lt;br /&gt;
* &#039;&#039;&#039;Gaining Artifacts&#039;&#039;&#039;&lt;br /&gt;
:Artifacts are gained by Defenders when they Defend against Dire Enemies.&lt;br /&gt;
* &#039;&#039;&#039;Destroyed Regions&#039;&#039;&#039;&lt;br /&gt;
:Defenders cannot Secure Destroyed Regions, and Destroyed Regions cannot be restored their original state.&lt;br /&gt;
* &#039;&#039;&#039;Attacking the Capital City&#039;&#039;&#039;&lt;br /&gt;
:When a &#039;&#039;&#039;Destroyed Outer Region&#039;&#039;&#039; is attacked and &#039;&#039;&#039;NOT Defended&#039;&#039;&#039;, or if Threat was increased in a Destroyed Region due to an effect, the Capital City increases by 1 Threat instead.&lt;/div&gt;</summary>
		<author><name>Blccdy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptinyepicdefenders&amp;diff=12455</id>
		<title>Gamehelptinyepicdefenders</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptinyepicdefenders&amp;diff=12455"/>
		<updated>2022-03-29T04:53:05Z</updated>

		<summary type="html">&lt;p&gt;Blccdy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
* Work together!&lt;br /&gt;
* Defend Aughmoore from the hordes of attacking Enemies.&lt;br /&gt;
* Ultimately defeat the Epic Foe.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
* &#039;&#039;&#039;Draw and Resolve Turn Cards&#039;&#039;&#039;&lt;br /&gt;
:During a Round, players draw cards, one at a time, from the Turn Deck until it is depleted, resolving the actions or outcomes of each card and then placing them into the Discard Pile.&lt;br /&gt;
* &#039;&#039;&#039;Reshuffle Turn Cards and Add a Horde Card&#039;&#039;&#039;&lt;br /&gt;
:When their are no more cards left in the Turn Deck, flip the cards in the Discard Pile and add 1 card from the Horde Deck without revealing it. Shuffle these cards together to make a new Turn Deck to start a new Round.&lt;br /&gt;
* &#039;&#039;&#039;Reveal Epic Foe&#039;&#039;&#039;&lt;br /&gt;
:If there was no Horde Card to add to the Turn Deck this Round, reveal the Epic Foe instead, and place its card next to its Region Card.&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Victory!&#039;&#039;&#039;&lt;br /&gt;
:The players win the game if they Fight and defeat the Epic Foe, reducing its Hit Points to 0 Health!&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Defeat!&#039;&#039;&#039;&lt;br /&gt;
:The players lose the game if the Capital City is Destroyed, its Threat reaching the Destruction Level.&lt;br /&gt;
&lt;br /&gt;
== Capital City ==&lt;br /&gt;
* The Capital City is the Region in the center&lt;br /&gt;
* It is &#039;&#039;&#039;connected to&#039;&#039;&#039; the &#039;&#039;&#039;left&#039;&#039;&#039; and &#039;&#039;&#039;right Outer Region&#039;&#039;&#039;&lt;br /&gt;
* The City can not be secured once it&#039;s Threat rises&lt;br /&gt;
* If the City gets destroyd, all Defenders lose&lt;br /&gt;
* Heals players at the start of their turn &lt;br /&gt;
&lt;br /&gt;
== Outer Regions ==&lt;br /&gt;
* All Regions around the Capital City&lt;br /&gt;
* Can be traveled clockwise or counter clockwise&lt;br /&gt;
* When destroyed, it&#039;s Ability is no longer available&lt;br /&gt;
* Can be secured to reduce Threat&lt;br /&gt;
&lt;br /&gt;
== Defender Card ==&lt;br /&gt;
* Use Action Points to:&lt;br /&gt;
* - Move around&lt;br /&gt;
* - Use abilities&lt;br /&gt;
* - Secure Regions&lt;br /&gt;
* - Fight the Epic Foe&lt;br /&gt;
&lt;br /&gt;
== Enemy Card ==&lt;br /&gt;
* Attacks two Outer Regions&lt;br /&gt;
* Can be defended by losing health&lt;br /&gt;
* When undefended:&lt;br /&gt;
** Increase Threat in target Region.&lt;br /&gt;
&lt;br /&gt;
== Dire Enemy ==&lt;br /&gt;
* Attacks one Outer Region&lt;br /&gt;
* Can be defended by losing health + &#039;&#039;&#039;Gain Loot&#039;&#039;&#039;&lt;br /&gt;
* When undefended:&lt;br /&gt;
* - increase Threat in target Region &lt;br /&gt;
* - uses it&#039;s ability to wreck havoc&lt;br /&gt;
&lt;br /&gt;
== Hints ==&lt;br /&gt;
* &#039;&#039;&#039;Exhausted&#039;&#039;&#039;&lt;br /&gt;
:When a Defender&#039;s lost all Health, they are Exhausted. &#039;&#039;&#039;That Defender may not use Action Points&#039;&#039;&#039; to &#039;&#039;Secure, Fight, or Defend&#039;&#039;, but may still use to Move and Use Abilities (as long as they do not &#039;&#039;Secure, Fight, or Defend&#039;&#039;).&lt;br /&gt;
* &#039;&#039;&#039;Gaining Artifacts&#039;&#039;&#039;&lt;br /&gt;
:Artifacts are gained by Defenders when they Defend against Dire Enemies.&lt;br /&gt;
* &#039;&#039;&#039;Destroyed Regions&#039;&#039;&#039;&lt;br /&gt;
:Defenders cannot Secure Destroyed Regions, and Destroyed Regions cannot be restored their original state.&lt;br /&gt;
* &#039;&#039;&#039;Attacking the Capital City&#039;&#039;&#039;&lt;br /&gt;
:When a &#039;&#039;&#039;Destroyed Outer Region&#039;&#039;&#039; is attacked and &#039;&#039;&#039;NOT Defended&#039;&#039;&#039;, or if Threat was increased in a Destroyed Region due to an effect, the Capital City increases by 1 Threat instead.&lt;/div&gt;</summary>
		<author><name>Blccdy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptinyepicdefenders&amp;diff=12454</id>
		<title>Gamehelptinyepicdefenders</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptinyepicdefenders&amp;diff=12454"/>
		<updated>2022-03-29T04:46:57Z</updated>

		<summary type="html">&lt;p&gt;Blccdy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;123&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Summary ===&lt;br /&gt;
* Work together!&lt;br /&gt;
* Defend Aughmoore from the hordes of attacking Enemies.&lt;br /&gt;
* Ultimately defeat the Epic Foe.&lt;br /&gt;
&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
* &#039;&#039;&#039;Draw and Resolve Turn Cards&#039;&#039;&#039;&lt;br /&gt;
:During a Round, players draw cards, one at a time, from the Turn Deck until it is depleted, resolving the actions or outcomes of each card and then placing them into the Discard Pile.&lt;br /&gt;
* &#039;&#039;&#039;Reshuffle Turn Cards and Add a Horde Card&#039;&#039;&#039;&lt;br /&gt;
:When their are no more cards left in the Turn Deck, flip the cards in the Discard Pile and add 1 card from the Horde Deck without revealing it. Shuffle these cards together to make a new Turn Deck to start a new Round.&lt;br /&gt;
* &#039;&#039;&#039;Reveal Epic Foe&#039;&#039;&#039;&lt;br /&gt;
:If there was no Horde Card to add to the Turn Deck this Round, reveal the Epic Foe instead, and place its card next to its Region Card.&lt;br /&gt;
&lt;br /&gt;
=== Game End ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Victory!&#039;&#039;&#039;&lt;br /&gt;
:The players win the game if they Fight and defeat the Epic Foe, reducing its Hit Points to 0 Health!&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Defeat!&#039;&#039;&#039;&lt;br /&gt;
:The players lose the game if the Capital City is Destroyed, its Threat reaching the Destruction Level.&lt;br /&gt;
&lt;br /&gt;
== Regions ==&lt;br /&gt;
=== Capital City ===&lt;br /&gt;
* The Capital City is the Region in the center&lt;br /&gt;
* It is &#039;&#039;&#039;connected to&#039;&#039;&#039; the &#039;&#039;&#039;left&#039;&#039;&#039; and &#039;&#039;&#039;right Outer Region&#039;&#039;&#039;&lt;br /&gt;
* The City can not be secured once it&#039;s Threat rises&lt;br /&gt;
* If the City gets destroyd, all Defenders lose&lt;br /&gt;
* Heals players at the start of their turn &lt;br /&gt;
&lt;br /&gt;
=== Outer Regions ===&lt;br /&gt;
* All Regions around the Capital City&lt;br /&gt;
* Can be traveled clockwise or counter clockwise&lt;br /&gt;
* When destroyed, it&#039;s Ability is no longer available&lt;br /&gt;
* Can be secured to reduce Threat&lt;br /&gt;
&lt;br /&gt;
== Cards ==&lt;br /&gt;
=== Defender ===&lt;br /&gt;
* Use Action Points to:&lt;br /&gt;
** Move around&lt;br /&gt;
** Use abilities&lt;br /&gt;
** Secure Regions&lt;br /&gt;
** Fight the Epic Foe&lt;br /&gt;
&lt;br /&gt;
=== Enemy ===&lt;br /&gt;
* Attacks two Outer Regions&lt;br /&gt;
* Can be defended by losing health&lt;br /&gt;
* When undefended:&lt;br /&gt;
** Increase Threat in target Region.&lt;br /&gt;
&lt;br /&gt;
=== Dire Enemy ===&lt;br /&gt;
* Attacks one Outer Region&lt;br /&gt;
* Can be defended by losing health&lt;br /&gt;
** &#039;&#039;&#039;Gain Loot&#039;&#039;&#039;&lt;br /&gt;
* When undefended:&lt;br /&gt;
** increase Threat in target Region &lt;br /&gt;
** uses it&#039;s ability to wreck havoc&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Hints ==&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
* &#039;&#039;&#039;Exhausted&#039;&#039;&#039;&lt;br /&gt;
:When a Defender&#039;s lost all Health, they are Exhausted. &#039;&#039;&#039;That Defender may not use Action Points&#039;&#039;&#039; to &#039;&#039;Secure, Fight, or Defend&#039;&#039;, but may still use to Move and Use Abilities (as long as they do not &#039;&#039;Secure, Fight, or Defend&#039;&#039;).&lt;br /&gt;
* &#039;&#039;&#039;Gaining Artifacts&#039;&#039;&#039;&lt;br /&gt;
:Artifacts are gained by Defenders when they Defend against Dire Enemies.&lt;br /&gt;
* &#039;&#039;&#039;Destroyed Regions&#039;&#039;&#039;&lt;br /&gt;
:Defenders cannot Secure Destroyed Regions, and Destroyed Regions cannot be restored their original state.&lt;br /&gt;
* &#039;&#039;&#039;Attacking the Capital City&#039;&#039;&#039;&lt;br /&gt;
:When a &#039;&#039;&#039;Destroyed Outer Region&#039;&#039;&#039; is attacked and &#039;&#039;&#039;NOT Defended&#039;&#039;&#039;, or if Threat was increased in a Destroyed Region due to an effect, the Capital City increases by 1 Threat instead.&lt;/div&gt;</summary>
		<author><name>Blccdy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptinyepicdefenders&amp;diff=12453</id>
		<title>Gamehelptinyepicdefenders</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptinyepicdefenders&amp;diff=12453"/>
		<updated>2022-03-29T04:46:13Z</updated>

		<summary type="html">&lt;p&gt;Blccdy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Summary ===&lt;br /&gt;
* Work together!&lt;br /&gt;
* Defend Aughmoore from the hordes of attacking Enemies.&lt;br /&gt;
* Ultimately defeat the Epic Foe.&lt;br /&gt;
&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
* &#039;&#039;&#039;Draw and Resolve Turn Cards&#039;&#039;&#039;&lt;br /&gt;
:During a Round, players draw cards, one at a time, from the Turn Deck until it is depleted, resolving the actions or outcomes of each card and then placing them into the Discard Pile.&lt;br /&gt;
* &#039;&#039;&#039;Reshuffle Turn Cards and Add a Horde Card&#039;&#039;&#039;&lt;br /&gt;
:When their are no more cards left in the Turn Deck, flip the cards in the Discard Pile and add 1 card from the Horde Deck without revealing it. Shuffle these cards together to make a new Turn Deck to start a new Round.&lt;br /&gt;
* &#039;&#039;&#039;Reveal Epic Foe&#039;&#039;&#039;&lt;br /&gt;
:If there was no Horde Card to add to the Turn Deck this Round, reveal the Epic Foe instead, and place its card next to its Region Card.&lt;br /&gt;
&lt;br /&gt;
=== Game End ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Victory!&#039;&#039;&#039;&lt;br /&gt;
:The players win the game if they Fight and defeat the Epic Foe, reducing its Hit Points to 0 Health!&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Defeat!&#039;&#039;&#039;&lt;br /&gt;
:The players lose the game if the Capital City is Destroyed, its Threat reaching the Destruction Level.&lt;br /&gt;
&lt;br /&gt;
== Regions ==&lt;br /&gt;
=== Capital City ===&lt;br /&gt;
* The Capital City is the Region in the center&lt;br /&gt;
* It is &#039;&#039;&#039;connected to&#039;&#039;&#039; the &#039;&#039;&#039;left&#039;&#039;&#039; and &#039;&#039;&#039;right Outer Region&#039;&#039;&#039;&lt;br /&gt;
* The City can not be secured once it&#039;s Threat rises&lt;br /&gt;
* If the City gets destroyd, all Defenders lose&lt;br /&gt;
* Heals players at the start of their turn &lt;br /&gt;
&lt;br /&gt;
=== Outer Regions ===&lt;br /&gt;
* All Regions around the Capital City&lt;br /&gt;
* Can be traveled clockwise or counter clockwise&lt;br /&gt;
* When destroyed, it&#039;s Ability is no longer available&lt;br /&gt;
* Can be secured to reduce Threat&lt;br /&gt;
&lt;br /&gt;
== Cards ==&lt;br /&gt;
=== Defender ===&lt;br /&gt;
* Use Action Points to:&lt;br /&gt;
** Move around&lt;br /&gt;
** Use abilities&lt;br /&gt;
** Secure Regions&lt;br /&gt;
** Fight the Epic Foe&lt;br /&gt;
&lt;br /&gt;
=== Enemy ===&lt;br /&gt;
* Attacks two Outer Regions&lt;br /&gt;
* Can be defended by losing health&lt;br /&gt;
* When undefended:&lt;br /&gt;
** Increase Threat in target Region.&lt;br /&gt;
&lt;br /&gt;
=== Dire Enemy ===&lt;br /&gt;
* Attacks one Outer Region&lt;br /&gt;
* Can be defended by losing health&lt;br /&gt;
** &#039;&#039;&#039;Gain Loot&#039;&#039;&#039;&lt;br /&gt;
* When undefended:&lt;br /&gt;
** increase Threat in target Region &lt;br /&gt;
** uses it&#039;s ability to wreck havoc&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Hints ==&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
* &#039;&#039;&#039;Exhausted&#039;&#039;&#039;&lt;br /&gt;
:When a Defender&#039;s lost all Health, they are Exhausted. &#039;&#039;&#039;That Defender may not use Action Points&#039;&#039;&#039; to &#039;&#039;Secure, Fight, or Defend&#039;&#039;, but may still use to Move and Use Abilities (as long as they do not &#039;&#039;Secure, Fight, or Defend&#039;&#039;).&lt;br /&gt;
* &#039;&#039;&#039;Gaining Artifacts&#039;&#039;&#039;&lt;br /&gt;
:Artifacts are gained by Defenders when they Defend against Dire Enemies.&lt;br /&gt;
* &#039;&#039;&#039;Destroyed Regions&#039;&#039;&#039;&lt;br /&gt;
:Defenders cannot Secure Destroyed Regions, and Destroyed Regions cannot be restored their original state.&lt;br /&gt;
* &#039;&#039;&#039;Attacking the Capital City&#039;&#039;&#039;&lt;br /&gt;
:When a &#039;&#039;&#039;Destroyed Outer Region&#039;&#039;&#039; is attacked and &#039;&#039;&#039;NOT Defended&#039;&#039;&#039;, or if Threat was increased in a Destroyed Region due to an effect, the Capital City increases by 1 Threat instead.&lt;/div&gt;</summary>
		<author><name>Blccdy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptinyepicdefenders&amp;diff=12446</id>
		<title>Gamehelptinyepicdefenders</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptinyepicdefenders&amp;diff=12446"/>
		<updated>2022-03-28T18:07:05Z</updated>

		<summary type="html">&lt;p&gt;Blccdy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Overview =&lt;br /&gt;
&lt;br /&gt;
=== Summary ===&lt;br /&gt;
* Work together!&lt;br /&gt;
* Defend Aughmoore from the hordes of attacking Enemies.&lt;br /&gt;
* Ultimately defeat the Epic Foe.&lt;br /&gt;
&lt;br /&gt;
=== Gameplay  ===&lt;br /&gt;
* &#039;&#039;&#039;Draw and Resolve Turn Cards&#039;&#039;&#039;&lt;br /&gt;
:During a Round, players draw cards, one at a time, from the Turn Deck until it is depleted, resolving the actions or outcomes of each card and then placing them into the Discard Pile.&lt;br /&gt;
* &#039;&#039;&#039;Reshuffle Turn Cards and Add a Horde Card&#039;&#039;&#039;&lt;br /&gt;
:When their are no more cards left in the Turn Deck, flip the cards in the Discard Pile and add 1 card from the Horde Deck without revealing it. Shuffle these cards together to make a new Turn Deck to start a new Round.&lt;br /&gt;
* &#039;&#039;&#039;Reveal Epic Foe&#039;&#039;&#039;&lt;br /&gt;
:If there was no Horde Card to add to the Turn Deck this Round, reveal the Epic Foe instead, and place its card next to its Region Card.&lt;br /&gt;
&lt;br /&gt;
=== Game End ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Victory!&#039;&#039;&#039;&lt;br /&gt;
:The players win the game if they Fight and defeat the Epic Foe, reducing its Hit Points to 0 Health!&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Defeat!&#039;&#039;&#039;&lt;br /&gt;
:The players lose the game if the Capital City is Destroyed, its Threat reaching the Destruction Level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Regions =&lt;br /&gt;
=== Capital City ===&lt;br /&gt;
* The Capital City is the Region in the center&lt;br /&gt;
* It is &#039;&#039;&#039;connected to&#039;&#039;&#039; the &#039;&#039;&#039;left&#039;&#039;&#039; and &#039;&#039;&#039;right Outer Region&#039;&#039;&#039;&lt;br /&gt;
* The City can not be secured once it&#039;s Threat rises&lt;br /&gt;
* If the City gets destroyd, all Defenders lose&lt;br /&gt;
* Heals players at the start of their turn &lt;br /&gt;
&lt;br /&gt;
=== Outer Regions ===&lt;br /&gt;
* All Regions around the Capital City&lt;br /&gt;
* Can be traveled clockwise or counter clockwise&lt;br /&gt;
* When destroyed, it&#039;s Ability is no longer available&lt;br /&gt;
* Can be secured to reduce Threat&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Cards =&lt;br /&gt;
=== Defender ===&lt;br /&gt;
* Use Action Points to:&lt;br /&gt;
** Move around&lt;br /&gt;
** Use abilities&lt;br /&gt;
** Secure Regions&lt;br /&gt;
** Fight the Epic Foe&lt;br /&gt;
&lt;br /&gt;
=== Enemy ===&lt;br /&gt;
* Attacks two Outer Regions&lt;br /&gt;
* Can be defended by losing health&lt;br /&gt;
* When undefended:&lt;br /&gt;
** Increase Threat in target Region.&lt;br /&gt;
&lt;br /&gt;
=== Dire Enemy ===&lt;br /&gt;
* Attacks one Outer Region&lt;br /&gt;
* Can be defended by losing health&lt;br /&gt;
** &#039;&#039;&#039;Gain Loot&#039;&#039;&#039;&lt;br /&gt;
* When undefended:&lt;br /&gt;
** increase Threat in target Region &lt;br /&gt;
** uses it&#039;s ability to wreck havoc&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Hints =&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
* &#039;&#039;&#039;Exhausted&#039;&#039;&#039;&lt;br /&gt;
:When a Defender&#039;s lost all Health, they are Exhausted. &#039;&#039;&#039;That Defender may not use Action Points&#039;&#039;&#039; to &#039;&#039;Secure, Fight, or Defend&#039;&#039;, but may still use to Move and Use Abilities (as long as they do not &#039;&#039;Secure, Fight, or Defend&#039;&#039;).&lt;br /&gt;
* &#039;&#039;&#039;Gaining Artifacts&#039;&#039;&#039;&lt;br /&gt;
:Artifacts are gained by Defenders when they Defend against Dire Enemies.&lt;br /&gt;
* &#039;&#039;&#039;Destroyed Regions&#039;&#039;&#039;&lt;br /&gt;
:Defenders cannot Secure Destroyed Regions, and Destroyed Regions cannot be restored their original state.&lt;br /&gt;
* &#039;&#039;&#039;Attacking the Capital City&#039;&#039;&#039;&lt;br /&gt;
:When a &#039;&#039;&#039;Destroyed Outer Region&#039;&#039;&#039; is attacked and &#039;&#039;&#039;NOT Defended&#039;&#039;&#039;, or if Threat was increased in a Destroyed Region due to an effect, the Capital City increases by 1 Threat instead.&lt;/div&gt;</summary>
		<author><name>Blccdy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptinyepicdefenders&amp;diff=12445</id>
		<title>Gamehelptinyepicdefenders</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptinyepicdefenders&amp;diff=12445"/>
		<updated>2022-03-28T18:06:26Z</updated>

		<summary type="html">&lt;p&gt;Blccdy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Overview =&lt;br /&gt;
&lt;br /&gt;
=== Summary ===&lt;br /&gt;
* Work together!&lt;br /&gt;
* Defend Aughmoore from the hordes of attacking Enemies.&lt;br /&gt;
* Ultimately defeat the Epic Foe.&lt;br /&gt;
&lt;br /&gt;
=== Gameplay  ===&lt;br /&gt;
&#039;&#039;&#039;Draw and Resolve Turn Cards&#039;&#039;&#039;&lt;br /&gt;
:During a Round, players draw cards, one at a time, from the Turn Deck until it is depleted, resolving the actions or outcomes of each card and then placing them into the Discard Pile.&lt;br /&gt;
&#039;&#039;&#039;Reshuffle Turn Cards and Add a Horde Card&#039;&#039;&#039;&lt;br /&gt;
:When their are no more cards left in the Turn Deck, flip the cards in the Discard Pile and add 1 card from the Horde Deck without revealing it. Shuffle these cards together to make a new Turn Deck to start a new Round.&lt;br /&gt;
&#039;&#039;&#039;Reveal Epic Foe&#039;&#039;&#039;&lt;br /&gt;
:If there was no Horde Card to add to the Turn Deck this Round, reveal the Epic Foe instead, and place its card next to its Region Card.&lt;br /&gt;
&lt;br /&gt;
=== Game End ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Victory!&#039;&#039;&#039;&lt;br /&gt;
:The players win the game if they Fight and defeat the Epic Foe, reducing its Hit Points to 0 Health!&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Defeat!&#039;&#039;&#039;&lt;br /&gt;
:The players lose the game if the Capital City is Destroyed, its Threat reaching the Destruction Level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Regions =&lt;br /&gt;
=== Capital City ===&lt;br /&gt;
* The Capital City is the Region in the center&lt;br /&gt;
* It is &#039;&#039;&#039;connected to&#039;&#039;&#039; the &#039;&#039;&#039;left&#039;&#039;&#039; and &#039;&#039;&#039;right Outer Region&#039;&#039;&#039;&lt;br /&gt;
* The City can not be secured once it&#039;s Threat rises&lt;br /&gt;
* If the City gets destroyd, all Defenders lose&lt;br /&gt;
* Heals players at the start of their turn &lt;br /&gt;
&lt;br /&gt;
=== Outer Regions ===&lt;br /&gt;
* All Regions around the Capital City&lt;br /&gt;
* Can be traveled clockwise or counter clockwise&lt;br /&gt;
* When destroyed, it&#039;s Ability is no longer available&lt;br /&gt;
* Can be secured to reduce Threat&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Cards =&lt;br /&gt;
=== Defender ===&lt;br /&gt;
* Use Action Points to:&lt;br /&gt;
** Move around&lt;br /&gt;
** Use abilities&lt;br /&gt;
** Secure Regions&lt;br /&gt;
** Fight the Epic Foe&lt;br /&gt;
&lt;br /&gt;
=== Enemy ===&lt;br /&gt;
* Attacks two Outer Regions&lt;br /&gt;
* Can be defended by losing health&lt;br /&gt;
* When undefended:&lt;br /&gt;
** Increase Threat in target Region.&lt;br /&gt;
&lt;br /&gt;
=== Dire Enemy ===&lt;br /&gt;
* Attacks one Outer Region&lt;br /&gt;
* Can be defended by losing health&lt;br /&gt;
** &#039;&#039;&#039;Gain Loot&#039;&#039;&#039;&lt;br /&gt;
* When undefended:&lt;br /&gt;
** increase Threat in target Region &lt;br /&gt;
** uses it&#039;s ability to wreck havoc&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Hints =&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
* &#039;&#039;&#039;Exhausted&#039;&#039;&#039;&lt;br /&gt;
:When a Defender&#039;s lost all Health, they are Exhausted. &#039;&#039;&#039;That Defender may not use Action Points&#039;&#039;&#039; to &#039;&#039;Secure, Fight, or Defend&#039;&#039;, but may still use to Move and Use Abilities (as long as they do not &#039;&#039;Secure, Fight, or Defend&#039;&#039;).&lt;br /&gt;
* &#039;&#039;&#039;Gaining Artifacts&#039;&#039;&#039;&lt;br /&gt;
:Artifacts are gained by Defenders when they Defend against Dire Enemies.&lt;br /&gt;
* &#039;&#039;&#039;Destroyed Regions&#039;&#039;&#039;&lt;br /&gt;
:Defenders cannot Secure Destroyed Regions, and Destroyed Regions cannot be restored their original state.&lt;br /&gt;
* &#039;&#039;&#039;Attacking the Capital City&#039;&#039;&#039;&lt;br /&gt;
:When a &#039;&#039;&#039;Destroyed Outer Region&#039;&#039;&#039; is attacked and &#039;&#039;&#039;NOT Defended&#039;&#039;&#039;, or if Threat was increased in a Destroyed Region due to an effect, the Capital City increases by 1 Threat instead.&lt;/div&gt;</summary>
		<author><name>Blccdy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptinyepicdefenders&amp;diff=12444</id>
		<title>Gamehelptinyepicdefenders</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptinyepicdefenders&amp;diff=12444"/>
		<updated>2022-03-28T18:06:09Z</updated>

		<summary type="html">&lt;p&gt;Blccdy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Overview =&lt;br /&gt;
&lt;br /&gt;
=== Summery ===&lt;br /&gt;
* Work together!&lt;br /&gt;
* Defend Aughmoore from the hordes of attacking Enemies.&lt;br /&gt;
* Ultimately defeat the Epic Foe.&lt;br /&gt;
&lt;br /&gt;
=== Gameplay  ===&lt;br /&gt;
&#039;&#039;&#039;Draw and Resolve Turn Cards&#039;&#039;&#039;&lt;br /&gt;
:During a Round, players draw cards, one at a time, from the Turn Deck until it is depleted, resolving the actions or outcomes of each card and then placing them into the Discard Pile.&lt;br /&gt;
&#039;&#039;&#039;Reshuffle Turn Cards and Add a Horde Card&#039;&#039;&#039;&lt;br /&gt;
:When their are no more cards left in the Turn Deck, flip the cards in the Discard Pile and add 1 card from the Horde Deck without revealing it. Shuffle these cards together to make a new Turn Deck to start a new Round.&lt;br /&gt;
&#039;&#039;&#039;Reveal Epic Foe&#039;&#039;&#039;&lt;br /&gt;
:If there was no Horde Card to add to the Turn Deck this Round, reveal the Epic Foe instead, and place its card next to its Region Card.&lt;br /&gt;
&lt;br /&gt;
=== Game End ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Victory!&#039;&#039;&#039;&lt;br /&gt;
:The players win the game if they Fight and defeat the Epic Foe, reducing its Hit Points to 0 Health!&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Defeat!&#039;&#039;&#039;&lt;br /&gt;
:The players lose the game if the Capital City is Destroyed, its Threat reaching the Destruction Level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Regions =&lt;br /&gt;
=== Capital City ===&lt;br /&gt;
* The Capital City is the Region in the center&lt;br /&gt;
* It is &#039;&#039;&#039;connected to&#039;&#039;&#039; the &#039;&#039;&#039;left&#039;&#039;&#039; and &#039;&#039;&#039;right Outer Region&#039;&#039;&#039;&lt;br /&gt;
* The City can not be secured once it&#039;s Threat rises&lt;br /&gt;
* If the City gets destroyd, all Defenders lose&lt;br /&gt;
* Heals players at the start of their turn &lt;br /&gt;
&lt;br /&gt;
=== Outer Regions ===&lt;br /&gt;
* All Regions around the Capital City&lt;br /&gt;
* Can be traveled clockwise or counter clockwise&lt;br /&gt;
* When destroyed, it&#039;s Ability is no longer available&lt;br /&gt;
* Can be secured to reduce Threat&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Cards =&lt;br /&gt;
=== Defender ===&lt;br /&gt;
* Use Action Points to:&lt;br /&gt;
** Move around&lt;br /&gt;
** Use abilities&lt;br /&gt;
** Secure Regions&lt;br /&gt;
** Fight the Epic Foe&lt;br /&gt;
&lt;br /&gt;
=== Enemy ===&lt;br /&gt;
* Attacks two Outer Regions&lt;br /&gt;
* Can be defended by losing health&lt;br /&gt;
* When undefended:&lt;br /&gt;
** Increase Threat in target Region.&lt;br /&gt;
&lt;br /&gt;
=== Dire Enemy ===&lt;br /&gt;
* Attacks one Outer Region&lt;br /&gt;
* Can be defended by losing health&lt;br /&gt;
** &#039;&#039;&#039;Gain Loot&#039;&#039;&#039;&lt;br /&gt;
* When undefended:&lt;br /&gt;
** increase Threat in target Region &lt;br /&gt;
** uses it&#039;s ability to wreck havoc&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Hints =&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
* &#039;&#039;&#039;Exhausted&#039;&#039;&#039;&lt;br /&gt;
:When a Defender&#039;s lost all Health, they are Exhausted. &#039;&#039;&#039;That Defender may not use Action Points&#039;&#039;&#039; to &#039;&#039;Secure, Fight, or Defend&#039;&#039;, but may still use to Move and Use Abilities (as long as they do not &#039;&#039;Secure, Fight, or Defend&#039;&#039;).&lt;br /&gt;
* &#039;&#039;&#039;Gaining Artifacts&#039;&#039;&#039;&lt;br /&gt;
:Artifacts are gained by Defenders when they Defend against Dire Enemies.&lt;br /&gt;
* &#039;&#039;&#039;Destroyed Regions&#039;&#039;&#039;&lt;br /&gt;
:Defenders cannot Secure Destroyed Regions, and Destroyed Regions cannot be restored their original state.&lt;br /&gt;
* &#039;&#039;&#039;Attacking the Capital City&#039;&#039;&#039;&lt;br /&gt;
:When a &#039;&#039;&#039;Destroyed Outer Region&#039;&#039;&#039; is attacked and &#039;&#039;&#039;NOT Defended&#039;&#039;&#039;, or if Threat was increased in a Destroyed Region due to an effect, the Capital City increases by 1 Threat instead.&lt;/div&gt;</summary>
		<author><name>Blccdy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptinyepicdefenders&amp;diff=12443</id>
		<title>Gamehelptinyepicdefenders</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptinyepicdefenders&amp;diff=12443"/>
		<updated>2022-03-28T17:56:28Z</updated>

		<summary type="html">&lt;p&gt;Blccdy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Overview =&lt;br /&gt;
&lt;br /&gt;
* Work together!&lt;br /&gt;
* Defend Aughmoore from the hordes of attacking Enemies.&lt;br /&gt;
* Ultimately defeat the Epic Foe.&lt;br /&gt;
&lt;br /&gt;
=== Gameplay  ===&lt;br /&gt;
&#039;&#039;&#039;Draw and Resolve Turn Cards&#039;&#039;&#039;&lt;br /&gt;
:During a Round, players draw cards, one at a time, from the Turn Deck until it is depleted, resolving the actions or outcomes of each card and then placing them into the Discard Pile.&lt;br /&gt;
&#039;&#039;&#039;Reshuffle Turn Cards and Add a Horde Card&#039;&#039;&#039;&lt;br /&gt;
:When their are no more cards left in the Turn Deck, flip the cards in the Discard Pile and add 1 card from the Horde Deck without revealing it. Shuffle these cards together to make a new Turn Deck to start a new Round.&lt;br /&gt;
&#039;&#039;&#039;Reveal Epic Foe&#039;&#039;&#039;&lt;br /&gt;
:If there was no Horde Card to add to the Turn Deck this Round, reveal the Epic Foe instead, and place its card next to its Region Card.&lt;br /&gt;
&lt;br /&gt;
=== Game End ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Victory!&#039;&#039;&#039;&lt;br /&gt;
:The players win the game if they Fight and defeat the Epic Foe, reducing its Hit Points to 0 Health!&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Defeat!&#039;&#039;&#039;&lt;br /&gt;
:The players lose the game if the Capital City is Destroyed, its Threat reaching the Destruction Level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Regions =&lt;br /&gt;
=== Capital City ===&lt;br /&gt;
* The Capital City is the Region in the center&lt;br /&gt;
* It is &#039;&#039;&#039;connected to&#039;&#039;&#039; the &#039;&#039;&#039;left&#039;&#039;&#039; and &#039;&#039;&#039;right Outer Region&#039;&#039;&#039;&lt;br /&gt;
* The City can not be secured once it&#039;s Threat rises&lt;br /&gt;
* If the City gets destroyd, all Defenders lose&lt;br /&gt;
* Heals players at the start of their turn &lt;br /&gt;
&lt;br /&gt;
=== Outer Regions ===&lt;br /&gt;
* All Regions around the Capital City&lt;br /&gt;
* Can be traveled clockwise or counter clockwise&lt;br /&gt;
* When destroyed, it&#039;s Ability is no longer available&lt;br /&gt;
* Can be secured to reduce Threat&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Cards =&lt;br /&gt;
=== Defender ===&lt;br /&gt;
* Use Action Points to:&lt;br /&gt;
** Move around&lt;br /&gt;
** Use abilities&lt;br /&gt;
** Secure Regions&lt;br /&gt;
** Fight the Epic Foe&lt;br /&gt;
&lt;br /&gt;
=== Enemy ===&lt;br /&gt;
* Attacks two Outer Regions&lt;br /&gt;
* Can be defended by losing health&lt;br /&gt;
* When undefended:&lt;br /&gt;
** Increase Threat in target Region.&lt;br /&gt;
&lt;br /&gt;
=== Dire Enemy ===&lt;br /&gt;
* Attacks one Outer Region&lt;br /&gt;
* Can be defended by losing health&lt;br /&gt;
** &#039;&#039;&#039;Gain Loot&#039;&#039;&#039;&lt;br /&gt;
* When undefended:&lt;br /&gt;
** increase Threat in target Region &lt;br /&gt;
** uses it&#039;s ability to wreck havoc&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Hints =&lt;br /&gt;
* &#039;&#039;&#039;Exhausted&#039;&#039;&#039;&lt;br /&gt;
:When a Defender&#039;s lost all Health, they are Exhausted. &#039;&#039;&#039;That Defender may not use Action Points&#039;&#039;&#039; to &#039;&#039;Secure, Fight, or Defend&#039;&#039;, but may still use to Move and Use Abilities (as long as they do not &#039;&#039;Secure, Fight, or Defend&#039;&#039;).&lt;br /&gt;
* &#039;&#039;&#039;Gaining Artifacts&#039;&#039;&#039;&lt;br /&gt;
:Artifacts are gained by Defenders when they Defend against Dire Enemies.&lt;br /&gt;
* &#039;&#039;&#039;Destroyed Regions&#039;&#039;&#039;&lt;br /&gt;
:Defenders cannot Secure Destroyed Regions, and Destroyed Regions cannot be restored their original state.&lt;br /&gt;
* &#039;&#039;&#039;Attacking the Capital City&#039;&#039;&#039;&lt;br /&gt;
:When a &#039;&#039;&#039;Destroyed Outer Region&#039;&#039;&#039; is attacked and &#039;&#039;&#039;NOT Defended&#039;&#039;&#039;, or if Threat was increased in a Destroyed Region due to an effect, the Capital City increases by 1 Threat instead.&lt;/div&gt;</summary>
		<author><name>Blccdy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptinyepicdefenders&amp;diff=12442</id>
		<title>Gamehelptinyepicdefenders</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptinyepicdefenders&amp;diff=12442"/>
		<updated>2022-03-28T17:55:08Z</updated>

		<summary type="html">&lt;p&gt;Blccdy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Overview =&lt;br /&gt;
&lt;br /&gt;
Work together!&lt;br /&gt;
&lt;br /&gt;
Defend Aughmoore from the hordes of attacking Enemies.&lt;br /&gt;
&lt;br /&gt;
Ultimately defeat the Epic Foe.&lt;br /&gt;
&lt;br /&gt;
== Gameplay  ==&lt;br /&gt;
&#039;&#039;&#039;Draw and Resolve Turn Cards&#039;&#039;&#039;&lt;br /&gt;
:During a Round, players draw cards, one at a time, from the Turn Deck until it is depleted, resolving the actions or outcomes of each card and then placing them into the Discard Pile.&lt;br /&gt;
&#039;&#039;&#039;Reshuffle Turn Cards and Add a Horde Card&#039;&#039;&#039;&lt;br /&gt;
:When their are no more cards left in the Turn Deck, flip the cards in the Discard Pile and add 1 card from the Horde Deck without revealing it. Shuffle these cards together to make a new Turn Deck to start a new Round.&lt;br /&gt;
&#039;&#039;&#039;Reveal Epic Foe&#039;&#039;&#039;&lt;br /&gt;
:If there was no Horde Card to add to the Turn Deck this Round, reveal the Epic Foe instead, and place its card next to its Region Card.&lt;br /&gt;
&lt;br /&gt;
=== Game End ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Victory!&#039;&#039;&#039;&lt;br /&gt;
:The players win the game if they Fight and defeat the Epic Foe, reducing its Hit Points to 0 Health!&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Defeat!&#039;&#039;&#039;&lt;br /&gt;
:The players lose the game if the Capital City is Destroyed, its Threat reaching the Destruction Level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Regions =&lt;br /&gt;
=== Capital City ===&lt;br /&gt;
* The Capital City is the Region in the center&lt;br /&gt;
* It is &#039;&#039;&#039;connected to&#039;&#039;&#039; the &#039;&#039;&#039;left&#039;&#039;&#039; and &#039;&#039;&#039;right Outer Region&#039;&#039;&#039;&lt;br /&gt;
* The City can not be secured once it&#039;s Threat rises&lt;br /&gt;
* If the City gets destroyd, all Defenders lose&lt;br /&gt;
* Heals players at the start of their turn &lt;br /&gt;
&lt;br /&gt;
=== Outer Regions ===&lt;br /&gt;
* All Regions around the Capital City&lt;br /&gt;
* Can be traveled clockwise or counter clockwise&lt;br /&gt;
* When destroyed, it&#039;s Ability is no longer available&lt;br /&gt;
* Can be secured to reduce Threat&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Cards =&lt;br /&gt;
=== Defender ===&lt;br /&gt;
* Use Action Points to:&lt;br /&gt;
** Move around&lt;br /&gt;
** Use abilities&lt;br /&gt;
** Secure Regions&lt;br /&gt;
** Fight the Epic Foe&lt;br /&gt;
&lt;br /&gt;
=== Enemy ===&lt;br /&gt;
* Attacks two Outer Regions&lt;br /&gt;
* Can be defended by losing health&lt;br /&gt;
* When undefended:&lt;br /&gt;
** Increase Threat in target Region.&lt;br /&gt;
&lt;br /&gt;
=== Dire Enemy ===&lt;br /&gt;
* Attacks one Outer Region&lt;br /&gt;
* Can be defended by losing health&lt;br /&gt;
** &#039;&#039;&#039;Gain Loot&#039;&#039;&#039;&lt;br /&gt;
* When undefended:&lt;br /&gt;
** increase Threat in target Region &lt;br /&gt;
** uses it&#039;s ability to wreck havoc&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Hints =&lt;br /&gt;
* &#039;&#039;&#039;Exhausted&#039;&#039;&#039;&lt;br /&gt;
:When a Defender&#039;s lost all Health, they are Exhausted. &#039;&#039;&#039;That Defender may not use Action Points&#039;&#039;&#039; to &#039;&#039;Secure, Fight, or Defend&#039;&#039;, but may still use to Move and Use Abilities (as long as they do not &#039;&#039;Secure, Fight, or Defend&#039;&#039;).&lt;br /&gt;
* &#039;&#039;&#039;Gaining Artifacts&#039;&#039;&#039;&lt;br /&gt;
:Artifacts are gained by Defenders when they Defend against Dire Enemies.&lt;br /&gt;
* &#039;&#039;&#039;Destroyed Regions&#039;&#039;&#039;&lt;br /&gt;
:Defenders cannot Secure Destroyed Regions, and Destroyed Regions cannot be restored their original state.&lt;br /&gt;
* &#039;&#039;&#039;Attacking the Capital City&#039;&#039;&#039;&lt;br /&gt;
:When a &#039;&#039;&#039;Destroyed Outer Region&#039;&#039;&#039; is attacked and &#039;&#039;&#039;NOT Defended&#039;&#039;&#039;, or if Threat was increased in a Destroyed Region due to an effect, the Capital City increases by 1 Threat instead.&lt;/div&gt;</summary>
		<author><name>Blccdy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_tinyepicdefenders&amp;diff=12441</id>
		<title>Tips tinyepicdefenders</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_tinyepicdefenders&amp;diff=12441"/>
		<updated>2022-03-28T17:54:37Z</updated>

		<summary type="html">&lt;p&gt;Blccdy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Do not lose the Coast!&lt;/div&gt;</summary>
		<author><name>Blccdy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_tinyepicdefenders&amp;diff=12440</id>
		<title>Tips tinyepicdefenders</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_tinyepicdefenders&amp;diff=12440"/>
		<updated>2022-03-28T17:54:15Z</updated>

		<summary type="html">&lt;p&gt;Blccdy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Do not lose the Coast!&lt;br /&gt;
text&lt;br /&gt;
text&lt;/div&gt;</summary>
		<author><name>Blccdy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptinyepicdefenders&amp;diff=12439</id>
		<title>Gamehelptinyepicdefenders</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptinyepicdefenders&amp;diff=12439"/>
		<updated>2022-03-28T17:51:56Z</updated>

		<summary type="html">&lt;p&gt;Blccdy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Overview =&lt;br /&gt;
&lt;br /&gt;
Work together!&lt;br /&gt;
Defend Aughmoore from the hordes of attacking Enemies.&lt;br /&gt;
Ultimately defeat the Epic Foe.&lt;br /&gt;
&lt;br /&gt;
== Gameplay  ==&lt;br /&gt;
&#039;&#039;&#039;Draw and Resolve Turn Cards&#039;&#039;&#039;&lt;br /&gt;
:During a Round, players draw cards, one at a time, from the Turn Deck until it is depleted, resolving the actions or outcomes of each card and then placing them into the Discard Pile.&lt;br /&gt;
&#039;&#039;&#039;Reshuffle Turn Cards and Add a Horde Card&#039;&#039;&#039;&lt;br /&gt;
:When their are no more cards left in the Turn Deck, flip the cards in the Discard Pile and add 1 card from the Horde Deck without revealing it. Shuffle these cards together to make a new Turn Deck to start a new Round.&lt;br /&gt;
&#039;&#039;&#039;Reveal Epic Foe&#039;&#039;&#039;&lt;br /&gt;
:If there was no Horde Card to add to the Turn Deck this Round, reveal the Epic Foe instead, and place its card next to its Region Card.&lt;br /&gt;
&lt;br /&gt;
=== Game End ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Victory!&#039;&#039;&#039;&lt;br /&gt;
:The players win the game if they Fight and defeat the Epic Foe, reducing its Hit Points to 0 Health!&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Defeat!&#039;&#039;&#039;&lt;br /&gt;
:The players lose the game if the Capital City is Destroyed, its Threat reaching the Destruction Level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Regions =&lt;br /&gt;
=== Capital City ===&lt;br /&gt;
* The Capital City is the Region in the center&lt;br /&gt;
* It is &#039;&#039;&#039;connected to&#039;&#039;&#039; the &#039;&#039;&#039;left&#039;&#039;&#039; and &#039;&#039;&#039;right Outer Region&#039;&#039;&#039;&lt;br /&gt;
* The City can not be secured once it&#039;s Threat rises&lt;br /&gt;
* If the City gets destroyd, all Defenders lose&lt;br /&gt;
* Heals players at the start of their turn &lt;br /&gt;
&lt;br /&gt;
=== Outer Regions ===&lt;br /&gt;
* All Regions around the Capital City&lt;br /&gt;
* Can be traveled clockwise or counter clockwise&lt;br /&gt;
* When destroyed, it&#039;s Ability is no longer available&lt;br /&gt;
* Can be secured to reduce Threat&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Cards =&lt;br /&gt;
=== Defender ===&lt;br /&gt;
* Use Action Points to:&lt;br /&gt;
** Move around&lt;br /&gt;
** Use abilities&lt;br /&gt;
** Secure Regions&lt;br /&gt;
** Fight the Epic Foe&lt;br /&gt;
&lt;br /&gt;
=== Enemy ===&lt;br /&gt;
* Attacks two Outer Regions&lt;br /&gt;
* Can be defended by losing health&lt;br /&gt;
* When undefended:&lt;br /&gt;
** Increase Threat in target Region.&lt;br /&gt;
&lt;br /&gt;
=== Dire Enemy ===&lt;br /&gt;
* Attacks one Outer Region&lt;br /&gt;
* Can be defended by losing health&lt;br /&gt;
** &#039;&#039;&#039;Gain Loot&#039;&#039;&#039;&lt;br /&gt;
* When undefended:&lt;br /&gt;
** increase Threat in target Region &lt;br /&gt;
** uses it&#039;s ability to wreck havoc&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Hints =&lt;br /&gt;
* &#039;&#039;&#039;Exhausted&#039;&#039;&#039;&lt;br /&gt;
:When a Defender&#039;s lost all Health, they are Exhausted. &#039;&#039;&#039;That Defender may not use Action Points&#039;&#039;&#039; to &#039;&#039;Secure, Fight, or Defend&#039;&#039;, but may still use to Move and Use Abilities (as long as they do not &#039;&#039;Secure, Fight, or Defend&#039;&#039;).&lt;br /&gt;
* &#039;&#039;&#039;Gaining Artifacts&#039;&#039;&#039;&lt;br /&gt;
:Artifacts are gained by Defenders when they Defend against Dire Enemies.&lt;br /&gt;
* &#039;&#039;&#039;Destroyed Regions&#039;&#039;&#039;&lt;br /&gt;
:Defenders cannot Secure Destroyed Regions, and Destroyed Regions cannot be restored their original state.&lt;br /&gt;
* &#039;&#039;&#039;Attacking the Capital City&#039;&#039;&#039;&lt;br /&gt;
:When a &#039;&#039;&#039;Destroyed Outer Region&#039;&#039;&#039; is attacked and &#039;&#039;&#039;NOT Defended&#039;&#039;&#039;, or if Threat was increased in a Destroyed Region due to an effect, the Capital City increases by 1 Threat instead.&lt;/div&gt;</summary>
		<author><name>Blccdy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_tinyepicdefenders&amp;diff=12438</id>
		<title>Tips tinyepicdefenders</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_tinyepicdefenders&amp;diff=12438"/>
		<updated>2022-03-28T17:20:23Z</updated>

		<summary type="html">&lt;p&gt;Blccdy: Created page with &amp;quot;Do not lose the Coast!&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Do not lose the Coast!&lt;/div&gt;</summary>
		<author><name>Blccdy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptinyepicdefenders&amp;diff=12437</id>
		<title>Gamehelptinyepicdefenders</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptinyepicdefenders&amp;diff=12437"/>
		<updated>2022-03-28T17:18:57Z</updated>

		<summary type="html">&lt;p&gt;Blccdy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Overview =&lt;br /&gt;
&lt;br /&gt;
* Work together!&lt;br /&gt;
* Defend Aughmoore from the hordes of attacking Enemies.&lt;br /&gt;
* Ultimately defeat the Epic Foe.&lt;br /&gt;
&lt;br /&gt;
=== Gameplay  ===&lt;br /&gt;
* &#039;&#039;&#039;Draw and Resolve Turn Cards&#039;&#039;&#039;&lt;br /&gt;
:During a Round, players draw cards, one at a time, from the Turn Deck until it is depleted, resolving the actions or outcomes of each card and then placing them into the Discard Pile.&lt;br /&gt;
* &#039;&#039;&#039;Reshuffle Turn Cards and Add a Horde Card&#039;&#039;&#039;&lt;br /&gt;
:When their are no more cards left in the Turn Deck, flip the cards in the Discard Pile and add 1 card from the Horde Deck without revealing it. Shuffle these cards together to make a new Turn Deck to start a new Round.&lt;br /&gt;
* &#039;&#039;&#039;Reveal Epic Foe&#039;&#039;&#039;&lt;br /&gt;
:If there was no Horde Card to add to the Turn Deck this Round, reveal the Epic Foe instead, and place its card next to its Region Card.&lt;br /&gt;
&lt;br /&gt;
=== Game End ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Victory!&#039;&#039;&#039;&lt;br /&gt;
:The players win the game if they Fight and defeat the Epic Foe, reducing its Hit Points to 0 Health!&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Defeat!&#039;&#039;&#039;&lt;br /&gt;
:The players lose the game if the Capital City is Destroyed, its Threat reaching the Destruction Level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Regions =&lt;br /&gt;
=== Capital City ===&lt;br /&gt;
* The Capital City is the Region in the center&lt;br /&gt;
* It is &#039;&#039;&#039;connected to&#039;&#039;&#039; the &#039;&#039;&#039;left&#039;&#039;&#039; and &#039;&#039;&#039;right Outer Region&#039;&#039;&#039;&lt;br /&gt;
* The City can not be secured once it&#039;s Threat rises&lt;br /&gt;
* If the City gets destroyd, all Defenders lose&lt;br /&gt;
* Heals players at the start of their turn &lt;br /&gt;
&lt;br /&gt;
=== Outer Regions ===&lt;br /&gt;
* All Regions around the Capital City&lt;br /&gt;
* Can be traveled clockwise or counter clockwise&lt;br /&gt;
* When destroyed, it&#039;s Ability is no longer available&lt;br /&gt;
* Can be secured to reduce Threat&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Cards =&lt;br /&gt;
=== Defender ===&lt;br /&gt;
* Use Action Points to:&lt;br /&gt;
** Move around&lt;br /&gt;
** Use abilities&lt;br /&gt;
** Secure Regions&lt;br /&gt;
** Fight the Epic Foe&lt;br /&gt;
&lt;br /&gt;
=== Enemy ===&lt;br /&gt;
* Attacks two Outer Regions&lt;br /&gt;
* Can be defended by losing health&lt;br /&gt;
* When undefended:&lt;br /&gt;
** Increase Threat in target Region.&lt;br /&gt;
&lt;br /&gt;
=== Dire Enemy ===&lt;br /&gt;
* Attacks one Outer Region&lt;br /&gt;
* Can be defended by losing health&lt;br /&gt;
** &#039;&#039;&#039;Gain Loot&#039;&#039;&#039;&lt;br /&gt;
* When undefended:&lt;br /&gt;
** increase Threat in target Region &lt;br /&gt;
** uses it&#039;s ability to wreck havoc&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Hints =&lt;br /&gt;
* &#039;&#039;&#039;Exhausted&#039;&#039;&#039;&lt;br /&gt;
:When a Defender&#039;s lost all Health, they are Exhausted. &#039;&#039;&#039;That Defender may not use Action Points&#039;&#039;&#039; to &#039;&#039;Secure, Fight, or Defend&#039;&#039;, but may still use to Move and Use Abilities (as long as they do not &#039;&#039;Secure, Fight, or Defend&#039;&#039;).&lt;br /&gt;
* &#039;&#039;&#039;Gaining Artifacts&#039;&#039;&#039;&lt;br /&gt;
:Artifacts are gained by Defenders when they Defend against Dire Enemies.&lt;br /&gt;
* &#039;&#039;&#039;Destroyed Regions&#039;&#039;&#039;&lt;br /&gt;
:Defenders cannot Secure Destroyed Regions, and Destroyed Regions cannot be restored their original state.&lt;br /&gt;
* &#039;&#039;&#039;Attacking the Capital City&#039;&#039;&#039;&lt;br /&gt;
:When a &#039;&#039;&#039;Destroyed Outer Region&#039;&#039;&#039; is attacked and &#039;&#039;&#039;NOT Defended&#039;&#039;&#039;, or if Threat was increased in a Destroyed Region due to an effect, the Capital City increases by 1 Threat instead.&lt;/div&gt;</summary>
		<author><name>Blccdy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptinyepicdefenders&amp;diff=12436</id>
		<title>Gamehelptinyepicdefenders</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptinyepicdefenders&amp;diff=12436"/>
		<updated>2022-03-28T17:17:55Z</updated>

		<summary type="html">&lt;p&gt;Blccdy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Overview =&lt;br /&gt;
&lt;br /&gt;
* Work together!&lt;br /&gt;
* Defend Aughmoore from the hordes of attacking Enemies.&lt;br /&gt;
* Ultimately defeat the Epic Foe.&lt;br /&gt;
&lt;br /&gt;
== Gameplay  ==&lt;br /&gt;
* &#039;&#039;&#039;Draw and Resolve Turn Cards&#039;&#039;&#039;&lt;br /&gt;
:During a Round, players draw cards, one at a time, from the Turn Deck until it is depleted, resolving the actions or outcomes of each card and then placing them into the Discard Pile.&lt;br /&gt;
* &#039;&#039;&#039;Reshuffle Turn Cards and Add a Horde Card&#039;&#039;&#039;&lt;br /&gt;
:When their are no more cards left in the Turn Deck, flip the cards in the Discard Pile and add 1 card from the Horde Deck without revealing it. Shuffle these cards together to make a new Turn Deck to start a new Round.&lt;br /&gt;
* &#039;&#039;&#039;Reveal Epic Foe&#039;&#039;&#039;&lt;br /&gt;
:If there was no Horde Card to add to the Turn Deck this Round, reveal the Epic Foe instead, and place its card next to its Region Card.&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Victory!&#039;&#039;&#039;&lt;br /&gt;
:The players win the game if they Fight and defeat the Epic Foe, reducing its Hit Points to 0 Health!&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Defeat!&#039;&#039;&#039;&lt;br /&gt;
:The players lose the game if the Capital City is Destroyed, its Threat reaching the Destruction Level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Regions =&lt;br /&gt;
=== Capital City ===&lt;br /&gt;
* The Capital City is the Region in the center&lt;br /&gt;
* It is &#039;&#039;&#039;connected to&#039;&#039;&#039; the &#039;&#039;&#039;left&#039;&#039;&#039; and &#039;&#039;&#039;right Outer Region&#039;&#039;&#039;&lt;br /&gt;
* The City can not be secured once it&#039;s Threat rises&lt;br /&gt;
* If the City gets destroyd, all Defenders lose&lt;br /&gt;
* Heals players at the start of their turn &lt;br /&gt;
&lt;br /&gt;
=== Outer Regions ===&lt;br /&gt;
* All Regions around the Capital City&lt;br /&gt;
* Can be traveled clockwise or counter clockwise&lt;br /&gt;
* When destroyed, it&#039;s Ability is no longer available&lt;br /&gt;
* Can be secured to reduce Threat&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Cards =&lt;br /&gt;
=== Defender ===&lt;br /&gt;
* Use Action Points to:&lt;br /&gt;
** Move around&lt;br /&gt;
** Use abilities&lt;br /&gt;
** Secure Regions&lt;br /&gt;
** Fight the Epic Foe&lt;br /&gt;
&lt;br /&gt;
=== Enemy ===&lt;br /&gt;
* Attacks two Outer Regions&lt;br /&gt;
* Can be defended by losing health&lt;br /&gt;
* When undefended:&lt;br /&gt;
** Increase Threat in target Region.&lt;br /&gt;
&lt;br /&gt;
=== Dire Enemy ===&lt;br /&gt;
* Attacks one Outer Region&lt;br /&gt;
* Can be defended by losing health&lt;br /&gt;
** &#039;&#039;&#039;Gain Loot&#039;&#039;&#039;&lt;br /&gt;
* When undefended:&lt;br /&gt;
** increase Threat in target Region &lt;br /&gt;
** uses it&#039;s ability to wreck havoc&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Hints =&lt;br /&gt;
* &#039;&#039;&#039;Exhausted&#039;&#039;&#039;&lt;br /&gt;
:When a Defender&#039;s lost all Health, they are Exhausted. &#039;&#039;&#039;That Defender may not use Action Points&#039;&#039;&#039; to &#039;&#039;Secure, Fight, or Defend&#039;&#039;, but may still use to Move and Use Abilities (as long as they do not &#039;&#039;Secure, Fight, or Defend&#039;&#039;).&lt;br /&gt;
* &#039;&#039;&#039;Gaining Artifacts&#039;&#039;&#039;&lt;br /&gt;
:Artifacts are gained by Defenders when they Defend against Dire Enemies.&lt;br /&gt;
* &#039;&#039;&#039;Destroyed Regions&#039;&#039;&#039;&lt;br /&gt;
:Defenders cannot Secure Destroyed Regions, and Destroyed Regions cannot be restored their original state.&lt;br /&gt;
* &#039;&#039;&#039;Attacking the Capital City&#039;&#039;&#039;&lt;br /&gt;
:When a &#039;&#039;&#039;Destroyed Outer Region&#039;&#039;&#039; is attacked and &#039;&#039;&#039;NOT Defended&#039;&#039;&#039;, or if Threat was increased in a Destroyed Region due to an effect, the Capital City increases by 1 Threat instead.&lt;/div&gt;</summary>
		<author><name>Blccdy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptinyepicdefenders&amp;diff=12435</id>
		<title>Gamehelptinyepicdefenders</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptinyepicdefenders&amp;diff=12435"/>
		<updated>2022-03-28T17:15:06Z</updated>

		<summary type="html">&lt;p&gt;Blccdy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Overview =&lt;br /&gt;
&lt;br /&gt;
* Work together!&lt;br /&gt;
* Defend Aughmoore from the hordes of attacking Enemies.&lt;br /&gt;
* Ultimately defeat the Epic Foe.&lt;br /&gt;
&lt;br /&gt;
=== Gameplay  ===&lt;br /&gt;
* &#039;&#039;&#039;Draw and Resolve Turn Cards&#039;&#039;&#039;&lt;br /&gt;
:During a Round, players draw cards, one at a time, from the Turn Deck until it is depleted, resolving the actions or outcomes of each card and then placing them into the Discard Pile.&lt;br /&gt;
* &#039;&#039;&#039;Reshuffle Turn Cards and Add a Horde Card&#039;&#039;&#039;&lt;br /&gt;
:When their are no more cards left in the Turn Deck, flip the cards in the Discard Pile and add 1 card from the Horde Deck without revealing it. Shuffle these cards together to make a new Turn Deck to start a new Round.&lt;br /&gt;
* &#039;&#039;&#039;Reveal Epic Foe&#039;&#039;&#039;&lt;br /&gt;
:If there was no Horde Card to add to the Turn Deck this Round, reveal the Epic Foe instead, and place its card next to its Region Card.&lt;br /&gt;
&lt;br /&gt;
=== Game End ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Victory!&#039;&#039;&#039;&lt;br /&gt;
:The players win the game if they Fight and defeat the Epic Foe, reducing its Hit Points to 0 Health!&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Defeat!&#039;&#039;&#039;&lt;br /&gt;
:The players lose the game if the Capital City is Destroyed, its Threat reaching the Destruction Level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Regions =&lt;br /&gt;
=== Capital City ===&lt;br /&gt;
* The Capital City is the Region in the center&lt;br /&gt;
* It is &#039;&#039;&#039;connected to&#039;&#039;&#039; the &#039;&#039;&#039;left&#039;&#039;&#039; and &#039;&#039;&#039;right Outer Region&#039;&#039;&#039;&lt;br /&gt;
* The City can not be secured once it&#039;s Threat rises&lt;br /&gt;
* If the City gets destroyd, all Defenders lose&lt;br /&gt;
* Heals players at the start of their turn &lt;br /&gt;
&lt;br /&gt;
=== Outer Regions ===&lt;br /&gt;
* All Regions around the Capital City&lt;br /&gt;
* Can be traveled clockwise or counter clockwise&lt;br /&gt;
* When destroyed, it&#039;s Ability is no longer available&lt;br /&gt;
* Can be secured to reduce Threat&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Cards =&lt;br /&gt;
=== Defender ===&lt;br /&gt;
* Use Action Points to:&lt;br /&gt;
** Move around&lt;br /&gt;
** Use abilities&lt;br /&gt;
** Secure Regions&lt;br /&gt;
** Fight the Epic Foe&lt;br /&gt;
&lt;br /&gt;
=== Enemy ===&lt;br /&gt;
* Attacks two Outer Regions&lt;br /&gt;
* Can be defended by losing health&lt;br /&gt;
* When undefended:&lt;br /&gt;
** Increase Threat in target Region.&lt;br /&gt;
&lt;br /&gt;
=== Dire Enemy ===&lt;br /&gt;
* Attacks one Outer Region&lt;br /&gt;
* Can be defended by losing health&lt;br /&gt;
** &#039;&#039;&#039;Gain Loot&#039;&#039;&#039;&lt;br /&gt;
* When undefended:&lt;br /&gt;
** increase Threat in target Region &lt;br /&gt;
** uses it&#039;s ability to wreck havoc&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Hints =&lt;br /&gt;
* &#039;&#039;&#039;Exhausted&#039;&#039;&#039;&lt;br /&gt;
:When a Defender&#039;s lost all Health, they are Exhausted. &#039;&#039;&#039;That Defender may not use Action Points&#039;&#039;&#039; to &#039;&#039;Secure, Fight, or Defend&#039;&#039;, but may still use to Move and Use Abilities (as long as they do not &#039;&#039;Secure, Fight, or Defend&#039;&#039;).&lt;br /&gt;
* &#039;&#039;&#039;Gaining Artifacts&#039;&#039;&#039;&lt;br /&gt;
:Artifacts are gained by Defenders when they Defend against Dire Enemies.&lt;br /&gt;
* &#039;&#039;&#039;Destroyed Regions&#039;&#039;&#039;&lt;br /&gt;
:Defenders cannot Secure Destroyed Regions, and Destroyed Regions cannot be restored their original state.&lt;br /&gt;
* &#039;&#039;&#039;Attacking the Capital City&#039;&#039;&#039;&lt;br /&gt;
:When a &#039;&#039;&#039;Destroyed Outer Region&#039;&#039;&#039; is attacked and &#039;&#039;&#039;NOT Defended&#039;&#039;&#039;, or if Threat was increased in a Destroyed Region due to an effect, the Capital City increases by 1 Threat instead.&lt;/div&gt;</summary>
		<author><name>Blccdy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptinyepicdefenders&amp;diff=12434</id>
		<title>Gamehelptinyepicdefenders</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptinyepicdefenders&amp;diff=12434"/>
		<updated>2022-03-28T17:12:03Z</updated>

		<summary type="html">&lt;p&gt;Blccdy: Created page with &amp;quot;= Overview =  * Work together! * Defend Aughmoore from the hordes of attacking Enemies. * Ultimately defeat the Epic Foe.  === Gameplay  === * &amp;#039;&amp;#039;&amp;#039;Draw and Resolve Turn Cards&amp;#039;&amp;#039;...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Overview =&lt;br /&gt;
&lt;br /&gt;
* Work together!&lt;br /&gt;
* Defend Aughmoore from the hordes of attacking Enemies.&lt;br /&gt;
* Ultimately defeat the Epic Foe.&lt;br /&gt;
&lt;br /&gt;
=== Gameplay  ===&lt;br /&gt;
* &#039;&#039;&#039;Draw and Resolve Turn Cards&#039;&#039;&#039;&lt;br /&gt;
:During a Round, players draw cards, one at a time, from the Turn Deck until it is depleted, resolving the actions or outcomes of each card and then placing them into the Discard Pile.&lt;br /&gt;
* &#039;&#039;&#039;Reshuffle Turn Cards and Add a Horde Card&#039;&#039;&#039;&lt;br /&gt;
:When their are no more cards left in the Turn Deck, flip the cards in the Discard Pile and add 1 card from the Horde Deck without revealing it. Shuffle these cards together to make a new Turn Deck to start a new Round.&lt;br /&gt;
* &#039;&#039;&#039;Reveal Epic Foe&#039;&#039;&#039;&lt;br /&gt;
:If there was no Horde Card to add to the Turn Deck this Round, reveal the Epic Foe instead, and place its card next to its Region Card.&lt;br /&gt;
&lt;br /&gt;
=== Game End ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Victory!&#039;&#039;&#039;&lt;br /&gt;
:The players win the game if they Fight and defeat the Epic Foe, reducing its Hit Points to 0 Health!&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Defeat!&#039;&#039;&#039;&lt;br /&gt;
:The players lose the game if the Capital City is Destroyed, its Threat reaching the Destruction Level.&lt;br /&gt;
&lt;br /&gt;
= Regions =&lt;br /&gt;
=== Capital City ===&lt;br /&gt;
* The Capital City is the Region in the center&lt;br /&gt;
* It is &#039;&#039;&#039;connected to&#039;&#039;&#039; the &#039;&#039;&#039;left&#039;&#039;&#039; and &#039;&#039;&#039;right Outer Region&#039;&#039;&#039;&lt;br /&gt;
* The City can not be secured once it&#039;s Threat rises&lt;br /&gt;
* If the City gets destroyd, all Defenders lose&lt;br /&gt;
* Heals players at the start of their turn &lt;br /&gt;
&lt;br /&gt;
=== Outer Regions ===&lt;br /&gt;
* All Regions around the Capital City&lt;br /&gt;
* Can be traveled clockwise or counter clockwise&lt;br /&gt;
* When destroyed, it&#039;s Ability is no longer available&lt;br /&gt;
* Can be secured to reduce Threat&lt;br /&gt;
&lt;br /&gt;
= Cards =&lt;br /&gt;
&lt;br /&gt;
=== Defender ===&lt;br /&gt;
* Use Action Points to:&lt;br /&gt;
** Move around&lt;br /&gt;
** Use abilities&lt;br /&gt;
** Secure Regions&lt;br /&gt;
** Fight the Epic Foe&lt;br /&gt;
&lt;br /&gt;
=== Enemy ===&lt;br /&gt;
* Attacks two Outer Regions&lt;br /&gt;
* Can be defended by losing health&lt;br /&gt;
* When undefended:&lt;br /&gt;
** Increase Threat in target Region.&lt;br /&gt;
&lt;br /&gt;
=== Dire Enemy ===&lt;br /&gt;
* Attacks one Outer Region&lt;br /&gt;
* Can be defended by losing health&lt;br /&gt;
** &#039;&#039;&#039;Gain Loot&#039;&#039;&#039;&lt;br /&gt;
* When undefended:&lt;br /&gt;
** increase Threat in target Region &lt;br /&gt;
** uses it&#039;s ability to wreck havoc&lt;br /&gt;
&lt;br /&gt;
= Hints =&lt;br /&gt;
* &#039;&#039;&#039;Exhausted&#039;&#039;&#039;&lt;br /&gt;
:When a Defender&#039;s lost all Health, they are Exhausted. &#039;&#039;&#039;That Defender may not use Action Points&#039;&#039;&#039; to &#039;&#039;Secure, Fight, or Defend&#039;&#039;, but may still use to Move and Use Abilities (as long as they do not &#039;&#039;Secure, Fight, or Defend&#039;&#039;).&lt;br /&gt;
* &#039;&#039;&#039;Gaining Artifacts&#039;&#039;&#039;&lt;br /&gt;
:Artifacts are gained by Defenders when they Defend against Dire Enemies.&lt;br /&gt;
* &#039;&#039;&#039;Destroyed Regions&#039;&#039;&#039;&lt;br /&gt;
:Defenders cannot Secure Destroyed Regions, and Destroyed Regions cannot be restored their original state.&lt;br /&gt;
* &#039;&#039;&#039;Attacking the Capital City&#039;&#039;&#039;&lt;br /&gt;
:When a &#039;&#039;&#039;Destroyed Outer Region&#039;&#039;&#039; is attacked and &#039;&#039;&#039;NOT Defended&#039;&#039;&#039;, or if Threat was increased in a Destroyed Region due to an effect, the Capital City increases by 1 Threat instead.&lt;/div&gt;</summary>
		<author><name>Blccdy</name></author>
	</entry>
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