<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://en.doc.boardgamearena.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=CanuckEddie</id>
	<title>Board Game Arena - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://en.doc.boardgamearena.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=CanuckEddie"/>
	<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/Special:Contributions/CanuckEddie"/>
	<updated>2026-09-24T15:22:11Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.39.0</generator>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpdownforce&amp;diff=10061</id>
		<title>Gamehelpdownforce</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpdownforce&amp;diff=10061"/>
		<updated>2021-11-05T15:50:32Z</updated>

		<summary type="html">&lt;p&gt;CanuckEddie: /* End of the game */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Downforce is a card-driven bidding, racing, and betting game for 2-6 players based on Top Race, the award-winning design by the legendary Wolfgang Kramer. Players first bid to own the six cars in the race, then they play cards from their hand to speed them around the track. However, most cards will also move their opponents&#039; cars. So figuring out just the right time to play a card is the key to victory. Along the way, players make secret bets on who they think will win the race. Whoever has the most money from their prize money, winning bets, and remaining bank wins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Start of the game ==&lt;br /&gt;
&lt;br /&gt;
The game is composed of:&lt;br /&gt;
&lt;br /&gt;
* a game board&lt;br /&gt;
* six colored cars (black, blue, green, yellow, orange, red)&lt;br /&gt;
* speed cards with one to six lines with a color and a speed on each&lt;br /&gt;
* six special speed cards with a single speed line&lt;br /&gt;
* power cards with special abilities &lt;br /&gt;
&lt;br /&gt;
A race circuit is chosen and all six racing cars are placed randomly on starting spaces.  Then, six color cards are shuffled and disposed on a stack.  Each player takes an equal number of speed cards.&lt;br /&gt;
&lt;br /&gt;
== Auctions ==&lt;br /&gt;
&lt;br /&gt;
The first color card is then drawn and every player will secretly and simultaneously choose a card from their hand to auction on it.  The highest speed line matching the current auction color will win the auction and get the car, the special speed card and a power card associated to the car if this game option has been selected.&lt;br /&gt;
&lt;br /&gt;
When all auctions are processed, the race begins.&lt;br /&gt;
&lt;br /&gt;
== Player&#039;s turn ==&lt;br /&gt;
&lt;br /&gt;
During a player&#039;s turn, a player plays a speed card and moves in order every car that matches a speed line on it from top to bottom. To move a car, click on the card and then click on one of the highlighted spaces of that color. If playing a wild card, the first car you click on will be the wild move.&lt;br /&gt;
&lt;br /&gt;
Cars have to move as far as possible unless blocked by &amp;quot;traffic jams&amp;quot; and it is the current player that moves all cars, even opponents&#039;.  It is advised to play opponents&#039; cars so badly they become stuck and cannot move.&lt;br /&gt;
&lt;br /&gt;
If during a turn a car crosses a yellow line, all players must secretly bid on which car will win the race.  Betting on the winner will provide additional points and sound bets can win a game even for the last of the race.&lt;br /&gt;
&lt;br /&gt;
== End of the game ==&lt;br /&gt;
&lt;br /&gt;
The game ends when all of the cars have crossed the finish line.  Payouts are given to players according to their race results:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;1st&#039;&#039;&#039;: $12M&lt;br /&gt;
* &#039;&#039;&#039;2nd&#039;&#039;&#039;: $9M&lt;br /&gt;
* &#039;&#039;&#039;3rd&#039;&#039;&#039;: $6M&lt;br /&gt;
* &#039;&#039;&#039;4th&#039;&#039;&#039;: $4M&lt;br /&gt;
* &#039;&#039;&#039;5th&#039;&#039;&#039;: $2M&lt;br /&gt;
&lt;br /&gt;
Additionally, betting payouts are awarded as follows:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;First bet&#039;&#039;&#039;:&lt;br /&gt;
** Betting on 1st: $9M&lt;br /&gt;
** Betting on 2nd: $6M&lt;br /&gt;
** Betting on 3rd: $3M&lt;br /&gt;
* &#039;&#039;&#039;Second bet&#039;&#039;&#039;:&lt;br /&gt;
** Betting on 1st: $6M&lt;br /&gt;
** Betting on 2nd: $4M&lt;br /&gt;
** Betting on 3rd: $2M&lt;br /&gt;
* &#039;&#039;&#039;Third bet&#039;&#039;&#039;:&lt;br /&gt;
** Betting on 1st: $3M&lt;br /&gt;
** Betting on 2nd: $2M&lt;br /&gt;
** Betting on 3rd: $1M&lt;br /&gt;
&lt;br /&gt;
In the event of a tie for who has the most money, the player (from among those with the most money) whose car finished in the higher position is the winner.&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
&lt;br /&gt;
=== Powers ===&lt;br /&gt;
Powers can be added into the game for additional complexity and more dynamic games.  During each car auction, a power is attached to a car an the winner of the auction get the power.  If a player has several powers, they must choose only one.&lt;br /&gt;
&lt;br /&gt;
The base powers are the following:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Aggressive&#039;&#039;&#039;: If you play a card with your car at the top the the card, you may move that car 1 additional space&lt;br /&gt;
* &#039;&#039;&#039;Cunning&#039;&#039;&#039;: You always move your cars, even on other player&#039;s turns&lt;br /&gt;
* &#039;&#039;&#039;Determined&#039;&#039;&#039;: On any player&#039;s turn, if your car moved into only rectangular spaces, you may move it 2 additional spaces&lt;br /&gt;
* &#039;&#039;&#039;Strategic&#039;&#039;&#039;: If you play a speed car with all six colors on it, you may ignore one color of it&lt;br /&gt;
* &#039;&#039;&#039;Tricky&#039;&#039;&#039;: On your turn, you may move the cars in reverse order, from lower to highest&lt;br /&gt;
* &#039;&#039;&#039;Unpredictable&#039;&#039;&#039;: If you play a card with a wild on it, you may use that wild for a color that is already on the card&lt;br /&gt;
&lt;br /&gt;
If the &amp;quot;additional powers&amp;quot; option is selected, the powers from the &#039;&#039;Danger Circuit&#039;&#039; expansion are added into the game:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ambitious&#039;&#039;&#039;: On any player&#039;s turn, if your car crosses a betting line you may move it 2 additional spaces&lt;br /&gt;
* &#039;&#039;&#039;Experienced&#039;&#039;&#039;: On any player&#039;s turn, if any car starts its movement in a space directly ahead of your car, you may move your car into the space that car moved out of&lt;br /&gt;
* &#039;&#039;&#039;Tough&#039;&#039;&#039;: On any player&#039;s turn, if your car ends its movement in a space adjacent to a rumble strip, you may move it 2 additional spaces&lt;br /&gt;
* &#039;&#039;&#039;Bold&#039;&#039;&#039;: On your turn, if your car would move 1 or 2 spaces, move it 3 spaces instead&lt;br /&gt;
* &#039;&#039;&#039;Defensive&#039;&#039;&#039;: If none of your cars move on your turn, move one of your cars 3 spaces&lt;br /&gt;
* &#039;&#039;&#039;Reckless&#039;&#039;&#039;: On your turn, if your car moves through a Tight Space, you may move it 2 additional spaces&lt;br /&gt;
&lt;br /&gt;
=== Betting variants ===&lt;br /&gt;
&lt;br /&gt;
Two additional betting variants are provided:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;odds betting&#039;&#039;&#039;: instead of normal betting payout, multiply the &#039;&#039;&#039;current&#039;&#039;&#039; position of the car you bet on (1st, 2nd, 3rd, etc.) by the betting modifier (3 for finishing 1st, 2 for finishing 2nd, 1 for finishing third on the first bet; 2,1,0 for the second and; 1,0,0 for the third) to get the payout at the end.  For example, your first bet is on a car that is in 4th place and it ends up in 1st place at the end of the race, your payout is 4x3 = $12M!  If you bet on a car that is in second on the second bet and maintains that place to the end of the race, you would only earn 2x1 = $2M.  And finally, if you bet on the 1st place car on the last bet, but they end up placing only 3rd, you would get nothing because 1x0 = $0M.  &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;odds betting, winner only&#039;&#039;&#039;: same as above but only the winning car provide payouts, making it a high risk, high reward game of all or nothing!&lt;br /&gt;
&lt;br /&gt;
== Race Tracks ==&lt;br /&gt;
&lt;br /&gt;
There are 6 tracks for choosing in the game.&lt;br /&gt;
&lt;br /&gt;
=== River Station and Marina Bay ===&lt;br /&gt;
There are normal boards with no special features.&lt;br /&gt;
&lt;br /&gt;
=== Crosstown Speedway ===&lt;br /&gt;
This track features two crossover loops and two split sections. Cars entering the crossover loop must move into the loop. They cannot move directly from the entry to the exit directly or with a power.&lt;br /&gt;
&lt;br /&gt;
=== Switchback Pass ===&lt;br /&gt;
This track features dangerous spaces which are too small to fit any cars and have cracks on them. They can only be used to pass another car. You cannot end your movement on it and you are forced to move back to a regular space if there is one.&lt;br /&gt;
&lt;br /&gt;
=== Aloha Sands ===&lt;br /&gt;
This tracks features ramps which can be used to zoom ahead. They can only be used if the car has an equal or higher speed than the one on the ramp, has at least 1 space of movement remaining and the landing space is empty.&lt;br /&gt;
&lt;br /&gt;
=== Savanna Stretch ===&lt;br /&gt;
This tracks features animals including antelope, elephant and python. They occupy one space on the board and block any movement. At the end of a turn in which at least one car has passed an animal, that animal moves to its next open space on the board (or leaves the board if it was on its final space).&lt;/div&gt;</summary>
		<author><name>CanuckEddie</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpdownforce&amp;diff=10060</id>
		<title>Gamehelpdownforce</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpdownforce&amp;diff=10060"/>
		<updated>2021-11-05T15:50:05Z</updated>

		<summary type="html">&lt;p&gt;CanuckEddie: /* End of the game */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Downforce is a card-driven bidding, racing, and betting game for 2-6 players based on Top Race, the award-winning design by the legendary Wolfgang Kramer. Players first bid to own the six cars in the race, then they play cards from their hand to speed them around the track. However, most cards will also move their opponents&#039; cars. So figuring out just the right time to play a card is the key to victory. Along the way, players make secret bets on who they think will win the race. Whoever has the most money from their prize money, winning bets, and remaining bank wins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Start of the game ==&lt;br /&gt;
&lt;br /&gt;
The game is composed of:&lt;br /&gt;
&lt;br /&gt;
* a game board&lt;br /&gt;
* six colored cars (black, blue, green, yellow, orange, red)&lt;br /&gt;
* speed cards with one to six lines with a color and a speed on each&lt;br /&gt;
* six special speed cards with a single speed line&lt;br /&gt;
* power cards with special abilities &lt;br /&gt;
&lt;br /&gt;
A race circuit is chosen and all six racing cars are placed randomly on starting spaces.  Then, six color cards are shuffled and disposed on a stack.  Each player takes an equal number of speed cards.&lt;br /&gt;
&lt;br /&gt;
== Auctions ==&lt;br /&gt;
&lt;br /&gt;
The first color card is then drawn and every player will secretly and simultaneously choose a card from their hand to auction on it.  The highest speed line matching the current auction color will win the auction and get the car, the special speed card and a power card associated to the car if this game option has been selected.&lt;br /&gt;
&lt;br /&gt;
When all auctions are processed, the race begins.&lt;br /&gt;
&lt;br /&gt;
== Player&#039;s turn ==&lt;br /&gt;
&lt;br /&gt;
During a player&#039;s turn, a player plays a speed card and moves in order every car that matches a speed line on it from top to bottom. To move a car, click on the card and then click on one of the highlighted spaces of that color. If playing a wild card, the first car you click on will be the wild move.&lt;br /&gt;
&lt;br /&gt;
Cars have to move as far as possible unless blocked by &amp;quot;traffic jams&amp;quot; and it is the current player that moves all cars, even opponents&#039;.  It is advised to play opponents&#039; cars so badly they become stuck and cannot move.&lt;br /&gt;
&lt;br /&gt;
If during a turn a car crosses a yellow line, all players must secretly bid on which car will win the race.  Betting on the winner will provide additional points and sound bets can win a game even for the last of the race.&lt;br /&gt;
&lt;br /&gt;
== End of the game ==&lt;br /&gt;
&lt;br /&gt;
The game ends when all of the cars have crossed the finish line.  Payouts are given to players according to their race results:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;1st&#039;&#039;&#039;: $12M&lt;br /&gt;
* &#039;&#039;&#039;2nd&#039;&#039;&#039;: $9M&lt;br /&gt;
* &#039;&#039;&#039;3rd&#039;&#039;&#039;: $6M&lt;br /&gt;
* &#039;&#039;&#039;4th&#039;&#039;&#039;: $4M&lt;br /&gt;
* &#039;&#039;&#039;5th&#039;&#039;&#039;: $2M&lt;br /&gt;
&lt;br /&gt;
Additionally, betting payouts are awarded as follows:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;First bet&#039;&#039;&#039;:&lt;br /&gt;
** Betting on 1st: $9M&lt;br /&gt;
** Betting on 2nd: $6M&lt;br /&gt;
** Betting on 3rd: $3M&lt;br /&gt;
* &#039;&#039;&#039;Second bet&#039;&#039;&#039;:&lt;br /&gt;
** Betting on 1st: $6M&lt;br /&gt;
** Betting on 2nd: $4M&lt;br /&gt;
** Betting on 3rd: $2M&lt;br /&gt;
* &#039;&#039;&#039;Third bet&#039;&#039;&#039;:&lt;br /&gt;
** Betting on 1st: $3M&lt;br /&gt;
** Betting on 2nd: $2M&lt;br /&gt;
** Betting on 3rd: $1M&lt;br /&gt;
&lt;br /&gt;
In the event of a tie for who has the most money, the player whose car finished in the higher position is the winner.&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
&lt;br /&gt;
=== Powers ===&lt;br /&gt;
Powers can be added into the game for additional complexity and more dynamic games.  During each car auction, a power is attached to a car an the winner of the auction get the power.  If a player has several powers, they must choose only one.&lt;br /&gt;
&lt;br /&gt;
The base powers are the following:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Aggressive&#039;&#039;&#039;: If you play a card with your car at the top the the card, you may move that car 1 additional space&lt;br /&gt;
* &#039;&#039;&#039;Cunning&#039;&#039;&#039;: You always move your cars, even on other player&#039;s turns&lt;br /&gt;
* &#039;&#039;&#039;Determined&#039;&#039;&#039;: On any player&#039;s turn, if your car moved into only rectangular spaces, you may move it 2 additional spaces&lt;br /&gt;
* &#039;&#039;&#039;Strategic&#039;&#039;&#039;: If you play a speed car with all six colors on it, you may ignore one color of it&lt;br /&gt;
* &#039;&#039;&#039;Tricky&#039;&#039;&#039;: On your turn, you may move the cars in reverse order, from lower to highest&lt;br /&gt;
* &#039;&#039;&#039;Unpredictable&#039;&#039;&#039;: If you play a card with a wild on it, you may use that wild for a color that is already on the card&lt;br /&gt;
&lt;br /&gt;
If the &amp;quot;additional powers&amp;quot; option is selected, the powers from the &#039;&#039;Danger Circuit&#039;&#039; expansion are added into the game:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ambitious&#039;&#039;&#039;: On any player&#039;s turn, if your car crosses a betting line you may move it 2 additional spaces&lt;br /&gt;
* &#039;&#039;&#039;Experienced&#039;&#039;&#039;: On any player&#039;s turn, if any car starts its movement in a space directly ahead of your car, you may move your car into the space that car moved out of&lt;br /&gt;
* &#039;&#039;&#039;Tough&#039;&#039;&#039;: On any player&#039;s turn, if your car ends its movement in a space adjacent to a rumble strip, you may move it 2 additional spaces&lt;br /&gt;
* &#039;&#039;&#039;Bold&#039;&#039;&#039;: On your turn, if your car would move 1 or 2 spaces, move it 3 spaces instead&lt;br /&gt;
* &#039;&#039;&#039;Defensive&#039;&#039;&#039;: If none of your cars move on your turn, move one of your cars 3 spaces&lt;br /&gt;
* &#039;&#039;&#039;Reckless&#039;&#039;&#039;: On your turn, if your car moves through a Tight Space, you may move it 2 additional spaces&lt;br /&gt;
&lt;br /&gt;
=== Betting variants ===&lt;br /&gt;
&lt;br /&gt;
Two additional betting variants are provided:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;odds betting&#039;&#039;&#039;: instead of normal betting payout, multiply the &#039;&#039;&#039;current&#039;&#039;&#039; position of the car you bet on (1st, 2nd, 3rd, etc.) by the betting modifier (3 for finishing 1st, 2 for finishing 2nd, 1 for finishing third on the first bet; 2,1,0 for the second and; 1,0,0 for the third) to get the payout at the end.  For example, your first bet is on a car that is in 4th place and it ends up in 1st place at the end of the race, your payout is 4x3 = $12M!  If you bet on a car that is in second on the second bet and maintains that place to the end of the race, you would only earn 2x1 = $2M.  And finally, if you bet on the 1st place car on the last bet, but they end up placing only 3rd, you would get nothing because 1x0 = $0M.  &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;odds betting, winner only&#039;&#039;&#039;: same as above but only the winning car provide payouts, making it a high risk, high reward game of all or nothing!&lt;br /&gt;
&lt;br /&gt;
== Race Tracks ==&lt;br /&gt;
&lt;br /&gt;
There are 6 tracks for choosing in the game.&lt;br /&gt;
&lt;br /&gt;
=== River Station and Marina Bay ===&lt;br /&gt;
There are normal boards with no special features.&lt;br /&gt;
&lt;br /&gt;
=== Crosstown Speedway ===&lt;br /&gt;
This track features two crossover loops and two split sections. Cars entering the crossover loop must move into the loop. They cannot move directly from the entry to the exit directly or with a power.&lt;br /&gt;
&lt;br /&gt;
=== Switchback Pass ===&lt;br /&gt;
This track features dangerous spaces which are too small to fit any cars and have cracks on them. They can only be used to pass another car. You cannot end your movement on it and you are forced to move back to a regular space if there is one.&lt;br /&gt;
&lt;br /&gt;
=== Aloha Sands ===&lt;br /&gt;
This tracks features ramps which can be used to zoom ahead. They can only be used if the car has an equal or higher speed than the one on the ramp, has at least 1 space of movement remaining and the landing space is empty.&lt;br /&gt;
&lt;br /&gt;
=== Savanna Stretch ===&lt;br /&gt;
This tracks features animals including antelope, elephant and python. They occupy one space on the board and block any movement. At the end of a turn in which at least one car has passed an animal, that animal moves to its next open space on the board (or leaves the board if it was on its final space).&lt;/div&gt;</summary>
		<author><name>CanuckEddie</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpbang&amp;diff=9396</id>
		<title>Gamehelpbang</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpbang&amp;diff=9396"/>
		<updated>2021-09-16T03:15:34Z</updated>

		<summary type="html">&lt;p&gt;CanuckEddie: /* Objective */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Objective==&lt;br /&gt;
Each player has his own goal.&lt;br /&gt;
* Sheriff and Deputies: Kill all the Outlaws and the Renegade.&lt;br /&gt;
* Outlaws: Kill the Sheriff.&lt;br /&gt;
* Renegade: Kill all opponents with the Sheriff being last.&lt;br /&gt;
Everyone knows the Sheriff but all other characters are hidden.&lt;br /&gt;
&lt;br /&gt;
The number of roles varies by player count as follows&lt;br /&gt;
* 4 players: 1 Sheriff, 1 Renegade, 2 Outlaws&lt;br /&gt;
* 5 players: 1 Sheriff, 1 Renegade, 2 Outlaws, 1 Deputy&lt;br /&gt;
* 6 players: 1 Sheriff, 1 Renegade, 3 Outlaws, 1 Deputy&lt;br /&gt;
* 7 players: 1 Sheriff, 1 Renegade, 3 Outlaws, 2 Deputy&lt;br /&gt;
&lt;br /&gt;
==Player&#039;s Turn==&lt;br /&gt;
* Draw two cards from the draw pile.&lt;br /&gt;
* Play any number of cards, but only 1 Bang!&lt;br /&gt;
* Discard cards to your hand size limit (your life points).&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* You can have only 1 copy of any card in play, unless the copy is from your character.&lt;br /&gt;
* You can only have 1 weapon. If you haven&#039;t played any weapons, you have Colt.45 (distance 1).&lt;br /&gt;
* Brown border cards have immediate effect while blue cards have effects last until they are removed.&lt;br /&gt;
* The distance between players is the minimum number of places between them.&lt;br /&gt;
* The Sheriff starts with 1 extra life point.&lt;br /&gt;
* When you lose your last life point, you die unless you play a Beer.&lt;br /&gt;
* When you die, discard all your cards and show your role card to others.&lt;br /&gt;
* If the Sheriff kills a Deputy, he discards all cards he has in hand and in play.&lt;br /&gt;
* Anyone killing an Outlaw draws 3 cards.&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
* If the Sheriff is killed, Outlaws win unless the Renegade is the last one standing, which he wins.&lt;br /&gt;
* If all the Outlaws and the Renegade are killed, the Sheriff and his Deputies win.&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
* Bart Cassidy (4): Each time he loses a life point, he draws a card.&lt;br /&gt;
* Black Jack (4): Show his second card: if it is red he draws an additional card.&lt;br /&gt;
* Calamity Janet (4): She can use Bang! as Missed! and vice versa.&lt;br /&gt;
* El Gringo (3): When he losses a life point, he draws a random card from the player that caused his life loss.&lt;br /&gt;
* Jesse Jones (4): He may draw his first card from any other player instead of from the deck.&lt;br /&gt;
* Jourdonnais (4): He has a Barrel in play at all times.&lt;br /&gt;
* Kit Carlson (4): He looks at the top 3 cards in the deck when he draws: draw 2 and put the other on top of the deck.&lt;br /&gt;
* Lucky Duke (4): He chooses the result of a draw! from 2 cards.&lt;br /&gt;
* Paul Regret (3): He has a Mustang in play at all times.&lt;br /&gt;
* Pedro Ramirez (4): He may draw his first card from the discard pile.&lt;br /&gt;
* Rose Doolan (4): She has a Scope in play at all times.&lt;br /&gt;
* Sid Ketchum (4): He may discard 2 cards to regain 1 life point at any time.&lt;br /&gt;
* Slab the Killer (4): 2 Missed! must be played to cancel his Bang!&lt;br /&gt;
* Suzy Lafayette (4): She draws a card when she has no cards.&lt;br /&gt;
* Vulture Sam (4): He takes all the cards of that player when a player dies.&lt;br /&gt;
* Willy the Kid (4): He can play any number of Bang! during his turn.&lt;br /&gt;
&lt;br /&gt;
==Card List==&lt;br /&gt;
===Brown Cards: Immediate Effect (63)===&lt;br /&gt;
* Bang!: Target a player that you can reach. He loses 1 life point unless he can play a Missed! (25)&lt;br /&gt;
* Missed!: Cancel a Bang! (12)&lt;br /&gt;
* Beer: Regain 1 life point. Can be played when receiving a lethal hit. (6)&lt;br /&gt;
* Saloon: All players regain 1 life point. Cannot be played out of turn. (1)&lt;br /&gt;
* Stagecoach &amp;amp; Wells Fargo: Draw 2 or 3 cards. (2) and (1)&lt;br /&gt;
* General Store: Draw cards equal to number of alive players. Everyone chose a card starting from you. (2)&lt;br /&gt;
* Panic!: Draw a card from a player with distance 1. (4)&lt;br /&gt;
* Cat Balou: Force a player to discard a card. (4)&lt;br /&gt;
* Gatling: All other players lose 1 life point. (1)&lt;br /&gt;
* Indians: All other players discard a Bang! or lose 1 life point. (2)&lt;br /&gt;
* Duel: Challenge a player. The challenged and the challenger take turns to discard a Bang! and the first player failing loses 1 life point. (3)&lt;br /&gt;
&lt;br /&gt;
===Blue Cards: Continuous Effect (17)===&lt;br /&gt;
* Weapons: They change the maximum distance that you can hit, except the Volcanic which allows you to play any number of Bang! (8)&lt;br /&gt;
* Mustang: All other players see you with a distance increased by 1. (2)&lt;br /&gt;
* Scope: You see all other players with a distance decreased by 1, but at least 1. (1)&lt;br /&gt;
* Barrel: When you are targeted with a Bang!, draw! If it is a heart, you are Missed! (2)&lt;br /&gt;
* Jail: Play this card on another player. That player draw! and escapes if it is a heart, otherwise his turn is skipped. (3)&lt;br /&gt;
* Dynamite: When this card is in front of you, draw! and it explodes when it is a spades 2-9 (you lose 3 life points), otherwise pass it. (1)&lt;/div&gt;</summary>
		<author><name>CanuckEddie</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppiratenkapern&amp;diff=6184</id>
		<title>Gamehelppiratenkapern</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppiratenkapern&amp;diff=6184"/>
		<updated>2020-11-19T04:42:10Z</updated>

		<summary type="html">&lt;p&gt;CanuckEddie: /* Fortune Cards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Objective==&lt;br /&gt;
The objective is making sets of identical objects and score points.&lt;br /&gt;
&lt;br /&gt;
==Player&#039;s Turn==&lt;br /&gt;
* Draw the top fortune card, which affects you for this turn.&lt;br /&gt;
* Roll all 8 dices. Each dice has 6 faces: coin, diamond, monkey, parrot, sabe (sword) and skull.&lt;br /&gt;
* If the player gets 4 or more skulls, he go to the island of the dead. Otherwise, the turn continues.&lt;br /&gt;
* The player can reroll any of his dice, except skulls, but must reroll at least 2 dices.&lt;br /&gt;
* If he gets 3 or more skulls after the reroll, he is disqualified and scores nothing.&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
* Each set of 3 or more scores points as follows: 3:100, 4:200, 5:500, 6: 1000, 7:2000, 8:4000.&lt;br /&gt;
* Each diamond and coin is worth an additional 100 points.&lt;br /&gt;
* If the player generates points with all 8 dices, he scores an extra 500 points.&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
* If a player gets 5000/6000/8000 or more points, others can get a final turn.&lt;br /&gt;
* The winner is the player with the highest score after the final round, if he has more than 6000 points.&lt;br /&gt;
* Otherwise, the game continues.&lt;br /&gt;
&lt;br /&gt;
==The Island of Skulls==&lt;br /&gt;
* If a player rolls 4 or more skulls in their first roll, his turn doesn&#039;t end. Instead, he goes to the island of skulls for that turn.&lt;br /&gt;
* He can reroll as normal, except he can only continue if he rolls at least 1 skull. Otherwise, his turn ends.&lt;br /&gt;
* His opponents each lose 100 points per skull. Other objects have no value.&lt;br /&gt;
 &lt;br /&gt;
==Fortune Cards==&lt;br /&gt;
* Animals: Monkeys and parrots are grouped together and counted as a type.&lt;br /&gt;
* Diamond: You start with 1 extra diamond.&lt;br /&gt;
* Gold Coin: You start with 1 extra gold coin.&lt;br /&gt;
* Guardian: Once during your turn, you can reroll a skull.&lt;br /&gt;
* Pirate: Double all points (positive or negative) in this turn.&lt;br /&gt;
* Pirate Ship (2-4): If you roll at least the number of sabes on the card, you get bonus points (2:300, 3:500, 4:1000). Otherwise, score nothing but the same number of negative points.&lt;br /&gt;
* Skulls (1-2): You start with the amount of extra skulls on the card.&lt;br /&gt;
* Treasure Island: Place dices on this card if you want. They are protected and must score, even you roll 3 or more skulls.&lt;br /&gt;
&lt;br /&gt;
If you are playing with the promo cards the following also appear:&lt;br /&gt;
&lt;br /&gt;
* After the Storm: You are only allowed to reroll your dice once. You receive double points for diamond and coins. If you visit Skull Island, you can only reroll once. If you roll 3 skulls, your turn ends but you score according to skull island rules.&lt;br /&gt;
*Peace: You have to end your turn without any sabres, or you score -1000 per sabre and your other dice are worth zero. If you succeed, you get double the points. You are allowed to go to Skull Island, but the sabre penalty applies there and you opponents will not lose points.&lt;/div&gt;</summary>
		<author><name>CanuckEddie</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppiratenkapern&amp;diff=6183</id>
		<title>Gamehelppiratenkapern</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppiratenkapern&amp;diff=6183"/>
		<updated>2020-11-19T04:40:43Z</updated>

		<summary type="html">&lt;p&gt;CanuckEddie: /* Fortune Cards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Objective==&lt;br /&gt;
The objective is making sets of identical objects and score points.&lt;br /&gt;
&lt;br /&gt;
==Player&#039;s Turn==&lt;br /&gt;
* Draw the top fortune card, which affects you for this turn.&lt;br /&gt;
* Roll all 8 dices. Each dice has 6 faces: coin, diamond, monkey, parrot, sabe (sword) and skull.&lt;br /&gt;
* If the player gets 4 or more skulls, he go to the island of the dead. Otherwise, the turn continues.&lt;br /&gt;
* The player can reroll any of his dice, except skulls, but must reroll at least 2 dices.&lt;br /&gt;
* If he gets 3 or more skulls after the reroll, he is disqualified and scores nothing.&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
* Each set of 3 or more scores points as follows: 3:100, 4:200, 5:500, 6: 1000, 7:2000, 8:4000.&lt;br /&gt;
* Each diamond and coin is worth an additional 100 points.&lt;br /&gt;
* If the player generates points with all 8 dices, he scores an extra 500 points.&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
* If a player gets 5000/6000/8000 or more points, others can get a final turn.&lt;br /&gt;
* The winner is the player with the highest score after the final round, if he has more than 6000 points.&lt;br /&gt;
* Otherwise, the game continues.&lt;br /&gt;
&lt;br /&gt;
==The Island of Skulls==&lt;br /&gt;
* If a player rolls 4 or more skulls in their first roll, his turn doesn&#039;t end. Instead, he goes to the island of skulls for that turn.&lt;br /&gt;
* He can reroll as normal, except he can only continue if he rolls at least 1 skull. Otherwise, his turn ends.&lt;br /&gt;
* His opponents each lose 100 points per skull. Other objects have no value.&lt;br /&gt;
 &lt;br /&gt;
==Fortune Cards==&lt;br /&gt;
* Animals: Monkeys and parrots are grouped together and counted as a type.&lt;br /&gt;
* Diamond: You start with 1 extra diamond.&lt;br /&gt;
* Gold Coin: You start with 1 extra gold coin.&lt;br /&gt;
* Guardian: Once during your turn, you can reroll a skull.&lt;br /&gt;
* Pirate: Double all points (positive or negative) in this turn.&lt;br /&gt;
* Pirate Ship (2-4): If you roll at least the number of sabes on the card, you get bonus points (2:300, 3:500, 4:1000). Otherwise, score nothing but the same number of negative points.&lt;br /&gt;
* Skulls (1-2): You start with the amount of extra skulls on the card.&lt;br /&gt;
* Treasure Island: Place dices on this card if you want. They are protected and must score, even you roll 3 or more skulls.&lt;br /&gt;
&lt;br /&gt;
If you are playing with the promo cards the following also appear:&lt;br /&gt;
&lt;br /&gt;
* After the Storm: You are only allowed to reroll your dice once. You receive double points for diamond and coins. If you visit Skull Island, you can only reroll once. If you roll 3 skulls, your turn ends but you score according to skull island rules.&lt;br /&gt;
*Peace: You have to end your turn without any sabres, or you score -1000 per sabre and your other dice are worth zero. If you succeed, you get double the points. You are allowed to go to Skull Island, but the sabre penalty applies there.&lt;/div&gt;</summary>
		<author><name>CanuckEddie</name></author>
	</entry>
</feed>