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	<updated>2026-11-05T02:07:58Z</updated>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpinventors&amp;diff=13652</id>
		<title>Gamehelpinventors</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpinventors&amp;diff=13652"/>
		<updated>2022-06-17T15:20:53Z</updated>

		<summary type="html">&lt;p&gt;Cactus Tom: /* Scoring */ Added the tiebreaker rule.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
For tips on how to play inventors, see &amp;lt;b&amp;gt;[[Tips_inventors]]&amp;lt;/b&amp;gt;&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
* Each player is randomly assigned a set of four inventors, grouped by the time period in which they lived.&lt;br /&gt;
* Each inventor begins with two units of starting knowledge, which the inventor can use to help patent some of the world&#039;s greatest inventions.&lt;br /&gt;
* Points are gained in various ways from completed inventions to which the inventors contributed, and the person with the most points at the end of the third age is the winner.&lt;br /&gt;
&lt;br /&gt;
== Game play ==&lt;br /&gt;
&lt;br /&gt;
Each turn consists of two or three steps:&lt;br /&gt;
# Pick an inventor whose knowledge you want to use (which prevents the inventor being used again until the player refreshes inventors)&lt;br /&gt;
# Pick the invention on which you want to use that knowledge&lt;br /&gt;
# If an invention is completed, the three players who contributed the most knowledge choose a bonus from that invention, in order from most knowledge to least knowledge.&lt;br /&gt;
* In case of a tie, work clockwise from the player who finished the invention.&lt;br /&gt;
* Alternately, a player has the choice to refresh all their inventors.&lt;br /&gt;
** This must be done when all four inventors have been used, but may be done at any time.&lt;br /&gt;
&lt;br /&gt;
The game is played over three ages:&lt;br /&gt;
* Each age consists of a number of inventions equal to the number of players plus three (3).&lt;br /&gt;
* When the second to last invention has been completed and players have finished sharing the rewards, the age ends immediately.&lt;br /&gt;
&lt;br /&gt;
== Bonus Tokens ==&lt;br /&gt;
&lt;br /&gt;
==== 1 ====&lt;br /&gt;
&lt;br /&gt;
* All tokens have a 1 on the back.&lt;br /&gt;
* This allows players to progress in knowledge in areas that begin as zeros (blank).&lt;br /&gt;
&lt;br /&gt;
==== 2, 3, 4 ====&lt;br /&gt;
&lt;br /&gt;
* Improve the knowledge level of inventors.&lt;br /&gt;
** Improvements must be sequential&lt;br /&gt;
*: &#039;&#039;i.e. a 4 token must be played on a 3, etc.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Coffee (availability) ====&lt;br /&gt;
&lt;br /&gt;
* Allows player to refresh all their inventors for free&lt;br /&gt;
&lt;br /&gt;
==== Chocolate (additional knowledge) ====&lt;br /&gt;
&lt;br /&gt;
* Allows a player to place two extra knowledge cubes.&lt;br /&gt;
* Only applies on the turn in which it is played, and the additional knowledge must be on the same invention as other cubes played that turn.&lt;br /&gt;
&lt;br /&gt;
==== Star (Classification number) ====&lt;br /&gt;
&lt;br /&gt;
* Fills in a gap in a card bonus run.&lt;br /&gt;
&lt;br /&gt;
==== Ribbons ====&lt;br /&gt;
&lt;br /&gt;
* Give 1, 2, or 3 victory points.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
There are four ways to score points:&lt;br /&gt;
# Card points&lt;br /&gt;
#* In the corner of each invention is a ribbon with a number of victory points (corresponding to the age).&lt;br /&gt;
#* These victory points are given to the player who takes the card instead of a bonus token when an invention is completed.&lt;br /&gt;
# Victory point bonus tokens.&lt;br /&gt;
# Inventor bonus&lt;br /&gt;
#* If a player improves an inventor&#039;s knowledge to the levels indicated under the ribbon on the card, the player gets the number of victory points indicated inside the ribbon.&lt;br /&gt;
# Card run&lt;br /&gt;
#* By the victory point indicator on each card, there is a number in a blue rectangle.&lt;br /&gt;
#* If a player makes a run of these cards (which &#039;&#039;must&#039;&#039; start with 0), the player gets the number of victory points indicated by the highest number in the run.&lt;br /&gt;
&lt;br /&gt;
* At the end of the third age, players have one last opportunity to play bonus tokens to improve the knowledge of inventors.&lt;br /&gt;
&lt;br /&gt;
* Once this is done, the player with the most points is the winner.&lt;br /&gt;
&lt;br /&gt;
* Tiebreaker: when two players have an equal number of points, the tie is broken in favor of the player with more inventions.&lt;/div&gt;</summary>
		<author><name>Cactus Tom</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpwelcometonewlasvegas&amp;diff=13627</id>
		<title>Gamehelpwelcometonewlasvegas</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpwelcometonewlasvegas&amp;diff=13627"/>
		<updated>2022-06-16T13:00:32Z</updated>

		<summary type="html">&lt;p&gt;Cactus Tom: /* Game Turn */ Added a sentence about what happens if you cannot play any of the 3 available numbers.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Game Turn=&lt;br /&gt;
&lt;br /&gt;
# Flip 3 Casino cards - At the beginning of each turn, the card from the top of each stack is flipped and placed next to it, effect side up, creating three combinations: Casino number / Effect. Flipped cards will be stacked in three discarded stacks.&lt;br /&gt;
# Pick a number / effect combination - The players turn is simultaneous: each player individually picks one of the three combinations available and applies the results on their sheets. Several architects can therefore choose the same combination.&lt;br /&gt;
# Open a Casino (compulsory) - First, each architect must write the number of the combination they picked in the casino of one of their 4 streets on their city sheet. Numbers must always be written in an empty and constructed Casino, that is a casino without a crane or with a crossed off crane (see Construction effect page 8). They must be put in ascending order from left to right in each street independently.  Note: If a player cannot write any of the 3 numbers of the Casino cards because they cannot respect the placement rules, they get to check 2 boxes on the Inauguration Track on their score sheet and will not be able to perform any action this turn. &lt;br /&gt;
# Perform the Effect (optional) - The player’s chosen combination allows them to perform an effect, if they wish, and if they have opened a casino with the Casino card. Important: an effect is always optional.&lt;br /&gt;
&lt;br /&gt;
=Card Effects=&lt;br /&gt;
# Inauguration (Scissors Cutting Ribbon) - Tick one circle on inauguration track. If the track is filled, game end is triggered. For every 2 circles filled, you can optionally use one of the 3 bonus actions. At game end, players count the number of inauguration spots filled. The player with most garners 1st place and scores the bonus points listed on theor player sheet. Second and third place do the same. However, all players with the least inauguration spots filled encircle the debt marker on their sheet by the placement column.&lt;br /&gt;
&lt;br /&gt;
# Limousine - Draw 2 segments for limousine path. Points or cash bundles are garnered toward game end for every red carpet passed by limousine. Points are deducted at game end for every segment  needed to get back ti startung point.&lt;br /&gt;
&lt;br /&gt;
# Construction (Crane) - Build a casino location, and circle the debt marker for that spot. Debt marker is crossed out if a casino is built over the newly constructed location.&lt;br /&gt;
&lt;br /&gt;
# Improvement (Calculator) - Scratch over or fill in EXACTLY one of the multiplier boxes at the bottom of the screen of your player board (except for shows). The bottom most uncovered number will go toward your final score.&lt;br /&gt;
&lt;br /&gt;
# Show Opening (Pink Star) - If placed on a casino with a star on its ceiling, then you can fill in one of the spots on the 2 columns of the show track of your player board. If a column is started, circle the 2 debt markers by that column. The debt marker can be crossed out if the circle next to it is filled. (i.e. you might not want to start a show if you don&#039;t thunk you can pay for the debt marker at the bottom)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Special Actions=&lt;br /&gt;
For every 2 filled inauguration spots, you may use one of 3 bonus actions on your turn.&lt;br /&gt;
&lt;br /&gt;
# Increase or decrease the number of your chosen cards by up to -2/-1/+1/+2. Cross out the debt marker above the inauguration pair when used. (i.e. No debt)&lt;br /&gt;
&lt;br /&gt;
# Change the action of your chosen cards to one of the other 4 possible actions. Cross out the debt marker above the inauguration pair when used. (No debt)&lt;br /&gt;
&lt;br /&gt;
# After building your casino, you can build another casino on a slot adjacent to an existing casino, copying the number of the building adjacent. Encircle the debt marker above the inauguration pair. (Debt is accrued.)&lt;br /&gt;
*If your main action is construction, you cannot copy onto the spot you just constructed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Other Scoring Concepts=&lt;br /&gt;
&lt;br /&gt;
# Golf (Building on the top row) - After building your first casino on the top row, encircle the golf symbol above it. Now, you must build all the rest of the casinos on the top row adjacent to existing casinos. If any spots are skipped, scratch out all the golf spots above the top row in that direction. These scratched out holes can no longer be scored.&lt;br /&gt;
&lt;br /&gt;
# Odd/Even Streaks - For each street, at game end find the longest streak of even or odd number casinos built on that row. Empty spaces, or unbuilt casino slots do not interrupt these streaks. The length of the streak scores bonus points as listed at the bottom of your player sheet (noted by circle/triangle).&lt;br /&gt;
&lt;br /&gt;
# Hotels (Below all 4 streets) - Once all the spots in a column have been filled by a casino, a hotel is built at the bottom of that column or Avenue. The first player to build in that column builds a large hotel (and all other players must scratch out the top half of the hotel space as a reminder). All consequent players can build the small hotel afterward.&lt;br /&gt;
&lt;br /&gt;
# Debt - Debt markers are shown as cash that has been wrung out. You can find these debt markers on;&lt;br /&gt;
* The inauguration track, only encircled for the 3rd bonus action.&lt;br /&gt;
* Casino locations to be built, only encircled after construction, and crossed out after casino built.&lt;br /&gt;
* Next to the 2 show columns, encircled if a show column is started, and crossed out if the slot next to the debt marker is filled.&lt;br /&gt;
* In inauguration placement column, encircled by player(s) who filled out the least number of inauguration slots at game end.&lt;br /&gt;
&lt;br /&gt;
# Cash and Borrowing from the Bank - At game end, the cash in your safe is counted and counted against your debt. If you have more debt than cash bundles, you lose 20 points at game end. Cash can be accrued one of two ways. During the game, the limousine can accrue cash by passing built casinos with red carpets and cash listed by the red carpet (as these are owned by the mafia according to the game makers). The only other way to accrue cash is by the decision at the start of the game of whether to borrow from the bank or not.&lt;br /&gt;
* If no one borrows from the bank, all players only start with the ONE ALREADY encircled cash icon in their safe.&lt;br /&gt;
* If half or less than half of the players agree to borrow, then the players who borrow encircle 2 more spots getting a starting total of 3 cash bundles in their safe.&lt;br /&gt;
* If more than half of the players agree to borrow from the bank, those players encircle 4 cash bundles to have a starting total of 5 cash bundles in their safe.&lt;br /&gt;
&lt;br /&gt;
=End of Game=&lt;br /&gt;
&lt;br /&gt;
The game ends as soon as a player does any of the following:&lt;br /&gt;
* completes their inauguration track,&lt;br /&gt;
* fulfils all three projects, or&lt;br /&gt;
* opens all the built casinos on all four streets (casinos under construction do not count).&lt;br /&gt;
&lt;br /&gt;
All the points are counted up; highest score wins! &lt;br /&gt;
First tiebreaker: most hotels.&lt;br /&gt;
Second tiebreaker: most large hotels.&lt;br /&gt;
There is no third tiebreaker.&lt;br /&gt;
&lt;br /&gt;
=Additional Information=&lt;br /&gt;
==Distribution of cards==&lt;br /&gt;
===Effect side:===&lt;br /&gt;
* 16 Inauguration cards&lt;br /&gt;
* 16 Construction cards&lt;br /&gt;
* 16 Limo cards&lt;br /&gt;
* 16 Show cards&lt;br /&gt;
* 17 Improvement cards&lt;br /&gt;
&lt;br /&gt;
===Casino number side:===&lt;br /&gt;
* 3x 1, 2, 14, 15&lt;br /&gt;
* 4x 3, 13&lt;br /&gt;
* 5x 4, 12&lt;br /&gt;
* 6x 5, 11&lt;br /&gt;
* 7x 6, 10&lt;br /&gt;
* 8x 7, 9&lt;br /&gt;
* 9x 8&lt;/div&gt;</summary>
		<author><name>Cactus Tom</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpwelcometonewlasvegas&amp;diff=13476</id>
		<title>Gamehelpwelcometonewlasvegas</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpwelcometonewlasvegas&amp;diff=13476"/>
		<updated>2022-06-07T14:08:34Z</updated>

		<summary type="html">&lt;p&gt;Cactus Tom: Added a section: &amp;quot;End of Game&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Game Turn=&lt;br /&gt;
&lt;br /&gt;
# Flip 3 Casino cards - At the beginning of each turn, the card from the top of each stack is flipped and placed next to it, effect side up, creating three combinations: Casino number / Effect. Flipped cards will be stacked in three discarded stacks.&lt;br /&gt;
# Pick a number / effect combination - The players turn is simultaneous: each player individually picks one of the three combinations available and applies the results on their sheets. Several architects can therefore choose the same combination.&lt;br /&gt;
# Open a Casino (compulsory) - First, each architect must write the number of the combination they picked in the casino of one of their 4 streets on their city sheet. Numbers must always be written in an empty and constructed Casino, that is a casino without a crane or with a crossed off crane (see Construction effect page 8). They must be put in ascending order from left to right in each street independently.&lt;br /&gt;
# Perform the Effect (optional) - The player’s chosen combination allows them to perform an effect, if they wish, and if they have opened a casino with the Casino card. Important: an effect is always optional.&lt;br /&gt;
&lt;br /&gt;
=Card Effects=&lt;br /&gt;
# Inauguration (Scissors Cutting Ribbon) - Tick one circle on inauguration track. If the track is filled, game end is triggered. For every 2 circles filled, you can optionally use one of the 3 bonus actions. At game end, players count the number of inauguration spots filled. The player with most garners 1st place and scores the bonus points listed on theor player sheet. Second and third place do the same. However, all players with the least inauguration spots filled encircle the debt marker on their sheet by the placement column.&lt;br /&gt;
&lt;br /&gt;
# Limousine - Draw 2 segments for limousine path. Points or cash bundles are garnered toward game end for every red carpet passed by limousine. Points are deducted at game end for every segment  needed to get back ti startung point.&lt;br /&gt;
&lt;br /&gt;
# Construction (Crane) - Build a casino location, and circle the debt marker for that spot. Debt marker is crossed out if a casino is built over the newly constructed location.&lt;br /&gt;
&lt;br /&gt;
# Improvement (Calculator) - Scratch over or fill in EXACTLY one of the multiplier boxes at the bottom of the screen of your player board (except for shows). The bottom most uncovered number will go toward your final score.&lt;br /&gt;
&lt;br /&gt;
# Show Opening (Pink Star) - If placed on a casino with a star on its ceiling, then you can fill in one of the spots on the 2 columns of the show track of your player board. If a column is started, circle the 2 debt markers by that column. The debt marker can be crossed out if the circle next to it is filled. (i.e. you might not want to start a show if you don&#039;t thunk you can pay for the debt marker at the bottom)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Special Actions=&lt;br /&gt;
For every 2 filled inauguration spots, you may use one of 3 bonus actions on your turn.&lt;br /&gt;
&lt;br /&gt;
# Increase or decrease the number of your chosen cards by up to -2/-1/+1/+2. Cross out the debt marker above the inauguration pair when used. (i.e. No debt)&lt;br /&gt;
&lt;br /&gt;
# Change the action of your chosen cards to one of the other 4 possible actions. Cross out the debt marker above the inauguration pair when used. (No debt)&lt;br /&gt;
&lt;br /&gt;
# After building your casino, you can build another casino on a slot adjacent to an existing casino, copying the number of the building adjacent. Encircle the debt marker above the inauguration pair. (Debt is accrued.)&lt;br /&gt;
*If your main action is construction, you cannot copy onto the spot you just constructed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Other Scoring Concepts=&lt;br /&gt;
&lt;br /&gt;
# Golf (Building on the top row) - After building your first casino on the top row, encircle the golf symbol above it. Now, you must build all the rest of the casinos on the top row adjacent to existing casinos. If any spots are skipped, scratch out all the golf spots above the top row in that direction. These scratched out holes can no longer be scored.&lt;br /&gt;
&lt;br /&gt;
# Odd/Even Streaks - For each street, at game end find the longest streak of even or odd number casinos built on that row. Empty spaces, or unbuilt casino slots do not interrupt these streaks. The length of the streak scores bonus points as listed at the bottom of your player sheet (noted by circle/triangle).&lt;br /&gt;
&lt;br /&gt;
# Hotels (Below all 4 streets) - Once all the spots in a column have been filled by a casino, a hotel is built at the bottom of that column or Avenue. The first player to build in that column builds a large hotel (and all other players must scratch out the top half of the hotel space as a reminder). All consequent players can build the small hotel afterward.&lt;br /&gt;
&lt;br /&gt;
# Debt - Debt markers are shown as cash that has been wrung out. You can find these debt markers on;&lt;br /&gt;
* The inauguration track, only encircled for the 3rd bonus action.&lt;br /&gt;
* Casino locations to be built, only encircled after construction, and crossed out after casino built.&lt;br /&gt;
* Next to the 2 show columns, encircled if a show column is started, and crossed out if the slot next to the debt marker is filled.&lt;br /&gt;
* In inauguration placement column, encircled by player(s) who filled out the least number of inauguration slots at game end.&lt;br /&gt;
&lt;br /&gt;
# Cash and Borrowing from the Bank - At game end, the cash in your safe is counted and counted against your debt. If you have more debt than cash bundles, you lose 20 points at game end. Cash can be accrued one of two ways. During the game, the limousine can accrue cash by passing built casinos with red carpets and cash listed by the red carpet (as these are owned by the mafia according to the game makers). The only other way to accrue cash is by the decision at the start of the game of whether to borrow from the bank or not.&lt;br /&gt;
* If no one borrows from the bank, all players only start with the ONE ALREADY encircled cash icon in their safe.&lt;br /&gt;
* If half or less than half of the players agree to borrow, then the players who borrow encircle 2 more spots getting a starting total of 3 cash bundles in their safe.&lt;br /&gt;
* If more than half of the players agree to borrow from the bank, those players encircle 4 cash bundles to have a starting total of 5 cash bundles in their safe.&lt;br /&gt;
&lt;br /&gt;
=End of Game=&lt;br /&gt;
&lt;br /&gt;
The game ends as soon as a player does any of the following:&lt;br /&gt;
* completes their inauguration track,&lt;br /&gt;
* fulfils all three projects, or&lt;br /&gt;
* opens all the built casinos on all four streets (casinos under construction do not count).&lt;br /&gt;
&lt;br /&gt;
All the points are counted up; highest score wins! &lt;br /&gt;
First tiebreaker: most hotels.&lt;br /&gt;
Second tiebreaker: most large hotels.&lt;br /&gt;
There is no third tiebreaker.&lt;br /&gt;
&lt;br /&gt;
=Additional Information=&lt;br /&gt;
==Distribution of cards==&lt;br /&gt;
===Effect side:===&lt;br /&gt;
* 16 Inauguration cards&lt;br /&gt;
* 16 Construction cards&lt;br /&gt;
* 16 Limo cards&lt;br /&gt;
* 16 Show cards&lt;br /&gt;
* 17 Improvement cards&lt;br /&gt;
&lt;br /&gt;
===Casino number side:===&lt;br /&gt;
* 3x 1, 2, 14, 15&lt;br /&gt;
* 4x 3, 13&lt;br /&gt;
* 5x 4, 12&lt;br /&gt;
* 6x 5, 11&lt;br /&gt;
* 7x 6, 10&lt;br /&gt;
* 8x 7, 9&lt;br /&gt;
* 9x 8&lt;/div&gt;</summary>
		<author><name>Cactus Tom</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpsolo&amp;diff=4903</id>
		<title>Gamehelpsolo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpsolo&amp;diff=4903"/>
		<updated>2020-07-08T08:08:06Z</updated>

		<summary type="html">&lt;p&gt;Cactus Tom: Added Unimplemented Rules section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Solo is a simple game where you must play every card in your hand before any other player does Every card is worth a specific amount of points, and at the end of each round the total number of points is subtracted from the total you started with at the beginning of the round, unless you won the round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Special cards ==&lt;br /&gt;
&lt;br /&gt;
Swap cards (Direct): Allows you to choose a player to switch your entire hand with their hand&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Swap cards (Rotation):The gray swap cards card rotates every player&#039;s hand according to the order of play. So if it the order of play is counter clockwise cards are swapped counterclockwise and vice versa. Any card can be played after this card.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skip: Skips the next player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plus Two: Gives the player next in the turn order 2 cards. Can be played of a active (Meaning its just been played and its targeting you) plus two to make the next player draw 4. (1 +2= 2, 2 +2= 4, 3 +2= 6, etc) aka stacking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wild: Allows you to change the color &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wild Plus Four: Allows you to change the color while also making the next player draw 4 cards. like a plus 2 you can stack on this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Playing cards ==&lt;br /&gt;
&lt;br /&gt;
In order to play any card except for Swap cards (Rotation), and both types of wild cards cards must match the number/symbol or color of the previous card.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Jumping In ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
IF a player that is Not directly before you in the turn order plays the same color and number/symbol (EX: They play a blue 4 and you have a blue 4) You can play that card. Any players in between you and the previous player are skipped.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Solo ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Before you perform any move that would leave you with one card in your hand you must call solo. If you do not and you do perform a move that would leave you with one card you will be forced to draw two cards.&lt;br /&gt;
&lt;br /&gt;
== Unimplemented Rules ==&lt;br /&gt;
&lt;br /&gt;
The linked rulebook is newer than the BGA implementation of the game, and reflects at least one revision to the rules.  In particular, the “Triple +” rule mentioned in the rulebook is not supported on BGA.&lt;/div&gt;</summary>
		<author><name>Cactus Tom</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelprallymangt&amp;diff=4600</id>
		<title>Gamehelprallymangt</title>
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		<updated>2020-06-04T02:36:10Z</updated>

		<summary type="html">&lt;p&gt;Cactus Tom: /* Losing Control */  Previously the wiki said that rearranging your dice could be used to avoid a loss of control.  Corrected this.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Rounds ==&lt;br /&gt;
A game of Rallyman: GT is made up of alternating “white” and “black” rounds. Each player gets one turn each round. &lt;br /&gt;
&lt;br /&gt;
The Round marker has a white side and a black side, which allows you to immediately tell who has already played their turn this round. At the end of a round the Round marker is flipped over and a new round begins.&lt;br /&gt;
&lt;br /&gt;
== Determining order of play ==&lt;br /&gt;
At the beginning of each round, you must first determine the order of play.&lt;br /&gt;
&lt;br /&gt;
Order of play at the start of each round is determined by speed, then by the position of each car in case of a draw.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPEED &amp;gt; DISTANCE &amp;gt; POSITION&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Speed&#039;&#039;&#039; - Start by identifying the fastest car. The car with the highest Gear marker always plays first, no matter where they are on the track.&lt;br /&gt;
# &#039;&#039;&#039;Distance&#039;&#039;&#039; - If two or more cars are going at the same speed, then order of play is determined by how far along the track they are. The car furthest ahead plays first.&lt;br /&gt;
# &#039;&#039;&#039;Position&#039;&#039;&#039; - In case of a draw in terms of speed and distance, the car situated on the inside lane of the next corner plays first. A “corner” is a section of track with speed limitations&lt;br /&gt;
&lt;br /&gt;
== The Turn ==&lt;br /&gt;
Once order of play has been established, each player takes their turn one after the other.&lt;br /&gt;
&lt;br /&gt;
=== During their turn a player will do the following: ===&lt;br /&gt;
# Plan your turn&lt;br /&gt;
# Roll your dice and move your car.&lt;br /&gt;
&lt;br /&gt;
== Planning your turn ==&lt;br /&gt;
During their turn, players will use dice to accelerate, brake, and coast their way around the track. Your player board (and the summary at the top of the screen) shows what dice are available to you.&lt;br /&gt;
&lt;br /&gt;
Each die number represents a gear. With each move you make, may go up or down one gear (or stay the same with a white die). You must always be moving forward. Each die may only be used once per turn.&lt;br /&gt;
&lt;br /&gt;
=== Corners ===&lt;br /&gt;
Corner spaces have numbers in the middle which indicate the top gear in which you can safely navigate the corner. Exceed this number and you will lose control!&lt;br /&gt;
&lt;br /&gt;
====The inside line====&lt;br /&gt;
Some spaces have dotted lines separating them, with a lower number or caution symbol next to it. The number indicates the highest gear you can use to safely move between those spaces. Exceed it and you will lose control! The caution symbol gives one extra caution result when moving (see below)&lt;br /&gt;
&lt;br /&gt;
Note that you can safely move diagonally into spaces like this, as long as you don&#039;t exceed the normal limits.&lt;br /&gt;
==== The outside line====&lt;br /&gt;
Some spaces have a caution triangle around the number. This indicates that you get an extra caution result when you pass that space in that gear.&lt;br /&gt;
&lt;br /&gt;
=== Overtaking ===&lt;br /&gt;
To enter a space adjacent to another player’s car, you must use a Gear die equal to or higher than the current Gear of the opponent’s car. &lt;br /&gt;
Once your car is beside theirs, the rest of their movement can be at any speed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: if a yellow flag is out due to damage, you cannot overtake (move alongside) another player.&lt;br /&gt;
&lt;br /&gt;
==Rolling your dice and moving==&lt;br /&gt;
&lt;br /&gt;
Once you have planned your turn, you will roll your dice, either all at once (&#039;&#039;Flat Out&#039;&#039;) or one at a time. But be careful: Exceed the safe number of caution symbols (generally three), and you will lose control!&lt;br /&gt;
&lt;br /&gt;
===Flat out: All the dice at once===&lt;br /&gt;
This is the risky but brave choice: Roll your dice, and hope you get lucky. If you roll safely, you will get some &#039;&#039;focus tokens&#039;&#039; for your trouble: one per gear or coast die (not brake or boost die) you rolled. These will come in handy later!&lt;br /&gt;
&lt;br /&gt;
===One at a time===&lt;br /&gt;
Sometimes you need to play it safe. You can roll your dice one at a time, and stop at any time. This way you can stop if you are at risk of losing control.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus&#039;&#039;&#039;: While you are rolling your dice one at a time, you may find that you are at risk of losing control. You can spend the focus tokens you earned earlier to &#039;&#039;secure&#039;&#039; your dice. Instead of rolling them you guarantee a safe result. But each die protected in a turn has a higher cost: the first die costs one, the second another two, the third another three, etc.&lt;br /&gt;
&lt;br /&gt;
==The dice==&lt;br /&gt;
Some dice are safer than others: The white &#039;&#039;coast&#039;&#039; dice along with first and second gear only have one caution symbol on them while the other dice all have two.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Braking&#039;&#039;&#039;: You can jump down extra gears by adding a red &#039;brake&#039; die to the space moved. Each red die lets you skip a gear. For example, you could go from fourth to 1st by rolling brake+brake+1, or from 6th to 4th by rolling brake+4. In this way you can move further on one turn, or end a turn in a higher gear.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Boosting&#039;&#039;&#039;: Similarly, the green &#039;boost&#039; die available in some races lets you skip a gear upwards. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Coasting&#039;&#039;&#039;: White &#039;coast&#039; dice let you stay in the same gear.&lt;br /&gt;
&lt;br /&gt;
==Losing Control==&lt;br /&gt;
&lt;br /&gt;
If you exceed your limit, you will lose control. &lt;br /&gt;
&lt;br /&gt;
Consult your player board to see what happens when you lose control: You might lose all speed to &#039;gear&#039; 0, or go off the track in &#039;gear&#039; 00. You might also take some damage at higher speeds and on more dangerous tiles For each black damage marker in the table.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear 00&#039;&#039;&#039;: In this gear you simply lose a turn: when it comes to your turn, get back on the track in &#039;gear&#039; 0. Next turn you will resume as normal, starting from gear 1 etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear 0&#039;&#039;&#039;: In this gear you are just stopped in place. Next turn, just resume your movement.&lt;br /&gt;
&lt;br /&gt;
If you used the &#039;flat out&#039; die rolling option, you can change the order and locations of the dice you rolled.  You do not even have to place all of them. &lt;br /&gt;
 However, you must place your dice in a way that results in loss of control.  By changing your speed and location at the moment of loss of control, you may be able to minimize any bad effects.  Even if you lose control, you will still get your focus tokens.&lt;br /&gt;
&lt;br /&gt;
===Damage===&lt;br /&gt;
There are several damage result tokens.&lt;br /&gt;
* Lose dice: this reduces your dice pool: you might lose a white, black, or red die (meaning you will have one less to use on your turn)&lt;br /&gt;
* Yellow flag: This will be removed on your next move (not turn - if you have 00 yellow flag stays until you are ready to move again), but in the meantime no one is allowed to pass on the track.&lt;br /&gt;
* Weather: the weather changes from rain to sun, or vice versa! If you are on the wrong kind of tires, your dice pool and caution limit will be reduced. You might want to stop to change tires.&lt;br /&gt;
* Green flag: No damage, you&#039;re safe!&lt;br /&gt;
&lt;br /&gt;
==Pit stop==&lt;br /&gt;
&lt;br /&gt;
If you wish you can repair all damage, and/or change tires by ending your turn in 1st gear in a space on either side of the track. While you are in the pit, your gear is either 0 or 00 depending on which option you took, and you are off the track (not blocking other players’ movement.) Once you return to 0 gear (as with losing control, above), you can choose which tires you want and then you will move as normal on that turn.&lt;br /&gt;
&lt;br /&gt;
==Flying Start==&lt;br /&gt;
&lt;br /&gt;
With Flying Start, you can go straight to Gear 2 instead of Gear 1 when starting from 0. &lt;br /&gt;
&lt;br /&gt;
When you resolve your move, whether rolling one by one or moving Flat Out, the result of the Gear 2 die is checked: if it&#039;s a caution symbol, your turn ends immediately. The car moves forward one space and stays in Gear 2.&lt;br /&gt;
&lt;br /&gt;
If you were going Flat Out and would have suffered a Loss of Control as well as this effect, the Loss of Control is ignored.&lt;/div&gt;</summary>
		<author><name>Cactus Tom</name></author>
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