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	<id>https://en.doc.boardgamearena.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Bshirley</id>
	<title>Board Game Arena - User contributions [en]</title>
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	<updated>2026-10-22T00:37:02Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpzombicidesecondedition&amp;diff=31064</id>
		<title>Gamehelpzombicidesecondedition</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpzombicidesecondedition&amp;diff=31064"/>
		<updated>2026-08-12T19:09:13Z</updated>

		<summary type="html">&lt;p&gt;Bshirley: /* Player Turn */ added the first-player movement detail, and formatted section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
Zombicide is a cooperative game. Players win by completing the Mission objectives and surviving together.&lt;br /&gt;
&lt;br /&gt;
There are a number of missions to pick from, the top right on BGA will show you the win conditions for your particular Mission&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Setup===&lt;br /&gt;
&lt;br /&gt;
There are usually at least 6 Survivors used in a games of Zombicide, unless the Mission states otherwise.&lt;br /&gt;
&lt;br /&gt;
During setup, players distribute six Survivors amongst themselves to control during the game. Depending on the number of players, some players might have to control more than 1 Survivor.&lt;br /&gt;
&lt;br /&gt;
In Zombicide 2nd Edition, there are two types of Survivors to choose from: Adults or Kids. Kid Survivors are identified by a yellow icon on their Survivor ID Card.&lt;br /&gt;
&lt;br /&gt;
(Choosing to play with Kid Survivors does not increase the difficulty of the game.)&lt;br /&gt;
&lt;br /&gt;
Kids have 2 Health but start with the Slippery Skill as a bonus. &lt;br /&gt;
&lt;br /&gt;
Adults have 3 Health. They start with a Blue Skill, but may unlock more as they eliminate more Zombies and earn AP. &lt;br /&gt;
&lt;br /&gt;
On BGA, you can click the yellow triangle on the right of a character to give a definition of some of the skills they can unlock&lt;br /&gt;
&lt;br /&gt;
===The Map===&lt;br /&gt;
&lt;br /&gt;
The Map is made of tiles, which are divided into Zones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A street Zone is displayed by crosswalk borders, in addition it may be bordered by the edge of the map or by buildings&lt;br /&gt;
&lt;br /&gt;
A building Zone is demarcated by Walls and Doors&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
From an street Zone, a Survivor can see in orthogonal lines to as many other street zones, up to the board&#039;s edge. However, a Survivor can only see one zone into a directly adjacent inside Zone connected via an open Doors.&lt;br /&gt;
&lt;br /&gt;
From an building Zone, a Survivor can see a distance of one Zone into adjacent connected inside Zone by open doors. A Survivor can see in an orthogonal line as many street Zones as long as they are in a Zones adjacent to an open door.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Equipment Cards===&lt;br /&gt;
&lt;br /&gt;
Cards can be either Melee, Ranged, or Skills&lt;br /&gt;
&lt;br /&gt;
A character can hold 2 Hand cards and 3 Backpack Cards. Unless the card states otherwise, Backpack cards cannot actively be used.&lt;br /&gt;
&lt;br /&gt;
Weapons will either show a knife for Melee or a gun for Ranged&lt;br /&gt;
&lt;br /&gt;
Ranged cards may have a bullet or shell symbol, there is no ammo consumption, but these symbols will indicate how they might interact with Skill cards e.g. a Skill card may only affect Shell ranged weapons&lt;br /&gt;
&lt;br /&gt;
If a weapon has the red Dual Wield symbol on the top left, having two identical of this item will let you use the dual wield rules during combat&lt;br /&gt;
&lt;br /&gt;
If a weapon has the white door symbol on the top left, this can be used to open doors&lt;br /&gt;
&lt;br /&gt;
Cards will contain a noise indicator, a blue noise indicator means it makes no noise, a yellow noise indicator means it makes noise. Some cards may have both symbols, depending on how it&#039;s used e.g. combat may be silent, but door opening may be noisy&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;6 Starting Equipment cards:  &amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt; Pistol x 3 &lt;br /&gt;
&lt;br /&gt;
Baseball Bat x1&lt;br /&gt;
&lt;br /&gt;
Crowbar x1&lt;br /&gt;
&lt;br /&gt;
Fire Axe x1 &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;45 Blue Equipment cards (Found in regular search):  &amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Aaahh!! x4 (Zombie spawn/action card) &lt;br /&gt;
&lt;br /&gt;
Bag of Rice x2 (Food) (Gain 3AP when used)&lt;br /&gt;
&lt;br /&gt;
Canned Food x2 (Food) (Gain 3AP when used)&lt;br /&gt;
&lt;br /&gt;
Water x2 (Gain 3AP when used)&lt;br /&gt;
&lt;br /&gt;
Flashlight x2 &lt;br /&gt;
&lt;br /&gt;
Chainsaw x2 &lt;br /&gt;
&lt;br /&gt;
Crowbar x1 &lt;br /&gt;
&lt;br /&gt;
Fire Axe x1 &lt;br /&gt;
&lt;br /&gt;
Katana x2 &lt;br /&gt;
&lt;br /&gt;
Kukri x2 &lt;br /&gt;
&lt;br /&gt;
Machete x4 &lt;br /&gt;
&lt;br /&gt;
Molotov x4 &lt;br /&gt;
&lt;br /&gt;
Pistol x1 &lt;br /&gt;
&lt;br /&gt;
Plenty of Bullets x3 &lt;br /&gt;
&lt;br /&gt;
Plenty of Shells x3 &lt;br /&gt;
&lt;br /&gt;
Sawed-Off x4 &lt;br /&gt;
&lt;br /&gt;
Shotgun x2 &lt;br /&gt;
&lt;br /&gt;
Sniper Rifle x2 &lt;br /&gt;
&lt;br /&gt;
Sub-MG x2&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;11 Pimpweapons cards (Red cards found is grey boxes):  &amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Aaahh! x2 (Zombie spawn/action card) &lt;br /&gt;
&lt;br /&gt;
Army Sniper Rifle x1 &lt;br /&gt;
&lt;br /&gt;
Automatic Shotgun x1 &lt;br /&gt;
&lt;br /&gt;
Evil Twins x1 &lt;br /&gt;
&lt;br /&gt;
Golden AK-47 x1 &lt;br /&gt;
&lt;br /&gt;
Golden Kukri x1 &lt;br /&gt;
&lt;br /&gt;
Gunblade x1 &lt;br /&gt;
&lt;br /&gt;
Ma&#039;s Shotgun x1 &lt;br /&gt;
&lt;br /&gt;
Nailbat x1 &lt;br /&gt;
&lt;br /&gt;
Zantetsuken x1&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Weapons in Combat===&lt;br /&gt;
&lt;br /&gt;
From left to right, each weapon has 6 icons&lt;br /&gt;
&lt;br /&gt;
The first shows the type, Melee or Ranged&lt;br /&gt;
&lt;br /&gt;
The second shows the distance, usually with a min and max value. 0 is the zone the character currently resides, whilst 1 is the zone adjacent to you and so on.&lt;br /&gt;
&lt;br /&gt;
The third shows how many dice are rolled when using this weapon&lt;br /&gt;
&lt;br /&gt;
The fourth shows what value or higher you want to roll on each dice in order to count it as a success&lt;br /&gt;
&lt;br /&gt;
The fifth shows how much damage a success grants&lt;br /&gt;
&lt;br /&gt;
The sixth shows whether this weapon is noisy or silent&lt;br /&gt;
&lt;br /&gt;
If a weapon had the red dual wield symbol, and you have a duplicate of it in each hand, you can use both weapons with one action as long as the same zone (not zombie) is targeted&lt;br /&gt;
&lt;br /&gt;
You do not get to choose which specific zombie you attack with a Ranged weapon, just the Zone you attack, there is a Priority Order for the Zombies - 1st Brutes or Abominations (player choice), 2nd Walkers, 3rd Runners. What this means is if you attack a zone with 4 Walkers and a Runner, the Walkers will be hit first and until they are defeated or move on, the Runner cannot be hit with Ranged. However, Melee weapons allow you to choose specific targets.&lt;br /&gt;
&lt;br /&gt;
Friendly Fire - If a zone contain a mix of Zombies and Characters, any Misses on a Ranged attack hit a Character of the group&#039;s choice instead. However, a character cannot accidentally shoot themself. If there are multiple Misses, and multiple Characters in the target zone, the group can distribute the damage as desired, whether that be split evenly or not hitting one character whilst another takes more.&lt;br /&gt;
&lt;br /&gt;
===Adrenaline, Danger, and Character Leveling===&lt;br /&gt;
&lt;br /&gt;
Each time a character kills a monster, that character gains a number of AP (Adrenaline Points)&lt;br /&gt;
&lt;br /&gt;
Gaining enough AP allows that character to level up (Blue - Yellow - Orange - Red)&lt;br /&gt;
&lt;br /&gt;
Each level up gives 1 Ability, some levels only give one ability so it&#039;s automatic, whilst others give multiple options but you can only choose 1 to take and the others are lost&lt;br /&gt;
&lt;br /&gt;
Be aware that character levels are linked to danger levels, the highest character level in the group when zombies spawn determine which and how many zombies spawn based on the same blue/yellow/orange/red level. As mentioned, it&#039;s the highest character level which counts, so if one character is a blue, four are yellows, and one is orange then the zombie spawn will be of Orange level. As such, it&#039;s advised to try to stay around the same level for everyone, lagging behind will make it difficult for you!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Zombies===&lt;br /&gt;
&lt;br /&gt;
Zombies spawn at the beginning of the game as part of setup, whenever a door of a building is opened for the first time, or during their phase determined by the zombie deck and the current danger level. When a card is drawn for a zombie, it could be a normal card which simply spawns it, or a Rush card which spawns it and allows it to take an action, or an Activation card which does NOT spawn but instead allows all zombies of that type to take an action.&lt;br /&gt;
&lt;br /&gt;
Zombies have a damage, health, Actions, and AP reward, and may have special rules&lt;br /&gt;
&lt;br /&gt;
The four zombie types are:&lt;br /&gt;
&lt;br /&gt;
Walkers have Damage 1, Health 1, Actions 1, AP 1. There are 40 in the supply.&lt;br /&gt;
&lt;br /&gt;
Brutes have Damage 1, Health 2, Actions 1, AP 1, Special Rule: Only a Damage 2+ weapon or Molotov can have an impact on them. There are 16 in the supply.&lt;br /&gt;
&lt;br /&gt;
Runners have Damage 1, Health 1, Actions 2, AP 1. There are 16 in the supply.&lt;br /&gt;
&lt;br /&gt;
Abominations have Damage 1, Health 3, Actions 1, AP 5, Special Rule: Only a Damage 3+ weapon or a Molotov can have an impact on them. No weapon has a natural 3, a Skill or similar is needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Abominations===&lt;br /&gt;
&lt;br /&gt;
If an Abomination card is drawn, what happens depends on whether there is an Abomination out or not&lt;br /&gt;
&lt;br /&gt;
If there is no Abomination, an abomination spawns&lt;br /&gt;
&lt;br /&gt;
If there is an Abomination, that abomination takes an action&lt;br /&gt;
&lt;br /&gt;
In this way, there will only ever be 1 Abomination active at most&lt;br /&gt;
&lt;br /&gt;
There are 4 unique Abominations with their own rules&lt;br /&gt;
&lt;br /&gt;
Hobomination - No combat action can be taken if you share a zone with this abomination&lt;br /&gt;
&lt;br /&gt;
Abominacop - This abomination takes first priority in targeting order&lt;br /&gt;
&lt;br /&gt;
Abominawild - Molotovs used in this abomination&#039;s zone only affect the abomination, nothing else is destroyed&lt;br /&gt;
&lt;br /&gt;
Patient 0 - None&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Player Turn===&lt;br /&gt;
&lt;br /&gt;
If you are controlling multiple characters, fully complete one character&#039;s turn before taking a different character&#039;s turn, but you can choose the order in which your characters act&lt;br /&gt;
&lt;br /&gt;
A character starts with 3 Actions per turn, but this can be increased as they level. The actions are as follows:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Move&#039;&#039;&#039; - 1 Action to move to an adjacent Zone +1 Action per zombie in current zone. This means with the base 3 actions, if a character has 3 zombies in their zone, they cannot move. If movement takes a character into a zone with zombies they cannot continue moving even if they have enough actions to progress.&lt;br /&gt;
* &#039;&#039;&#039;Search&#039;&#039;&#039; - Whilst in an Inside Zone with no Zombies, 1 action to draw an equipment card and either put it in Hand, put it in Backpack, or Discard it. If they put it in Hand/Backpack, they get a free action to redistribute the cards they currently hold however they like. If they have no space for the new item, during the redistribution they can choose a different item to discard. A Character can only perform 1 Search per turn, if they have a skill which gives them a Free Search this also counts as their 1 Search per turn.&lt;br /&gt;
* &#039;&#039;&#039;Open Door&#039;&#039;&#039; - If the character holds an item in hand which contains the door symbol on the top left, they can spend 1 action to open a door adjacent to the zone they are in. Abnormal doors may require a mission based objective to be met before they can be opened. If the door was the first door to be opened for that building, spawn zombies in each Dark Zone of that building. If a rush card was drawn, the zombie will both spawn and take an action, which may mean they move into a Light Zone.&lt;br /&gt;
* &#039;&#039;&#039;Trade&#039;&#039;&#039; - For 1 action, you can either trade with one other character in the same zone or redistribute your items between your Backpack and Hand. A trade does not have to be equal, it can be 1-for-1 or it could be a full take or a full give or some other arrangement agreed upon between the controlling players. The other character in the trade gets a free redistribution.&lt;br /&gt;
* &#039;&#039;&#039;Noise&#039;&#039;&#039; - For 1 action you can place a noise token in your zone&lt;br /&gt;
* &#039;&#039;&#039;Interact with Objective&#039;&#039;&#039; - For 1 Action you can interact with or take an objective, this effect can vary based on the Mission, but typically gives 5AP unless the Mission states otherwise.&lt;br /&gt;
* &#039;&#039;&#039;Combat&#039;&#039;&#039; - For 1 action, you can use a weapon against a zone with Zombies, if you satisfy the condition for Dual Wield you can use a single action to use both weapons.&lt;br /&gt;
* &#039;&#039;&#039;Wait&#039;&#039;&#039; - You can pass on any actions you don&#039;t wish to take&lt;br /&gt;
&lt;br /&gt;
After all players have had a turn, the first player becomes the subsequent payer. The previous first player will become the last player in the next round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Zombie Turn===&lt;br /&gt;
&lt;br /&gt;
After all characters and thus all players have taken their turns, the zombies activate&lt;br /&gt;
&lt;br /&gt;
First, attacks happen. Each zombie attacks a character in its zone, if there are multiple characters then the players choose which character takes the hit.&lt;br /&gt;
&lt;br /&gt;
Second, movement happens. Each zombie which did not attack, as such has no characters in its zone, moves 1 zone. Where they move will depend on a few things. First, they&#039;d like to go towards a zone (note they may not actually reach it) that has the most combined characters and noise tokens in it which is within its line of sight and contains at least 1 character. If there are no characters in its Line of Sight, then it moves towards the noisiest zone regardless of distance. Remember, character tokens count towards the noise level. If the path to the destination is blocked at any point between the zombie and the target zone, the zombie does not move at all. If the target zone has multiple routes of equal distance, the zombies split up as evenly as possible and take all the equidistant routes.&lt;br /&gt;
&lt;br /&gt;
For Runners, they do this check twice, their first priority is always attack, with second priority being move. This means they could, in priority order, attack-attack, attack-move, move-attack or move-move&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After activation, Spawn happens. In ascending order, from each numbered spawn point, draw a card to see what arrives corresponding with the current danger level, remember this is equal to the highest character level in all the group. Some spawn locations may be special, these do not spawn until the Mission tells you to, after a special spawn location starts spawning it continues spawning on each subsequent Spawn Phase, unless the mission says otherwise. If there are not enough zombies of a type to spawn what is needed, the zombies of that type get an activation instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Special Modes and Missions===&lt;br /&gt;
&lt;br /&gt;
The rulebook contains further clarifications on special modes and the specific Missions&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
The game is won when the Mission Objectives are all complete&lt;br /&gt;
&lt;br /&gt;
The game is lost if a character dies&lt;br /&gt;
&lt;br /&gt;
The game is lost if a game state causes a Mission Objective to be impossible to complete&lt;br /&gt;
&lt;br /&gt;
The game is lost if a Mission specific Loss criteria is met&lt;/div&gt;</summary>
		<author><name>Bshirley</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptigriseuphrates&amp;diff=30856</id>
		<title>Gamehelptigriseuphrates</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptigriseuphrates&amp;diff=30856"/>
		<updated>2026-07-24T15:23:34Z</updated>

		<summary type="html">&lt;p&gt;Bshirley: /* Catastrophe Tiles */ Updated to mention that catastrophe tiles can not be played on treasures.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Summary==&lt;br /&gt;
You play as the leader of a civilization in fertile Mesopotamia (which means &amp;quot;between two rivers.&amp;quot;) By laying tiles of different types, you will shape the landscape of this ancient region, fight wars, suppress or lead revolts, and watch cities rise and fall, all while attempting to gain influence in 4 key areas. At the end of the game the winner is the person with the highest influence in their lowest category.&lt;br /&gt;
&lt;br /&gt;
Each player is represented by a specific shape (Bull, Urn, Bow and Lion) rather than a color.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;width:50%;text-align:center;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
!  &#039;&#039;&#039;Color&#039;&#039;&#039; || &#039;&#039;&#039;Tile&#039;&#039;&#039; || &#039;&#039;&#039;Leader&#039;&#039;&#039; || &#039;&#039;&#039;Leader Ability&#039;&#039;&#039; || &#039;&#039;&#039;Tile Counts&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!   &#039;&#039;&#039;Black&#039;&#039;&#039;&lt;br /&gt;
|| Settlement || King || Scores unclaimed influence on tile lays || 30&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color:green&amp;quot; | &#039;&#039;&#039;Green&#039;&#039;&#039;&lt;br /&gt;
|| Market || Trader || Collects treasures || 30&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color:red&amp;quot; | &#039;&#039;&#039;Red&#039;&#039;&#039;&lt;br /&gt;
|| Temple || Priest || - || 57&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color:blue&amp;quot; | &#039;&#039;&#039;Blue&#039;&#039;&#039;&lt;br /&gt;
|| Farm || Farmer || - || 36&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color:gold&amp;quot; | &#039;&#039;&#039;Yellow&#039;&#039;&#039;&lt;br /&gt;
|| Catastrophe || - || - || 2 per player&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You have one leader in each sphere of influence (red bow, green bow, etc) and influence points will flow through them.&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
You will get 2 actions on each turn, and there are 3 possible actions.&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Place a tile&#039;&#039;&#039; - Take a tile from your hand and place it anywhere on the board.&amp;lt;br/&amp;gt;&lt;br /&gt;
• &#039;&#039;&#039;Position a leader&#039;&#039;&#039; - Place a leader from your hand, move a leader on the board, or take a leader back to your hand from the board.&amp;lt;br/&amp;gt;&lt;br /&gt;
• &#039;&#039;&#039;Discard&#039;&#039;&#039; - Discard any number of tiles from your hand and redraw that many.&lt;br /&gt;
&lt;br /&gt;
After your two actions you redraw to 6 and the next player goes.&lt;br /&gt;
&lt;br /&gt;
==Leader Positioning==&lt;br /&gt;
A leader may be positioned from your hand to the board, from the board to another spot on the board, or returned from the board to your hand with the following restrictions.&lt;br /&gt;
&lt;br /&gt;
• A leader must be placed on an empty space&amp;lt;br/&amp;gt;&lt;br /&gt;
• A leader must always be adjacent (common edges, not diagonal)  to a temple (red tile)&amp;lt;br/&amp;gt;&lt;br /&gt;
• A leader may not be placed to join kingdoms&amp;lt;br/&amp;gt;&lt;br /&gt;
• A leader cannot be placed on a river&lt;br /&gt;
&lt;br /&gt;
Placing a leader does not award any points. However, a player may not score any points without having at least one leader on the board.&lt;br /&gt;
&lt;br /&gt;
If a leader is placed in a kingdom containing a similar colored leader, then a revolt occurs.&lt;br /&gt;
&lt;br /&gt;
====Revolt====&lt;br /&gt;
A revolt occurs when a player places a leader in a kingdom that already contains a leader of that color.&lt;br /&gt;
&lt;br /&gt;
The newly placed leader is the attacking leader and the opposing leader is the defender.&lt;br /&gt;
&lt;br /&gt;
To resolve the revolt strength needs to be determined.&lt;br /&gt;
&lt;br /&gt;
• First count the number of temples (red tiles) adjacent to each leader, that is their board strength.&amp;lt;br/&amp;gt;&lt;br /&gt;
• Then the attacking player may commit temples (red tiles) from their hand as additional support.&amp;lt;br/&amp;gt;&lt;br /&gt;
• After seeing the attacking leader&#039;s support the defender may likewise commit temples (red tiles) from their hand as support.&lt;br /&gt;
&lt;br /&gt;
The winner is the leader with the greater total strength (board strength + committed support); the defender always wins ties.&lt;br /&gt;
&lt;br /&gt;
The losing leader is returned to their owner&#039;s hand, and the winner scores one red. Tiles committed for support tiles are discarded by both attacker and defender.&lt;br /&gt;
&lt;br /&gt;
==Tile Placement==&lt;br /&gt;
Tiles can be placed anywhere on the map with the following restrictions:&lt;br /&gt;
&lt;br /&gt;
• No tiles except for blue may be placed on rivers&amp;lt;br/&amp;gt;&lt;br /&gt;
• Blue tiles can &#039;&#039;&#039;only&#039;&#039;&#039; be placed on rivers&amp;lt;br/&amp;gt;&lt;br /&gt;
• No tile may be placed on top of a leader or a monument&amp;lt;br/&amp;gt;&lt;br /&gt;
• Only catastrophes can be placed on other tiles&lt;br /&gt;
&lt;br /&gt;
When a tile is placed in a kingdom, the leader of the matching color in that kingdom is awarded an influence point of the tile&#039;s color. If there is no leader of that color, but there is a king (black leader), then the king (black leader) is awarded an influence point of the tile&#039;s color.&lt;br /&gt;
&lt;br /&gt;
If a tile is placed such that it joins two kingdoms, a war is started and no influence point will be awarded for the tile placement (even if there are no opposing leaders).  A tile may not be placed so as to join more than two kingdoms.&lt;br /&gt;
&lt;br /&gt;
If a tile is placed such that a 2x2 square of like-colored tiles now exists, a monument of a matching color may be built.&lt;br /&gt;
&lt;br /&gt;
====War====&lt;br /&gt;
A war occurs when a player places a tile that joins two kingdoms. All leaders that have a like-colored leader in the joined kingdom are in conflict.&lt;br /&gt;
&lt;br /&gt;
Wars are resolved through the following steps.&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Determine the leader&#039;&#039;&#039;: The active player may select any color of leaders to resolve first.&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Determine the attacker/defender&#039;&#039;&#039;: If the active player selects a color for which they have a leader, they will be the attacker, otherwise the next player in turn order with a participating leader is the attacker.&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Count board strength for attacker and defender&#039;&#039;&#039;: In a war, a leader&#039;s board strength is the number of like-colored tiles in their kingdom.&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Play support from hands&#039;&#039;&#039;: Starting with the attacker, play tiles from hand matching the attacking/defending leader color as committed support.  Both attacker and defender will discard these committed-support tiles at the end of the conflict.&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Determine winner&#039;&#039;&#039;: The winning leader is the leader with greater total strength (support on the board + committed support); the defender always wins ties.&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Remove tiles and award points&#039;&#039;&#039;: The loser withdraws from the kingdom their leader and all tiles supporting that leader. This may break apart the kingdom. The winner scores one influence of the defending leader&#039;s color plus one influence matching the color of each tile removed from the kingdom.&lt;br /&gt;
&lt;br /&gt;
If the war involved priests (red leaders), then no temples (red tiles) supporting another leader (i.e., the temple tiles which were directly adjacent to the removed leader) or containing treasures are removed.&lt;br /&gt;
&lt;br /&gt;
If there are still leaders in conflict, continue to the next war, with the original player picking the next color.&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
Influence points come in 4 colors and are hidden during the game.&lt;br /&gt;
&lt;br /&gt;
Your score at the end of the game is your &#039;&#039;&#039;lowest&#039;&#039;&#039; color of influence. Treasures are wild points which you can assign to any color.&lt;br /&gt;
&lt;br /&gt;
On BGA, treasures are automatically distributed one at a time to your current lowest color of influence. (e.g. If you ended the game with an influence of &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;8&amp;lt;/span&amp;gt;-&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;8&amp;lt;/span&amp;gt;-&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;8&amp;lt;/span&amp;gt;-&amp;lt;span style=&amp;quot;color:gold&amp;quot;&amp;gt;7&amp;lt;/span&amp;gt; and 5 treasures, the treasures would be assigned to yellow, then red, then green, then blue, then yellow again, putting you at &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;9&amp;lt;/span&amp;gt;-&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;9&amp;lt;/span&amp;gt;-&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;9&amp;lt;/span&amp;gt;-&amp;lt;span style=&amp;quot;color:gold&amp;quot;&amp;gt;9&amp;lt;/span&amp;gt;, and scoring 9.)&lt;br /&gt;
&lt;br /&gt;
==Kingdoms==&lt;br /&gt;
A kingdom is a region of tiles and leaders that are adjacent (common edges, not diagonal) to each other. A kingdom may contain leaders of different players as long as they are different colors.&lt;br /&gt;
&lt;br /&gt;
==Monuments==&lt;br /&gt;
Whenever a player places the fourth tile in a 2x2 square of the same color, a monument may be built on the spot.&lt;br /&gt;
The tiles are flipped over and a monument is placed on them.&lt;br /&gt;
The monument has 2 colors, and one of those colors must match the flipped tiles.&lt;br /&gt;
&lt;br /&gt;
Monuments regularly provide influence. &lt;br /&gt;
Every monument awards 1 influence to the active player at the end of their turn for each of their like-colored leaders in the monument&#039;s kingdom.&lt;br /&gt;
&lt;br /&gt;
Monuments do not have a color of their own for purposes of supporting leaders or counting as board strength.&lt;br /&gt;
&lt;br /&gt;
==Treasures==&lt;br /&gt;
Treasures are wild points.&lt;br /&gt;
At the start of the game all 10 temples on the board start with a treasure on them.&lt;br /&gt;
&lt;br /&gt;
After placing a tile and resolving any wars if a kingdom contains 2 treasures and a green leader, the leader&#039;s owner picks up one of the treasures.&lt;br /&gt;
Some of the starting temples have an extra border around them, those treasures must be taken first if there is an option.&lt;br /&gt;
&lt;br /&gt;
Catastrophe tiles can not be played on treasures.&lt;br /&gt;
&lt;br /&gt;
==Catastrophe Tiles==&lt;br /&gt;
Each player starts the game with 2 catastrophe tiles, which cannot be discarded.&lt;br /&gt;
&lt;br /&gt;
Catastrophe tiles may be played on empty spaces or on top of other tiles, but not on top of leaders, monuments, or treasures.&lt;br /&gt;
They destroy the tile under them and do not serve as a part of any kingdom.&lt;br /&gt;
&lt;br /&gt;
==Game End==&lt;br /&gt;
The game ends when only 2 treasures remain on the board, or the draw pile runs out (remaining tiles are tracked as progress at the top left and the &amp;quot;bag&amp;quot; tracker on the right).&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
====Game Board - Advanced Board====&lt;br /&gt;
Different map with 14 treasures compared to 10 treasures on Standard map.&lt;br /&gt;
&lt;br /&gt;
====War Support - English Variant====&lt;br /&gt;
During a conflict (war or revolt) both the attacker and defender are only able to contribute tiles if the total would exceed the strength of the other. This variant prevents players from using conflicts as a way to simply dump tiles from their hand. &lt;br /&gt;
&lt;br /&gt;
====Advanced Games Rules - Civilization Buildings====&lt;br /&gt;
There are four civilization buildings: Palace (black), Market Hall (green), Library (red), Granary (blue).&lt;br /&gt;
&lt;br /&gt;
When a player places a tile so that there are three or more in a row (horizontal or vertical) they may place the same color building on any of those tiles. &lt;br /&gt;
&lt;br /&gt;
If the building is already on the board, a player may move it to another row if it is longer than the one it is currently on (additionally the new line must be at least 3 long as per the first rule). &lt;br /&gt;
&lt;br /&gt;
Tiles that have a building cannot be destroyed by war, revolt, or catastrophe. They can be flipped to create a monument which takes the building off the board.&lt;br /&gt;
&lt;br /&gt;
Civilization buildings must be placed prior to building a monument or wonder. &lt;br /&gt;
&lt;br /&gt;
Placing a tile into a kingdom that contains a building gives the leader there two cubes instead of one (blue leader receives two blue cubes instead of one, etc.).&lt;br /&gt;
&lt;br /&gt;
====Monuments - Wonder Variant====&lt;br /&gt;
The wonder is a special, single, five-tile monument in a cross-like shape (four orthogonal tiles connected to a center tile). A player may build this wonder when they place a tile that results in a cross-like shape of a single color. All rules for monuments apply.&lt;br /&gt;
&lt;br /&gt;
At the end of a turn in which a player has a King connected to the wonder, they may receive a cube of any color they choose.&lt;br /&gt;
&lt;br /&gt;
==== Scoring - Open Scoring====&lt;br /&gt;
Influence is not hidden during the game.&lt;/div&gt;</summary>
		<author><name>Bshirley</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppilipili&amp;diff=28297</id>
		<title>Gamehelppilipili</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppilipili&amp;diff=28297"/>
		<updated>2026-01-28T23:07:16Z</updated>

		<summary type="html">&lt;p&gt;Bshirley: formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Pili Pili Rules Summary ==&lt;br /&gt;
&lt;br /&gt;
=== Goal ===&lt;br /&gt;
Pilis 🌶️ are points.&lt;br /&gt;
&lt;br /&gt;
Points are bad, you don&#039;t want points.&lt;br /&gt;
&lt;br /&gt;
The game is over when someone reaches six 🌶️.&lt;br /&gt;
&lt;br /&gt;
=== Bill of Materials ===&lt;br /&gt;
&lt;br /&gt;
* The shuffled play deck is formed of:&lt;br /&gt;
** 55 numbered cards: 1 to 55, with one of each card. There are no suits.&lt;br /&gt;
** one joker card, wild in rank&lt;br /&gt;
* A shuffled mission deck is formed of 36 mission cards.&lt;br /&gt;
&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
This is a once-around trick taking card game.&lt;br /&gt;
&lt;br /&gt;
# Each hand will be determined by a mission card drawn before the cards are dealt.&lt;br /&gt;
# Each player receives the number of cards indicated on the mission card.&lt;br /&gt;
# In order each player bids, the final bidder can&#039;t make the bids even to the tricks available.&lt;br /&gt;
# Each trick is taken by the highest card played. There are no suits.&lt;br /&gt;
## a joker&#039;s value is declared when played; it can be any value 0-56.&lt;br /&gt;
# After the mission/hand/round is complete, each player receives 🌶️ for the difference between their bid and the number of tricks that took in the hand.&lt;br /&gt;
# When one player reaches 6 🌶️, the game ends and the player with the fewest 🌶️ wins.&lt;/div&gt;</summary>
		<author><name>Bshirley</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppilipili&amp;diff=28296</id>
		<title>Gamehelppilipili</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppilipili&amp;diff=28296"/>
		<updated>2026-01-28T23:02:40Z</updated>

		<summary type="html">&lt;p&gt;Bshirley: first cut&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;# Pili Pili Rules Summary&lt;br /&gt;
&lt;br /&gt;
## Goal&lt;br /&gt;
&lt;br /&gt;
Pilis 🌶️ are points.&lt;br /&gt;
Points are bad, you don&#039;t want points.&lt;br /&gt;
&lt;br /&gt;
The game is over when someone reaches six 🌶️.&lt;br /&gt;
&lt;br /&gt;
## Bill of Materials&lt;br /&gt;
&lt;br /&gt;
 * The shuffled play deck is formed of:&lt;br /&gt;
   * 55 numbered cards: 1 to 55, with one of each card. There are no suits.&lt;br /&gt;
   * one joker card&lt;br /&gt;
 * A shuffled mission deck is formed of 36 mission cards.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
## Gameplay&lt;br /&gt;
&lt;br /&gt;
This is a once-around trick taking card game.&lt;br /&gt;
 * Each hand will be determined by a mission card drawn before the cards are dealt.&lt;br /&gt;
 * Each player receives the number of cards indicated on the mission card.&lt;br /&gt;
 * In order each player bids, the final bid can&#039;t make the bids even to the tricks available.&lt;br /&gt;
 * Each trick is taken by the highest card played. There are no suits.&lt;br /&gt;
   * a joker&#039;s value is declared when played; it can be any value 0-56.&lt;br /&gt;
 * After the mission/hand/round is complete, each player receives 🌶️ for the difference between their bid and the number of tricks that took in the hand.&lt;br /&gt;
 * When one player reaches 6 🌶️, the game ends and the player with the fewest 🌶️ wins.&lt;/div&gt;</summary>
		<author><name>Bshirley</name></author>
	</entry>
</feed>