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	<title>Board Game Arena - User contributions [en]</title>
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	<updated>2026-11-01T07:27:10Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpjumpdrive&amp;diff=17796</id>
		<title>Gamehelpjumpdrive</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpjumpdrive&amp;diff=17796"/>
		<updated>2023-08-16T02:03:26Z</updated>

		<summary type="html">&lt;p&gt;Brokenfixer: /* Solitaire Rules */ added solitaire rules from Terminal Velocity&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Play==&lt;br /&gt;
A game typically consists of 6 or 7 rounds. Each round, players&lt;br /&gt;
simultaneously place cards face down (or Explore markers). Players&lt;br /&gt;
then reveal and pay for their cards, adding them to their empires.&lt;br /&gt;
Cards are either developments ([DEVELOP]) or worlds ([PLANET] or [MILITARY]). Each player&lt;br /&gt;
may either:&lt;br /&gt;
&lt;br /&gt;
• Place 1 development ([DEVELOP]). Discard 1 fewer card when paying for it.&lt;br /&gt;
&lt;br /&gt;
• Place 1 world ([PLANET] or [MILITARY]). After paying for or conquering it, draw 1 card.&lt;br /&gt;
&lt;br /&gt;
• Place 1 development and 1 world. Pay full cost. Do not draw a card.&lt;br /&gt;
&lt;br /&gt;
• Or, instead of placing any cards, place an Explore marker and draw some extra cards (see Explore below).&lt;br /&gt;
&lt;br /&gt;
Players then score all their empire cards. If no one has 50+ VPs, players draw as many cards as their incomes and begin the next round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Hand Limit===&lt;br /&gt;
After all players have collected income, players with more than 10 cards in hand must discard down to 10 cards in hand.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Payments/Conquest==&lt;br /&gt;
[PLANET] or [DEVELOP]&lt;br /&gt;
&lt;br /&gt;
The cost to place a card is the black number inside its diamond or circle.&lt;br /&gt;
(Worlds with red outlined numbers are &#039;&#039;military worlds&#039;&#039; and are placed differently. See below.)&lt;br /&gt;
To pay a cost, discard as many cards from hand as that number,&lt;br /&gt;
placing them face down in the discard pile. A cost might be reduced&lt;br /&gt;
by discounts, but not below 0.&lt;br /&gt;
&lt;br /&gt;
Once per game, you may place a Survey Team from the center instead&lt;br /&gt;
of a development from hand, paying its 1 cost normally (discarding no&lt;br /&gt;
cards if you did not also place a world).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Conquest===&lt;br /&gt;
[MILITARY]&lt;br /&gt;
&lt;br /&gt;
A military world with a red outlined number, its defense,&lt;br /&gt;
must be conquered when placed (there is an exception, explained below).&lt;br /&gt;
To conquer a military world, a player does not pay any cards, but must&lt;br /&gt;
have as least as many military icons as the world’s defense (or&lt;br /&gt;
powers that add enough extra military to equal or exceed its defense).&lt;br /&gt;
Some card powers provide military only towards conquering certain&lt;br /&gt;
colors of military worlds, or rebel military worlds.&lt;br /&gt;
&lt;br /&gt;
A player may not combine military and payments to place worlds.&lt;br /&gt;
&lt;br /&gt;
There are some cards that allow military worlds to be placed by paying&lt;br /&gt;
for them, at -1 to the cost.  In the base game the card is Contact Specialist.&lt;br /&gt;
Alien worlds cannot be placed this way and must be conquered normally.&lt;br /&gt;
&lt;br /&gt;
===Order===&lt;br /&gt;
A development’s power or icons cannot affect its own placement, but may affect placing a world that round. A world’s power or icons cannot affect its own placement (but can affect placing a second world, via Colony Convoy or Military Convoy).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Explore==&lt;br /&gt;
If you cannot or choose not to place any cards, place an Explore marker instead. Draw 2 cards, plus as many cards as the number of explore icons in your empire, including the 3 icons on the Explore marker itself. Add them to your hand. Then, discard as many cards (old or new) as your [EXPLORE] explore icons, for a net gain of 2 cards. Flip the Explore maker to its * side (to mark the turn). Score and take income normally.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Score VPs and Collect Income==&lt;br /&gt;
Collect VPs for every card in your empire as shown on the card.&lt;br /&gt;
Some cards produce varying VPs or income for certain icons or card&lt;br /&gt;
types in your empire (see right). Duplicate cards do this multiple&lt;br /&gt;
times. Some cards produce VPs for certain icons or card types in your&lt;br /&gt;
empire and in one other player’s empire of your choice (see right).&lt;br /&gt;
&lt;br /&gt;
Some cards produce extra VPs or income “with” the presence of a&lt;br /&gt;
specific card or card type in your empire. Having additional copies&lt;br /&gt;
of the specified card or card type does not increase the amount&lt;br /&gt;
received.&lt;br /&gt;
&lt;br /&gt;
Put each round’s VP chips beneath the card(s) or explore marker you&lt;br /&gt;
placed (see Sample Turns below). This makes it easy to calculate&lt;br /&gt;
next round’s VPs by adding the VPs that your new cards provide to&lt;br /&gt;
this amount and collecting this total.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Winning===&lt;br /&gt;
If any player has 50 or more total VP chips, the game is over. The player with the most VPs wins!&lt;br /&gt;
&lt;br /&gt;
If there is a tie, the tied player with the most cards in hand plus total income wins. If still tied, these players share in their victory.&lt;br /&gt;
&lt;br /&gt;
If the game is not over, collect income and begin the next round.&lt;br /&gt;
&lt;br /&gt;
When the deck is close to being exhausted, give income first to the player with the most VPs and then clockwise. If several players are tied for most VPs, begin with the tied player closest clockwise from the dealer during setup. Reshuffle the discards to form a new draw pile once the deck is exhausted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Basic Strategy===&lt;br /&gt;
For the first three rounds you want to focus on the lowest cost cards that provide $ that will give more cards on future rounds. By round 4 you should be getting at least 6 $, then you can really start focusing on the blue VP.  Also don&#039;t forget that you can explore, the blue button at the top, and it will provide more cards if you have more eyes. The survey team provides two eyes, one military, and one $, so is a good card to play before an explore.&lt;br /&gt;
&lt;br /&gt;
==Solitaire Rules==&lt;br /&gt;
Play normally, except for the following balances and clarifications:&lt;br /&gt;
&lt;br /&gt;
* Always play exactly 7 rounds.&lt;br /&gt;
* Do not earn any bonus points contingent upon other players (for example, assume nobody else has played Trade Pact). &lt;br /&gt;
* When a card goes to the player with the highest military (such as War Propaganda), assume that another empire exists whose military is equal to the current round number.&lt;br /&gt;
&lt;br /&gt;
In the solo Campaign play, you will play 4 successive games. There are 4 victory conditions, and each game must satisfy a different victory condition. After each game, you must complete and check off one of the remaining unused victory conditions. If at a game end you satisfy more than one of them, you must choose one to check off. To win the campaign, you must win all four games in a row without suffering a defeat.&lt;/div&gt;</summary>
		<author><name>Brokenfixer</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcanvas&amp;diff=17713</id>
		<title>Gamehelpcanvas</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcanvas&amp;diff=17713"/>
		<updated>2023-08-03T04:15:02Z</updated>

		<summary type="html">&lt;p&gt;Brokenfixer: spacing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
Paint the best 3 Paintings across the course of the game&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
You can do one of two actions on your turn:&lt;br /&gt;
&lt;br /&gt;
Take an Art Card&lt;br /&gt;
&lt;br /&gt;
OR&lt;br /&gt;
&lt;br /&gt;
Complete a Painting&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The maximum number of Art Cards you can hold is 5, and as such if you are at this limit you are forced to do the Complete a Painting action&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Take an Art Card===&lt;br /&gt;
&lt;br /&gt;
You start with four Inspiration Tokens&lt;br /&gt;
&lt;br /&gt;
Choose a card from the Art Row to purchase&lt;br /&gt;
&lt;br /&gt;
If the Art Card you take is furthest from the deck, this is free&lt;br /&gt;
&lt;br /&gt;
If you want any other Art Card, you must place an Inspiration Token on all cards to the left of it&lt;br /&gt;
&lt;br /&gt;
If the Art Card you take has Inspiration Tokens on it, you gain them&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Complete a Painting===&lt;br /&gt;
&lt;br /&gt;
To take this action, you must have at least 3 Art Cards in hand&lt;br /&gt;
&lt;br /&gt;
Choose 3 Art cards in your hand and sleeve them in an order of your choosing, leftmost on the bottom and stacking to rightmost on top&lt;br /&gt;
&lt;br /&gt;
Any symbols (color swatches on the base of each card) which are covered will be ignored&lt;br /&gt;
&lt;br /&gt;
As an example, if you had Card A with a centre and right symbol, Card B with a right symbol, and Card C with a left symbol. Card C will never be ignored, likewise with Card A&#039;s centre symbol, but depending on how you order Card A and B, one of their right symbols will be lost&lt;br /&gt;
&lt;br /&gt;
Once the painting is configured, you now score it&lt;br /&gt;
&lt;br /&gt;
There are two main types of scoring, external and internal&lt;br /&gt;
&lt;br /&gt;
External scoring looks at the four scoring cards set up at the beginning of the game&lt;br /&gt;
&lt;br /&gt;
You take a number of that colour ribbon equal to the amount of unique times you scored it e.g. with a scoring card of pairs of triangles, 3 triangles would score you 1 Ribbon whilst 4 triangles would score you 2 Ribbons&lt;br /&gt;
&lt;br /&gt;
Internal scoring looks at the Silver Ribbon icons you put into the painting, these have their own scoring functions e.g. how many other symbols are triangles, and are scored in the same way so if you had 3 triangles, you&#039;d score 3 Silver Ribbons in addition to coloured ribbons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
The game ends for each player when they have completed their third painting, after which they pass until everyone has completed 3 paintings&lt;br /&gt;
&lt;br /&gt;
At game end, count up the quantity of each colour ribbon, and score points equal to what&#039;s shown on its scoring card&lt;br /&gt;
&lt;br /&gt;
Silver Ribbons score 2 points each regardless of how many are collected&lt;br /&gt;
&lt;br /&gt;
The player with the most points wins, or if a tie, the player with the most Inspiration Tokens wins&lt;/div&gt;</summary>
		<author><name>Brokenfixer</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcanvas&amp;diff=17712</id>
		<title>Gamehelpcanvas</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcanvas&amp;diff=17712"/>
		<updated>2023-08-03T04:14:32Z</updated>

		<summary type="html">&lt;p&gt;Brokenfixer: added clarifications&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
Paint the best 3 Paintings across the course of the game&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
You can do one of two actions on your turn:&lt;br /&gt;
&lt;br /&gt;
Take an Art Card&lt;br /&gt;
&lt;br /&gt;
OR&lt;br /&gt;
&lt;br /&gt;
Complete a Painting&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The maximum number of Art Cards you can hold is 5, and as such if you are at this limit you are forced to do the Complete a Painting action&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Take an Art Card===&lt;br /&gt;
&lt;br /&gt;
You start with four Inspiration Tokens&lt;br /&gt;
&lt;br /&gt;
Choose a card from the Art Row to purchase&lt;br /&gt;
&lt;br /&gt;
If the Art Card you take is furthest from the deck, this is free&lt;br /&gt;
&lt;br /&gt;
If you want any other Art Card, you must place an Inspiration Token on all cards to the left of it&lt;br /&gt;
&lt;br /&gt;
If the Art Card you take has Inspiration Tokens on it, you gain them&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Complete a Painting===&lt;br /&gt;
&lt;br /&gt;
To take this action, you must have at least 3 Art Cards in hand&lt;br /&gt;
&lt;br /&gt;
Choose 3 Art cards in your hand and sleeve them in an order of your choosing, leftmost on the bottom and stacking to rightmost on top&lt;br /&gt;
&lt;br /&gt;
Any symbols (color swatches on the base of each card) which are covered will be ignored&lt;br /&gt;
&lt;br /&gt;
As an example, if you had Card A with a centre and right symbol, Card B with a right symbol, and Card C with a left symbol. Card C will never be ignored, likewise with Card A&#039;s centre symbol, but depending on how you order Card A and B, one of their right symbols will be lost&lt;br /&gt;
&lt;br /&gt;
Once the painting is configured, you now score it&lt;br /&gt;
&lt;br /&gt;
There are two main types of scoring, external and internal&lt;br /&gt;
&lt;br /&gt;
External scoring looks at the four scoring cards set up at the beginning of the game&lt;br /&gt;
&lt;br /&gt;
You take a number of that colour ribbon equal to the amount of unique times you scored it e.g. with a scoring card of pairs of triangles, 3 triangles would score you 1 Ribbon whilst 4 triangles would score you 2 Ribbons&lt;br /&gt;
&lt;br /&gt;
Internal scoring looks at the Silver Ribbon icons you put into the painting, these have their own scoring functions e.g. how many other symbols are triangles, and are scored in the same way so if you had 3 triangles, you&#039;d score 3 Silver Ribbons in addition to coloured ribbons&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
The game ends for each player when they have completed their third painting, after which they pass until everyone has completed 3 paintings&lt;br /&gt;
&lt;br /&gt;
At game end, count up the quantity of each colour ribbon, and score points equal to what&#039;s shown on its scoring card&lt;br /&gt;
&lt;br /&gt;
Silver Ribbons score 2 points each regardless of how many are collected&lt;br /&gt;
&lt;br /&gt;
The player with the most points wins, or if a tie, the player with the most Inspiration Tokens wins&lt;/div&gt;</summary>
		<author><name>Brokenfixer</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpnextstation&amp;diff=17704</id>
		<title>Gamehelpnextstation</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpnextstation&amp;diff=17704"/>
		<updated>2023-08-01T19:50:09Z</updated>

		<summary type="html">&lt;p&gt;Brokenfixer: Added and clarified details of track building rules&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Objective==&lt;br /&gt;
Score as many points as you can by optimizing the routes of 4 Underground lines through 13 districts on your map of London&lt;br /&gt;
&lt;br /&gt;
==Game Play==&lt;br /&gt;
The game is played over 4 rounds. In each round, follow the 4 phases in order:&lt;br /&gt;
&lt;br /&gt;
====1. Find your starting station====&lt;br /&gt;
Each new underground starts at a special starting station for its color (it will be flashing).&lt;br /&gt;
&lt;br /&gt;
====2. Building sections of track====&lt;br /&gt;
This phase comprises of several turns (between 5 and 10), depending on the Station cards that are flipped over. There are a total of 11 Station cards: 6 Street cards (blue background) and 5 Underground Cards (pink and yellow background).&lt;br /&gt;
&lt;br /&gt;
On each turn, a Station card is flipped over. Players draw a straight line from either end of their current line to a connected station that has the corresponding symbol. Note that two of the cards are jokers (wild cards), and can be used to connect to any symbol. One card is a Railroad Switch symbol: when this card is turned over, turn over another symbol card, but you may start your straight line segment from any station on your current line (creating a fork in your track).  &lt;br /&gt;
&lt;br /&gt;
Tracks may not cross (except through a station) or duplicate.  &lt;br /&gt;
&lt;br /&gt;
You may always pass instead of drawing a section of track. If you have no legal move, you must pass. &lt;br /&gt;
&lt;br /&gt;
When the 5th Underground card (pink and yellow background) is flipped, it signals the end of this round. Players have the option to draw the last section and then proceed to the next phase. &lt;br /&gt;
&lt;br /&gt;
====3. Round Scoring====&lt;br /&gt;
Each Underground scores points based on the following features:&lt;br /&gt;
&lt;br /&gt;
*MULTIPLY the number of different districts (yellow regions) this line enters&lt;br /&gt;
*TIMES the maximum number of stations passed through in a single district (Choose the district with most stations passed through by this line)&lt;br /&gt;
*Then, ADD 2 x How many times this line crosses under the Thames (Each crossing counts 2 points)&lt;br /&gt;
&lt;br /&gt;
You will also count the number of tourist sites (spiky stations) your line passes through. For each site passed, cross off one circle on your tourist site track at the bottom of your score card. At the end of the game, you will score the leftmost uncrossed circle. &lt;br /&gt;
&lt;br /&gt;
====4. Finish Round====&lt;br /&gt;
After each round, players pass their pencil to the next player on their left.&lt;br /&gt;
&lt;br /&gt;
In a 2 or 3 player game, if there is an unused pencil to your right, take it instead.&lt;br /&gt;
&lt;br /&gt;
==End of Game / Final Scoring==&lt;br /&gt;
Game ends after 4 rounds. On your score card, add up the following points:&lt;br /&gt;
&lt;br /&gt;
*All the points scored from your four different Underground lines. &lt;br /&gt;
&lt;br /&gt;
*The leftmost uncrossed circle on your tourist site track. &lt;br /&gt;
&lt;br /&gt;
*Interchange station points (interchanges that connect &#039;&#039;&#039;different&#039;&#039;&#039; colors: 2 points per interchange connecting 2 lines, 5 points per interchange connecting 3 lines, 9 points per interchange connecting all 4 lines). &lt;br /&gt;
&lt;br /&gt;
The player with the highest score wins the game! In the event of a tie, the player with the highest score for a single Underground line wins. If a tie persists, the players involved share the victory.&lt;br /&gt;
&lt;br /&gt;
==Construction Rules==&lt;br /&gt;
&lt;br /&gt;
Remember, drawing a section is always optional. If you cannot or do not want to draw a section during a turn, you can ignore it and wait until the next card is shown.&lt;br /&gt;
&lt;br /&gt;
The first section of an Underground line must always be drawn from your current departure station.&amp;lt;/br&amp;gt;&lt;br /&gt;
Each station after this must be drawn from either end of your line and must connect to a station with the same symbol as shown on the flipped over station card.&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exception:&#039;&#039;&#039; When a Railroad Switch is flipped over, a new station card is flipped. Players may draw a new section starting from ANY station on their line connecting to a station with the revealed symbol.&lt;br /&gt;
&lt;br /&gt;
====Adding a Section====&lt;br /&gt;
* Each section that you draw must be a single straight line going horizontally, vertically or diagonally following the grey potential lines laid out on the map.&lt;br /&gt;
* Each section must always link two stations together without crossing through another station.&lt;br /&gt;
* You cannot cross through a section of any line that has already been drawn, except at stations.&lt;br /&gt;
* You cannot connect to a station that is already part of your current line (no loops).&lt;br /&gt;
* You cannot draw more than one section per grey potential line. (no doubling up). &lt;br /&gt;
&lt;br /&gt;
==Advanced modules==&lt;br /&gt;
For a new challenge, you can play Next Station London with its advanced modules. Add either Shared Objective cards or Pencil Power cards into the mix, or even play with both sets of cards!&lt;br /&gt;
&lt;br /&gt;
===Shared Objectives===&lt;br /&gt;
Randomly select 2 of the 5 shared objectives. These 2 independent objectives remain visible for the whole game. Each player scores 10 extra points at the end of the game for each completed objective.&lt;br /&gt;
&lt;br /&gt;
===Pencil Powers===&lt;br /&gt;
Each Pencil Power card is linked to one single pencil color for the entire game. Each power is helpful but can only be used once per round. Using Pencil Powers is optional and you do not have to use them in every round.&lt;br /&gt;
&lt;br /&gt;
===Solo Daily Challenge===&lt;br /&gt;
If you select this option when starting a solo game, and have enabled &amp;quot;Share data with Blue Orange&amp;quot; in the game&#039;s settings, you will be dealt a solo game with a pre-shuffled deck of cards for the day. The leaderboard for that day&#039;s games is visible at https://nextstationlondon.blueorangegames.eu&lt;/div&gt;</summary>
		<author><name>Brokenfixer</name></author>
	</entry>
</feed>