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	<updated>2026-09-26T00:21:04Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpconcordia&amp;diff=28754</id>
		<title>Gamehelpconcordia</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpconcordia&amp;diff=28754"/>
		<updated>2026-03-04T17:02:00Z</updated>

		<summary type="html">&lt;p&gt;BoardGaymesJames: /* God cards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;B&amp;gt;Game flow&amp;lt;/B&amp;gt; &lt;br /&gt;
&lt;br /&gt;
A player’s turn consists of playing 1 card from their hand of un-played personality cards and executing the action(s) on the card. All played cards form a personal discard pile, showing only the last card played. &lt;br /&gt;
&lt;br /&gt;
== God cards ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width:50%; text-align: left !important;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Card&lt;br /&gt;
!Action&lt;br /&gt;
|-&lt;br /&gt;
|Tribune &lt;br /&gt;
|Takes back ALL cards from your personal discard and receive 1 sestertius coin for cards returned beyond three. &lt;br /&gt;
You may also build one additional colonist for one food + one tool in Rome (Imperial and Italy maps)&lt;br /&gt;
|-&lt;br /&gt;
|Architect &lt;br /&gt;
|Move colonists, total moves equals the number of colonists. May move through other colonists but not finish in the same space.&lt;br /&gt;
After all Movement:&lt;br /&gt;
May build houses in cities adjacent to colonists for cost based on city type paying both goods and coins with coins multiplied by the number of houses that will be in the city after the build&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width:50%; text-align: left !important;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!City Type&lt;br /&gt;
!Goods&lt;br /&gt;
!Coins&lt;br /&gt;
|-&lt;br /&gt;
|Brick&lt;br /&gt;
|1 Food&lt;br /&gt;
|1 sestertius x houses&lt;br /&gt;
|-&lt;br /&gt;
|Food&lt;br /&gt;
|1 Brick&lt;br /&gt;
|2 sestertius x houses&lt;br /&gt;
|-&lt;br /&gt;
|Tool&lt;br /&gt;
|1 Brick + 1 Tool&lt;br /&gt;
|3 sestertius x houses&lt;br /&gt;
|-&lt;br /&gt;
|Wine&lt;br /&gt;
|1 Brick + 1 Wine&lt;br /&gt;
|4 sestertius x houses&lt;br /&gt;
|-&lt;br /&gt;
|Cloth&lt;br /&gt;
|1 Brick + 1 Cloth&lt;br /&gt;
|5 sestertius x houses&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|Prefect &lt;br /&gt;
|All players produce goods in the selected province. &lt;br /&gt;
Prefect player also gets bonus good on token (two if has Prefectus Magnus) then province flips to coin side, &lt;br /&gt;
or &lt;br /&gt;
collect the cash bonus (total of all coins shown on previously produced locations, which are then reset).&lt;br /&gt;
|-&lt;br /&gt;
|Colonist &lt;br /&gt;
|Either build a new colonists for 1 food + 1 tool, &lt;br /&gt;
or &lt;br /&gt;
Collect 5 coin + 1 coin per colonist of your colour.&lt;br /&gt;
|-&lt;br /&gt;
|Mercator &lt;br /&gt;
|Get the specified number of coins, then you may buy or sell up to two types of goods at prices shown on the storehouse board.&lt;br /&gt;
|-&lt;br /&gt;
|Diplomat &lt;br /&gt;
|Activate the top card of another player&#039;s discard pile.&lt;br /&gt;
|-&lt;br /&gt;
|Senator &lt;br /&gt;
|Buy cards, at cost of goods shown in red field of card, + what is shown under card on the board.&lt;br /&gt;
|-&lt;br /&gt;
|Consul &lt;br /&gt;
|Buy one card for just the cost shown in red field of card.&lt;br /&gt;
|-&lt;br /&gt;
|Specialists&lt;br /&gt;
|Produce goods as directed, one per house of that good type across all locations. Other players get no production. Production tokens are ignored, Prefefectus Magnus has no effect&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Game End ==  &lt;br /&gt;
&lt;br /&gt;
The game end is triggered after either a player purchases the last card from the display, or after any one player builds their 15th house. &lt;br /&gt;
&lt;br /&gt;
In either case, this player is awarded the CONCORDIA (worth 7 additional VP) card for triggering the Game End condition.&lt;br /&gt;
&lt;br /&gt;
Now all OTHER players execute their final turn and ALL players tally their final victory points.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
Score each god condition, then multiply that score by the number of cards you have of that god. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width:50%; text-align: left;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!God&lt;br /&gt;
!Condition&lt;br /&gt;
|-&lt;br /&gt;
|VESTA&lt;br /&gt;
|The value of all goods in your storehouse (usual price as depicted) is added to your money. Then receive 1 VP per 10 sestertii, rounded down.&lt;br /&gt;
|-&lt;br /&gt;
|JUPITER&lt;br /&gt;
|For each house inside a non-brick city receive 1 VP. (max. 15 VP)&lt;br /&gt;
|-&lt;br /&gt;
|SATURNUS&lt;br /&gt;
|For each province with at least one of your houses receive 1 VP. (Imperium max. 12 VP, Italia max. 11 VP)&lt;br /&gt;
|-&lt;br /&gt;
|MERCURIUS&lt;br /&gt;
|For each type of goods you can produce, receive 2 VP. (max. 10 VP)&lt;br /&gt;
|-&lt;br /&gt;
|MARS&lt;br /&gt;
|For each of the players colonists on the game board the player receives 2 VP. (max. 12 VP)&lt;br /&gt;
|-&lt;br /&gt;
|MINERVA&lt;br /&gt;
|For each city of the related city type the player receives a certain number of VP as depicted on the specialist’s card.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>BoardGaymesJames</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpconcordia&amp;diff=28751</id>
		<title>Gamehelpconcordia</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpconcordia&amp;diff=28751"/>
		<updated>2026-03-04T16:05:25Z</updated>

		<summary type="html">&lt;p&gt;BoardGaymesJames: /* Personality cards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;B&amp;gt;Game flow&amp;lt;/B&amp;gt; &lt;br /&gt;
&lt;br /&gt;
A player’s turn consists of playing 1 card from their hand of un-played personality cards and executing the action(s) on the card. All played cards form a personal discard pile, showing only the last card played. &lt;br /&gt;
&lt;br /&gt;
== God cards ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width:50%; text-align: left;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Card&lt;br /&gt;
!Action&lt;br /&gt;
|-&lt;br /&gt;
|Tribune &lt;br /&gt;
|Takes back ALL cards from your personal discard and receive 1 sestertius coin for cards returned beyond three. &lt;br /&gt;
You may also build one additional colonist for one food + one tool in Rome (Imperial and Italy maps)&lt;br /&gt;
|-&lt;br /&gt;
|Architect &lt;br /&gt;
|Move colonists, total moves equals the number of colonists. May move through other colonists but not finish in the same space.&lt;br /&gt;
After all Movement:&lt;br /&gt;
May build houses in cities adjacent to colonists for cost based on city type paying both goods and coins with coins multiplied by the number of houses that will be in the city after the build&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width:50%; text-align: left;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!City Type&lt;br /&gt;
!Goods&lt;br /&gt;
!Coins&lt;br /&gt;
|-&lt;br /&gt;
|Brick&lt;br /&gt;
|1 Food&lt;br /&gt;
|1 sestertius x houses&lt;br /&gt;
|-&lt;br /&gt;
|Food&lt;br /&gt;
|1 Brick&lt;br /&gt;
|2 sestertius x houses&lt;br /&gt;
|-&lt;br /&gt;
|Tool&lt;br /&gt;
|1 Brick + 1 Tool&lt;br /&gt;
|3 sestertius x houses&lt;br /&gt;
|-&lt;br /&gt;
|Wine&lt;br /&gt;
|1 Brick + 1 Wine&lt;br /&gt;
|4 sestertius x houses&lt;br /&gt;
|-&lt;br /&gt;
|Cloth&lt;br /&gt;
|1 Brick + 1 Cloth&lt;br /&gt;
|5 sestertius x houses&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|Prefect &lt;br /&gt;
|All players produce goods in the selected province. &lt;br /&gt;
Prefect player also gets bonus good on token (two if has Prefectus Magnus) then province flips to coin side, &lt;br /&gt;
or &lt;br /&gt;
collect the cash bonus (total of all coins shown on previously produced locations, which are then reset).&lt;br /&gt;
|-&lt;br /&gt;
|Colonist &lt;br /&gt;
|Either build a new colonists for 1 food + 1 tool, &lt;br /&gt;
or &lt;br /&gt;
Collect 5 coin + 1 coin per colonist of your colour.&lt;br /&gt;
|-&lt;br /&gt;
|Mercator &lt;br /&gt;
|Get the specified number of coins, then you may buy or sell up to two types of goods at prices shown on the storehouse board.&lt;br /&gt;
|-&lt;br /&gt;
|Diplomat &lt;br /&gt;
|Activate the top card of another player&#039;s discard pile.&lt;br /&gt;
|-&lt;br /&gt;
|Senator &lt;br /&gt;
|Buy cards, at cost of goods shown in red field of card, + what is shown under card on the board.&lt;br /&gt;
|-&lt;br /&gt;
|Consul &lt;br /&gt;
|Buy one card for just the cost shown in red field of card.&lt;br /&gt;
|-&lt;br /&gt;
|Specialists&lt;br /&gt;
|Produce goods as directed, one per house of that good type across all locations. Other players get no production. Production tokens are ignored, Prefefectus Magnus has no effect&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Game End ==  &lt;br /&gt;
&lt;br /&gt;
The game end is triggered after either a player purchases the last card from the display, or after any one player builds their 15th house. &lt;br /&gt;
&lt;br /&gt;
In either case, this player is awarded the CONCORDIA (worth 7 additional VP) card for triggering the Game End condition.&lt;br /&gt;
&lt;br /&gt;
Now all OTHER players execute their final turn and ALL players tally their final victory points.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
Score each god condition, then multiply that score by the number of cards you have of that god. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width:50%; text-align: left;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!God&lt;br /&gt;
!Condition&lt;br /&gt;
|-&lt;br /&gt;
|VESTA&lt;br /&gt;
|The value of all goods in your storehouse (usual price as depicted) is added to your money. Then receive 1 VP per 10 sestertii, rounded down.&lt;br /&gt;
|-&lt;br /&gt;
|JUPITER&lt;br /&gt;
|For each house inside a non-brick city receive 1 VP. (max. 15 VP)&lt;br /&gt;
|-&lt;br /&gt;
|SATURNUS&lt;br /&gt;
|For each province with at least one of your houses receive 1 VP. (Imperium max. 12 VP, Italia max. 11 VP)&lt;br /&gt;
|-&lt;br /&gt;
|MERCURIUS&lt;br /&gt;
|For each type of goods you can produce, receive 2 VP. (max. 10 VP)&lt;br /&gt;
|-&lt;br /&gt;
|MARS&lt;br /&gt;
|For each of the players colonists on the game board the player receives 2 VP. (max. 12 VP)&lt;br /&gt;
|-&lt;br /&gt;
|MINERVA&lt;br /&gt;
|For each city of the related city type the player receives a certain number of VP as depicted on the specialist’s card.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>BoardGaymesJames</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpconcordia&amp;diff=28750</id>
		<title>Gamehelpconcordia</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpconcordia&amp;diff=28750"/>
		<updated>2026-03-04T16:03:43Z</updated>

		<summary type="html">&lt;p&gt;BoardGaymesJames: /* Personality cards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;B&amp;gt;Game flow&amp;lt;/B&amp;gt; &lt;br /&gt;
&lt;br /&gt;
A player’s turn consists of playing 1 card from their hand of un-played personality cards and executing the action(s) on the card. All played cards form a personal discard pile, showing only the last card played. &lt;br /&gt;
&lt;br /&gt;
====== Personality cards ======&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width:50%; text-align: left;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Card&lt;br /&gt;
!Action&lt;br /&gt;
|-&lt;br /&gt;
|Tribune &lt;br /&gt;
|Takes back ALL cards from your personal discard and receive 1 sestertius coin for cards returned beyond three. &lt;br /&gt;
You may also build one additional colonist for one food + one tool in Rome (Imperial and Italy maps)&lt;br /&gt;
|-&lt;br /&gt;
|Architect &lt;br /&gt;
|Move colonists, total moves equals the number of colonists. May move through other colonists but not finish in the same space.&lt;br /&gt;
After all Movement:&lt;br /&gt;
May build houses in cities adjacent to colonists for cost based on city type paying both goods and coins with coins multiplied by the number of houses that will be in the city after the build&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width:50%; text-align: left;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!City Type&lt;br /&gt;
!Goods&lt;br /&gt;
!Coins&lt;br /&gt;
|-&lt;br /&gt;
|Brick&lt;br /&gt;
|1 Food&lt;br /&gt;
|1 sestertius x houses&lt;br /&gt;
|-&lt;br /&gt;
|Food&lt;br /&gt;
|1 Brick&lt;br /&gt;
|2 sestertius x houses&lt;br /&gt;
|-&lt;br /&gt;
|Tool&lt;br /&gt;
|1 Brick + 1 Tool&lt;br /&gt;
|3 sestertius x houses&lt;br /&gt;
|-&lt;br /&gt;
|Wine&lt;br /&gt;
|1 Brick + 1 Wine&lt;br /&gt;
|4 sestertius x houses&lt;br /&gt;
|-&lt;br /&gt;
|Cloth&lt;br /&gt;
|1 Brick + 1 Cloth&lt;br /&gt;
|5 sestertius x houses&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|Prefect &lt;br /&gt;
|All players produce goods in the selected province. &lt;br /&gt;
Prefect player also gets bonus good on token (two if has Prefectus Magnus) then province flips to coin side, &lt;br /&gt;
or &lt;br /&gt;
collect the cash bonus (total of all coins shown on previously produced locations, which are then reset).&lt;br /&gt;
|-&lt;br /&gt;
|Colonist &lt;br /&gt;
|Either build a new colonists for 1 food + 1 tool, &lt;br /&gt;
or &lt;br /&gt;
Collect 5 coin + 1 coin per colonist of your colour.&lt;br /&gt;
|-&lt;br /&gt;
|Mercator &lt;br /&gt;
|Get the specified number of coins, then you may buy or sell up to two types of goods at prices shown on the storehouse board.&lt;br /&gt;
|-&lt;br /&gt;
|Diplomat &lt;br /&gt;
|Activate the top card of another player&#039;s discard pile.&lt;br /&gt;
|-&lt;br /&gt;
|Senator &lt;br /&gt;
|Buy cards, at cost of goods shown in red field of card, + what is shown under card on the board.&lt;br /&gt;
|-&lt;br /&gt;
|Consul &lt;br /&gt;
|Buy one card for just the cost shown in red field of card.&lt;br /&gt;
|-&lt;br /&gt;
|Specialists&lt;br /&gt;
|Produce goods as directed, one per house of that good type across all locations. Other players get no production. Production tokens are ignored, Prefefectus Magnus has no effect&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;B&amp;gt;Game end&amp;lt;/B&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
The game end is triggered after either a player purchases the last card from the display, or after any one player builds their 15th house. &lt;br /&gt;
&lt;br /&gt;
In either case, this player is awarded the CONCORDIA (worth 7 additional VP) card for triggering the Game End condition.&lt;br /&gt;
&lt;br /&gt;
Now all OTHER players execute their final turn and ALL players tally their final victory points.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Scoring victory points&amp;lt;/B&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Score each god condition, then multiply that score by the number of cards you have of that god. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width:50%; text-align: left;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!God&lt;br /&gt;
!Condition&lt;br /&gt;
|-&lt;br /&gt;
|VESTA&lt;br /&gt;
|The value of all goods in your storehouse (usual price as depicted) is added to your money. Then receive 1 VP per 10 sestertii, rounded down.&lt;br /&gt;
|-&lt;br /&gt;
|JUPITER&lt;br /&gt;
|For each house inside a non-brick city receive 1 VP. (max. 15 VP)&lt;br /&gt;
|-&lt;br /&gt;
|SATURNUS&lt;br /&gt;
|For each province with at least one of your houses receive 1 VP. (Imperium max. 12 VP, Italia max. 11 VP)&lt;br /&gt;
|-&lt;br /&gt;
|MERCURIUS&lt;br /&gt;
|For each type of goods you can produce, receive 2 VP. (max. 10 VP)&lt;br /&gt;
|-&lt;br /&gt;
|MARS&lt;br /&gt;
|For each of the players colonists on the game board the player receives 2 VP. (max. 12 VP)&lt;br /&gt;
|-&lt;br /&gt;
|MINERVA&lt;br /&gt;
|For each city of the related city type the player receives a certain number of VP as depicted on the specialist’s card.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>BoardGaymesJames</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpconcordia&amp;diff=28749</id>
		<title>Gamehelpconcordia</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpconcordia&amp;diff=28749"/>
		<updated>2026-03-04T16:03:13Z</updated>

		<summary type="html">&lt;p&gt;BoardGaymesJames: /* Personality cards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;B&amp;gt;Game flow&amp;lt;/B&amp;gt; &lt;br /&gt;
&lt;br /&gt;
A player’s turn consists of playing 1 card from their hand of un-played personality cards and executing the action(s) on the card. All played cards form a personal discard pile, showing only the last card played. &lt;br /&gt;
&lt;br /&gt;
====== Personality cards ======&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width:50%;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Card&lt;br /&gt;
!Action&lt;br /&gt;
|-&lt;br /&gt;
|Tribune &lt;br /&gt;
|Takes back ALL cards from your personal discard and receive 1 sestertius coin for cards returned beyond three. &lt;br /&gt;
You may also build one additional colonist for one food + one tool in Rome (Imperial and Italy maps)&lt;br /&gt;
|-&lt;br /&gt;
|Architect &lt;br /&gt;
|Move colonists, total moves equals the number of colonists. May move through other colonists but not finish in the same space.&lt;br /&gt;
After all Movement:&lt;br /&gt;
May build houses in cities adjacent to colonists for cost based on city type paying both goods and coins with coins multiplied by the number of houses that will be in the city after the build&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width:50%;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!City Type&lt;br /&gt;
!Goods&lt;br /&gt;
!Coins&lt;br /&gt;
|-&lt;br /&gt;
|Brick&lt;br /&gt;
|1 Food&lt;br /&gt;
|1 sestertius x houses&lt;br /&gt;
|-&lt;br /&gt;
|Food&lt;br /&gt;
|1 Brick&lt;br /&gt;
|2 sestertius x houses&lt;br /&gt;
|-&lt;br /&gt;
|Tool&lt;br /&gt;
|1 Brick + 1 Tool&lt;br /&gt;
|3 sestertius x houses&lt;br /&gt;
|-&lt;br /&gt;
|Wine&lt;br /&gt;
|1 Brick + 1 Wine&lt;br /&gt;
|4 sestertius x houses&lt;br /&gt;
|-&lt;br /&gt;
|Cloth&lt;br /&gt;
|1 Brick + 1 Cloth&lt;br /&gt;
|5 sestertius x houses&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|Prefect &lt;br /&gt;
|All players produce goods in the selected province. &lt;br /&gt;
Prefect player also gets bonus good on token (two if has Prefectus Magnus) then province flips to coin side, &lt;br /&gt;
or &lt;br /&gt;
collect the cash bonus (total of all coins shown on previously produced locations, which are then reset).&lt;br /&gt;
|-&lt;br /&gt;
|Colonist &lt;br /&gt;
|Either build a new colonists for 1 food + 1 tool, &lt;br /&gt;
or &lt;br /&gt;
Collect 5 coin + 1 coin per colonist of your colour.&lt;br /&gt;
|-&lt;br /&gt;
|Mercator &lt;br /&gt;
|Get the specified number of coins, then you may buy or sell up to two types of goods at prices shown on the storehouse board.&lt;br /&gt;
|-&lt;br /&gt;
|Diplomat &lt;br /&gt;
|Activate the top card of another player&#039;s discard pile.&lt;br /&gt;
|-&lt;br /&gt;
|Senator &lt;br /&gt;
|Buy cards, at cost of goods shown in red field of card, + what is shown under card on the board.&lt;br /&gt;
|-&lt;br /&gt;
|Consul &lt;br /&gt;
|Buy one card for just the cost shown in red field of card.&lt;br /&gt;
|-&lt;br /&gt;
|Specialists&lt;br /&gt;
|Produce goods as directed, one per house of that good type across all locations. Other players get no production. Production tokens are ignored, Prefefectus Magnus has no effect&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;B&amp;gt;Game end&amp;lt;/B&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
The game end is triggered after either a player purchases the last card from the display, or after any one player builds their 15th house. &lt;br /&gt;
&lt;br /&gt;
In either case, this player is awarded the CONCORDIA (worth 7 additional VP) card for triggering the Game End condition.&lt;br /&gt;
&lt;br /&gt;
Now all OTHER players execute their final turn and ALL players tally their final victory points.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Scoring victory points&amp;lt;/B&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Score each god condition, then multiply that score by the number of cards you have of that god. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width:50%;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!God&lt;br /&gt;
!Condition&lt;br /&gt;
|-&lt;br /&gt;
|VESTA&lt;br /&gt;
|The value of all goods in your storehouse (usual price as depicted) is added to your money. Then receive 1 VP per 10 sestertii, rounded down.&lt;br /&gt;
|-&lt;br /&gt;
|JUPITER&lt;br /&gt;
|For each house inside a non-brick city receive 1 VP. (max. 15 VP)&lt;br /&gt;
|-&lt;br /&gt;
|SATURNUS&lt;br /&gt;
|For each province with at least one of your houses receive 1 VP. (Imperium max. 12 VP, Italia max. 11 VP)&lt;br /&gt;
|-&lt;br /&gt;
|MERCURIUS&lt;br /&gt;
|For each type of goods you can produce, receive 2 VP. (max. 10 VP)&lt;br /&gt;
|-&lt;br /&gt;
|MARS&lt;br /&gt;
|For each of the players colonists on the game board the player receives 2 VP. (max. 12 VP)&lt;br /&gt;
|-&lt;br /&gt;
|MINERVA&lt;br /&gt;
|For each city of the related city type the player receives a certain number of VP as depicted on the specialist’s card.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>BoardGaymesJames</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpconcordia&amp;diff=28748</id>
		<title>Gamehelpconcordia</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpconcordia&amp;diff=28748"/>
		<updated>2026-03-04T14:12:41Z</updated>

		<summary type="html">&lt;p&gt;BoardGaymesJames: Update wording, typos, clearer UX&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;B&amp;gt;Game flow&amp;lt;/B&amp;gt; &lt;br /&gt;
&lt;br /&gt;
A player’s turn consists of playing 1 card from their hand of un-played personality cards and executing the action(s) on the card. All played cards form a personal discard pile, showing only the last card played. &lt;br /&gt;
&lt;br /&gt;
====== Personality cards ======&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Card&lt;br /&gt;
!Action&lt;br /&gt;
|-&lt;br /&gt;
|Tribune &lt;br /&gt;
|Takes back ALL cards from your personal discard and receive 1 sestertius coin for cards returned beyond three. &lt;br /&gt;
You may also build one additional colonist for one food + one tool in Rome (Imperial and Italy maps)&lt;br /&gt;
|-&lt;br /&gt;
|Architect &lt;br /&gt;
|Move colonists, total moves equals the number of colonists. May move through other colonists but not finish in the same space.&lt;br /&gt;
After all Movement:&lt;br /&gt;
May build houses in cities adjacent to colonists for cost based on city type paying both goods and coins with coins multiplied by the number of houses that will be in the city after the build&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!City Type&lt;br /&gt;
!Goods&lt;br /&gt;
!Coins&lt;br /&gt;
|-&lt;br /&gt;
|Brick&lt;br /&gt;
|1 Food&lt;br /&gt;
|1 sestertius x houses&lt;br /&gt;
|-&lt;br /&gt;
|Food&lt;br /&gt;
|1 Brick&lt;br /&gt;
|2 sestertius x houses&lt;br /&gt;
|-&lt;br /&gt;
|Tool&lt;br /&gt;
|1 Brick + 1 Tool&lt;br /&gt;
|3 sestertius x houses&lt;br /&gt;
|-&lt;br /&gt;
|Wine&lt;br /&gt;
|1 Brick + 1 Wine&lt;br /&gt;
|4 sestertius x houses&lt;br /&gt;
|-&lt;br /&gt;
|Cloth&lt;br /&gt;
|1 Brick + 1 Cloth&lt;br /&gt;
|5 sestertius x houses&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|Prefect &lt;br /&gt;
|All players produce goods in the selected province. &lt;br /&gt;
Prefect player also gets bonus good on token (two if has Prefectus Magnus) then province flips to coin side, &lt;br /&gt;
or &lt;br /&gt;
collect the cash bonus (total of all coins shown on previously produced locations, which are then reset).&lt;br /&gt;
|-&lt;br /&gt;
|Colonist &lt;br /&gt;
|Either build a new colonists for 1 food + 1 tool, &lt;br /&gt;
or &lt;br /&gt;
Collect 5 coin + 1 coin per colonist of your colour.&lt;br /&gt;
|-&lt;br /&gt;
|Mercator &lt;br /&gt;
|Get the specified number of coins, then you may buy or sell up to two types of goods at prices shown on the storehouse board.&lt;br /&gt;
|-&lt;br /&gt;
|Diplomat &lt;br /&gt;
|Activate the top card of another player&#039;s discard pile.&lt;br /&gt;
|-&lt;br /&gt;
|Senator &lt;br /&gt;
|Buy cards, at cost of goods shown in red field of card, + what is shown under card on the board.&lt;br /&gt;
|-&lt;br /&gt;
|Consul &lt;br /&gt;
|Buy one card for just the cost shown in red field of card.&lt;br /&gt;
|-&lt;br /&gt;
|Specialists&lt;br /&gt;
|Produce goods as directed, one per house of that good type across all locations. Other players get no production. Production tokens are ignored, Prefefectus Magnus has no effect&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;B&amp;gt;Game end&amp;lt;/B&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
The game end is triggered after either a player purchases the last card from the display, or after any one player builds their 15th house. &lt;br /&gt;
&lt;br /&gt;
In either case, this player is awarded the CONCORDIA (worth 7 additional VP) card for triggering the Game End condition.&lt;br /&gt;
&lt;br /&gt;
Now all OTHER players execute their final turn and ALL players tally their final victory points.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Scoring victory points&amp;lt;/B&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Score each god condition, then multiply that score by the number of cards you have of that god. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!God&lt;br /&gt;
!Condition&lt;br /&gt;
|-&lt;br /&gt;
|VESTA&lt;br /&gt;
|The value of all goods in your storehouse (usual price as depicted) is added to your money. Then receive 1 VP per 10 sestertii, rounded down.&lt;br /&gt;
|-&lt;br /&gt;
|JUPITER&lt;br /&gt;
|For each house inside a non-brick city receive 1 VP. (max. 15 VP)&lt;br /&gt;
|-&lt;br /&gt;
|SATURNUS&lt;br /&gt;
|For each province with at least one of your houses receive 1 VP. (Imperium max. 12 VP, Italia max. 11 VP)&lt;br /&gt;
|-&lt;br /&gt;
|MERCURIUS&lt;br /&gt;
|For each type of goods you can produce, receive 2 VP. (max. 10 VP)&lt;br /&gt;
|-&lt;br /&gt;
|MARS&lt;br /&gt;
|For each of the players colonists on the game board the player receives 2 VP. (max. 12 VP)&lt;br /&gt;
|-&lt;br /&gt;
|MINERVA&lt;br /&gt;
|For each city of the related city type the player receives a certain number of VP as depicted on the specialist’s card.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>BoardGaymesJames</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpbrasspittsburgh&amp;diff=28251</id>
		<title>Gamehelpbrasspittsburgh</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpbrasspittsburgh&amp;diff=28251"/>
		<updated>2026-01-24T14:08:51Z</updated>

		<summary type="html">&lt;p&gt;BoardGaymesJames: Created page with &amp;quot;Test to see if public&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Test to see if public&lt;/div&gt;</summary>
		<author><name>BoardGaymesJames</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpconcordia&amp;diff=27913</id>
		<title>Gamehelpconcordia</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpconcordia&amp;diff=27913"/>
		<updated>2025-12-31T00:23:22Z</updated>

		<summary type="html">&lt;p&gt;BoardGaymesJames: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;B&amp;gt;Game flow &amp;lt;/B&amp;gt;&amp;lt;BR&amp;gt;&lt;br /&gt;
A player’s hand consists of their un-played personality cards. A player’s turn consists of playing 1 card from their hand and executing the action(s) on the card. All played cards form a personal discard pile, showing only the last card played. With the Tribune, a player takes back ALL cards from their personal discard. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Game end &amp;lt;/B&amp;gt;&amp;lt;BR&amp;gt;&lt;br /&gt;
The game ends after either a player purchases the last card from the display, or after any one player builds their 15th house. In either case, this player is awarded the CONCORDIA card for triggering the Game End condition. Now all OTHER players execute their final turn and ALL players tally their final victory points.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Scoring victory points &amp;lt;/B&amp;gt;&amp;lt;BR&amp;gt;Each personality card is related to an ancient god who rewards its owner with victory points. &lt;br /&gt;
&lt;br /&gt;
First players gather all their cards, including the ones from their discard pile, and arrange them according to the different ancient gods. This will be a multiplier for each God&#039;s scoring. &lt;br /&gt;
&lt;br /&gt;
The victory points assigned to each card that is marked with the respective god are described in the following text. &lt;br /&gt;
&lt;br /&gt;
VESTA The value of all goods in the storehouse (usual price as depicted) is added to the cash money. Then the player receives 1 VP per full 10 sestertii, any fractions are ignored. &lt;br /&gt;
&lt;br /&gt;
JUPITER For each house inside a non-brick city the player receives 1 VP. (max. 15 VP) &lt;br /&gt;
&lt;br /&gt;
SATURNUS For each province with at least one of their houses the player receives 1 VP. (Imperium max. 12 VP, Italia max. 11 VP) &lt;br /&gt;
&lt;br /&gt;
MERCURIUS For each type of goods that the player produces with their houses, they receives 2 VP. (max. 10 VP) &lt;br /&gt;
&lt;br /&gt;
MARS For each of the players colonists on the game board the player receives 2 VP. (max. 12 VP) &lt;br /&gt;
&lt;br /&gt;
MINERVA For each city of the related city type the player receives a certain number of VP as depicted on the specialist’s card.&lt;/div&gt;</summary>
		<author><name>BoardGaymesJames</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpconcordia&amp;diff=27912</id>
		<title>Gamehelpconcordia</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpconcordia&amp;diff=27912"/>
		<updated>2025-12-31T00:22:17Z</updated>

		<summary type="html">&lt;p&gt;BoardGaymesJames: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;B&amp;gt;Game flow &amp;lt;/B&amp;gt;&amp;lt;BR&amp;gt;&lt;br /&gt;
A player’s hand consists of their un-played personality cards. A player’s turn consists of playing 1 card from their hand and executing the action(s) on the card. All played cards form a personal discard pile, showing only the last card played. With the Tribune, a player takes back ALL cards from their personal discard. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Game end &amp;lt;/B&amp;gt;&amp;lt;BR&amp;gt;&lt;br /&gt;
The game ends after either a player purchases the last card from the display, or after any one player builds their 15th house. In either case, this player is awarded the CONCORDIA card for triggering the Game End condition. Now all OTHER players execute their final turn and ALL players tally their final victory points.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Scoring victory points &amp;lt;/B&amp;gt;&amp;lt;BR&amp;gt;Each personality card is related to an ancient god who rewards its owner with victory points. &lt;br /&gt;
&lt;br /&gt;
First players gather all their cards, including the ones from their discard pile, and arrange them according to the different ancient gods. This will be a multiplier for each God&#039;s scoring. &lt;br /&gt;
&lt;br /&gt;
The victory points assigned to each card that is marked with the respective god are described in the following text. &lt;br /&gt;
&lt;br /&gt;
VESTA The value of all goods in the storehouse (usual price as depicted) is added to the cash money. Then the player receives 1 VP per full 10 sestertii, any fractions are ignored. &lt;br /&gt;
&lt;br /&gt;
JUPITER For each house inside a non-brick city the player receives 1 VP. (max. 15 VP) &lt;br /&gt;
&lt;br /&gt;
SATURNUS For each province with at least one of their houses the player receives 1 VP. (Imperium max. 12 VP, Italia max. 11 VP) &lt;br /&gt;
&lt;br /&gt;
MERCURIUS For each type of goods that the player produces with their houses, he receives 2 VP. (max. 10 VP) &lt;br /&gt;
&lt;br /&gt;
MARS For each of his colonists on the game board the player receives 2 VP. (max. 12 VP) &lt;br /&gt;
&lt;br /&gt;
MINERVA For each city of the related city type the player receives a certain number of VP as depicted on the specialist’s card.&lt;/div&gt;</summary>
		<author><name>BoardGaymesJames</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpconcordia&amp;diff=27911</id>
		<title>Gamehelpconcordia</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpconcordia&amp;diff=27911"/>
		<updated>2025-12-31T00:17:04Z</updated>

		<summary type="html">&lt;p&gt;BoardGaymesJames: Proper scoring&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;B&amp;gt;Game flow &amp;lt;/B&amp;gt;&amp;lt;BR&amp;gt;&lt;br /&gt;
A player’s hand consists of their un-played personality cards. A player’s turn consists of playing 1 card from their hand and executing the action(s) on the card. All played cards form a personal discard pile, showing only the last card played. With the Tribune, a player takes back ALL cards from their personal discard. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Game end &amp;lt;/B&amp;gt;&amp;lt;BR&amp;gt;&lt;br /&gt;
The game ends after either a player purchases the last card from the display, or after any one player builds their 15th house. In either case, this player is awarded the CONCORDIA card for triggering the Game End condition. Now all OTHER players execute their final turn and ALL players tally their final victory points.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Scoring victory points &amp;lt;/B&amp;gt;&amp;lt;BR&amp;gt;Each personality card is related to an ancient god who rewards its owner with victory points. &lt;br /&gt;
&lt;br /&gt;
First players gather all their cards, including the ones from their discard pile, and arrange them according to the different ancient gods. &lt;br /&gt;
&lt;br /&gt;
The victory points assigned to each card that is marked with the respective god are described in the following text. &lt;br /&gt;
&lt;br /&gt;
VESTA The value of all goods in the storehouse (usual price as depicted) is added to the cash money. Then the player receives 1 VP per full 10 sestertii, any fractions are ignored. &lt;br /&gt;
&lt;br /&gt;
JUPITER For each house inside a non-brick city the player receives 1 VP. (max. 15 VP) &lt;br /&gt;
&lt;br /&gt;
SATURNUS For each province with at least one of their houses the player receives 1 VP. (Imperium max. 12 VP, Italia max. 11 VP) &lt;br /&gt;
&lt;br /&gt;
MERCURIUS For each type of goods that the player produces with their houses, he receives 2 VP. (max. 10 VP) &lt;br /&gt;
&lt;br /&gt;
MARS For each of his colonists on the game board the player receives 2 VP. (max. 12 VP) &lt;br /&gt;
&lt;br /&gt;
MINERVA For each city of the related city type the player receives a certain number of VP as depicted on the specialist’s card.&lt;/div&gt;</summary>
		<author><name>BoardGaymesJames</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpconcordia&amp;diff=27910</id>
		<title>Gamehelpconcordia</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpconcordia&amp;diff=27910"/>
		<updated>2025-12-30T23:36:21Z</updated>

		<summary type="html">&lt;p&gt;BoardGaymesJames: neutering&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;B&amp;gt;Game flow &amp;lt;/B&amp;gt;&amp;lt;BR&amp;gt;&lt;br /&gt;
A player’s hand consists of their un-played personality cards. A player’s turn consists of playing 1 card from their hand and executing the action(s) on the card. All played cards form a personal discard pile, showing only the last card played. With the Tribune, a player takes back ALL cards from their personal discard. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Game end &amp;lt;/B&amp;gt;&amp;lt;BR&amp;gt;&lt;br /&gt;
The game ends after either a player purchases the last card from the display, or after any one player builds their 15th house. In either case, this player is awarded the CONCORDIA card for triggering the Game End condition. Now all OTHER players execute their final turn and ALL players tally their final victory points.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Scoring victory points &amp;lt;/B&amp;gt;&amp;lt;BR&amp;gt;&lt;br /&gt;
Each personality card is related to an ancient god. These gods individually reward certain achievements (for example, Saturnas=number of populated provinces X1, Mars=number of colonists X2) with Victory Points. Generally, you will multiply the number of cards of the same god by that god’s criteria.&lt;br /&gt;
&lt;br /&gt;
For example, say one player has 6 Mars cards at final scoring and 4 colonists on the board. To find your Mars score, you will count your individual colonists, double it (as EACH colonist is worth 2 VP within this criteria), and multiply that number by 6.&lt;br /&gt;
&lt;br /&gt;
Collectively, then, these mars cards are worth (4 X 2) X 6 ‎ =  48VP.&lt;/div&gt;</summary>
		<author><name>BoardGaymesJames</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcarsoncity&amp;diff=25713</id>
		<title>Gamehelpcarsoncity</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcarsoncity&amp;diff=25713"/>
		<updated>2025-07-07T13:07:40Z</updated>

		<summary type="html">&lt;p&gt;BoardGaymesJames: /* End of Game */  update list to html&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== How To Play ==&lt;br /&gt;
The game plays over 4 rounds and each round is divided into 4 phases. The game primary scores through collecting or buying points as an action.&lt;br /&gt;
&lt;br /&gt;
=== Phase 1 - Choose Characters ===&lt;br /&gt;
Choose Characters in passing order (random on first turn) and get the character bonus. This decides the new turn order bases on the chosen characters number.&lt;br /&gt;
&lt;br /&gt;
=== Phase 2 - Place Cowboys ===&lt;br /&gt;
Place your cowboys on actions in turn order until all players have passed, actions will be resolved in snake order. If you place on a spot with another player a duel will occur in the next phase.&lt;br /&gt;
&lt;br /&gt;
=== Phase 3 - Resolve Actions ===&lt;br /&gt;
Following the snake resolve actions from 1-16, if two or more players on on the same spot a duel occurs.&lt;br /&gt;
&lt;br /&gt;
=== Phase 4 - Clean Up ===&lt;br /&gt;
Building will move down the snake becoming cheaper and new ones added.&lt;br /&gt;
&lt;br /&gt;
== Duels ==&lt;br /&gt;
If several cowboys are on the same action or parcel of land a duel will occur, unless marked with an X through the Revolver icon.&lt;br /&gt;
&lt;br /&gt;
The player with the highest strength will win.&lt;br /&gt;
&lt;br /&gt;
Strength = Die Roll + Revolver Icons (on tokens, and characters) + Cowboys in your supply&lt;br /&gt;
&lt;br /&gt;
Ties are broken by the person furthest left on the passing track.&lt;br /&gt;
&lt;br /&gt;
Losing cowboys are merely injured instead of killed and returned to the players supply.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eagle Valley Arms&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Wages -  Get $4 or buy a horse for $4. no duels.&lt;br /&gt;
&lt;br /&gt;
Ammunition -  Get 3 extra revolvers this round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Virginia &amp;amp; Truckee&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Roads 1 -  Get 3 road tokens.&lt;br /&gt;
&lt;br /&gt;
Roads 2 -  Get 1 road token. no duels.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Parcel Purchase&#039;&#039;&#039; &amp;lt;blockquote&amp;gt;To buy a new parcel of land you place your cowboy in that square.&lt;br /&gt;
&lt;br /&gt;
You may only buy parcels that no other players already own.&lt;br /&gt;
&lt;br /&gt;
You may buy a parcel with a house or a mountain on it.&lt;br /&gt;
&lt;br /&gt;
You must pay $1 plus $1 for each building, mountain or house in or adjacent to it.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;George Alexander Construction&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Building Purchase -  Pay $ printed under the building and place the building on an empty property tile or save the building for later.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Deferred Placement -  Place your saved buildings on empty property tiles&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nevada State Bank&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Parcel Income - Get $2 per property tile you own.&lt;br /&gt;
&lt;br /&gt;
Cowboy Income -  Get $2 per revolver and cowboy in your personal supply.&lt;br /&gt;
&lt;br /&gt;
Gambling Income -  Roll 2 dice and get the result in $.&lt;br /&gt;
&lt;br /&gt;
Building Income -  Get $ from your buildings and resolve attacks on buildings.1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Town Council of Carson City&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Parcel VP - Get 1 point for each pair of parcels.&lt;br /&gt;
&lt;br /&gt;
Cowboy VP -  Get 1 point for each pair of revolvers and cowboys in your personal supply.&lt;br /&gt;
&lt;br /&gt;
Building VP -  Get 1 point for each of your buildings placed on the board.&lt;br /&gt;
&lt;br /&gt;
VP Purchase - Buy 1 point for either $5, $4, $3 or $2 each.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round End&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Spend money that is beyond your characters cash limit spending $10 each point.&lt;br /&gt;
&lt;br /&gt;
Receive new cowboys. &lt;br /&gt;
&lt;br /&gt;
Cowboys are not placed on 5, 7 or 11.&lt;br /&gt;
&lt;br /&gt;
== Buildings &amp;amp; Income ==&lt;br /&gt;
Some buildings give you more $ depending on what is adjacent to it and if you own other buildings. For each thing that raises the buildings income the token will turn clockwise so the black arrow points at it&#039;s income. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Adjacency is both orthogonal and diagonal!&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Num.&lt;br /&gt;
!Building&lt;br /&gt;
!Info&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|Houses &lt;br /&gt;
|Never bought only placed as an effect of an action. &lt;br /&gt;
Used for adjacency in other buildings.&lt;br /&gt;
|-&lt;br /&gt;
| --&lt;br /&gt;
|Townhouses&lt;br /&gt;
|Counts as two houses.&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Ranch&lt;br /&gt;
|$1 per empty adjacent parcels.&lt;br /&gt;
1 Revolver token on build.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Drugstore&lt;br /&gt;
|$3 per Ranch and adjacent House.&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Mine&lt;br /&gt;
|$3 per Mine and Adjacent Mountain.&lt;br /&gt;
1 Revolver token on build.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Bank&lt;br /&gt;
|$3 per Mine and adjacent House.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Saloon&lt;br /&gt;
|$5 per adjacent House.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Hotel&lt;br /&gt;
|$6 Income&lt;br /&gt;
Counts as 2 Houses&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Church&lt;br /&gt;
|Players can&#039;t attack adjacent buildings.&lt;br /&gt;
Counts as 1 House.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Prison&lt;br /&gt;
|2 Revolver tokens on build.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|General Store&lt;br /&gt;
|$3 per adjacent House and $6 per adjacent House owned by the player&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Blacksmith&lt;br /&gt;
|$5 Round 1, $10 Round 2, $15 Round 3, $20 Round 4&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|School&lt;br /&gt;
|Counts as 1 house&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Station&lt;br /&gt;
|1 Vp for every 2 houses on the map&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|City Hall&lt;br /&gt;
|Increase all building income by 1 step&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== End of Game ==&lt;br /&gt;
The game ends after action 16 in the last round. On top of the victory points acquired during the game, players receive additional victory points for the following items: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&lt;br /&gt;
&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Buy 1 point for $6 each.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Get 2 points for each building, house, or mountain you own.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;/div&gt;</summary>
		<author><name>BoardGaymesJames</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcarsoncity&amp;diff=25712</id>
		<title>Gamehelpcarsoncity</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcarsoncity&amp;diff=25712"/>
		<updated>2025-07-07T13:06:24Z</updated>

		<summary type="html">&lt;p&gt;BoardGaymesJames: /* Buildings &amp;amp; Income */  update table styles&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== How To Play ==&lt;br /&gt;
The game plays over 4 rounds and each round is divided into 4 phases. The game primary scores through collecting or buying points as an action.&lt;br /&gt;
&lt;br /&gt;
=== Phase 1 - Choose Characters ===&lt;br /&gt;
Choose Characters in passing order (random on first turn) and get the character bonus. This decides the new turn order bases on the chosen characters number.&lt;br /&gt;
&lt;br /&gt;
=== Phase 2 - Place Cowboys ===&lt;br /&gt;
Place your cowboys on actions in turn order until all players have passed, actions will be resolved in snake order. If you place on a spot with another player a duel will occur in the next phase.&lt;br /&gt;
&lt;br /&gt;
=== Phase 3 - Resolve Actions ===&lt;br /&gt;
Following the snake resolve actions from 1-16, if two or more players on on the same spot a duel occurs.&lt;br /&gt;
&lt;br /&gt;
=== Phase 4 - Clean Up ===&lt;br /&gt;
Building will move down the snake becoming cheaper and new ones added.&lt;br /&gt;
&lt;br /&gt;
== Duels ==&lt;br /&gt;
If several cowboys are on the same action or parcel of land a duel will occur, unless marked with an X through the Revolver icon.&lt;br /&gt;
&lt;br /&gt;
The player with the highest strength will win.&lt;br /&gt;
&lt;br /&gt;
Strength = Die Roll + Revolver Icons (on tokens, and characters) + Cowboys in your supply&lt;br /&gt;
&lt;br /&gt;
Ties are broken by the person furthest left on the passing track.&lt;br /&gt;
&lt;br /&gt;
Losing cowboys are merely injured instead of killed and returned to the players supply.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eagle Valley Arms&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Wages -  Get $4 or buy a horse for $4. no duels.&lt;br /&gt;
&lt;br /&gt;
Ammunition -  Get 3 extra revolvers this round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Virginia &amp;amp; Truckee&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Roads 1 -  Get 3 road tokens.&lt;br /&gt;
&lt;br /&gt;
Roads 2 -  Get 1 road token. no duels.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Parcel Purchase&#039;&#039;&#039; &amp;lt;blockquote&amp;gt;To buy a new parcel of land you place your cowboy in that square.&lt;br /&gt;
&lt;br /&gt;
You may only buy parcels that no other players already own.&lt;br /&gt;
&lt;br /&gt;
You may buy a parcel with a house or a mountain on it.&lt;br /&gt;
&lt;br /&gt;
You must pay $1 plus $1 for each building, mountain or house in or adjacent to it.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;George Alexander Construction&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Building Purchase -  Pay $ printed under the building and place the building on an empty property tile or save the building for later.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Deferred Placement -  Place your saved buildings on empty property tiles&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nevada State Bank&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Parcel Income - Get $2 per property tile you own.&lt;br /&gt;
&lt;br /&gt;
Cowboy Income -  Get $2 per revolver and cowboy in your personal supply.&lt;br /&gt;
&lt;br /&gt;
Gambling Income -  Roll 2 dice and get the result in $.&lt;br /&gt;
&lt;br /&gt;
Building Income -  Get $ from your buildings and resolve attacks on buildings.1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Town Council of Carson City&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Parcel VP - Get 1 point for each pair of parcels.&lt;br /&gt;
&lt;br /&gt;
Cowboy VP -  Get 1 point for each pair of revolvers and cowboys in your personal supply.&lt;br /&gt;
&lt;br /&gt;
Building VP -  Get 1 point for each of your buildings placed on the board.&lt;br /&gt;
&lt;br /&gt;
VP Purchase - Buy 1 point for either $5, $4, $3 or $2 each.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round End&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Spend money that is beyond your characters cash limit spending $10 each point.&lt;br /&gt;
&lt;br /&gt;
Receive new cowboys. &lt;br /&gt;
&lt;br /&gt;
Cowboys are not placed on 5, 7 or 11.&lt;br /&gt;
&lt;br /&gt;
== Buildings &amp;amp; Income ==&lt;br /&gt;
Some buildings give you more $ depending on what is adjacent to it and if you own other buildings. For each thing that raises the buildings income the token will turn clockwise so the black arrow points at it&#039;s income. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Adjacency is both orthogonal and diagonal!&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Num.&lt;br /&gt;
!Building&lt;br /&gt;
!Info&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|Houses &lt;br /&gt;
|Never bought only placed as an effect of an action. &lt;br /&gt;
Used for adjacency in other buildings.&lt;br /&gt;
|-&lt;br /&gt;
| --&lt;br /&gt;
|Townhouses&lt;br /&gt;
|Counts as two houses.&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Ranch&lt;br /&gt;
|$1 per empty adjacent parcels.&lt;br /&gt;
1 Revolver token on build.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Drugstore&lt;br /&gt;
|$3 per Ranch and adjacent House.&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Mine&lt;br /&gt;
|$3 per Mine and Adjacent Mountain.&lt;br /&gt;
1 Revolver token on build.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Bank&lt;br /&gt;
|$3 per Mine and adjacent House.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Saloon&lt;br /&gt;
|$5 per adjacent House.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Hotel&lt;br /&gt;
|$6 Income&lt;br /&gt;
Counts as 2 Houses&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Church&lt;br /&gt;
|Players can&#039;t attack adjacent buildings.&lt;br /&gt;
Counts as 1 House.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Prison&lt;br /&gt;
|2 Revolver tokens on build.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|General Store&lt;br /&gt;
|$3 per adjacent House and $6 per adjacent House owned by the player&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Blacksmith&lt;br /&gt;
|$5 Round 1, $10 Round 2, $15 Round 3, $20 Round 4&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|School&lt;br /&gt;
|Counts as 1 house&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Station&lt;br /&gt;
|1 Vp for every 2 houses on the map&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|City Hall&lt;br /&gt;
|Increase all building income by 1 step&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== End of Game ==&lt;br /&gt;
The game ends after action 16 in the last round. On top of the victory points acquired during the game, players receive additional victory points for the following items: &lt;br /&gt;
&lt;br /&gt;
* Buy 1 point for $6 each. &lt;br /&gt;
* Get 2 points for each building, house, or mountain you own.&lt;/div&gt;</summary>
		<author><name>BoardGaymesJames</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcarsoncity&amp;diff=25711</id>
		<title>Gamehelpcarsoncity</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcarsoncity&amp;diff=25711"/>
		<updated>2025-07-07T13:03:03Z</updated>

		<summary type="html">&lt;p&gt;BoardGaymesJames: Add in missing buildings, fix bullets showing, replace bullets with action names from rule book&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== How To Play ==&lt;br /&gt;
The game plays over 4 rounds and each round is divided into 4 phases. The game primary scores through collecting or buying points as an action.&lt;br /&gt;
&lt;br /&gt;
=== Phase 1 - Choose Characters ===&lt;br /&gt;
Choose Characters in passing order (random on first turn) and get the character bonus. This decides the new turn order bases on the chosen characters number.&lt;br /&gt;
&lt;br /&gt;
=== Phase 2 - Place Cowboys ===&lt;br /&gt;
Place your cowboys on actions in turn order until all players have passed, actions will be resolved in snake order. If you place on a spot with another player a duel will occur in the next phase.&lt;br /&gt;
&lt;br /&gt;
=== Phase 3 - Resolve Actions ===&lt;br /&gt;
Following the snake resolve actions from 1-16, if two or more players on on the same spot a duel occurs.&lt;br /&gt;
&lt;br /&gt;
=== Phase 4 - Clean Up ===&lt;br /&gt;
Building will move down the snake becoming cheaper and new ones added.&lt;br /&gt;
&lt;br /&gt;
== Duels ==&lt;br /&gt;
If several cowboys are on the same action or parcel of land a duel will occur, unless marked with an X through the Revolver icon.&lt;br /&gt;
&lt;br /&gt;
The player with the highest strength will win.&lt;br /&gt;
&lt;br /&gt;
Strength = Die Roll + Revolver Icons (on tokens, and characters) + Cowboys in your supply&lt;br /&gt;
&lt;br /&gt;
Ties are broken by the person furthest left on the passing track.&lt;br /&gt;
&lt;br /&gt;
Losing cowboys are merely injured instead of killed and returned to the players supply.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eagle Valley Arms&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Wages -  Get $4 or buy a horse for $4. no duels.&lt;br /&gt;
&lt;br /&gt;
Ammunition -  Get 3 extra revolvers this round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Virginia &amp;amp; Truckee&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Roads 1 -  Get 3 road tokens.&lt;br /&gt;
&lt;br /&gt;
Roads 2 -  Get 1 road token. no duels.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Parcel Purchase&#039;&#039;&#039; &amp;lt;blockquote&amp;gt;To buy a new parcel of land you place your cowboy in that square.&lt;br /&gt;
&lt;br /&gt;
You may only buy parcels that no other players already own.&lt;br /&gt;
&lt;br /&gt;
You may buy a parcel with a house or a mountain on it.&lt;br /&gt;
&lt;br /&gt;
You must pay $1 plus $1 for each building, mountain or house in or adjacent to it.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;George Alexander Construction&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Building Purchase -  Pay $ printed under the building and place the building on an empty property tile or save the building for later.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Deferred Placement -  Place your saved buildings on empty property tiles&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nevada State Bank&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Parcel Income - Get $2 per property tile you own.&lt;br /&gt;
&lt;br /&gt;
Cowboy Income -  Get $2 per revolver and cowboy in your personal supply.&lt;br /&gt;
&lt;br /&gt;
Gambling Income -  Roll 2 dice and get the result in $.&lt;br /&gt;
&lt;br /&gt;
Building Income -  Get $ from your buildings and resolve attacks on buildings.1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Town Council of Carson City&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Parcel VP - Get 1 point for each pair of parcels.&lt;br /&gt;
&lt;br /&gt;
Cowboy VP -  Get 1 point for each pair of revolvers and cowboys in your personal supply.&lt;br /&gt;
&lt;br /&gt;
Building VP -  Get 1 point for each of your buildings placed on the board.&lt;br /&gt;
&lt;br /&gt;
VP Purchase - Buy 1 point for either $5, $4, $3 or $2 each.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round End&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Spend money that is beyond your characters cash limit spending $10 each point.&lt;br /&gt;
&lt;br /&gt;
Receive new cowboys. &lt;br /&gt;
&lt;br /&gt;
Cowboys are not placed on 5, 7 or 11.&lt;br /&gt;
&lt;br /&gt;
== Buildings &amp;amp; Income ==&lt;br /&gt;
Some buildings give you more $ depending on what is adjacent to it and if you own other buildings. For each thing that raises the buildings income the token will turn clockwise so the black arrow points at it&#039;s income. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Adjacency is both orthogonal and diagonal!&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Num.&lt;br /&gt;
!Building&lt;br /&gt;
!Info&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|Houses &lt;br /&gt;
|Never bought only placed as an effect of an action. &lt;br /&gt;
Used for adjacency in other buildings.&lt;br /&gt;
|-&lt;br /&gt;
| --&lt;br /&gt;
|Townhouses&lt;br /&gt;
|Counts as two houses.&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Ranch&lt;br /&gt;
|$1 per empty adjacent parcels.&lt;br /&gt;
1 Revolver token on build.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Drugstore&lt;br /&gt;
|$3 per Ranch and adjacent House.&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Mine&lt;br /&gt;
|$3 per Mine and Adjacent Mountain.&lt;br /&gt;
1 Revolver token on build.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Bank&lt;br /&gt;
|$3 per Mine and adjacent House.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Saloon&lt;br /&gt;
|$5 per adjacent House.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Hotel&lt;br /&gt;
|$6 Income&lt;br /&gt;
Counts as 2 Houses&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Church&lt;br /&gt;
|Players can&#039;t attack adjacent buildings.&lt;br /&gt;
Counts as 1 House.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Prison&lt;br /&gt;
|2 Revolver tokens on build.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|General Store&lt;br /&gt;
|$3 per adjacent House and $6 per adjacent House owned by the player&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Blacksmith&lt;br /&gt;
|$5 Round 1, $10 Round 2, $15 Round 3, $20 Round 4&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|School&lt;br /&gt;
|Counts as 1 house&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Station&lt;br /&gt;
|1 Vp for every 2 houses on the map&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|City Hall&lt;br /&gt;
|Increase all building income by 1 step&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== End of Game ==&lt;br /&gt;
The game ends after action 16 in the last round. On top of the victory points acquired during the game, players receive additional victory points for the following items: &lt;br /&gt;
&lt;br /&gt;
* Buy 1 point for $6 each. &lt;br /&gt;
* Get 2 points for each building, house, or mountain you own.&lt;/div&gt;</summary>
		<author><name>BoardGaymesJames</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcarsoncity&amp;diff=25690</id>
		<title>Gamehelpcarsoncity</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcarsoncity&amp;diff=25690"/>
		<updated>2025-07-04T13:03:29Z</updated>

		<summary type="html">&lt;p&gt;BoardGaymesJames: Add end game scoring&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== How To Play ==&lt;br /&gt;
The game plays over 4 rounds and each round is divided into 4 phases. The game primary scores through collecting or buying points as an action.&lt;br /&gt;
&lt;br /&gt;
=== Phase 1 - Choose Characters ===&lt;br /&gt;
Choose Characters in passing order (random on first turn) and get the character bonus. This decides the new turn order bases on the chosen characters number.&lt;br /&gt;
&lt;br /&gt;
=== Phase 2 - Place Cowboys ===&lt;br /&gt;
Place your cowboys on actions in turn order until all players have passed, actions will be resolved in snake order. If you place on a spot with another player a duel will occur in the next phase.&lt;br /&gt;
&lt;br /&gt;
=== Phase 3 - Resolve Actions ===&lt;br /&gt;
Following the snake resolve actions from 1-16, if two or more players on on the same spot a duel occurs.&lt;br /&gt;
&lt;br /&gt;
=== Phase 4 - Clean Up ===&lt;br /&gt;
Building will move down the snake becoming cheaper and new ones added.&lt;br /&gt;
&lt;br /&gt;
== Duels ==&lt;br /&gt;
If several cowboys are on the same action or parcel of land a duel will occur, unless marked with an X through the Revolver icon.&lt;br /&gt;
&lt;br /&gt;
The player with the highest strength will win.&lt;br /&gt;
&lt;br /&gt;
Strength = Die Roll + Revolver Icons (on tokens, and characters) + Cowboys in your supply&lt;br /&gt;
&lt;br /&gt;
Ties are broken by the person furthest left on the passing track.&lt;br /&gt;
&lt;br /&gt;
Losing cowboys are merely injured instead of killed and returned to the players supply.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
&lt;br /&gt;
# Get $4 or buy a horse for $4. no duels. &lt;br /&gt;
# Get 3 extra revolvers this round. &lt;br /&gt;
# Get 3 road tokens. &lt;br /&gt;
# Get 1 road token. no duels. &lt;br /&gt;
# Parcel of land purchase. &lt;br /&gt;
#* To buy a new parcel of land you place your cowboy in that square. &lt;br /&gt;
#* You may only buy parcels that no other players already own. &lt;br /&gt;
#* You may buy a parcel with a house or a mountain on it. &lt;br /&gt;
#* You must pay $1 plus $1 for each building, mountain or house in or adjacent to it.&lt;br /&gt;
# Pay $ printed under the building and place the building on an empty property tile or save the building for later. &lt;br /&gt;
# Place your saved buildings on empty property tiles&lt;br /&gt;
# Get $2 per property tile you own.&lt;br /&gt;
# Get $2 per revolver and cowboy in your personal supply. &lt;br /&gt;
# Roll 2 dice and get the result in $. &lt;br /&gt;
# Get $ from your buildings and resolve attacks on buildings. &lt;br /&gt;
# Get 1 point for each pair of parcels. &lt;br /&gt;
# Get 1 point for each pair of revolvers and cowboys in your personal supply. &lt;br /&gt;
# Get 1 point for each of your buildings placed on the board. &lt;br /&gt;
# Buy 1 point for either $5, $4, $3 or $2 each. &lt;br /&gt;
# Spend money that is beyond your characters cash limit spending $10 each point.&lt;br /&gt;
&lt;br /&gt;
Receive new cowboys. &lt;br /&gt;
&lt;br /&gt;
Cowboys are not placed on 5, 7 or 11.&lt;br /&gt;
&lt;br /&gt;
== Buildings &amp;amp; Income ==&lt;br /&gt;
Some buildings give you more $ depending on what is adjacent to it and if you own other buildings. For each thing that raises the buildings income the token will turn clockwise so the black arrow points at it&#039;s income. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Adjacency is both orthogonal and diagonal!&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Num.&lt;br /&gt;
!Building&lt;br /&gt;
!Info&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|Houses &lt;br /&gt;
|Never bought only placed as an effect of an action. &lt;br /&gt;
Used for adjacency in other buildings.&lt;br /&gt;
|-&lt;br /&gt;
| --&lt;br /&gt;
|Townhouses&lt;br /&gt;
|Counts as two houses.&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Ranch&lt;br /&gt;
|$1 per empty adjacent parcels.&lt;br /&gt;
1 Revolver token on build.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Drugstore&lt;br /&gt;
|$3 per Ranch and adjacent House.&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Mine&lt;br /&gt;
|$3 per Mine and Adjacent Mountain.&lt;br /&gt;
1 Revolver token on build.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Bank&lt;br /&gt;
|$3 per Mine and adjacent House.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Saloon&lt;br /&gt;
|$ per adjacent House.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Hotel&lt;br /&gt;
|$6 Income&lt;br /&gt;
Counts as 2 Houses&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Church&lt;br /&gt;
|Players can&#039;t attack adjacent buildings.&lt;br /&gt;
Counts as 1 House.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Prison&lt;br /&gt;
|2 Revolver tokens on build.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== End of Game ==&lt;br /&gt;
The game ends after action 16 in the last round. On top of the victory points acquired during the game, players receive additional victory points for the following items: &lt;br /&gt;
&lt;br /&gt;
* Buy 1 point for $6 each. &lt;br /&gt;
* Get 2 points for each building, house, or mountain you own.&lt;/div&gt;</summary>
		<author><name>BoardGaymesJames</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcarsoncity&amp;diff=25689</id>
		<title>Gamehelpcarsoncity</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcarsoncity&amp;diff=25689"/>
		<updated>2025-07-04T13:00:49Z</updated>

		<summary type="html">&lt;p&gt;BoardGaymesJames: Adding in game basics&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== How To Play ==&lt;br /&gt;
The game plays over 4 rounds and each round is divided into 4 phases. The game primary scores through collecting or buying points as an action.&lt;br /&gt;
&lt;br /&gt;
=== Phase 1 - Choose Characters ===&lt;br /&gt;
Choose Characters in passing order (random on first turn) and get the character bonus. This decides the new turn order bases on the chosen characters number.&lt;br /&gt;
&lt;br /&gt;
=== Phase 2 - Place Cowboys ===&lt;br /&gt;
Place your cowboys on actions in turn order until all players have passed, actions will be resolved in snake order. If you place on a spot with another player a duel will occur in the next phase.&lt;br /&gt;
&lt;br /&gt;
=== Phase 3 - Resolve Actions ===&lt;br /&gt;
Following the snake resolve actions from 1-16, if two or more players on on the same spot a duel occurs.&lt;br /&gt;
&lt;br /&gt;
=== Phase 4 - Clean Up ===&lt;br /&gt;
Building will move down the snake becoming cheaper and new ones added.&lt;br /&gt;
&lt;br /&gt;
== Duels ==&lt;br /&gt;
If several cowboys are on the same action or parcel of land a duel will occur, unless marked with an X through the Revolver icon.&lt;br /&gt;
&lt;br /&gt;
The player with the highest strength will win.&lt;br /&gt;
&lt;br /&gt;
Strength = Die Roll + Revolver Icons (on tokens, and characters) + Cowboys in your supply&lt;br /&gt;
&lt;br /&gt;
Ties are broken by the person furthest left on the passing track.&lt;br /&gt;
&lt;br /&gt;
Losing cowboys are merely injured instead of killed and returned to the players supply.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
&lt;br /&gt;
# Get $4 or buy a horse for $4. no duels. &lt;br /&gt;
# Get 3 extra revolvers this round. &lt;br /&gt;
# Get 3 road tokens. &lt;br /&gt;
# Get 1 road token. no duels. &lt;br /&gt;
# Parcel of land purchase. &lt;br /&gt;
#* To buy a new parcel of land you place your cowboy in that square. &lt;br /&gt;
#* You may only buy parcels that no other players already own. &lt;br /&gt;
#* You may buy a parcel with a house or a mountain on it. &lt;br /&gt;
#* You must pay $1 plus $1 for each building, mountain or house in or adjacent to it.&lt;br /&gt;
# Pay $ printed under the building and place the building on an empty property tile or save the building for later. &lt;br /&gt;
# Place your saved buildings on empty property tiles&lt;br /&gt;
# Get $2 per property tile you own.&lt;br /&gt;
# Get $2 per revolver and cowboy in your personal supply. &lt;br /&gt;
# Roll 2 dice and get the result in $. &lt;br /&gt;
# Get $ from your buildings and resolve attacks on buildings. &lt;br /&gt;
# Get 1 point for each pair of parcels. &lt;br /&gt;
# Get 1 point for each pair of revolvers and cowboys in your personal supply. &lt;br /&gt;
# Get 1 point for each of your buildings placed on the board. &lt;br /&gt;
# Buy 1 point for either $5, $4, $3 or $2 each. &lt;br /&gt;
# Spend money that is beyond your characters cash limit spending $10 each point.&lt;br /&gt;
&lt;br /&gt;
Receive new cowboys. &lt;br /&gt;
&lt;br /&gt;
Cowboys are not placed on 5, 7 or 11.&lt;br /&gt;
&lt;br /&gt;
== Buildings &amp;amp; Income ==&lt;br /&gt;
Some buildings give you more $ depending on what is adjacent to it and if you own other buildings. For each thing that raises the buildings income the token will turn clockwise so the black arrow points at it&#039;s income. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Adjacency is both orthogonal and diagonal!&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Num.&lt;br /&gt;
!Building&lt;br /&gt;
!Info&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|Houses &lt;br /&gt;
|Never bought only placed as an effect of an action. &lt;br /&gt;
Used for adjacency in other buildings.&lt;br /&gt;
|-&lt;br /&gt;
| --&lt;br /&gt;
|Townhouses&lt;br /&gt;
|Counts as two houses.&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Ranch&lt;br /&gt;
|$1 per empty adjacent parcels.&lt;br /&gt;
1 Revolver token on build.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Drugstore&lt;br /&gt;
|$3 per Ranch and adjacent House.&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Mine&lt;br /&gt;
|$3 per Mine and Adjacent Mountain.&lt;br /&gt;
1 Revolver token on build.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Bank&lt;br /&gt;
|$3 per Mine and adjacent House.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Saloon&lt;br /&gt;
|$ per adjacent House.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Hotel&lt;br /&gt;
|$6 Income&lt;br /&gt;
Counts as 2 Houses&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Church&lt;br /&gt;
|Players can&#039;t attack adjacent buildings.&lt;br /&gt;
Counts as 1 House.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Prison&lt;br /&gt;
|2 Revolver tokens on build.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>BoardGaymesJames</name></author>
	</entry>
</feed>