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	<updated>2026-10-16T12:36:09Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppioneerdaysproject&amp;diff=23531</id>
		<title>Gamehelppioneerdaysproject</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppioneerdaysproject&amp;diff=23531"/>
		<updated>2024-12-19T11:47:03Z</updated>

		<summary type="html">&lt;p&gt;Brunnyer: Created page with &amp;quot;== Gameplay == A game of Pioneer Days is played over 4 rounds called WEEKS, each made up 5 DAYS. Each player will have 1 turn per day to select a die and use it. At the end of the week, players will arrive in a new town, score points, and earn favors by satisfying the needs of the town.  == Start of a week ==  1. Put 1 set of dice (blue, yellow, green, red, black), plus 1 more set per player into the dice bag. 2. Remove any town cards from the previous week and deal 2 ne...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Gameplay ==&lt;br /&gt;
A game of Pioneer Days is played over 4 rounds called WEEKS, each made up 5 DAYS.&lt;br /&gt;
Each player will have 1 turn per day to select a die and use it. At the end of the week, players will arrive in a new town, score points, and earn favors by satisfying the needs of the town.&lt;br /&gt;
&lt;br /&gt;
== Start of a week == &lt;br /&gt;
1. Put 1 set of dice (blue, yellow, green, red, black), plus 1 more set per player into the dice bag.&lt;br /&gt;
2. Remove any town cards from the previous week and deal 2 new ones from the deck to the indicated spaces. In the last week of the game there will be 3 town cards on the board instead of 2. &lt;br /&gt;
3. Remove any remaining face-up equipment from the previous week to the box and reveal 1 new equipment tile, plus 1 more per player in the game.&lt;br /&gt;
4. Discard any remaining townsfolk cards from the previous week and deal out 6 new ones into the townsfolk spaces.&lt;br /&gt;
&lt;br /&gt;
== A day in the life of a pioneer == &lt;br /&gt;
1. The start player randomly draws 1 die, plus 1 more die per player, from the dice bag, and rolls them. This is the dice pool.&lt;br /&gt;
2. Starting with the start player and progressing clockwise, each player takes a turn. On your turn...&lt;br /&gt;
 a. Take a die from the pool and note the image on the die face.&lt;br /&gt;
 b. Check to see if you have any equipment or townsfolk that trigger based on that die face.&lt;br /&gt;
 c. You may then pay 3 silver to change the die to any face. Not, this new die face does not trigger equipment or townsfolk!&lt;br /&gt;
 d. Use the die in 1 of 3 ways, based on the die face showing. (INCOME, ACTION, RECRUIT)&lt;br /&gt;
 e. Discard the die.&lt;br /&gt;
3. After each player has taken a die, one die will remain. Advance the disaster marker on the track corresponding to the color of the remaining die. If a black die remained, advance ALL of the disaster markers one space each. When a marker reaches the end of its track, the corresponding disaster triggers immediately. When more than one disaster triggers at once, resolve them in order from top to bottom.&lt;br /&gt;
4. Pass the start player token clockwise to start the next day, and repeat steps 1-4. After 5 days, the dice bag will be empty, and the week will be over.&lt;br /&gt;
&lt;br /&gt;
== Main actions ==&lt;br /&gt;
1. INCOME: Check the main board for the amount of silver you get based on your die face. &lt;br /&gt;
2. DICE ACTIONS: Based on the die face showing on your die, take one of the following actions:&lt;br /&gt;
 a. Wild: You may take any one of the other dice actions: Mine, Equip, Cattle, Wood or Medicine.&lt;br /&gt;
 b. Mine: Draw 1 gold token from the gold bag and place it face down on a space in one of your wagons. You may see the token. You can store 1 gold token per space.&lt;br /&gt;
 c. Equip: Take any 1 of the available equipment tiles and place in on one of your wagons. You can store 1 equipment per space.&lt;br /&gt;
 d. Cattle: Take 1 cattle from the stock and att it to your herd, next to your wagons.&lt;br /&gt;
 e. Wood: Take 1 wood from the stock and place it on one of your wagons. You can store 2 wood per space.&lt;br /&gt;
 d. Medicine: Take 1 medicine from the stock and place it on one of your wagons. You can store 2 medicine per space.&lt;br /&gt;
3. RECRUIT A TOWNSFOLK: Take the townsfolk card from the slot matching the die face on your die. Townsfolks do not take up space in your wagons.&lt;br /&gt;
   Townsfolks have either an immediate effect, a triggered effect, or an ongoing effect. At the end of the game, surviving townsfolks will score points based on their endgame scoring conditions. &lt;br /&gt;
&lt;br /&gt;
== Buying wagons ==&lt;br /&gt;
During your turn, you may spend 5$ to get a small wagon (4 spaces) or 8$ to get a large wagon (6 spaces). You may buy as many wagons as you can afford.&lt;br /&gt;
&lt;br /&gt;
== Disasters ==&lt;br /&gt;
1. STORMS: Pay 1 wood for each wagon or place a damage token covering 2 of that wagon&#039;s spaces. No items can be stored on spaces with a damage token, and any items that cannot be stored as a result must be returned to stock. Each wagons at the end of the game is worth -2 VP.&lt;br /&gt;
2. RAID: Return half of your silver coins, rounded up, back into the stock. You may not buy items prior resolving the raid.&lt;br /&gt;
3. FAMINE: For each of your cattle, you must pay 1 silver. Any cattle you cannot pay for are returned to stock.&lt;br /&gt;
4. DISEASE: For each townsfolk you have, either pay 1 medicine, or discard that townsfolk.&lt;br /&gt;
&lt;br /&gt;
== End of a week - Visiting a town ==&lt;br /&gt;
At the end of a day when the dice bag is empty, the week ends, and you arrive at a town, where you do the following three things, in order:&lt;br /&gt;
1. Resolve any townsfolk card effect that take place at the end of the week.&lt;br /&gt;
2. Gain 1 VP for each cattle you have.&lt;br /&gt;
3. Satisfy the needs of the face up town cards in order to earn favors. Each player may satisfy each card&#039;s requirements once, by discarding ALL of the items required. The town rewards any player satisfying the needs of a card with a number of favors indicated on that card. Favors are not stored on wagons.&lt;br /&gt;
&lt;br /&gt;
== Final disasters ==&lt;br /&gt;
After the 4th and final week of the game, before visiting the town, advance each disaster track one final time. Resolve any disasters triggered from this in order, from top to bottom. After resolving the final disasters, visit the town on last time.&lt;br /&gt;
&lt;br /&gt;
== End of the game, scoring ==&lt;br /&gt;
The game ends after the final town is visited. Note that the final town has 3 location cards with needs to be satisfied. &lt;br /&gt;
-&amp;gt; Gain 1 VP per nugget displayed on your gold tokens (1, 2, or 3).&lt;br /&gt;
-&amp;gt; Gain 2VPs per favor. If you have (or are tied for) the most favor tokens, gain 5VPs.&lt;br /&gt;
-&amp;gt; Gain VP according to your townsfolk. Check the bottom of each townsfolk card to see how many VP to gain.&lt;br /&gt;
-&amp;gt; Lose 2VPs for each damage token on your wagons. &lt;br /&gt;
The winner is the player with the most VPs. In the case of a tie, the tied player with the most remaining silver wins. If there is still a tie, then share the victory.&lt;/div&gt;</summary>
		<author><name>Brunnyer</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgrund&amp;diff=20344</id>
		<title>Gamehelpgrund</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgrund&amp;diff=20344"/>
		<updated>2024-03-07T11:04:25Z</updated>

		<summary type="html">&lt;p&gt;Brunnyer: /* The cat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Gameplay ==&lt;br /&gt;
The game is played in 9 rounds (7 rounds in a 2-player game). Each round consists of the following phases:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1. Revealing the cat tile and moving the cat&lt;br /&gt;
&lt;br /&gt;
2. Movement&lt;br /&gt;
&lt;br /&gt;
3. Evaluating the seesaw or the merry-go-round (in 3 or 4 players game)&lt;br /&gt;
&lt;br /&gt;
4. Evaluating the other tiles (from top to bottom, from left to right)&lt;br /&gt;
&lt;br /&gt;
5. Passing on the first player marker clockwise.&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
Beginning with the starting player and in clockwise order, taking turns, each player must move a kid to a neighbouring tile (adjacent and diagonal movement is allowed). The players may move a kid by 2 or more tiles, but in this case for each extra step they must pay one energy card, ignoring its value.&lt;br /&gt;
&lt;br /&gt;
== Summary of components ==&lt;br /&gt;
&lt;br /&gt;
==== Playground tiles ====&lt;br /&gt;
- Competition (red borders): These tile actions can be performed only by 1 player, being decided by competition. The winner performs the action only once, even if more kids are in the same location.&lt;br /&gt;
&lt;br /&gt;
- Non-competitive (blue and yellow borders): No competition is required for these tiles, all players on them perform the action with all their kids.&lt;br /&gt;
&lt;br /&gt;
==== Competition ====&lt;br /&gt;
Competition is won by having the most standing kids on the given tile. In case of a tie, the players decide the winner by bidding.&lt;br /&gt;
&lt;br /&gt;
Only 2 players may participate in the bidding! If more players are tied, only the two that are the closest to the starting player (including the starting player) participate in bidding.&lt;br /&gt;
&lt;br /&gt;
==== Bidding ====&lt;br /&gt;
Choose at least 1 energy card from your hand, and exchange them with the other player. The winner will be the player that passed the most energy to the other player. If the same amount of energy is exchanged, then repeat the process. If it is tied again, then the involved players’ kids are moved to the Punishment tile.&lt;br /&gt;
&lt;br /&gt;
==== Grund cards ====&lt;br /&gt;
A player may use only one Grund card in a round, it is discarded after use.&lt;br /&gt;
&lt;br /&gt;
==== The cat ====&lt;br /&gt;
The cat will move throughout the playground in a random way.&lt;br /&gt;
&lt;br /&gt;
To win the &#039;&#039;&#039;calm cat&#039;&#039;&#039;, you must compete for it when you reach the tile with the cat on it. The winner will take the bonus indicated on the cat tile. This may be happiness points, sandcastle tile, photo card or a Grund card. The cat card and the playground tile it’s on is determined once in the same competition, thus if a tie is present, the winner for both rewards is determined once with the same bidding. You must still compete for the cat even if it is on a non-competition tile.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;angry cat&#039;&#039;&#039; on the other hand does not give any bonuses, so there is no competition for it. However, all kids that complete their movement in a row or column that is indicated on the cat tile must discard an energy card.&lt;br /&gt;
&lt;br /&gt;
== The Scoring ==&lt;br /&gt;
The player with the most happiness points will be declared the winner. In case of a tie, the player with most kids on the board is the winner. In case of a tie still remaining, the game has several winners.&lt;br /&gt;
&lt;br /&gt;
-&amp;gt; Happiness points gained during the game&lt;br /&gt;
&lt;br /&gt;
-&amp;gt; Energy cards: 1 happiness point for each 3 energy (value)&lt;br /&gt;
&lt;br /&gt;
-&amp;gt; Sandcastle: If a sandcastle is incomplete, then the left one, if it is complete, then the right-hand side happiness points are scored on the tiles.&lt;br /&gt;
&lt;br /&gt;
-&amp;gt; Photos: Points are scored for cards of the same type (plants or animals). 1/2/3/4/5 photos of the same type score you 1/2/5/8/9 points. Several series of the same type can be collected if the first one is complete.&lt;br /&gt;
&lt;br /&gt;
-&amp;gt; Goal cards: For each card players score 8/4/2 hapiness points based on their ranking. In case of a tie scores are summed and divided. Only players who gained at least 1 value for the goal card can score points for it.&lt;br /&gt;
&lt;br /&gt;
== Grund cards ==&lt;br /&gt;
&#039;&#039;&#039;Ball&#039;&#039;&#039;: Choose a Relax tile, all players take happiness points equal to the number of their kids on it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Better bend&#039;&#039;&#039;: Move one of your standing kids from a competition tile to a Relax tile. You gain 2 happiness points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Big brother&#039;&#039;&#039;: You can participate in bidding with as little as 1 kid on a competition tile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bus ticket&#039;&#039;&#039;: You can invite a friend for only 7 energy at the Housing estates.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Coffee break&#039;&#039;&#039;: In this round, the other players may not play any Grund cards!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Come here son!&#039;&#039;&#039;: Move one of your opponent’s kids from an unlimited access tile to the Parents/Grandparents tile. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Come on mate!&#039;&#039;&#039;: Reposition an own kid from a neighbouring tile to a competition tile, where you are already present.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comforting&#039;&#039;&#039;: If you lose a competitive tile due to majority or bidding, you may also carry out the site action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fight&#039;&#039;&#039;: Starting from the player to your left, everyone moves one of their own kids to the Punishment tile. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hug&#039;&#039;&#039;: Take 2 happiness points from stock.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jungle fighter&#039;&#039;&#039;: In a bush that you won, take another photo card.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Little mole&#039;&#039;&#039;: In a sandpit that you won, take another sandcastle tile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Look mummy!&#039;&#039;&#039;: If you have kids on all tiles in a row, you gain 3 happiness points. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;My daddy is stronger!&#039;&#039;&#039;: Cancel the effect of any Grund card played by an opponent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Newspaper&#039;&#039;&#039;: At the end of the game, it counts as a photo card of the animal type.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pile up&#039;&#039;&#039;: Move to a limited access tile ignoring the restrictions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Postcard&#039;&#039;&#039;: At the end of the game, it counts as a photo card of the plant type.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recycle&#039;&#039;&#039;: Take a Grund card from the discard pile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rest&#039;&#039;&#039;: One of your kids does not move this round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scooter&#039;&#039;&#039;: Move any of your kids to any tile respecting the access restrictions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shoo&#039;&#039;&#039;: Move the cat to a neighbouring tile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Snack&#039;&#039;&#039;: Take 3 value 1 energy cards from stock.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tantrum&#039;&#039;&#039;: You automatically win a bid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Telling&#039;&#039;&#039;: Move any kid belonging to any player (in an unlimited access tile) to the Punishment tile. You lose 1 happiness point.&lt;/div&gt;</summary>
		<author><name>Brunnyer</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgrund&amp;diff=20310</id>
		<title>Gamehelpgrund</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgrund&amp;diff=20310"/>
		<updated>2024-03-03T18:59:53Z</updated>

		<summary type="html">&lt;p&gt;Brunnyer: /* Grund cards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Gameplay ==&lt;br /&gt;
The game is played in 9 rounds (7 rounds in a 2-player game). Each round consists of the following phases:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1. Revealing the cat tile and moving the cat&lt;br /&gt;
&lt;br /&gt;
2. Movement&lt;br /&gt;
&lt;br /&gt;
3. Evaluating the seesaw or the merry-go-round (in 3 or 4 players game)&lt;br /&gt;
&lt;br /&gt;
4. Evaluating the other tiles (from top to bottom, from left to right)&lt;br /&gt;
&lt;br /&gt;
5. Passing on the first player marker clockwise.&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
Beginning with the starting player and in clockwise order, taking turns, each player must move a kid to a neighbouring tile (adjacent and diagonal movement is allowed). The players may move a kid by 2 or more tiles, but in this case for each extra step they must pay one energy card, ignoring its value.&lt;br /&gt;
&lt;br /&gt;
== Summary of components ==&lt;br /&gt;
&lt;br /&gt;
==== Playground tiles ====&lt;br /&gt;
- Competition (red borders): These tile actions can be performed only by 1 player, being decided by competition. The winner performs the action only once, even if more kids are in the same location.&lt;br /&gt;
&lt;br /&gt;
- Non-competitive (blue and yellow borders): No competition is required for these tiles, all players on them perform the action with all their kids.&lt;br /&gt;
&lt;br /&gt;
==== Competition ====&lt;br /&gt;
Competition is won by having the most standing kids on the given tile. In case of a tie, the players decide the winner by bidding.&lt;br /&gt;
&lt;br /&gt;
Only 2 players may participate in the bidding! If more players are tied, only the two that are the closest to the starting player (including the starting player) participate in bidding.&lt;br /&gt;
&lt;br /&gt;
==== Bidding ====&lt;br /&gt;
Choose at least 1 energy card from your hand, and exchange them with the other player. The winner will be the player that passed the most energy to the other player. If the same amount of energy is exchanged, then repeat the process. If it is tied again, then the involved players’ kids are moved to the Punishment tile.&lt;br /&gt;
&lt;br /&gt;
==== Grund cards ====&lt;br /&gt;
A player may use only one Grund card in a round, it is discarded after use.&lt;br /&gt;
&lt;br /&gt;
==== The cat ====&lt;br /&gt;
The cat will move throughout the playground in a random way.&lt;br /&gt;
&lt;br /&gt;
To win the &#039;&#039;&#039;cool cat&#039;&#039;&#039;, you must compete for it when you reach the tile with the cat on it. The winner will take the bonus indicated on the cat tile. This may be happiness points, sandcastle tile, photo card or a Grund card. The cat card and the playground tile it’s on is determined once in the same competition, thus if a tie is present, the winner for both rewards is determined once with the same bidding. You must still compete for the cat even if it is on a non-competition tile.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;angry cat&#039;&#039;&#039; on the other hand does not give any bonuses, so there is no competition for it. However, all kids that complete their movement in a row or column that is indicated on the cat tile must discard an energy card.&lt;br /&gt;
&lt;br /&gt;
== The Scoring ==&lt;br /&gt;
The player with the most happiness points will be declared the winner. In case of a tie, the player with most kids on the board is the winner. In case of a tie still remaining, the game has several winners.&lt;br /&gt;
&lt;br /&gt;
-&amp;gt; Happiness points gained during the game&lt;br /&gt;
&lt;br /&gt;
-&amp;gt; Energy cards: 1 happiness point for each 3 energy (value)&lt;br /&gt;
&lt;br /&gt;
-&amp;gt; Sandcastle: If a sandcastle is incomplete, then the left one, if it is complete, then the right-hand side happiness points are scored on the tiles.&lt;br /&gt;
&lt;br /&gt;
-&amp;gt; Photos: Points are scored for cards of the same type (plants or animals). 1/2/3/4/5 photos of the same type score you 1/2/5/8/9 points. Several series of the same type can be collected if the first one is complete.&lt;br /&gt;
&lt;br /&gt;
-&amp;gt; Goal cards: For each card players score 8/4/2 hapiness points based on their ranking. In case of a tie scores are summed and divided. Only players who gained at least 1 value for the goal card can score points for it.&lt;br /&gt;
&lt;br /&gt;
== Grund cards ==&lt;br /&gt;
&#039;&#039;&#039;Ball&#039;&#039;&#039;: Choose a Relax tile, all players take happiness points equal to the number of their kids on it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Better bend&#039;&#039;&#039;: Move one of your standing kids from a competition tile to a Relax tile. You gain 2 happiness points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Big brother&#039;&#039;&#039;: You can participate in bidding with as little as 1 kid on a competition tile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bus ticket&#039;&#039;&#039;: You can invite a friend for only 7 energy at the Housing estates.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Coffee break&#039;&#039;&#039;: In this round, the other players may not play any Grund cards!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Come here son!&#039;&#039;&#039;: Move one of your opponent’s kids from an unlimited access tile to the Parents/Grandparents tile. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Come on mate!&#039;&#039;&#039;: Reposition an own kid from a neighbouring tile to a competition tile, where you are already present.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comforting&#039;&#039;&#039;: If you lose a competitive tile due to majority or bidding, you may also carry out the site action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fight&#039;&#039;&#039;: Starting from the player to your left, everyone moves one of their own kids to the Punishment tile. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hug&#039;&#039;&#039;: Take 2 happiness points from stock.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jungle fighter&#039;&#039;&#039;: In a bush that you won, take another photo card.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Little mole&#039;&#039;&#039;: In a sandpit that you won, take another sandcastle tile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Look mummy!&#039;&#039;&#039;: If you have kids on all tiles in a row, you gain 3 happiness points. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;My daddy is stronger!&#039;&#039;&#039;: Cancel the effect of any Grund card played by an opponent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Newspaper&#039;&#039;&#039;: At the end of the game, it counts as a photo card of the animal type.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pile up&#039;&#039;&#039;: Move to a limited access tile ignoring the restrictions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Postcard&#039;&#039;&#039;: At the end of the game, it counts as a photo card of the plant type.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recycle&#039;&#039;&#039;: Take a Grund card from the discard pile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rest&#039;&#039;&#039;: One of your kids does not move this round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scooter&#039;&#039;&#039;: Move any of your kids to any tile respecting the access restrictions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shoo&#039;&#039;&#039;: Move the cat to a neighbouring tile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Snack&#039;&#039;&#039;: Take 3 value 1 energy cards from stock.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tantrum&#039;&#039;&#039;: You automatically win a bid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Telling&#039;&#039;&#039;: Move any kid belonging to any player (in an unlimited access tile) to the Punishment tile. You lose 1 happiness point.&lt;/div&gt;</summary>
		<author><name>Brunnyer</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgrund&amp;diff=20306</id>
		<title>Gamehelpgrund</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgrund&amp;diff=20306"/>
		<updated>2024-03-02T13:26:10Z</updated>

		<summary type="html">&lt;p&gt;Brunnyer: /* The Scoring */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Gameplay ==&lt;br /&gt;
The game is played in 9 rounds (7 rounds in a 2-player game). Each round consists of the following phases:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1. Revealing the cat tile and moving the cat&lt;br /&gt;
&lt;br /&gt;
2. Movement&lt;br /&gt;
&lt;br /&gt;
3. Evaluating the seesaw or the merry-go-round (in 3 or 4 players game)&lt;br /&gt;
&lt;br /&gt;
4. Evaluating the other tiles (from top to bottom, from left to right)&lt;br /&gt;
&lt;br /&gt;
5. Passing on the first player marker clockwise.&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
Beginning with the starting player and in clockwise order, taking turns, each player must move a figure to a neighbouring tile(adjacent and diagonal movement is allowed). The players may move a figure by 2 or more tiles, but in this case for each extra step they must pay one energy card, ignoring its value.&lt;br /&gt;
&lt;br /&gt;
== Summary of components ==&lt;br /&gt;
&lt;br /&gt;
==== Playground tiles ====&lt;br /&gt;
- Competition (red borders): These tile actions can be performed only by 1 player, being decided by competition. The winner performs the action only once, even if more figures are in the same location.&lt;br /&gt;
&lt;br /&gt;
- Non-competitive (blue and yellow borders): No competition is required for these tiles, all players on them perform the action with all their figures.&lt;br /&gt;
&lt;br /&gt;
==== Competition ====&lt;br /&gt;
Competition is won by having the most standing figures on the given tile. In case of a tie, the players decide the winner by bidding.&lt;br /&gt;
&lt;br /&gt;
Only 2 players may participate in the bidding! If more players are tied, only the two that are the closest to the starting player (including the starting player) participate in bidding.&lt;br /&gt;
&lt;br /&gt;
==== Bidding ====&lt;br /&gt;
Choose at least 1 energy card from your hand, and exchange them with the other player. The winner will be the player that passed the most energy to the other player. If the same amount of energy is exchanged, then repeat the process. If it is tied again, then the involved players’ figures are moved to the Punishment tile.&lt;br /&gt;
&lt;br /&gt;
==== Grund cards ====&lt;br /&gt;
A player may use only one Grund card in a round, it is discarded after use.&lt;br /&gt;
&lt;br /&gt;
==== The cat ====&lt;br /&gt;
The cat will move throughout the playground in a random way.&lt;br /&gt;
&lt;br /&gt;
To win the &#039;&#039;&#039;cool cat&#039;&#039;&#039;, you must compete for it when you reach the tile with the cat on it. The winner will take the bonus indicated on the cat tile. This may be happiness points, sandcastle tile, photo card or a Grund card. The cat card and the playground tile it’s on is determined once in the same competition, thus if a tie is present, the winner for both rewards is determined once with the same bidding. You must still compete for the cat even if it is on a non-competition tile.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;angry cat&#039;&#039;&#039; on the other hand does not give any bonuses, so there is no competition for it. However, all figures that complete their movement in a row or column that is indicated on the cat tile must discard an energy card.&lt;br /&gt;
&lt;br /&gt;
== The Scoring ==&lt;br /&gt;
The player with the most happiness points will be declared the winner. In case of a tie, the player with most figures on the board is the winner. In case of a tie still remaining, the game has several winners.&lt;br /&gt;
&lt;br /&gt;
-&amp;gt; Happiness points gained during the game&lt;br /&gt;
&lt;br /&gt;
-&amp;gt; Energy cards: 1 happiness point for each 3 energy (value)&lt;br /&gt;
&lt;br /&gt;
-&amp;gt; Sandcastle: If a sandcastle is incomplete, then the left one, if it is complete, then the right-hand side happiness points are scored on the tiles.&lt;br /&gt;
&lt;br /&gt;
-&amp;gt; Photos: Points are scored for cards of the same type (plants or animals). 1/2/3/4/5 photos of the same type score you 1/2/5/8/9 points. Several series of the same type can be collected if the first one is complete.&lt;br /&gt;
&lt;br /&gt;
-&amp;gt; Goal cards: For each card players score 8/4/2 hapiness points based on their ranking. In case of a tie scores are summed and divided. Only players who gained at least 1 value for the goal card can score points for it.&lt;br /&gt;
&lt;br /&gt;
== Grund cards ==&lt;br /&gt;
&#039;&#039;&#039;Ball&#039;&#039;&#039;: Choose a Relax tile, all players take happiness points equal to the number of their figures on it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Better bend&#039;&#039;&#039;: Move one of your standing figures from a competition tile to a Relax tile. You gain 2 happiness points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Big brother&#039;&#039;&#039;: You can participate in bidding with as little as 1 figure on a competition tile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bus ticket&#039;&#039;&#039;: You can invite a friend for only 7 energy at the Housing estates.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Coffee break&#039;&#039;&#039;: In this round, the other players may not play any Grund cards!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Come here son!&#039;&#039;&#039;: Move one of your opponent’s figures from an unlimited access tile to the Parents/Grandparents tile. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Come on mate!&#039;&#039;&#039;: Reposition an own figure from a neighbouring tile to a competition tile, where you are already present.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comforting&#039;&#039;&#039;: If you lose a competitive tile due to majority or bidding, you may also carry out the site action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fight&#039;&#039;&#039;: Starting from the player to your left, everyone moves one of their own figures to the Punishment tile. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hug&#039;&#039;&#039;: Take 2 happiness points from stock.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jungle fighter&#039;&#039;&#039;: In a bush that you won, take another photo card.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Little mole&#039;&#039;&#039;: In a sandpit that you won, take another sandcastle tile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Look mummy!&#039;&#039;&#039;: If you have figures on all tiles in a row, you gain 3 happiness points. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;My daddy is stronger!&#039;&#039;&#039;: Cancel the effect of any Grund card played by an opponent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Newspaper&#039;&#039;&#039;: At the end of the game, it counts as a photo card of the animal type.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pile up&#039;&#039;&#039;: Move to a limited access tile ignoring the restrictions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Postcard&#039;&#039;&#039;: At the end of the game, it counts as a photo card of the plant type.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recycle&#039;&#039;&#039;: Take a Grund card from the discard pile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rest&#039;&#039;&#039;: One of your figures does not move this round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scooter&#039;&#039;&#039;: Move any of your figures to any tile respecting the access restrictions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shoo&#039;&#039;&#039;: Move the cat to a neighbouring tile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Snack&#039;&#039;&#039;: Take 3 value 1 energy cards from stock.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tantrum&#039;&#039;&#039;: You automatically win a bid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Telling&#039;&#039;&#039;: Move any figure belonging to any player (in an unlimited access tile) to the Punishment tile. You lose 1 happiness point.&lt;/div&gt;</summary>
		<author><name>Brunnyer</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgrund&amp;diff=19745</id>
		<title>Gamehelpgrund</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgrund&amp;diff=19745"/>
		<updated>2024-01-28T17:28:38Z</updated>

		<summary type="html">&lt;p&gt;Brunnyer: /* The cat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Gameplay ==&lt;br /&gt;
The game is played in 9 rounds (7 rounds in a 2-player game). Each round consists of the following phases:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1. Revealing the cat tile and moving the cat&lt;br /&gt;
&lt;br /&gt;
2. Movement&lt;br /&gt;
&lt;br /&gt;
3. Evaluating the seesaw or the merry-go-round (in 3 or 4 players game)&lt;br /&gt;
&lt;br /&gt;
4. Evaluating the other tiles (from top to bottom, from left to right)&lt;br /&gt;
&lt;br /&gt;
5. Passing on the first player marker clockwise.&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
Beginning with the starting player and in clockwise order, taking turns, each player must move a figure to a neighbouring tile(adjacent and diagonal movement is allowed). The players may move a figure by 2 or more tiles, but in this case for each extra step they must pay one energy card, ignoring its value.&lt;br /&gt;
&lt;br /&gt;
== Summary of components ==&lt;br /&gt;
&lt;br /&gt;
==== Playground tiles ====&lt;br /&gt;
- Competition (red borders): These tile actions can be performed only by 1 player, being decided by competition. The winner performs the action only once, even if more figures are in the same location.&lt;br /&gt;
&lt;br /&gt;
- Non-competitive (blue and yellow borders): No competition is required for these tiles, all players on them perform the action with all their figures.&lt;br /&gt;
&lt;br /&gt;
==== Competition ====&lt;br /&gt;
Competition is won by having the most standing figures on the given tile. In case of a tie, the players decide the winner by bidding.&lt;br /&gt;
&lt;br /&gt;
Only 2 players may participate in the bidding! If more players are tied, only the two that are the closest to the starting player (including the starting player) participate in bidding.&lt;br /&gt;
&lt;br /&gt;
==== Bidding ====&lt;br /&gt;
Choose at least 1 energy card from your hand, and exchange them with the other player. The winner will be the player that passed the most energy to the other player. If the same amount of energy is exchanged, then repeat the process. If it is tied again, then the involved players’ figures are moved to the Punishment tile.&lt;br /&gt;
&lt;br /&gt;
==== Grund cards ====&lt;br /&gt;
A player may use only one Grund card in a round, it is discarded after use.&lt;br /&gt;
&lt;br /&gt;
==== The cat ====&lt;br /&gt;
The cat will move throughout the playground in a random way.&lt;br /&gt;
&lt;br /&gt;
To win the &#039;&#039;&#039;cool cat&#039;&#039;&#039;, you must compete for it when you reach the tile with the cat on it. The winner will take the bonus indicated on the cat tile. This may be happiness points, sandcastle tile, photo card or a Grund card. The cat card and the playground tile it’s on is determined once in the same competition, thus if a tie is present, the winner for both rewards is determined once with the same bidding. You must still compete for the cat even if it is on a non-competition tile.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;angry cat&#039;&#039;&#039; on the other hand does not give any bonuses, so there is no competition for it. However, all figures that complete their movement in a row or column that is indicated on the cat tile must discard an energy card.&lt;br /&gt;
&lt;br /&gt;
== The Scoring ==&lt;br /&gt;
The player with the most happiness points will be declared the winner. In case of a tie, the player with most figures on the board is the winner. In case of a tie still remaining, the game has several winners.&lt;br /&gt;
&lt;br /&gt;
-&amp;gt; Happiness points gained during the game&lt;br /&gt;
&lt;br /&gt;
-&amp;gt; Energy cards: 1 happiness point for each 3 energy (value)&lt;br /&gt;
&lt;br /&gt;
-&amp;gt; Sandcastle: If a sandcastle is incomplete, then the left one, if it is complete, then the right-hand side happiness points are scored on the tiles.&lt;br /&gt;
&lt;br /&gt;
-&amp;gt; Photos: Points are scored for cards of the same type (plants or animals). 1/2/3/4/5 photos of the same type score you 1/2/5/8/9 points. Several series of the same type can be collected if the first one is complete.&lt;br /&gt;
&lt;br /&gt;
-&amp;gt; Goal cards: For each card players score 8/4/2 hapiness points based on their ranking. In case of a tie scores are summed and divided. Only players who gained at least 1 value for the goal card can score points for it.&lt;/div&gt;</summary>
		<author><name>Brunnyer</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgrund&amp;diff=19743</id>
		<title>Gamehelpgrund</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgrund&amp;diff=19743"/>
		<updated>2024-01-28T15:01:47Z</updated>

		<summary type="html">&lt;p&gt;Brunnyer: /* Gameplay */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&#039;&#039;&#039;Summary of the rule&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
The game is played in 9 rounds (7 rounds in a 2-player game). Each round consists of the following phases:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1. Revealing the cat tile and moving the cat&lt;br /&gt;
&lt;br /&gt;
2. Movement&lt;br /&gt;
&lt;br /&gt;
3. Evaluating the seesaw or the merry-go-round (in 3 or 4 players game)&lt;br /&gt;
&lt;br /&gt;
4. Evaluating the other tiles (from top to bottom, from left to right)&lt;br /&gt;
&lt;br /&gt;
5. Passing on the first player marker clockwise.&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
Beginning with the starting player and in clockwise order, taking turns, each player must move a figure to a neighbouring tile(adjacent and diagonal movement is allowed). The players may move a figure by 2 or more tiles, but in this case for each extra step they must pay one energy card, ignoring its value.&lt;br /&gt;
&lt;br /&gt;
== Summary of components ==&lt;br /&gt;
&lt;br /&gt;
==== Playground tiles ====&lt;br /&gt;
- Competition (red borders): These tile actions can be performed only by 1 player, being decided by competition. The winner performs the action only once, even if more figures are in the same location.&lt;br /&gt;
&lt;br /&gt;
- Non-competitive (blue and yellow borders): No competition is required for these tiles, all players on them perform the action with all their figures.&lt;br /&gt;
&lt;br /&gt;
==== Competition ====&lt;br /&gt;
Competition is won by having the most standing figures on the given tile. In case of a tie, the players decide the winner by bidding.&lt;br /&gt;
&lt;br /&gt;
Only 2 players may participate in the bidding! If more players are tied, only the two that are the closest to the starting player (including the starting player) participate in bidding.&lt;br /&gt;
&lt;br /&gt;
==== Bidding ====&lt;br /&gt;
Choose at least 1 energy card from your hand, and exchange them with the other player. The winner will be the player that passed the most energy to the other player. If the same amount of energy is exchanged, then repeat the process. If it is tied again, then the involved players’ figures are moved to the Punishment tile.&lt;br /&gt;
&lt;br /&gt;
==== Grund cards ====&lt;br /&gt;
A player may use only one Grund card in a round, it is discarded after use.&lt;br /&gt;
&lt;br /&gt;
==== The cat ====&lt;br /&gt;
The cat will move throughout the playground in a random way.&lt;br /&gt;
&lt;br /&gt;
To win the &#039;&#039;&#039;cool cat&#039;&#039;&#039;, you must compete for it when you reach the tile with the cat on it. The winner will take the bonus indicated on the cat tile. This may be happiness points, sandcastle tile, photo card or a Grund card. The cat card and the playground tile it’s on is determined once in the same competition, thus if a tie is present, the winner for both rewards is determined once with the same bidding. You must still compete for the cat even if it is on a non-competition tile.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;angry cat&#039;&#039;&#039; on the other hand does not give any bonuses, so there is no competition for it. However, all figures that complete their movement in a row or column that is indicated on the cat tile must discard an energy card.&lt;br /&gt;
&lt;br /&gt;
== The Scoring ==&lt;br /&gt;
The player with the most happiness points will be declared the winner. In case of a tie, the player with most figures on the board is the winner. In case of a tie still remaining, the game has several winners.&lt;br /&gt;
&lt;br /&gt;
Happiness points can be gained during the game, or at the final scoring for your sandcastles, for collecting photos or by completing the goal cards.&lt;br /&gt;
&lt;br /&gt;
==== Sandcastle ====&lt;br /&gt;
Add the happiness points on the sandcastle tiles:&lt;br /&gt;
&lt;br /&gt;
If a sandcastle is incomplete, then the left one, if it is complete, then the right-hand side happiness points are scored.&lt;br /&gt;
&lt;br /&gt;
==== Photo cards ====&lt;br /&gt;
Points are scored for photo cards of the same type (plants or animals). 1/2/3/4/5 photos of the same type score you 1/2/5/8/9 points. Several series of the same type can be collected if the first one is complete.&lt;/div&gt;</summary>
		<author><name>Brunnyer</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgrund&amp;diff=19742</id>
		<title>Gamehelpgrund</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgrund&amp;diff=19742"/>
		<updated>2024-01-28T14:59:42Z</updated>

		<summary type="html">&lt;p&gt;Brunnyer: /* Summery of the rule */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&#039;&#039;&#039;Summary of the rule&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
The game is played in 9 rounds Each round consists of the following phases:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1. Revealing the cat tile and moving the cat&lt;br /&gt;
&lt;br /&gt;
2. Movement&lt;br /&gt;
&lt;br /&gt;
3. Evaluating the seesaw or the merry-go-round&lt;br /&gt;
&lt;br /&gt;
4. Evaluating the other tiles&lt;br /&gt;
&lt;br /&gt;
5. Passing on the first player marker clockwise.&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
Beginning with the starting player and in clockwise order, taking turns, each player must move a figure to a neighbouring tile(adjacent and diagonal movement is allowed). The players may move a figure by 2 or more tiles, but in this case for each extra step they must pay one energy card, ignoring its value.&lt;br /&gt;
&lt;br /&gt;
== Summary of components ==&lt;br /&gt;
&lt;br /&gt;
==== Playground tiles ====&lt;br /&gt;
- Competition (red borders): These tile actions can be performed only by 1 player, being decided by competition. The winner performs the action only once, even if more figures are in the same location.&lt;br /&gt;
&lt;br /&gt;
- Non-competitive (blue and yellow borders): No competition is required for these tiles, all players on them perform the action with all their figures.&lt;br /&gt;
&lt;br /&gt;
==== Competition ====&lt;br /&gt;
Competition is won by having the most standing figures on the given tile. In case of a tie, the players decide the winner by bidding.&lt;br /&gt;
&lt;br /&gt;
Only 2 players may participate in the bidding! If more players are tied, only the two that are the closest to the starting player (including the starting player) participate in bidding.&lt;br /&gt;
&lt;br /&gt;
==== Bidding ====&lt;br /&gt;
Choose at least 1 energy card from your hand, and exchange them with the other player. The winner will be the player that passed the most energy to the other player. If the same amount of energy is exchanged, then repeat the process. If it is tied again, then the involved players’ figures are moved to the Punishment tile.&lt;br /&gt;
&lt;br /&gt;
==== Grund cards ====&lt;br /&gt;
A player may use only one Grund card in a round, it is discarded after use.&lt;br /&gt;
&lt;br /&gt;
==== The cat ====&lt;br /&gt;
The cat will move throughout the playground in a random way.&lt;br /&gt;
&lt;br /&gt;
To win the &#039;&#039;&#039;cool cat&#039;&#039;&#039;, you must compete for it when you reach the tile with the cat on it. The winner will take the bonus indicated on the cat tile. This may be happiness points, sandcastle tile, photo card or a Grund card. The cat card and the playground tile it’s on is determined once in the same competition, thus if a tie is present, the winner for both rewards is determined once with the same bidding. You must still compete for the cat even if it is on a non-competition tile.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;angry cat&#039;&#039;&#039; on the other hand does not give any bonuses, so there is no competition for it. However, all figures that complete their movement in a row or column that is indicated on the cat tile must discard an energy card.&lt;br /&gt;
&lt;br /&gt;
== The Scoring ==&lt;br /&gt;
The player with the most happiness points will be declared the winner. In case of a tie, the player with most figures on the board is the winner. In case of a tie still remaining, the game has several winners.&lt;br /&gt;
&lt;br /&gt;
Happiness points can be gained during the game, or at the final scoring for your sandcastles, for collecting photos or by completing the goal cards.&lt;br /&gt;
&lt;br /&gt;
==== Sandcastle ====&lt;br /&gt;
Add the happiness points on the sandcastle tiles:&lt;br /&gt;
&lt;br /&gt;
If a sandcastle is incomplete, then the left one, if it is complete, then the right-hand side happiness points are scored.&lt;br /&gt;
&lt;br /&gt;
==== Photo cards ====&lt;br /&gt;
Points are scored for photo cards of the same type (plants or animals). 1/2/3/4/5 photos of the same type score you 1/2/5/8/9 points. Several series of the same type can be collected if the first one is complete.&lt;/div&gt;</summary>
		<author><name>Brunnyer</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgrund&amp;diff=19714</id>
		<title>Gamehelpgrund</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgrund&amp;diff=19714"/>
		<updated>2024-01-25T09:13:47Z</updated>

		<summary type="html">&lt;p&gt;Brunnyer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&#039;&#039;&#039;Title&#039;&#039;&#039;==&lt;br /&gt;
This is the rule&lt;/div&gt;</summary>
		<author><name>Brunnyer</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgrund&amp;diff=19713</id>
		<title>Gamehelpgrund</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgrund&amp;diff=19713"/>
		<updated>2024-01-25T09:11:47Z</updated>

		<summary type="html">&lt;p&gt;Brunnyer: Created page with &amp;quot;== Title == This is the rule&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Title ==&lt;br /&gt;
This is the rule&lt;/div&gt;</summary>
		<author><name>Brunnyer</name></author>
	</entry>
</feed>