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	<title>Board Game Arena - User contributions [en]</title>
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	<updated>2026-10-29T15:09:27Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelplimit&amp;diff=28729</id>
		<title>Gamehelplimit</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelplimit&amp;diff=28729"/>
		<updated>2026-03-03T03:23:22Z</updated>

		<summary type="html">&lt;p&gt;BryTheBeav02: /* Card Descriptions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Card Descriptions==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Society Cards (Purple)&lt;br /&gt;
|-&lt;br /&gt;
! Card !! Cost !! Effect !! Note&lt;br /&gt;
|-&lt;br /&gt;
| Public Expenditure|| Lose 1$ per population|| Decrease unrest by 1|| Starting Card&lt;br /&gt;
|-&lt;br /&gt;
| Education|| Lose 1$ per population|| Increase 1 social class of your choice by 1, respecting the rule of A&amp;gt;=B&amp;gt;=C&amp;gt;=D&amp;gt;=E. || Starting Card&lt;br /&gt;
|-&lt;br /&gt;
| Investment Policy|| Lose 2$ per population || Decrease unrest by 3 || ​&lt;br /&gt;
|-&lt;br /&gt;
| Graduate Studies|| Lose 2$ per population || Increase social class(es) of your choice by 3, respecting the rule of A&amp;gt;=B&amp;gt;=C&amp;gt;=D&amp;gt;=E. ||&lt;br /&gt;
|-&lt;br /&gt;
| Indoctrination|| Decrease 1 social class of your choice by 1, respecting the rule of A&amp;gt;=B&amp;gt;=C&amp;gt;=D&amp;gt;=E. || Decrease unrest by 2 || &lt;br /&gt;
|-&lt;br /&gt;
| Vegetarianism|| Increase unrest by 2 || During the Supply step of the Social phase, treat your population as if it was one level directly below in order to calculate the amount of renewable resources consumed. ​|| Permanent effect card&lt;br /&gt;
|-&lt;br /&gt;
| Overconsumption|| Spend 1 industrial resource per population || Decrease unrest by 3 ​|| &lt;br /&gt;
|-&lt;br /&gt;
| Sustainable Consumption|| Increase unrest by 2 || During the Consumption step of the Social phase, treat your population as if it was 1 level lower in order to calculate the amount of industrial resources consumed. ​ || Permanent effect card&lt;br /&gt;
|-&lt;br /&gt;
| Surcharge|| Increase unrest by 1. ​ Take 10$ from the World Bank and put it in the Limit box. ​ || Receive 2$ per population ​|| &lt;br /&gt;
|-&lt;br /&gt;
| Political Reform|| Lose 10$ || Choose 1 deck of Politics cards, draw 5 cards, and keep 1 in your hand. ​ Replace the others in the corresponding deck in the order of your choice. ​|| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Production Cards (Blue)&lt;br /&gt;
|-&lt;br /&gt;
! Card !! Cost !! Effect !! Note&lt;br /&gt;
|-&lt;br /&gt;
|Industrialization ||Choose a type of production (Renewable, Industrial, or Military) and lose as many $ as the value of that production plant cube’s level. ​ ||Increase the level of the chosen production type by 1. || Starter Card&lt;br /&gt;
|-&lt;br /&gt;
|Craftsmanship ||Lose 1$ ||Earn 2 renewable, 2 industrial, or 2 military resources. || Starter card&lt;br /&gt;
|-&lt;br /&gt;
|Recycling ||Decrease your Industrial Production level by 1. ||When you consume 10 or more industrial resources in one step, take 1 oil from the Limit box. || Permanent effect card&lt;br /&gt;
|-&lt;br /&gt;
|Robotization ||Choose a type of production (Industrial or Military) and lose as many $ as the value of that production plant cube’s level. ​ ||Increase the level of the chosen production type by 2 ​ || Available when social class A reaches level 3&lt;br /&gt;
|-&lt;br /&gt;
|Green Production ||Decrease your Industrial production by 1 level ||During the Production step of the Social phase, when producing industrial resources, receive 1 less pollution than indicated by the position of your Industrial production cube. ​ || Permanent effect card&lt;br /&gt;
|-&lt;br /&gt;
|Policy Planning ||Increase unrest by 2 ||Do not action the Economic Growth step during the Social phase. ​ You may take this card back at any time by increasing unrest by 2. || Permanent effect card.  You may take this card back at any point by increasing unrest by 2 and placing it at the bottom of the deck. &lt;br /&gt;
|-&lt;br /&gt;
|Intensive Farming ||Lose as many $ as the value of the Renewable production plant cube&#039;s level. ||During the Production step of the Social phase, lose 1 oil, receive 1 pollution, and treat your Renewable production level as if it was one level directly higher when calculating the quantity of renewable resources you produce. ​ || Permanent effect card.  You may take this card back by reducing your Renewable production level (don&#039;t reduce if at 1), placing at the bottom of the deck. If you do not have enough oil you must take this card back.&lt;br /&gt;
|-&lt;br /&gt;
|Extraction ||Lose 5$ and receive 1 pollution. ​ ||Take 2 oil from the Limit box.  || &lt;br /&gt;
|-&lt;br /&gt;
|Cleaning the Planet ||Lose 50$. ​ Other nations may help you and contribute to the payment even if you are not in an alliance with them. ||If you have any, put 1 excess pollution in the Limit box or 1 pollution on the pollution reserve card, then each other nation (including you) puts 1 excess pollution in the Limit box or 1 pollution on the pollution reserve card. ​ || Excess pollution should always take priority over pollution.  If necessary, swap tokens among yourselves so there are never excess pollution tokens in play until the pollution reserve is empty.&lt;br /&gt;
|-&lt;br /&gt;
|Urbanization ||Spend 1 industrial resource per population  ||Increase social class(es) of your choice by 2, respecting the rule of A&amp;gt;=B&amp;gt;=C&amp;gt;=D&amp;gt;=E. || &lt;br /&gt;
|-&lt;br /&gt;
|Offshore Production ||Target a nation. ​ Give that nation the value of the level of their Industrial production plant cube in $, then take 10$ from the World Bank and put it in the Limit box. ​ ||Produce industrial resources with the Industrial production level of the target nation. ​ You earn the industrial resources. ​ If applicable, any oil are lost from your stock, but any pollution are received by the target nation. ​ || The targeted nation cannot oppose&lt;br /&gt;
|-&lt;br /&gt;
|Overproduction ||Increase unrest by 1 ||Produce your choice of industrial or military resources. Lose oil and receive pollution as necessary. ​ || &lt;br /&gt;
|-&lt;br /&gt;
|Soft Power ||Lose 20$ ||Target a nation. ​ Give them up to 2 of your distruption tokens. || The targeted nation cannot oppose&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Military and Economy Cards (Red)&lt;br /&gt;
|-&lt;br /&gt;
! Card !! Cost !! Effect !! Note&lt;br /&gt;
|-&lt;br /&gt;
|Market Access ||No cost ||Make a transaction ​ ||Available when social class A reaches level 2&lt;br /&gt;
|-&lt;br /&gt;
|Speculation ||Take 5$ from the World Bank and 5$ from your own stock and place them in the Limit box. ​ ||Move 1 resource price cube of your choice, then make a transaction. ​ || &lt;br /&gt;
|-&lt;br /&gt;
|Stock Exchange ||Take 10$ from your own stock and place it in the Limit box. ​ ||When you play Market Access or Speculation cards, you can make 2 transactions instead of 1, on different resources. ​ || Permanent effect card&lt;br /&gt;
|-&lt;br /&gt;
|Humanitarian Aid ||Lose 50$. ​ Other nations may help you and contribute to the payment even if you are not in an alliance with them. ​ ||If you have any, place 1 of your disruption tokens on the disruption reserve card, then each nation (including you) places 1 of their disruption tokens on the disruption reserve card. ​ || &lt;br /&gt;
|-&lt;br /&gt;
|Political Interference ||Take 10$ from the World Bank and place it in the Limit box. ​ ||Target a nation. ​ Take the amount of $ from them equal to the position of their population cylinder. ​ They increase a social class of your choice by 1, respecting the rule of A&amp;gt;=B&amp;gt;=C&amp;gt;=D&amp;gt;=E. ​ || Targeted nation cannot oppose&lt;br /&gt;
|-&lt;br /&gt;
|Development of Tourism ||Take 10$ from the World Bank and place it in the Limit box. ​ ||Target a nation. ​ Note the number of the standard of living of that nation’s social class E. Subtract 1 from that number. ​ Multiply that value by 10 and take the corresponding number of $ from them. ​ The targeted nation also reduces their unrest by 2 ​ || Targeted nation cannot oppose&lt;br /&gt;
|-&lt;br /&gt;
|Mass Destruction &#039;&#039;(Attack)&#039;&#039; ||Spend 10 or more (you choose) miliatary resources and receive 2 disruption tokens ||If the targeted nation does not resist, they lose 1 territory, which they place in the Limit box. They reduce production of either their Industrial or Military production level by 1 (you choose) and they receive 3 pollution tokens from the pollution reserve card. ||Available when social class A reaches level 4&lt;br /&gt;
|-&lt;br /&gt;
|Annexation of Territory &#039;&#039;(Attack)&#039;&#039; ||Spend 10 or more (you choose) miliatary resources and receive 2 disruption tokens  ||If the targeted nation does not resist, take 1 territroy from them and reduce either their Industrial or Military production by 1 level (you choose). || This may result in a reduction of the Renewable resource level due to territory loss&lt;br /&gt;
|-&lt;br /&gt;
|Military Operation &#039;&#039;(Attack)&#039;&#039; ||Spend 3 or more (you choose) military resources and receive 1 disruption token ||If the targeted nation does not resist, take up to 2 oil, or up to 5 industrial resources, or up to 5 renewable resources (you choose) || &lt;br /&gt;
|-&lt;br /&gt;
|Colonization ||Spend 5 military resources and receive 2 disruption tokens ||Take 1 territory and 2 oil from the colonization reserves if there are any left || When the colonization reserves are empty, this card and the Colonization tile are of no further use&lt;br /&gt;
|-&lt;br /&gt;
|Terrorism ||Spend 1 military resource and receive 1 disruption token ||Target a nation. That nation increases unrest by 3 || Targeted nation cannot oppose&lt;br /&gt;
|-&lt;br /&gt;
|Police Repression ||Spend as many military resources as two levels below your current population and receive 1 disruption token ||Decrease unrest by 2 || &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>BryTheBeav02</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelplimit&amp;diff=28715</id>
		<title>Gamehelplimit</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelplimit&amp;diff=28715"/>
		<updated>2026-03-01T07:42:03Z</updated>

		<summary type="html">&lt;p&gt;BryTheBeav02: Created page with &amp;quot;==Card Descriptions==  {| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot; |+ Society Cards |- ! Card !! Cost !! Effect !! Note |- | Public Expenditure|| Lose 1$ per population|| Decrease unrest by 1|| Starting Card |- | Education|| Lose 1$ per population|| Increase 1 social class of your choice by 1, respecting the rule of A&amp;gt;=B&amp;gt;=C&amp;gt;=D&amp;gt;=E. || Starting Card |- | Investment Policy|| Lose 2$ per population || Decrease unrest by 3 || ​ |- | Graduate Studies|| Lose 2$ per population ||...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Card Descriptions==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Society Cards&lt;br /&gt;
|-&lt;br /&gt;
! Card !! Cost !! Effect !! Note&lt;br /&gt;
|-&lt;br /&gt;
| Public Expenditure|| Lose 1$ per population|| Decrease unrest by 1|| Starting Card&lt;br /&gt;
|-&lt;br /&gt;
| Education|| Lose 1$ per population|| Increase 1 social class of your choice by 1, respecting the rule of A&amp;gt;=B&amp;gt;=C&amp;gt;=D&amp;gt;=E. || Starting Card&lt;br /&gt;
|-&lt;br /&gt;
| Investment Policy|| Lose 2$ per population || Decrease unrest by 3 || ​&lt;br /&gt;
|-&lt;br /&gt;
| Graduate Studies|| Lose 2$ per population || Increase social class(es) of your choice by 3E, respecting the rule of A&amp;gt;=B&amp;gt;=C&amp;gt;=D&amp;gt;=E. ||&lt;br /&gt;
|-&lt;br /&gt;
| Indoctrination|| Decrease 1 social class of your choice by 1, respecting the rule of A&amp;gt;=B&amp;gt;=C&amp;gt;=D&amp;gt;=E. || Decrease unrest by 2 || &lt;br /&gt;
|-&lt;br /&gt;
| Vegetarianism|| Increase unrest by 2 || During the Supply step of the Social phase, treat your population as if it was one level directly below in order to calculate the amount of renewable resources consumed. ​|| Permanent effect card&lt;br /&gt;
|-&lt;br /&gt;
| Overconsumption|| Spend 1 industrial resource per population || Decrease unrest by 3 ​|| &lt;br /&gt;
|-&lt;br /&gt;
| Sustainable Consumption|| Increase unrest by 2 || During the Consumption step of the Social phase, treat your population as if it was 1 level lower in order to calculate the amount of industrial resources consumed. ​ || Permanent effect card&lt;br /&gt;
|-&lt;br /&gt;
| Surcharge|| Increase unrest by 1. ​ Take 10$ from the World Bank and put it in the Limit box. ​ || Receive 2$ per population ​|| &lt;br /&gt;
|-&lt;br /&gt;
| Political Reform|| Lose 10$ || Choose 1 deck of Politics cards, draw 5 cards, and keep 1 in your hand. ​ Replace the others in the corresponding deck in the order of your choice. ​|| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Production Cards (Blue)&lt;br /&gt;
|-&lt;br /&gt;
! Card !! Cost !! Effect !! Note&lt;br /&gt;
|-&lt;br /&gt;
|Industrialization ||Choose a type of production (Renewable, Industrial, or Military) and lose as many $ as the value of that production plant cube’s level. ​ ||Increase the level of the chosen production type by 1. || Starter Card&lt;br /&gt;
|-&lt;br /&gt;
|Craftsmanship ||Lose 1$ ||Earn 2 renewable, 2 industrial, or 2 military resources. || Starter card&lt;br /&gt;
|-&lt;br /&gt;
|Recycling ||Decrease your Industrial Production level by 1. ||When you consume 10 or more industrial resources in one step, take 1O from the Limit box. || Permanent effect card&lt;br /&gt;
|-&lt;br /&gt;
|Robotization ||Choose a type of production (Industrial or Military) and lose as many $ as the value of that production plant cube’s level. ​ ||Increase the level of the chosen production type by 2 ​ || Available when social class A reaches level 3&lt;br /&gt;
|-&lt;br /&gt;
|Green Production ||Decrease your Industrial production by 1 level ||During the Production step of the Social phase, when producing industrial resources, receive 1 less pollution than indicated by the position of your Industrial production cube. ​ || Permanent effect card&lt;br /&gt;
|-&lt;br /&gt;
|Policy Planning ||Increase unrest by 2 ||Do not action the Economic Growth step during the Social phase. ​ You may take this card back at any time by increasing unrest by 2. || Permanent effect card.  You may take this card back at any point by increasing unrest by 2 and placing it at the bottom of the deck. &lt;br /&gt;
|-&lt;br /&gt;
|Intensive Farming ||Lose as many $ as the value of the Renewable production plant cube&#039;s level. ||During the Production step of the Social phase, lose 1 oil, receive 1 pollution, and treat your Renewable production level as if it was one level directly higher when calculating the quantity of renewable resources you produce. ​ || Permanent effect card.  You may take this card back by reducing your Renewable production level (don&#039;t reduce if at 1), placing at the bottom of the deck. If you do not have enough oil you must take this card back.&lt;br /&gt;
|-&lt;br /&gt;
|Extraction ||Lose 5$ and receive 1 pollution. ​ ||Take 2 oil from the Limit box.  || &lt;br /&gt;
|-&lt;br /&gt;
|Cleaning the Planet ||Lose 50$. ​ Other nations may help you and contribute to the payment even if you are not in an alliance with them. ||If you have any, put 1 excess pollution in the Limit box or 1 pollution on the pollution reserve card, then each other nation (including you) puts 1 excess pollution in the Limit box or 1 pollution on the pollution reserve card. ​ || Excess pollution should always take priority over pollution.  If necessary, swap tokens among yourselves so there are never excess pollution tokens in play until the pollution reserve is empty.&lt;br /&gt;
|-&lt;br /&gt;
|Urbanization ||Spend 1 industrial resource per population  ||Increase social class(es) of your choice by 2, respecting the rule of A&amp;gt;=B&amp;gt;=C&amp;gt;=D&amp;gt;=E. || &lt;br /&gt;
|-&lt;br /&gt;
|Offshore Production ||Target a nation. ​ Give that nation the value of the level of their Industrial production plant cube in $, then take 10$ from the World Bank and put it in the Limit box. ​ ||Produce industrial resources with the Industrial production level of the target nation. ​ You earn the industrial resources. ​ If applicable, any oil are lost from your stock, but any pollution are received by the target nation. ​ || The targeted nation cannot oppose&lt;br /&gt;
|-&lt;br /&gt;
|Overproduction ||Increase unrest by 1 ||Produce your choice of industrial or military resources. Lose oil and receive pollution as necessary. ​ || &lt;br /&gt;
|-&lt;br /&gt;
|Soft Power ||Lose 20$ ||Target a nation. ​ Give them up to 2 of your distruption tokens. || The targeted nation cannot oppose&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Military and Economy Cards (Red)&lt;br /&gt;
|-&lt;br /&gt;
! Card !! Cost !! Effect !! Note&lt;br /&gt;
|-&lt;br /&gt;
|Market Access ||No cost ||Make a transaction ​ ||Available when social class A reaches level 2&lt;br /&gt;
|-&lt;br /&gt;
|Speculation ||Take 5$ from the World Bank and 5$ from your own stock and place them in the Limit box. ​ ||Move 1 resource price cube of your choice, then make a transaction. ​ || &lt;br /&gt;
|-&lt;br /&gt;
|Stock Exchange ||Take 10$ from your own stock and place it in the Limit box. ​ ||When you play Market Access or Speculation cards, you can make 2 transactions instead of 1, on different resources. ​ || Permanent effect card&lt;br /&gt;
|-&lt;br /&gt;
|Humanitarian Aid ||Lose 50$. ​ Other nations may help you and contribute to the payment even if you are not in an alliance with them. ​ ||If you have any, place 1 of your disruption tokens on the disruption reserve card, then each nation (including you) places 1 of their disruption tokens on the disruption reserve card. ​ || &lt;br /&gt;
|-&lt;br /&gt;
|Political Interference ||Take 10$ from the World Bank and place it in the Limit box. ​ ||Target a nation. ​ Take the amount of $ from them equal to the position of their population cylinder. ​ They increase a social class of your choice by 1, respecting the rule of A&amp;gt;=B&amp;gt;=C&amp;gt;=D&amp;gt;=E. ​ || Targeted nation cannot oppose&lt;br /&gt;
|-&lt;br /&gt;
|Development of Tourism ||Take 10$ from the World Bank and place it in the Limit box. ​ ||Target a nation. ​ Note the number of the standard of living of that nation’s social class E. Subtract 1 from that number. ​ Multiply that value by 10 and take the corresponding number of $ from them. ​ The targeted nation also reduces their unrest by 2 ​ || Targeted nation cannot oppose&lt;br /&gt;
|-&lt;br /&gt;
|Mass Destruction &#039;&#039;(Attack)&#039;&#039; ||Spend 10 or more (you choose) miliatary resources and receive 2 disruption tokens ||If the targeted nation does not resist, they lose 1 territory, which they place in the Limit box. They reduce production of either their Industrial or Military production level by 1 (you choose) and they receive 3 pollution tokens from the pollution reserve card. ||Available when social class A reaches level 4&lt;br /&gt;
|-&lt;br /&gt;
|Annexation of Territory &#039;&#039;(Attack)&#039;&#039; ||Spend 10 or more (you choose) miliatary resources and receive 2 disruption tokens  ||If the targeted nation does not resist, take 1 territroy from them and reduce either their Industrial or Military production by 1 level (you choose). || This may result in a reduction of the Renewable resource level due to territory loss&lt;br /&gt;
|-&lt;br /&gt;
|Military Operation &#039;&#039;(Attack)&#039;&#039; ||Spend 3 or more (you choose) military resources and receive 1 disruption token ||If the targeted nation does not resist, take up to 2 oil, or up to 5 industrial resources, or up to 5 renewable resources (you choose) || &lt;br /&gt;
|-&lt;br /&gt;
|Colonization ||Spend 5 military resources and receive 2 disruption tokens ||Take 1 territory and 2 oil from the colonization reserves if there are any left || When the colonization reserves are empty, this card and the Colonization tile are of no further use&lt;br /&gt;
|-&lt;br /&gt;
|Terrorism ||Spend 1 military resource and receive 1 disruption token ||Target a nation. That nation increases unrest by 3 || Targeted nation cannot oppose&lt;br /&gt;
|-&lt;br /&gt;
|Police Repression ||Spend as many military resources as two levels below your current population and receive 1 disruption token ||Decrease unrest by 2 || &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>BryTheBeav02</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpheat&amp;diff=23887</id>
		<title>Gamehelpheat</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpheat&amp;diff=23887"/>
		<updated>2025-01-30T08:15:47Z</updated>

		<summary type="html">&lt;p&gt;BryTheBeav02: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Starting Hand ==&lt;br /&gt;
Players start with 12 Basic Cards (3 x 1s, 3 x 2s, 3 x 3s, 3 x 4s), Stress and Heat cards based on the current track, and Upgrade Cards determined by the play options (Basic Game, Garage Mode, etc).  See Upgrade Cards below.&lt;br /&gt;
&lt;br /&gt;
== Playing a Round ==&lt;br /&gt;
&#039;&#039;Heat: Pedal to the Metal&#039;&#039; is played over several rounds. Some steps are compulsory, the rest (4-8) are all situational and only sometimes apply to your turn.&lt;br /&gt;
&lt;br /&gt;
All players complete steps 1 and 2 at the same time (do them in order, but without waiting for each other). Then, starting with the frontmost car, closest to the Race Line, complete steps 3 through 9. Once a car has completed step 9 and ended their turn, proceed back through the positions completing one car’s turn at a time. Repeat this sequence until all cars have finished the race (check the number of laps on the board for the track you are using).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;text-align:center;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! # !! Effect !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Shift Gears || &#039;&#039;Compulsory&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Play Cards || &#039;&#039;Compulsory&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Reveal and Move || &#039;&#039;Compulsory&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Adrenaline || &lt;br /&gt;
|-&lt;br /&gt;
| 5 || React || &lt;br /&gt;
|-&lt;br /&gt;
| 6 || Slipstream ||&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Check Corner || &#039;&#039;Compulsory&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Discard || &lt;br /&gt;
|-&lt;br /&gt;
| 9 || Replenish Hand || &#039;&#039;Compulsory&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shift Gears ===&lt;br /&gt;
First, check which gear your car is in, and decide if you want to leave it there or shift it one gear up or down from that position.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: You can choose to shift your gear up/down two positions, but doing so will require that you pay one Heat&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Play Cards ===&lt;br /&gt;
Your current gear determines exactly how many cards you play from your hand. 1st gear means you must play 1 card, 2nd gear is 2 cards, and so on. &lt;br /&gt;
&lt;br /&gt;
In this step you can play all types of cards except for Heat cards. Keep the 1-4 played cards facedown in your own Play Area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Reveal and Move ===&lt;br /&gt;
Reveal the cards in your Play Area, then add all values together to determine your Speed. You also add values from Upgrades (see below) and Stress cards (each resolving to a random value from 1 to 4, drawn from your deck - see the &amp;quot;+ Symbol&amp;quot; section). Move your car forward by exactly that many Spaces on the track. Always put your car on the Spot closest to the Race Line if available.&lt;br /&gt;
&lt;br /&gt;
Cars never prevent you from passing through them, even when it looks like the race track is blocked. However, if you would end your move in a Space where there are cars on all Spots, then you are blocked and must put your car in the first Space with a free Spot behind the cars that blocked you (as close to the Race Line as possible).&lt;br /&gt;
&lt;br /&gt;
If there are 2 cars next to each other, the car closest to the Race Line is considered ahead for all purposes.&lt;br /&gt;
&lt;br /&gt;
=== Adrenaline ===&lt;br /&gt;
&lt;br /&gt;
Adrenaline helps the last car to move each round (or in a 5-6 car game, the last two cars to move). It is not really a step of its own, but gives those players extra symbols that they may use in the React step. Players with Adrenaline may move 1 extra Space while adding 1 to their Speed value and/or gain 1 extra Cooldown.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: Adrenaline cannot be saved for future rounds.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== React ===&lt;br /&gt;
In this step you get to activate symbols you have access to in ANY order you want.&lt;br /&gt;
&lt;br /&gt;
In the core game you have access to symbols from your current gear (Boost and/or Cooldown) and Adrenaline if last. Each symbol is activated and completed individually.&lt;br /&gt;
&lt;br /&gt;
==== Cooldown ====&lt;br /&gt;
Cooldown is an important aspect of the game because it allows you to take a Heat card from your hand and put it back in your Engine (so you can use the Heat card again). The number in the Cooldown symbol indicates how many Heat you can move in this way. You gain access to Cooldown in a few ways but the most common is from driving in 1st gear (Cooldown 3) and 2nd gear (Cooldown 1).&lt;br /&gt;
&lt;br /&gt;
==== Boost ====&lt;br /&gt;
Regardless of which gear you are in you may pay 1 Heat to boost once per turn. Boosting gives you a &amp;lt;b&amp;gt;+&amp;lt;/b&amp;gt; symbol as reminded on the player mats. Move your car accordingly, you may still be blocked.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: &amp;lt;b&amp;gt;+&amp;lt;/b&amp;gt; symbols always increase your Speed value for the purpose of the Check Corner step. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Adrenaline ====&lt;br /&gt;
May use your +1 Speed and/or 1 extra Cooldown&lt;br /&gt;
&lt;br /&gt;
==== Garage Module Icons ====&lt;br /&gt;
Apply any of the icons on Garage Cards during the react step&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Slipstream ===&lt;br /&gt;
Only applies if you are next to or behind another car at this point. &lt;br /&gt;
&lt;br /&gt;
Slipstreaming is optional if you land next to another car, or in a Space behind a car or cars. If you choose to Slipstream, you move 2 Spaces forward. You can only Slipstream once per turn and if all the Spots in the final Space are occupied, place your car in the first Space with a free Spot behind the blocking cars.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: Slipstreaming does NOT increase your Speed value for the purpose of the Check Corner step.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Check Corner ===&lt;br /&gt;
If at any point this turn you crossed a Corner Line, you must now check if your total Speed for the round exceeds the Speed Limit of that corner (Speed = Sum of the values of all the cards in your Play Area, +1 if you used the Adrenaline Bonus).&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;• If your total Speed for the round is equal to or lower than the Speed Limit, nothing happens.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;• Otherwise, you pay Heat equal to the difference between your total Speed and the Speed Limit.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: If you drive through several corners on the same turn, you must pay for each of them separately, starting with the first Corner Line you crossed.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Spin Out ====&lt;br /&gt;
If you do not have enough Heat to pay for your excess Speed,&lt;br /&gt;
you pay all the Heat you have and immediately spin out:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;• Move the car back to the first available Space before the Corner Line that caused the spin out.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;• Take 1 extra Stress card into your hand if you are in 1st/2nd gear, or 2 extra Stress cards if you are in 3rd/4th gear.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;• Move your Gear pawn to 1st gear.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Discard ===&lt;br /&gt;
You may discard cards from your hand if you do not want to save them for future rounds. Do so by placing them face up into your discard pile. However, nobody can browse through the discard piles (including their own); only the top card is public knowledge.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: You can never choose to discard Stress or Heat cards (even the Upgrade ones).&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Replenish Hand ===&lt;br /&gt;
Take all cards from your Play Area and put them onto your discard pile. Draw back up to 7 cards (or a hand limit specified by the Event card), then the next player can proceed with steps 3-9.&lt;br /&gt;
&lt;br /&gt;
== Heat Cards ==&lt;br /&gt;
As you race around the track you should use Heat to drive faster on straights and in corners. As a consequence, Heat cards will move from your Engine to your discard pile. Later on they will be shuffled into your draw deck and each&lt;br /&gt;
your hand. The only way to get Heat cards out of your hand and back into the Engine is to cool down, typically by shifting to lower gears. This cycle means the same Heat card could be used several times during a race, depending on how fast you use it, draw it and cool it down again. Heat cards can never be discarded or played from your hand. They effectively reduce your hand size by filling it up with useless cards.&lt;br /&gt;
&lt;br /&gt;
==== Paying Heat ====&lt;br /&gt;
Every time you are asked to pay 1 Heat, you must take 1 Heat card from your Engine and move it to your discard pile. If you do not have a Heat card available, you cannot choose to Boost. If you went through a corner exceeding the Speed Limit and do not have enough Heat to pay, you spin out.&lt;br /&gt;
&lt;br /&gt;
==== Shifting up/down 2 positions ====&lt;br /&gt;
If you want to move your Gear pawn an extra step up or down (e.g. between gears 1&amp;amp;3 or 2&amp;amp;4) during step 1: Shift Gears, you have to pay 1 Heat immediately. As everyone shifts gears at the same time, just announce you are doing it, pay the Heat and move your Gear pawn accordingly.&lt;br /&gt;
&lt;br /&gt;
== Cluttered Hand ==&lt;br /&gt;
In rare circumstances you can get stuck with so many Heat cards in your hand that you don’t have enough playable cards for the gear you’re in. If this happens, use as many playable cards as possible and cover the difference with Heat cards. In this case, your car does not move this turn. Instead, when you reveal your played cards, immediately move your Gear pawn to 1st gear, place the cards that are in your Play Area in your Discard pile, and skip straight to step 9 (Replenish Hand).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== + Symbol ==&lt;br /&gt;
For each &amp;lt;b&amp;gt;+&amp;lt;/b&amp;gt; symbol played you will add an unknown value between 1 and 4 to your Speed. This is done by flipping the top card of your draw deck:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;• If it is a Basic card (Speed symbol), add it to your Play Area.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;• Otherwise, immediately put it in the discard pile and keep flipping until you find a Basic card (Speed symbol).&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== How to Win ==&lt;br /&gt;
You win the race (and the game) by being the first player to cross the finish line after the number of laps indicated in the player area. If two or more cars finish in the same round, the winner is the player whose car is furthest ahead (the spot closest to the Race Line is the tiebreaker if two cars end up side by side).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;• Slipstreaming can never be used to cross the finish line nor after having crossed the finish line. &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;• Disregard any Speed Limits in corners after the finish line, simply move as far as you can.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At the end of the &amp;lt;b&amp;gt;round&amp;lt;/b&amp;gt;, all the cars that crossed the finish line are removed from the track and placed in order on the Hall of Fame Space on the board. The remaining cars continue playing until all cars make it to the finish. The Adrenaline bonuses are still applied based on the number of cars that started the race, not remaining on the board.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Upgrade Cards ==&lt;br /&gt;
&amp;lt;i&amp;gt;Note: All Upgrade Cards are discarded when resolving a &amp;lt;b&amp;gt;+&amp;lt;/b&amp;gt; symbol.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Basic Upgrade Cards ====&lt;br /&gt;
The Basic Game provides three upgrade cards. They all have 3 chevrons (^) and match your car color. They also do not have the Speed Symbol that your basic cards do. &lt;br /&gt;
* • &#039;&#039;&#039;Heat&#039;&#039;&#039;: Works just like other Heat cards, though it starts shuffled in your deck.&lt;br /&gt;
* • &#039;&#039;&#039;0&#039;&#039;&#039;: Zero speed movement card.&lt;br /&gt;
* • &#039;&#039;&#039;5&#039;&#039;&#039;: 5 speed movement card.&lt;br /&gt;
&lt;br /&gt;
==== Garage Module Upgrade Cards ====&lt;br /&gt;
&lt;br /&gt;
* • &#039;&#039;&#039;Accelerate&#039;&#039;&#039;: You may increase your Speed by 1 for every &amp;lt;b&amp;gt;+&amp;lt;/b&amp;gt; symbol used by you this turn (from Upgrades, Stress, Boost, etc). If you do, you must increase it for all &amp;lt;b&amp;gt;+&amp;lt;/b&amp;gt; symbols used and this counts for corner &lt;br /&gt;
* • &#039;&#039;&#039;Adjust Speed Limit&#039;&#039;&#039;: (Mandatory) If you cross Corner Lines this turn, their Speed Limit is modified by the number indicated for you; “+” means you can move faster, “-” means you must move slower.&lt;br /&gt;
* • &#039;&#039;&#039;Direct Play&#039;&#039;&#039;: You may play this card from your hand in the React step (step 5). If you do, it applies as if you had revealed it in step 3, including Speed value and mandatory/optional icons.&lt;br /&gt;
checks (step 7).&lt;br /&gt;
* • &#039;&#039;&#039;Reduce Stress&#039;&#039;&#039;: You may immediately discard up to the number indicated of Stress cards from your hand to the discard pile.&lt;br /&gt;
* • &#039;&#039;&#039;Refresh&#039;&#039;&#039;: You may place this card back on top of your draw deck instead of discarding it in step 9.&lt;br /&gt;
* • &#039;&#039;&#039;Salvage&#039;&#039;&#039;: You may look through your discard pile and choose up to the number indicated cards there. These cards are shuffled into your draw deck.&lt;br /&gt;
* • &#039;&#039;&#039;Scrap&#039;&#039;&#039;: (Mandatory) Discard the top card of your draw deck the number of times indicated&lt;br /&gt;
* • &#039;&#039;&#039;Slipstream boost&#039;&#039;&#039;: If you choose to Slipstream in step 6, your typical 2 Spaces may be increased by the number indicated.&lt;br /&gt;
* • &#039;&#039;&#039;Super Cool&#039;&#039;&#039;: This symbol is an Optional Symbol to be used in Step 5. You may look through your discard pile and remove up to # Heat cards from it. Return these cards to your Engine spot. &amp;lt;i&amp;gt;Note, this can be used in a section of the track where no Cooldown is allowed. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Championship Mode ==&lt;br /&gt;
Key differences in Championship mode are that &lt;br /&gt;
&lt;br /&gt;
* there are a group of races each with its own event. Look at the TV screen style card next to the track name to find the unique rules for this course&#039;s event.&lt;br /&gt;
* you will get one new garage upgrade per race. You don&#039;t get to find out the weather or track condition until AFTER you&#039;ve chosen upgrades.&lt;br /&gt;
* You can get single use &amp;quot;upgrades&amp;quot; during the race in the form of sponsorship cards. See details about Press corners below. Discarding them will put them back in your deck but if you use the card then it will leave the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Press Corner&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You will receive a sponsorship card for either a) passing the corner at a speed two higher than the corner speed after taking into account road condition markers, or b) slip-streaming across the corner line at any speed. If you spin out in either case you won&#039;t get your sponsorship this time. If you slip-stream and go two speed faster than the corner speed you still only get one sponsorship card per corner each lap.&lt;br /&gt;
&lt;br /&gt;
== Heavy Rain Expansion ==&lt;br /&gt;
&#039;&#039;&#039;Flooded Spaces&#039;&#039;&#039;&lt;br /&gt;
In various places of the Japan Track, water is flowing onto the track. If you start the Round on a flooded Space, Shifting down a gear in Step 1 costs 1 extra Heat. This means that shifting down a single gear will cost a total of 1 Heat, shifting down two gears will cost 2 Heat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chicanes&#039;&#039;&#039;&lt;br /&gt;
Chicanes are a new Feature that can be found on both Tracks in this expansion. They are composed of 2 consecutive Corner Lines with the same Speed Limit and 1 or more Spaces between them. Blue curbs are featured on both sides of the track to help recognize them. &lt;br /&gt;
&lt;br /&gt;
If you play with the Weather and Road Conditions Module, the Sector Symbol modifies the sector after the Chicane. Otherwise it modifies both Corner Lines.&lt;br /&gt;
&lt;br /&gt;
In Championship Mode, the Press Corner is placed on the last Corner Line (when exiting the Chicane).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aggressive Legends&#039;&#039;&#039;&lt;br /&gt;
Legends can be more aggressive on some portions of the tracks, getting the opportunity to clear two corners in the same round. If a Legend starts its turn on a space with a chevron above the diamond on the track, it can cross one extra Corner Line this Round. &amp;lt;i&amp;gt;Note: This rule can be used on the Great Britain Track in the base game as well in the corners that show a Speed limit of 6, 5 and 4.&amp;lt;/i&amp;gt;&lt;/div&gt;</summary>
		<author><name>BryTheBeav02</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelphadara&amp;diff=18447</id>
		<title>Gamehelphadara</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelphadara&amp;diff=18447"/>
		<updated>2023-10-17T00:08:35Z</updated>

		<summary type="html">&lt;p&gt;BryTheBeav02: Removing some blank space&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Hadara reference sheet en.png|left]]&lt;br /&gt;
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==Game End Scoring==&lt;br /&gt;
&lt;br /&gt;
====Colonies====&lt;br /&gt;
Score points equal to the values on the bottom right of your colonies.&lt;br /&gt;
&lt;br /&gt;
====Statues====&lt;br /&gt;
Score points for your carved statues. If you have any bonus tiles with points showing (flipped), score those points as well.&lt;br /&gt;
&lt;br /&gt;
====Silver Medals====&lt;br /&gt;
Score points for your silver medals based on the bonus tiles on them.  Score half the corresponding track values (rounded up).&lt;br /&gt;
&lt;br /&gt;
====Gold Medals====&lt;br /&gt;
Score 7 points per set of 5 differently-colored cards for each gold medal.&lt;br /&gt;
&lt;br /&gt;
====Cards====&lt;br /&gt;
Score points equal to the values on each of your cards.&lt;br /&gt;
&lt;br /&gt;
====Remaining Coins====&lt;br /&gt;
Score 1 point for every 5 coins remaining (drop any remainder).&lt;br /&gt;
&lt;br /&gt;
==Ties==&lt;br /&gt;
In the event of a tie, the tied player with the most leftover coins wins. If there is still a tie, the tied players share the victory.&lt;/div&gt;</summary>
		<author><name>BryTheBeav02</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelphadara&amp;diff=18446</id>
		<title>Gamehelphadara</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelphadara&amp;diff=18446"/>
		<updated>2023-10-17T00:07:53Z</updated>

		<summary type="html">&lt;p&gt;BryTheBeav02: /* Game End Scoring */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Hadara reference sheet en.png|left]]&lt;br /&gt;
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==Game End Scoring==&lt;br /&gt;
&lt;br /&gt;
====Colonies====&lt;br /&gt;
Score points equal to the values on the bottom right of your colonies.&lt;br /&gt;
&lt;br /&gt;
====Statues====&lt;br /&gt;
Score points for your carved statues. If you have any bonus tiles with points showing (flipped), score those points as well.&lt;br /&gt;
&lt;br /&gt;
====Silver Medals====&lt;br /&gt;
Score points for your silver medals based on the bonus tiles on them.  Score half the corresponding track values (rounded up).&lt;br /&gt;
&lt;br /&gt;
====Gold Medals====&lt;br /&gt;
Score 7 points per set of 5 differently-colored cards for each gold medal.&lt;br /&gt;
&lt;br /&gt;
====Cards====&lt;br /&gt;
Score points equal to the values on each of your cards.&lt;br /&gt;
&lt;br /&gt;
====Remaining Coins====&lt;br /&gt;
Score 1 point for every 5 coins remaining (drop any remainder).&lt;br /&gt;
&lt;br /&gt;
==Ties==&lt;br /&gt;
In the event of a tie, the tied player with the most leftover coins wins. If there is still a tie, the tied players share the victory.&lt;/div&gt;</summary>
		<author><name>BryTheBeav02</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelphadara&amp;diff=18421</id>
		<title>Gamehelphadara</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelphadara&amp;diff=18421"/>
		<updated>2023-10-16T03:52:14Z</updated>

		<summary type="html">&lt;p&gt;BryTheBeav02: Add a summary of Game End Scoring&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Hadara reference sheet en.png|left]]&lt;br /&gt;
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==Game End Scoring==&lt;br /&gt;
&lt;br /&gt;
====Colonies====&lt;br /&gt;
Score points equal to the values on the bottom right of your colonies.&lt;br /&gt;
&lt;br /&gt;
====Statues====&lt;br /&gt;
Score points for your carved statues. If you have any bonus tiles with points showing (flipped), score those points as well.&lt;br /&gt;
&lt;br /&gt;
====Silver Medals====&lt;br /&gt;
Score points for your silver medals based on the bonus tiles on them.  Score half the corresponding track values (rounded up).&lt;br /&gt;
&lt;br /&gt;
====Gold Medals====&lt;br /&gt;
Score points 7 points per set of 5 differently-colored cards for each gold medal.&lt;br /&gt;
&lt;br /&gt;
====Cards====&lt;br /&gt;
Score points equal to the values on each of your cards.&lt;br /&gt;
&lt;br /&gt;
====Remaining Coins====&lt;br /&gt;
You can pay coins during final scoring to score 1 point for every 5 coins you pay.&lt;br /&gt;
&lt;br /&gt;
==Ties==&lt;br /&gt;
In the event of a tie, the tied player with the most leftover coins wins. If there is still a tie, the tied players share the victory.&lt;/div&gt;</summary>
		<author><name>BryTheBeav02</name></author>
	</entry>
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