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		<summary type="html">&lt;p&gt;Chaotic iak: bis effect on eggs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Build houses on your personal three streets. Players share the same choices of house numbers and actions, but will pursue their own strategies. Show your strategy is the best by scoring the most points.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
Each player has their personal &#039;&#039;&#039;game sheet&#039;&#039;&#039;. The top half of the sheet contains the three &#039;&#039;&#039;streets&#039;&#039;&#039;, each divided into several &#039;&#039;&#039;houses&#039;&#039;&#039;. The bottom half of the sheet is for scoring.&lt;br /&gt;
&lt;br /&gt;
Your game sheet is for your own use only. Players &#039;&#039;never&#039;&#039; write on other players&#039; sheets.&lt;br /&gt;
&lt;br /&gt;
In every game, there are 3 shared &#039;&#039;&#039;city plans&#039;&#039;&#039;, numbered no.1 (blue), no.2 (yellow), and no.3 (red). These are goals that players may compete for points.&lt;br /&gt;
&lt;br /&gt;
In addition, there is a deck of 81 &#039;&#039;&#039;construction cards&#039;&#039;&#039;. Each construction card has a number (1-15) on the front face, and an effect (6 possible effects) on the back face. Certain numbers and effects are more common than others; see [[Tips welcometo#Construction card breakdown|#Construction card breakdown]] for a full table.&lt;br /&gt;
&lt;br /&gt;
== Game overview ==&lt;br /&gt;
&lt;br /&gt;
The following describes the basic game. See [[#Variants]] for game variants that may change some aspects of the game.&lt;br /&gt;
&lt;br /&gt;
The game is divided into turns. Every turn, all players play simultaneously. The game continues until one player triggers the end of the game.&lt;br /&gt;
&lt;br /&gt;
Each turn follows these steps:&lt;br /&gt;
&lt;br /&gt;
# 1. New construction cards are revealed. There will be 3 number/effect pairs.&lt;br /&gt;
# 2. Choose one of the number/effect pairs, and write in the number on one of your empty houses.&lt;br /&gt;
# 3. Optionally, use the effect on your chosen pair.&lt;br /&gt;
# 4. You may complete any city plan.&lt;br /&gt;
# 5. All players&#039; choices are revealed. Check if the game ends.&lt;br /&gt;
&lt;br /&gt;
==== 1. New construction cards are revealed ====&lt;br /&gt;
&lt;br /&gt;
The construction cards are divided into 3 stacks of 27 cards each, initially showing the number side. Every turn, the top card is flipped over, turning it into the effect side while revealing the next number side.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The number side of each card also shows its effect side on the corners. Because of how the cards are flipped, this means the effects on the corners are exactly the effects you&#039;ll see next turn.&lt;br /&gt;
&lt;br /&gt;
If the decks run out, the top card of each discard pile (showing the effect sides) is kept, and all other cards are reshuffled to make new piles.&lt;br /&gt;
&lt;br /&gt;
==== 2. Choose a number/effect pair and write its number ====&lt;br /&gt;
&lt;br /&gt;
Choose one of the three available number/effect pairs. Then choose one of your empty houses, and write in the number in that house.&lt;br /&gt;
&lt;br /&gt;
Your house numbers must follow this rule: &#039;&#039;&#039;house numbers on a street must be strictly increasing from left to right&#039;&#039;&#039;. Duplicates are not allowed. However, gaps are allowed, including gaps that wouldn&#039;t be able to be filled with numbers. Also, numbers do not have to be consecutive; e.g. it is legal to put a 10 to the right of a 7.&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;&#039;must&#039;&#039;&#039; write in the number. It is not legal to choose a number/action pair and then not write in the number.&lt;br /&gt;
&lt;br /&gt;
If any of the numbers among the number/effect pairs can be written, you must choose a number/action pair. If you cannot, you will have to take a &#039;&#039;&#039;permit refusal&#039;&#039;&#039;. (See [[#Permit refusal]] below.)&lt;br /&gt;
&lt;br /&gt;
==== 3. Optionally, use the effect ====&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;may&#039;&#039; use the effect of your chosen number/effect pair. Effects are always optional; you don&#039;t have to use the effect if you don&#039;t want to.&lt;br /&gt;
&lt;br /&gt;
See [[#Effects]] for a list of all effects.&lt;br /&gt;
&lt;br /&gt;
==== 4. You may complete any city plan ====&lt;br /&gt;
&lt;br /&gt;
If you satisfy the conditions for a city plan, you &#039;&#039;may&#039;&#039; complete it. Completing a city plan is always optional; you may choose to postpone it for a later turn if you wish.&lt;br /&gt;
&lt;br /&gt;
Each city plan comes with two point values. The first player to complete a particular city plan scores the higher amount of points. If multiple players complete the city plan in the same turn, all of them score the higher amount. After this, any other player that completes the city plan will score the lower amount of points. (On BGA, city plans are displayed under each player on the sidebar. If a player completes a city plan first, they have a &amp;quot;1&amp;quot; for that city plan. If they complete a city plan later, they have a &amp;quot;2&amp;quot; for that city plan.)&lt;br /&gt;
&lt;br /&gt;
If you complete a city plan and this is the first time any player completes a city plan, you may also choose whether to reshuffle the construction cards or not. If you choose to reshuffle, all construction cards are gathered together and reshuffled into 3 new piles. (This also causes the effects for next turn to be completely unpredictable.)&lt;br /&gt;
&lt;br /&gt;
This option is only available the first time any player completes a city plan; there is no reshuffling option afterward. If multiple players complete a city plan at the same time, the cards are reshuffled if any one player chooses to do so.&lt;br /&gt;
&lt;br /&gt;
See [[#City plans]] for more rules about city plans.&lt;br /&gt;
&lt;br /&gt;
A player completing all 3 city plans is one of the game-end triggers.&lt;br /&gt;
&lt;br /&gt;
==== 5. Check if the game ends ====&lt;br /&gt;
&lt;br /&gt;
Steps 2-4 above are all done simultaneously, and each player doesn&#039;t know what the others are doing. Once all players are finished with the turn, everything each player does is revealed. (On BGA, there is an animation showing which houses are filled by which player. Also, you can click on each player to see their game sheet.)&lt;br /&gt;
&lt;br /&gt;
The game ends when &#039;&#039;any&#039;&#039; player satisfies &#039;&#039;any&#039;&#039; of the following game-end conditions:&lt;br /&gt;
* • They have 3 permit refusals.&lt;br /&gt;
* • They complete all 3 city plans.&lt;br /&gt;
* • They fill all houses on their sheet.&lt;br /&gt;
&lt;br /&gt;
If the game doesn&#039;t yet end, a new turn begins following the same steps.&lt;br /&gt;
&lt;br /&gt;
When the game ends, each player&#039;s score is tallied; the player with the highest score wins. See [[#Scoring]] for details.&lt;br /&gt;
&lt;br /&gt;
==== Permit refusal ====&lt;br /&gt;
&lt;br /&gt;
If you cannot do step 2 (write in a number) of your turn, you must take a &#039;&#039;&#039;permit refusal&#039;&#039;&#039;. Cross off the smallest uncrossed number in your permit refusal area, and skip steps 2-3 of your turn. (You can find the permit refusal area in the rightmost column in the bottom half of your game sheet; it is the lower one of the two tracks.)&lt;br /&gt;
&lt;br /&gt;
You may still do step 4 (complete a city plan). You will also do step 5 (reveal and check game end) with the other players.&lt;br /&gt;
&lt;br /&gt;
A player having 3 permit refusals is one of the game-end triggers.&lt;br /&gt;
&lt;br /&gt;
== Effects ==&lt;br /&gt;
&lt;br /&gt;
There are 6 effects. Remember that all effects are &#039;&#039;optional&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Surveyor (white fence) ====&lt;br /&gt;
&lt;br /&gt;
Surveyor allows you to draw a fence between two houses. This divides your houses into estates of various sizes.&lt;br /&gt;
&lt;br /&gt;
When you use a surveyor effect, draw any fence between two houses, if they are not yet connected by a line (see below) and if they are of different numbers (see &amp;quot;bis&amp;quot; effect below). You may draw any legal fence regardless of where you wrote your house number. (There are also free fences on the far left and far right of each street.)&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;completed estate&#039;&#039;&#039; is a series of &#039;&#039;completely numbered&#039;&#039; houses (no gaps) in a single street, with a fence on the left and the right.&lt;br /&gt;
&lt;br /&gt;
Estates may only be up to 6 houses in size. A series of more than 6 houses is not an estate, it has to be split up. On the other hand, even if an estate is already 6 houses (or fewer) in size, it may still be further split up.&lt;br /&gt;
&lt;br /&gt;
Estates are often used to complete city plans. If some houses are used to complete a city plan, there will be a horizontal line drawn above the houses. Surveyor &#039;&#039;&#039;may not&#039;&#039;&#039; be used to draw a fence between two houses connected by a horizontal line.&lt;br /&gt;
&lt;br /&gt;
==== Agent (purple arrow) ====&lt;br /&gt;
&lt;br /&gt;
Agent allows you to improve the value of all estates of a specific size.&lt;br /&gt;
&lt;br /&gt;
On your game sheet, the agent area contains 6 tracks, corresponding to estates of sizes 1-6. When you use an agent effect, cross off one of the numbers on any track. In each track, you must cross off numbers from top to bottom. (The bottom-most number of each track cannot be crossed off.)&lt;br /&gt;
&lt;br /&gt;
The value of an estate of a certain size is equal to the top-most (smallest) uncrossed number of its track.&lt;br /&gt;
&lt;br /&gt;
==== Landscaper (green trees) ====&lt;br /&gt;
&lt;br /&gt;
Landscaper allows you to build parks on streets.&lt;br /&gt;
&lt;br /&gt;
Each street has several parks, marked with circles on the far right of the street. When you use a landscaper effect, look at the street where you wrote your house number. Cross off the left-most park circle on that street. (The right-most number is not in a circle and cannot be crossed off.) At the end of the game, you will score the left-most uncrossed number from each street.&lt;br /&gt;
&lt;br /&gt;
Note that there is a significant jump in score if you manage to cross off all park circles on a street. If all park circles on a street have been crossed off, further landscaper effects on this street do nothing; you cannot cross off parks from other streets.&lt;br /&gt;
&lt;br /&gt;
==== Pool manufacturer (blue pool) ====&lt;br /&gt;
&lt;br /&gt;
Pool manufacturer allows you to build pools for certain houses that can support them.&lt;br /&gt;
&lt;br /&gt;
Some houses have a pool above them. When you use a pool manufacturer effect, look at the house where you wrote your house number. If it has a pool, circle the pool and cross off the smallest number in your pool scoring (found on the bottom half of your game sheet). At the end of the game, you will score the smallest uncrossed number from your pool scoring.&lt;br /&gt;
&lt;br /&gt;
You may use a pool effect on a house that does not have a pool, but it does nothing. You may write a number on a house with a pool even though its effect is not pool, but that means the pool will never be circled.&lt;br /&gt;
&lt;br /&gt;
==== Temp agency (orange construction) ====&lt;br /&gt;
&lt;br /&gt;
Temp agency modifies the house number you&#039;re writing. Unlike all other effects, temp agency applies when you&#039;re writing the house number (step 2).&lt;br /&gt;
&lt;br /&gt;
When you choose a number/effect pair with a temp agency effect, you may add or subtract 1 or 2 from the house number. For example, if you choose number 12, you may write a house number of 10-14.&lt;br /&gt;
&lt;br /&gt;
House numbers may go as low as 0 (it is not allowed to write -1), and as high as 17.&lt;br /&gt;
&lt;br /&gt;
In addition, cross off one space in your temp agency area (found on the bottom half of your game sheet). At the end of the game, players receive bonus points based on how often they use their temp agency.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special case:&#039;&#039;&#039; Remember that you &#039;&#039;must&#039;&#039; write a number from the number/effect pairs if possible, but using an action is always optional. If there is a number/effect pair with a temp agency effect, where you cannot write the number normally, but you would be able to write the number using temp agency, it &#039;&#039;is&#039;&#039; allowed to decline using the temp agency, in case you prefer to take a permit refusal.&lt;br /&gt;
&lt;br /&gt;
==== Bis (red mailbox) ====&lt;br /&gt;
&lt;br /&gt;
Bis allows you to write duplicate numbers on the same street.&lt;br /&gt;
&lt;br /&gt;
When you use a bis effect, choose a house adjacent to one of your numbered house with no fence in between. Write the same number, followed by a &amp;quot;b&amp;quot;. (If a house is adjacent to two numbered houses, you may choose which number you&#039;re duplicating.)&lt;br /&gt;
&lt;br /&gt;
For the purpose of the increasing order rule, duplicates made by bis are considered to still be in increasing order.&lt;br /&gt;
&lt;br /&gt;
Duplicated houses may &#039;&#039;&#039;never&#039;&#039;&#039; be split by a fence. That means, when you duplicate a number to an adjacent house, there may not be a fence between them; and in the future, you may not draw a fence between these two houses any more.&lt;br /&gt;
&lt;br /&gt;
In addition, cross off the smallest number in your bis penalty (found on the bottom half of your game sheet). At the end of the game, you will lose points equal to the smallest uncrossed number from your bis penalty.&lt;br /&gt;
&lt;br /&gt;
Remember that effects are optional. You don&#039;t have to use the bis effect if you don&#039;t want to, and you only have to take the bis penalty if you decide to use the bis effect.&lt;br /&gt;
&lt;br /&gt;
== City plans ==&lt;br /&gt;
&lt;br /&gt;
At the beginning of the game, there are 3 city plans. All players compete for the same city plans, and they are not removed or replaced during the game.&lt;br /&gt;
&lt;br /&gt;
All city plans in the standard game ask you to have estates of certain sizes. To complete such a city plan, you must have the required estates on your game sheet. In addition, houses may not be re-used between different city plans. To show this, estates that are already used for city plans will have a horizontal line drawn above its houses.&lt;br /&gt;
&lt;br /&gt;
When you choose to complete such a city plan, draw a horizontal line above all the houses in each estate used.&lt;br /&gt;
&lt;br /&gt;
Estates may appear anywhere on your game street. There is no requirement on which street(s) they must appear on.&lt;br /&gt;
&lt;br /&gt;
Variants of the game may use city plans that do not refer to estates. As a general rule, if a city plan refers to houses, then the houses are &amp;quot;used up&amp;quot; and cannot be reused for other house/estate-related city plans. If a city plan refers to something else (pools, bis numbers, etc) that a house might have, the house is not &amp;quot;used up&amp;quot;. See [[#Variants]] for more information about game variants.&lt;br /&gt;
&lt;br /&gt;
Each city plan comes with two point values. The first player to complete a particular city plan scores the higher amount of points. If multiple players complete the city plan in the same turn, all of them score the higher amount. After this, any other player that completes the city plan will score the lower amount of points. (On BGA, city plans are displayed under each player on the sidebar. If a player completes a city plan first, they have a &amp;quot;1&amp;quot; for that city plan. If they complete a city plan later, they have a &amp;quot;2&amp;quot; for that city plan.)&lt;br /&gt;
&lt;br /&gt;
If you complete a city plan and this is the first time any player completes a city plan, you may also choose whether to reshuffle the construction cards or not. If you choose to reshuffle, all construction cards are gathered together and reshuffled into 3 new piles. (This also causes the effects for next turn to be completely unpredictable.)&lt;br /&gt;
&lt;br /&gt;
This option is only available the first time any player completes a city plan; there is no reshuffling option afterward. If multiple players complete a city plan at the same time, the cards are reshuffled if any one player chooses to do so.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
At the end of the game, your score is calculated from the following. (These are in the same order as they appear on the bottom half of your game sheet, from left to right.)&lt;br /&gt;
&lt;br /&gt;
* • City plans: You score points for each city plan you complete. If you&#039;re the first player to complete a city plan, you score its higher amount of points. If you complete the city plan later, you score its lower amount of points. If you don&#039;t complete a city plan at all, you score nothing for it.&lt;br /&gt;
* • Parks: For each street, you score the smallest uncrossed number for its parks.&lt;br /&gt;
* • Pools: You score the smallest uncrossed number in your pool scoring area (based on how many pools you&#039;ve circled).&lt;br /&gt;
* • Temp agency: All players with the most crossed spaces in the temp agency area score 7 points each. All players with the second most score 4 points each, and all players with the third most score 1 point each.&lt;br /&gt;
* • Estates: You score points for every completed estate. The value of each estate of a specific size is the smallest uncrossed number on its track. (Remember, estates must be fully numbered to score, and estates can only be up to 6 houses in size.)&lt;br /&gt;
* • Bis: You lose points equal to the smallest uncrossed number in your bis penalty area (based on how many bis effects you&#039;ve used).&lt;br /&gt;
* • Roundabouts: This penalty does not exist in the base game. In the advanced variant, you lose points equal to the smallest uncrossed number (based on how many roundabouts you&#039;ve built).&lt;br /&gt;
* • Permit refusals: You lose points equal to the smallest uncrossed number (based on how many permit refusals you&#039;ve taken).&lt;br /&gt;
&lt;br /&gt;
The player with the most points wins. In case of a tie, the player with the most completed estates wins. In case of even further ties, the player with the most completed size-1 estates wins, then size-2, then size-3, etc.&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
&lt;br /&gt;
The following variants can be chosen during setup. Only one &amp;quot;board&amp;quot; variant can be chosen in a game, but otherwise all of them are compatible with each other.&lt;br /&gt;
&lt;br /&gt;
* • Advanced variant&lt;br /&gt;
* • Expert rules&lt;br /&gt;
* • Board: Ice cream truck&lt;br /&gt;
* • Board: Christmas lights&lt;br /&gt;
* • Board: Easter eggs&lt;br /&gt;
&lt;br /&gt;
The advanced variant has additional city plans for no.1 and no.2. They are shuffled with the other city plans, and may or may not appear in a game.&lt;br /&gt;
&lt;br /&gt;
Each board has additional city plans for no.3. They replace the base game&#039;s no.3 city plans, so one of them will always appear in a game.&lt;br /&gt;
&lt;br /&gt;
== Advanced variant ==&lt;br /&gt;
&lt;br /&gt;
In the advanced variant, you have access to an additional action: &#039;&#039;&#039;build a roundabout&#039;&#039;&#039;. If you wish to build a roundabout, you do this before step 2 (choosing a number/effect pair) of your turn.&lt;br /&gt;
&lt;br /&gt;
To build a roundabout, choose an empty house. That house is turned into a roundabout, represented using a circle with a dot. In addition, cross off the smallest uncrossed circle in the roundabout penalty area. At the end of the game, you will lose points equal to the smallest uncrossed number in the roundabout penalty area.&lt;br /&gt;
&lt;br /&gt;
A roundabout separates its street into two parts. Each part must individually have strictly increasing numbers, but the numbering resets on the roundabout; the left part does not have to be smaller than the right part.&lt;br /&gt;
&lt;br /&gt;
You may only build a total of 2 roundabouts during the game (represented by 2 circles in the roundabout penalty area), and you may only build 1 roundabout each turn. You may build a roundabout even if you cannot write a number afterward. Building a roundabout is always optional; however, if you build a roundabout, you might end up being able (or unable) to write a number/effect pair, and must take your turn (or take a permit refusal) accordingly.&lt;br /&gt;
&lt;br /&gt;
A roundabout also comes with a fence to its left and right, similar to how streets have fences on the far left and far right of them. This may create estates. A roundabout is never a house and does not count for anything that references houses (or estates of size 1).&lt;br /&gt;
&lt;br /&gt;
==== Advanced city plans ====&lt;br /&gt;
&lt;br /&gt;
In an advanced variant game, city plans no.1 and no.2 may use the advanced city plans. Some notes:&lt;br /&gt;
&lt;br /&gt;
* • All no.2 advanced city plans refer to pools and parks. These do &#039;&#039;not&#039;&#039; refer to houses, and thus do not use up houses. A house whose pool counts for one such city plan may still be used for another city plan.&lt;br /&gt;
* • Two no.1 advanced city plans require building all houses on a specific street. These &#039;&#039;do&#039;&#039; use up the houses, and its estates cannot be split further. (And note that estates are only up to 6 houses in size.) Roundabouts on the street are allowed and count toward the city plan.&lt;br /&gt;
* • One no.1 advanced city plan requires building the left-most and right-most houses on all streets. These &#039;&#039;do&#039;&#039; use up the houses. Unlike all other city plans, this city plan marks the houses individually. An estate containing one such marked house cannot be used for a city plan, but the marked house can be split off with a fence, and the remaining estate can still be used for another city plan.&lt;br /&gt;
&lt;br /&gt;
== Expert rules ==&lt;br /&gt;
&lt;br /&gt;
In the expert rules, the rules for choosing a number/effect pair are completely changed. Each player has their own cards to choose from.&lt;br /&gt;
&lt;br /&gt;
At the start of the game, each player is dealt 3 construction cards. For step 2 (choosing number/effect pair), you choose one card for its number side and another card for its effect side.&lt;br /&gt;
&lt;br /&gt;
In step 5 (reveal and check game end), you also pass your third card to the next player. This causes you to receive one card from the previous player. You draw two new cards, so you have 3 cards to choose from for the next turn.&lt;br /&gt;
&lt;br /&gt;
It&#039;s unclear what happens when the deck is reshuffled, but it seems that any leftover card in players&#039; hands remain and are not reshuffled.&lt;br /&gt;
&lt;br /&gt;
Expert rules do not have their own city plans, they simply modify the rules to choose a number/effect pair. They also introduce asymmetry to the game, since players have their own cards.&lt;br /&gt;
&lt;br /&gt;
== Board: Ice cream truck ==&lt;br /&gt;
&lt;br /&gt;
The board features some ice cream trucks, and houses may now request ice cream (indicated by ice cream by each house, with 1 or 2 scoops).&lt;br /&gt;
&lt;br /&gt;
Each street has an ice cream truck, starting from the left or right of the street. For the bottom street, you may choose where the ice cream truck starts from, at the moment you write the first number on that street. Trucks will only move in one direction along the street, and will never backtrack.&lt;br /&gt;
&lt;br /&gt;
When you write a number on a street, its truck may move along the street. If your number is further ahead than the truck, the truck will move until it stops on the house you numbered. (The movement is represented by drawing a line underneath the houses.) If the house has an ice cream, circle the ice cream. In addition, the truck skips any house in between; cross off any ice cream on those houses.&lt;br /&gt;
&lt;br /&gt;
If you circle or cross off the last ice cream on a street, the truck on that street has finished its run. If you are the first player to do so for this street, circle the bonus at the end of the street. (Like city plans, if multiple players do so in the same turn, all of them get the bonus.) All other players cross off the bonus, meaning they can no longer obtain this bonus for the street. However, their respective trucks may still continue their runs, and trucks on other streets aren&#039;t affected. For the bottom street, there is only one bonus available for all players, even if they choose to move their trucks in different directions.&lt;br /&gt;
&lt;br /&gt;
Roundabouts are not houses. Placing a roundabout does not move the truck, and ice cream on a roundabout can never be collected.&lt;br /&gt;
&lt;br /&gt;
==== Scoring ====&lt;br /&gt;
&lt;br /&gt;
You score additional points as follows:&lt;br /&gt;
&lt;br /&gt;
* • Ice cream scoops: 1 point per scoop on circled ice creams. Note that some ice creams have 1 scoop while others have 2 scoops.&lt;br /&gt;
* • Truck bonus: If you get the truck bonus on a street, 1 point per circled &#039;&#039;ice cream&#039;&#039; (not scoop) on that street.&lt;br /&gt;
&lt;br /&gt;
==== City plans ====&lt;br /&gt;
&lt;br /&gt;
* • Two plans require estates that have (or don&#039;t have) ice cream cones. These refer to ice cream scoops in houses of that estate only. They count ice cream cones, not ice cream scoops. Remember that collecting ice cream is mandatory if the truck stops on that house.&lt;br /&gt;
* • One plan requires all ice cream cones on a street. Since it does not refer to houses, its houses can be used for another city plan.&lt;br /&gt;
&lt;br /&gt;
== Board: Christmas lights ==&lt;br /&gt;
&lt;br /&gt;
You may draw Christmas lights underneath the houses.&lt;br /&gt;
&lt;br /&gt;
Whenever two house numbers are consecutive (difference of at most 1) or equal (using bis effect), they are connected together with Christmas lights. (This is represented by a curved line underneath the houses connecting them.)&lt;br /&gt;
&lt;br /&gt;
A string of Christmas lights is a series of houses, all connected together to the next in this way. A string must be of length at least 2 houses; if there is no connection at all, there is no string.&lt;br /&gt;
&lt;br /&gt;
Roundabouts are not numbers. They will always break a string.&lt;br /&gt;
&lt;br /&gt;
==== Scoring ====&lt;br /&gt;
&lt;br /&gt;
You score additional points as follows:&lt;br /&gt;
&lt;br /&gt;
* • Christmas lights: For each street, you score points equal to the &#039;&#039;longest&#039;&#039; string of Christmas lights on that street, counting the houses connected by it. If you have multiple strings, only the longest counts; if you have multiple longest strings, count one of them.&lt;br /&gt;
&lt;br /&gt;
==== City plans ====&lt;br /&gt;
&lt;br /&gt;
* • One plan requires estates, each of which has houses connected with Christmas lights. For each estate, its houses must all belong in a single string. The two estates themselves may or may not be connected together.&lt;br /&gt;
* • One plan requires estates, each of which has houses that are &#039;&#039;&#039;not&#039;&#039;&#039; connected with Christmas lights. Note that drawing Christmas lights is mandatory if the house numbers are suitable. The houses on the ends of the estate may be connected outside the estates.&lt;br /&gt;
* • One plan requires all houses on a street to be connected in a single string. Since it does not refer to houses, its houses can be used for another city plan. Roundabouts do not count; a roundabout on a street will cause this city plan to not be completed for that street, even if the roundabout is on an end of the street.&lt;br /&gt;
&lt;br /&gt;
== Board: Easter eggs ==&lt;br /&gt;
&lt;br /&gt;
Some houses have 1 or 2 eggs on them. You have to circle these eggs using your house numbers.&lt;br /&gt;
&lt;br /&gt;
When you write a number on a house, its &amp;quot;holes&amp;quot; may circle the eggs on that house. It is legal to write a number that does not circle the eggs (or circles fewer eggs than there are), but in that case, the eggs not circled on that house will be lost.&lt;br /&gt;
&lt;br /&gt;
The following table lists each possible house number and how many eggs they can circle. As a general rule: Digits 6 and 9 can hold one egg each. Digit 8 can hold two eggs (one for each hole), and digit 0 can also hold two eggs (it&#039;s large enough to have two).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto; text-align: center; width: auto; border: 2;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Number&#039;&#039;&#039; || 0 || 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9 || 10 || 11 || 12 || 13 || 14 || 15 || 16 || 17&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Holes&#039;&#039;&#039; || 2 || - || - || - || - || - || 1 || - || 2 || 1 || 2 || - || - || - || - || - || 1 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Duplicated numbers can hold eggs as normal. The &amp;quot;b&amp;quot; part of a bis effect doesn&#039;t hold any egg.&lt;br /&gt;
&lt;br /&gt;
Roundabouts are not numbers. They cannot collect eggs.&lt;br /&gt;
&lt;br /&gt;
==== Scoring ====&lt;br /&gt;
&lt;br /&gt;
You score additional points as follows:&lt;br /&gt;
&lt;br /&gt;
* • Easter eggs: Count up the number of eggs you collected. You score 5/10/20/35 points for collecting at least 6/10/14/18 eggs. (Only the largest score counts.)&lt;br /&gt;
&lt;br /&gt;
==== City plans ====&lt;br /&gt;
&lt;br /&gt;
* • Two plans require estates that have (or don&#039;t have) eggs. These refer to eggs in houses of that estate only. Remember that collecting eggs is mandatory if the number is suitable.&lt;br /&gt;
* • One plan requires all eggs on a street. Since it does not refer to houses, its houses can be used for another city plan.&lt;/div&gt;</summary>
		<author><name>Chaotic iak</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpfornorthwood&amp;diff=30820</id>
		<title>Gamehelpfornorthwood</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpfornorthwood&amp;diff=30820"/>
		<updated>2026-07-23T21:43:18Z</updated>

		<summary type="html">&lt;p&gt;Chaotic iak: spacing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Play multiple hands of trick-taking. Win an exact number of tricks, aided by your allies&#039; special abilities, to win a hand. Win enough stars from hands to win the game.&lt;br /&gt;
&lt;br /&gt;
== Game modes ==&lt;br /&gt;
&lt;br /&gt;
There are two ways to play the game: the standard game, or one of the 16 scenarios.&lt;br /&gt;
&lt;br /&gt;
The following are the rules for the standard game. Scenarios put a twist on the standard game; see [[#Scenarios]] for more details about them.&lt;br /&gt;
&lt;br /&gt;
== Game overview ==&lt;br /&gt;
&lt;br /&gt;
The game uses two kinds of cards: &#039;&#039;&#039;dialogue cards&#039;&#039;&#039; and &#039;&#039;&#039;character cards&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Dialogue cards are the cards used to play. They come in 4 suits (claws, &amp;lt;span style=&amp;quot;color: #ff40bf;&amp;quot; &amp;gt;flowers&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color: #f7c200;&amp;quot; &amp;gt;leaves&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color: #21cfff;&amp;quot; &amp;gt;eyes&amp;lt;/span&amp;gt;) and 8 ranks (1-8), for a total of 32 dialogue cards. During the game, dialogue cards will be either in the &#039;&#039;&#039;deck&#039;&#039;&#039;, in your &#039;&#039;&#039;hand&#039;&#039;&#039;, in the &#039;&#039;&#039;discard pile&#039;&#039;&#039;, or in the &#039;&#039;&#039;score pile&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Character cards have a suit and a special ability. There are 6 cards in each of the 4 suits, for a total of 24 character cards. All special abilities are unique.&lt;br /&gt;
&lt;br /&gt;
There is a row of 8 &#039;&#039;&#039;fiefs&#039;&#039;&#039;. Each fief has a certain number of stars, and requires a specific number of tricks won. From left to right:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto; text-align: center; width: auto; border: 2;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Stars&#039;&#039;&#039; || 4 || 3 || 2 || 1 || 1 || 2 || 3 || 4&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tricks&#039;&#039;&#039; || 0 || 1 || 2 || 3 || 4 || 5 || 6 || 7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each fief begins with a character card, called its &#039;&#039;&#039;ruler&#039;&#039;&#039;. Each ruler is initially &#039;&#039;&#039;neutral&#039;&#039;&#039; to you; your goal is to make them &#039;&#039;&#039;friendly&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
You begin with 4 character cards, referred to as your &#039;&#039;&#039;allies&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The game is divided into 8 &#039;&#039;&#039;visits&#039;&#039;&#039;. Each visit follows the procedure below.&lt;br /&gt;
&lt;br /&gt;
== One visit ==&lt;br /&gt;
&lt;br /&gt;
Each visit is played following the steps below:&lt;br /&gt;
&lt;br /&gt;
# 1. Shuffle the dialogue cards, and deal 8 cards as your hand. The rest becomes the deck.&lt;br /&gt;
# 2. Choose an unvisited fief to &#039;&#039;&#039;visit&#039;&#039;&#039;. The suit of its ruler becomes the &#039;&#039;&#039;trump suit&#039;&#039;&#039; for the hand.&lt;br /&gt;
# 3. Choose any number of friendly rulers to temporarily substitute an equal number of your allies.&lt;br /&gt;
# 4. Play tricks until the visit ends. (See [[#One trick]] for rules on playing tricks.)&lt;br /&gt;
# 5. If the number of cards in your score pile is &#039;&#039;exactly&#039;&#039; the fief&#039;s number, you have won the fief. Its ruler becomes friendly to you. Otherwise, you have lost the fief.&lt;br /&gt;
# 6. If you substituted in any ruler (from step 3), remove them from the game. You will begin the next visit with your 4 allies again.&lt;br /&gt;
&lt;br /&gt;
If there is still an unvisited fief, repeat this procedure. Thus you will play a total of 8 visits; each fief will be visited exactly once during the game.&lt;br /&gt;
&lt;br /&gt;
== One trick ==&lt;br /&gt;
&lt;br /&gt;
The bulk of the visit is in playing out tricks. Each trick is played following the steps below:&lt;br /&gt;
&lt;br /&gt;
# 1. Choose if you want to activate any &#039;&#039;one&#039;&#039; special ability. You have access to any ability of allies that you didn&#039;t substitute out, as well as any ruler you brought for the hand. Each ability can be activated once during the visit.&lt;br /&gt;
# 2. If your hand or the deck is empty, skip the rest of this procedure. The visit ends (see step 7 below).&lt;br /&gt;
# 3. Place the top card of the deck into the discard pile. This is the ruler&#039;s &#039;&#039;&#039;statement&#039;&#039;&#039;.&lt;br /&gt;
# 4. Play a card from your hand. This is your &#039;&#039;&#039;response&#039;&#039;&#039;. You &#039;&#039;must&#039;&#039; follow suit if able, i.e. play a card with the same suit as the ruler&#039;s statement. If you cannot follow suit, you may play any card from your hand.&lt;br /&gt;
# 5. Determine if your response beats the ruler&#039;s statement:&lt;br /&gt;
#* • If your response is &#039;&#039;&#039;the same suit&#039;&#039;&#039; as the ruler&#039;s statement and your rank is &#039;&#039;&#039;higher&#039;&#039;&#039;, you win the trick.&lt;br /&gt;
#* • If your response is &#039;&#039;&#039;the trump suit&#039;&#039;&#039; and the ruler&#039;s statement &#039;&#039;&#039;is not the trump suit&#039;&#039;&#039;, you win the trick.&lt;br /&gt;
#* • In all other cases, you lose the trick.&lt;br /&gt;
# 6. If you won the trick, put the played card into your score pile. If you lost the trick, put the played card into the discard pile (on top of the statement).&lt;br /&gt;
# 7. If your hand or the deck is empty, the visit ends and you proceed to check if you won this visit. If neither is empty, the visit continues with the next trick.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
Each character card has a special ability.&lt;br /&gt;
&lt;br /&gt;
During a hand, you have access to 4 of them. Normally, these are your 4 allies.&lt;br /&gt;
&lt;br /&gt;
However, at the beginning of each hand, you may choose to substitute out some allies with &#039;&#039;friendly&#039;&#039; rulers (i.e. rulers from fiefs you have won). You must do the substitutions before you begin playing tricks for the hand.&lt;br /&gt;
&lt;br /&gt;
You may only use abilities &#039;&#039;&#039;before&#039;&#039;&#039; a trick (i.e. before you reveal the ruler&#039;s statement), and you may only use &#039;&#039;&#039;one&#039;&#039;&#039; ability before each trick.&lt;br /&gt;
&lt;br /&gt;
Each ability can only be used &#039;&#039;&#039;once&#039;&#039;&#039; during a hand. Once used, the character will be &#039;&#039;&#039;exhausted&#039;&#039;&#039; (represented by dimming out on BGA). However, allies will refresh between hands, so you may activate each ally once every hand.&lt;br /&gt;
&lt;br /&gt;
Each friendly ruler may only substitute in once. Whether their ability is used or not, they are removed from the game after the hand concludes.&lt;br /&gt;
&lt;br /&gt;
If you use an ability, you must do it in full. If you cannot, it does nothing. The exception is that you may move cards from piles that don&#039;t have enough of them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For example: The ability of Queen of Claws is &amp;quot;draw the top card from the deck, the discard pile, and the score pile&amp;quot;. If any of them is empty, you may still activate her to draw from the other piles.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
See [[#List of abilities]] for a list of all character cards.&lt;br /&gt;
&lt;br /&gt;
== Game end ==&lt;br /&gt;
&lt;br /&gt;
The game ends after all 8 visits.&lt;br /&gt;
&lt;br /&gt;
Each fief you won awards stars according to the fief. You get the stars regardless of whether its ruler has been called in to substitute or not.&lt;br /&gt;
&lt;br /&gt;
Each fief you lost gives no stars.&lt;br /&gt;
&lt;br /&gt;
In total, there are 20 stars available. &#039;&#039;&#039;You win if you score 16 stars or higher.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Important points ==&lt;br /&gt;
&lt;br /&gt;
* • Unlike usual trick-taking games, the ruler (the deck) always leads tricks no matter who won the previous trick.&lt;br /&gt;
* • You can click on the discard pile and the score pile to fan out their contents. They cannot be rearranged, however.&lt;br /&gt;
* • When moving multiple cards to the discard pile or score pile at once, you may choose their order by clicking the cards in the order you want. They are moved to the pile in that order; the last card clicked is the one on top.&lt;br /&gt;
* • &#039;&#039;&#039;There is no undo.&#039;&#039;&#039; Make sure you click correctly. There are game options to add various confirmations.&lt;br /&gt;
* • The win condition is set at 16 stars out of 20. The more difficult win conditions available in the physical rulebook are not compatible with the scenarios, and are too luck-based.&lt;br /&gt;
&lt;br /&gt;
== Game options ==&lt;br /&gt;
&lt;br /&gt;
When creating a table, you may choose the game mode: &amp;quot;single game&amp;quot; or &amp;quot;scenario mode&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
In &amp;quot;single game&amp;quot; mode, you may choose whether to play a standard game or any of the scenarios. There are 3 options for standard games:&lt;br /&gt;
&lt;br /&gt;
* • &amp;quot;Introductory setup&amp;quot;: Your 4 allies are the 4 Jacks. The 8 rulers are the 4 Queens and the 4 Kings, in random order.&lt;br /&gt;
* • &amp;quot;Standard setup&amp;quot;: Your 4 allies consist of 1 random character from each suit. The 8 rulers consist of 2 random characters from each suit, in random order.&lt;br /&gt;
* • &amp;quot;Custom setup&amp;quot;: When you start the game, you first choose your allies, then the rulers. You may choose up to 4 allies in any combination: it doesn&#039;t have to be 1 per suit, and you may even choose fewer allies. You may choose 8 rulers in any combination (it doesn&#039;t have to be 2 per suit), and the order you click them is the order of the rulers from left (fief 0) to right (fief 7).&lt;br /&gt;
&lt;br /&gt;
You may also choose any one of the 16 scenarios.&lt;br /&gt;
&lt;br /&gt;
In &amp;quot;scenario mode&amp;quot;, you play through the 16 scenarios one by one. You may start at any scenario; BGA will also remember if you&#039;ve played before, and the &amp;quot;Start/continue&amp;quot; option will let you start a new run or continue from your last scenario.&lt;br /&gt;
&lt;br /&gt;
During the game, the following options are available:&lt;br /&gt;
&lt;br /&gt;
* • &amp;quot;Display confirmation&amp;quot;: When enabled, there is a confirmation button to every click (activating abilities and playing cards).&amp;quot;&lt;br /&gt;
* • &amp;quot;Display automatic visit completion button&amp;quot;: When enabled, if your hand is guaranteed to lose every remaining trick (or sometimes win every remaining trick), a button will pop up that allows you to play out the hand automatically. The check is pretty rudimentary; you must be holding the lowest cards (i.e. 1, 2, 3, ...) of non-trump cards, in order for the button to appear. (For the auto-win, you must be holding the highest trumps and no other card.)&lt;br /&gt;
&lt;br /&gt;
== List of abilities ==&lt;br /&gt;
&lt;br /&gt;
See [https://boardgamegeek.com/thread/2774038/official-rules-and-ability-explanationfaq this BGG thread] for a list of all abilities, together with some frequently asked questions.&lt;br /&gt;
&lt;br /&gt;
== Scenarios ==&lt;br /&gt;
&lt;br /&gt;
See [https://boardgamegeek.com/filepage/239924/for-northwood-challenge-booklet-the-noisy-year this file on BGG] for the scenarios.&lt;/div&gt;</summary>
		<author><name>Chaotic iak</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpwelcometo&amp;diff=30819</id>
		<title>Gamehelpwelcometo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpwelcometo&amp;diff=30819"/>
		<updated>2026-07-23T21:42:34Z</updated>

		<summary type="html">&lt;p&gt;Chaotic iak: full rewrite&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Build houses on your personal three streets. Players share the same choices of house numbers and actions, but will pursue their own strategies. Show your strategy is the best by scoring the most points.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
Each player has their personal &#039;&#039;&#039;game sheet&#039;&#039;&#039;. The top half of the sheet contains the three &#039;&#039;&#039;streets&#039;&#039;&#039;, each divided into several &#039;&#039;&#039;houses&#039;&#039;&#039;. The bottom half of the sheet is for scoring.&lt;br /&gt;
&lt;br /&gt;
Your game sheet is for your own use only. Players &#039;&#039;never&#039;&#039; write on other players&#039; sheets.&lt;br /&gt;
&lt;br /&gt;
In every game, there are 3 shared &#039;&#039;&#039;city plans&#039;&#039;&#039;, numbered no.1 (blue), no.2 (yellow), and no.3 (red). These are goals that players may compete for points.&lt;br /&gt;
&lt;br /&gt;
In addition, there is a deck of 81 &#039;&#039;&#039;construction cards&#039;&#039;&#039;. Each construction card has a number (1-15) on the front face, and an effect (6 possible effects) on the back face. Certain numbers and effects are more common than others; see [[Tips welcometo#Construction card breakdown|#Construction card breakdown]] for a full table.&lt;br /&gt;
&lt;br /&gt;
== Game overview ==&lt;br /&gt;
&lt;br /&gt;
The following describes the basic game. See [[#Variants]] for game variants that may change some aspects of the game.&lt;br /&gt;
&lt;br /&gt;
The game is divided into turns. Every turn, all players play simultaneously. The game continues until one player triggers the end of the game.&lt;br /&gt;
&lt;br /&gt;
Each turn follows these steps:&lt;br /&gt;
&lt;br /&gt;
# 1. New construction cards are revealed. There will be 3 number/effect pairs.&lt;br /&gt;
# 2. Choose one of the number/effect pairs, and write in the number on one of your empty houses.&lt;br /&gt;
# 3. Optionally, use the effect on your chosen pair.&lt;br /&gt;
# 4. You may complete any city plan.&lt;br /&gt;
# 5. All players&#039; choices are revealed. Check if the game ends.&lt;br /&gt;
&lt;br /&gt;
==== 1. New construction cards are revealed ====&lt;br /&gt;
&lt;br /&gt;
The construction cards are divided into 3 stacks of 27 cards each, initially showing the number side. Every turn, the top card is flipped over, turning it into the effect side while revealing the next number side.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The number side of each card also shows its effect side on the corners. Because of how the cards are flipped, this means the effects on the corners are exactly the effects you&#039;ll see next turn.&lt;br /&gt;
&lt;br /&gt;
If the decks run out, the top card of each discard pile (showing the effect sides) is kept, and all other cards are reshuffled to make new piles.&lt;br /&gt;
&lt;br /&gt;
==== 2. Choose a number/effect pair and write its number ====&lt;br /&gt;
&lt;br /&gt;
Choose one of the three available number/effect pairs. Then choose one of your empty houses, and write in the number in that house.&lt;br /&gt;
&lt;br /&gt;
Your house numbers must follow this rule: &#039;&#039;&#039;house numbers on a street must be strictly increasing from left to right&#039;&#039;&#039;. Duplicates are not allowed. However, gaps are allowed, including gaps that wouldn&#039;t be able to be filled with numbers. Also, numbers do not have to be consecutive; e.g. it is legal to put a 10 to the right of a 7.&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;&#039;must&#039;&#039;&#039; write in the number. It is not legal to choose a number/action pair and then not write in the number.&lt;br /&gt;
&lt;br /&gt;
If any of the numbers among the number/effect pairs can be written, you must choose a number/action pair. If you cannot, you will have to take a &#039;&#039;&#039;permit refusal&#039;&#039;&#039;. (See [[#Permit refusal]] below.)&lt;br /&gt;
&lt;br /&gt;
==== 3. Optionally, use the effect ====&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;may&#039;&#039; use the effect of your chosen number/effect pair. Effects are always optional; you don&#039;t have to use the effect if you don&#039;t want to.&lt;br /&gt;
&lt;br /&gt;
See [[#Effects]] for a list of all effects.&lt;br /&gt;
&lt;br /&gt;
==== 4. You may complete any city plan ====&lt;br /&gt;
&lt;br /&gt;
If you satisfy the conditions for a city plan, you &#039;&#039;may&#039;&#039; complete it. Completing a city plan is always optional; you may choose to postpone it for a later turn if you wish.&lt;br /&gt;
&lt;br /&gt;
Each city plan comes with two point values. The first player to complete a particular city plan scores the higher amount of points. If multiple players complete the city plan in the same turn, all of them score the higher amount. After this, any other player that completes the city plan will score the lower amount of points. (On BGA, city plans are displayed under each player on the sidebar. If a player completes a city plan first, they have a &amp;quot;1&amp;quot; for that city plan. If they complete a city plan later, they have a &amp;quot;2&amp;quot; for that city plan.)&lt;br /&gt;
&lt;br /&gt;
If you complete a city plan and this is the first time any player completes a city plan, you may also choose whether to reshuffle the construction cards or not. If you choose to reshuffle, all construction cards are gathered together and reshuffled into 3 new piles. (This also causes the effects for next turn to be completely unpredictable.)&lt;br /&gt;
&lt;br /&gt;
This option is only available the first time any player completes a city plan; there is no reshuffling option afterward. If multiple players complete a city plan at the same time, the cards are reshuffled if any one player chooses to do so.&lt;br /&gt;
&lt;br /&gt;
See [[#City plans]] for more rules about city plans.&lt;br /&gt;
&lt;br /&gt;
A player completing all 3 city plans is one of the game-end triggers.&lt;br /&gt;
&lt;br /&gt;
==== 5. Check if the game ends ====&lt;br /&gt;
&lt;br /&gt;
Steps 2-4 above are all done simultaneously, and each player doesn&#039;t know what the others are doing. Once all players are finished with the turn, everything each player does is revealed. (On BGA, there is an animation showing which houses are filled by which player. Also, you can click on each player to see their game sheet.)&lt;br /&gt;
&lt;br /&gt;
The game ends when &#039;&#039;any&#039;&#039; player satisfies &#039;&#039;any&#039;&#039; of the following game-end conditions:&lt;br /&gt;
* • They have 3 permit refusals.&lt;br /&gt;
* • They complete all 3 city plans.&lt;br /&gt;
* • They fill all houses on their sheet.&lt;br /&gt;
&lt;br /&gt;
If the game doesn&#039;t yet end, a new turn begins following the same steps.&lt;br /&gt;
&lt;br /&gt;
When the game ends, each player&#039;s score is tallied; the player with the highest score wins. See [[#Scoring]] for details.&lt;br /&gt;
&lt;br /&gt;
==== Permit refusal ====&lt;br /&gt;
&lt;br /&gt;
If you cannot do step 2 (write in a number) of your turn, you must take a &#039;&#039;&#039;permit refusal&#039;&#039;&#039;. Cross off the smallest uncrossed number in your permit refusal area, and skip steps 2-3 of your turn. (You can find the permit refusal area in the rightmost column in the bottom half of your game sheet; it is the lower one of the two tracks.)&lt;br /&gt;
&lt;br /&gt;
You may still do step 4 (complete a city plan). You will also do step 5 (reveal and check game end) with the other players.&lt;br /&gt;
&lt;br /&gt;
A player having 3 permit refusals is one of the game-end triggers.&lt;br /&gt;
&lt;br /&gt;
== Effects ==&lt;br /&gt;
&lt;br /&gt;
There are 6 effects. Remember that all effects are &#039;&#039;optional&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Surveyor (white fence) ====&lt;br /&gt;
&lt;br /&gt;
Surveyor allows you to draw a fence between two houses. This divides your houses into estates of various sizes.&lt;br /&gt;
&lt;br /&gt;
When you use a surveyor effect, draw any fence between two houses, if they are not yet connected by a line (see below) and if they are of different numbers (see &amp;quot;bis&amp;quot; effect below). You may draw any legal fence regardless of where you wrote your house number. (There are also free fences on the far left and far right of each street.)&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;completed estate&#039;&#039;&#039; is a series of &#039;&#039;completely numbered&#039;&#039; houses (no gaps) in a single street, with a fence on the left and the right.&lt;br /&gt;
&lt;br /&gt;
Estates may only be up to 6 houses in size. A series of more than 6 houses is not an estate, it has to be split up. On the other hand, even if an estate is already 6 houses (or fewer) in size, it may still be further split up.&lt;br /&gt;
&lt;br /&gt;
Estates are often used to complete city plans. If some houses are used to complete a city plan, there will be a horizontal line drawn above the houses. Surveyor &#039;&#039;&#039;may not&#039;&#039;&#039; be used to draw a fence between two houses connected by a horizontal line.&lt;br /&gt;
&lt;br /&gt;
==== Agent (purple arrow) ====&lt;br /&gt;
&lt;br /&gt;
Agent allows you to improve the value of all estates of a specific size.&lt;br /&gt;
&lt;br /&gt;
On your game sheet, the agent area contains 6 tracks, corresponding to estates of sizes 1-6. When you use an agent effect, cross off one of the numbers on any track. In each track, you must cross off numbers from top to bottom. (The bottom-most number of each track cannot be crossed off.)&lt;br /&gt;
&lt;br /&gt;
The value of an estate of a certain size is equal to the top-most (smallest) uncrossed number of its track.&lt;br /&gt;
&lt;br /&gt;
==== Landscaper (green trees) ====&lt;br /&gt;
&lt;br /&gt;
Landscaper allows you to build parks on streets.&lt;br /&gt;
&lt;br /&gt;
Each street has several parks, marked with circles on the far right of the street. When you use a landscaper effect, look at the street where you wrote your house number. Cross off the left-most park circle on that street. (The right-most number is not in a circle and cannot be crossed off.) At the end of the game, you will score the left-most uncrossed number from each street.&lt;br /&gt;
&lt;br /&gt;
Note that there is a significant jump in score if you manage to cross off all park circles on a street. If all park circles on a street have been crossed off, further landscaper effects on this street do nothing; you cannot cross off parks from other streets.&lt;br /&gt;
&lt;br /&gt;
==== Pool manufacturer (blue pool) ====&lt;br /&gt;
&lt;br /&gt;
Pool manufacturer allows you to build pools for certain houses that can support them.&lt;br /&gt;
&lt;br /&gt;
Some houses have a pool above them. When you use a pool manufacturer effect, look at the house where you wrote your house number. If it has a pool, circle the pool and cross off the smallest number in your pool scoring (found on the bottom half of your game sheet). At the end of the game, you will score the smallest uncrossed number from your pool scoring.&lt;br /&gt;
&lt;br /&gt;
You may use a pool effect on a house that does not have a pool, but it does nothing. You may write a number on a house with a pool even though its effect is not pool, but that means the pool will never be circled.&lt;br /&gt;
&lt;br /&gt;
==== Temp agency (orange construction) ====&lt;br /&gt;
&lt;br /&gt;
Temp agency modifies the house number you&#039;re writing. Unlike all other effects, temp agency applies when you&#039;re writing the house number (step 2).&lt;br /&gt;
&lt;br /&gt;
When you choose a number/effect pair with a temp agency effect, you may add or subtract 1 or 2 from the house number. For example, if you choose number 12, you may write a house number of 10-14.&lt;br /&gt;
&lt;br /&gt;
House numbers may go as low as 0 (it is not allowed to write -1), and as high as 17.&lt;br /&gt;
&lt;br /&gt;
In addition, cross off one space in your temp agency area (found on the bottom half of your game sheet). At the end of the game, players receive bonus points based on how often they use their temp agency.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special case:&#039;&#039;&#039; Remember that you &#039;&#039;must&#039;&#039; write a number from the number/effect pairs if possible, but using an action is always optional. If there is a number/effect pair with a temp agency effect, where you cannot write the number normally, but you would be able to write the number using temp agency, it &#039;&#039;is&#039;&#039; allowed to decline using the temp agency, in case you prefer to take a permit refusal.&lt;br /&gt;
&lt;br /&gt;
==== Bis (red mailbox) ====&lt;br /&gt;
&lt;br /&gt;
Bis allows you to write duplicate numbers on the same street.&lt;br /&gt;
&lt;br /&gt;
When you use a bis effect, choose a house adjacent to one of your numbered house with no fence in between. Write the same number, followed by a &amp;quot;b&amp;quot;. (If a house is adjacent to two numbered houses, you may choose which number you&#039;re duplicating.)&lt;br /&gt;
&lt;br /&gt;
For the purpose of the increasing order rule, duplicates made by bis are considered to still be in increasing order.&lt;br /&gt;
&lt;br /&gt;
Duplicated houses may &#039;&#039;&#039;never&#039;&#039;&#039; be split by a fence. That means, when you duplicate a number to an adjacent house, there may not be a fence between them; and in the future, you may not draw a fence between these two houses any more.&lt;br /&gt;
&lt;br /&gt;
In addition, cross off the smallest number in your bis penalty (found on the bottom half of your game sheet). At the end of the game, you will lose points equal to the smallest uncrossed number from your bis penalty.&lt;br /&gt;
&lt;br /&gt;
Remember that effects are optional. You don&#039;t have to use the bis effect if you don&#039;t want to, and you only have to take the bis penalty if you decide to use the bis effect.&lt;br /&gt;
&lt;br /&gt;
== City plans ==&lt;br /&gt;
&lt;br /&gt;
At the beginning of the game, there are 3 city plans. All players compete for the same city plans, and they are not removed or replaced during the game.&lt;br /&gt;
&lt;br /&gt;
All city plans in the standard game ask you to have estates of certain sizes. To complete such a city plan, you must have the required estates on your game sheet. In addition, houses may not be re-used between different city plans. To show this, estates that are already used for city plans will have a horizontal line drawn above its houses.&lt;br /&gt;
&lt;br /&gt;
When you choose to complete such a city plan, draw a horizontal line above all the houses in each estate used.&lt;br /&gt;
&lt;br /&gt;
Estates may appear anywhere on your game street. There is no requirement on which street(s) they must appear on.&lt;br /&gt;
&lt;br /&gt;
Variants of the game may use city plans that do not refer to estates. As a general rule, if a city plan refers to houses, then the houses are &amp;quot;used up&amp;quot; and cannot be reused for other house/estate-related city plans. If a city plan refers to something else (pools, bis numbers, etc) that a house might have, the house is not &amp;quot;used up&amp;quot;. See [[#Variants]] for more information about game variants.&lt;br /&gt;
&lt;br /&gt;
Each city plan comes with two point values. The first player to complete a particular city plan scores the higher amount of points. If multiple players complete the city plan in the same turn, all of them score the higher amount. After this, any other player that completes the city plan will score the lower amount of points. (On BGA, city plans are displayed under each player on the sidebar. If a player completes a city plan first, they have a &amp;quot;1&amp;quot; for that city plan. If they complete a city plan later, they have a &amp;quot;2&amp;quot; for that city plan.)&lt;br /&gt;
&lt;br /&gt;
If you complete a city plan and this is the first time any player completes a city plan, you may also choose whether to reshuffle the construction cards or not. If you choose to reshuffle, all construction cards are gathered together and reshuffled into 3 new piles. (This also causes the effects for next turn to be completely unpredictable.)&lt;br /&gt;
&lt;br /&gt;
This option is only available the first time any player completes a city plan; there is no reshuffling option afterward. If multiple players complete a city plan at the same time, the cards are reshuffled if any one player chooses to do so.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
At the end of the game, your score is calculated from the following. (These are in the same order as they appear on the bottom half of your game sheet, from left to right.)&lt;br /&gt;
&lt;br /&gt;
* • City plans: You score points for each city plan you complete. If you&#039;re the first player to complete a city plan, you score its higher amount of points. If you complete the city plan later, you score its lower amount of points. If you don&#039;t complete a city plan at all, you score nothing for it.&lt;br /&gt;
* • Parks: For each street, you score the smallest uncrossed number for its parks.&lt;br /&gt;
* • Pools: You score the smallest uncrossed number in your pool scoring area (based on how many pools you&#039;ve circled).&lt;br /&gt;
* • Temp agency: All players with the most crossed spaces in the temp agency area score 7 points each. All players with the second most score 4 points each, and all players with the third most score 1 point each.&lt;br /&gt;
* • Estates: You score points for every completed estate. The value of each estate of a specific size is the smallest uncrossed number on its track. (Remember, estates must be fully numbered to score, and estates can only be up to 6 houses in size.)&lt;br /&gt;
* • Bis: You lose points equal to the smallest uncrossed number in your bis penalty area (based on how many bis effects you&#039;ve used).&lt;br /&gt;
* • Roundabouts: This penalty does not exist in the base game. In the advanced variant, you lose points equal to the smallest uncrossed number (based on how many roundabouts you&#039;ve built).&lt;br /&gt;
* • Permit refusals: You lose points equal to the smallest uncrossed number (based on how many permit refusals you&#039;ve taken).&lt;br /&gt;
&lt;br /&gt;
The player with the most points wins. In case of a tie, the player with the most completed estates wins. In case of even further ties, the player with the most completed size-1 estates wins, then size-2, then size-3, etc.&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
&lt;br /&gt;
The following variants can be chosen during setup. Only one &amp;quot;board&amp;quot; variant can be chosen in a game, but otherwise all of them are compatible with each other.&lt;br /&gt;
&lt;br /&gt;
* • Advanced variant&lt;br /&gt;
* • Expert rules&lt;br /&gt;
* • Board: Ice cream truck&lt;br /&gt;
* • Board: Christmas lights&lt;br /&gt;
* • Board: Easter eggs&lt;br /&gt;
&lt;br /&gt;
The advanced variant has additional city plans for no.1 and no.2. They are shuffled with the other city plans, and may or may not appear in a game.&lt;br /&gt;
&lt;br /&gt;
Each board has additional city plans for no.3. They replace the base game&#039;s no.3 city plans, so one of them will always appear in a game.&lt;br /&gt;
&lt;br /&gt;
== Advanced variant ==&lt;br /&gt;
&lt;br /&gt;
In the advanced variant, you have access to an additional action: &#039;&#039;&#039;build a roundabout&#039;&#039;&#039;. If you wish to build a roundabout, you do this before step 2 (choosing a number/effect pair) of your turn.&lt;br /&gt;
&lt;br /&gt;
To build a roundabout, choose an empty house. That house is turned into a roundabout, represented using a circle with a dot. In addition, cross off the smallest uncrossed circle in the roundabout penalty area. At the end of the game, you will lose points equal to the smallest uncrossed number in the roundabout penalty area.&lt;br /&gt;
&lt;br /&gt;
A roundabout separates its street into two parts. Each part must individually have strictly increasing numbers, but the numbering resets on the roundabout; the left part does not have to be smaller than the right part.&lt;br /&gt;
&lt;br /&gt;
You may only build a total of 2 roundabouts during the game (represented by 2 circles in the roundabout penalty area), and you may only build 1 roundabout each turn. You may build a roundabout even if you cannot write a number afterward. Building a roundabout is always optional; however, if you build a roundabout, you might end up being able (or unable) to write a number/effect pair, and must take your turn (or take a permit refusal) accordingly.&lt;br /&gt;
&lt;br /&gt;
A roundabout also comes with a fence to its left and right, similar to how streets have fences on the far left and far right of them. This may create estates. A roundabout is never a house and does not count for anything that references houses (or estates of size 1).&lt;br /&gt;
&lt;br /&gt;
==== Advanced city plans ====&lt;br /&gt;
&lt;br /&gt;
In an advanced variant game, city plans no.1 and no.2 may use the advanced city plans. Some notes:&lt;br /&gt;
&lt;br /&gt;
* • All no.2 advanced city plans refer to pools and parks. These do &#039;&#039;not&#039;&#039; refer to houses, and thus do not use up houses. A house whose pool counts for one such city plan may still be used for another city plan.&lt;br /&gt;
* • Two no.1 advanced city plans require building all houses on a specific street. These &#039;&#039;do&#039;&#039; use up the houses, and its estates cannot be split further. (And note that estates are only up to 6 houses in size.) Roundabouts on the street are allowed and count toward the city plan.&lt;br /&gt;
* • One no.1 advanced city plan requires building the left-most and right-most houses on all streets. These &#039;&#039;do&#039;&#039; use up the houses. Unlike all other city plans, this city plan marks the houses individually. An estate containing one such marked house cannot be used for a city plan, but the marked house can be split off with a fence, and the remaining estate can still be used for another city plan.&lt;br /&gt;
&lt;br /&gt;
== Expert rules ==&lt;br /&gt;
&lt;br /&gt;
In the expert rules, the rules for choosing a number/effect pair are completely changed. Each player has their own cards to choose from.&lt;br /&gt;
&lt;br /&gt;
At the start of the game, each player is dealt 3 construction cards. For step 2 (choosing number/effect pair), you choose one card for its number side and another card for its effect side.&lt;br /&gt;
&lt;br /&gt;
In step 5 (reveal and check game end), you also pass your third card to the next player. This causes you to receive one card from the previous player. You draw two new cards, so you have 3 cards to choose from for the next turn.&lt;br /&gt;
&lt;br /&gt;
It&#039;s unclear what happens when the deck is reshuffled, but it seems that any leftover card in players&#039; hands remain and are not reshuffled.&lt;br /&gt;
&lt;br /&gt;
Expert rules do not have their own city plans, they simply modify the rules to choose a number/effect pair. They also introduce asymmetry to the game, since players have their own cards.&lt;br /&gt;
&lt;br /&gt;
== Board: Ice cream truck ==&lt;br /&gt;
&lt;br /&gt;
The board features some ice cream trucks, and houses may now request ice cream (indicated by ice cream by each house, with 1 or 2 scoops).&lt;br /&gt;
&lt;br /&gt;
Each street has an ice cream truck, starting from the left or right of the street. For the bottom street, you may choose where the ice cream truck starts from, at the moment you write the first number on that street. Trucks will only move in one direction along the street, and will never backtrack.&lt;br /&gt;
&lt;br /&gt;
When you write a number on a street, its truck may move along the street. If your number is further ahead than the truck, the truck will move until it stops on the house you numbered. (The movement is represented by drawing a line underneath the houses.) If the house has an ice cream, circle the ice cream. In addition, the truck skips any house in between; cross off any ice cream on those houses.&lt;br /&gt;
&lt;br /&gt;
If you circle or cross off the last ice cream on a street, the truck on that street has finished its run. If you are the first player to do so for this street, circle the bonus at the end of the street. (Like city plans, if multiple players do so in the same turn, all of them get the bonus.) All other players cross off the bonus, meaning they can no longer obtain this bonus for the street. However, their respective trucks may still continue their runs, and trucks on other streets aren&#039;t affected. For the bottom street, there is only one bonus available for all players, even if they choose to move their trucks in different directions.&lt;br /&gt;
&lt;br /&gt;
Roundabouts are not houses. Placing a roundabout does not move the truck, and ice cream on a roundabout can never be collected.&lt;br /&gt;
&lt;br /&gt;
==== Scoring ====&lt;br /&gt;
&lt;br /&gt;
You score additional points as follows:&lt;br /&gt;
&lt;br /&gt;
* • Ice cream scoops: 1 point per scoop on circled ice creams. Note that some ice creams have 1 scoop while others have 2 scoops.&lt;br /&gt;
* • Truck bonus: If you get the truck bonus on a street, 1 point per circled &#039;&#039;ice cream&#039;&#039; (not scoop) on that street.&lt;br /&gt;
&lt;br /&gt;
==== City plans ====&lt;br /&gt;
&lt;br /&gt;
* • Two plans require estates that have (or don&#039;t have) ice cream cones. These refer to ice cream scoops in houses of that estate only. They count ice cream cones, not ice cream scoops. Remember that collecting ice cream is mandatory if the truck stops on that house.&lt;br /&gt;
* • One plan requires all ice cream cones on a street. Since it does not refer to houses, its houses can be used for another city plan.&lt;br /&gt;
&lt;br /&gt;
== Board: Christmas lights ==&lt;br /&gt;
&lt;br /&gt;
You may draw Christmas lights underneath the houses.&lt;br /&gt;
&lt;br /&gt;
Whenever two house numbers are consecutive (difference of at most 1) or equal (using bis effect), they are connected together with Christmas lights. (This is represented by a curved line underneath the houses connecting them.)&lt;br /&gt;
&lt;br /&gt;
A string of Christmas lights is a series of houses, all connected together to the next in this way. A string must be of length at least 2 houses; if there is no connection at all, there is no string.&lt;br /&gt;
&lt;br /&gt;
Roundabouts are not numbers. They will always break a string.&lt;br /&gt;
&lt;br /&gt;
==== Scoring ====&lt;br /&gt;
&lt;br /&gt;
You score additional points as follows:&lt;br /&gt;
&lt;br /&gt;
* • Christmas lights: For each street, you score points equal to the &#039;&#039;longest&#039;&#039; string of Christmas lights on that street, counting the houses connected by it. If you have multiple strings, only the longest counts; if you have multiple longest strings, count one of them.&lt;br /&gt;
&lt;br /&gt;
==== City plans ====&lt;br /&gt;
&lt;br /&gt;
* • One plan requires estates, each of which has houses connected with Christmas lights. For each estate, its houses must all belong in a single string. The two estates themselves may or may not be connected together.&lt;br /&gt;
* • One plan requires estates, each of which has houses that are &#039;&#039;&#039;not&#039;&#039;&#039; connected with Christmas lights. Note that drawing Christmas lights is mandatory if the house numbers are suitable. The houses on the ends of the estate may be connected outside the estates.&lt;br /&gt;
* • One plan requires all houses on a street to be connected in a single string. Since it does not refer to houses, its houses can be used for another city plan. Roundabouts do not count; a roundabout on a street will cause this city plan to not be completed for that street, even if the roundabout is on an end of the street.&lt;br /&gt;
&lt;br /&gt;
== Board: Easter eggs ==&lt;br /&gt;
&lt;br /&gt;
Some houses have 1 or 2 eggs on them. You have to circle these eggs using your house numbers.&lt;br /&gt;
&lt;br /&gt;
When you write a number on a house, its &amp;quot;holes&amp;quot; may circle the eggs on that house. It is legal to write a number that does not circle the eggs (or circles fewer eggs than there are), but in that case, the eggs not circled on that house will be lost.&lt;br /&gt;
&lt;br /&gt;
The following table lists each possible house number and how many eggs they can circle. As a general rule: Digits 6 and 9 can hold one egg each. Digit 8 can hold two eggs (one for each hole), and digit 0 can also hold two eggs (it&#039;s large enough to have two).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto; text-align: center; width: auto; border: 2;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Number&#039;&#039;&#039; || 0 || 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9 || 10 || 11 || 12 || 13 || 14 || 15 || 16 || 17&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Holes&#039;&#039;&#039; || 2 || - || - || - || - || - || 1 || - || 2 || 1 || 2 || - || - || - || - || - || 1 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Roundabouts are not numbers. They cannot collect eggs.&lt;br /&gt;
&lt;br /&gt;
==== Scoring ====&lt;br /&gt;
&lt;br /&gt;
You score additional points as follows:&lt;br /&gt;
&lt;br /&gt;
* • Easter eggs: Count up the number of eggs you collected. You score 5/10/20/35 points for collecting at least 6/10/14/18 eggs. (Only the largest score counts.)&lt;br /&gt;
&lt;br /&gt;
==== City plans ====&lt;br /&gt;
&lt;br /&gt;
* • Two plans require estates that have (or don&#039;t have) eggs. These refer to eggs in houses of that estate only. Remember that collecting eggs is mandatory if the number is suitable.&lt;br /&gt;
* • One plan requires all eggs on a street. Since it does not refer to houses, its houses can be used for another city plan.&lt;/div&gt;</summary>
		<author><name>Chaotic iak</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_welcometo&amp;diff=30818</id>
		<title>Tips welcometo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_welcometo&amp;diff=30818"/>
		<updated>2026-07-23T21:38:19Z</updated>

		<summary type="html">&lt;p&gt;Chaotic iak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Construction card breakdown ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto; text-align: center; width: auto; border: 2;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
!colspan=&amp;quot;15&amp;quot;| House number&lt;br /&gt;
|-&lt;br /&gt;
! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12 !! 13 !! 14 !! 15&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;| Actions&lt;br /&gt;
! 3x !! 3x !! 4x !! 5x !! 6x !! 7x !! 8x !! 9x !! 8x !! 7x !! 6x !! 5x !! 4x !! 3x !! 3x&lt;br /&gt;
|-&lt;br /&gt;
! Surveyor (white) !! 18x&lt;br /&gt;
| 1 || 1 || 1 || 0 || 2 || 2 || 1 || 2 || 1 || 2 || 2 || 0 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
! Agent (purple) !! 18x&lt;br /&gt;
| 1 || 1 || 0 || 1 || 2 || 1 || 2 || 2 || 2 || 1 || 2 || 1 || 0 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
! Park (green) !! 18x&lt;br /&gt;
| 1 || 1 || 0 || 1 || 2 || 1 || 2 || 2 || 2 || 1 || 2 || 1 || 0 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
! Pool (blue) !! 9x&lt;br /&gt;
| 0 || 0 || 1 || 1 || 0 || 1 || 1 || 1 || 1 || 1 || 0 || 1 || 1 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
! Temp agency (orange) !! 9x&lt;br /&gt;
| 0 || 0 || 1 || 1 || 0 || 1 || 1 || 1 || 1 || 1 || 0 || 1 || 1 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
! Bis (red) !! 9x&lt;br /&gt;
| 0 || 0 || 1 || 1 || 0 || 1 || 1 || 1 || 1 || 1 || 0 || 1 || 1 || 0 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Basics ==&lt;br /&gt;
&lt;br /&gt;
:- When in doubt; build a fence. Estates larger than 6 don&#039;t give any points.&lt;br /&gt;
:- If you&#039;re not the first one to finish a plan, consider creating parks (up to 42 points) and pools (up to 36 points).&lt;br /&gt;
:- Estates whose value has been increased by real estate agents are often worth more than second-place points for a city plan.&lt;br /&gt;
:- It&#039;s easier to work from &#039;&#039;outside in&#039;&#039;, i.e. play very high and very low numbers first to leave more opportunity to fill the middle spaces.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Big Picture ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Welcome To is like the games Lucky Numbers and Boomerang had a baby, who grew up to be a tract home architect.&#039;&#039;&#039; You&#039;re juggling 7 ways to get (and lose) points, while trying to fill up all the land parcels. Probably there&#039;s no single best strategy. BUT...&lt;br /&gt;
::&amp;lt;code&amp;gt;&#039;&#039;&#039;Experiment with a strategy framework and you will soon see what moves get what points.&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;One strategy framework&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[https://www.youtube.com/watch?v=Qh7S0d7go7w Win Games. 2020. YouTube. &amp;quot;How to win Welcome to Your Perfect Home&amp;quot; (Video).]&lt;br /&gt;
[[File:StrategyClear.png|thumb|center]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effects&#039;&#039;&#039;&lt;br /&gt;
:1. Pools (3 to 5, start early)&lt;br /&gt;
:2. Parks (10+, max out blocks)&lt;br /&gt;
:3. Fences (7-9) / Real Estate Agent (5-7) (balance)&lt;br /&gt;
:4. Temp Agency (if you have to)&lt;br /&gt;
:5. BIS (last 4 or 5 houses)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Numbers&#039;&#039;&#039;&lt;br /&gt;
:A) Less common numbers (1-4, 12-15)&lt;br /&gt;
:B) Sequential with a number in play&lt;br /&gt;
:C) Useable in the bottom block&lt;br /&gt;
:D) Does not lock out numbers (until 18-20 houses filled)&lt;/div&gt;</summary>
		<author><name>Chaotic iak</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpfornorthwood&amp;diff=30795</id>
		<title>Gamehelpfornorthwood</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpfornorthwood&amp;diff=30795"/>
		<updated>2026-07-23T09:32:24Z</updated>

		<summary type="html">&lt;p&gt;Chaotic iak: numbering for BGA&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Play multiple hands of trick-taking. Win an exact number of tricks, aided by your allies&#039; special abilities, to win a hand. Win enough stars from hands to win the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Game modes ==&lt;br /&gt;
&lt;br /&gt;
There are two ways to play the game: the standard game, or one of the 16 scenarios.&lt;br /&gt;
&lt;br /&gt;
The following are the rules for the standard game. Scenarios put a twist on the standard game; see [[#Scenarios]] for more details about them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Game overview ==&lt;br /&gt;
&lt;br /&gt;
The game uses two kinds of cards: &#039;&#039;&#039;dialogue cards&#039;&#039;&#039; and &#039;&#039;&#039;character cards&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Dialogue cards are the cards used to play. They come in 4 suits (claws, &amp;lt;span style=&amp;quot;color: #ff40bf;&amp;quot; &amp;gt;flowers&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color: #f7c200;&amp;quot; &amp;gt;leaves&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color: #21cfff;&amp;quot; &amp;gt;eyes&amp;lt;/span&amp;gt;) and 8 ranks (1-8), for a total of 32 dialogue cards. During the game, dialogue cards will be either in the &#039;&#039;&#039;deck&#039;&#039;&#039;, in your &#039;&#039;&#039;hand&#039;&#039;&#039;, in the &#039;&#039;&#039;discard pile&#039;&#039;&#039;, or in the &#039;&#039;&#039;score pile&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Character cards have a suit and a special ability. There are 6 cards in each of the 4 suits, for a total of 24 character cards. All special abilities are unique.&lt;br /&gt;
&lt;br /&gt;
There is a row of 8 &#039;&#039;&#039;fiefs&#039;&#039;&#039;. Each fief has a certain number of stars, and requires a specific number of tricks won. From left to right:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto; text-align: center; width: auto; border: 2;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Stars&#039;&#039;&#039; || 4 || 3 || 2 || 1 || 1 || 2 || 3 || 4&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tricks&#039;&#039;&#039; || 0 || 1 || 2 || 3 || 4 || 5 || 6 || 7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each fief begins with a character card, called its &#039;&#039;&#039;ruler&#039;&#039;&#039;. Each ruler is initially &#039;&#039;&#039;neutral&#039;&#039;&#039; to you; your goal is to make them &#039;&#039;&#039;friendly&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
You begin with 4 character cards, referred to as your &#039;&#039;&#039;allies&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The game is divided into 8 &#039;&#039;&#039;visits&#039;&#039;&#039;. Each visit follows the procedure below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== One visit ==&lt;br /&gt;
&lt;br /&gt;
Each visit is played following the steps below:&lt;br /&gt;
&lt;br /&gt;
# 1. Shuffle the dialogue cards, and deal 8 cards as your hand. The rest becomes the deck.&lt;br /&gt;
# 2. Choose an unvisited fief to &#039;&#039;&#039;visit&#039;&#039;&#039;. The suit of its ruler becomes the &#039;&#039;&#039;trump suit&#039;&#039;&#039; for the hand.&lt;br /&gt;
# 3. Choose any number of friendly rulers to temporarily substitute an equal number of your allies.&lt;br /&gt;
# 4. Play tricks until the visit ends. (See [[#One trick]] for rules on playing tricks.)&lt;br /&gt;
# 5. If the number of cards in your score pile is &#039;&#039;exactly&#039;&#039; the fief&#039;s number, you have won the fief. Its ruler becomes friendly to you. Otherwise, you have lost the fief.&lt;br /&gt;
# 6. If you substituted in any ruler (from step 3), remove them from the game. You will begin the next visit with your 4 allies again.&lt;br /&gt;
&lt;br /&gt;
If there is still an unvisited fief, repeat this procedure. Thus you will play a total of 8 visits; each fief will be visited exactly once during the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== One trick ==&lt;br /&gt;
&lt;br /&gt;
The bulk of the visit is in playing out tricks. Each trick is played following the steps below:&lt;br /&gt;
&lt;br /&gt;
# 1. Choose if you want to activate any &#039;&#039;one&#039;&#039; special ability. You have access to any ability of allies that you didn&#039;t substitute out, as well as any ruler you brought for the hand. Each ability can be activated once during the visit.&lt;br /&gt;
# 2. If your hand or the deck is empty, skip the rest of this procedure. The visit ends (see step 7 below).&lt;br /&gt;
# 3. Place the top card of the deck into the discard pile. This is the ruler&#039;s &#039;&#039;&#039;statement&#039;&#039;&#039;.&lt;br /&gt;
# 4. Play a card from your hand. This is your &#039;&#039;&#039;response&#039;&#039;&#039;. You &#039;&#039;must&#039;&#039; follow suit if able, i.e. play a card with the same suit as the ruler&#039;s statement. If you cannot follow suit, you may play any card from your hand.&lt;br /&gt;
# 5. Determine if your response beats the ruler&#039;s statement:&lt;br /&gt;
#* • If your response is &#039;&#039;&#039;the same suit&#039;&#039;&#039; as the ruler&#039;s statement and your rank is &#039;&#039;&#039;higher&#039;&#039;&#039;, you win the trick.&lt;br /&gt;
#* • If your response is &#039;&#039;&#039;the trump suit&#039;&#039;&#039; and the ruler&#039;s statement &#039;&#039;&#039;is not the trump suit&#039;&#039;&#039;, you win the trick.&lt;br /&gt;
#* • In all other cases, you lose the trick.&lt;br /&gt;
# 6. If you won the trick, put the played card into your score pile. If you lost the trick, put the played card into the discard pile (on top of the statement).&lt;br /&gt;
# 7. If your hand or the deck is empty, the visit ends and you proceed to check if you won this visit. If neither is empty, the visit continues with the next trick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
Each character card has a special ability.&lt;br /&gt;
&lt;br /&gt;
During a hand, you have access to 4 of them. Normally, these are your 4 allies.&lt;br /&gt;
&lt;br /&gt;
However, at the beginning of each hand, you may choose to substitute out some allies with &#039;&#039;friendly&#039;&#039; rulers (i.e. rulers from fiefs you have won). You must do the substitutions before you begin playing tricks for the hand.&lt;br /&gt;
&lt;br /&gt;
You may only use abilities &#039;&#039;&#039;before&#039;&#039;&#039; a trick (i.e. before you reveal the ruler&#039;s statement), and you may only use &#039;&#039;&#039;one&#039;&#039;&#039; ability before each trick.&lt;br /&gt;
&lt;br /&gt;
Each ability can only be used &#039;&#039;&#039;once&#039;&#039;&#039; during a hand. Once used, the character will be &#039;&#039;&#039;exhausted&#039;&#039;&#039; (represented by dimming out on BGA). However, allies will refresh between hands, so you may activate each ally once every hand.&lt;br /&gt;
&lt;br /&gt;
Each friendly ruler may only substitute in once. Whether their ability is used or not, they are removed from the game after the hand concludes.&lt;br /&gt;
&lt;br /&gt;
If you use an ability, you must do it in full. If you cannot, it does nothing. The exception is that you may move cards from piles that don&#039;t have enough of them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For example: The ability of Queen of Claws is &amp;quot;draw the top card from the deck, the discard pile, and the score pile&amp;quot;. If any of them is empty, you may still activate her to draw from the other piles.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
See [[#List of abilities]] for a list of all character cards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Game end ==&lt;br /&gt;
&lt;br /&gt;
The game ends after all 8 visits.&lt;br /&gt;
&lt;br /&gt;
Each fief you won awards stars according to the fief. You get the stars regardless of whether its ruler has been called in to substitute or not.&lt;br /&gt;
&lt;br /&gt;
Each fief you lost gives no stars.&lt;br /&gt;
&lt;br /&gt;
In total, there are 20 stars available. &#039;&#039;&#039;You win if you score 16 stars or higher.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Important points ==&lt;br /&gt;
&lt;br /&gt;
* • Unlike usual trick-taking games, the ruler (the deck) always leads tricks no matter who won the previous trick.&lt;br /&gt;
* • You can click on the discard pile and the score pile to fan out their contents. They cannot be rearranged, however.&lt;br /&gt;
* • When moving multiple cards to the discard pile or score pile at once, you may choose their order by clicking the cards in the order you want. They are moved to the pile in that order; the last card clicked is the one on top.&lt;br /&gt;
* • &#039;&#039;&#039;There is no undo.&#039;&#039;&#039; Make sure you click correctly. There are game options to add various confirmations.&lt;br /&gt;
* • The win condition is set at 16 stars out of 20. The more difficult win conditions available in the physical rulebook are not compatible with the scenarios, and are too luck-based.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Game options ==&lt;br /&gt;
&lt;br /&gt;
When creating a table, you may choose the game mode: &amp;quot;single game&amp;quot; or &amp;quot;scenario mode&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
In &amp;quot;single game&amp;quot; mode, you may choose whether to play a standard game or any of the scenarios. There are 3 options for standard games:&lt;br /&gt;
&lt;br /&gt;
* • &amp;quot;Introductory setup&amp;quot;: Your 4 allies are the 4 Jacks. The 8 rulers are the 4 Queens and the 4 Kings, in random order.&lt;br /&gt;
* • &amp;quot;Standard setup&amp;quot;: Your 4 allies consist of 1 random character from each suit. The 8 rulers consist of 2 random characters from each suit, in random order.&lt;br /&gt;
* • &amp;quot;Custom setup&amp;quot;: When you start the game, you first choose your allies, then the rulers. You may choose up to 4 allies in any combination: it doesn&#039;t have to be 1 per suit, and you may even choose fewer allies. You may choose 8 rulers in any combination (it doesn&#039;t have to be 2 per suit), and the order you click them is the order of the rulers from left (fief 0) to right (fief 7).&lt;br /&gt;
&lt;br /&gt;
You may also choose any one of the 16 scenarios.&lt;br /&gt;
&lt;br /&gt;
In &amp;quot;scenario mode&amp;quot;, you play through the 16 scenarios one by one. You may start at any scenario; BGA will also remember if you&#039;ve played before, and the &amp;quot;Start/continue&amp;quot; option will let you start a new run or continue from your last scenario.&lt;br /&gt;
&lt;br /&gt;
During the game, the following options are available:&lt;br /&gt;
&lt;br /&gt;
* • &amp;quot;Display confirmation&amp;quot;: When enabled, there is a confirmation button to every click (activating abilities and playing cards).&amp;quot;&lt;br /&gt;
* • &amp;quot;Display automatic visit completion button&amp;quot;: When enabled, if your hand is guaranteed to lose every remaining trick (or sometimes win every remaining trick), a button will pop up that allows you to play out the hand automatically. The check is pretty rudimentary; you must be holding the lowest cards (i.e. 1, 2, 3, ...) of non-trump cards, in order for the button to appear. (For the auto-win, you must be holding the highest trumps and no other card.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== List of abilities ==&lt;br /&gt;
&lt;br /&gt;
See [https://boardgamegeek.com/thread/2774038/official-rules-and-ability-explanationfaq this BGG thread] for a list of all abilities, together with some frequently asked questions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Scenarios ==&lt;br /&gt;
&lt;br /&gt;
See [https://boardgamegeek.com/filepage/239924/for-northwood-challenge-booklet-the-noisy-year this file on BGG] for the scenarios.&lt;/div&gt;</summary>
		<author><name>Chaotic iak</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpfornorthwood&amp;diff=30786</id>
		<title>Gamehelpfornorthwood</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpfornorthwood&amp;diff=30786"/>
		<updated>2026-07-22T21:09:27Z</updated>

		<summary type="html">&lt;p&gt;Chaotic iak: game options&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Play multiple hands of trick-taking. Win an exact number of tricks, aided by your allies&#039; special abilities, to win a hand. Win enough stars from hands to win the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Game modes ==&lt;br /&gt;
&lt;br /&gt;
There are two ways to play the game: the standard game, or one of the 16 scenarios.&lt;br /&gt;
&lt;br /&gt;
The following are the rules for the standard game. Scenarios put a twist on the standard game; see [[#Scenarios]] for more details about them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Game overview ==&lt;br /&gt;
&lt;br /&gt;
The game uses two kinds of cards: &#039;&#039;&#039;dialogue cards&#039;&#039;&#039; and &#039;&#039;&#039;character cards&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Dialogue cards are the cards used to play. They come in 4 suits (claws, &amp;lt;span style=&amp;quot;color: #ff40bf;&amp;quot; &amp;gt;flowers&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color: #f7c200;&amp;quot; &amp;gt;leaves&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color: #21cfff;&amp;quot; &amp;gt;eyes&amp;lt;/span&amp;gt;) and 8 ranks (1-8), for a total of 32 dialogue cards. During the game, dialogue cards will be either in the &#039;&#039;&#039;deck&#039;&#039;&#039;, in your &#039;&#039;&#039;hand&#039;&#039;&#039;, in the &#039;&#039;&#039;discard pile&#039;&#039;&#039;, or in the &#039;&#039;&#039;score pile&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Character cards have a suit and a special ability. There are 6 cards in each of the 4 suits, for a total of 24 character cards. All special abilities are unique.&lt;br /&gt;
&lt;br /&gt;
There is a row of 8 &#039;&#039;&#039;fiefs&#039;&#039;&#039;. Each fief has a certain number of stars, and requires a specific number of tricks won. From left to right:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto; text-align: center; width: auto; border: 2;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Stars&#039;&#039;&#039; || 4 || 3 || 2 || 1 || 1 || 2 || 3 || 4&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tricks&#039;&#039;&#039; || 0 || 1 || 2 || 3 || 4 || 5 || 6 || 7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each fief begins with a character card, called its &#039;&#039;&#039;ruler&#039;&#039;&#039;. Each ruler is initially &#039;&#039;&#039;neutral&#039;&#039;&#039; to you; your goal is to make them &#039;&#039;&#039;friendly&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
You begin with 4 character cards, referred to as your &#039;&#039;&#039;allies&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The game is divided into 8 &#039;&#039;&#039;visits&#039;&#039;&#039;. Each visit follows the procedure below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== One visit ==&lt;br /&gt;
&lt;br /&gt;
Each visit is played following the steps below:&lt;br /&gt;
&lt;br /&gt;
# Shuffle the dialogue cards, and deal 8 cards as your hand. The rest becomes the deck.&lt;br /&gt;
# Choose an unvisited fief to &#039;&#039;&#039;visit&#039;&#039;&#039;. The suit of its ruler becomes the &#039;&#039;&#039;trump suit&#039;&#039;&#039; for the hand.&lt;br /&gt;
# Choose any number of friendly rulers to temporarily substitute an equal number of your allies.&lt;br /&gt;
# Play tricks until the visit ends. (See [[#One trick]] for rules on playing tricks.)&lt;br /&gt;
# If the number of cards in your score pile is &#039;&#039;exactly&#039;&#039; the fief&#039;s number, you have won the fief. Its ruler becomes friendly to you. Otherwise, you have lost the fief.&lt;br /&gt;
# If you substituted in any ruler (from step 3), remove them from the game. You will begin the next visit with your 4 allies again.&lt;br /&gt;
&lt;br /&gt;
If there is still an unvisited fief, repeat this procedure. Thus you will play a total of 8 visits; each fief will be visited exactly once during the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== One trick ==&lt;br /&gt;
&lt;br /&gt;
The bulk of the visit is in playing out tricks. Each trick is played following the steps below:&lt;br /&gt;
&lt;br /&gt;
# Choose if you want to activate any &#039;&#039;one&#039;&#039; special ability. You have access to any ability of allies that you didn&#039;t substitute out, as well as any ruler you brought for the hand. Each ability can be activated once during the visit.&lt;br /&gt;
# If your hand or the deck is empty, skip the rest of this procedure. The visit ends (see step 7 below).&lt;br /&gt;
# Place the top card of the deck into the discard pile. This is the ruler&#039;s &#039;&#039;&#039;statement&#039;&#039;&#039;.&lt;br /&gt;
# Play a card from your hand. This is your &#039;&#039;&#039;response&#039;&#039;&#039;. You &#039;&#039;must&#039;&#039; follow suit if able, i.e. play a card with the same suit as the ruler&#039;s statement. If you cannot follow suit, you may play any card from your hand.&lt;br /&gt;
# Determine if your response beats the ruler&#039;s statement:&lt;br /&gt;
#* • If your response is &#039;&#039;&#039;the same suit&#039;&#039;&#039; as the ruler&#039;s statement and your rank is &#039;&#039;&#039;higher&#039;&#039;&#039;, you win the trick.&lt;br /&gt;
#* • If your response is &#039;&#039;&#039;the trump suit&#039;&#039;&#039; and the ruler&#039;s statement &#039;&#039;&#039;is not the trump suit&#039;&#039;&#039;, you win the trick.&lt;br /&gt;
#* • In all other cases, you lose the trick.&lt;br /&gt;
# If you won the trick, put the played card into your score pile. If you lost the trick, put the played card into the discard pile (on top of the statement).&lt;br /&gt;
# If your hand or the deck is empty, the visit ends and you proceed to check if you won this visit. If neither is empty, the visit continues with the next trick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
Each character card has a special ability.&lt;br /&gt;
&lt;br /&gt;
During a hand, you have access to 4 of them. Normally, these are your 4 allies.&lt;br /&gt;
&lt;br /&gt;
However, at the beginning of each hand, you may choose to substitute out some allies with &#039;&#039;friendly&#039;&#039; rulers (i.e. rulers from fiefs you have won). You must do the substitutions before you begin playing tricks for the hand.&lt;br /&gt;
&lt;br /&gt;
You may only use abilities &#039;&#039;&#039;before&#039;&#039;&#039; a trick (i.e. before you reveal the ruler&#039;s statement), and you may only use &#039;&#039;&#039;one&#039;&#039;&#039; ability before each trick.&lt;br /&gt;
&lt;br /&gt;
Each ability can only be used &#039;&#039;&#039;once&#039;&#039;&#039; during a hand. Once used, the character will be &#039;&#039;&#039;exhausted&#039;&#039;&#039; (represented by dimming out on BGA). However, allies will refresh between hands, so you may activate each ally once every hand.&lt;br /&gt;
&lt;br /&gt;
Each friendly ruler may only substitute in once. Whether their ability is used or not, they are removed from the game after the hand concludes.&lt;br /&gt;
&lt;br /&gt;
If you use an ability, you must do it in full. If you cannot, it does nothing. The exception is that you may move cards from piles that don&#039;t have enough of them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For example: The ability of Queen of Claws is &amp;quot;draw the top card from the deck, the discard pile, and the score pile&amp;quot;. If any of them is empty, you may still activate her to draw from the other piles.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
See [[#List of abilities]] for a list of all character cards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Game end ==&lt;br /&gt;
&lt;br /&gt;
The game ends after all 8 visits.&lt;br /&gt;
&lt;br /&gt;
Each fief you won awards stars according to the fief. You get the stars regardless of whether its ruler has been called in to substitute or not.&lt;br /&gt;
&lt;br /&gt;
Each fief you lost gives no stars.&lt;br /&gt;
&lt;br /&gt;
In total, there are 20 stars available. &#039;&#039;&#039;You win if you score 16 stars or higher.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Important points ==&lt;br /&gt;
&lt;br /&gt;
* • Unlike usual trick-taking games, the ruler (the deck) always leads tricks no matter who won the previous trick.&lt;br /&gt;
* • You can click on the discard pile and the score pile to fan out their contents. They cannot be rearranged, however.&lt;br /&gt;
* • When moving multiple cards to the discard pile or score pile at once, you may choose their order by clicking the cards in the order you want. They are moved to the pile in that order; the last card clicked is the one on top.&lt;br /&gt;
* • &#039;&#039;&#039;There is no undo.&#039;&#039;&#039; Make sure you click correctly. There are game options to add various confirmations.&lt;br /&gt;
* • The win condition is set at 16 stars out of 20. The more difficult win conditions available in the physical rulebook are not compatible with the scenarios, and are too luck-based.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Game options ==&lt;br /&gt;
&lt;br /&gt;
When creating a table, you may choose the game mode: &amp;quot;single game&amp;quot; or &amp;quot;scenario mode&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
In &amp;quot;single game&amp;quot; mode, you may choose whether to play a standard game or any of the scenarios. There are 3 options for standard games:&lt;br /&gt;
&lt;br /&gt;
* • &amp;quot;Introductory setup&amp;quot;: Your 4 allies are the 4 Jacks. The 8 rulers are the 4 Queens and the 4 Kings, in random order.&lt;br /&gt;
* • &amp;quot;Standard setup&amp;quot;: Your 4 allies consist of 1 random character from each suit. The 8 rulers consist of 2 random characters from each suit, in random order.&lt;br /&gt;
* • &amp;quot;Custom setup&amp;quot;: When you start the game, you first choose your allies, then the rulers. You may choose up to 4 allies in any combination: it doesn&#039;t have to be 1 per suit, and you may even choose fewer allies. You may choose 8 rulers in any combination (it doesn&#039;t have to be 2 per suit), and the order you click them is the order of the rulers from left (fief 0) to right (fief 7).&lt;br /&gt;
&lt;br /&gt;
You may also choose any one of the 16 scenarios.&lt;br /&gt;
&lt;br /&gt;
In &amp;quot;scenario mode&amp;quot;, you play through the 16 scenarios one by one. You may start at any scenario; BGA will also remember if you&#039;ve played before, and the &amp;quot;Start/continue&amp;quot; option will let you start a new run or continue from your last scenario.&lt;br /&gt;
&lt;br /&gt;
During the game, the following options are available:&lt;br /&gt;
&lt;br /&gt;
* • &amp;quot;Display confirmation&amp;quot;: When enabled, there is a confirmation button to every click (activating abilities and playing cards).&amp;quot;&lt;br /&gt;
* • &amp;quot;Display automatic visit completion button&amp;quot;: When enabled, if your hand is guaranteed to lose every remaining trick (or sometimes win every remaining trick), a button will pop up that allows you to play out the hand automatically. The check is pretty rudimentary; you must be holding the lowest cards (i.e. 1, 2, 3, ...) of non-trump cards, in order for the button to appear. (For the auto-win, you must be holding the highest trumps and no other card.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== List of abilities ==&lt;br /&gt;
&lt;br /&gt;
See [https://boardgamegeek.com/thread/2774038/official-rules-and-ability-explanationfaq this BGG thread] for a list of all abilities, together with some frequently asked questions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Scenarios ==&lt;br /&gt;
&lt;br /&gt;
See [https://boardgamegeek.com/filepage/239924/for-northwood-challenge-booklet-the-noisy-year this file on BGG] for the scenarios.&lt;/div&gt;</summary>
		<author><name>Chaotic iak</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpfornorthwood&amp;diff=30785</id>
		<title>Gamehelpfornorthwood</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpfornorthwood&amp;diff=30785"/>
		<updated>2026-07-22T21:04:42Z</updated>

		<summary type="html">&lt;p&gt;Chaotic iak: full rewrite&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Play multiple hands of trick-taking. Win an exact number of tricks, aided by your allies&#039; special abilities, to win a hand. Win enough stars from hands to win the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Game modes ==&lt;br /&gt;
&lt;br /&gt;
There are two ways to play the game: the standard game, or one of the 16 scenarios.&lt;br /&gt;
&lt;br /&gt;
The following are the rules for the standard game. Scenarios put a twist on the standard game; see [[#Scenarios]] for more details about them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Game overview ==&lt;br /&gt;
&lt;br /&gt;
The game uses two kinds of cards: &#039;&#039;&#039;dialogue cards&#039;&#039;&#039; and &#039;&#039;&#039;character cards&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Dialogue cards are the cards used to play. They come in 4 suits (claws, &amp;lt;span style=&amp;quot;color: #ff40bf;&amp;quot; &amp;gt;flowers&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color: #f7c200;&amp;quot; &amp;gt;leaves&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color: #21cfff;&amp;quot; &amp;gt;eyes&amp;lt;/span&amp;gt;) and 8 ranks (1-8), for a total of 32 dialogue cards. During the game, dialogue cards will be either in the &#039;&#039;&#039;deck&#039;&#039;&#039;, in your &#039;&#039;&#039;hand&#039;&#039;&#039;, in the &#039;&#039;&#039;discard pile&#039;&#039;&#039;, or in the &#039;&#039;&#039;score pile&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Character cards have a suit and a special ability. There are 6 cards in each of the 4 suits, for a total of 24 character cards. All special abilities are unique.&lt;br /&gt;
&lt;br /&gt;
There is a row of 8 &#039;&#039;&#039;fiefs&#039;&#039;&#039;. Each fief has a certain number of stars, and requires a specific number of tricks won. From left to right:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto; text-align: center; width: auto; border: 2;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Stars&#039;&#039;&#039; || 4 || 3 || 2 || 1 || 1 || 2 || 3 || 4&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tricks&#039;&#039;&#039; || 0 || 1 || 2 || 3 || 4 || 5 || 6 || 7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each fief begins with a character card, called its &#039;&#039;&#039;ruler&#039;&#039;&#039;. Each ruler is initially &#039;&#039;&#039;neutral&#039;&#039;&#039; to you; your goal is to make them &#039;&#039;&#039;friendly&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
You begin with 4 character cards, referred to as your &#039;&#039;&#039;allies&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The game is divided into 8 &#039;&#039;&#039;visits&#039;&#039;&#039;. Each visit follows the procedure below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== One visit ==&lt;br /&gt;
&lt;br /&gt;
Each visit is played following the steps below:&lt;br /&gt;
&lt;br /&gt;
# Shuffle the dialogue cards, and deal 8 cards as your hand. The rest becomes the deck.&lt;br /&gt;
# Choose an unvisited fief to &#039;&#039;&#039;visit&#039;&#039;&#039;. The suit of its ruler becomes the &#039;&#039;&#039;trump suit&#039;&#039;&#039; for the hand.&lt;br /&gt;
# Choose any number of friendly rulers to temporarily substitute an equal number of your allies.&lt;br /&gt;
# Play tricks until the visit ends. (See [[#One trick]] for rules on playing tricks.)&lt;br /&gt;
# If the number of cards in your score pile is &#039;&#039;exactly&#039;&#039; the fief&#039;s number, you have won the fief. Its ruler becomes friendly to you. Otherwise, you have lost the fief.&lt;br /&gt;
# If you substituted in any ruler (from step 3), remove them from the game. You will begin the next visit with your 4 allies again.&lt;br /&gt;
&lt;br /&gt;
If there is still an unvisited fief, repeat this procedure. Thus you will play a total of 8 visits; each fief will be visited exactly once during the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== One trick ==&lt;br /&gt;
&lt;br /&gt;
The bulk of the visit is in playing out tricks. Each trick is played following the steps below:&lt;br /&gt;
&lt;br /&gt;
# Choose if you want to activate any &#039;&#039;one&#039;&#039; special ability. You have access to any ability of allies that you didn&#039;t substitute out, as well as any ruler you brought for the hand. Each ability can be activated once during the visit.&lt;br /&gt;
# If your hand or the deck is empty, skip the rest of this procedure. The visit ends (see step 7 below).&lt;br /&gt;
# Place the top card of the deck into the discard pile. This is the ruler&#039;s &#039;&#039;&#039;statement&#039;&#039;&#039;.&lt;br /&gt;
# Play a card from your hand. This is your &#039;&#039;&#039;response&#039;&#039;&#039;. You &#039;&#039;must&#039;&#039; follow suit if able, i.e. play a card with the same suit as the ruler&#039;s statement. If you cannot follow suit, you may play any card from your hand.&lt;br /&gt;
# Determine if your response beats the ruler&#039;s statement:&lt;br /&gt;
#* • If your response is &#039;&#039;&#039;the same suit&#039;&#039;&#039; as the ruler&#039;s statement and your rank is &#039;&#039;&#039;higher&#039;&#039;&#039;, you win the trick.&lt;br /&gt;
#* • If your response is &#039;&#039;&#039;the trump suit&#039;&#039;&#039; and the ruler&#039;s statement &#039;&#039;&#039;is not the trump suit&#039;&#039;&#039;, you win the trick.&lt;br /&gt;
#* • In all other cases, you lose the trick.&lt;br /&gt;
# If you won the trick, put the played card into your score pile. If you lost the trick, put the played card into the discard pile (on top of the statement).&lt;br /&gt;
# If your hand or the deck is empty, the visit ends and you proceed to check if you won this visit. If neither is empty, the visit continues with the next trick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
Each character card has a special ability.&lt;br /&gt;
&lt;br /&gt;
During a hand, you have access to 4 of them. Normally, these are your 4 allies.&lt;br /&gt;
&lt;br /&gt;
However, at the beginning of each hand, you may choose to substitute out some allies with &#039;&#039;friendly&#039;&#039; rulers (i.e. rulers from fiefs you have won). You must do the substitutions before you begin playing tricks for the hand.&lt;br /&gt;
&lt;br /&gt;
You may only use abilities &#039;&#039;&#039;before&#039;&#039;&#039; a trick (i.e. before you reveal the ruler&#039;s statement), and you may only use &#039;&#039;&#039;one&#039;&#039;&#039; ability before each trick.&lt;br /&gt;
&lt;br /&gt;
Each ability can only be used &#039;&#039;&#039;once&#039;&#039;&#039; during a hand. Once used, the character will be &#039;&#039;&#039;exhausted&#039;&#039;&#039; (represented by dimming out on BGA). However, allies will refresh between hands, so you may activate each ally once every hand.&lt;br /&gt;
&lt;br /&gt;
Each friendly ruler may only substitute in once. Whether their ability is used or not, they are removed from the game after the hand concludes.&lt;br /&gt;
&lt;br /&gt;
If you use an ability, you must do it in full. If you cannot, it does nothing. The exception is that you may move cards from piles that don&#039;t have enough of them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For example: The ability of Queen of Claws is &amp;quot;draw the top card from the deck, the discard pile, and the score pile&amp;quot;. If any of them is empty, you may still activate her to draw from the other piles.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
See [[#List of abilities]] for a list of all character cards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Game end ==&lt;br /&gt;
&lt;br /&gt;
The game ends after all 8 visits.&lt;br /&gt;
&lt;br /&gt;
Each fief you won awards stars according to the fief. You get the stars regardless of whether its ruler has been called in to substitute or not.&lt;br /&gt;
&lt;br /&gt;
Each fief you lost gives no stars.&lt;br /&gt;
&lt;br /&gt;
In total, there are 20 stars available. &#039;&#039;&#039;You win if you score 16 stars or higher.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Important points ==&lt;br /&gt;
&lt;br /&gt;
* • Unlike usual trick-taking games, the ruler (the deck) always leads tricks no matter who won the previous trick.&lt;br /&gt;
* • You can click on the discard pile and the score pile to fan out their contents. They cannot be rearranged, however.&lt;br /&gt;
* • When moving multiple cards to the discard pile or score pile at once, you may choose their order by clicking the cards in the order you want. They are moved to the pile in that order; the last card clicked is the one on top.&lt;br /&gt;
* • &#039;&#039;&#039;There is no undo.&#039;&#039;&#039; Make sure you click correctly. There are game options to add various confirmations.&lt;br /&gt;
* • The win condition is set at 16 stars out of 20. The more difficult win conditions available in the physical rulebook are not compatible with the scenarios, and are too luck-based.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Game options ==&lt;br /&gt;
&lt;br /&gt;
When creating a table, you may choose the game mode: &amp;quot;single game&amp;quot; or &amp;quot;scenario mode&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
In &amp;quot;single game&amp;quot; mode, you may choose whether to play a standard game or any of the scenarios. There are 3 options for standard games:&lt;br /&gt;
&lt;br /&gt;
* • &amp;quot;Introductory setup&amp;quot;: Your 4 allies are the 4 Jacks. The 8 rulers are the 4 Queens and the 4 Kings, in random order.&lt;br /&gt;
* • &amp;quot;Standard setup&amp;quot;: Your 4 allies consist of 1 random character from each suit. The 8 rulers consist of 2 random characters from each suit, in random order.&lt;br /&gt;
* • &amp;quot;Custom setup&amp;quot;: When you start the game, you first choose your allies, then the rulers. You may choose up to 4 allies in any combination: it doesn&#039;t have to be 1 per suit, and you may even choose fewer allies. You may choose 8 rulers in any combination (it doesn&#039;t have to be 2 per suit), and the order you click them is the order of the rulers from left (fief 0) to right (fief 7).&lt;br /&gt;
&lt;br /&gt;
You may also choose any one of the 16 scenarios.&lt;br /&gt;
&lt;br /&gt;
In &amp;quot;scenario mode&amp;quot;, you play through the 16 scenarios one by one. You may start at any scenario; BGA will also remember if you&#039;ve played before, and the &amp;quot;Start/continue&amp;quot; option will let you start a new run or continue from your last scenario.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== List of abilities ==&lt;br /&gt;
&lt;br /&gt;
See [https://boardgamegeek.com/thread/2774038/official-rules-and-ability-explanationfaq this BGG thread] for a list of all abilities, together with some frequently asked questions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Scenarios ==&lt;br /&gt;
&lt;br /&gt;
See [https://boardgamegeek.com/filepage/239924/for-northwood-challenge-booklet-the-noisy-year this file on BGG] for the scenarios.&lt;/div&gt;</summary>
		<author><name>Chaotic iak</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpchocolatefactory&amp;diff=25930</id>
		<title>Gamehelpchocolatefactory</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpchocolatefactory&amp;diff=25930"/>
		<updated>2025-07-28T18:47:19Z</updated>

		<summary type="html">&lt;p&gt;Chaotic iak: solo rules: clarify your choice&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Build your chocolate factory to complete orders and earn money. The player making the most money wins.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Your player board is a factory. There is a conveyor belt running through the middle, as well as places for factory parts above and below the belt. (You start with three factory parts; see [[#Factory parts]].) Raw cocoa beans will be delivered from the left of your factory, and by operating the factory parts, you can improve them to various chocolate products. To operate the factory parts, you need to use coal.&lt;br /&gt;
&lt;br /&gt;
There are 7 kinds of chocolate used in the game, divided into 5 stages:&lt;br /&gt;
&lt;br /&gt;
* • &#039;&#039;&#039;Beans&#039;&#039;&#039; look like, well, beans. They are the raw product entering your factory.&lt;br /&gt;
* • &#039;&#039;&#039;Cocoa&#039;&#039;&#039; look like a single brown square.&lt;br /&gt;
* • &#039;&#039;&#039;Bars&#039;&#039;&#039; look like chocolate bars. There are two kinds of bars: &#039;&#039;&#039;Chunks&#039;&#039;&#039; (divided into squares) and &#039;&#039;&#039;Fingers&#039;&#039;&#039; (like KitKat; the sticks are slightly split).&lt;br /&gt;
* • &#039;&#039;&#039;Wrapped&#039;&#039;&#039; look like candies. There are two kind of wrapped chocolate: &#039;&#039;&#039;Caramel&#039;&#039;&#039; (yellow) and &#039;&#039;&#039;Nuts&#039;&#039;&#039; (red).&lt;br /&gt;
* • &#039;&#039;&#039;Boxed&#039;&#039;&#039; look like blue hexagons.&lt;br /&gt;
&lt;br /&gt;
The top three stages (bars, wrapped, boxed) are also called &#039;&#039;&#039;refined chocolates&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Your goal is to deliver chocolate to orders. There are two kinds of orders.&lt;br /&gt;
&lt;br /&gt;
* • Corner Shop orders are personal; you have three available Corner Shop orders available exclusively for you. Some Corner Shop orders are split into stages; you must deliver the stages from the first (bottom-most) to last (top-most).&lt;br /&gt;
* • Department Store orders are shared and have an &amp;quot;area majority&amp;quot; aspect to them. There are 5 Department Stores available each game. Each Department Store order requests a certain type of chocolate; every time you supply some, you increase your standing with the store (marked by increasing your marker on its track). At the end of the game, players are awarded money based on their standings on each store.&lt;br /&gt;
&lt;br /&gt;
The game takes place over 6 days (rounds). Each day, you will recruit an employee, which gives you a special power and also tells which Department Store order you may deliver to for the day. You will also get coal income and add a new part into your factory.&lt;br /&gt;
&lt;br /&gt;
== Day (round) ==&lt;br /&gt;
The game is divided into 6 days (Monday to Saturday). Each day is divided into five phases as follows.&lt;br /&gt;
&lt;br /&gt;
== 1. Prepare ==&lt;br /&gt;
This phase is automated by BGA.&lt;br /&gt;
&lt;br /&gt;
First, you get some coal. The amount of coal is 5 on Monday, 6 on Tuesday, 7 on Wednesday, and so on until 10 on Saturday.&lt;br /&gt;
&lt;br /&gt;
Then, the day&#039;s employees and factory parts are dealt out, as follows.&lt;br /&gt;
&lt;br /&gt;
* • The employees are divided into 5 decks, one for every Department Store. One is drawn from each deck, and they are shuffled together and divided into packets as explained below.&lt;br /&gt;
* • The factory parts are all in a single deck. The first 3 days use parts labeled &amp;quot;A&amp;quot; (tends to be weaker), the last 3 days use parts labeled &amp;quot;B&amp;quot; (stronger). Five of them are drawn and then divided into packets as explained below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto; text-align: center; width: auto; border: 2;&amp;quot;&lt;br /&gt;
! Players !! Packet sizes&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 3 / 2&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 2 / 2 / 1&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 2 / 1 / 1 / 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, in a 2-player game, there will be 4 packets total: a packet of 3 employees, a packet of 2 employees, a packet of 3 factory parts, and a packet of 2 factory parts.&lt;br /&gt;
&lt;br /&gt;
== 2. Expand and Recruit ==&lt;br /&gt;
Starting from the starting player, each player will take one employee and one factory part in a &amp;quot;snake draft&amp;quot; fashion. The starting player gets the first turn, and then turn passes clockwise until the last player (just before the starting player). Then the last player takes another turn, and the turn passes counterclockwise back to the starting player.&lt;br /&gt;
&lt;br /&gt;
On your turn, you must choose one packet and take one employee/part in it. Discard the other cards in the packet. You must end up with one employee and one factory part, so on the second pass, you must take a packet of the kind you haven&#039;t taken.&lt;br /&gt;
&lt;br /&gt;
If you take an employee, you have their power for the rest of the day. See [[#Employees]].&lt;br /&gt;
&lt;br /&gt;
If you take a factory part, also decide where you will put it on your factory. The factory has 8 slots, and you may place your factory part on any slot. You may even cover an existing part, although then you lose access to that part.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Remember that on BGA, &amp;quot;clockwise&amp;quot; means going down the list of players on the sidebar.&lt;br /&gt;
&lt;br /&gt;
== 3. Run Factory ==&lt;br /&gt;
Each player runs their factory individually. If the &amp;quot;Simultaneous mode&amp;quot; setting is turned on, everyone may run their factory simultaneously; otherwise, players take turns starting from the starting player.&lt;br /&gt;
&lt;br /&gt;
You run your factory in 3 shifts. Each shift operates in the following manner:&lt;br /&gt;
&lt;br /&gt;
==== 1. Load &amp;amp; Push ====&lt;br /&gt;
Load a bean onto a square of the belt, then push it into the belt. This causes every square of the belt to move one to the right. The rightmost square is pushed out of the factory; any chocolate still left there immediately goes to your storeroom. (In the physical game, this step is separated into two parts Load and Push, but BGA combines them.)&lt;br /&gt;
&lt;br /&gt;
==== 2. Operate ====&lt;br /&gt;
Operate your parts in any combination in any order. Other than the special Chute part, each factory part may only be operated once per shift, and requires coal to be operated. For more information on factory parts, see [[#Factory parts]].&lt;br /&gt;
&lt;br /&gt;
* • You must have enough coal to operate a factory part.&lt;br /&gt;
* • You may convert 1 chocolate (of any kind) &#039;&#039;&#039;from your storeroom&#039;&#039;&#039; for 1 coal at any time during this phase. You cannot exchange chocolate that is still on the belt.&lt;br /&gt;
* • A factory part may only operate on chocolate on the belt square that is aligned with it (exactly above/below it).&lt;br /&gt;
* • Coal you spend to operate a factory part should be placed on the part (BGA will do this for you). This makes sure the part is only used once per shift.&lt;br /&gt;
* • &#039;&#039;&#039;You must perform Load &amp;amp; Push first&#039;&#039;&#039; before you can operate any part.&lt;br /&gt;
&lt;br /&gt;
Many employees have abilities that can be activated during this phase. Activating employees does not cost any coal, but they can only be activated a limited number of times.&lt;br /&gt;
&lt;br /&gt;
==== 3. Clear ====&lt;br /&gt;
Remove all coal on factory parts. You are ready to perform the next shift.&lt;br /&gt;
&lt;br /&gt;
Any chocolate remaining on the belt stays for the next shift; if it&#039;s the last shift, it stays for the next day. However, &#039;&#039;&#039;at the end your last shift on Saturday, retrieve all chocolate from your belt&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== 4. Fulfill Orders ==&lt;br /&gt;
Starting from the starting player and going clockwise, each player may fulfill orders using &#039;&#039;&#039;chocolate in their storeroom&#039;&#039;&#039;. You cannot use chocolate that&#039;s still on your belt. (Remember that at the end of Saturday&#039;s shifts, all chocolate on your belt goes into your storeroom.)&lt;br /&gt;
&lt;br /&gt;
There are two types of orders.&lt;br /&gt;
&lt;br /&gt;
==== Corner Shop orders ====&lt;br /&gt;
Corner Shop orders are personal; you have 3 Corner Shop orders that are available exclusively for you, other players cannot mess with it. Each Corner Shop order consists of 1-3 stages, ordered from bottom to top.&lt;br /&gt;
&lt;br /&gt;
You have a marker on each order indicating its progress. When you get a new Corner Shop order (including at the beginning of the game), your marker starts at the bottom, below the first stage.&lt;br /&gt;
&lt;br /&gt;
To complete a stage of a Corner Shop order, simply discard the exact requested amount of chocolate of the next stage. You then move your marker one stage up and earn the money indicated.&lt;br /&gt;
&lt;br /&gt;
You must complete stages of a Corner Shop order in order, from bottom to top. But it is legal to complete multiple stages in the same day, whether of the same order or of different orders.&lt;br /&gt;
&lt;br /&gt;
If you complete a Corner Shop order (by completing the last stage), you will replace it with a new one in a later phase this day.&lt;br /&gt;
&lt;br /&gt;
==== Department Store orders ====&lt;br /&gt;
Department Store orders are shared among all players. There are 5 Department Stores available for the entire game. Each Department Store has a track that represents the amount of chocolate you deliver to the store. The more chocolate you supply, the higher your position on the track. The track has 9 spaces; you cannot go higher than 9 spaces.&lt;br /&gt;
&lt;br /&gt;
Each Department Store has its own rules on how you can rise on the track, although most of the time you simply rise 1 step every 1 chocolate supplied. See [[#Department Stores]].&lt;br /&gt;
&lt;br /&gt;
Department Stores award money at the end of the game based on the relative position of you against the other players on each track.&lt;br /&gt;
&lt;br /&gt;
== 5. Cleanup ==&lt;br /&gt;
Starting from the starting player and going clockwise, you perform cleanup to prepare for the next day. This entire phase is skipped at the end of Saturday; instead, simply go to the end of game.&lt;br /&gt;
&lt;br /&gt;
First, you may store only &#039;&#039;&#039;up to 2&#039;&#039;&#039; pieces of chocolate in your storeroom. You must convert any excess to coal. (The rate is the same, 1 chocolate of any kind becomes 1 coal.)&lt;br /&gt;
&lt;br /&gt;
Second, you replace any completed Corner Shop orders. The Corner Shop orders come in three stacks: small (1 stage), medium (2 stages), and large (3 stages). Reveal one from each stack and take one to replace a completed order; put the rest to the bottom of their respective stacks. You may replace the order with any order, you don&#039;t have to choose the same size. If you completed multiple orders at once, you process this one by one; each time you will reveal a new set of orders.&lt;br /&gt;
&lt;br /&gt;
Finally, discard all current employees and move the starting player marker clockwise.&lt;br /&gt;
&lt;br /&gt;
== End of game ==&lt;br /&gt;
The game ends after 6 days. There is some final scoring, described below.&lt;br /&gt;
&lt;br /&gt;
==== Corner Shop majority ====&lt;br /&gt;
The player with the most Corner Shop orders completed earns $12. If multiple players are tied, they all earn $12 each. Count all Corner Shop orders regardless of size. Any Corner Shop order that is not yet complete doesn&#039;t count.&lt;br /&gt;
&lt;br /&gt;
==== Department Store scoring ====&lt;br /&gt;
For each Department Store, determine the relative ranking of all players. Any player whose marker is still at 0 for the store is out of the competition for that store and will not get any money. For the rest, rank the players from highest on the track to lowest. In case players are tied, the player that reaches that space first (and so their marker is at the bottom) is ranked higher.&lt;br /&gt;
&lt;br /&gt;
The player in first place gets $16.&lt;br /&gt;
&lt;br /&gt;
The player in second place gets $8, &#039;&#039;&#039;but only if their marker is at least half of the first place&#039;s marker&#039;&#039;&#039; (rounded up). Otherwise they get nothing.&lt;br /&gt;
&lt;br /&gt;
The player in third place gets $4, &#039;&#039;&#039;but only if the second place reward was awarded, and their marker is at least half of the second place&#039;s marker&#039;&#039;&#039; (rounded up). Otherwise they get nothing.&lt;br /&gt;
&lt;br /&gt;
For example, suppose the scores on a Department Store are 5, 3, 1 respectively. The 5 gets $16. The 3 gets $8 because they are at least half of the first place. The 1 doesn&#039;t get anything because they are not at least half of the second place.&lt;br /&gt;
&lt;br /&gt;
As another example, suppose the scores are 5, 2, 1 instead. The 2 doesn&#039;t get anything because they are not at least half, and the 1 doesn&#039;t get anything because the second place reward was not awarded.&lt;br /&gt;
&lt;br /&gt;
==== Department Store diversification ====&lt;br /&gt;
If your marker is higher than zero on 3/4/5 Department Stores, you earn a bonus of $6/$12/$24. This is in addition to any Department Store scoring you have.&lt;br /&gt;
&lt;br /&gt;
==== Remaining chocolate and coal ====&lt;br /&gt;
Each remaining chocolate/coal in your storeroom is worth $1 per piece, no matter what kind.&lt;br /&gt;
&lt;br /&gt;
After all the above final scoring, the player with the most money wins. In case of a tie, the player that played later in turn order on the final day is the winner.&lt;br /&gt;
&lt;br /&gt;
== Factory parts ==&lt;br /&gt;
Factory parts come in several types. Your factory begins with 3 parts already printed on your board. During the first 3 days, you will add a part from the &amp;quot;A&amp;quot; stack (generally weaker). During the last 3 days, you will add a part from the &amp;quot;B&amp;quot; stack (generally stronger).&lt;br /&gt;
&lt;br /&gt;
Remember that &#039;&#039;&#039;each factory part can only process the pieces available to it&#039;&#039;&#039; (exactly above/below it, not on any other belt square).&lt;br /&gt;
&lt;br /&gt;
==== Converters ====&lt;br /&gt;
An overwhelming majority of the factory parts are converters. They take some pieces of chocolate as input and produce some pieces of chocolate as output. You must provide the exact kinds of chocolate as the input.&lt;br /&gt;
&lt;br /&gt;
Sometimes you have a choice, represented by a symbol that means different kinds of chocolate (e.g. a symbol for Bar instead of specifically Chunk or Finger). If it appears in the input, you may provide any matching chocolate (e.g. if the input asks for a Bar, you can provide either Chunk or Finger). If it appears in the output, you may take any matching chocolate (e.g. if a part produces two Bars, you can take two Chunks, two Fingers, or one Chunk and one Finger).&lt;br /&gt;
&lt;br /&gt;
Some converters have two options. Each time you operate it, you may only choose one option. You may not operate it twice in the same shift, even if you intend to choose two different options.&lt;br /&gt;
&lt;br /&gt;
==== Upgraders ====&lt;br /&gt;
One starting part, one part in &amp;quot;A&amp;quot;, and one part in &amp;quot;B&amp;quot; are upgraders. When you operate such part, you get a number of &amp;quot;upgrade points&amp;quot; you can spend in any way on the pieces of chocolate available for the part. For each upgrade point, choose one piece of chocolate and progress it one step in the following list:&lt;br /&gt;
&lt;br /&gt;
* 1. Bean&lt;br /&gt;
* 2. Cocoa&lt;br /&gt;
* 3. any Bar: Chunk or Finger&lt;br /&gt;
* 4. any Wrapped: Caramel or Nut&lt;br /&gt;
* 5. Boxed&lt;br /&gt;
&lt;br /&gt;
If you have multiple upgrade points, you can spend them in any combination on the pieces; you may even upgrade the same piece multiple times. You do not have to spend all the upgrade points, but anything you don&#039;t spend is immediately lost.&lt;br /&gt;
&lt;br /&gt;
==== Repeaters ====&lt;br /&gt;
One part in &amp;quot;A&amp;quot; and one part in &amp;quot;B&amp;quot; are repeaters. When you operate such part, choose one piece of chocolate and create an exact copy of that chocolate in the same belt square. For the part labeled &amp;quot;x2&amp;quot;, you create 1 copy (so you &amp;quot;double&amp;quot; the chocolate). For the part labeled &amp;quot;x3&amp;quot;, you create 2 copies (so you &amp;quot;triple&amp;quot; the chocolate).&lt;br /&gt;
&lt;br /&gt;
==== Chute ====&lt;br /&gt;
The chute is a special part that begins on your factory board, but is not available otherwise. The chute does not require coal to operate, and may be used any number of times each shift. Take any piece of chocolate on the corresponding belt square and immediately put it into your storeroom (without having to wait until the chocolate comes out from the right side of your factory).&lt;br /&gt;
&lt;br /&gt;
You may build over the chute, but then it is not available for the rest of the game.&lt;br /&gt;
&lt;br /&gt;
== Employees ==&lt;br /&gt;
For each Department Store, there are 7 employees for that store. You will see 6 of them throughout the game.&lt;br /&gt;
&lt;br /&gt;
To use employees that require activation (with e.g. &amp;quot;1x today&amp;quot;), click on the employee then the corresponding object. To use employees that are assigned to a part (Mechanic and Technician), to assign the employee, click on the employee then the part. Then the employee&#039;s effect is active. The other employees are automatic and you don&#039;t have to click anything to activate them.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto; text-align: center; width: 95%; border: 2;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 15%;&amp;quot; | Employee&lt;br /&gt;
! style=&amp;quot;width: 15%;&amp;quot; | Available in stack&lt;br /&gt;
! style=&amp;quot;width: 70%;&amp;quot; | Effect&lt;br /&gt;
|-&lt;br /&gt;
| Director || 1 in each stack || style=&amp;quot;text-align: left;&amp;quot; | Double track progress from delivering to this Department Store today.&lt;br /&gt;
|-&lt;br /&gt;
| Miner || 2 in The Palace Boutique (brown) || style=&amp;quot;text-align: left;&amp;quot; | Immediately get 2 coal.&lt;br /&gt;
|-&lt;br /&gt;
| Operator || 2 in The Palace Boutique (brown) || style=&amp;quot;text-align: left;&amp;quot; | &#039;&#039;&#039;1x today:&#039;&#039;&#039; Move a chocolate from any belt square to any other belt square.&lt;br /&gt;
|-&lt;br /&gt;
| Salesman || 2 in The Palace Boutique (brown) || style=&amp;quot;text-align: left;&amp;quot; | Each Corner Shop order stage you complete today gives $1 more.&lt;br /&gt;
|-&lt;br /&gt;
| Clerk || 2 in Fresh Fancies (orange) || style=&amp;quot;text-align: left;&amp;quot; | &#039;&#039;&#039;1x today:&#039;&#039;&#039; Skip the current stage of any Corner Shop order. (Move the marker but don&#039;t get any money for the skipped stage.)&lt;br /&gt;
|-&lt;br /&gt;
| Decorator || 2 in Fresh Fancies (orange) || style=&amp;quot;text-align: left;&amp;quot; | &#039;&#039;&#039;1x today:&#039;&#039;&#039; Upgrade any chocolate on any belt square.&lt;br /&gt;
|-&lt;br /&gt;
| Mechanic || 2 in Fresh Fancies (orange) || style=&amp;quot;text-align: left;&amp;quot; | &#039;&#039;&#039;Assign to a part.&#039;&#039;&#039; (BGA note: Click the Mechanic then the part.)&amp;lt;br&amp;gt;The coal cost to operate the assigned part today is halved (rounded up).&lt;br /&gt;
|-&lt;br /&gt;
| (Corner Shop) Agent || 2 in Salter&#039;s Emporium (gray) || style=&amp;quot;text-align: left;&amp;quot; | &#039;&#039;&#039;1x today:&#039;&#039;&#039; Complete the current stage of a Corner Shop order using any combination of refined chocolate. (You still need to supply the same number of chocolate.)&lt;br /&gt;
|-&lt;br /&gt;
| (Expert) Miner || 2 in Salter&#039;s Emporium (gray) || style=&amp;quot;text-align: left;&amp;quot; | Immediately get 4 coal.&lt;br /&gt;
|-&lt;br /&gt;
| (Exper) Operator || 2 in Salter&#039;s Emporium (gray) || style=&amp;quot;text-align: left;&amp;quot; | &#039;&#039;&#039;3x today:&#039;&#039;&#039; Move a chocolate from any belt square to any other belt square.&lt;br /&gt;
|-&lt;br /&gt;
| Dealer || 2 in House of Luxury (blue) || style=&amp;quot;text-align: left;&amp;quot; | &#039;&#039;&#039;1x today:&#039;&#039;&#039; Complete the current stage of a Corner Shop order using one fewer piece of chocolate. (You will be asked how to pay for an order if there are multiple choices.)&lt;br /&gt;
|-&lt;br /&gt;
| Engineer || 2 in House of Luxury (blue) || style=&amp;quot;text-align: left;&amp;quot; | You do 4 shifts today instead of 3.&lt;br /&gt;
|-&lt;br /&gt;
| Supervisor || 2 in House of Luxury (blue) || style=&amp;quot;text-align: left;&amp;quot; | Each time you load today, you load 2 beans instead of 1. (This applies to all 3 shifts.)&lt;br /&gt;
|-&lt;br /&gt;
| (Department Store) Agent || 2 in Dunstan &amp;amp; Gilbert&#039;s (green) || style=&amp;quot;text-align: left;&amp;quot; | At the start of Cleanup phase (after everyone else fulfilled orders), you may fulfill into any one other Department Store.&lt;br /&gt;
|-&lt;br /&gt;
| Packer || 2 in Dunstan &amp;amp; Gilbert&#039;s (green) || style=&amp;quot;text-align: left;&amp;quot; | &#039;&#039;&#039;1x today:&#039;&#039;&#039; Double all chocolate on any one belt square.&lt;br /&gt;
|-&lt;br /&gt;
| Technician || 2 in Dunstan &amp;amp; Gilbert&#039;s (green) || style=&amp;quot;text-align: left;&amp;quot; | &#039;&#039;&#039;Assign to a part.&#039;&#039;&#039; (BGA note: Click the Technician then the part.)&amp;lt;br&amp;gt;Each time you operate it today, you may spend 1 extra coal to operate it on an adjacent belt square. (BGA note: After operating the part, click the technician then the square to operate it on.)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Department Stores ==&lt;br /&gt;
Each of the five Department Stores have two &amp;quot;sides&amp;quot;. For each store, one side is chosen at the start of the game.&lt;br /&gt;
&lt;br /&gt;
==== The Palace Boutique (brown) ====&lt;br /&gt;
* • Side A: Supply any number of refined chocolate &#039;&#039;&#039;of the same kind&#039;&#039;&#039;. Progress 1 space per chocolate.&lt;br /&gt;
* • Side B: Supply any number of refined chocolate &#039;&#039;&#039;of different kinds&#039;&#039;&#039;. Progress 1 space per chocolate. (You must supply all chocolate for each day at once, so you&#039;re capped to progress at most 5 spaces per day without the Director&#039;s effect.)&lt;br /&gt;
&lt;br /&gt;
==== Fresh Fancies (orange) ====&lt;br /&gt;
* • Side A: Supply any number of Chunks. Progress 1 space per chocolate.&lt;br /&gt;
* • Side B: Supply any number of Fingers. Progress 1 space per chocolate.&lt;br /&gt;
&lt;br /&gt;
==== Salter&#039;s Emporium (gray) ====&lt;br /&gt;
* • Side A: Supply any number of Caramels. Progress 1 space per chocolate.&lt;br /&gt;
* • Side B: Supply any number of Nuts. Progress 1 space per chocolate.&lt;br /&gt;
&lt;br /&gt;
==== House of Luxury (blue) ====&lt;br /&gt;
* • Side A: Supply any number of Boxeds. Progress 1 space per chocolate.&lt;br /&gt;
* • Side B: Supply any number of sets of 2 Bars. Progress 1 space per set. (For example, you can supply a total of 5 Chunks and 3 Fingers to progress 4 spaces. BGA will ask you to choose the set every time.)&lt;br /&gt;
&lt;br /&gt;
==== Dunstan &amp;amp; Gilbert&#039;s (green) ====&lt;br /&gt;
* • Side A: Supply any number of sets of 2 Wrappeds/Boxeds in any combination. Progress 1 space per set. (For example, you can supply a total of 2 Caramels, 1 Nut, and 3 Boxeds to progress 3 spaces. BGA will ask you to choose the set every time.)&lt;br /&gt;
* • Side B: Supply &#039;&#039;&#039;exactly two&#039;&#039;&#039; chocolates in one of the following forms: two Bars (progress 2 spaces), two Wrappeds (progress 3 spaces), or two Boxeds (progress 4 spaces). No other combination of chocolates is acceptable. Progress as indicated. (Unlike the other stores, you can only supply one set every day, so you&#039;re capped to progress at most 4 spaces per day without the Director&#039;s effect.)&lt;br /&gt;
&lt;br /&gt;
== Solo ==&lt;br /&gt;
In the solo game, you&#039;re trying to complete all demands by the end of the week.&lt;br /&gt;
&lt;br /&gt;
==== Your goals ====&lt;br /&gt;
There are two kinds of goals: one Weekly Target and the Demand cards. You must complete them all.&lt;br /&gt;
&lt;br /&gt;
One Weekly Target is chosen at random and is revealed at the start of the game. Some Weekly Targets come with &amp;quot;Special Orders&amp;quot;; the indicated Corner Shop orders are dealt next to the Weekly Target. These orders are separate from your usual Corner Shop orders.&lt;br /&gt;
&lt;br /&gt;
In addition, there are 6 Demand cards. One Demand card is revealed at the start of the game, and the other five will be revealed one by one at the start of Monday to Friday.&lt;br /&gt;
&lt;br /&gt;
The goals feature a variety of objectives. For all objective types below (except chocolate order objectives), at the end of the game, you must discard the indicated amount to complete that objective. This means everything you have cannot be double-counted: for example, if you have two money goals requiring $20 and $30, you need to have $50 so that you can pay $20 for the first and $30 for the second.&lt;br /&gt;
&lt;br /&gt;
* • Money objectives: Pay this amount of money from Corner Shop orders. (You don&#039;t have any final scoring.)&lt;br /&gt;
* • Corner Shop objectives: Discard this many &#039;&#039;&#039;completed&#039;&#039;&#039; Corner Shop orders. Some of them have size conditions.&lt;br /&gt;
* • Department Store objectives: Move your Department Store markers backward this many steps. If there are multiple on the same card, you must move back markers &#039;&#039;&#039;from different Department Stores&#039;&#039;&#039;. For example, five &amp;quot;x1 Department Store&amp;quot; objectives on the same card can only be satisfied by having at least 1 space on every Department Store.&lt;br /&gt;
* • Chocolate order objectives and Special Orders: This kind of objectives can be completed during the game instead of at the end of the game. During phase 4 (fulfilling orders), you can deliver chocolate to these objectives just like other orders. Special Orders are in the form of Corner Shop orders; as usual, you must complete the stages in order.&lt;br /&gt;
&lt;br /&gt;
You win if you complete all objectives on all the goal cards. You lose otherwise.&lt;br /&gt;
&lt;br /&gt;
==== Changes within a round ====&lt;br /&gt;
* • Phase 1 (prepare): Also reveal the next Demand card if available. (You will not reveal any on Saturday.)&lt;br /&gt;
* • Phase 1 (prepare): The employees are not grouped into packets. Instead, each employee is dealt on its own. Then one of the employees is discarded, according to the day: on Mon/Tue/Wed/Thu/Fri, discard the green/blue/gray/orange/brown employee. (Nothing gets discarded on Saturday.) You choose any one of the remaining employees.&lt;br /&gt;
* • Phase 1 (prepare): The factory parts are also not grouped into packets. Deal 4 parts separately and discard a 5th one. (On Saturday, deal 5 parts, nothing gets discarded.) You choose any one of the remaining parts.&lt;br /&gt;
* • Phase 5 (cleanup): Any completed Special Orders (Corner Shop orders dealt into the goals) are not replaced. Your usual Corner Shop orders are replaced as normal.&lt;br /&gt;
* • Phase 5 (cleanup): You may keep &#039;&#039;&#039;6 chocolates&#039;&#039;&#039; in your storeroom instead of just 2.&lt;br /&gt;
* • End of game: &#039;&#039;&#039;There is no final scoring&#039;&#039;&#039;; the only money you get comes from Corner Shop orders.&lt;/div&gt;</summary>
		<author><name>Chaotic iak</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpchocolatefactory&amp;diff=25929</id>
		<title>Gamehelpchocolatefactory</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpchocolatefactory&amp;diff=25929"/>
		<updated>2025-07-28T18:46:22Z</updated>

		<summary type="html">&lt;p&gt;Chaotic iak: solo rules: emphasize no final scoring&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Build your chocolate factory to complete orders and earn money. The player making the most money wins.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Your player board is a factory. There is a conveyor belt running through the middle, as well as places for factory parts above and below the belt. (You start with three factory parts; see [[#Factory parts]].) Raw cocoa beans will be delivered from the left of your factory, and by operating the factory parts, you can improve them to various chocolate products. To operate the factory parts, you need to use coal.&lt;br /&gt;
&lt;br /&gt;
There are 7 kinds of chocolate used in the game, divided into 5 stages:&lt;br /&gt;
&lt;br /&gt;
* • &#039;&#039;&#039;Beans&#039;&#039;&#039; look like, well, beans. They are the raw product entering your factory.&lt;br /&gt;
* • &#039;&#039;&#039;Cocoa&#039;&#039;&#039; look like a single brown square.&lt;br /&gt;
* • &#039;&#039;&#039;Bars&#039;&#039;&#039; look like chocolate bars. There are two kinds of bars: &#039;&#039;&#039;Chunks&#039;&#039;&#039; (divided into squares) and &#039;&#039;&#039;Fingers&#039;&#039;&#039; (like KitKat; the sticks are slightly split).&lt;br /&gt;
* • &#039;&#039;&#039;Wrapped&#039;&#039;&#039; look like candies. There are two kind of wrapped chocolate: &#039;&#039;&#039;Caramel&#039;&#039;&#039; (yellow) and &#039;&#039;&#039;Nuts&#039;&#039;&#039; (red).&lt;br /&gt;
* • &#039;&#039;&#039;Boxed&#039;&#039;&#039; look like blue hexagons.&lt;br /&gt;
&lt;br /&gt;
The top three stages (bars, wrapped, boxed) are also called &#039;&#039;&#039;refined chocolates&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Your goal is to deliver chocolate to orders. There are two kinds of orders.&lt;br /&gt;
&lt;br /&gt;
* • Corner Shop orders are personal; you have three available Corner Shop orders available exclusively for you. Some Corner Shop orders are split into stages; you must deliver the stages from the first (bottom-most) to last (top-most).&lt;br /&gt;
* • Department Store orders are shared and have an &amp;quot;area majority&amp;quot; aspect to them. There are 5 Department Stores available each game. Each Department Store order requests a certain type of chocolate; every time you supply some, you increase your standing with the store (marked by increasing your marker on its track). At the end of the game, players are awarded money based on their standings on each store.&lt;br /&gt;
&lt;br /&gt;
The game takes place over 6 days (rounds). Each day, you will recruit an employee, which gives you a special power and also tells which Department Store order you may deliver to for the day. You will also get coal income and add a new part into your factory.&lt;br /&gt;
&lt;br /&gt;
== Day (round) ==&lt;br /&gt;
The game is divided into 6 days (Monday to Saturday). Each day is divided into five phases as follows.&lt;br /&gt;
&lt;br /&gt;
== 1. Prepare ==&lt;br /&gt;
This phase is automated by BGA.&lt;br /&gt;
&lt;br /&gt;
First, you get some coal. The amount of coal is 5 on Monday, 6 on Tuesday, 7 on Wednesday, and so on until 10 on Saturday.&lt;br /&gt;
&lt;br /&gt;
Then, the day&#039;s employees and factory parts are dealt out, as follows.&lt;br /&gt;
&lt;br /&gt;
* • The employees are divided into 5 decks, one for every Department Store. One is drawn from each deck, and they are shuffled together and divided into packets as explained below.&lt;br /&gt;
* • The factory parts are all in a single deck. The first 3 days use parts labeled &amp;quot;A&amp;quot; (tends to be weaker), the last 3 days use parts labeled &amp;quot;B&amp;quot; (stronger). Five of them are drawn and then divided into packets as explained below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto; text-align: center; width: auto; border: 2;&amp;quot;&lt;br /&gt;
! Players !! Packet sizes&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 3 / 2&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 2 / 2 / 1&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 2 / 1 / 1 / 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, in a 2-player game, there will be 4 packets total: a packet of 3 employees, a packet of 2 employees, a packet of 3 factory parts, and a packet of 2 factory parts.&lt;br /&gt;
&lt;br /&gt;
== 2. Expand and Recruit ==&lt;br /&gt;
Starting from the starting player, each player will take one employee and one factory part in a &amp;quot;snake draft&amp;quot; fashion. The starting player gets the first turn, and then turn passes clockwise until the last player (just before the starting player). Then the last player takes another turn, and the turn passes counterclockwise back to the starting player.&lt;br /&gt;
&lt;br /&gt;
On your turn, you must choose one packet and take one employee/part in it. Discard the other cards in the packet. You must end up with one employee and one factory part, so on the second pass, you must take a packet of the kind you haven&#039;t taken.&lt;br /&gt;
&lt;br /&gt;
If you take an employee, you have their power for the rest of the day. See [[#Employees]].&lt;br /&gt;
&lt;br /&gt;
If you take a factory part, also decide where you will put it on your factory. The factory has 8 slots, and you may place your factory part on any slot. You may even cover an existing part, although then you lose access to that part.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Remember that on BGA, &amp;quot;clockwise&amp;quot; means going down the list of players on the sidebar.&lt;br /&gt;
&lt;br /&gt;
== 3. Run Factory ==&lt;br /&gt;
Each player runs their factory individually. If the &amp;quot;Simultaneous mode&amp;quot; setting is turned on, everyone may run their factory simultaneously; otherwise, players take turns starting from the starting player.&lt;br /&gt;
&lt;br /&gt;
You run your factory in 3 shifts. Each shift operates in the following manner:&lt;br /&gt;
&lt;br /&gt;
==== 1. Load &amp;amp; Push ====&lt;br /&gt;
Load a bean onto a square of the belt, then push it into the belt. This causes every square of the belt to move one to the right. The rightmost square is pushed out of the factory; any chocolate still left there immediately goes to your storeroom. (In the physical game, this step is separated into two parts Load and Push, but BGA combines them.)&lt;br /&gt;
&lt;br /&gt;
==== 2. Operate ====&lt;br /&gt;
Operate your parts in any combination in any order. Other than the special Chute part, each factory part may only be operated once per shift, and requires coal to be operated. For more information on factory parts, see [[#Factory parts]].&lt;br /&gt;
&lt;br /&gt;
* • You must have enough coal to operate a factory part.&lt;br /&gt;
* • You may convert 1 chocolate (of any kind) &#039;&#039;&#039;from your storeroom&#039;&#039;&#039; for 1 coal at any time during this phase. You cannot exchange chocolate that is still on the belt.&lt;br /&gt;
* • A factory part may only operate on chocolate on the belt square that is aligned with it (exactly above/below it).&lt;br /&gt;
* • Coal you spend to operate a factory part should be placed on the part (BGA will do this for you). This makes sure the part is only used once per shift.&lt;br /&gt;
* • &#039;&#039;&#039;You must perform Load &amp;amp; Push first&#039;&#039;&#039; before you can operate any part.&lt;br /&gt;
&lt;br /&gt;
Many employees have abilities that can be activated during this phase. Activating employees does not cost any coal, but they can only be activated a limited number of times.&lt;br /&gt;
&lt;br /&gt;
==== 3. Clear ====&lt;br /&gt;
Remove all coal on factory parts. You are ready to perform the next shift.&lt;br /&gt;
&lt;br /&gt;
Any chocolate remaining on the belt stays for the next shift; if it&#039;s the last shift, it stays for the next day. However, &#039;&#039;&#039;at the end your last shift on Saturday, retrieve all chocolate from your belt&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== 4. Fulfill Orders ==&lt;br /&gt;
Starting from the starting player and going clockwise, each player may fulfill orders using &#039;&#039;&#039;chocolate in their storeroom&#039;&#039;&#039;. You cannot use chocolate that&#039;s still on your belt. (Remember that at the end of Saturday&#039;s shifts, all chocolate on your belt goes into your storeroom.)&lt;br /&gt;
&lt;br /&gt;
There are two types of orders.&lt;br /&gt;
&lt;br /&gt;
==== Corner Shop orders ====&lt;br /&gt;
Corner Shop orders are personal; you have 3 Corner Shop orders that are available exclusively for you, other players cannot mess with it. Each Corner Shop order consists of 1-3 stages, ordered from bottom to top.&lt;br /&gt;
&lt;br /&gt;
You have a marker on each order indicating its progress. When you get a new Corner Shop order (including at the beginning of the game), your marker starts at the bottom, below the first stage.&lt;br /&gt;
&lt;br /&gt;
To complete a stage of a Corner Shop order, simply discard the exact requested amount of chocolate of the next stage. You then move your marker one stage up and earn the money indicated.&lt;br /&gt;
&lt;br /&gt;
You must complete stages of a Corner Shop order in order, from bottom to top. But it is legal to complete multiple stages in the same day, whether of the same order or of different orders.&lt;br /&gt;
&lt;br /&gt;
If you complete a Corner Shop order (by completing the last stage), you will replace it with a new one in a later phase this day.&lt;br /&gt;
&lt;br /&gt;
==== Department Store orders ====&lt;br /&gt;
Department Store orders are shared among all players. There are 5 Department Stores available for the entire game. Each Department Store has a track that represents the amount of chocolate you deliver to the store. The more chocolate you supply, the higher your position on the track. The track has 9 spaces; you cannot go higher than 9 spaces.&lt;br /&gt;
&lt;br /&gt;
Each Department Store has its own rules on how you can rise on the track, although most of the time you simply rise 1 step every 1 chocolate supplied. See [[#Department Stores]].&lt;br /&gt;
&lt;br /&gt;
Department Stores award money at the end of the game based on the relative position of you against the other players on each track.&lt;br /&gt;
&lt;br /&gt;
== 5. Cleanup ==&lt;br /&gt;
Starting from the starting player and going clockwise, you perform cleanup to prepare for the next day. This entire phase is skipped at the end of Saturday; instead, simply go to the end of game.&lt;br /&gt;
&lt;br /&gt;
First, you may store only &#039;&#039;&#039;up to 2&#039;&#039;&#039; pieces of chocolate in your storeroom. You must convert any excess to coal. (The rate is the same, 1 chocolate of any kind becomes 1 coal.)&lt;br /&gt;
&lt;br /&gt;
Second, you replace any completed Corner Shop orders. The Corner Shop orders come in three stacks: small (1 stage), medium (2 stages), and large (3 stages). Reveal one from each stack and take one to replace a completed order; put the rest to the bottom of their respective stacks. You may replace the order with any order, you don&#039;t have to choose the same size. If you completed multiple orders at once, you process this one by one; each time you will reveal a new set of orders.&lt;br /&gt;
&lt;br /&gt;
Finally, discard all current employees and move the starting player marker clockwise.&lt;br /&gt;
&lt;br /&gt;
== End of game ==&lt;br /&gt;
The game ends after 6 days. There is some final scoring, described below.&lt;br /&gt;
&lt;br /&gt;
==== Corner Shop majority ====&lt;br /&gt;
The player with the most Corner Shop orders completed earns $12. If multiple players are tied, they all earn $12 each. Count all Corner Shop orders regardless of size. Any Corner Shop order that is not yet complete doesn&#039;t count.&lt;br /&gt;
&lt;br /&gt;
==== Department Store scoring ====&lt;br /&gt;
For each Department Store, determine the relative ranking of all players. Any player whose marker is still at 0 for the store is out of the competition for that store and will not get any money. For the rest, rank the players from highest on the track to lowest. In case players are tied, the player that reaches that space first (and so their marker is at the bottom) is ranked higher.&lt;br /&gt;
&lt;br /&gt;
The player in first place gets $16.&lt;br /&gt;
&lt;br /&gt;
The player in second place gets $8, &#039;&#039;&#039;but only if their marker is at least half of the first place&#039;s marker&#039;&#039;&#039; (rounded up). Otherwise they get nothing.&lt;br /&gt;
&lt;br /&gt;
The player in third place gets $4, &#039;&#039;&#039;but only if the second place reward was awarded, and their marker is at least half of the second place&#039;s marker&#039;&#039;&#039; (rounded up). Otherwise they get nothing.&lt;br /&gt;
&lt;br /&gt;
For example, suppose the scores on a Department Store are 5, 3, 1 respectively. The 5 gets $16. The 3 gets $8 because they are at least half of the first place. The 1 doesn&#039;t get anything because they are not at least half of the second place.&lt;br /&gt;
&lt;br /&gt;
As another example, suppose the scores are 5, 2, 1 instead. The 2 doesn&#039;t get anything because they are not at least half, and the 1 doesn&#039;t get anything because the second place reward was not awarded.&lt;br /&gt;
&lt;br /&gt;
==== Department Store diversification ====&lt;br /&gt;
If your marker is higher than zero on 3/4/5 Department Stores, you earn a bonus of $6/$12/$24. This is in addition to any Department Store scoring you have.&lt;br /&gt;
&lt;br /&gt;
==== Remaining chocolate and coal ====&lt;br /&gt;
Each remaining chocolate/coal in your storeroom is worth $1 per piece, no matter what kind.&lt;br /&gt;
&lt;br /&gt;
After all the above final scoring, the player with the most money wins. In case of a tie, the player that played later in turn order on the final day is the winner.&lt;br /&gt;
&lt;br /&gt;
== Factory parts ==&lt;br /&gt;
Factory parts come in several types. Your factory begins with 3 parts already printed on your board. During the first 3 days, you will add a part from the &amp;quot;A&amp;quot; stack (generally weaker). During the last 3 days, you will add a part from the &amp;quot;B&amp;quot; stack (generally stronger).&lt;br /&gt;
&lt;br /&gt;
Remember that &#039;&#039;&#039;each factory part can only process the pieces available to it&#039;&#039;&#039; (exactly above/below it, not on any other belt square).&lt;br /&gt;
&lt;br /&gt;
==== Converters ====&lt;br /&gt;
An overwhelming majority of the factory parts are converters. They take some pieces of chocolate as input and produce some pieces of chocolate as output. You must provide the exact kinds of chocolate as the input.&lt;br /&gt;
&lt;br /&gt;
Sometimes you have a choice, represented by a symbol that means different kinds of chocolate (e.g. a symbol for Bar instead of specifically Chunk or Finger). If it appears in the input, you may provide any matching chocolate (e.g. if the input asks for a Bar, you can provide either Chunk or Finger). If it appears in the output, you may take any matching chocolate (e.g. if a part produces two Bars, you can take two Chunks, two Fingers, or one Chunk and one Finger).&lt;br /&gt;
&lt;br /&gt;
Some converters have two options. Each time you operate it, you may only choose one option. You may not operate it twice in the same shift, even if you intend to choose two different options.&lt;br /&gt;
&lt;br /&gt;
==== Upgraders ====&lt;br /&gt;
One starting part, one part in &amp;quot;A&amp;quot;, and one part in &amp;quot;B&amp;quot; are upgraders. When you operate such part, you get a number of &amp;quot;upgrade points&amp;quot; you can spend in any way on the pieces of chocolate available for the part. For each upgrade point, choose one piece of chocolate and progress it one step in the following list:&lt;br /&gt;
&lt;br /&gt;
* 1. Bean&lt;br /&gt;
* 2. Cocoa&lt;br /&gt;
* 3. any Bar: Chunk or Finger&lt;br /&gt;
* 4. any Wrapped: Caramel or Nut&lt;br /&gt;
* 5. Boxed&lt;br /&gt;
&lt;br /&gt;
If you have multiple upgrade points, you can spend them in any combination on the pieces; you may even upgrade the same piece multiple times. You do not have to spend all the upgrade points, but anything you don&#039;t spend is immediately lost.&lt;br /&gt;
&lt;br /&gt;
==== Repeaters ====&lt;br /&gt;
One part in &amp;quot;A&amp;quot; and one part in &amp;quot;B&amp;quot; are repeaters. When you operate such part, choose one piece of chocolate and create an exact copy of that chocolate in the same belt square. For the part labeled &amp;quot;x2&amp;quot;, you create 1 copy (so you &amp;quot;double&amp;quot; the chocolate). For the part labeled &amp;quot;x3&amp;quot;, you create 2 copies (so you &amp;quot;triple&amp;quot; the chocolate).&lt;br /&gt;
&lt;br /&gt;
==== Chute ====&lt;br /&gt;
The chute is a special part that begins on your factory board, but is not available otherwise. The chute does not require coal to operate, and may be used any number of times each shift. Take any piece of chocolate on the corresponding belt square and immediately put it into your storeroom (without having to wait until the chocolate comes out from the right side of your factory).&lt;br /&gt;
&lt;br /&gt;
You may build over the chute, but then it is not available for the rest of the game.&lt;br /&gt;
&lt;br /&gt;
== Employees ==&lt;br /&gt;
For each Department Store, there are 7 employees for that store. You will see 6 of them throughout the game.&lt;br /&gt;
&lt;br /&gt;
To use employees that require activation (with e.g. &amp;quot;1x today&amp;quot;), click on the employee then the corresponding object. To use employees that are assigned to a part (Mechanic and Technician), to assign the employee, click on the employee then the part. Then the employee&#039;s effect is active. The other employees are automatic and you don&#039;t have to click anything to activate them.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto; text-align: center; width: 95%; border: 2;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 15%;&amp;quot; | Employee&lt;br /&gt;
! style=&amp;quot;width: 15%;&amp;quot; | Available in stack&lt;br /&gt;
! style=&amp;quot;width: 70%;&amp;quot; | Effect&lt;br /&gt;
|-&lt;br /&gt;
| Director || 1 in each stack || style=&amp;quot;text-align: left;&amp;quot; | Double track progress from delivering to this Department Store today.&lt;br /&gt;
|-&lt;br /&gt;
| Miner || 2 in The Palace Boutique (brown) || style=&amp;quot;text-align: left;&amp;quot; | Immediately get 2 coal.&lt;br /&gt;
|-&lt;br /&gt;
| Operator || 2 in The Palace Boutique (brown) || style=&amp;quot;text-align: left;&amp;quot; | &#039;&#039;&#039;1x today:&#039;&#039;&#039; Move a chocolate from any belt square to any other belt square.&lt;br /&gt;
|-&lt;br /&gt;
| Salesman || 2 in The Palace Boutique (brown) || style=&amp;quot;text-align: left;&amp;quot; | Each Corner Shop order stage you complete today gives $1 more.&lt;br /&gt;
|-&lt;br /&gt;
| Clerk || 2 in Fresh Fancies (orange) || style=&amp;quot;text-align: left;&amp;quot; | &#039;&#039;&#039;1x today:&#039;&#039;&#039; Skip the current stage of any Corner Shop order. (Move the marker but don&#039;t get any money for the skipped stage.)&lt;br /&gt;
|-&lt;br /&gt;
| Decorator || 2 in Fresh Fancies (orange) || style=&amp;quot;text-align: left;&amp;quot; | &#039;&#039;&#039;1x today:&#039;&#039;&#039; Upgrade any chocolate on any belt square.&lt;br /&gt;
|-&lt;br /&gt;
| Mechanic || 2 in Fresh Fancies (orange) || style=&amp;quot;text-align: left;&amp;quot; | &#039;&#039;&#039;Assign to a part.&#039;&#039;&#039; (BGA note: Click the Mechanic then the part.)&amp;lt;br&amp;gt;The coal cost to operate the assigned part today is halved (rounded up).&lt;br /&gt;
|-&lt;br /&gt;
| (Corner Shop) Agent || 2 in Salter&#039;s Emporium (gray) || style=&amp;quot;text-align: left;&amp;quot; | &#039;&#039;&#039;1x today:&#039;&#039;&#039; Complete the current stage of a Corner Shop order using any combination of refined chocolate. (You still need to supply the same number of chocolate.)&lt;br /&gt;
|-&lt;br /&gt;
| (Expert) Miner || 2 in Salter&#039;s Emporium (gray) || style=&amp;quot;text-align: left;&amp;quot; | Immediately get 4 coal.&lt;br /&gt;
|-&lt;br /&gt;
| (Exper) Operator || 2 in Salter&#039;s Emporium (gray) || style=&amp;quot;text-align: left;&amp;quot; | &#039;&#039;&#039;3x today:&#039;&#039;&#039; Move a chocolate from any belt square to any other belt square.&lt;br /&gt;
|-&lt;br /&gt;
| Dealer || 2 in House of Luxury (blue) || style=&amp;quot;text-align: left;&amp;quot; | &#039;&#039;&#039;1x today:&#039;&#039;&#039; Complete the current stage of a Corner Shop order using one fewer piece of chocolate. (You will be asked how to pay for an order if there are multiple choices.)&lt;br /&gt;
|-&lt;br /&gt;
| Engineer || 2 in House of Luxury (blue) || style=&amp;quot;text-align: left;&amp;quot; | You do 4 shifts today instead of 3.&lt;br /&gt;
|-&lt;br /&gt;
| Supervisor || 2 in House of Luxury (blue) || style=&amp;quot;text-align: left;&amp;quot; | Each time you load today, you load 2 beans instead of 1. (This applies to all 3 shifts.)&lt;br /&gt;
|-&lt;br /&gt;
| (Department Store) Agent || 2 in Dunstan &amp;amp; Gilbert&#039;s (green) || style=&amp;quot;text-align: left;&amp;quot; | At the start of Cleanup phase (after everyone else fulfilled orders), you may fulfill into any one other Department Store.&lt;br /&gt;
|-&lt;br /&gt;
| Packer || 2 in Dunstan &amp;amp; Gilbert&#039;s (green) || style=&amp;quot;text-align: left;&amp;quot; | &#039;&#039;&#039;1x today:&#039;&#039;&#039; Double all chocolate on any one belt square.&lt;br /&gt;
|-&lt;br /&gt;
| Technician || 2 in Dunstan &amp;amp; Gilbert&#039;s (green) || style=&amp;quot;text-align: left;&amp;quot; | &#039;&#039;&#039;Assign to a part.&#039;&#039;&#039; (BGA note: Click the Technician then the part.)&amp;lt;br&amp;gt;Each time you operate it today, you may spend 1 extra coal to operate it on an adjacent belt square. (BGA note: After operating the part, click the technician then the square to operate it on.)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Department Stores ==&lt;br /&gt;
Each of the five Department Stores have two &amp;quot;sides&amp;quot;. For each store, one side is chosen at the start of the game.&lt;br /&gt;
&lt;br /&gt;
==== The Palace Boutique (brown) ====&lt;br /&gt;
* • Side A: Supply any number of refined chocolate &#039;&#039;&#039;of the same kind&#039;&#039;&#039;. Progress 1 space per chocolate.&lt;br /&gt;
* • Side B: Supply any number of refined chocolate &#039;&#039;&#039;of different kinds&#039;&#039;&#039;. Progress 1 space per chocolate. (You must supply all chocolate for each day at once, so you&#039;re capped to progress at most 5 spaces per day without the Director&#039;s effect.)&lt;br /&gt;
&lt;br /&gt;
==== Fresh Fancies (orange) ====&lt;br /&gt;
* • Side A: Supply any number of Chunks. Progress 1 space per chocolate.&lt;br /&gt;
* • Side B: Supply any number of Fingers. Progress 1 space per chocolate.&lt;br /&gt;
&lt;br /&gt;
==== Salter&#039;s Emporium (gray) ====&lt;br /&gt;
* • Side A: Supply any number of Caramels. Progress 1 space per chocolate.&lt;br /&gt;
* • Side B: Supply any number of Nuts. Progress 1 space per chocolate.&lt;br /&gt;
&lt;br /&gt;
==== House of Luxury (blue) ====&lt;br /&gt;
* • Side A: Supply any number of Boxeds. Progress 1 space per chocolate.&lt;br /&gt;
* • Side B: Supply any number of sets of 2 Bars. Progress 1 space per set. (For example, you can supply a total of 5 Chunks and 3 Fingers to progress 4 spaces. BGA will ask you to choose the set every time.)&lt;br /&gt;
&lt;br /&gt;
==== Dunstan &amp;amp; Gilbert&#039;s (green) ====&lt;br /&gt;
* • Side A: Supply any number of sets of 2 Wrappeds/Boxeds in any combination. Progress 1 space per set. (For example, you can supply a total of 2 Caramels, 1 Nut, and 3 Boxeds to progress 3 spaces. BGA will ask you to choose the set every time.)&lt;br /&gt;
* • Side B: Supply &#039;&#039;&#039;exactly two&#039;&#039;&#039; chocolates in one of the following forms: two Bars (progress 2 spaces), two Wrappeds (progress 3 spaces), or two Boxeds (progress 4 spaces). No other combination of chocolates is acceptable. Progress as indicated. (Unlike the other stores, you can only supply one set every day, so you&#039;re capped to progress at most 4 spaces per day without the Director&#039;s effect.)&lt;br /&gt;
&lt;br /&gt;
== Solo ==&lt;br /&gt;
In the solo game, you&#039;re trying to complete all demands by the end of the week.&lt;br /&gt;
&lt;br /&gt;
==== Your goals ====&lt;br /&gt;
There are two kinds of goals: one Weekly Target and the Demand cards. You must complete them all.&lt;br /&gt;
&lt;br /&gt;
One Weekly Target is chosen at random and is revealed at the start of the game. Some Weekly Targets come with &amp;quot;Special Orders&amp;quot;; the indicated Corner Shop orders are dealt next to the Weekly Target. These orders are separate from your usual Corner Shop orders.&lt;br /&gt;
&lt;br /&gt;
In addition, there are 6 Demand cards. One Demand card is revealed at the start of the game, and the other five will be revealed one by one at the start of Monday to Friday.&lt;br /&gt;
&lt;br /&gt;
The goals feature a variety of objectives. For all objective types below (except chocolate order objectives), at the end of the game, you must discard the indicated amount to complete that objective. This means everything you have cannot be double-counted: for example, if you have two money goals requiring $20 and $30, you need to have $50 so that you can pay $20 for the first and $30 for the second.&lt;br /&gt;
&lt;br /&gt;
* • Money objectives: Pay this amount of money from Corner Shop orders. (You don&#039;t have any final scoring.)&lt;br /&gt;
* • Corner Shop objectives: Discard this many &#039;&#039;&#039;completed&#039;&#039;&#039; Corner Shop orders. Some of them have size conditions.&lt;br /&gt;
* • Department Store objectives: Move your Department Store markers backward this many steps. If there are multiple on the same card, you must move back markers &#039;&#039;&#039;from different Department Stores&#039;&#039;&#039;. For example, five &amp;quot;x1 Department Store&amp;quot; objectives on the same card can only be satisfied by having at least 1 space on every Department Store.&lt;br /&gt;
* • Chocolate order objectives and Special Orders: This kind of objectives can be completed during the game instead of at the end of the game. During phase 4 (fulfilling orders), you can deliver chocolate to these objectives just like other orders. Special Orders are in the form of Corner Shop orders; as usual, you must complete the stages in order.&lt;br /&gt;
&lt;br /&gt;
You win if you complete all objectives on all the goal cards. You lose otherwise.&lt;br /&gt;
&lt;br /&gt;
==== Changes within a round ====&lt;br /&gt;
* • Phase 1 (prepare): Also reveal the next Demand card if available. (You will not reveal any on Saturday.)&lt;br /&gt;
* • Phase 1 (prepare): The employees are not grouped into packets. Instead, each employee is dealt on its own. Then one of the employees is discarded, according to the day: on Mon/Tue/Wed/Thu/Fri, discard the green/blue/gray/orange/brown employee. (Nothing gets discarded on Saturday.) You choose any one employee.&lt;br /&gt;
* • Phase 1 (prepare): The factory parts are also not grouped into packets. Deal 4 parts separately and discard a 5th one. (On Saturday, deal 5 parts, nothing gets discarded.) You choose any one part.&lt;br /&gt;
* • Phase 5 (cleanup): Any completed Special Orders (Corner Shop orders dealt into the goals) are not replaced. Your usual Corner Shop orders are replaced as normal.&lt;br /&gt;
* • Phase 5 (cleanup): You may keep &#039;&#039;&#039;6 chocolates&#039;&#039;&#039; in your storeroom instead of just 2.&lt;br /&gt;
* • End of game: &#039;&#039;&#039;There is no final scoring&#039;&#039;&#039;; the only money you get comes from Corner Shop orders.&lt;/div&gt;</summary>
		<author><name>Chaotic iak</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpchocolatefactory&amp;diff=25928</id>
		<title>Gamehelpchocolatefactory</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpchocolatefactory&amp;diff=25928"/>
		<updated>2025-07-28T18:44:45Z</updated>

		<summary type="html">&lt;p&gt;Chaotic iak: solo rules&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Build your chocolate factory to complete orders and earn money. The player making the most money wins.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Your player board is a factory. There is a conveyor belt running through the middle, as well as places for factory parts above and below the belt. (You start with three factory parts; see [[#Factory parts]].) Raw cocoa beans will be delivered from the left of your factory, and by operating the factory parts, you can improve them to various chocolate products. To operate the factory parts, you need to use coal.&lt;br /&gt;
&lt;br /&gt;
There are 7 kinds of chocolate used in the game, divided into 5 stages:&lt;br /&gt;
&lt;br /&gt;
* • &#039;&#039;&#039;Beans&#039;&#039;&#039; look like, well, beans. They are the raw product entering your factory.&lt;br /&gt;
* • &#039;&#039;&#039;Cocoa&#039;&#039;&#039; look like a single brown square.&lt;br /&gt;
* • &#039;&#039;&#039;Bars&#039;&#039;&#039; look like chocolate bars. There are two kinds of bars: &#039;&#039;&#039;Chunks&#039;&#039;&#039; (divided into squares) and &#039;&#039;&#039;Fingers&#039;&#039;&#039; (like KitKat; the sticks are slightly split).&lt;br /&gt;
* • &#039;&#039;&#039;Wrapped&#039;&#039;&#039; look like candies. There are two kind of wrapped chocolate: &#039;&#039;&#039;Caramel&#039;&#039;&#039; (yellow) and &#039;&#039;&#039;Nuts&#039;&#039;&#039; (red).&lt;br /&gt;
* • &#039;&#039;&#039;Boxed&#039;&#039;&#039; look like blue hexagons.&lt;br /&gt;
&lt;br /&gt;
The top three stages (bars, wrapped, boxed) are also called &#039;&#039;&#039;refined chocolates&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Your goal is to deliver chocolate to orders. There are two kinds of orders.&lt;br /&gt;
&lt;br /&gt;
* • Corner Shop orders are personal; you have three available Corner Shop orders available exclusively for you. Some Corner Shop orders are split into stages; you must deliver the stages from the first (bottom-most) to last (top-most).&lt;br /&gt;
* • Department Store orders are shared and have an &amp;quot;area majority&amp;quot; aspect to them. There are 5 Department Stores available each game. Each Department Store order requests a certain type of chocolate; every time you supply some, you increase your standing with the store (marked by increasing your marker on its track). At the end of the game, players are awarded money based on their standings on each store.&lt;br /&gt;
&lt;br /&gt;
The game takes place over 6 days (rounds). Each day, you will recruit an employee, which gives you a special power and also tells which Department Store order you may deliver to for the day. You will also get coal income and add a new part into your factory.&lt;br /&gt;
&lt;br /&gt;
== Day (round) ==&lt;br /&gt;
The game is divided into 6 days (Monday to Saturday). Each day is divided into five phases as follows.&lt;br /&gt;
&lt;br /&gt;
== 1. Prepare ==&lt;br /&gt;
This phase is automated by BGA.&lt;br /&gt;
&lt;br /&gt;
First, you get some coal. The amount of coal is 5 on Monday, 6 on Tuesday, 7 on Wednesday, and so on until 10 on Saturday.&lt;br /&gt;
&lt;br /&gt;
Then, the day&#039;s employees and factory parts are dealt out, as follows.&lt;br /&gt;
&lt;br /&gt;
* • The employees are divided into 5 decks, one for every Department Store. One is drawn from each deck, and they are shuffled together and divided into packets as explained below.&lt;br /&gt;
* • The factory parts are all in a single deck. The first 3 days use parts labeled &amp;quot;A&amp;quot; (tends to be weaker), the last 3 days use parts labeled &amp;quot;B&amp;quot; (stronger). Five of them are drawn and then divided into packets as explained below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto; text-align: center; width: auto; border: 2;&amp;quot;&lt;br /&gt;
! Players !! Packet sizes&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 3 / 2&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 2 / 2 / 1&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 2 / 1 / 1 / 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, in a 2-player game, there will be 4 packets total: a packet of 3 employees, a packet of 2 employees, a packet of 3 factory parts, and a packet of 2 factory parts.&lt;br /&gt;
&lt;br /&gt;
== 2. Expand and Recruit ==&lt;br /&gt;
Starting from the starting player, each player will take one employee and one factory part in a &amp;quot;snake draft&amp;quot; fashion. The starting player gets the first turn, and then turn passes clockwise until the last player (just before the starting player). Then the last player takes another turn, and the turn passes counterclockwise back to the starting player.&lt;br /&gt;
&lt;br /&gt;
On your turn, you must choose one packet and take one employee/part in it. Discard the other cards in the packet. You must end up with one employee and one factory part, so on the second pass, you must take a packet of the kind you haven&#039;t taken.&lt;br /&gt;
&lt;br /&gt;
If you take an employee, you have their power for the rest of the day. See [[#Employees]].&lt;br /&gt;
&lt;br /&gt;
If you take a factory part, also decide where you will put it on your factory. The factory has 8 slots, and you may place your factory part on any slot. You may even cover an existing part, although then you lose access to that part.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Remember that on BGA, &amp;quot;clockwise&amp;quot; means going down the list of players on the sidebar.&lt;br /&gt;
&lt;br /&gt;
== 3. Run Factory ==&lt;br /&gt;
Each player runs their factory individually. If the &amp;quot;Simultaneous mode&amp;quot; setting is turned on, everyone may run their factory simultaneously; otherwise, players take turns starting from the starting player.&lt;br /&gt;
&lt;br /&gt;
You run your factory in 3 shifts. Each shift operates in the following manner:&lt;br /&gt;
&lt;br /&gt;
==== 1. Load &amp;amp; Push ====&lt;br /&gt;
Load a bean onto a square of the belt, then push it into the belt. This causes every square of the belt to move one to the right. The rightmost square is pushed out of the factory; any chocolate still left there immediately goes to your storeroom. (In the physical game, this step is separated into two parts Load and Push, but BGA combines them.)&lt;br /&gt;
&lt;br /&gt;
==== 2. Operate ====&lt;br /&gt;
Operate your parts in any combination in any order. Other than the special Chute part, each factory part may only be operated once per shift, and requires coal to be operated. For more information on factory parts, see [[#Factory parts]].&lt;br /&gt;
&lt;br /&gt;
* • You must have enough coal to operate a factory part.&lt;br /&gt;
* • You may convert 1 chocolate (of any kind) &#039;&#039;&#039;from your storeroom&#039;&#039;&#039; for 1 coal at any time during this phase. You cannot exchange chocolate that is still on the belt.&lt;br /&gt;
* • A factory part may only operate on chocolate on the belt square that is aligned with it (exactly above/below it).&lt;br /&gt;
* • Coal you spend to operate a factory part should be placed on the part (BGA will do this for you). This makes sure the part is only used once per shift.&lt;br /&gt;
* • &#039;&#039;&#039;You must perform Load &amp;amp; Push first&#039;&#039;&#039; before you can operate any part.&lt;br /&gt;
&lt;br /&gt;
Many employees have abilities that can be activated during this phase. Activating employees does not cost any coal, but they can only be activated a limited number of times.&lt;br /&gt;
&lt;br /&gt;
==== 3. Clear ====&lt;br /&gt;
Remove all coal on factory parts. You are ready to perform the next shift.&lt;br /&gt;
&lt;br /&gt;
Any chocolate remaining on the belt stays for the next shift; if it&#039;s the last shift, it stays for the next day. However, &#039;&#039;&#039;at the end your last shift on Saturday, retrieve all chocolate from your belt&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== 4. Fulfill Orders ==&lt;br /&gt;
Starting from the starting player and going clockwise, each player may fulfill orders using &#039;&#039;&#039;chocolate in their storeroom&#039;&#039;&#039;. You cannot use chocolate that&#039;s still on your belt. (Remember that at the end of Saturday&#039;s shifts, all chocolate on your belt goes into your storeroom.)&lt;br /&gt;
&lt;br /&gt;
There are two types of orders.&lt;br /&gt;
&lt;br /&gt;
==== Corner Shop orders ====&lt;br /&gt;
Corner Shop orders are personal; you have 3 Corner Shop orders that are available exclusively for you, other players cannot mess with it. Each Corner Shop order consists of 1-3 stages, ordered from bottom to top.&lt;br /&gt;
&lt;br /&gt;
You have a marker on each order indicating its progress. When you get a new Corner Shop order (including at the beginning of the game), your marker starts at the bottom, below the first stage.&lt;br /&gt;
&lt;br /&gt;
To complete a stage of a Corner Shop order, simply discard the exact requested amount of chocolate of the next stage. You then move your marker one stage up and earn the money indicated.&lt;br /&gt;
&lt;br /&gt;
You must complete stages of a Corner Shop order in order, from bottom to top. But it is legal to complete multiple stages in the same day, whether of the same order or of different orders.&lt;br /&gt;
&lt;br /&gt;
If you complete a Corner Shop order (by completing the last stage), you will replace it with a new one in a later phase this day.&lt;br /&gt;
&lt;br /&gt;
==== Department Store orders ====&lt;br /&gt;
Department Store orders are shared among all players. There are 5 Department Stores available for the entire game. Each Department Store has a track that represents the amount of chocolate you deliver to the store. The more chocolate you supply, the higher your position on the track. The track has 9 spaces; you cannot go higher than 9 spaces.&lt;br /&gt;
&lt;br /&gt;
Each Department Store has its own rules on how you can rise on the track, although most of the time you simply rise 1 step every 1 chocolate supplied. See [[#Department Stores]].&lt;br /&gt;
&lt;br /&gt;
Department Stores award money at the end of the game based on the relative position of you against the other players on each track.&lt;br /&gt;
&lt;br /&gt;
== 5. Cleanup ==&lt;br /&gt;
Starting from the starting player and going clockwise, you perform cleanup to prepare for the next day. This entire phase is skipped at the end of Saturday; instead, simply go to the end of game.&lt;br /&gt;
&lt;br /&gt;
First, you may store only &#039;&#039;&#039;up to 2&#039;&#039;&#039; pieces of chocolate in your storeroom. You must convert any excess to coal. (The rate is the same, 1 chocolate of any kind becomes 1 coal.)&lt;br /&gt;
&lt;br /&gt;
Second, you replace any completed Corner Shop orders. The Corner Shop orders come in three stacks: small (1 stage), medium (2 stages), and large (3 stages). Reveal one from each stack and take one to replace a completed order; put the rest to the bottom of their respective stacks. You may replace the order with any order, you don&#039;t have to choose the same size. If you completed multiple orders at once, you process this one by one; each time you will reveal a new set of orders.&lt;br /&gt;
&lt;br /&gt;
Finally, discard all current employees and move the starting player marker clockwise.&lt;br /&gt;
&lt;br /&gt;
== End of game ==&lt;br /&gt;
The game ends after 6 days. There is some final scoring, described below.&lt;br /&gt;
&lt;br /&gt;
==== Corner Shop majority ====&lt;br /&gt;
The player with the most Corner Shop orders completed earns $12. If multiple players are tied, they all earn $12 each. Count all Corner Shop orders regardless of size. Any Corner Shop order that is not yet complete doesn&#039;t count.&lt;br /&gt;
&lt;br /&gt;
==== Department Store scoring ====&lt;br /&gt;
For each Department Store, determine the relative ranking of all players. Any player whose marker is still at 0 for the store is out of the competition for that store and will not get any money. For the rest, rank the players from highest on the track to lowest. In case players are tied, the player that reaches that space first (and so their marker is at the bottom) is ranked higher.&lt;br /&gt;
&lt;br /&gt;
The player in first place gets $16.&lt;br /&gt;
&lt;br /&gt;
The player in second place gets $8, &#039;&#039;&#039;but only if their marker is at least half of the first place&#039;s marker&#039;&#039;&#039; (rounded up). Otherwise they get nothing.&lt;br /&gt;
&lt;br /&gt;
The player in third place gets $4, &#039;&#039;&#039;but only if the second place reward was awarded, and their marker is at least half of the second place&#039;s marker&#039;&#039;&#039; (rounded up). Otherwise they get nothing.&lt;br /&gt;
&lt;br /&gt;
For example, suppose the scores on a Department Store are 5, 3, 1 respectively. The 5 gets $16. The 3 gets $8 because they are at least half of the first place. The 1 doesn&#039;t get anything because they are not at least half of the second place.&lt;br /&gt;
&lt;br /&gt;
As another example, suppose the scores are 5, 2, 1 instead. The 2 doesn&#039;t get anything because they are not at least half, and the 1 doesn&#039;t get anything because the second place reward was not awarded.&lt;br /&gt;
&lt;br /&gt;
==== Department Store diversification ====&lt;br /&gt;
If your marker is higher than zero on 3/4/5 Department Stores, you earn a bonus of $6/$12/$24. This is in addition to any Department Store scoring you have.&lt;br /&gt;
&lt;br /&gt;
==== Remaining chocolate and coal ====&lt;br /&gt;
Each remaining chocolate/coal in your storeroom is worth $1 per piece, no matter what kind.&lt;br /&gt;
&lt;br /&gt;
After all the above final scoring, the player with the most money wins. In case of a tie, the player that played later in turn order on the final day is the winner.&lt;br /&gt;
&lt;br /&gt;
== Factory parts ==&lt;br /&gt;
Factory parts come in several types. Your factory begins with 3 parts already printed on your board. During the first 3 days, you will add a part from the &amp;quot;A&amp;quot; stack (generally weaker). During the last 3 days, you will add a part from the &amp;quot;B&amp;quot; stack (generally stronger).&lt;br /&gt;
&lt;br /&gt;
Remember that &#039;&#039;&#039;each factory part can only process the pieces available to it&#039;&#039;&#039; (exactly above/below it, not on any other belt square).&lt;br /&gt;
&lt;br /&gt;
==== Converters ====&lt;br /&gt;
An overwhelming majority of the factory parts are converters. They take some pieces of chocolate as input and produce some pieces of chocolate as output. You must provide the exact kinds of chocolate as the input.&lt;br /&gt;
&lt;br /&gt;
Sometimes you have a choice, represented by a symbol that means different kinds of chocolate (e.g. a symbol for Bar instead of specifically Chunk or Finger). If it appears in the input, you may provide any matching chocolate (e.g. if the input asks for a Bar, you can provide either Chunk or Finger). If it appears in the output, you may take any matching chocolate (e.g. if a part produces two Bars, you can take two Chunks, two Fingers, or one Chunk and one Finger).&lt;br /&gt;
&lt;br /&gt;
Some converters have two options. Each time you operate it, you may only choose one option. You may not operate it twice in the same shift, even if you intend to choose two different options.&lt;br /&gt;
&lt;br /&gt;
==== Upgraders ====&lt;br /&gt;
One starting part, one part in &amp;quot;A&amp;quot;, and one part in &amp;quot;B&amp;quot; are upgraders. When you operate such part, you get a number of &amp;quot;upgrade points&amp;quot; you can spend in any way on the pieces of chocolate available for the part. For each upgrade point, choose one piece of chocolate and progress it one step in the following list:&lt;br /&gt;
&lt;br /&gt;
* 1. Bean&lt;br /&gt;
* 2. Cocoa&lt;br /&gt;
* 3. any Bar: Chunk or Finger&lt;br /&gt;
* 4. any Wrapped: Caramel or Nut&lt;br /&gt;
* 5. Boxed&lt;br /&gt;
&lt;br /&gt;
If you have multiple upgrade points, you can spend them in any combination on the pieces; you may even upgrade the same piece multiple times. You do not have to spend all the upgrade points, but anything you don&#039;t spend is immediately lost.&lt;br /&gt;
&lt;br /&gt;
==== Repeaters ====&lt;br /&gt;
One part in &amp;quot;A&amp;quot; and one part in &amp;quot;B&amp;quot; are repeaters. When you operate such part, choose one piece of chocolate and create an exact copy of that chocolate in the same belt square. For the part labeled &amp;quot;x2&amp;quot;, you create 1 copy (so you &amp;quot;double&amp;quot; the chocolate). For the part labeled &amp;quot;x3&amp;quot;, you create 2 copies (so you &amp;quot;triple&amp;quot; the chocolate).&lt;br /&gt;
&lt;br /&gt;
==== Chute ====&lt;br /&gt;
The chute is a special part that begins on your factory board, but is not available otherwise. The chute does not require coal to operate, and may be used any number of times each shift. Take any piece of chocolate on the corresponding belt square and immediately put it into your storeroom (without having to wait until the chocolate comes out from the right side of your factory).&lt;br /&gt;
&lt;br /&gt;
You may build over the chute, but then it is not available for the rest of the game.&lt;br /&gt;
&lt;br /&gt;
== Employees ==&lt;br /&gt;
For each Department Store, there are 7 employees for that store. You will see 6 of them throughout the game.&lt;br /&gt;
&lt;br /&gt;
To use employees that require activation (with e.g. &amp;quot;1x today&amp;quot;), click on the employee then the corresponding object. To use employees that are assigned to a part (Mechanic and Technician), to assign the employee, click on the employee then the part. Then the employee&#039;s effect is active. The other employees are automatic and you don&#039;t have to click anything to activate them.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto; text-align: center; width: 95%; border: 2;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 15%;&amp;quot; | Employee&lt;br /&gt;
! style=&amp;quot;width: 15%;&amp;quot; | Available in stack&lt;br /&gt;
! style=&amp;quot;width: 70%;&amp;quot; | Effect&lt;br /&gt;
|-&lt;br /&gt;
| Director || 1 in each stack || style=&amp;quot;text-align: left;&amp;quot; | Double track progress from delivering to this Department Store today.&lt;br /&gt;
|-&lt;br /&gt;
| Miner || 2 in The Palace Boutique (brown) || style=&amp;quot;text-align: left;&amp;quot; | Immediately get 2 coal.&lt;br /&gt;
|-&lt;br /&gt;
| Operator || 2 in The Palace Boutique (brown) || style=&amp;quot;text-align: left;&amp;quot; | &#039;&#039;&#039;1x today:&#039;&#039;&#039; Move a chocolate from any belt square to any other belt square.&lt;br /&gt;
|-&lt;br /&gt;
| Salesman || 2 in The Palace Boutique (brown) || style=&amp;quot;text-align: left;&amp;quot; | Each Corner Shop order stage you complete today gives $1 more.&lt;br /&gt;
|-&lt;br /&gt;
| Clerk || 2 in Fresh Fancies (orange) || style=&amp;quot;text-align: left;&amp;quot; | &#039;&#039;&#039;1x today:&#039;&#039;&#039; Skip the current stage of any Corner Shop order. (Move the marker but don&#039;t get any money for the skipped stage.)&lt;br /&gt;
|-&lt;br /&gt;
| Decorator || 2 in Fresh Fancies (orange) || style=&amp;quot;text-align: left;&amp;quot; | &#039;&#039;&#039;1x today:&#039;&#039;&#039; Upgrade any chocolate on any belt square.&lt;br /&gt;
|-&lt;br /&gt;
| Mechanic || 2 in Fresh Fancies (orange) || style=&amp;quot;text-align: left;&amp;quot; | &#039;&#039;&#039;Assign to a part.&#039;&#039;&#039; (BGA note: Click the Mechanic then the part.)&amp;lt;br&amp;gt;The coal cost to operate the assigned part today is halved (rounded up).&lt;br /&gt;
|-&lt;br /&gt;
| (Corner Shop) Agent || 2 in Salter&#039;s Emporium (gray) || style=&amp;quot;text-align: left;&amp;quot; | &#039;&#039;&#039;1x today:&#039;&#039;&#039; Complete the current stage of a Corner Shop order using any combination of refined chocolate. (You still need to supply the same number of chocolate.)&lt;br /&gt;
|-&lt;br /&gt;
| (Expert) Miner || 2 in Salter&#039;s Emporium (gray) || style=&amp;quot;text-align: left;&amp;quot; | Immediately get 4 coal.&lt;br /&gt;
|-&lt;br /&gt;
| (Exper) Operator || 2 in Salter&#039;s Emporium (gray) || style=&amp;quot;text-align: left;&amp;quot; | &#039;&#039;&#039;3x today:&#039;&#039;&#039; Move a chocolate from any belt square to any other belt square.&lt;br /&gt;
|-&lt;br /&gt;
| Dealer || 2 in House of Luxury (blue) || style=&amp;quot;text-align: left;&amp;quot; | &#039;&#039;&#039;1x today:&#039;&#039;&#039; Complete the current stage of a Corner Shop order using one fewer piece of chocolate. (You will be asked how to pay for an order if there are multiple choices.)&lt;br /&gt;
|-&lt;br /&gt;
| Engineer || 2 in House of Luxury (blue) || style=&amp;quot;text-align: left;&amp;quot; | You do 4 shifts today instead of 3.&lt;br /&gt;
|-&lt;br /&gt;
| Supervisor || 2 in House of Luxury (blue) || style=&amp;quot;text-align: left;&amp;quot; | Each time you load today, you load 2 beans instead of 1. (This applies to all 3 shifts.)&lt;br /&gt;
|-&lt;br /&gt;
| (Department Store) Agent || 2 in Dunstan &amp;amp; Gilbert&#039;s (green) || style=&amp;quot;text-align: left;&amp;quot; | At the start of Cleanup phase (after everyone else fulfilled orders), you may fulfill into any one other Department Store.&lt;br /&gt;
|-&lt;br /&gt;
| Packer || 2 in Dunstan &amp;amp; Gilbert&#039;s (green) || style=&amp;quot;text-align: left;&amp;quot; | &#039;&#039;&#039;1x today:&#039;&#039;&#039; Double all chocolate on any one belt square.&lt;br /&gt;
|-&lt;br /&gt;
| Technician || 2 in Dunstan &amp;amp; Gilbert&#039;s (green) || style=&amp;quot;text-align: left;&amp;quot; | &#039;&#039;&#039;Assign to a part.&#039;&#039;&#039; (BGA note: Click the Technician then the part.)&amp;lt;br&amp;gt;Each time you operate it today, you may spend 1 extra coal to operate it on an adjacent belt square. (BGA note: After operating the part, click the technician then the square to operate it on.)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Department Stores ==&lt;br /&gt;
Each of the five Department Stores have two &amp;quot;sides&amp;quot;. For each store, one side is chosen at the start of the game.&lt;br /&gt;
&lt;br /&gt;
==== The Palace Boutique (brown) ====&lt;br /&gt;
* • Side A: Supply any number of refined chocolate &#039;&#039;&#039;of the same kind&#039;&#039;&#039;. Progress 1 space per chocolate.&lt;br /&gt;
* • Side B: Supply any number of refined chocolate &#039;&#039;&#039;of different kinds&#039;&#039;&#039;. Progress 1 space per chocolate. (You must supply all chocolate for each day at once, so you&#039;re capped to progress at most 5 spaces per day without the Director&#039;s effect.)&lt;br /&gt;
&lt;br /&gt;
==== Fresh Fancies (orange) ====&lt;br /&gt;
* • Side A: Supply any number of Chunks. Progress 1 space per chocolate.&lt;br /&gt;
* • Side B: Supply any number of Fingers. Progress 1 space per chocolate.&lt;br /&gt;
&lt;br /&gt;
==== Salter&#039;s Emporium (gray) ====&lt;br /&gt;
* • Side A: Supply any number of Caramels. Progress 1 space per chocolate.&lt;br /&gt;
* • Side B: Supply any number of Nuts. Progress 1 space per chocolate.&lt;br /&gt;
&lt;br /&gt;
==== House of Luxury (blue) ====&lt;br /&gt;
* • Side A: Supply any number of Boxeds. Progress 1 space per chocolate.&lt;br /&gt;
* • Side B: Supply any number of sets of 2 Bars. Progress 1 space per set. (For example, you can supply a total of 5 Chunks and 3 Fingers to progress 4 spaces. BGA will ask you to choose the set every time.)&lt;br /&gt;
&lt;br /&gt;
==== Dunstan &amp;amp; Gilbert&#039;s (green) ====&lt;br /&gt;
* • Side A: Supply any number of sets of 2 Wrappeds/Boxeds in any combination. Progress 1 space per set. (For example, you can supply a total of 2 Caramels, 1 Nut, and 3 Boxeds to progress 3 spaces. BGA will ask you to choose the set every time.)&lt;br /&gt;
* • Side B: Supply &#039;&#039;&#039;exactly two&#039;&#039;&#039; chocolates in one of the following forms: two Bars (progress 2 spaces), two Wrappeds (progress 3 spaces), or two Boxeds (progress 4 spaces). No other combination of chocolates is acceptable. Progress as indicated. (Unlike the other stores, you can only supply one set every day, so you&#039;re capped to progress at most 4 spaces per day without the Director&#039;s effect.)&lt;br /&gt;
&lt;br /&gt;
== Solo ==&lt;br /&gt;
In the solo game, you&#039;re trying to complete all demands by the end of the week.&lt;br /&gt;
&lt;br /&gt;
==== Your goals ====&lt;br /&gt;
There are two kinds of goals: one Weekly Target and the Demand cards. You must complete them all.&lt;br /&gt;
&lt;br /&gt;
One Weekly Target is chosen at random and is revealed at the start of the game. Some Weekly Targets come with &amp;quot;Special Orders&amp;quot;; the indicated Corner Shop orders are dealt next to the Weekly Target. These orders are separate from your usual Corner Shop orders.&lt;br /&gt;
&lt;br /&gt;
In addition, there are 6 Demand cards. One Demand card is revealed at the start of the game, and the other five will be revealed one by one at the start of Monday to Friday.&lt;br /&gt;
&lt;br /&gt;
The goals feature a variety of objectives. For all objective types below (except chocolate order objectives), at the end of the game, you must discard the indicated amount to complete that objective. This means everything you have cannot be double-counted: for example, if you have two money goals requiring $20 and $30, you need to have $50 so that you can pay $20 for the first and $30 for the second.&lt;br /&gt;
&lt;br /&gt;
* • Money objectives: Pay this amount of money from Corner Shop orders. (You don&#039;t have any final scoring.)&lt;br /&gt;
* • Corner Shop objectives: Discard this many &#039;&#039;&#039;completed&#039;&#039;&#039; Corner Shop orders. Some of them have size conditions.&lt;br /&gt;
* • Department Store objectives: Move your Department Store markers backward this many steps. If there are multiple on the same card, you must move back markers &#039;&#039;&#039;from different Department Stores&#039;&#039;&#039;. For example, five &amp;quot;x1 Department Store&amp;quot; objectives on the same card can only be satisfied by having at least 1 space on every Department Store.&lt;br /&gt;
* • Chocolate order objectives and Special Orders: This kind of objectives can be completed during the game instead of at the end of the game. During phase 4 (fulfilling orders), you can deliver chocolate to these objectives just like other orders. Special Orders are in the form of Corner Shop orders; as usual, you must complete the stages in order.&lt;br /&gt;
&lt;br /&gt;
You win if you complete all objectives on all the goal cards. You lose otherwise.&lt;br /&gt;
&lt;br /&gt;
==== Changes within a round ====&lt;br /&gt;
* • Phase 1 (prepare): Also reveal the next Demand card if available. (You will not reveal any on Saturday.)&lt;br /&gt;
* • Phase 1 (prepare): The employees are not grouped into packets. Instead, each employee is dealt on its own. Then one of the employees is discarded, according to the day: on Mon/Tue/Wed/Thu/Fri, discard the green/blue/gray/orange/brown employee. (Nothing gets discarded on Saturday.) You choose any one employee.&lt;br /&gt;
* • Phase 1 (prepare): The factory parts are also not grouped into packets. Deal 4 parts separately and discard a 5th one. (On Saturday, deal 5 parts, nothing gets discarded.) You choose any one part.&lt;br /&gt;
* • Phase 5 (cleanup): Any completed Special Orders (Corner Shop orders dealt into the goals) are not replaced. Your usual Corner Shop orders are replaced as normal.&lt;br /&gt;
* • Phase 5 (cleanup): You may keep &#039;&#039;&#039;6 chocolates&#039;&#039;&#039; in your storeroom instead of just 2.&lt;/div&gt;</summary>
		<author><name>Chaotic iak</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpchocolatefactory&amp;diff=25927</id>
		<title>Gamehelpchocolatefactory</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpchocolatefactory&amp;diff=25927"/>
		<updated>2025-07-28T18:24:10Z</updated>

		<summary type="html">&lt;p&gt;Chaotic iak: full rewrite&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Build your chocolate factory to complete orders and earn money. The player making the most money wins.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Your player board is a factory. There is a conveyor belt running through the middle, as well as places for factory parts above and below the belt. (You start with three factory parts; see [[#Factory parts]].) Raw cocoa beans will be delivered from the left of your factory, and by operating the factory parts, you can improve them to various chocolate products. To operate the factory parts, you need to use coal.&lt;br /&gt;
&lt;br /&gt;
There are 7 kinds of chocolate used in the game, divided into 5 stages:&lt;br /&gt;
&lt;br /&gt;
* • &#039;&#039;&#039;Beans&#039;&#039;&#039; look like, well, beans. They are the raw product entering your factory.&lt;br /&gt;
* • &#039;&#039;&#039;Cocoa&#039;&#039;&#039; look like a single brown square.&lt;br /&gt;
* • &#039;&#039;&#039;Bars&#039;&#039;&#039; look like chocolate bars. There are two kinds of bars: &#039;&#039;&#039;Chunks&#039;&#039;&#039; (divided into squares) and &#039;&#039;&#039;Fingers&#039;&#039;&#039; (like KitKat; the sticks are slightly split).&lt;br /&gt;
* • &#039;&#039;&#039;Wrapped&#039;&#039;&#039; look like candies. There are two kind of wrapped chocolate: &#039;&#039;&#039;Caramel&#039;&#039;&#039; (yellow) and &#039;&#039;&#039;Nuts&#039;&#039;&#039; (red).&lt;br /&gt;
* • &#039;&#039;&#039;Boxed&#039;&#039;&#039; look like blue hexagons.&lt;br /&gt;
&lt;br /&gt;
The top three stages (bars, wrapped, boxed) are also called &#039;&#039;&#039;refined chocolates&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Your goal is to deliver chocolate to orders. There are two kinds of orders.&lt;br /&gt;
&lt;br /&gt;
* • Corner Shop orders are personal; you have three available Corner Shop orders available exclusively for you. Some Corner Shop orders are split into stages; you must deliver the stages from the first (bottom-most) to last (top-most).&lt;br /&gt;
* • Department Store orders are shared and have an &amp;quot;area majority&amp;quot; aspect to them. There are 5 Department Stores available each game. Each Department Store order requests a certain type of chocolate; every time you supply some, you increase your standing with the store (marked by increasing your marker on its track). At the end of the game, players are awarded money based on their standings on each store.&lt;br /&gt;
&lt;br /&gt;
The game takes place over 6 days (rounds). Each day, you will recruit an employee, which gives you a special power and also tells which Department Store order you may deliver to for the day. You will also get coal income and add a new part into your factory.&lt;br /&gt;
&lt;br /&gt;
== Day (round) ==&lt;br /&gt;
The game is divided into 6 days (Monday to Saturday). Each day is divided into five phases as follows.&lt;br /&gt;
&lt;br /&gt;
== 1. Prepare ==&lt;br /&gt;
This phase is automated by BGA.&lt;br /&gt;
&lt;br /&gt;
First, you get some coal. The amount of coal is 5 on Monday, 6 on Tuesday, 7 on Wednesday, and so on until 10 on Saturday.&lt;br /&gt;
&lt;br /&gt;
Then, the day&#039;s employees and factory parts are dealt out, as follows.&lt;br /&gt;
&lt;br /&gt;
* • The employees are divided into 5 decks, one for every Department Store. One is drawn from each deck, and they are shuffled together and divided into packets as explained below.&lt;br /&gt;
* • The factory parts are all in a single deck. The first 3 days use parts labeled &amp;quot;A&amp;quot; (tends to be weaker), the last 3 days use parts labeled &amp;quot;B&amp;quot; (stronger). Five of them are drawn and then divided into packets as explained below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto; text-align: center; width: auto; border: 2;&amp;quot;&lt;br /&gt;
! Players !! Packet sizes&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 3 / 2&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 2 / 2 / 1&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 2 / 1 / 1 / 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, in a 2-player game, there will be 4 packets total: a packet of 3 employees, a packet of 2 employees, a packet of 3 factory parts, and a packet of 2 factory parts.&lt;br /&gt;
&lt;br /&gt;
== 2. Expand and Recruit ==&lt;br /&gt;
Starting from the starting player, each player will take one employee and one factory part in a &amp;quot;snake draft&amp;quot; fashion. The starting player gets the first turn, and then turn passes clockwise until the last player (just before the starting player). Then the last player takes another turn, and the turn passes counterclockwise back to the starting player.&lt;br /&gt;
&lt;br /&gt;
On your turn, you must choose one packet and take one employee/part in it. Discard the other cards in the packet. You must end up with one employee and one factory part, so on the second pass, you must take a packet of the kind you haven&#039;t taken.&lt;br /&gt;
&lt;br /&gt;
If you take an employee, you have their power for the rest of the day. See [[#Employees]].&lt;br /&gt;
&lt;br /&gt;
If you take a factory part, also decide where you will put it on your factory. The factory has 8 slots, and you may place your factory part on any slot. You may even cover an existing part, although then you lose access to that part.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Remember that on BGA, &amp;quot;clockwise&amp;quot; means going down the list of players on the sidebar.&lt;br /&gt;
&lt;br /&gt;
== 3. Run Factory ==&lt;br /&gt;
Each player runs their factory individually. If the &amp;quot;Simultaneous mode&amp;quot; setting is turned on, everyone may run their factory simultaneously; otherwise, players take turns starting from the starting player.&lt;br /&gt;
&lt;br /&gt;
You run your factory in 3 shifts. Each shift operates in the following manner:&lt;br /&gt;
&lt;br /&gt;
==== 1. Load &amp;amp; Push ====&lt;br /&gt;
Load a bean onto a square of the belt, then push it into the belt. This causes every square of the belt to move one to the right. The rightmost square is pushed out of the factory; any chocolate still left there immediately goes to your storeroom. (In the physical game, this step is separated into two parts Load and Push, but BGA combines them.)&lt;br /&gt;
&lt;br /&gt;
==== 2. Operate ====&lt;br /&gt;
Operate your parts in any combination in any order. Other than the special Chute part, each factory part may only be operated once per shift, and requires coal to be operated. For more information on factory parts, see [[#Factory parts]].&lt;br /&gt;
&lt;br /&gt;
* • You must have enough coal to operate a factory part.&lt;br /&gt;
* • You may convert 1 chocolate (of any kind) &#039;&#039;&#039;from your storeroom&#039;&#039;&#039; for 1 coal at any time during this phase. You cannot exchange chocolate that is still on the belt.&lt;br /&gt;
* • A factory part may only operate on chocolate on the belt square that is aligned with it (exactly above/below it).&lt;br /&gt;
* • Coal you spend to operate a factory part should be placed on the part (BGA will do this for you). This makes sure the part is only used once per shift.&lt;br /&gt;
* • &#039;&#039;&#039;You must perform Load &amp;amp; Push first&#039;&#039;&#039; before you can operate any part.&lt;br /&gt;
&lt;br /&gt;
Many employees have abilities that can be activated during this phase. Activating employees does not cost any coal, but they can only be activated a limited number of times.&lt;br /&gt;
&lt;br /&gt;
==== 3. Clear ====&lt;br /&gt;
Remove all coal on factory parts. You are ready to perform the next shift.&lt;br /&gt;
&lt;br /&gt;
Any chocolate remaining on the belt stays for the next shift; if it&#039;s the last shift, it stays for the next day. However, &#039;&#039;&#039;at the end your last shift on Saturday, retrieve all chocolate from your belt&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== 4. Fulfill Orders ==&lt;br /&gt;
Starting from the starting player and going clockwise, each player may fulfill orders using &#039;&#039;&#039;chocolate in their storeroom&#039;&#039;&#039;. You cannot use chocolate that&#039;s still on your belt. (Remember that at the end of Saturday&#039;s shifts, all chocolate on your belt goes into your storeroom.)&lt;br /&gt;
&lt;br /&gt;
There are two types of orders.&lt;br /&gt;
&lt;br /&gt;
==== Corner Shop orders ====&lt;br /&gt;
Corner Shop orders are personal; you have 3 Corner Shop orders that are available exclusively for you, other players cannot mess with it. Each Corner Shop order consists of 1-3 stages, ordered from bottom to top.&lt;br /&gt;
&lt;br /&gt;
You have a marker on each order indicating its progress. When you get a new Corner Shop order (including at the beginning of the game), your marker starts at the bottom, below the first stage.&lt;br /&gt;
&lt;br /&gt;
To complete a stage of a Corner Shop order, simply discard the exact requested amount of chocolate of the next stage. You then move your marker one stage up and earn the money indicated.&lt;br /&gt;
&lt;br /&gt;
You must complete stages of a Corner Shop order in order, from bottom to top. But it is legal to complete multiple stages in the same day, whether of the same order or of different orders.&lt;br /&gt;
&lt;br /&gt;
If you complete a Corner Shop order (by completing the last stage), you will replace it with a new one in a later phase this day.&lt;br /&gt;
&lt;br /&gt;
==== Department Store orders ====&lt;br /&gt;
Department Store orders are shared among all players. There are 5 Department Stores available for the entire game. Each Department Store has a track that represents the amount of chocolate you deliver to the store. The more chocolate you supply, the higher your position on the track. The track has 9 spaces; you cannot go higher than 9 spaces.&lt;br /&gt;
&lt;br /&gt;
Each Department Store has its own rules on how you can rise on the track, although most of the time you simply rise 1 step every 1 chocolate supplied. See [[#Department Stores]].&lt;br /&gt;
&lt;br /&gt;
Department Stores award money at the end of the game based on the relative position of you against the other players on each track.&lt;br /&gt;
&lt;br /&gt;
== 5. Cleanup ==&lt;br /&gt;
Starting from the starting player and going clockwise, you perform cleanup to prepare for the next day. This entire phase is skipped at the end of Saturday; instead, simply go to the end of game.&lt;br /&gt;
&lt;br /&gt;
First, you may store only &#039;&#039;&#039;up to 2&#039;&#039;&#039; pieces of chocolate in your storeroom. You must convert any excess to coal. (The rate is the same, 1 chocolate of any kind becomes 1 coal.)&lt;br /&gt;
&lt;br /&gt;
Second, you replace any completed Corner Shop orders. The Corner Shop orders come in three stacks: small (1 stage), medium (2 stages), and large (3 stages). Reveal one from each stack and take one to replace a completed order; put the rest to the bottom of their respective stacks. You may replace the order with any order, you don&#039;t have to choose the same size. If you completed multiple orders at once, you process this one by one; each time you will reveal a new set of orders.&lt;br /&gt;
&lt;br /&gt;
Finally, discard all current employees and move the starting player marker clockwise.&lt;br /&gt;
&lt;br /&gt;
== End of game ==&lt;br /&gt;
The game ends after 6 days. There is some final scoring, described below.&lt;br /&gt;
&lt;br /&gt;
==== Corner Shop majority ====&lt;br /&gt;
The player with the most Corner Shop orders completed earns $12. If multiple players are tied, they all earn $12 each. Count all Corner Shop orders regardless of size. Any Corner Shop order that is not yet complete doesn&#039;t count.&lt;br /&gt;
&lt;br /&gt;
==== Department Store scoring ====&lt;br /&gt;
For each Department Store, determine the relative ranking of all players. Any player whose marker is still at 0 for the store is out of the competition for that store and will not get any money. For the rest, rank the players from highest on the track to lowest. In case players are tied, the player that reaches that space first (and so their marker is at the bottom) is ranked higher.&lt;br /&gt;
&lt;br /&gt;
The player in first place gets $16.&lt;br /&gt;
&lt;br /&gt;
The player in second place gets $8, &#039;&#039;&#039;but only if their marker is at least half of the first place&#039;s marker&#039;&#039;&#039; (rounded up). Otherwise they get nothing.&lt;br /&gt;
&lt;br /&gt;
The player in third place gets $4, &#039;&#039;&#039;but only if the second place reward was awarded, and their marker is at least half of the second place&#039;s marker&#039;&#039;&#039; (rounded up). Otherwise they get nothing.&lt;br /&gt;
&lt;br /&gt;
For example, suppose the scores on a Department Store are 5, 3, 1 respectively. The 5 gets $16. The 3 gets $8 because they are at least half of the first place. The 1 doesn&#039;t get anything because they are not at least half of the second place.&lt;br /&gt;
&lt;br /&gt;
As another example, suppose the scores are 5, 2, 1 instead. The 2 doesn&#039;t get anything because they are not at least half, and the 1 doesn&#039;t get anything because the second place reward was not awarded.&lt;br /&gt;
&lt;br /&gt;
==== Department Store diversification ====&lt;br /&gt;
If your marker is higher than zero on 3/4/5 Department Stores, you earn a bonus of $6/$12/$24. This is in addition to any Department Store scoring you have.&lt;br /&gt;
&lt;br /&gt;
==== Remaining chocolate and coal ====&lt;br /&gt;
Each remaining chocolate/coal in your storeroom is worth $1 per piece, no matter what kind.&lt;br /&gt;
&lt;br /&gt;
After all the above final scoring, the player with the most money wins. In case of a tie, the player that played later in turn order on the final day is the winner.&lt;br /&gt;
&lt;br /&gt;
== Factory parts ==&lt;br /&gt;
Factory parts come in several types. Your factory begins with 3 parts already printed on your board. During the first 3 days, you will add a part from the &amp;quot;A&amp;quot; stack (generally weaker). During the last 3 days, you will add a part from the &amp;quot;B&amp;quot; stack (generally stronger).&lt;br /&gt;
&lt;br /&gt;
Remember that &#039;&#039;&#039;each factory part can only process the pieces available to it&#039;&#039;&#039; (exactly above/below it, not on any other belt square).&lt;br /&gt;
&lt;br /&gt;
==== Converters ====&lt;br /&gt;
An overwhelming majority of the factory parts are converters. They take some pieces of chocolate as input and produce some pieces of chocolate as output. You must provide the exact kinds of chocolate as the input.&lt;br /&gt;
&lt;br /&gt;
Sometimes you have a choice, represented by a symbol that means different kinds of chocolate (e.g. a symbol for Bar instead of specifically Chunk or Finger). If it appears in the input, you may provide any matching chocolate (e.g. if the input asks for a Bar, you can provide either Chunk or Finger). If it appears in the output, you may take any matching chocolate (e.g. if a part produces two Bars, you can take two Chunks, two Fingers, or one Chunk and one Finger).&lt;br /&gt;
&lt;br /&gt;
Some converters have two options. Each time you operate it, you may only choose one option. You may not operate it twice in the same shift, even if you intend to choose two different options.&lt;br /&gt;
&lt;br /&gt;
==== Upgraders ====&lt;br /&gt;
One starting part, one part in &amp;quot;A&amp;quot;, and one part in &amp;quot;B&amp;quot; are upgraders. When you operate such part, you get a number of &amp;quot;upgrade points&amp;quot; you can spend in any way on the pieces of chocolate available for the part. For each upgrade point, choose one piece of chocolate and progress it one step in the following list:&lt;br /&gt;
&lt;br /&gt;
* 1. Bean&lt;br /&gt;
* 2. Cocoa&lt;br /&gt;
* 3. any Bar: Chunk or Finger&lt;br /&gt;
* 4. any Wrapped: Caramel or Nut&lt;br /&gt;
* 5. Boxed&lt;br /&gt;
&lt;br /&gt;
If you have multiple upgrade points, you can spend them in any combination on the pieces; you may even upgrade the same piece multiple times. You do not have to spend all the upgrade points, but anything you don&#039;t spend is immediately lost.&lt;br /&gt;
&lt;br /&gt;
==== Repeaters ====&lt;br /&gt;
One part in &amp;quot;A&amp;quot; and one part in &amp;quot;B&amp;quot; are repeaters. When you operate such part, choose one piece of chocolate and create an exact copy of that chocolate in the same belt square. For the part labeled &amp;quot;x2&amp;quot;, you create 1 copy (so you &amp;quot;double&amp;quot; the chocolate). For the part labeled &amp;quot;x3&amp;quot;, you create 2 copies (so you &amp;quot;triple&amp;quot; the chocolate).&lt;br /&gt;
&lt;br /&gt;
==== Chute ====&lt;br /&gt;
The chute is a special part that begins on your factory board, but is not available otherwise. The chute does not require coal to operate, and may be used any number of times each shift. Take any piece of chocolate on the corresponding belt square and immediately put it into your storeroom (without having to wait until the chocolate comes out from the right side of your factory).&lt;br /&gt;
&lt;br /&gt;
You may build over the chute, but then it is not available for the rest of the game.&lt;br /&gt;
&lt;br /&gt;
== Employees ==&lt;br /&gt;
For each Department Store, there are 7 employees for that store. You will see 6 of them throughout the game.&lt;br /&gt;
&lt;br /&gt;
To use employees that require activation (with e.g. &amp;quot;1x today&amp;quot;), click on the employee then the corresponding object. To use employees that are assigned to a part (Mechanic and Technician), to assign the employee, click on the employee then the part. Then the employee&#039;s effect is active. The other employees are automatic and you don&#039;t have to click anything to activate them.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto; text-align: center; width: 95%; border: 2;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 15%;&amp;quot; | Employee&lt;br /&gt;
! style=&amp;quot;width: 15%;&amp;quot; | Available in stack&lt;br /&gt;
! style=&amp;quot;width: 70%;&amp;quot; | Effect&lt;br /&gt;
|-&lt;br /&gt;
| Director || 1 in each stack || style=&amp;quot;text-align: left;&amp;quot; | Double track progress from delivering to this Department Store today.&lt;br /&gt;
|-&lt;br /&gt;
| Miner || 2 in The Palace Boutique (brown) || style=&amp;quot;text-align: left;&amp;quot; | Immediately get 2 coal.&lt;br /&gt;
|-&lt;br /&gt;
| Operator || 2 in The Palace Boutique (brown) || style=&amp;quot;text-align: left;&amp;quot; | &#039;&#039;&#039;1x today:&#039;&#039;&#039; Move a chocolate from any belt square to any other belt square.&lt;br /&gt;
|-&lt;br /&gt;
| Salesman || 2 in The Palace Boutique (brown) || style=&amp;quot;text-align: left;&amp;quot; | Each Corner Shop order stage you complete today gives $1 more.&lt;br /&gt;
|-&lt;br /&gt;
| Clerk || 2 in Fresh Fancies (orange) || style=&amp;quot;text-align: left;&amp;quot; | &#039;&#039;&#039;1x today:&#039;&#039;&#039; Skip the current stage of any Corner Shop order. (Move the marker but don&#039;t get any money for the skipped stage.)&lt;br /&gt;
|-&lt;br /&gt;
| Decorator || 2 in Fresh Fancies (orange) || style=&amp;quot;text-align: left;&amp;quot; | &#039;&#039;&#039;1x today:&#039;&#039;&#039; Upgrade any chocolate on any belt square.&lt;br /&gt;
|-&lt;br /&gt;
| Mechanic || 2 in Fresh Fancies (orange) || style=&amp;quot;text-align: left;&amp;quot; | &#039;&#039;&#039;Assign to a part.&#039;&#039;&#039; (BGA note: Click the Mechanic then the part.)&amp;lt;br&amp;gt;The coal cost to operate the assigned part today is halved (rounded up).&lt;br /&gt;
|-&lt;br /&gt;
| (Corner Shop) Agent || 2 in Salter&#039;s Emporium (gray) || style=&amp;quot;text-align: left;&amp;quot; | &#039;&#039;&#039;1x today:&#039;&#039;&#039; Complete the current stage of a Corner Shop order using any combination of refined chocolate. (You still need to supply the same number of chocolate.)&lt;br /&gt;
|-&lt;br /&gt;
| (Expert) Miner || 2 in Salter&#039;s Emporium (gray) || style=&amp;quot;text-align: left;&amp;quot; | Immediately get 4 coal.&lt;br /&gt;
|-&lt;br /&gt;
| (Exper) Operator || 2 in Salter&#039;s Emporium (gray) || style=&amp;quot;text-align: left;&amp;quot; | &#039;&#039;&#039;3x today:&#039;&#039;&#039; Move a chocolate from any belt square to any other belt square.&lt;br /&gt;
|-&lt;br /&gt;
| Dealer || 2 in House of Luxury (blue) || style=&amp;quot;text-align: left;&amp;quot; | &#039;&#039;&#039;1x today:&#039;&#039;&#039; Complete the current stage of a Corner Shop order using one fewer piece of chocolate. (You will be asked how to pay for an order if there are multiple choices.)&lt;br /&gt;
|-&lt;br /&gt;
| Engineer || 2 in House of Luxury (blue) || style=&amp;quot;text-align: left;&amp;quot; | You do 4 shifts today instead of 3.&lt;br /&gt;
|-&lt;br /&gt;
| Supervisor || 2 in House of Luxury (blue) || style=&amp;quot;text-align: left;&amp;quot; | Each time you load today, you load 2 beans instead of 1. (This applies to all 3 shifts.)&lt;br /&gt;
|-&lt;br /&gt;
| (Department Store) Agent || 2 in Dunstan &amp;amp; Gilbert&#039;s (green) || style=&amp;quot;text-align: left;&amp;quot; | At the start of Cleanup phase (after everyone else fulfilled orders), you may fulfill into any one other Department Store.&lt;br /&gt;
|-&lt;br /&gt;
| Packer || 2 in Dunstan &amp;amp; Gilbert&#039;s (green) || style=&amp;quot;text-align: left;&amp;quot; | &#039;&#039;&#039;1x today:&#039;&#039;&#039; Double all chocolate on any one belt square.&lt;br /&gt;
|-&lt;br /&gt;
| Technician || 2 in Dunstan &amp;amp; Gilbert&#039;s (green) || style=&amp;quot;text-align: left;&amp;quot; | &#039;&#039;&#039;Assign to a part.&#039;&#039;&#039; (BGA note: Click the Technician then the part.)&amp;lt;br&amp;gt;Each time you operate it today, you may spend 1 extra coal to operate it on an adjacent belt square. (BGA note: After operating the part, click the technician then the square to operate it on.)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Department Stores ==&lt;br /&gt;
Each of the five Department Stores have two &amp;quot;sides&amp;quot;. For each store, one side is chosen at the start of the game.&lt;br /&gt;
&lt;br /&gt;
==== The Palace Boutique (brown) ====&lt;br /&gt;
* • Side A: Supply any number of refined chocolate &#039;&#039;&#039;of the same kind&#039;&#039;&#039;. Progress 1 space per chocolate.&lt;br /&gt;
* • Side B: Supply any number of refined chocolate &#039;&#039;&#039;of different kinds&#039;&#039;&#039;. Progress 1 space per chocolate. (You must supply all chocolate for each day at once, so you&#039;re capped to progress at most 5 spaces per day without the Director&#039;s effect.)&lt;br /&gt;
&lt;br /&gt;
==== Fresh Fancies (orange) ====&lt;br /&gt;
* • Side A: Supply any number of Chunks. Progress 1 space per chocolate.&lt;br /&gt;
* • Side B: Supply any number of Fingers. Progress 1 space per chocolate.&lt;br /&gt;
&lt;br /&gt;
==== Salter&#039;s Emporium (gray) ====&lt;br /&gt;
* • Side A: Supply any number of Caramels. Progress 1 space per chocolate.&lt;br /&gt;
* • Side B: Supply any number of Nuts. Progress 1 space per chocolate.&lt;br /&gt;
&lt;br /&gt;
==== House of Luxury (blue) ====&lt;br /&gt;
* • Side A: Supply any number of Boxeds. Progress 1 space per chocolate.&lt;br /&gt;
* • Side B: Supply any number of sets of 2 Bars. Progress 1 space per set. (For example, you can supply a total of 5 Chunks and 3 Fingers to progress 4 spaces. BGA will ask you to choose the set every time.)&lt;br /&gt;
&lt;br /&gt;
==== Dunstan &amp;amp; Gilbert&#039;s (green) ====&lt;br /&gt;
* • Side A: Supply any number of sets of 2 Wrappeds/Boxeds in any combination. Progress 1 space per set. (For example, you can supply a total of 2 Caramels, 1 Nut, and 3 Boxeds to progress 3 spaces. BGA will ask you to choose the set every time.)&lt;br /&gt;
* • Side B: Supply &#039;&#039;&#039;exactly two&#039;&#039;&#039; chocolates in one of the following forms: two Bars (progress 2 spaces), two Wrappeds (progress 3 spaces), or two Boxeds (progress 4 spaces). No other combination of chocolates is acceptable. Progress as indicated. (Unlike the other stores, you can only supply one set every day, so you&#039;re capped to progress at most 4 spaces per day without the Director&#039;s effect.)&lt;/div&gt;</summary>
		<author><name>Chaotic iak</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpthattimeyoukilledme&amp;diff=25925</id>
		<title>Gamehelpthattimeyoukilledme</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpthattimeyoukilledme&amp;diff=25925"/>
		<updated>2025-07-28T16:19:34Z</updated>

		<summary type="html">&lt;p&gt;Chaotic iak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Erase your opponent from history by killing them from two out of three time boards.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
You and your opponent are rival time travelers, each claiming that you are the true inventor of time travel. To succeed at this, you need to erase your opponent from history.&lt;br /&gt;
&lt;br /&gt;
The game is played through three eras: past, present, and future. To win, you need to erase your opponent from at least two of the three eras. You have multiple copies of yourself, representing you at different points of your life. You can time travel between boards, possibly creating new copies of yourself. But your opponent can do the same, so you need to kill your opponent many times before you can succeed.&lt;br /&gt;
&lt;br /&gt;
The three time boards represent the same locations at different times. As such, an action you take on one board may have an impact on later boards. For example, growing a seed will cause a shrub and a tree to grow later, or moving an inanimate statue in the past means the statue also exists in its new location in the future.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
The game is played on three time boards, called &#039;&#039;&#039;eras&#039;&#039;&#039;: past, present, and future. Each era is 4x4 and its spaces are numbered 1 to 16 in reading order: first row is 1 through 4, next row is 5 through 8, and so on.&lt;br /&gt;
&lt;br /&gt;
Each player has 7 &#039;&#039;&#039;player pieces&#039;&#039;&#039;; these are &#039;&#039;&#039;copies&#039;&#039;&#039; of your same self.&lt;br /&gt;
&lt;br /&gt;
* • Each player places 3 of their player pieces, one on each era. The white player places their pieces on space 1 of each era. The black player places their pieces on space 16 of each era.&lt;br /&gt;
* • The remaining 4 player pieces make up each player&#039;s supply.&lt;br /&gt;
&lt;br /&gt;
Each player has a focus token, always pointing to one of the three eras. The first player has their focus token on the past era. The second player has their focus token on the future era.&lt;br /&gt;
&lt;br /&gt;
There are additionally other components, depending on which &#039;&#039;&#039;chapter&#039;&#039;&#039; is being played. See [[#Chapters]] for more information.&lt;br /&gt;
&lt;br /&gt;
== Turn ==&lt;br /&gt;
On your turn, do the following three steps:&lt;br /&gt;
&lt;br /&gt;
* 1. Choose any one of your copies, on the era where your focus token is on. This is your &#039;&#039;&#039;active copy&#039;&#039;&#039;.&lt;br /&gt;
* 2. Do 2 actions using the active copy. You may choose actions in any combination, including choosing the same action twice. You cannot split up these actions across multiple copies.&lt;br /&gt;
* 3. Move your focus token to a &#039;&#039;&#039;different&#039;&#039;&#039; era.&lt;br /&gt;
* 4. Check for game end.&lt;br /&gt;
&lt;br /&gt;
Note that your active copy may move, and may even move to a different board. But it is still your active copy.&lt;br /&gt;
&lt;br /&gt;
If you have multiple player pieces, you must choose one where you can take 2 actions if possible. If not, you choose one where you can take at least 1 action.&lt;br /&gt;
&lt;br /&gt;
If none of your pieces can do any action — most likely because you have no piece at all on that era — then you forfeit steps 1 and 2, you simply move your focus token and check for game end.&lt;br /&gt;
&lt;br /&gt;
==== Game end ====&lt;br /&gt;
You win if, at the end of &#039;&#039;&#039;your&#039;&#039;&#039; turn, there is only one (or no) era in which your &#039;&#039;&#039;opponent&#039;&#039;&#039; has copies. It doesn&#039;t matter whether the opponent still has copies in their supply.&lt;br /&gt;
&lt;br /&gt;
Also, you can never lose on your own turn, since you only check for your win on your turn (and not the opponent&#039;s win). It is legal to leave yourself on just one era. Usually it is a bad idea, but if you can win on the same turn, you win before your opponent can check for winning on their next turn.&lt;br /&gt;
&lt;br /&gt;
You may concede using the usual BGA feature &amp;quot;concede this game&amp;quot;. Note that conceding is only available after the game reaches 50% progression.&lt;br /&gt;
&lt;br /&gt;
It is also possible that the game reduces to a stalemate. BGA tries to detect this and offers an &amp;quot;Offer draw&amp;quot; button when it thinks the game is not progressing. You may agree on a draw by using the usual BGA feature &amp;quot;propose to abandon this game collectively&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
These &#039;&#039;&#039;actions&#039;&#039;&#039; are always available. Actions may cause &#039;&#039;&#039;effects&#039;&#039;&#039;, which are automatically performed.&lt;br /&gt;
&lt;br /&gt;
==== Action: Move ====&lt;br /&gt;
Move your active copy one space orthogonally (not diagonally) on the same era. You may choose any direction that is legal, and if you take this action multiple times, you can choose different directions.&lt;br /&gt;
&lt;br /&gt;
You may not move outside the board. You may not move to a space occupied by another of your copies. However, you may move to a space occupied by an opponent&#039;s piece.&lt;br /&gt;
&lt;br /&gt;
==== Effect: Push ====&lt;br /&gt;
When a piece moves into a space occupied by an opposing piece, the opposing piece is &#039;&#039;&#039;pushed&#039;&#039;&#039; one space in the same direction. This may cause the opposing piece to push another piece, and so on.&lt;br /&gt;
&lt;br /&gt;
==== Effect: Squish ====&lt;br /&gt;
If, following a push, the opposing piece cannot legally occupy the next space (because e.g. it is outside the board), the opposing piece &#039;&#039;&#039;dies&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A dead copy is removed from the game permanently; it does &#039;&#039;not&#039;&#039; return to a player&#039;s supply.&lt;br /&gt;
&lt;br /&gt;
==== Effect: Paradox ====&lt;br /&gt;
If, following a push, the opposing piece occupies a space with another opposing piece, this causes a &#039;&#039;&#039;paradox&#039;&#039;&#039;. Both opposing pieces die.&lt;br /&gt;
&lt;br /&gt;
==== Action: Time travel forward ====&lt;br /&gt;
Move your active copy to the same space on the next era. The destination space must be empty, and your active copy cannot already be on the future era.&lt;br /&gt;
&lt;br /&gt;
It is legal to time travel forward twice (from past to future), but the first action must resolve in full before you can take the second action. In particular, you cannot do this if there is something blocking your way on the present board.&lt;br /&gt;
&lt;br /&gt;
==== Action: Time travel backward ====&lt;br /&gt;
Move your active copy to the same space on the previous era. The destination space must be empty, and your active copy cannot already be on the past era.&lt;br /&gt;
&lt;br /&gt;
After that, place a copy from your supply on the space you just vacated (on the era before you time traveled backward). This represents you aging through time.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t have any copies left in your supply, you can no longer time travel backward for the rest of the game.&lt;br /&gt;
&lt;br /&gt;
It is legal to time travel backward twice, with the same caveats as time traveling forward. Do note that each action will cause you to place a copy from your supply. It is legal to time travel forward and then backward. (The other way around will likely not work, because time traveling backward will leave a copy of yourself, and then you cannot time travel forward as the space is occupied.)&lt;br /&gt;
&lt;br /&gt;
== Chapters ==&lt;br /&gt;
The game comes with 3 different modules. The rulebook introduces them in order (Chapters 1 to 3), and then introduces a way to use multiple modules at once (Chapter 4). There is also an unofficial &amp;quot;Chapter 0&amp;quot; that does not use any of the modules.&lt;br /&gt;
&lt;br /&gt;
The rulebook recommends you to play Chapters 1 to 3 at least three times each, so you are familiar with the rules and the strategies, before moving on to the next one. The rulebook does not recommend playing &amp;quot;Chapter 0&amp;quot; at all, but it is there if you want to get used to the basic rules first.&lt;br /&gt;
&lt;br /&gt;
Any rules about specific chapters override the defaults described above. Each module is independent; while playing Chapters 1 to 3, you do not use any component in a previous chapter, you start fresh each time.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 0: Introductory game ====&lt;br /&gt;
This chapter does not use any other module. Note that a stalemate is much more likely in this chapter.&lt;br /&gt;
&lt;br /&gt;
== Chapter 1: Growth ==&lt;br /&gt;
The Growth module introduces plants in the form of &#039;&#039;&#039;seeds&#039;&#039;&#039;, &#039;&#039;&#039;shrubs&#039;&#039;&#039;, and &#039;&#039;&#039;trees&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
There is a shared supply containing 5 of each.&lt;br /&gt;
&lt;br /&gt;
==== Pieces overview ====&lt;br /&gt;
Seeds do not block player pieces. A player piece may occupy the same space as a seed; when moving, pushing, and time traveling, treat these spaces as empty.&lt;br /&gt;
&lt;br /&gt;
Shrubs are immovable and essentially act as walls. A player piece may not occupy the same space as a shrub, so they may not move to a shrub. If a player piece gets pushed to a shrub, they die.&lt;br /&gt;
&lt;br /&gt;
Trees can be pushed; a tree &#039;&#039;&#039;topples&#039;&#039;&#039; to become a &#039;&#039;&#039;fallen tree&#039;&#039;&#039;. Read more about this below.&lt;br /&gt;
&lt;br /&gt;
Fallen trees are immovable, like shrubs. Their trunk points to a space where it fell from; this is only used for the &amp;quot;ungrow&amp;quot; effect below.&lt;br /&gt;
&lt;br /&gt;
==== Action: Plant seed ====&lt;br /&gt;
Place a seed on the current space of your active copy, or any orthogonally adjacent space. The supply must still have a seed remaining.&lt;br /&gt;
&lt;br /&gt;
==== Effect: Grow ====&lt;br /&gt;
When a seed is placed on a space, if the same space on the next era is empty, place a shrub there.&lt;br /&gt;
&lt;br /&gt;
When a shrub is placed on a space, if the same space on the next era is empty, place a tree there.&lt;br /&gt;
&lt;br /&gt;
Note that if a shrub cannot grow on the present era, a tree will not grow on the future era either, even if the space is empty.&lt;br /&gt;
&lt;br /&gt;
Note that a seed counts as an occupied space for the purpose of the &amp;quot;grow&amp;quot; effect.&lt;br /&gt;
&lt;br /&gt;
==== Action: Remove seed ====&lt;br /&gt;
Remove a seed on the current space of your active copy, or any orthogonally adjacent space. Return it to the common supply.&lt;br /&gt;
&lt;br /&gt;
==== Effect: Ungrow ====&lt;br /&gt;
When a seed is removed from a space, also remove any shrub on the same space on the next era.&lt;br /&gt;
&lt;br /&gt;
When a shrub is removed from a space, also remove any tree on the same space on the next era, or any fallen tree whose trunk points to that space on the next era. (Read about fallen trees below.)&lt;br /&gt;
&lt;br /&gt;
Using other modules, it&#039;s possible to remove a seed or a shrub without using the &amp;quot;remove seed&amp;quot; action. The &amp;quot;ungrow&amp;quot; effect will still apply regardless.&lt;br /&gt;
&lt;br /&gt;
==== Effect: Topple ====&lt;br /&gt;
A tree can be pushed, so a player piece may legally move to a tree.&lt;br /&gt;
&lt;br /&gt;
If a tree is pushed (e.g. by a player piece moving to it, or a player piece being pushed to it), it &#039;&#039;&#039;topples&#039;&#039;&#039; to the next space. It becomes a &#039;&#039;&#039;fallen tree&#039;&#039;&#039;, whose trunk points to the space it fell from.&lt;br /&gt;
&lt;br /&gt;
If a tree topples onto a space containing a seed or a player piece, it is &#039;&#039;&#039;crushed&#039;&#039;&#039;. The player piece dies. The seed is removed.&lt;br /&gt;
&lt;br /&gt;
If a tree topples onto another tree, the latter tree will also topple in the same direction.&lt;br /&gt;
&lt;br /&gt;
A tree cannot topple onto a shrub or to outside the board. If this would happen, the tree does not topple and acts as an immovable object. A player piece pushed to such tree will be squished and die.&lt;br /&gt;
&lt;br /&gt;
== Chapter 2: Influence ==&lt;br /&gt;
The Influence module introduces &#039;&#039;&#039;statues&#039;&#039;&#039;. These are objects that can be pushed and pulled. Statues persist through time; when a statue is moved on an era, the same movement is reflected on all later eras.&lt;br /&gt;
&lt;br /&gt;
During setup, a yellow statue is placed on space 7 on each board. Each player also takes 3 statues of their color into their supply.&lt;br /&gt;
&lt;br /&gt;
==== Pieces overview ====&lt;br /&gt;
Each statue of a color represents a single statue that persists through time. At the start of the game, there is one statue already present (yellow). Each player may build a statue once per game.&lt;br /&gt;
&lt;br /&gt;
==== Effect: Push statue ====&lt;br /&gt;
When anything moves into a space occupied by a statue, the statue is pushed one space in the same direction. This may result in additional pushes in the same era.&lt;br /&gt;
&lt;br /&gt;
A moving statue can also push other objects.&lt;br /&gt;
&lt;br /&gt;
If a statue cannot be pushed, it is immovable and acts like a wall. A player piece pushed to it will be squished and die.&lt;br /&gt;
&lt;br /&gt;
==== Effect: Pull statue ====&lt;br /&gt;
When something &#039;&#039;moves&#039;&#039; (not pushed) away from a statue, it &#039;&#039;may&#039;&#039; also pull the statue. The statue is moved onto the space just vacated.&lt;br /&gt;
&lt;br /&gt;
==== Effect: Propagate move ====&lt;br /&gt;
When a statue is moved, the same statue in the next era (if it exists) moves one space in the same direction. Note that the statue might be anywhere on the board for that era.&lt;br /&gt;
&lt;br /&gt;
If a statue cannot move, it will not propagate the moving attempt to the next era.&lt;br /&gt;
&lt;br /&gt;
==== Action: Build statue ====&lt;br /&gt;
Place a statue on a space orthogonally adjacent to your active copy. You may only do this action once per game.&lt;br /&gt;
&lt;br /&gt;
==== Effect: Propagate build ====&lt;br /&gt;
If you place a statue on a space, also attempt to place a statue on the same space on the next era. If the space is occupied, pretend the new statue is moving onto that space from the same direction, and push anything pushable (e.g. a player piece or another statue) accordingly.&lt;br /&gt;
&lt;br /&gt;
If the statue cannot push the object, what happens next depends on the game setting:&lt;br /&gt;
&lt;br /&gt;
* • &amp;quot;Use current rule&amp;quot; on build statue: Use the 2023 revision. The statue is not built in the later era. This also means the build does not further propagate.&lt;br /&gt;
* • &amp;quot;Use old rule&amp;quot; on build statue: Use the original 2021 rule. If the statue cannot be built in that direction, it instead &#039;&#039;&#039;rebounds&#039;&#039;&#039; and tries to build on the opposite direction. For example, you are on space 7 and build a statue onto space 6. In the next era, the propagated build tries to build a statue onto space 6, coming from space 7 (i.e. any object on space 6 is pushed onto space 5). If the object is not pushable, the build rebounds instead; try to build the statue on space 7 instead, coming from space 6 (i.e. any object in space 7 is pushed onto space 8). Note that if this is successful, the build propagates further using this new direction. If both of these do not succeed, the statue is not built.&lt;br /&gt;
&lt;br /&gt;
== Chapter 3: Memory ==&lt;br /&gt;
The Memory module introduces &#039;&#039;&#039;elephants&#039;&#039;&#039;. They can be trained and they remember your training through time. They can also be commanded to move remotely. Elephants are also exceptionally heavy, able to trample other objects.&lt;br /&gt;
&lt;br /&gt;
During setup, on each board, a dark elephant is placed on space 4 and a light elephant is placed on space 13. Each player also takes 3 hats of their color into their supply.&lt;br /&gt;
&lt;br /&gt;
==== Pieces overview ====&lt;br /&gt;
Each elephant of a color represents a single elephant that lives old enough to span through all three eras.&lt;br /&gt;
&lt;br /&gt;
An elephant can be &#039;&#039;&#039;trained&#039;&#039;&#039; by one player or the other, or &#039;&#039;&#039;wild&#039;&#039;&#039; (not trained by either player). It is impossible for an elephant to be trained by both players simultaneously; when it is trained by one player, it forgets all training from the other player.&lt;br /&gt;
&lt;br /&gt;
Elephants are very heavy. They cannot be pushed by anything; they act similarly as walls outside the board. If a player piece is pushed onto an elephant, it dies.&lt;br /&gt;
&lt;br /&gt;
==== Action: Train ====&lt;br /&gt;
Place one of your hats from your supply onto an orthogonally adjacent elephant that is &#039;&#039;not&#039;&#039; wearing one of your hats.&lt;br /&gt;
&lt;br /&gt;
If the elephant is wearing an opponent&#039;s hat, return it to their supply. Therefore, an elephant can only be trained by one player at a time.&lt;br /&gt;
&lt;br /&gt;
If the other elephant in the same era is wearing your hat, move that hat onto the new elephant (instead of placing one from your supply). Therefore, you may only train one elephant at a time.&lt;br /&gt;
&lt;br /&gt;
You may not train an elephant that is already trained by you.&lt;br /&gt;
&lt;br /&gt;
==== Effect: Memory ====&lt;br /&gt;
If you put your hat on an elephant, you also train the same elephant on the next era, wherever it might be. Follow the same method as above (place a hat, remove opponent&#039;s hat if any, move your hat from the other elephant if any).&lt;br /&gt;
&lt;br /&gt;
Note that if the elephant in the next era is already trained by you, you&#039;re not putting a new hat on it, and the &amp;quot;memory&amp;quot; effect does not further propagate.&lt;br /&gt;
&lt;br /&gt;
==== Action: Command ====&lt;br /&gt;
Choose the elephant wearing your hat in the current era, wherever it might be. Move it one space orthogonally.&lt;br /&gt;
&lt;br /&gt;
It doesn&#039;t matter where your active copy is on the current era. But there must be one, so if you cannot choose an active copy where your focus token is, you cannot take the &amp;quot;command&amp;quot; action, even if an elephant in that era happens to be wearing your hat.&lt;br /&gt;
&lt;br /&gt;
==== Effect: Trample ====&lt;br /&gt;
If an elephant moves onto a player piece, the copy is &#039;&#039;&#039;trampled&#039;&#039;&#039; and dies. Note that it is not pushed away, it simply dies.&lt;br /&gt;
&lt;br /&gt;
== Chapter 4: Convergence ==&lt;br /&gt;
This chapter introduces rules to combine multiple modules together.&lt;br /&gt;
&lt;br /&gt;
The game options let you choose one of four variants of Chapter 4. You can choose to mix any 2 specific modules, or you may let BGA choose a random selection of 2 out of the 3 modules.&lt;br /&gt;
&lt;br /&gt;
This chapter lists additional clarifications of how pieces from different modules interact.&lt;br /&gt;
&lt;br /&gt;
If multiple effects would happen together, resolve them in the following order: &#039;&#039;&#039;remove&#039;&#039;&#039; objects, then &#039;&#039;&#039;place&#039;&#039;&#039; objects, then &#039;&#039;&#039;move&#039;&#039;&#039; objects.&lt;br /&gt;
&lt;br /&gt;
==== Growth + Influence ====&lt;br /&gt;
&lt;br /&gt;
* • A space with a seed counts as occupied, and you cannot build a statue there.&lt;br /&gt;
* • However, if a statue propagate-builds onto a space containing a seed, remove the seed (and perform ungrow effects).&lt;br /&gt;
* • If a statue moves onto a seed, remove the seed.&lt;br /&gt;
* • Statues cannot be moved onto shrubs or fallen trees, because they are immovable.&lt;br /&gt;
* • Statues can be moved onto trees. This topples the tree.&lt;br /&gt;
* • Toppled trees can move onto statues. This pushes the statue.&lt;br /&gt;
&lt;br /&gt;
==== Growth + Memory ====&lt;br /&gt;
&lt;br /&gt;
* • Elephants can move onto seeds, shrubs, and fallen trees. This tramples the object; the object is removed.&lt;br /&gt;
* • Elephants can move onto trees. This topples the tree.&lt;br /&gt;
* • Nothing can move onto elephants. In particular, trees cannot topple onto elephants.&lt;br /&gt;
&lt;br /&gt;
==== Influence + Memory ====&lt;br /&gt;
&lt;br /&gt;
* • Elephants can move onto statues. This pushes the statue.&lt;br /&gt;
* • Elephants can also pull statues, because they are moving.&lt;br /&gt;
* • You cannot build a statue on elephants.&lt;br /&gt;
* • Nothing can move onto elephants. In particular, statues cannot be pushed onto elephants. If this is the result of a propagate-build, the statue might rebound away (if using old rule).&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
Full table of interaction between objects: [https://boardgamegeek.com/filepage/231366/movepush-summary-spoilers File on BGG]&lt;/div&gt;</summary>
		<author><name>Chaotic iak</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpthattimeyoukilledme&amp;diff=25889</id>
		<title>Gamehelpthattimeyoukilledme</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpthattimeyoukilledme&amp;diff=25889"/>
		<updated>2025-07-25T16:18:26Z</updated>

		<summary type="html">&lt;p&gt;Chaotic iak: link to object interaction table on bgg&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Erase your opponent from history by killing them from two out of three time boards.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
You and your opponent are rival time travelers, each claiming that you are the true inventor of time travel. To succeed at this, you need to erase your opponent from history.&lt;br /&gt;
&lt;br /&gt;
The game is played through three eras: past, present, and future. To win, you need to erase your opponent from at least two of the three eras. You have multiple copies of yourself, representing you at different points of your life. You can time travel between boards, possibly creating new copies of yourself. But your opponent can do the same, so you need to kill your opponent many times before you can succeed.&lt;br /&gt;
&lt;br /&gt;
The three time boards represent the same locations at different times. As such, an action you take on one board may have an impact on later boards. For example, growing a seed will cause a shrub and a tree to grow later, or moving an inanimate statue in the past means the statue also exists in its new location in the future.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
The game is played on three time boards, called &#039;&#039;&#039;eras&#039;&#039;&#039;: past, present, and future. Each era is 4x4 and its spaces are numbered 1 to 16 in reading order: first row is 1 through 4, next row is 5 through 8, and so on.&lt;br /&gt;
&lt;br /&gt;
Each player has 7 &#039;&#039;&#039;player pieces&#039;&#039;&#039;; these are &#039;&#039;&#039;copies&#039;&#039;&#039; of your same self.&lt;br /&gt;
&lt;br /&gt;
* • Each player places 3 of their player pieces, one on each era. The white player places their pieces on space 1 of each era. The black player places their pieces on space 16 of each era.&lt;br /&gt;
* • The remaining 4 player pieces make up each player&#039;s supply.&lt;br /&gt;
&lt;br /&gt;
Each player has a focus token, always pointing to one of the three eras. The first player has their focus token on the past era. The second player has their focus token on the future era.&lt;br /&gt;
&lt;br /&gt;
There are additionally other components, depending on which &#039;&#039;&#039;chapter&#039;&#039;&#039; is being played. See [[#Chapters]] for more information.&lt;br /&gt;
&lt;br /&gt;
== Turn ==&lt;br /&gt;
On your turn, do the following three steps:&lt;br /&gt;
&lt;br /&gt;
# Choose any one of your copies, on the era where your focus token is on. This is your &#039;&#039;&#039;active copy&#039;&#039;&#039;.&lt;br /&gt;
# Do 2 actions using the active copy. You may choose actions in any combination, including choosing the same action twice. You cannot split up these actions across multiple copies.&lt;br /&gt;
# Move your focus token to a &#039;&#039;&#039;different&#039;&#039;&#039; era.&lt;br /&gt;
# Check for game end.&lt;br /&gt;
&lt;br /&gt;
Note that your active copy may move, and may even move to a different board. But it is still your active copy.&lt;br /&gt;
&lt;br /&gt;
If you have multiple player pieces, you must choose one where you can take 2 actions if possible. If not, you choose one where you can take at least 1 action.&lt;br /&gt;
&lt;br /&gt;
If none of your pieces can do any action — most likely because you have no piece at all on that era — then you forfeit steps 1 and 2, you simply move your focus token and check for game end.&lt;br /&gt;
&lt;br /&gt;
==== Game end ====&lt;br /&gt;
You win if, at the end of &#039;&#039;&#039;your&#039;&#039;&#039; turn, there is only one (or no) era in which your &#039;&#039;&#039;opponent&#039;&#039;&#039; has copies. It doesn&#039;t matter whether the opponent still has copies in their supply.&lt;br /&gt;
&lt;br /&gt;
Also, you can never lose on your own turn, since you only check for your win on your turn (and not the opponent&#039;s win). It is legal to leave yourself on just one era. Usually it is a bad idea, but if you can win on the same turn, you win before your opponent can check for winning on their next turn.&lt;br /&gt;
&lt;br /&gt;
You may concede using the usual BGA feature &amp;quot;concede this game&amp;quot;. Note that conceding is only available after the game reaches 50% progression.&lt;br /&gt;
&lt;br /&gt;
It is also possible that the game reduces to a stalemate. BGA tries to detect this and offers an &amp;quot;Offer draw&amp;quot; button when it thinks the game is not progressing. You may agree on a draw by using the usual BGA feature &amp;quot;propose to abandon this game collectively&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
These &#039;&#039;&#039;actions&#039;&#039;&#039; are always available. Actions may cause &#039;&#039;&#039;effects&#039;&#039;&#039;, which are automatically performed.&lt;br /&gt;
&lt;br /&gt;
==== Action: Move ====&lt;br /&gt;
Move your active copy one space orthogonally (not diagonally) on the same era. You may choose any direction that is legal, and if you take this action multiple times, you can choose different directions.&lt;br /&gt;
&lt;br /&gt;
You may not move outside the board. You may not move to a space occupied by another of your copies. However, you may move to a space occupied by an opponent&#039;s piece.&lt;br /&gt;
&lt;br /&gt;
==== Effect: Push ====&lt;br /&gt;
When a piece moves into a space occupied by an opposing piece, the opposing piece is &#039;&#039;&#039;pushed&#039;&#039;&#039; one space in the same direction. This may cause the opposing piece to push another piece, and so on.&lt;br /&gt;
&lt;br /&gt;
==== Effect: Squish ====&lt;br /&gt;
If, following a push, the opposing piece cannot legally occupy the next space (because e.g. it is outside the board), the opposing piece &#039;&#039;&#039;dies&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A dead copy is removed from the game permanently; it does &#039;&#039;not&#039;&#039; return to a player&#039;s supply.&lt;br /&gt;
&lt;br /&gt;
==== Effect: Paradox ====&lt;br /&gt;
If, following a push, the opposing piece occupies a space with another opposing piece, this causes a &#039;&#039;&#039;paradox&#039;&#039;&#039;. Both opposing pieces die.&lt;br /&gt;
&lt;br /&gt;
==== Action: Time travel forward ====&lt;br /&gt;
Move your active copy to the same space on the next era. The destination space must be empty, and your active copy cannot already be on the future era.&lt;br /&gt;
&lt;br /&gt;
It is legal to time travel forward twice (from past to future), but the first action must resolve in full before you can take the second action. In particular, you cannot do this if there is something blocking your way on the present board.&lt;br /&gt;
&lt;br /&gt;
==== Action: Time travel backward ====&lt;br /&gt;
Move your active copy to the same space on the previous era. The destination space must be empty, and your active copy cannot already be on the past era.&lt;br /&gt;
&lt;br /&gt;
After that, place a copy from your supply on the space you just vacated (on the era before you time traveled backward). This represents you aging through time.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t have any copies left in your supply, you can no longer time travel backward for the rest of the game.&lt;br /&gt;
&lt;br /&gt;
It is legal to time travel backward twice, with the same caveats as time traveling forward. Do note that each action will cause you to place a copy from your supply. It is legal to time travel forward and then backward. (The other way around will likely not work, because time traveling backward will leave a copy of yourself, and then you cannot time travel forward as the space is occupied.)&lt;br /&gt;
&lt;br /&gt;
== Chapters ==&lt;br /&gt;
The game comes with 3 different modules. The rulebook introduces them in order (Chapters 1 to 3), and then introduces a way to use multiple modules at once (Chapter 4). There is also an unofficial &amp;quot;Chapter 0&amp;quot; that does not use any of the modules.&lt;br /&gt;
&lt;br /&gt;
The rulebook recommends you to play Chapters 1 to 3 at least three times each, so you are familiar with the rules and the strategies, before moving on to the next one. The rulebook does not recommend playing &amp;quot;Chapter 0&amp;quot; at all, but it is there if you want to get used to the basic rules first.&lt;br /&gt;
&lt;br /&gt;
Any rules about specific chapters override the defaults described above. Each module is independent; while playing Chapters 1 to 3, you do not use any component in a previous chapter, you start fresh each time.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 0: Introductory game ====&lt;br /&gt;
This chapter does not use any other module. Note that a stalemate is much more likely in this chapter.&lt;br /&gt;
&lt;br /&gt;
== Chapter 1: Growth ==&lt;br /&gt;
The Growth module introduces plants in the form of &#039;&#039;&#039;seeds&#039;&#039;&#039;, &#039;&#039;&#039;shrubs&#039;&#039;&#039;, and &#039;&#039;&#039;trees&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
There is a shared supply containing 5 of each.&lt;br /&gt;
&lt;br /&gt;
==== Pieces overview ====&lt;br /&gt;
Seeds do not block player pieces. A player piece may occupy the same space as a seed; when moving, pushing, and time traveling, treat these spaces as empty.&lt;br /&gt;
&lt;br /&gt;
Shrubs are immovable and essentially act as walls. A player piece may not occupy the same space as a shrub, so they may not move to a shrub. If a player piece gets pushed to a shrub, they die.&lt;br /&gt;
&lt;br /&gt;
Trees can be pushed; a tree &#039;&#039;&#039;topples&#039;&#039;&#039; to become a &#039;&#039;&#039;fallen tree&#039;&#039;&#039;. Read more about this below.&lt;br /&gt;
&lt;br /&gt;
Fallen trees are immovable, like shrubs. Their trunk points to a space where it fell from; this is only used for the &amp;quot;ungrow&amp;quot; effect below.&lt;br /&gt;
&lt;br /&gt;
==== Action: Plant seed ====&lt;br /&gt;
Place a seed on the current space of your active copy, or any orthogonally adjacent space. The supply must still have a seed remaining.&lt;br /&gt;
&lt;br /&gt;
==== Effect: Grow ====&lt;br /&gt;
When a seed is placed on a space, if the same space on the next era is empty, place a shrub there.&lt;br /&gt;
&lt;br /&gt;
When a shrub is placed on a space, if the same space on the next era is empty, place a tree there.&lt;br /&gt;
&lt;br /&gt;
Note that if a shrub cannot grow on the present era, a tree will not grow on the future era either, even if the space is empty.&lt;br /&gt;
&lt;br /&gt;
Note that a seed counts as an occupied space for the purpose of the &amp;quot;grow&amp;quot; effect.&lt;br /&gt;
&lt;br /&gt;
==== Action: Remove seed ====&lt;br /&gt;
Remove a seed on the current space of your active copy, or any orthogonally adjacent space. Return it to the common supply.&lt;br /&gt;
&lt;br /&gt;
==== Effect: Ungrow ====&lt;br /&gt;
When a seed is removed from a space, also remove any shrub on the same space on the next era.&lt;br /&gt;
&lt;br /&gt;
When a shrub is removed from a space, also remove any tree on the same space on the next era, or any fallen tree whose trunk points to that space on the next era. (Read about fallen trees below.)&lt;br /&gt;
&lt;br /&gt;
Using other modules, it&#039;s possible to remove a seed or a shrub without using the &amp;quot;remove seed&amp;quot; action. The &amp;quot;ungrow&amp;quot; effect will still apply regardless.&lt;br /&gt;
&lt;br /&gt;
==== Effect: Topple ====&lt;br /&gt;
A tree can be pushed, so a player piece may legally move to a tree.&lt;br /&gt;
&lt;br /&gt;
If a tree is pushed (e.g. by a player piece moving to it, or a player piece being pushed to it), it &#039;&#039;&#039;topples&#039;&#039;&#039; to the next space. It becomes a &#039;&#039;&#039;fallen tree&#039;&#039;&#039;, whose trunk points to the space it fell from.&lt;br /&gt;
&lt;br /&gt;
If a tree topples onto a space containing a seed or a player piece, it is &#039;&#039;&#039;crushed&#039;&#039;&#039;. The player piece dies. The seed is removed.&lt;br /&gt;
&lt;br /&gt;
If a tree topples onto another tree, the latter tree will also topple in the same direction.&lt;br /&gt;
&lt;br /&gt;
A tree cannot topple onto a shrub or to outside the board. If this would happen, the tree does not topple and acts as an immovable object. A player piece pushed to such tree will be squished and die.&lt;br /&gt;
&lt;br /&gt;
== Chapter 2: Influence ==&lt;br /&gt;
The Influence module introduces &#039;&#039;&#039;statues&#039;&#039;&#039;. These are objects that can be pushed and pulled. Statues persist through time; when a statue is moved on an era, the same movement is reflected on all later eras.&lt;br /&gt;
&lt;br /&gt;
During setup, a yellow statue is placed on space 7 on each board. Each player also takes 3 statues of their color into their supply.&lt;br /&gt;
&lt;br /&gt;
==== Pieces overview ====&lt;br /&gt;
Each statue of a color represents a single statue that persists through time. At the start of the game, there is one statue already present (yellow). Each player may build a statue once per game.&lt;br /&gt;
&lt;br /&gt;
==== Effect: Push statue ====&lt;br /&gt;
When anything moves into a space occupied by a statue, the statue is pushed one space in the same direction. This may result in additional pushes in the same era.&lt;br /&gt;
&lt;br /&gt;
A moving statue can also push other objects.&lt;br /&gt;
&lt;br /&gt;
If a statue cannot be pushed, it is immovable and acts like a wall. A player piece pushed to it will be squished and die.&lt;br /&gt;
&lt;br /&gt;
==== Effect: Pull statue ====&lt;br /&gt;
When something &#039;&#039;moves&#039;&#039; (not pushed) away from a statue, it &#039;&#039;may&#039;&#039; also pull the statue. The statue is moved onto the space just vacated.&lt;br /&gt;
&lt;br /&gt;
==== Effect: Propagate move ====&lt;br /&gt;
When a statue is moved, the same statue in the next era (if it exists) moves one space in the same direction. Note that the statue might be anywhere on the board for that era.&lt;br /&gt;
&lt;br /&gt;
If a statue cannot move, it will not propagate the moving attempt to the next era.&lt;br /&gt;
&lt;br /&gt;
==== Action: Build statue ====&lt;br /&gt;
Place a statue on a space orthogonally adjacent to your active copy. You may only do this action once per game.&lt;br /&gt;
&lt;br /&gt;
==== Effect: Propagate build ====&lt;br /&gt;
If you place a statue on a space, also attempt to place a statue on the same space on the next era. If the space is occupied, pretend the new statue is moving onto that space from the same direction, and push anything pushable (e.g. a player piece or another statue) accordingly.&lt;br /&gt;
&lt;br /&gt;
If the statue cannot push the object, what happens next depends on the game setting:&lt;br /&gt;
&lt;br /&gt;
* • &amp;quot;Use current rule&amp;quot; on build statue: Use the 2023 revision. The statue is not built in the later era. This also means the build does not further propagate.&lt;br /&gt;
* • &amp;quot;Use old rule&amp;quot; on build statue: Use the original 2021 rule. If the statue cannot be built in that direction, it instead &#039;&#039;&#039;rebounds&#039;&#039;&#039; and tries to build on the opposite direction. For example, you are on space 7 and build a statue onto space 6. In the next era, the propagated build tries to build a statue onto space 6, coming from space 7 (i.e. any object on space 6 is pushed onto space 5). If the object is not pushable, the build rebounds instead; try to build the statue on space 7 instead, coming from space 6 (i.e. any object in space 7 is pushed onto space 8). Note that if this is successful, the build propagates further using this new direction. If both of these do not succeed, the statue is not built.&lt;br /&gt;
&lt;br /&gt;
== Chapter 3: Memory ==&lt;br /&gt;
The Memory module introduces &#039;&#039;&#039;elephants&#039;&#039;&#039;. They can be trained and they remember your training through time. They can also be commanded to move remotely. Elephants are also exceptionally heavy, able to trample other objects.&lt;br /&gt;
&lt;br /&gt;
During setup, on each board, a dark elephant is placed on space 4 and a light elephant is placed on space 13. Each player also takes 3 hats of their color into their supply.&lt;br /&gt;
&lt;br /&gt;
==== Pieces overview ====&lt;br /&gt;
Each elephant of a color represents a single elephant that lives old enough to span through all three eras.&lt;br /&gt;
&lt;br /&gt;
An elephant can be &#039;&#039;&#039;trained&#039;&#039;&#039; by one player or the other, or &#039;&#039;&#039;wild&#039;&#039;&#039; (not trained by either player). It is impossible for an elephant to be trained by both players simultaneously; when it is trained by one player, it forgets all training from the other player.&lt;br /&gt;
&lt;br /&gt;
Elephants are very heavy. They cannot be pushed by anything; they act similarly as walls outside the board. If a player piece is pushed onto an elephant, it dies.&lt;br /&gt;
&lt;br /&gt;
==== Action: Train ====&lt;br /&gt;
Place one of your hats from your supply onto an orthogonally adjacent elephant that is &#039;&#039;not&#039;&#039; wearing one of your hats.&lt;br /&gt;
&lt;br /&gt;
If the elephant is wearing an opponent&#039;s hat, return it to their supply. Therefore, an elephant can only be trained by one player at a time.&lt;br /&gt;
&lt;br /&gt;
If the other elephant in the same era is wearing your hat, move that hat onto the new elephant (instead of placing one from your supply). Therefore, you may only train one elephant at a time.&lt;br /&gt;
&lt;br /&gt;
You may not train an elephant that is already trained by you.&lt;br /&gt;
&lt;br /&gt;
==== Effect: Memory ====&lt;br /&gt;
If you put your hat on an elephant, you also train the same elephant on the next era, wherever it might be. Follow the same method as above (place a hat, remove opponent&#039;s hat if any, move your hat from the other elephant if any).&lt;br /&gt;
&lt;br /&gt;
Note that if the elephant in the next era is already trained by you, you&#039;re not putting a new hat on it, and the &amp;quot;memory&amp;quot; effect does not further propagate.&lt;br /&gt;
&lt;br /&gt;
==== Action: Command ====&lt;br /&gt;
Choose the elephant wearing your hat in the current era, wherever it might be. Move it one space orthogonally.&lt;br /&gt;
&lt;br /&gt;
It doesn&#039;t matter where your active copy is on the current era. But there must be one, so if you cannot choose an active copy where your focus token is, you cannot take the &amp;quot;command&amp;quot; action, even if an elephant in that era happens to be wearing your hat.&lt;br /&gt;
&lt;br /&gt;
==== Effect: Trample ====&lt;br /&gt;
If an elephant moves onto a player piece, the copy is &#039;&#039;&#039;trampled&#039;&#039;&#039; and dies. Note that it is not pushed away, it simply dies.&lt;br /&gt;
&lt;br /&gt;
== Chapter 4: Convergence ==&lt;br /&gt;
This chapter introduces rules to combine multiple modules together.&lt;br /&gt;
&lt;br /&gt;
The game options let you choose one of four variants of Chapter 4. You can choose to mix any 2 specific modules, or you may let BGA choose a random selection of 2 out of the 3 modules.&lt;br /&gt;
&lt;br /&gt;
This chapter lists additional clarifications of how pieces from different modules interact.&lt;br /&gt;
&lt;br /&gt;
If multiple effects would happen together, resolve them in the following order: &#039;&#039;&#039;remove&#039;&#039;&#039; objects, then &#039;&#039;&#039;place&#039;&#039;&#039; objects, then &#039;&#039;&#039;move&#039;&#039;&#039; objects.&lt;br /&gt;
&lt;br /&gt;
==== Growth + Influence ====&lt;br /&gt;
&lt;br /&gt;
* • A space with a seed counts as occupied, and you cannot build a statue there.&lt;br /&gt;
* • However, if a statue propagate-builds onto a space containing a seed, remove the seed (and perform ungrow effects).&lt;br /&gt;
* • If a statue moves onto a seed, remove the seed.&lt;br /&gt;
* • Statues cannot be moved onto shrubs or fallen trees, because they are immovable.&lt;br /&gt;
* • Statues can be moved onto trees. This topples the tree.&lt;br /&gt;
* • Toppled trees can move onto statues. This pushes the statue.&lt;br /&gt;
&lt;br /&gt;
==== Growth + Memory ====&lt;br /&gt;
&lt;br /&gt;
* • Elephants can move onto seeds, shrubs, and fallen trees. This tramples the object; the object is removed.&lt;br /&gt;
* • Elephants can move onto trees. This topples the tree.&lt;br /&gt;
* • Nothing can move onto elephants. In particular, trees cannot topple onto elephants.&lt;br /&gt;
&lt;br /&gt;
==== Influence + Memory ====&lt;br /&gt;
&lt;br /&gt;
* • Elephants can move onto statues. This pushes the statue.&lt;br /&gt;
* • Elephants can also pull statues, because they are moving.&lt;br /&gt;
* • You cannot build a statue on elephants.&lt;br /&gt;
* • Nothing can move onto elephants. In particular, statues cannot be pushed onto elephants. If this is the result of a propagate-build, the statue might rebound away (if using old rule).&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
Full table of interaction between objects: [https://boardgamegeek.com/filepage/231366/movepush-summary-spoilers File on BGG]&lt;/div&gt;</summary>
		<author><name>Chaotic iak</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpthattimeyoukilledme&amp;diff=25875</id>
		<title>Gamehelpthattimeyoukilledme</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpthattimeyoukilledme&amp;diff=25875"/>
		<updated>2025-07-22T09:49:13Z</updated>

		<summary type="html">&lt;p&gt;Chaotic iak: Complete rewrite so it looks better, also includes the new propagate-build rule&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Erase your opponent from history by killing them from two out of three time boards.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
You and your opponent are rival time travelers, each claiming that you are the true inventor of time travel. To succeed at this, you need to erase your opponent from history.&lt;br /&gt;
&lt;br /&gt;
The game is played through three eras: past, present, and future. To win, you need to erase your opponent from at least two of the three eras. You have multiple copies of yourself, representing you at different points of your life. You can time travel between boards, possibly creating new copies of yourself. But your opponent can do the same, so you need to kill your opponent many times before you can succeed.&lt;br /&gt;
&lt;br /&gt;
The three time boards represent the same locations at different times. As such, an action you take on one board may have an impact on later boards. For example, growing a seed will cause a shrub and a tree to grow later, or moving an inanimate statue in the past means the statue also exists in its new location in the future.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
The game is played on three time boards, called &#039;&#039;&#039;eras&#039;&#039;&#039;: past, present, and future. Each era is 4x4 and its spaces are numbered 1 to 16 in reading order: first row is 1 through 4, next row is 5 through 8, and so on.&lt;br /&gt;
&lt;br /&gt;
Each player has 7 &#039;&#039;&#039;player pieces&#039;&#039;&#039;; these are &#039;&#039;&#039;copies&#039;&#039;&#039; of your same self.&lt;br /&gt;
&lt;br /&gt;
* • Each player places 3 of their player pieces, one on each era. The white player places their pieces on space 1 of each era. The black player places their pieces on space 16 of each era.&lt;br /&gt;
* • The remaining 4 player pieces make up each player&#039;s supply.&lt;br /&gt;
&lt;br /&gt;
Each player has a focus token, always pointing to one of the three eras. The first player has their focus token on the past era. The second player has their focus token on the future era.&lt;br /&gt;
&lt;br /&gt;
There are additionally other components, depending on which &#039;&#039;&#039;chapter&#039;&#039;&#039; is being played. See [[#Chapters]] for more information.&lt;br /&gt;
&lt;br /&gt;
== Turn ==&lt;br /&gt;
On your turn, do the following three steps:&lt;br /&gt;
&lt;br /&gt;
# Choose any one of your copies, on the era where your focus token is on. This is your &#039;&#039;&#039;active copy&#039;&#039;&#039;.&lt;br /&gt;
# Do 2 actions using the active copy. You may choose actions in any combination, including choosing the same action twice. You cannot split up these actions across multiple copies.&lt;br /&gt;
# Move your focus token to a &#039;&#039;&#039;different&#039;&#039;&#039; era.&lt;br /&gt;
# Check for game end.&lt;br /&gt;
&lt;br /&gt;
Note that your active copy may move, and may even move to a different board. But it is still your active copy.&lt;br /&gt;
&lt;br /&gt;
If you have multiple player pieces, you must choose one where you can take 2 actions if possible. If not, you choose one where you can take at least 1 action.&lt;br /&gt;
&lt;br /&gt;
If none of your pieces can do any action — most likely because you have no piece at all on that era — then you forfeit steps 1 and 2, you simply move your focus token and check for game end.&lt;br /&gt;
&lt;br /&gt;
==== Game end ====&lt;br /&gt;
You win if, at the end of &#039;&#039;&#039;your&#039;&#039;&#039; turn, there is only one (or no) era in which your &#039;&#039;&#039;opponent&#039;&#039;&#039; has copies. It doesn&#039;t matter whether the opponent still has copies in their supply.&lt;br /&gt;
&lt;br /&gt;
Also, you can never lose on your own turn, since you only check for your win on your turn (and not the opponent&#039;s win). It is legal to leave yourself on just one era. Usually it is a bad idea, but if you can win on the same turn, you win before your opponent can check for winning on their next turn.&lt;br /&gt;
&lt;br /&gt;
You may concede using the usual BGA feature &amp;quot;concede this game&amp;quot;. Note that conceding is only available after the game reaches 50% progression.&lt;br /&gt;
&lt;br /&gt;
It is also possible that the game reduces to a stalemate. BGA tries to detect this and offers an &amp;quot;Offer draw&amp;quot; button when it thinks the game is not progressing. You may agree on a draw by using the usual BGA feature &amp;quot;propose to abandon this game collectively&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
These &#039;&#039;&#039;actions&#039;&#039;&#039; are always available. Actions may cause &#039;&#039;&#039;effects&#039;&#039;&#039;, which are automatically performed.&lt;br /&gt;
&lt;br /&gt;
==== Action: Move ====&lt;br /&gt;
Move your active copy one space orthogonally (not diagonally) on the same era. You may choose any direction that is legal, and if you take this action multiple times, you can choose different directions.&lt;br /&gt;
&lt;br /&gt;
You may not move outside the board. You may not move to a space occupied by another of your copies. However, you may move to a space occupied by an opponent&#039;s piece.&lt;br /&gt;
&lt;br /&gt;
==== Effect: Push ====&lt;br /&gt;
When a piece moves into a space occupied by an opposing piece, the opposing piece is &#039;&#039;&#039;pushed&#039;&#039;&#039; one space in the same direction. This may cause the opposing piece to push another piece, and so on.&lt;br /&gt;
&lt;br /&gt;
==== Effect: Squish ====&lt;br /&gt;
If, following a push, the opposing piece cannot legally occupy the next space (because e.g. it is outside the board), the opposing piece &#039;&#039;&#039;dies&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A dead copy is removed from the game permanently; it does &#039;&#039;not&#039;&#039; return to a player&#039;s supply.&lt;br /&gt;
&lt;br /&gt;
==== Effect: Paradox ====&lt;br /&gt;
If, following a push, the opposing piece occupies a space with another opposing piece, this causes a &#039;&#039;&#039;paradox&#039;&#039;&#039;. Both opposing pieces die.&lt;br /&gt;
&lt;br /&gt;
==== Action: Time travel forward ====&lt;br /&gt;
Move your active copy to the same space on the next era. The destination space must be empty, and your active copy cannot already be on the future era.&lt;br /&gt;
&lt;br /&gt;
It is legal to time travel forward twice (from past to future), but the first action must resolve in full before you can take the second action. In particular, you cannot do this if there is something blocking your way on the present board.&lt;br /&gt;
&lt;br /&gt;
==== Action: Time travel backward ====&lt;br /&gt;
Move your active copy to the same space on the previous era. The destination space must be empty, and your active copy cannot already be on the past era.&lt;br /&gt;
&lt;br /&gt;
After that, place a copy from your supply on the space you just vacated (on the era before you time traveled backward). This represents you aging through time.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t have any copies left in your supply, you can no longer time travel backward for the rest of the game.&lt;br /&gt;
&lt;br /&gt;
It is legal to time travel backward twice, with the same caveats as time traveling forward. Do note that each action will cause you to place a copy from your supply. It is legal to time travel forward and then backward. (The other way around will likely not work, because time traveling backward will leave a copy of yourself, and then you cannot time travel forward as the space is occupied.)&lt;br /&gt;
&lt;br /&gt;
== Chapters ==&lt;br /&gt;
The game comes with 3 different modules. The rulebook introduces them in order (Chapters 1 to 3), and then introduces a way to use multiple modules at once (Chapter 4). There is also an unofficial &amp;quot;Chapter 0&amp;quot; that does not use any of the modules.&lt;br /&gt;
&lt;br /&gt;
The rulebook recommends you to play Chapters 1 to 3 at least three times each, so you are familiar with the rules and the strategies, before moving on to the next one. The rulebook does not recommend playing &amp;quot;Chapter 0&amp;quot; at all, but it is there if you want to get used to the basic rules first.&lt;br /&gt;
&lt;br /&gt;
Any rules about specific chapters override the defaults described above. Each module is independent; while playing Chapters 1 to 3, you do not use any component in a previous chapter, you start fresh each time.&lt;br /&gt;
&lt;br /&gt;
==== Chapter 0: Introductory game ====&lt;br /&gt;
This chapter does not use any other module. Note that a stalemate is much more likely in this chapter.&lt;br /&gt;
&lt;br /&gt;
== Chapter 1: Growth ==&lt;br /&gt;
The Growth module introduces plants in the form of &#039;&#039;&#039;seeds&#039;&#039;&#039;, &#039;&#039;&#039;shrubs&#039;&#039;&#039;, and &#039;&#039;&#039;trees&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
There is a shared supply containing 5 of each.&lt;br /&gt;
&lt;br /&gt;
==== Pieces overview ====&lt;br /&gt;
Seeds do not block player pieces. A player piece may occupy the same space as a seed; when moving, pushing, and time traveling, treat these spaces as empty.&lt;br /&gt;
&lt;br /&gt;
Shrubs are immovable and essentially act as walls. A player piece may not occupy the same space as a shrub, so they may not move to a shrub. If a player piece gets pushed to a shrub, they die.&lt;br /&gt;
&lt;br /&gt;
Trees can be pushed; a tree &#039;&#039;&#039;topples&#039;&#039;&#039; to become a &#039;&#039;&#039;fallen tree&#039;&#039;&#039;. Read more about this below.&lt;br /&gt;
&lt;br /&gt;
Fallen trees are immovable, like shrubs. Their trunk points to a space where it fell from; this is only used for the &amp;quot;ungrow&amp;quot; effect below.&lt;br /&gt;
&lt;br /&gt;
==== Action: Plant seed ====&lt;br /&gt;
Place a seed on the current space of your active copy, or any orthogonally adjacent space. The supply must still have a seed remaining.&lt;br /&gt;
&lt;br /&gt;
==== Effect: Grow ====&lt;br /&gt;
When a seed is placed on a space, if the same space on the next era is empty, place a shrub there.&lt;br /&gt;
&lt;br /&gt;
When a shrub is placed on a space, if the same space on the next era is empty, place a tree there.&lt;br /&gt;
&lt;br /&gt;
Note that if a shrub cannot grow on the present era, a tree will not grow on the future era either, even if the space is empty.&lt;br /&gt;
&lt;br /&gt;
Note that a seed counts as an occupied space for the purpose of the &amp;quot;grow&amp;quot; effect.&lt;br /&gt;
&lt;br /&gt;
==== Action: Remove seed ====&lt;br /&gt;
Remove a seed on the current space of your active copy, or any orthogonally adjacent space. Return it to the common supply.&lt;br /&gt;
&lt;br /&gt;
==== Effect: Ungrow ====&lt;br /&gt;
When a seed is removed from a space, also remove any shrub on the same space on the next era.&lt;br /&gt;
&lt;br /&gt;
When a shrub is removed from a space, also remove any tree on the same space on the next era, or any fallen tree whose trunk points to that space on the next era. (Read about fallen trees below.)&lt;br /&gt;
&lt;br /&gt;
Using other modules, it&#039;s possible to remove a seed or a shrub without using the &amp;quot;remove seed&amp;quot; action. The &amp;quot;ungrow&amp;quot; effect will still apply regardless.&lt;br /&gt;
&lt;br /&gt;
==== Effect: Topple ====&lt;br /&gt;
A tree can be pushed, so a player piece may legally move to a tree.&lt;br /&gt;
&lt;br /&gt;
If a tree is pushed (e.g. by a player piece moving to it, or a player piece being pushed to it), it &#039;&#039;&#039;topples&#039;&#039;&#039; to the next space. It becomes a &#039;&#039;&#039;fallen tree&#039;&#039;&#039;, whose trunk points to the space it fell from.&lt;br /&gt;
&lt;br /&gt;
If a tree topples onto a space containing a seed or a player piece, it is &#039;&#039;&#039;crushed&#039;&#039;&#039;. The player piece dies. The seed is removed.&lt;br /&gt;
&lt;br /&gt;
If a tree topples onto another tree, the latter tree will also topple in the same direction.&lt;br /&gt;
&lt;br /&gt;
A tree cannot topple onto a shrub or to outside the board. If this would happen, the tree does not topple and acts as an immovable object. A player piece pushed to such tree will be squished and die.&lt;br /&gt;
&lt;br /&gt;
== Chapter 2: Influence ==&lt;br /&gt;
The Influence module introduces &#039;&#039;&#039;statues&#039;&#039;&#039;. These are objects that can be pushed and pulled. Statues persist through time; when a statue is moved on an era, the same movement is reflected on all later eras.&lt;br /&gt;
&lt;br /&gt;
During setup, a yellow statue is placed on space 7 on each board. Each player also takes 3 statues of their color into their supply.&lt;br /&gt;
&lt;br /&gt;
==== Pieces overview ====&lt;br /&gt;
Each statue of a color represents a single statue that persists through time. At the start of the game, there is one statue already present (yellow). Each player may build a statue once per game.&lt;br /&gt;
&lt;br /&gt;
==== Effect: Push statue ====&lt;br /&gt;
When anything moves into a space occupied by a statue, the statue is pushed one space in the same direction. This may result in additional pushes in the same era.&lt;br /&gt;
&lt;br /&gt;
A moving statue can also push other objects.&lt;br /&gt;
&lt;br /&gt;
If a statue cannot be pushed, it is immovable and acts like a wall. A player piece pushed to it will be squished and die.&lt;br /&gt;
&lt;br /&gt;
==== Effect: Pull statue ====&lt;br /&gt;
When something &#039;&#039;moves&#039;&#039; (not pushed) away from a statue, it &#039;&#039;may&#039;&#039; also pull the statue. The statue is moved onto the space just vacated.&lt;br /&gt;
&lt;br /&gt;
==== Effect: Propagate move ====&lt;br /&gt;
When a statue is moved, the same statue in the next era (if it exists) moves one space in the same direction. Note that the statue might be anywhere on the board for that era.&lt;br /&gt;
&lt;br /&gt;
If a statue cannot move, it will not propagate the moving attempt to the next era.&lt;br /&gt;
&lt;br /&gt;
==== Action: Build statue ====&lt;br /&gt;
Place a statue on a space orthogonally adjacent to your active copy. You may only do this action once per game.&lt;br /&gt;
&lt;br /&gt;
==== Effect: Propagate build ====&lt;br /&gt;
If you place a statue on a space, also attempt to place a statue on the same space on the next era. If the space is occupied, pretend the new statue is moving onto that space from the same direction, and push anything pushable (e.g. a player piece or another statue) accordingly.&lt;br /&gt;
&lt;br /&gt;
If the statue cannot push the object, what happens next depends on the game setting:&lt;br /&gt;
&lt;br /&gt;
* • &amp;quot;Use current rule&amp;quot; on build statue: Use the 2023 revision. The statue is not built in the later era. This also means the build does not further propagate.&lt;br /&gt;
* • &amp;quot;Use old rule&amp;quot; on build statue: Use the original 2021 rule. If the statue cannot be built in that direction, it instead &#039;&#039;&#039;rebounds&#039;&#039;&#039; and tries to build on the opposite direction. For example, you are on space 7 and build a statue onto space 6. In the next era, the propagated build tries to build a statue onto space 6, coming from space 7 (i.e. any object on space 6 is pushed onto space 5). If the object is not pushable, the build rebounds instead; try to build the statue on space 7 instead, coming from space 6 (i.e. any object in space 7 is pushed onto space 8). Note that if this is successful, the build propagates further using this new direction. If both of these do not succeed, the statue is not built.&lt;br /&gt;
&lt;br /&gt;
== Chapter 3: Memory ==&lt;br /&gt;
The Memory module introduces &#039;&#039;&#039;elephants&#039;&#039;&#039;. They can be trained and they remember your training through time. They can also be commanded to move remotely. Elephants are also exceptionally heavy, able to trample other objects.&lt;br /&gt;
&lt;br /&gt;
During setup, on each board, a dark elephant is placed on space 4 and a light elephant is placed on space 13. Each player also takes 3 hats of their color into their supply.&lt;br /&gt;
&lt;br /&gt;
==== Pieces overview ====&lt;br /&gt;
Each elephant of a color represents a single elephant that lives old enough to span through all three eras.&lt;br /&gt;
&lt;br /&gt;
An elephant can be &#039;&#039;&#039;trained&#039;&#039;&#039; by one player or the other, or &#039;&#039;&#039;wild&#039;&#039;&#039; (not trained by either player). It is impossible for an elephant to be trained by both players simultaneously; when it is trained by one player, it forgets all training from the other player.&lt;br /&gt;
&lt;br /&gt;
Elephants are very heavy. They cannot be pushed by anything; they act similarly as walls outside the board. If a player piece is pushed onto an elephant, it dies.&lt;br /&gt;
&lt;br /&gt;
==== Action: Train ====&lt;br /&gt;
Place one of your hats from your supply onto an orthogonally adjacent elephant that is &#039;&#039;not&#039;&#039; wearing one of your hats.&lt;br /&gt;
&lt;br /&gt;
If the elephant is wearing an opponent&#039;s hat, return it to their supply. Therefore, an elephant can only be trained by one player at a time.&lt;br /&gt;
&lt;br /&gt;
If the other elephant in the same era is wearing your hat, move that hat onto the new elephant (instead of placing one from your supply). Therefore, you may only train one elephant at a time.&lt;br /&gt;
&lt;br /&gt;
You may not train an elephant that is already trained by you.&lt;br /&gt;
&lt;br /&gt;
==== Effect: Memory ====&lt;br /&gt;
If you put your hat on an elephant, you also train the same elephant on the next era, wherever it might be. Follow the same method as above (place a hat, remove opponent&#039;s hat if any, move your hat from the other elephant if any).&lt;br /&gt;
&lt;br /&gt;
Note that if the elephant in the next era is already trained by you, you&#039;re not putting a new hat on it, and the &amp;quot;memory&amp;quot; effect does not further propagate.&lt;br /&gt;
&lt;br /&gt;
==== Action: Command ====&lt;br /&gt;
Choose the elephant wearing your hat in the current era, wherever it might be. Move it one space orthogonally.&lt;br /&gt;
&lt;br /&gt;
It doesn&#039;t matter where your active copy is on the current era. But there must be one, so if you cannot choose an active copy where your focus token is, you cannot take the &amp;quot;command&amp;quot; action, even if an elephant in that era happens to be wearing your hat.&lt;br /&gt;
&lt;br /&gt;
==== Effect: Trample ====&lt;br /&gt;
If an elephant moves onto a player piece, the copy is &#039;&#039;&#039;trampled&#039;&#039;&#039; and dies. Note that it is not pushed away, it simply dies.&lt;br /&gt;
&lt;br /&gt;
== Chapter 4: Convergence ==&lt;br /&gt;
This chapter introduces rules to combine multiple modules together.&lt;br /&gt;
&lt;br /&gt;
The game options let you choose one of four variants of Chapter 4. You can choose to mix any 2 specific modules, or you may let BGA choose a random selection of 2 out of the 3 modules.&lt;br /&gt;
&lt;br /&gt;
This chapter lists additional clarifications of how pieces from different modules interact.&lt;br /&gt;
&lt;br /&gt;
If multiple effects would happen together, resolve them in the following order: &#039;&#039;&#039;remove&#039;&#039;&#039; objects, then &#039;&#039;&#039;place&#039;&#039;&#039; objects, then &#039;&#039;&#039;move&#039;&#039;&#039; objects.&lt;br /&gt;
&lt;br /&gt;
==== Growth + Influence ====&lt;br /&gt;
&lt;br /&gt;
* • A space with a seed counts as occupied, and you cannot build a statue there.&lt;br /&gt;
* • However, if a statue propagate-builds onto a space containing a seed, remove the seed (and perform ungrow effects).&lt;br /&gt;
* • If a statue moves onto a seed, remove the seed.&lt;br /&gt;
* • Statues cannot be moved onto shrubs or fallen trees, because they are immovable.&lt;br /&gt;
* • Statues can be moved onto trees. This topples the tree.&lt;br /&gt;
* • Toppled trees can move onto statues. This pushes the statue.&lt;br /&gt;
&lt;br /&gt;
==== Growth + Memory ====&lt;br /&gt;
&lt;br /&gt;
* • Elephants can move onto seeds, shrubs, and fallen trees. This tramples the object; the object is removed.&lt;br /&gt;
* • Elephants can move onto trees. This topples the tree.&lt;br /&gt;
* • Nothing can move onto elephants. In particular, trees cannot topple onto elephants.&lt;br /&gt;
&lt;br /&gt;
==== Influence + Memory ====&lt;br /&gt;
&lt;br /&gt;
* • Elephants can move onto statues. This pushes the statue.&lt;br /&gt;
* • Elephants can also pull statues, because they are moving.&lt;br /&gt;
* • You cannot build a statue on elephants.&lt;br /&gt;
* • Nothing can move onto elephants. In particular, statues cannot be pushed onto elephants. If this is the result of a propagate-build, the statue might rebound away (if using old rule).&lt;/div&gt;</summary>
		<author><name>Chaotic iak</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelphutan&amp;diff=25872</id>
		<title>Gamehelphutan</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelphutan&amp;diff=25872"/>
		<updated>2025-07-21T15:40:19Z</updated>

		<summary type="html">&lt;p&gt;Chaotic iak: h3 heading to h4 (also to try to make it work on BGA site directly)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Plant flowers in your rainforest to grow trees and attract animals. After 9 rounds, the player with the most points wins.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
Your rainforest is a 6x6 grid. There are many possible layouts, but all players use the exact same layout.&lt;br /&gt;
&lt;br /&gt;
In the &amp;quot;Advanced&amp;quot; and &amp;quot;Scenario&amp;quot; setting, there are also 5 ecosystem cards, which give additional ways to score. The ecosystem cards are public and all players play with the same ecosystem cards.&lt;br /&gt;
&lt;br /&gt;
The supply consists of 3 animals in each of the 5 colors. In a 2p game, there are only 2 animals per color.&lt;br /&gt;
&lt;br /&gt;
One player is randomly assigned the starting player. They have the Pangolin token.&lt;br /&gt;
&lt;br /&gt;
See [[#Options and details]] for more information about the game options and how they affect setup.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Your rainforest is a 6x6 grid, divided into areas of 2-5 squares. Each area shows two point values: area score (smaller one) and animal score (larger one). Some squares are lakes; they are not part of any area and they are treated as if nonexistent on your board.&lt;br /&gt;
&lt;br /&gt;
You will grow flowers and trees, and attract animals into your rainforest. Your primary goal is to have &amp;quot;complete areas&amp;quot;: areas where every square has a flower, and all the flowers are of the same color. Complete areas are worth &#039;&#039;positive&#039;&#039; amount of its area score. Be careful, if you start an area but you do not complete it (&amp;quot;unfinished area&amp;quot;), or if you have flowers of different colors in an area (&amp;quot;mixed area&amp;quot;), those areas are worth &#039;&#039;negative&#039;&#039; amount of its area score.&lt;br /&gt;
&lt;br /&gt;
By placing a flower on top of another flower of the same color, you can build trees, which are worth a flat amount of points by themselves. A complete area with all trees on the square becomes a &amp;quot;perfect habitat&amp;quot;: the last tree placed becomes an animal, which is worth the area&#039;s animal score, and you get to put flowers on squares adjacent to the animal.&lt;br /&gt;
&lt;br /&gt;
Ecosystem cards additionally provide alternative ways to score points. If you play with them, look to make use of them.&lt;br /&gt;
&lt;br /&gt;
== Each round ==&lt;br /&gt;
Each round, there are 3/5/7 cards available in a 2/3/4-player game. Each player will take two turns each round. (Solo game is different, see [[#Solo game]].)&lt;br /&gt;
&lt;br /&gt;
On your turn, choose an available card and place all the flowers corresponding to the card, explained below.&lt;br /&gt;
&lt;br /&gt;
* • After the first player takes their first turn, they place the Pangolin token among the available cards.&lt;br /&gt;
* • The Pangolin token can be taken by any player just like a card. The Pangolin token acts like a card with a multicolored flower; additionally, they will be the starting player for the next round.&lt;br /&gt;
&lt;br /&gt;
==== Placing flowers ====&lt;br /&gt;
&lt;br /&gt;
* • You must place all flowers depicted on your card. A multicolored flower means a flower of any color of your choice.&lt;br /&gt;
* • Each flower goes to one space of your rainforest.&lt;br /&gt;
* • All flowers placed &#039;&#039;&#039;this turn&#039;&#039;&#039; must be connected to each other side by side. (Diagonals are not connected.)&lt;br /&gt;
* • All flowers placed &#039;&#039;&#039;so far&#039;&#039;&#039; must also form a single connected forest.&lt;br /&gt;
* • Flowers may not go on lake (water) spaces.&lt;br /&gt;
* • Flowers may be put on top of other flowers of the &#039;&#039;&#039;same&#039;&#039;&#039; color.&lt;br /&gt;
* • Flowers may not be put on top of trees or animals.&lt;br /&gt;
&lt;br /&gt;
If it is impossible to place flowers as stated, it is illegal to choose that card. In case it is impossible to choose any card at all, choose and discard any card without placing any flowers.&lt;br /&gt;
&lt;br /&gt;
As described in the overview, your rainforest is divided into areas. It is legal to place flowers of any combination of colors in an area, but ultimately you want an area to have flowers of the same color if you want to score positive points from it.&lt;br /&gt;
&lt;br /&gt;
==== Growing trees ====&lt;br /&gt;
After you finish placing flowers, you check for tree growth. A flower placed on top of another flower becomes a tree.&lt;br /&gt;
&lt;br /&gt;
If at the end of your turn, an area is a &amp;quot;perfect habitat&amp;quot; &amp;amp;mdash; meaning it has flowers all of the same color, and all of them have trees &amp;amp;mdash; then you may attract an animal.&lt;br /&gt;
&lt;br /&gt;
* • Choose any tree in that area that you placed this turn. That tree is replaced by an animal.&lt;br /&gt;
* • Afterward, on every square that is adjacent to it (sharing a side, not just diagonally), you may place a flower of any color. You may place flowers of any combination of colors, and the flowers may be used to grow trees. You do not have to place a flower, you decide for each square whether you want to place a flower and of what color.&lt;br /&gt;
* • You may only place &#039;&#039;&#039;one&#039;&#039;&#039; animal per turn, even if you complete multiple perfect habitats in the same turn.&lt;br /&gt;
* • Note that the supply of animals is limited. As mentioned in the setup, there are 3 animals per color (2 animals per color in a 2p game).&lt;br /&gt;
&lt;br /&gt;
== End of game ==&lt;br /&gt;
The game ends after 9 rounds.&lt;br /&gt;
&lt;br /&gt;
Every area has two point values: one for the area itself, and one for the animal in it.&lt;br /&gt;
&lt;br /&gt;
* • Every &amp;quot;complete area&amp;quot; (all spaces filled with flowers of the same color) is worth &#039;&#039;&#039;plus&#039;&#039;&#039; the area&#039;s points.&lt;br /&gt;
* • Every &amp;quot;unfinished area&amp;quot; (has empty space) is worth &#039;&#039;&#039;minus&#039;&#039;&#039; the area&#039;s points.&lt;br /&gt;
* • Every &amp;quot;mixed area&amp;quot; (has flowers of multiple colors) is worth &#039;&#039;&#039;minus&#039;&#039;&#039; the area&#039;s points.&lt;br /&gt;
* • Areas that are completely empty are worth nothing, neither positive nor negative.&lt;br /&gt;
* • Every animal is worth the area&#039;s animal points.&lt;br /&gt;
* • Every tree is worth +2 points.&lt;br /&gt;
&lt;br /&gt;
If playing with ecosystem cards, every ecosystem card also awards points. See the rules for the ecosystem card.&lt;br /&gt;
&lt;br /&gt;
The player with the most points wins.&lt;br /&gt;
&lt;br /&gt;
== Solo game ==&lt;br /&gt;
Play with 3 animals per color. Do not use the Pangolin token.&lt;br /&gt;
&lt;br /&gt;
The game lasts for 18 rounds. Each round you only take 1 turn: reveal 3 cards, choose 1 to play, and discard the other 2.&lt;br /&gt;
&lt;br /&gt;
== Details and options ==&lt;br /&gt;
Your rainforest is made of four 3x3 boards. Each board is double-sided, and they can be rotated in one of four orientations.&lt;br /&gt;
&lt;br /&gt;
* • In the &amp;quot;First game&amp;quot; option, the layout matches the suggested first game setup. Note that this layout has no 5-square areas.&lt;br /&gt;
* • In the &amp;quot;Scenario&amp;quot; option, the layout matches the chosen scenario (rulebook p.9).&lt;br /&gt;
* • In the other options (&amp;quot;Base&amp;quot; and &amp;quot;Advanced&amp;quot;), the layout is randomized.&lt;br /&gt;
&lt;br /&gt;
There are 24 ecosystem cards. If you use ecosystem cards, 5 are in play. They are fixed throughout the game and everyone will use the same cards.&lt;br /&gt;
&lt;br /&gt;
* • In the &amp;quot;Scenario&amp;quot; option, the ecosystem cards match the chosen scenario (rulebook p.9).&lt;br /&gt;
* • In the &amp;quot;Advanced&amp;quot; option, the ecosystem cards are chosen at random.&lt;br /&gt;
* • In the other options (&amp;quot;First game&amp;quot; and &amp;quot;Base&amp;quot;), the ecosystem cards are not used.&lt;br /&gt;
&lt;br /&gt;
There are 70 flower cards. Used cards are discarded from play and are not used again. The breakdown of flower cards is as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto; text-align: center; width: auto; border: 2;&amp;quot;&lt;br /&gt;
! Card type !! Possible variants !! Copies of each variant !! Total cards&lt;br /&gt;
|-&lt;br /&gt;
| 1 multicolored flower || 1 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 2 flowers of the same color || 5 || 3 || 15&lt;br /&gt;
|-&lt;br /&gt;
| 2 flowers of different colors || 10 || 3 || 30&lt;br /&gt;
|-&lt;br /&gt;
| 3 flowers of different colors || 10 || 2 || 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The number of cards seen in each game is 54/27/45/63 for a 1/2/3/4-player game.&lt;/div&gt;</summary>
		<author><name>Chaotic iak</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelphutan&amp;diff=25871</id>
		<title>Gamehelphutan</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelphutan&amp;diff=25871"/>
		<updated>2025-07-21T15:39:16Z</updated>

		<summary type="html">&lt;p&gt;Chaotic iak: some formatting changes to try to get it work on BGA help view without having to look at wiki&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Plant flowers in your rainforest to grow trees and attract animals. After 9 rounds, the player with the most points wins.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
Your rainforest is a 6x6 grid. There are many possible layouts, but all players use the exact same layout.&lt;br /&gt;
&lt;br /&gt;
In the &amp;quot;Advanced&amp;quot; and &amp;quot;Scenario&amp;quot; setting, there are also 5 ecosystem cards, which give additional ways to score. The ecosystem cards are public and all players play with the same ecosystem cards.&lt;br /&gt;
&lt;br /&gt;
The supply consists of 3 animals in each of the 5 colors. In a 2p game, there are only 2 animals per color.&lt;br /&gt;
&lt;br /&gt;
One player is randomly assigned the starting player. They have the Pangolin token.&lt;br /&gt;
&lt;br /&gt;
See [[#Options and details]] for more information about the game options and how they affect setup.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Your rainforest is a 6x6 grid, divided into areas of 2-5 squares. Each area shows two point values: area score (smaller one) and animal score (larger one). Some squares are lakes; they are not part of any area and they are treated as if nonexistent on your board.&lt;br /&gt;
&lt;br /&gt;
You will grow flowers and trees, and attract animals into your rainforest. Your primary goal is to have &amp;quot;complete areas&amp;quot;: areas where every square has a flower, and all the flowers are of the same color. Complete areas are worth &#039;&#039;positive&#039;&#039; amount of its area score. Be careful, if you start an area but you do not complete it (&amp;quot;unfinished area&amp;quot;), or if you have flowers of different colors in an area (&amp;quot;mixed area&amp;quot;), those areas are worth &#039;&#039;negative&#039;&#039; amount of its area score.&lt;br /&gt;
&lt;br /&gt;
By placing a flower on top of another flower of the same color, you can build trees, which are worth a flat amount of points by themselves. A complete area with all trees on the square becomes a &amp;quot;perfect habitat&amp;quot;: the last tree placed becomes an animal, which is worth the area&#039;s animal score, and you get to put flowers on squares adjacent to the animal.&lt;br /&gt;
&lt;br /&gt;
Ecosystem cards additionally provide alternative ways to score points. If you play with them, look to make use of them.&lt;br /&gt;
&lt;br /&gt;
== Each round ==&lt;br /&gt;
Each round, there are 3/5/7 cards available in a 2/3/4-player game. Each player will take two turns each round. (Solo game is different, see [[#Solo game]].)&lt;br /&gt;
&lt;br /&gt;
On your turn, choose an available card and place all the flowers corresponding to the card, explained below.&lt;br /&gt;
&lt;br /&gt;
* • After the first player takes their first turn, they place the Pangolin token among the available cards.&lt;br /&gt;
* • The Pangolin token can be taken by any player just like a card. The Pangolin token acts like a card with a multicolored flower; additionally, they will be the starting player for the next round.&lt;br /&gt;
&lt;br /&gt;
=== Placing flowers ===&lt;br /&gt;
&lt;br /&gt;
* • You must place all flowers depicted on your card. A multicolored flower means a flower of any color of your choice.&lt;br /&gt;
* • Each flower goes to one space of your rainforest.&lt;br /&gt;
* • All flowers placed &#039;&#039;&#039;this turn&#039;&#039;&#039; must be connected to each other side by side. (Diagonals are not connected.)&lt;br /&gt;
* • All flowers placed &#039;&#039;&#039;so far&#039;&#039;&#039; must also form a single connected forest.&lt;br /&gt;
* • Flowers may not go on lake (water) spaces.&lt;br /&gt;
* • Flowers may be put on top of other flowers of the &#039;&#039;&#039;same&#039;&#039;&#039; color.&lt;br /&gt;
* • Flowers may not be put on top of trees or animals.&lt;br /&gt;
&lt;br /&gt;
If it is impossible to place flowers as stated, it is illegal to choose that card. In case it is impossible to choose any card at all, choose and discard any card without placing any flowers.&lt;br /&gt;
&lt;br /&gt;
As described in the overview, your rainforest is divided into areas. It is legal to place flowers of any combination of colors in an area, but ultimately you want an area to have flowers of the same color if you want to score positive points from it.&lt;br /&gt;
&lt;br /&gt;
=== Growing trees ===&lt;br /&gt;
After you finish placing flowers, you check for tree growth. A flower placed on top of another flower becomes a tree.&lt;br /&gt;
&lt;br /&gt;
If at the end of your turn, an area is a &amp;quot;perfect habitat&amp;quot; &amp;amp;mdash; meaning it has flowers all of the same color, and all of them have trees &amp;amp;mdash; then you may attract an animal.&lt;br /&gt;
&lt;br /&gt;
* • Choose any tree in that area that you placed this turn. That tree is replaced by an animal.&lt;br /&gt;
* • Afterward, on every square that is adjacent to it (sharing a side, not just diagonally), you may place a flower of any color. You may place flowers of any combination of colors, and the flowers may be used to grow trees. You do not have to place a flower, you decide for each square whether you want to place a flower and of what color.&lt;br /&gt;
* • You may only place &#039;&#039;&#039;one&#039;&#039;&#039; animal per turn, even if you complete multiple perfect habitats in the same turn.&lt;br /&gt;
* • Note that the supply of animals is limited. As mentioned in the setup, there are 3 animals per color (2 animals per color in a 2p game).&lt;br /&gt;
&lt;br /&gt;
== End of game ==&lt;br /&gt;
The game ends after 9 rounds.&lt;br /&gt;
&lt;br /&gt;
Every area has two point values: one for the area itself, and one for the animal in it.&lt;br /&gt;
&lt;br /&gt;
* • Every &amp;quot;complete area&amp;quot; (all spaces filled with flowers of the same color) is worth &#039;&#039;&#039;plus&#039;&#039;&#039; the area&#039;s points.&lt;br /&gt;
* • Every &amp;quot;unfinished area&amp;quot; (has empty space) is worth &#039;&#039;&#039;minus&#039;&#039;&#039; the area&#039;s points.&lt;br /&gt;
* • Every &amp;quot;mixed area&amp;quot; (has flowers of multiple colors) is worth &#039;&#039;&#039;minus&#039;&#039;&#039; the area&#039;s points.&lt;br /&gt;
* • Areas that are completely empty are worth nothing, neither positive nor negative.&lt;br /&gt;
* • Every animal is worth the area&#039;s animal points.&lt;br /&gt;
* • Every tree is worth +2 points.&lt;br /&gt;
&lt;br /&gt;
If playing with ecosystem cards, every ecosystem card also awards points. See the rules for the ecosystem card.&lt;br /&gt;
&lt;br /&gt;
The player with the most points wins.&lt;br /&gt;
&lt;br /&gt;
== Solo game ==&lt;br /&gt;
Play with 3 animals per color. Do not use the Pangolin token.&lt;br /&gt;
&lt;br /&gt;
The game lasts for 18 rounds. Each round you only take 1 turn: reveal 3 cards, choose 1 to play, and discard the other 2.&lt;br /&gt;
&lt;br /&gt;
== Details and options ==&lt;br /&gt;
Your rainforest is made of four 3x3 boards. Each board is double-sided, and they can be rotated in one of four orientations.&lt;br /&gt;
&lt;br /&gt;
* • In the &amp;quot;First game&amp;quot; option, the layout matches the suggested first game setup. Note that this layout has no 5-square areas.&lt;br /&gt;
* • In the &amp;quot;Scenario&amp;quot; option, the layout matches the chosen scenario (rulebook p.9).&lt;br /&gt;
* • In the other options (&amp;quot;Base&amp;quot; and &amp;quot;Advanced&amp;quot;), the layout is randomized.&lt;br /&gt;
&lt;br /&gt;
There are 24 ecosystem cards. If you use ecosystem cards, 5 are in play. They are fixed throughout the game and everyone will use the same cards.&lt;br /&gt;
&lt;br /&gt;
* • In the &amp;quot;Scenario&amp;quot; option, the ecosystem cards match the chosen scenario (rulebook p.9).&lt;br /&gt;
* • In the &amp;quot;Advanced&amp;quot; option, the ecosystem cards are chosen at random.&lt;br /&gt;
* • In the other options (&amp;quot;First game&amp;quot; and &amp;quot;Base&amp;quot;), the ecosystem cards are not used.&lt;br /&gt;
&lt;br /&gt;
There are 70 flower cards. Used cards are discarded from play and are not used again. The breakdown of flower cards is as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto; text-align: center; width: auto; border: 2;&amp;quot;&lt;br /&gt;
! Card type !! Possible variants !! Copies of each variant !! Total cards&lt;br /&gt;
|-&lt;br /&gt;
| 1 multicolored flower || 1 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 2 flowers of the same color || 5 || 3 || 15&lt;br /&gt;
|-&lt;br /&gt;
| 2 flowers of different colors || 10 || 3 || 30&lt;br /&gt;
|-&lt;br /&gt;
| 3 flowers of different colors || 10 || 2 || 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The number of cards seen in each game is 54/27/45/63 for a 1/2/3/4-player game.&lt;/div&gt;</summary>
		<author><name>Chaotic iak</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelphutan&amp;diff=25733</id>
		<title>Gamehelphutan</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelphutan&amp;diff=25733"/>
		<updated>2025-07-09T04:33:53Z</updated>

		<summary type="html">&lt;p&gt;Chaotic iak: (#Overview) typo, also rephrasing fertilize&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Plant flowers in your rainforest to grow trees and attract animals. After 9 rounds, the player with the most points wins.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
Your rainforest is a 6x6 grid. There are many possible layouts, but all players use the exact same layout.&lt;br /&gt;
&lt;br /&gt;
In the &amp;quot;Advanced&amp;quot; and &amp;quot;Scenario&amp;quot; setting, there are also 5 ecosystem cards, which give additional ways to score. The ecosystem cards are public and all players play with the same ecosystem cards.&lt;br /&gt;
&lt;br /&gt;
The supply consists of 3 animals in each of the 5 colors. In a 2p game, there are only 2 animals per color.&lt;br /&gt;
&lt;br /&gt;
One player is randomly assigned the starting player. They have the Pangolin token.&lt;br /&gt;
&lt;br /&gt;
See [[#Options and details]] for more information about the game options and how they affect setup.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Your rainforest is a 6x6 grid, divided into areas of 2-5 squares. Each area shows two point values: area score (smaller one) and animal score (larger one). Some squares are lakes; they are not part of any area and they are treated as if nonexistent on your board.&lt;br /&gt;
&lt;br /&gt;
You will grow flowers and trees, and attract animals into your rainforest. Your primary goal is to have &amp;quot;complete areas&amp;quot;: areas where every square has a flower, and all the flowers are of the same color. Complete areas are worth &#039;&#039;positive&#039;&#039; amount of its area score. Be careful, if you start an area but you do not complete it (&amp;quot;unfinished area&amp;quot;), or if you have flowers of different colors in an area (&amp;quot;mixed area&amp;quot;), those areas are worth &#039;&#039;negative&#039;&#039; amount of its area score.&lt;br /&gt;
&lt;br /&gt;
By placing a flower on top of another flower of the same color, you can build trees, which are worth a flat amount of points by themselves. A complete area with all trees on the square becomes a &amp;quot;perfect habitat&amp;quot;: the last tree placed becomes an animal, which is worth the area&#039;s animal score, and you get to put flowers on squares adjacent to the animal.&lt;br /&gt;
&lt;br /&gt;
Ecosystem cards additionally provide alternative ways to score points. If you play with them, look to make use of them.&lt;br /&gt;
&lt;br /&gt;
== Each round ==&lt;br /&gt;
Each round, there are 3/5/7 cards available in a 2/3/4-player game. Each player will take two turns each round. (Solo game is different, see [[#Solo game]].)&lt;br /&gt;
&lt;br /&gt;
On your turn, choose an available card and place all the flowers corresponding to the card, explained below.&lt;br /&gt;
&lt;br /&gt;
* After the first player takes their first turn, they place the Pangolin token among the available cards.&lt;br /&gt;
* The Pangolin token can be taken by any player just like a card. The Pangolin token acts like a card with a multicolored flower; additionally, they will be the starting player for the next round.&lt;br /&gt;
&lt;br /&gt;
=== Placing flowers ===&lt;br /&gt;
&lt;br /&gt;
* You must place all flowers depicted on your card. A multicolored flower means a flower of any color of your choice.&lt;br /&gt;
* Each flower goes to one space of your rainforest.&lt;br /&gt;
* All flowers placed &#039;&#039;&#039;this turn&#039;&#039;&#039; must be connected to each other side by side. (Diagonals are not connected.)&lt;br /&gt;
* All flowers placed &#039;&#039;&#039;so far&#039;&#039;&#039; must also form a single connected forest.&lt;br /&gt;
* Flowers may not go on lake (water) spaces.&lt;br /&gt;
* Flowers may be put on top of other flowers of the &#039;&#039;&#039;same&#039;&#039;&#039; color.&lt;br /&gt;
* Flowers may not be put on top of trees or animals.&lt;br /&gt;
&lt;br /&gt;
If it is impossible to place flowers as stated, it is illegal to choose that card. In case it is impossible to choose any card at all, choose and discard any card without placing any flowers.&lt;br /&gt;
&lt;br /&gt;
As described in the overview, your rainforest is divided into areas. It is legal to place flowers of any combination of colors in an area, but ultimately you want an area to have flowers of the same color if you want to score positive points from it.&lt;br /&gt;
&lt;br /&gt;
=== Growing trees ===&lt;br /&gt;
After you finish placing flowers, you check for tree growth. A flower placed on top of another flower becomes a tree.&lt;br /&gt;
&lt;br /&gt;
If at the end of your turn, an area is a &amp;quot;perfect habitat&amp;quot; &amp;amp;mdash; meaning it has flowers all of the same color, and all of them have trees &amp;amp;mdash; then you may attract an animal.&lt;br /&gt;
&lt;br /&gt;
* Choose any tree in that area that you placed this turn. That tree is replaced by an animal.&lt;br /&gt;
* Afterward, on every square that is adjacent to it (sharing a side, not just diagonally), you may place a flower of any color. You may place flowers of any combination of colors, and the flowers may be used to grow trees. You do not have to place a flower, you decide for each square whether you want to place a flower and of what color.&lt;br /&gt;
* You may only place &#039;&#039;&#039;one&#039;&#039;&#039; animal per turn, even if you complete multiple perfect habitats in the same turn.&lt;br /&gt;
* Note that the supply of animals is limited. As mentioned in the setup, there are 3 animals per color (2 animals per color in a 2p game).&lt;br /&gt;
&lt;br /&gt;
== End of game ==&lt;br /&gt;
The game ends after 9 rounds.&lt;br /&gt;
&lt;br /&gt;
Every area has two point values: one for the area itself, and one for the animal in it.&lt;br /&gt;
&lt;br /&gt;
* Every &amp;quot;complete area&amp;quot; (all spaces filled with flowers of the same color) is worth &#039;&#039;&#039;plus&#039;&#039;&#039; the area&#039;s points.&lt;br /&gt;
* Every &amp;quot;unfinished area&amp;quot; (has empty space) is worth &#039;&#039;&#039;minus&#039;&#039;&#039; the area&#039;s points.&lt;br /&gt;
* Every &amp;quot;mixed area&amp;quot; (has flowers of multiple colors) is worth &#039;&#039;&#039;minus&#039;&#039;&#039; the area&#039;s points.&lt;br /&gt;
* Areas that are completely empty are worth nothing, neither positive nor negative.&lt;br /&gt;
* Every animal is worth the area&#039;s animal points.&lt;br /&gt;
* Every tree is worth +2 points.&lt;br /&gt;
&lt;br /&gt;
If playing with ecosystem cards, every ecosystem card also awards points. See the rules for the ecosystem card.&lt;br /&gt;
&lt;br /&gt;
The player with the most points wins.&lt;br /&gt;
&lt;br /&gt;
== Solo game ==&lt;br /&gt;
Play with 3 animals per color. Do not use the Pangolin token.&lt;br /&gt;
&lt;br /&gt;
The game lasts for 18 rounds. Each round you only take 1 turn: reveal 3 cards, choose 1 to play, and discard the other 2.&lt;br /&gt;
&lt;br /&gt;
== Details and options ==&lt;br /&gt;
Your rainforest is made of four 3x3 boards. Each board is double-sided, and they can be rotated in one of four orientations.&lt;br /&gt;
&lt;br /&gt;
* In the &amp;quot;First game&amp;quot; option, the layout matches the suggested first game setup. Note that this layout has no 5-square areas.&lt;br /&gt;
* In the &amp;quot;Scenario&amp;quot; option, the layout matches the chosen scenario (rulebook p.9).&lt;br /&gt;
* In the other options (&amp;quot;Base&amp;quot; and &amp;quot;Advanced&amp;quot;), the layout is randomized.&lt;br /&gt;
&lt;br /&gt;
There are 24 ecosystem cards. If you use ecosystem cards, 5 are in play. They are fixed throughout the game and everyone will use the same cards.&lt;br /&gt;
&lt;br /&gt;
* In the &amp;quot;Scenario&amp;quot; option, the ecosystem cards match the chosen scenario (rulebook p.9).&lt;br /&gt;
* In the &amp;quot;Advanced&amp;quot; option, the ecosystem cards are chosen at random.&lt;br /&gt;
* In the other options (&amp;quot;First game&amp;quot; and &amp;quot;Base&amp;quot;), the ecosystem cards are not used.&lt;br /&gt;
&lt;br /&gt;
There are 70 flower cards. Used cards are discarded from play and are not used again. The breakdown of flower cards is as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto; text-align: center;&amp;quot;&lt;br /&gt;
! Card type !! Possible variants !! Copies of each variant !! Total cards&lt;br /&gt;
|-&lt;br /&gt;
| 1 multicolored flower || 1 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 2 flowers of the same color || 5 || 3 || 15&lt;br /&gt;
|-&lt;br /&gt;
| 2 flowers of different colors || 10 || 3 || 30&lt;br /&gt;
|-&lt;br /&gt;
| 3 flowers of different colors || 10 || 2 || 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The number of cards seen in each game is 54/27/45/63 for a 1/2/3/4-player game.&lt;/div&gt;</summary>
		<author><name>Chaotic iak</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelphutan&amp;diff=25732</id>
		<title>Gamehelphutan</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelphutan&amp;diff=25732"/>
		<updated>2025-07-09T04:32:52Z</updated>

		<summary type="html">&lt;p&gt;Chaotic iak: em dash&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Plant flowers in your rainforest to grow trees and attract animals. After 9 rounds, the player with the most points wins.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
Your rainforest is a 6x6 grid. There are many possible layouts, but all players use the exact same layout.&lt;br /&gt;
&lt;br /&gt;
In the &amp;quot;Advanced&amp;quot; and &amp;quot;Scenario&amp;quot; setting, there are also 5 ecosystem cards, which give additional ways to score. The ecosystem cards are public and all players play with the same ecosystem cards.&lt;br /&gt;
&lt;br /&gt;
The supply consists of 3 animals in each of the 5 colors. In a 2p game, there are only 2 animals per color.&lt;br /&gt;
&lt;br /&gt;
One player is randomly assigned the starting player. They have the Pangolin token.&lt;br /&gt;
&lt;br /&gt;
See [[#Options and details]] for more information about the game options and how they affect setup.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Your rainforest is a 6x6 grid, divided into areas of 2-5 squares. Each area shows two point values: area score (smaller one) and animal score (larger one). Some squares are lakes; they are not part of any area and they are treated as if nonexistent on your board.&lt;br /&gt;
&lt;br /&gt;
You will grow flowers and trees, and attract animals into your rainforest. Your primary goal is to have &amp;quot;complete areas&amp;quot;: areas where every square has a flower, and all the flowers are of the same color. Complete areas are worth &#039;&#039;positive&#039;&#039; amount of its area score. Be careful, if you start an area but you do not complete it (&amp;quot;unfinished area&amp;quot;), or if you have flowers of different colors in an area (&amp;quot;mixed area&amp;quot;), those areas are worth &#039;&#039;negative&#039;&#039; amount of its area score.&lt;br /&gt;
&lt;br /&gt;
By placing a flower on top of another flower of the same color, you can build trees, which are worth a flat amount of points by themselves. A complete area with all trees on the square becomes a &amp;quot;perfect habitat&amp;quot;: he last tree placed becomes an animal, which is worth the area&#039;s animal score, and an animal also &#039;&#039;fertilizes&#039;&#039; adjacent squares by growing flowers on them.&lt;br /&gt;
&lt;br /&gt;
Ecosystem cards additionally provide alternative ways to score points. If you play with them, look to make use of them.&lt;br /&gt;
&lt;br /&gt;
== Each round ==&lt;br /&gt;
Each round, there are 3/5/7 cards available in a 2/3/4-player game. Each player will take two turns each round. (Solo game is different, see [[#Solo game]].)&lt;br /&gt;
&lt;br /&gt;
On your turn, choose an available card and place all the flowers corresponding to the card, explained below.&lt;br /&gt;
&lt;br /&gt;
* After the first player takes their first turn, they place the Pangolin token among the available cards.&lt;br /&gt;
* The Pangolin token can be taken by any player just like a card. The Pangolin token acts like a card with a multicolored flower; additionally, they will be the starting player for the next round.&lt;br /&gt;
&lt;br /&gt;
=== Placing flowers ===&lt;br /&gt;
&lt;br /&gt;
* You must place all flowers depicted on your card. A multicolored flower means a flower of any color of your choice.&lt;br /&gt;
* Each flower goes to one space of your rainforest.&lt;br /&gt;
* All flowers placed &#039;&#039;&#039;this turn&#039;&#039;&#039; must be connected to each other side by side. (Diagonals are not connected.)&lt;br /&gt;
* All flowers placed &#039;&#039;&#039;so far&#039;&#039;&#039; must also form a single connected forest.&lt;br /&gt;
* Flowers may not go on lake (water) spaces.&lt;br /&gt;
* Flowers may be put on top of other flowers of the &#039;&#039;&#039;same&#039;&#039;&#039; color.&lt;br /&gt;
* Flowers may not be put on top of trees or animals.&lt;br /&gt;
&lt;br /&gt;
If it is impossible to place flowers as stated, it is illegal to choose that card. In case it is impossible to choose any card at all, choose and discard any card without placing any flowers.&lt;br /&gt;
&lt;br /&gt;
As described in the overview, your rainforest is divided into areas. It is legal to place flowers of any combination of colors in an area, but ultimately you want an area to have flowers of the same color if you want to score positive points from it.&lt;br /&gt;
&lt;br /&gt;
=== Growing trees ===&lt;br /&gt;
After you finish placing flowers, you check for tree growth. A flower placed on top of another flower becomes a tree.&lt;br /&gt;
&lt;br /&gt;
If at the end of your turn, an area is a &amp;quot;perfect habitat&amp;quot; &amp;amp;mdash; meaning it has flowers all of the same color, and all of them have trees &amp;amp;mdash; then you may attract an animal.&lt;br /&gt;
&lt;br /&gt;
* Choose any tree in that area that you placed this turn. That tree is replaced by an animal.&lt;br /&gt;
* Afterward, on every square that is adjacent to it (sharing a side, not just diagonally), you may place a flower of any color. You may place flowers of any combination of colors, and the flowers may be used to grow trees. You do not have to place a flower, you decide for each square whether you want to place a flower and of what color.&lt;br /&gt;
* You may only place &#039;&#039;&#039;one&#039;&#039;&#039; animal per turn, even if you complete multiple perfect habitats in the same turn.&lt;br /&gt;
* Note that the supply of animals is limited. As mentioned in the setup, there are 3 animals per color (2 animals per color in a 2p game).&lt;br /&gt;
&lt;br /&gt;
== End of game ==&lt;br /&gt;
The game ends after 9 rounds.&lt;br /&gt;
&lt;br /&gt;
Every area has two point values: one for the area itself, and one for the animal in it.&lt;br /&gt;
&lt;br /&gt;
* Every &amp;quot;complete area&amp;quot; (all spaces filled with flowers of the same color) is worth &#039;&#039;&#039;plus&#039;&#039;&#039; the area&#039;s points.&lt;br /&gt;
* Every &amp;quot;unfinished area&amp;quot; (has empty space) is worth &#039;&#039;&#039;minus&#039;&#039;&#039; the area&#039;s points.&lt;br /&gt;
* Every &amp;quot;mixed area&amp;quot; (has flowers of multiple colors) is worth &#039;&#039;&#039;minus&#039;&#039;&#039; the area&#039;s points.&lt;br /&gt;
* Areas that are completely empty are worth nothing, neither positive nor negative.&lt;br /&gt;
* Every animal is worth the area&#039;s animal points.&lt;br /&gt;
* Every tree is worth +2 points.&lt;br /&gt;
&lt;br /&gt;
If playing with ecosystem cards, every ecosystem card also awards points. See the rules for the ecosystem card.&lt;br /&gt;
&lt;br /&gt;
The player with the most points wins.&lt;br /&gt;
&lt;br /&gt;
== Solo game ==&lt;br /&gt;
Play with 3 animals per color. Do not use the Pangolin token.&lt;br /&gt;
&lt;br /&gt;
The game lasts for 18 rounds. Each round you only take 1 turn: reveal 3 cards, choose 1 to play, and discard the other 2.&lt;br /&gt;
&lt;br /&gt;
== Details and options ==&lt;br /&gt;
Your rainforest is made of four 3x3 boards. Each board is double-sided, and they can be rotated in one of four orientations.&lt;br /&gt;
&lt;br /&gt;
* In the &amp;quot;First game&amp;quot; option, the layout matches the suggested first game setup. Note that this layout has no 5-square areas.&lt;br /&gt;
* In the &amp;quot;Scenario&amp;quot; option, the layout matches the chosen scenario (rulebook p.9).&lt;br /&gt;
* In the other options (&amp;quot;Base&amp;quot; and &amp;quot;Advanced&amp;quot;), the layout is randomized.&lt;br /&gt;
&lt;br /&gt;
There are 24 ecosystem cards. If you use ecosystem cards, 5 are in play. They are fixed throughout the game and everyone will use the same cards.&lt;br /&gt;
&lt;br /&gt;
* In the &amp;quot;Scenario&amp;quot; option, the ecosystem cards match the chosen scenario (rulebook p.9).&lt;br /&gt;
* In the &amp;quot;Advanced&amp;quot; option, the ecosystem cards are chosen at random.&lt;br /&gt;
* In the other options (&amp;quot;First game&amp;quot; and &amp;quot;Base&amp;quot;), the ecosystem cards are not used.&lt;br /&gt;
&lt;br /&gt;
There are 70 flower cards. Used cards are discarded from play and are not used again. The breakdown of flower cards is as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto; text-align: center;&amp;quot;&lt;br /&gt;
! Card type !! Possible variants !! Copies of each variant !! Total cards&lt;br /&gt;
|-&lt;br /&gt;
| 1 multicolored flower || 1 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 2 flowers of the same color || 5 || 3 || 15&lt;br /&gt;
|-&lt;br /&gt;
| 2 flowers of different colors || 10 || 3 || 30&lt;br /&gt;
|-&lt;br /&gt;
| 3 flowers of different colors || 10 || 2 || 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The number of cards seen in each game is 54/27/45/63 for a 1/2/3/4-player game.&lt;/div&gt;</summary>
		<author><name>Chaotic iak</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelphutan&amp;diff=25731</id>
		<title>Gamehelphutan</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelphutan&amp;diff=25731"/>
		<updated>2025-07-09T04:30:52Z</updated>

		<summary type="html">&lt;p&gt;Chaotic iak: Rephrasing setup (split some into a new details section at the end), table of flower cards&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Plant flowers in your rainforest to grow trees and attract animals. After 9 rounds, the player with the most points wins.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
Your rainforest is a 6x6 grid. There are many possible layouts, but all players use the exact same layout.&lt;br /&gt;
&lt;br /&gt;
In the &amp;quot;Advanced&amp;quot; and &amp;quot;Scenario&amp;quot; setting, there are also 5 ecosystem cards, which give additional ways to score. The ecosystem cards are public and all players play with the same ecosystem cards.&lt;br /&gt;
&lt;br /&gt;
The supply consists of 3 animals in each of the 5 colors. In a 2p game, there are only 2 animals per color.&lt;br /&gt;
&lt;br /&gt;
One player is randomly assigned the starting player. They have the Pangolin token.&lt;br /&gt;
&lt;br /&gt;
See [[#Options and details]] for more information about the game options and how they affect setup.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Your rainforest is a 6x6 grid, divided into areas of 2-5 squares. Each area shows two point values: area score (smaller one) and animal score (larger one). Some squares are lakes; they are not part of any area and they are treated as if nonexistent on your board.&lt;br /&gt;
&lt;br /&gt;
You will grow flowers and trees, and attract animals into your rainforest. Your primary goal is to have &amp;quot;complete areas&amp;quot;: areas where every square has a flower, and all the flowers are of the same color. Complete areas are worth &#039;&#039;positive&#039;&#039; amount of its area score. Be careful, if you start an area but you do not complete it (&amp;quot;unfinished area&amp;quot;), or if you have flowers of different colors in an area (&amp;quot;mixed area&amp;quot;), those areas are worth &#039;&#039;negative&#039;&#039; amount of its area score.&lt;br /&gt;
&lt;br /&gt;
By placing a flower on top of another flower of the same color, you can build trees, which are worth a flat amount of points by themselves. A complete area with all trees on the square becomes a &amp;quot;perfect habitat&amp;quot;: he last tree placed becomes an animal, which is worth the area&#039;s animal score, and an animal also &#039;&#039;fertilizes&#039;&#039; adjacent squares by growing flowers on them.&lt;br /&gt;
&lt;br /&gt;
Ecosystem cards additionally provide alternative ways to score points. If you play with them, look to make use of them.&lt;br /&gt;
&lt;br /&gt;
== Each round ==&lt;br /&gt;
Each round, there are 3/5/7 cards available in a 2/3/4-player game. Each player will take two turns each round. (Solo game is different, see [[#Solo game]].)&lt;br /&gt;
&lt;br /&gt;
On your turn, choose an available card and place all the flowers corresponding to the card, explained below.&lt;br /&gt;
&lt;br /&gt;
* After the first player takes their first turn, they place the Pangolin token among the available cards.&lt;br /&gt;
* The Pangolin token can be taken by any player just like a card. The Pangolin token acts like a card with a multicolored flower; additionally, they will be the starting player for the next round.&lt;br /&gt;
&lt;br /&gt;
=== Placing flowers ===&lt;br /&gt;
&lt;br /&gt;
* You must place all flowers depicted on your card. A multicolored flower means a flower of any color of your choice.&lt;br /&gt;
* Each flower goes to one space of your rainforest.&lt;br /&gt;
* All flowers placed &#039;&#039;&#039;this turn&#039;&#039;&#039; must be connected to each other side by side. (Diagonals are not connected.)&lt;br /&gt;
* All flowers placed &#039;&#039;&#039;so far&#039;&#039;&#039; must also form a single connected forest.&lt;br /&gt;
* Flowers may not go on lake (water) spaces.&lt;br /&gt;
* Flowers may be put on top of other flowers of the &#039;&#039;&#039;same&#039;&#039;&#039; color.&lt;br /&gt;
* Flowers may not be put on top of trees or animals.&lt;br /&gt;
&lt;br /&gt;
If it is impossible to place flowers as stated, it is illegal to choose that card. In case it is impossible to choose any card at all, choose and discard any card without placing any flowers.&lt;br /&gt;
&lt;br /&gt;
As described in the overview, your rainforest is divided into areas. It is legal to place flowers of any combination of colors in an area, but ultimately you want an area to have flowers of the same color if you want to score positive points from it.&lt;br /&gt;
&lt;br /&gt;
=== Growing trees ===&lt;br /&gt;
After you finish placing flowers, you check for tree growth. A flower placed on top of another flower becomes a tree.&lt;br /&gt;
&lt;br /&gt;
If at the end of your turn, an area is a &amp;quot;perfect habitat&amp;quot; -- meaning it has flowers all of the same color, and all of them have trees -- then you may attract an animal.&lt;br /&gt;
&lt;br /&gt;
* Choose any tree in that area that you placed this turn. That tree is replaced by an animal.&lt;br /&gt;
* Afterward, on every square that is adjacent to it (sharing a side, not just diagonally), you may place a flower of any color. You may place flowers of any combination of colors, and the flowers may be used to grow trees. You do not have to place a flower, you decide for each square whether you want to place a flower and of what color.&lt;br /&gt;
* You may only place &#039;&#039;&#039;one&#039;&#039;&#039; animal per turn, even if you complete multiple perfect habitats in the same turn.&lt;br /&gt;
* Note that the supply of animals is limited. As mentioned in the setup, there are 3 animals per color (2 animals per color in a 2p game).&lt;br /&gt;
&lt;br /&gt;
== End of game ==&lt;br /&gt;
The game ends after 9 rounds.&lt;br /&gt;
&lt;br /&gt;
Every area has two point values: one for the area itself, and one for the animal in it.&lt;br /&gt;
&lt;br /&gt;
* Every &amp;quot;complete area&amp;quot; (all spaces filled with flowers of the same color) is worth &#039;&#039;&#039;plus&#039;&#039;&#039; the area&#039;s points.&lt;br /&gt;
* Every &amp;quot;unfinished area&amp;quot; (has empty space) is worth &#039;&#039;&#039;minus&#039;&#039;&#039; the area&#039;s points.&lt;br /&gt;
* Every &amp;quot;mixed area&amp;quot; (has flowers of multiple colors) is worth &#039;&#039;&#039;minus&#039;&#039;&#039; the area&#039;s points.&lt;br /&gt;
* Areas that are completely empty are worth nothing, neither positive nor negative.&lt;br /&gt;
* Every animal is worth the area&#039;s animal points.&lt;br /&gt;
* Every tree is worth +2 points.&lt;br /&gt;
&lt;br /&gt;
If playing with ecosystem cards, every ecosystem card also awards points. See the rules for the ecosystem card.&lt;br /&gt;
&lt;br /&gt;
The player with the most points wins.&lt;br /&gt;
&lt;br /&gt;
== Solo game ==&lt;br /&gt;
Play with 3 animals per color. Do not use the Pangolin token.&lt;br /&gt;
&lt;br /&gt;
The game lasts for 18 rounds. Each round you only take 1 turn: reveal 3 cards, choose 1 to play, and discard the other 2.&lt;br /&gt;
&lt;br /&gt;
== Details and options ==&lt;br /&gt;
Your rainforest is made of four 3x3 boards. Each board is double-sided, and they can be rotated in one of four orientations.&lt;br /&gt;
&lt;br /&gt;
* In the &amp;quot;First game&amp;quot; option, the layout matches the suggested first game setup. Note that this layout has no 5-square areas.&lt;br /&gt;
* In the &amp;quot;Scenario&amp;quot; option, the layout matches the chosen scenario (rulebook p.9).&lt;br /&gt;
* In the other options (&amp;quot;Base&amp;quot; and &amp;quot;Advanced&amp;quot;), the layout is randomized.&lt;br /&gt;
&lt;br /&gt;
There are 24 ecosystem cards. If you use ecosystem cards, 5 are in play. They are fixed throughout the game and everyone will use the same cards.&lt;br /&gt;
&lt;br /&gt;
* In the &amp;quot;Scenario&amp;quot; option, the ecosystem cards match the chosen scenario (rulebook p.9).&lt;br /&gt;
* In the &amp;quot;Advanced&amp;quot; option, the ecosystem cards are chosen at random.&lt;br /&gt;
* In the other options (&amp;quot;First game&amp;quot; and &amp;quot;Base&amp;quot;), the ecosystem cards are not used.&lt;br /&gt;
&lt;br /&gt;
There are 70 flower cards. Used cards are discarded from play and are not used again. The breakdown of flower cards is as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto; text-align: center;&amp;quot;&lt;br /&gt;
! Card type !! Possible variants !! Copies of each variant !! Total cards&lt;br /&gt;
|-&lt;br /&gt;
| 1 multicolored flower || 1 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 2 flowers of the same color || 5 || 3 || 15&lt;br /&gt;
|-&lt;br /&gt;
| 2 flowers of different colors || 10 || 3 || 30&lt;br /&gt;
|-&lt;br /&gt;
| 3 flowers of different colors || 10 || 2 || 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The number of cards seen in each game is 54/27/45/63 for a 1/2/3/4-player game.&lt;/div&gt;</summary>
		<author><name>Chaotic iak</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelphutan&amp;diff=25527</id>
		<title>Gamehelphutan</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelphutan&amp;diff=25527"/>
		<updated>2025-06-20T16:20:50Z</updated>

		<summary type="html">&lt;p&gt;Chaotic iak: connected forest rule&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Plant flowers in your rainforest to grow trees and attract animals. After 9 rounds, the player with the most points wins.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
Your rainforest is built of four 3x3 boards arranged randomly. All players have the exact same layout.&lt;br /&gt;
&lt;br /&gt;
* In the &amp;quot;First game&amp;quot; option, the layout matches the suggested first game setup.&lt;br /&gt;
* In the &amp;quot;Scenario&amp;quot; option, the layout matches the chosen scenario (rulebook p.9).&lt;br /&gt;
* In all other options, the layout is randomized.&lt;br /&gt;
&lt;br /&gt;
In the &amp;quot;Advanced&amp;quot; and &amp;quot;Scenario&amp;quot; options, there are additionally 5 ecosystem cards. In &amp;quot;Advanced&amp;quot;, the cards are chosen at random. In &amp;quot;Scenario&amp;quot;, the cards match the chosen scenario.&lt;br /&gt;
&lt;br /&gt;
There are additionally 3 animals in each of the 5 colors. In a 2-player game, there are only 2 animals per color.&lt;br /&gt;
&lt;br /&gt;
One player is randomly assigned the starting player. They have the Pangolin token.&lt;br /&gt;
&lt;br /&gt;
== Each round ==&lt;br /&gt;
Each round, there are 3/5/7 cards available in a 2/3/4-player game. (Solo game is different.) Each player will take two turns each round.&lt;br /&gt;
&lt;br /&gt;
On your turn, choose an available card and place all the flowers corresponding to the card, explained below.&lt;br /&gt;
&lt;br /&gt;
* After the first player takes their first turn, they place the Pangolin token among the available cards.&lt;br /&gt;
* The Pangolin token can be taken by any player just like a card. The Pangolin token acts like a card with a multicolored flower; additionally, they will be the starting player for the next round.&lt;br /&gt;
&lt;br /&gt;
=== Placing flowers ===&lt;br /&gt;
&lt;br /&gt;
* You must place all flowers depicted on your card. A multicolored flower means a flower of any color of your choice.&lt;br /&gt;
* Each flower goes to one space of your rainforest.&lt;br /&gt;
* All flowers placed &#039;&#039;&#039;this turn&#039;&#039;&#039; must be connected to each other side by side. (Diagonals are not connected.)&lt;br /&gt;
* All flowers placed &#039;&#039;&#039;so far&#039;&#039;&#039; must also form a single connected forest.&lt;br /&gt;
* Flowers may not go on lake (water) spaces.&lt;br /&gt;
* Flowers may be put on top of other flowers of the &#039;&#039;&#039;same&#039;&#039;&#039; color.&lt;br /&gt;
* Flowers may not be put on top of trees or animals.&lt;br /&gt;
&lt;br /&gt;
If it is impossible to place flowers as stated, it is illegal to choose that card. In case it is impossible to choose any card at all, choose and discard any card without placing any flowers.&lt;br /&gt;
&lt;br /&gt;
Your rainforest is divided into areas of various sizes. It is legal to place flowers of any color inside an area, but ultimately you want areas with flowers all of the same color, and you want to make sure any area you start growing will be finished.&lt;br /&gt;
&lt;br /&gt;
=== Growing trees ===&lt;br /&gt;
After you finish placing flowers, you check for tree growth. A flower placed on top of another flower becomes a tree.&lt;br /&gt;
&lt;br /&gt;
If at the end of your turn, an area is a &amp;quot;perfect habitat&amp;quot; -- meaning it has flowers all of the same color, and all of them have trees -- then you may attract an animal.&lt;br /&gt;
&lt;br /&gt;
* Choose any tree in that area that you placed this turn. That tree is replaced by an animal.&lt;br /&gt;
* Afterward, on every square that is adjacent to it (sharing a side, not just diagonally), you may place a flower of any color. You may place flowers of any combination of colors, and the flowers may be used to grow trees.&lt;br /&gt;
* You may only place &#039;&#039;&#039;one&#039;&#039;&#039; animal per turn, even if you complete multiple perfect habitats in the same turn.&lt;br /&gt;
&lt;br /&gt;
== End of game ==&lt;br /&gt;
The game ends after 9 rounds.&lt;br /&gt;
&lt;br /&gt;
Every area has two point values: one for the area itself, and one for the animal in it.&lt;br /&gt;
&lt;br /&gt;
* Every &amp;quot;complete area&amp;quot; (all spaces filled with flowers of the same color) is worth &#039;&#039;&#039;plus&#039;&#039;&#039; the area&#039;s points.&lt;br /&gt;
* Every &amp;quot;unfinished area&amp;quot; (has empty space) is worth &#039;&#039;&#039;minus&#039;&#039;&#039; the area&#039;s points.&lt;br /&gt;
* Every &amp;quot;mixed area&amp;quot; (has flowers of multiple colors) is worth &#039;&#039;&#039;minus&#039;&#039;&#039; the area&#039;s points.&lt;br /&gt;
* Every animal is worth the area&#039;s animal points.&lt;br /&gt;
* Every tree is worth +2 points.&lt;br /&gt;
&lt;br /&gt;
If playing with ecosystem cards, every ecosystem card also awards points.&lt;br /&gt;
&lt;br /&gt;
The player with the most points wins.&lt;br /&gt;
&lt;br /&gt;
== Solo game ==&lt;br /&gt;
Play with 3 animals per color. Do not use the Pangolin token.&lt;br /&gt;
&lt;br /&gt;
The game lasts for 18 rounds. Each round you only take 1 turn: reveal 3 cards, choose 1 to play, and discard the other 2.&lt;/div&gt;</summary>
		<author><name>Chaotic iak</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelphutan&amp;diff=25520</id>
		<title>Gamehelphutan</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelphutan&amp;diff=25520"/>
		<updated>2025-06-20T14:32:10Z</updated>

		<summary type="html">&lt;p&gt;Chaotic iak: add rules&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Plant flowers in your rainforest to grow trees and attract animals. After 9 rounds, the player with the most points wins.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
Your rainforest is built of four 3x3 boards arranged randomly. All players have the exact same layout.&lt;br /&gt;
&lt;br /&gt;
* In the &amp;quot;First game&amp;quot; option, the layout matches the suggested first game setup.&lt;br /&gt;
* In the &amp;quot;Scenario&amp;quot; option, the layout matches the chosen scenario (rulebook p.9).&lt;br /&gt;
* In all other options, the layout is randomized.&lt;br /&gt;
&lt;br /&gt;
In the &amp;quot;Advanced&amp;quot; and &amp;quot;Scenario&amp;quot; options, there are additionally 5 ecosystem cards. In &amp;quot;Advanced&amp;quot;, the cards are chosen at random. In &amp;quot;Scenario&amp;quot;, the cards match the chosen scenario.&lt;br /&gt;
&lt;br /&gt;
There are additionally 3 animals in each of the 5 colors. In a 2-player game, there are only 2 animals per color.&lt;br /&gt;
&lt;br /&gt;
One player is randomly assigned the starting player. They have the Pangolin token.&lt;br /&gt;
&lt;br /&gt;
== Each round ==&lt;br /&gt;
Each round, there are 3/5/7 cards available in a 2/3/4-player game. (Solo game is different.) Each player will take two turns each round.&lt;br /&gt;
&lt;br /&gt;
On your turn, choose an available card and place all the flowers corresponding to the card, explained below.&lt;br /&gt;
&lt;br /&gt;
* After the first player takes their first turn, they place the Pangolin token among the available cards.&lt;br /&gt;
* The Pangolin token can be taken by any player just like a card. The Pangolin token acts like a card with a multicolored flower; additionally, they will be the starting player for the next round.&lt;br /&gt;
&lt;br /&gt;
=== Placing flowers ===&lt;br /&gt;
&lt;br /&gt;
* You must place all flowers depicted on your card. A multicolored flower means a flower of any color of your choice.&lt;br /&gt;
* Each flower goes to one space of your rainforest.&lt;br /&gt;
* All placed flowers must be connected to each other side by side. (Diagonals are not connected.)&lt;br /&gt;
* Flowers may not go on lake (water) spaces.&lt;br /&gt;
* Flowers may be put on top of other flowers of the &#039;&#039;&#039;same&#039;&#039;&#039; color.&lt;br /&gt;
* Flowers may not be put on top of trees or animals.&lt;br /&gt;
&lt;br /&gt;
If it is impossible to place flowers as stated, it is illegal to choose that card. In case it is impossible to choose any card at all, choose and discard any card without placing any flowers.&lt;br /&gt;
&lt;br /&gt;
Your rainforest is divided into areas of various sizes. It is legal to place flowers of any color inside an area, but ultimately you want areas with flowers all of the same color, and you want to make sure any area you start growing will be finished.&lt;br /&gt;
&lt;br /&gt;
=== Growing trees ===&lt;br /&gt;
After you finish placing flowers, you check for tree growth. A flower placed on top of another flower becomes a tree.&lt;br /&gt;
&lt;br /&gt;
If at the end of your turn, an area is a &amp;quot;perfect habitat&amp;quot; -- meaning it has flowers all of the same color, and all of them have trees -- then you may attract an animal.&lt;br /&gt;
&lt;br /&gt;
* Choose any tree in that area that you placed this turn. That tree is replaced by an animal.&lt;br /&gt;
* Afterward, on every square that is adjacent to it (sharing a side, not just diagonally), you may place a flower of any color. You may place flowers of any combination of colors, and the flowers may be used to grow trees.&lt;br /&gt;
* You may only place &#039;&#039;&#039;one&#039;&#039;&#039; animal per turn, even if you complete multiple perfect habitats in the same turn.&lt;br /&gt;
&lt;br /&gt;
== End of game ==&lt;br /&gt;
The game ends after 9 rounds.&lt;br /&gt;
&lt;br /&gt;
Every area has two point values: one for the area itself, and one for the animal in it.&lt;br /&gt;
&lt;br /&gt;
* Every &amp;quot;complete area&amp;quot; (all spaces filled with flowers of the same color) is worth &#039;&#039;&#039;plus&#039;&#039;&#039; the area&#039;s points.&lt;br /&gt;
* Every &amp;quot;unfinished area&amp;quot; (has empty space) is worth &#039;&#039;&#039;minus&#039;&#039;&#039; the area&#039;s points.&lt;br /&gt;
* Every &amp;quot;mixed area&amp;quot; (has flowers of multiple colors) is worth &#039;&#039;&#039;minus&#039;&#039;&#039; the area&#039;s points.&lt;br /&gt;
* Every animal is worth the area&#039;s animal points.&lt;br /&gt;
* Every tree is worth +2 points.&lt;br /&gt;
&lt;br /&gt;
If playing with ecosystem cards, every ecosystem card also awards points.&lt;br /&gt;
&lt;br /&gt;
The player with the most points wins.&lt;br /&gt;
&lt;br /&gt;
== Solo game ==&lt;br /&gt;
Play with 3 animals per color. Do not use the Pangolin token.&lt;br /&gt;
&lt;br /&gt;
The game lasts for 18 rounds. Each round you only take 1 turn: reveal 3 cards, choose 1 to play, and discard the other 2.&lt;/div&gt;</summary>
		<author><name>Chaotic iak</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpalveole&amp;diff=2518</id>
		<title>Gamehelpalveole</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpalveole&amp;diff=2518"/>
		<updated>2017-06-24T07:39:11Z</updated>

		<summary type="html">&lt;p&gt;Chaotic iak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Alveole is an abstract board game for 2 players. Players attempt to gather all their pieces into a single group; the first player to do so wins.&lt;br /&gt;
&lt;br /&gt;
== Start of the game ==&lt;br /&gt;
&lt;br /&gt;
The board is a hexagonal board with 5 hexes on a side. Each player has 9 pieces in a given starting configuration.&lt;br /&gt;
&lt;br /&gt;
== Player&#039;s turn ==&lt;br /&gt;
&lt;br /&gt;
In a player&#039;s turn, the player must choose a piece and move it in one of the six directions. The piece must move the exact same number of hexes as the number of pieces (both the player&#039;s and their opponent&#039;s) in the line of movement. For example, if along the line, there are a total of 3 pieces (counting itself, everything in the movement direction, and everything behind on the line), then the piece must move exactly 3 spaces.&lt;br /&gt;
&lt;br /&gt;
A piece may jump over friendly pieces but may not land on a friendly piece. A piece may not jump over opponent pieces but may land on one; in that case, the opponent piece is captured and removed from the game.&lt;br /&gt;
&lt;br /&gt;
== End of the game ==&lt;br /&gt;
&lt;br /&gt;
If, at the end of a turn, all of a player&#039;s pieces form a single connected group, that player wins. This can be either the moving player or the opponent (if the move is a capture, and that leaves all the remaining pieces connected). Note that by definition, if a player only has one piece left, they form a single group and thus they win.&lt;br /&gt;
&lt;br /&gt;
In case both players have a single group at the same time, the player that made the move wins.&lt;br /&gt;
&lt;br /&gt;
It&#039;s also possible that a player doesn&#039;t have any legal move to make for their turn, even if it&#039;s a very unlikely situation. In that case, the opponent wins.&lt;/div&gt;</summary>
		<author><name>Chaotic iak</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpninemensmorris&amp;diff=2513</id>
		<title>Gamehelpninemensmorris</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpninemensmorris&amp;diff=2513"/>
		<updated>2017-06-22T14:22:48Z</updated>

		<summary type="html">&lt;p&gt;Chaotic iak: Created page with &amp;quot;Nine Men&amp;#039;s Morris is an abstract board game for two players. Players attempt to remove their opponents&amp;#039; stones, and the first player to completely deprive the opponent of ston...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nine Men&#039;s Morris is an abstract board game for two players. Players attempt to remove their opponents&#039; stones, and the first player to completely deprive the opponent of stones wins the game.&lt;br /&gt;
&lt;br /&gt;
== Start of the game ==&lt;br /&gt;
&lt;br /&gt;
The board has 24 spaces, arranged in three squares. Each player begins with 9 stones of their color in their reserve.&lt;br /&gt;
&lt;br /&gt;
== Player&#039;s turn ==&lt;br /&gt;
&lt;br /&gt;
On a player&#039;s turn, a player either places one of their stones onto the board if there&#039;s any left, or otherwise moves one of their stones on the board. If a player moves a stone, that stone must be moved to an adjacent space. Exception: If a player only has three stones left, they may move a stone anywhere, not necessarily to an adjacent space.&lt;br /&gt;
&lt;br /&gt;
If by placing or moving this stone, the player forms a line of three of their stones, they have formed a &amp;quot;mill&amp;quot; and may remove any of their opponent&#039;s stones on the board. If it&#039;s possible, a player must remove a stone that is not a part of a mill, but if it&#039;s not possible, the player may remove any stone.&lt;br /&gt;
&lt;br /&gt;
== End of the game ==&lt;br /&gt;
&lt;br /&gt;
The game ends if a player cannot make a legal move; that player loses. The game also ends if a player is reduced to two stones (with a loss for that player). This is because they cannot make any more mills, and so those stones will eventually be captured by the opponent, leaving no stones and thus no legal move to make.&lt;/div&gt;</summary>
		<author><name>Chaotic iak</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelphive&amp;diff=2512</id>
		<title>Gamehelphive</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelphive&amp;diff=2512"/>
		<updated>2017-06-22T14:11:15Z</updated>

		<summary type="html">&lt;p&gt;Chaotic iak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hive is an abstract board game for two players. Players compete to gain control of a hive, trying to surround their opponent&#039;s queen bee to win the game.&lt;br /&gt;
&lt;br /&gt;
== Start of the game ==&lt;br /&gt;
&lt;br /&gt;
Each player takes all pieces of their color (white or black) into their reserve. The following pieces are available:&lt;br /&gt;
&lt;br /&gt;
* 1 queen bee&lt;br /&gt;
* 2 beetles&lt;br /&gt;
* 2 spiders&lt;br /&gt;
* 3 ants&lt;br /&gt;
* 3 grasshoppers&lt;br /&gt;
&lt;br /&gt;
Additionally, expansion pieces are available if the game is played with them:&lt;br /&gt;
&lt;br /&gt;
* 1 ladybug&lt;br /&gt;
* 1 mosquito&lt;br /&gt;
* 1 pill bug&lt;br /&gt;
&lt;br /&gt;
Initially, the play area is empty.&lt;br /&gt;
&lt;br /&gt;
== Player&#039;s turn ==&lt;br /&gt;
&lt;br /&gt;
During a player&#039;s turn, a player may do one of two actions:&lt;br /&gt;
&lt;br /&gt;
* Place a piece from their reserve to the play area&lt;br /&gt;
* Move one of their pieces in the play area&lt;br /&gt;
&lt;br /&gt;
At the start of the game, a player may only place pieces until they place their queen bee. In addition, the queen bee must be placed by a player&#039;s fourth turn; if after three turns a player hasn&#039;t placed their queen bee, they must place it on the fourth turn.&lt;br /&gt;
&lt;br /&gt;
If a player is able to make a legal move, they must do so. If a player is unable to make any legal move, they must pass.&lt;br /&gt;
&lt;br /&gt;
=== Placing a piece ===&lt;br /&gt;
&lt;br /&gt;
To place a piece, a player takes one piece from their reserve and place it onto the playing area. The piece must touch at least one of their own pieces by a complete side, and it may not touch any of the opponent&#039;s pieces. Exception: The first piece placed, of course, will not touch anything, and the second piece placed will necessarily touch the first piece (of opposing color).&lt;br /&gt;
&lt;br /&gt;
=== Moving a piece ===&lt;br /&gt;
&lt;br /&gt;
To move a piece, a player chooses one of their pieces in the play area and moves it according to its movement rules below. The following golden rules must be followed at all times:&lt;br /&gt;
&lt;br /&gt;
* Adjacent pieces must always share a complete side, never part of a side or touching only at a point. Imagine a hexagonal grid; each piece occupies one such space on the grid.&lt;br /&gt;
* The One Hive rule: The hive may not be disconnected at any time. When a player moves a piece, the rest of the pieces must form a contiguous group, and the moved piece must also end up adjacent to the group.&lt;br /&gt;
* The Freedom of Movement rule: A piece must be physically able to be moved to its destination, one space at a time. In most cases, this means a piece must &amp;quot;slide&amp;quot; to its destination. Some configuration of pieces might leave a gap that is too narrow for a piece to pass through. A piece that climbs can also be subject to this rule, if there are two tall stacks that leave a narrow gap.&lt;br /&gt;
&lt;br /&gt;
=== Piece movement rules ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Queen bee&#039;&#039;&#039;: slides to an adjacent space. A player loses if their queen bee is surrounded (see below).&lt;br /&gt;
* &#039;&#039;&#039;Beetle&#039;&#039;&#039;: slides or climbs to an adjacent space. The beetle may climb over other pieces; if an adjacent space is occupied by a piece (of either color), a player may move their beetle on top of the piece. The piece underneath is immobilized and cannot move until the beetle moves away. It&#039;s possible to have beetles climbing over other beetles, making a taller stack. If a beetle moves on the same level, it slides.&lt;br /&gt;
* &#039;&#039;&#039;Spider&#039;&#039;&#039;: slides three spaces around the hive. The spider may not turn back within the same move. Occasionally the spider may be adjacent to more than one parts of the hive during the move; it may continue crawling on any side of the hive it touches as long as it&#039;s not traveling backward.&lt;br /&gt;
* &#039;&#039;&#039;Ant&#039;&#039;&#039;: slides to anywhere. The ant may move anywhere as long as the golden rules are respected.&lt;br /&gt;
* &#039;&#039;&#039;Grasshopper&#039;&#039;&#039;: jumps over a line of pieces. The grasshopper picks a direction, then jumps in that direction, landing on the first empty space. It must jump over at least one piece (of either color, which may also be a grasshopper).&lt;br /&gt;
* &#039;&#039;&#039;Ladybug&#039;&#039;&#039;: climbs for two spaces then drops back down. Like the spider, the ladybug moves three spaces: the first and the second are on top of the hive, and the third must brings it back to ground level.&lt;br /&gt;
* &#039;&#039;&#039;Mosquito&#039;&#039;&#039;: moves like any piece it&#039;s touching. The mosquito may choose any piece it&#039;s adjacent to, and copies its movement. It may climb onto the hive as a beetle; then, while on top of the hive, it is a beetle (even if it doesn&#039;t touch any beetle) until it moves to ground level. A mosquito that is only adjacent to another mosquito cannot move. A stack of pieces is treated as a beetle for the mosquito (it may not copy a piece underneath the beetle). If the pill bug is also in play, a mosquito adjacent to a pill bug may copy the special ability of the pill bug.&lt;br /&gt;
* &#039;&#039;&#039;Pill bug&#039;&#039;&#039;: slides a single space, or moves an adjacent piece to another space adjacent to the pill bug. If the pill bug decides to move another piece, it chooses a piece adjacent to it, moves it up onto the pill bug, and moves it back down to another empty space. The pill bug may not move the piece that just moved in the previous turn, and the piece moved may not move in the next turn. The pill bug may not move any piece in a stack of pieces. The pill bug must also respect the golden rules (in particular, a piece may not be moved if it will break the hive, or if the gap is too narrow).&lt;br /&gt;
&lt;br /&gt;
== End of the game ==&lt;br /&gt;
&lt;br /&gt;
The game ends when a queen bee is surrounded on all six sides (by pieces of either color). The owner of the surrounded queen bee loses.&lt;br /&gt;
&lt;br /&gt;
In case both queen bees are surrounded at the same time, the game is a draw. In addition, players may agree to a draw if the game ends in a stalemate, of repeating moves over and over.&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
&lt;br /&gt;
* Ladybug: The ladybug piece is used.&lt;br /&gt;
* Mosquito: The mosquito piece is used.&lt;br /&gt;
* Pill bug: The pill bug piece is used.&lt;br /&gt;
* Tournament opening rule: The queen may not be placed in the first turn.&lt;/div&gt;</summary>
		<author><name>Chaotic iak</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelphive&amp;diff=2511</id>
		<title>Gamehelphive</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelphive&amp;diff=2511"/>
		<updated>2017-06-22T14:09:46Z</updated>

		<summary type="html">&lt;p&gt;Chaotic iak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hive is an abstract board game for two players. Players compete to gain control of a hive, trying to surround their opponent&#039;s queen bee to win the game.&lt;br /&gt;
&lt;br /&gt;
== Start of the game ==&lt;br /&gt;
&lt;br /&gt;
Each player takes all pieces of their color (white or black) into their reserve. The following pieces are available:&lt;br /&gt;
&lt;br /&gt;
* 1 queen bee&lt;br /&gt;
* 2 beetles&lt;br /&gt;
* 2 spiders&lt;br /&gt;
* 3 ants&lt;br /&gt;
* 3 grasshoppers&lt;br /&gt;
&lt;br /&gt;
Additionally, expansion pieces are available if the game is played with them:&lt;br /&gt;
&lt;br /&gt;
* 1 ladybug&lt;br /&gt;
* 1 mosquito&lt;br /&gt;
* 1 pill bug&lt;br /&gt;
&lt;br /&gt;
Initially, the play area is empty.&lt;br /&gt;
&lt;br /&gt;
== Player&#039;s turn ==&lt;br /&gt;
&lt;br /&gt;
During a player&#039;s turn, a player may do one of two actions:&lt;br /&gt;
&lt;br /&gt;
* Place a piece from their reserve to the play area&lt;br /&gt;
* Move one of their pieces in the play area&lt;br /&gt;
&lt;br /&gt;
At the start of the game, a player may only place pieces until they place their queen bee. In addition, the queen bee must be placed by a player&#039;s fourth turn; if after three turns a player hasn&#039;t placed their queen bee, they must place it on the fourth turn.&lt;br /&gt;
&lt;br /&gt;
If a player is able to make a legal move, they must do so. If a player is unable to make any legal move, they must pass.&lt;br /&gt;
&lt;br /&gt;
=== Placing a piece ===&lt;br /&gt;
&lt;br /&gt;
To place a piece, a player takes one piece from their reserve and place it onto the playing area. The piece must touch at least one of their own pieces by a complete side, and it may not touch any of the opponent&#039;s pieces. Exception: The first piece placed, of course, will not touch anything, and the second piece placed will necessarily touch the first piece (of opposing color).&lt;br /&gt;
&lt;br /&gt;
=== Moving a piece ===&lt;br /&gt;
&lt;br /&gt;
To move a piece, a player chooses one of their pieces in the play area and moves it according to its movement rules. The following golden rules must be followed:&lt;br /&gt;
&lt;br /&gt;
* Adjacent pieces must always share a complete side, never part of a side or touching only at a point. Imagine a hexagonal grid; each piece occupies one such space.&lt;br /&gt;
* The One Hive rule: The hive may not be disconnected at any time. When a player moves a piece, the rest of the pieces must form a contiguous group, and the moved piece must also end up adjacent to the group.&lt;br /&gt;
* The Freedom of Movement rule: A piece must be physically able to be moved to its destination, one space at a time. In most cases, this means a piece must &amp;quot;slide&amp;quot; to its destination. Some configuration of pieces might leave a gap that is too narrow for a piece to pass through. A piece that climbs can also be subject to this rule, if there are two tall stacks that leave a narrow gap.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Piece movement rules:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Queen bee&#039;&#039;&#039;: slides to an adjacent space. A player loses if their queen bee is surrounded (see below).&lt;br /&gt;
* &#039;&#039;&#039;Beetle&#039;&#039;&#039;: slides or climbs to an adjacent space. The beetle may climb over other pieces; if an adjacent space is occupied by a piece (of either color), a player may move their beetle on top of the piece. The piece underneath is immobilized and cannot move until the beetle moves away. It&#039;s possible to have beetles climbing over other beetles, making a taller stack. If a beetle moves on the same level, it slides.&lt;br /&gt;
* &#039;&#039;&#039;Spider&#039;&#039;&#039;: slides three spaces around the hive. The spider may not turn back within the same move. Occasionally the spider may be adjacent to more than one parts of the hive during the move; it may continue crawling on any side of the hive it touches as long as it&#039;s not traveling backward.&lt;br /&gt;
* &#039;&#039;&#039;Ant&#039;&#039;&#039;: slides to anywhere. The ant may move anywhere as long as the golden rules are respected.&lt;br /&gt;
* &#039;&#039;&#039;Grasshopper&#039;&#039;&#039;: jumps over a line of pieces. The grasshopper picks a direction, then jumps in that direction, landing on the first empty space. It must jump over at least one piece (of either color, which may also be a grasshopper).&lt;br /&gt;
* &#039;&#039;&#039;Ladybug&#039;&#039;&#039;: climbs for two spaces then drops back down. Like the spider, the ladybug moves three spaces: the first and the second are on top of the hive, and the third must brings it back to ground level.&lt;br /&gt;
* &#039;&#039;&#039;Mosquito&#039;&#039;&#039;: moves like any piece it&#039;s touching. The mosquito may choose any piece it&#039;s adjacent to, and copies its movement. It may climb onto the hive as a beetle; then, while on top of the hive, it is a beetle (even if it doesn&#039;t touch any beetle) until it moves to ground level. A mosquito that is only adjacent to another mosquito cannot move. A stack of pieces is treated as a beetle for the mosquito (it may not copy a piece underneath the beetle). If the pill bug is also in play, a mosquito adjacent to a pill bug may copy the special ability of the pill bug.&lt;br /&gt;
* &#039;&#039;&#039;Pill bug&#039;&#039;&#039;: slides a single space, or moves an adjacent piece to another space adjacent to the pill bug. If the pill bug decides to move another piece, it chooses a piece adjacent to it, moves it up onto the pill bug, and moves it back down to another empty space. The pill bug may not move the piece that just moved in the previous turn, and the piece moved may not move in the next turn. The pill bug may not move any piece in a stack of pieces. The pill bug must also respect the golden rules (in particular, a piece may not be moved if it will break the hive, or if the gap is too narrow).&lt;br /&gt;
&lt;br /&gt;
== End of the game ==&lt;br /&gt;
&lt;br /&gt;
The game ends when a queen bee is surrounded on all six sides (by pieces of either color). The owner of the surrounded queen bee loses.&lt;br /&gt;
&lt;br /&gt;
In case both queen bees are surrounded at the same time, the game is a draw. In addition, players may agree to a draw if the game ends in a stalemate, of repeating moves over and over.&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
&lt;br /&gt;
* Ladybug: The ladybug piece is used.&lt;br /&gt;
* Mosquito: The mosquito piece is used.&lt;br /&gt;
* Pill bug: The pill bug piece is used.&lt;br /&gt;
* Tournament opening rule: The queen may not be placed in the first turn.&lt;/div&gt;</summary>
		<author><name>Chaotic iak</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelphive&amp;diff=2510</id>
		<title>Gamehelphive</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelphive&amp;diff=2510"/>
		<updated>2017-06-22T14:08:22Z</updated>

		<summary type="html">&lt;p&gt;Chaotic iak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hive is an abstract board game for two players. Players compete to gain control of a hive, trying to surround their opponent&#039;s queen bee to win the game.&lt;br /&gt;
&lt;br /&gt;
=== Start of the game ===&lt;br /&gt;
&lt;br /&gt;
Each player takes all pieces of their color (white or black) into their reserve. The following pieces are available:&lt;br /&gt;
&lt;br /&gt;
* 1 queen bee&lt;br /&gt;
* 2 beetles&lt;br /&gt;
* 2 spiders&lt;br /&gt;
* 3 ants&lt;br /&gt;
* 3 grasshoppers&lt;br /&gt;
&lt;br /&gt;
Additionally, expansion pieces are available if the game is played with them:&lt;br /&gt;
&lt;br /&gt;
* 1 ladybug&lt;br /&gt;
* 1 mosquito&lt;br /&gt;
* 1 pill bug&lt;br /&gt;
&lt;br /&gt;
Initially, the play area is empty.&lt;br /&gt;
&lt;br /&gt;
=== Player&#039;s turn ===&lt;br /&gt;
&lt;br /&gt;
During a player&#039;s turn, a player may do one of two actions:&lt;br /&gt;
&lt;br /&gt;
* Place a piece from their reserve to the play area&lt;br /&gt;
* Move one of their pieces in the play area&lt;br /&gt;
&lt;br /&gt;
At the start of the game, a player may only place pieces until they place their queen bee. In addition, the queen bee must be placed by a player&#039;s fourth turn; if after three turns a player hasn&#039;t placed their queen bee, they must place it on the fourth turn.&lt;br /&gt;
&lt;br /&gt;
If a player is able to make a legal move, they must do so. If a player is unable to make any legal move, they must pass.&lt;br /&gt;
&lt;br /&gt;
==== Placing a piece ====&lt;br /&gt;
&lt;br /&gt;
To place a piece, a player takes one piece from their reserve and place it onto the playing area. The piece must touch at least one of their own pieces by a complete side, and it may not touch any of the opponent&#039;s pieces. Exception: The first piece placed, of course, will not touch anything, and the second piece placed will necessarily touch the first piece (of opposing color).&lt;br /&gt;
&lt;br /&gt;
==== Moving a piece ====&lt;br /&gt;
&lt;br /&gt;
To move a piece, a player chooses one of their pieces in the play area and moves it according to its movement rules. The following golden rules must be followed:&lt;br /&gt;
&lt;br /&gt;
* Adjacent pieces must always share a complete side, never part of a side or touching only at a point. Imagine a hexagonal grid; each piece occupies one such space.&lt;br /&gt;
* The One Hive rule: The hive may not be disconnected at any time. When a player moves a piece, the rest of the pieces must form a contiguous group, and the moved piece must also end up adjacent to the group.&lt;br /&gt;
* The Freedom of Movement rule: A piece must be physically able to be moved to its destination, one space at a time. In most cases, this means a piece must &amp;quot;slide&amp;quot; to its destination. Some configuration of pieces might leave a gap that is too narrow for a piece to pass through. A piece that climbs can also be subject to this rule, if there are two tall stacks that leave a narrow gap.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Piece movement rules:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Queen bee&#039;&#039;&#039;: slides to an adjacent space. A player loses if their queen bee is surrounded (see below).&lt;br /&gt;
* &#039;&#039;&#039;Beetle&#039;&#039;&#039;: slides or climbs to an adjacent space. The beetle may climb over other pieces; if an adjacent space is occupied by a piece (of either color), a player may move their beetle on top of the piece. The piece underneath is immobilized and cannot move until the beetle moves away. It&#039;s possible to have beetles climbing over other beetles, making a taller stack. If a beetle moves on the same level, it slides.&lt;br /&gt;
* &#039;&#039;&#039;Spider&#039;&#039;&#039;: slides three spaces around the hive. The spider may not turn back within the same move. Occasionally the spider may be adjacent to more than one parts of the hive during the move; it may continue crawling on any side of the hive it touches as long as it&#039;s not traveling backward.&lt;br /&gt;
* &#039;&#039;&#039;Ant&#039;&#039;&#039;: slides to anywhere. The ant may move anywhere as long as the golden rules are respected.&lt;br /&gt;
* &#039;&#039;&#039;Grasshopper&#039;&#039;&#039;: jumps over a line of pieces. The grasshopper picks a direction, then jumps in that direction, landing on the first empty space. It must jump over at least one piece (of either color, which may also be a grasshopper).&lt;br /&gt;
* &#039;&#039;&#039;Ladybug&#039;&#039;&#039;: climbs for two spaces then drops back down. Like the spider, the ladybug moves three spaces: the first and the second are on top of the hive, and the third must brings it back to ground level.&lt;br /&gt;
* &#039;&#039;&#039;Mosquito&#039;&#039;&#039;: moves like any piece it&#039;s touching. The mosquito may choose any piece it&#039;s adjacent to, and copies its movement. It may climb onto the hive as a beetle; then, while on top of the hive, it is a beetle (even if it doesn&#039;t touch any beetle) until it moves to ground level. A mosquito that is only adjacent to another mosquito cannot move. A stack of pieces is treated as a beetle for the mosquito (it may not copy a piece underneath the beetle). If the pill bug is also in play, a mosquito adjacent to a pill bug may copy the special ability of the pill bug.&lt;br /&gt;
* &#039;&#039;&#039;Pill bug&#039;&#039;&#039;: slides a single space, or moves an adjacent piece to another space adjacent to the pill bug. If the pill bug decides to move another piece, it chooses a piece adjacent to it, moves it up onto the pill bug, and moves it back down to another empty space. The pill bug may not move the piece that just moved in the previous turn, and the piece moved may not move in the next turn. The pill bug may not move any piece in a stack of pieces. The pill bug must also respect the golden rules (in particular, a piece may not be moved if it will break the hive, or if the gap is too narrow).&lt;br /&gt;
&lt;br /&gt;
=== End of the game ===&lt;br /&gt;
&lt;br /&gt;
The game ends when a queen bee is surrounded on all six sides (by pieces of either color). The owner of the surrounded queen bee loses.&lt;br /&gt;
&lt;br /&gt;
In case both queen bees are surrounded at the same time, the game is a draw. In addition, players may agree to a draw if the game ends in a stalemate, of repeating moves over and over.&lt;br /&gt;
&lt;br /&gt;
=== Variants ===&lt;br /&gt;
&lt;br /&gt;
* Ladybug: The ladybug piece is used.&lt;br /&gt;
* Mosquito: The mosquito piece is used.&lt;br /&gt;
* Pill bug: The pill bug piece is used.&lt;br /&gt;
* Tournament opening rule: The queen may not be placed in the first turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Expansion Pieces:&lt;br /&gt;
* Mosquito: Uses the movement ability of any piece it is touching&lt;br /&gt;
* Ladybug: Travels two spaces on top of other pieces and one space back down&lt;br /&gt;
* Pill bug: Can move a single space, or move a piece* currently adjacent to it to another adjacent location&lt;br /&gt;
*: The pill bug isn&#039;t allowed to move the piece that just moved. Also, the piece that the pill bug moves isn&#039;t allowed to move on the very next turn&lt;br /&gt;
&lt;br /&gt;
This is just a brief summary of movement rules. This has a comprehensive overview of movement rules: http://boardgamegeek.com/thread/371756/hive-detailed-review&lt;/div&gt;</summary>
		<author><name>Chaotic iak</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpalveole&amp;diff=2498</id>
		<title>Gamehelpalveole</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpalveole&amp;diff=2498"/>
		<updated>2017-06-19T04:33:36Z</updated>

		<summary type="html">&lt;p&gt;Chaotic iak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Alveole is an abstract board game for 2 players. Players attempt to gather all their pieces into a single group; the first player to do so wins.&lt;br /&gt;
&lt;br /&gt;
== Start of the game ==&lt;br /&gt;
&lt;br /&gt;
The board is a hexagonal board with 5 hexes on a side. Each player has 9 pieces in a given starting configuration.&lt;br /&gt;
&lt;br /&gt;
== Player&#039;s turn ==&lt;br /&gt;
&lt;br /&gt;
In a player&#039;s turn, the player must choose a piece and move it in one of the six directions. The piece must move the exact same number of hexes as the number of pieces (both the player&#039;s and their opponent&#039;s) in the line of movement. For example, if along the line, there are a total of 3 pieces (counting itself, everything in the movement direction, and everything behind on the line), then the piece must move exactly 3 spaces.&lt;br /&gt;
&lt;br /&gt;
A piece may jump over friendly pieces but may not land on a friendly piece. A piece may not jump over opponent pieces but may land on one; in that case, the opponent piece is captured and removed from the game.&lt;br /&gt;
&lt;br /&gt;
== End of the game ==&lt;br /&gt;
&lt;br /&gt;
If, at the end of a turn, all of a player&#039;s pieces form a single connected group, that player wins. This can be either the moving player or the opponent (if the move is a capture, and that leaves all the remaining pieces connected). Note that by definition, if a player only has one piece left, they form a single group and thus they win.&lt;br /&gt;
&lt;br /&gt;
In case both players have a single group at the same time, the player that made the move wins.&lt;/div&gt;</summary>
		<author><name>Chaotic iak</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpincangold&amp;diff=2371</id>
		<title>Gamehelpincangold</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpincangold&amp;diff=2371"/>
		<updated>2017-04-30T06:50:00Z</updated>

		<summary type="html">&lt;p&gt;Chaotic iak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The expedition deck is composed of the following cards:&lt;br /&gt;
&lt;br /&gt;
* 14 &#039;&#039;&#039;Treasure&#039;&#039;&#039; cards (1, 2, 3, 4, 5, 5, 7, 7, 11, 11, 13, 14, 15 gems)&lt;br /&gt;
* 15 &#039;&#039;&#039;Hazard&#039;&#039;&#039; cards (3 each of fire, mummy, rocks, snakes, and spiders)&lt;br /&gt;
* 5 &#039;&#039;&#039;Artifact&#039;&#039;&#039; cards&lt;br /&gt;
&lt;br /&gt;
At the start of the game, all Treasure and Hazard cards are shuffled into the deck, but none of the Artifacts are in the deck.&lt;br /&gt;
&lt;br /&gt;
The game is divided into five expeditions. After five expeditions, the player with the most points wins. All expeditions are played in the same fashion.&lt;br /&gt;
&lt;br /&gt;
At the start of an expedition, one Artifact card is added into the deck, then the deck is shuffled. All players will start going into the expedition. Then the expedition plays in several rounds.&lt;br /&gt;
&lt;br /&gt;
Each round, a card from the deck is revealed. One of the following can happen:&lt;br /&gt;
&lt;br /&gt;
* A &#039;&#039;&#039;Treasure&#039;&#039;&#039; card is revealed. The Treasure card shows a number of gems. Divide them equally to the players still in the expedition; any leftovers are left on the card.&lt;br /&gt;
* A &#039;&#039;&#039;Hazard&#039;&#039;&#039; card is revealed. If it&#039;s the first Hazard card of the kind during the expedition, nothing happens. If it&#039;s the second, then the expedition fails; see below.&lt;br /&gt;
* An &#039;&#039;&#039;Artifact&#039;&#039;&#039; card is revealed. Nothing happens.&lt;br /&gt;
&lt;br /&gt;
After that, if the expedition doesn&#039;t fail yet (due to two Hazards of the same kind), each player will make a decision whether to &#039;&#039;&#039;stay&#039;&#039;&#039; in the expedition or &#039;&#039;&#039;retire&#039;&#039;&#039; back to the camp. They make the decision secretly, and the decisions are revealed simultaneously.&lt;br /&gt;
&lt;br /&gt;
People that choose to &#039;&#039;&#039;retire&#039;&#039;&#039; no longer participate in the expedition. First, they take the leftover gems (the remainders when Treasure cards are revealed and not all can be divided equally). They distribute them equally among the people that retire; any leftover gems are still left on the cards. All the gems claimed during the expedition and at this time are now safe and cannot be lost. Moreover, if there is exactly one person that retires, they also take &#039;&#039;&#039;all&#039;&#039;&#039; the Artifact cards revealed during the expedition.&lt;br /&gt;
&lt;br /&gt;
Once a player retires, their gems are brought into their tent. The contents of each player&#039;s tent are hidden, so it&#039;s best to memorize each player&#039;s winnings.&lt;br /&gt;
&lt;br /&gt;
After this, if there are still some people in the expedition, continue with the next round. Otherwise, the expedition ends.&lt;br /&gt;
&lt;br /&gt;
The expedition can end prematurely if two Hazard cards of the same kind is revealed. In this case, everyone still in the expedition gets &#039;&#039;&#039;no&#039;&#039;&#039; gems from the expedition. One of the two identical Hazard cards is &#039;&#039;&#039;removed&#039;&#039;&#039; from the deck permanently, so the rest of the game will have one less card of that kind of Hazard.&lt;br /&gt;
&lt;br /&gt;
Regardless of whether an expedition ends by all people retiring or two Hazard cards of the same kind are revealed, any Artifact not claimed are &#039;&#039;&#039;removed&#039;&#039;&#039; from the deck permanently.&lt;br /&gt;
&lt;br /&gt;
After five expeditions, the final scoring occurs. Each gem successfully brought back (not lost during the expedition) is worth 1 point. The Artifacts are worth 5 points each for the first three Artifacts claimed during the game, and 10 points each for the last two Artifacts. The player with the most points wins.&lt;/div&gt;</summary>
		<author><name>Chaotic iak</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpincangold&amp;diff=2370</id>
		<title>Gamehelpincangold</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpincangold&amp;diff=2370"/>
		<updated>2017-04-30T06:48:51Z</updated>

		<summary type="html">&lt;p&gt;Chaotic iak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The expedition deck is composed of the following cards:&lt;br /&gt;
&lt;br /&gt;
- 14 **Treasure** cards (1, 2, 3, 4, 5, 5, 7, 7, 11, 11, 13, 14, 15 gems)&lt;br /&gt;
- 15 **Hazard** cards (3 each of fire, mummy, rocks, snakes, and spiders)&lt;br /&gt;
- 5 **Artifact** cards&lt;br /&gt;
&lt;br /&gt;
At the start of the game, all Treasure and Hazard cards are shuffled into the deck, but none of the Artifacts are in the deck.&lt;br /&gt;
&lt;br /&gt;
The game is divided into five expeditions. After five expeditions, the player with the most points wins. All expeditions are played in the same fashion.&lt;br /&gt;
&lt;br /&gt;
At the start of an expedition, one Artifact card is added into the deck, then the deck is shuffled. All players will start going into the expedition. Then the expedition plays in several rounds.&lt;br /&gt;
&lt;br /&gt;
Each round, a card from the deck is revealed. One of the following can happen:&lt;br /&gt;
&lt;br /&gt;
- A **Treasure** card is revealed. The Treasure card shows a number of gems. Divide them equally to the players still in the expedition; any leftovers are left on the card.&lt;br /&gt;
- A **Hazard** card is revealed. If it&#039;s the first Hazard card of the kind during the expedition, nothing happens. If it&#039;s the second, then the expedition fails; see below.&lt;br /&gt;
- An **Artifact** card is revealed. Nothing happens.&lt;br /&gt;
&lt;br /&gt;
After that, if the expedition doesn&#039;t fail yet (due to two Hazards of the same kind), each player will make a decision whether to **stay** in the expedition or **retire** back to the camp. They make the decision secretly, and the decisions are revealed simultaneously.&lt;br /&gt;
&lt;br /&gt;
People that choose to **retire** no longer participate in the expedition. First, they take the leftover gems (the remainders when Treasure cards are revealed and not all can be divided equally). They distribute them equally among the people that retire; any leftover gems are still left on the cards. All the gems claimed during the expedition and at this time are now safe and cannot be lost. Moreover, if there is exactly one person that retires, they also take **all** the Artifact cards revealed during the expedition.&lt;br /&gt;
&lt;br /&gt;
Once a player retires, their gems are brought into their tent. The contents of each player&#039;s tent are hidden, so it&#039;s best to memorize each player&#039;s winnings.&lt;br /&gt;
&lt;br /&gt;
After this, if there are still some people in the expedition, continue with the next round. Otherwise, the expedition ends.&lt;br /&gt;
&lt;br /&gt;
The expedition can end prematurely if two Hazard cards of the same kind is revealed. In this case, everyone still in the expedition gets **no** gems from the expedition. One of the two identical Hazard cards is **removed** from the deck permanently, so the rest of the game will have one less card of that kind of Hazard.&lt;br /&gt;
&lt;br /&gt;
Regardless of whether an expedition ends by all people retiring or two Hazard cards of the same kind are revealed, any Artifact not claimed are **removed** from the deck permanently.&lt;br /&gt;
&lt;br /&gt;
After five expeditions, the final scoring occurs. Each gem successfully brought back (not lost during the expedition) is worth 1 point. The Artifacts are worth 5 points each for the first three Artifacts claimed during the game, and 10 points each for the last two Artifacts. The player with the most points wins.&lt;/div&gt;</summary>
		<author><name>Chaotic iak</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpquarto&amp;diff=1740</id>
		<title>Gamehelpquarto</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpquarto&amp;diff=1740"/>
		<updated>2016-01-09T11:27:50Z</updated>

		<summary type="html">&lt;p&gt;Chaotic iak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Quarto is an abstract board game for 2 players. Players compete to place pieces on a 4x4 grid, to be the first player to make a line of four pieces (or in advanced variant, also a 2x2 square) where all of them share some characteristic. The twist is that the opponent chooses the piece to be played.&lt;br /&gt;
&lt;br /&gt;
== Start of the game ==&lt;br /&gt;
The board is divided into 16 spaces in a 4x4 grid. There are 16 pieces. Each piece can be light or dark, tall or short, circular or square, and solid or hollow. Each possible combination (for example, light/tall/circular/solid or dark/short/square/hollow) appears exactly once. The board starts off empty; all pieces are off the board.&lt;br /&gt;
&lt;br /&gt;
== Player&#039;s turn ==&lt;br /&gt;
In a player&#039;s turn, two steps happen. First, the &#039;&#039;&#039;opponent&#039;&#039;&#039; chooses a piece, then the player chooses a space to place the piece. Any piece still off the board may be selected, and any empty space may be selected.&lt;br /&gt;
&lt;br /&gt;
== End of the game ==&lt;br /&gt;
The game ends when there is a line of four occupied spaces, of which all four pieces in the line share a common trait (for example, all light or all short). The player that places the last piece that forms that line of four (not the opponent who selected it) is the winner.&lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;&#039;advanced&#039;&#039;&#039; variant, a 2x2 area that share a common trait also ends the game, winning for the player that places the piece.&lt;/div&gt;</summary>
		<author><name>Chaotic iak</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpquarto&amp;diff=1737</id>
		<title>Gamehelpquarto</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpquarto&amp;diff=1737"/>
		<updated>2016-01-03T17:41:52Z</updated>

		<summary type="html">&lt;p&gt;Chaotic iak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Quarto is an abstract board game for 2 players. Players compete to place pieces on a 4x4 grid, to be the first player to make a line of four pieces where all of them share some characteristic. The twist is that the opponent chooses the piece to be played.&lt;br /&gt;
&lt;br /&gt;
== Start of the game ==&lt;br /&gt;
The board is divided into 16 spaces in a 4x4 grid. There are 16 pieces. Each piece can be light or dark, tall or short, circular or square, and solid or hollow. Each possible combination (for example, light/tall/circular/solid or dark/short/square/hollow) appears exactly once. The board starts off empty; all pieces are off the board.&lt;br /&gt;
&lt;br /&gt;
== Player&#039;s turn ==&lt;br /&gt;
In a player&#039;s turn, two steps happen. First, the &#039;&#039;&#039;opponent&#039;&#039;&#039; chooses a piece, then the player chooses a space to place the piece. Any piece still off the board may be selected, and any empty space may be selected.&lt;br /&gt;
&lt;br /&gt;
== End of the game ==&lt;br /&gt;
The game ends when there is a line of four occupied spaces, of which all four pieces in the line share a common trait (for example, all light or all short). The player that places the last piece that forms that line of four (not the opponent who selected it) is the winner.&lt;/div&gt;</summary>
		<author><name>Chaotic iak</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgyges&amp;diff=1736</id>
		<title>Gamehelpgyges</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgyges&amp;diff=1736"/>
		<updated>2016-01-03T17:33:59Z</updated>

		<summary type="html">&lt;p&gt;Chaotic iak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Gygès is an abstract board game for 2 players. Players move shared pieces on the board, bouncing off each other, vying to be the first to end a move on the opponent&#039;s goal space.&lt;br /&gt;
&lt;br /&gt;
== Start of the game ==&lt;br /&gt;
The board has size 6x6. Additionally, two goal spaces are on the board, each located behind the row closest to each player. The goal space is adjacent to all spaces of its closest row. There are 12 pieces in the game: four with one ring, four with two rings, and four with three rings. All pieces are shared; pieces don&#039;t belong to either player.&lt;br /&gt;
&lt;br /&gt;
At the beginning of the game, each player receives two pieces of each type and sets their positions on their first row. (With &#039;&#039;rules for beginners&#039;&#039; in effect, a player can select one of several predetermined patterns instead.)&lt;br /&gt;
&lt;br /&gt;
== Player&#039;s turn ==&lt;br /&gt;
In a player&#039;s turn, a player must move a piece. Only pieces on the first non-empty row from a player&#039;s perspective can be moved. (This means, for example, at the beginning of the game, only the six pieces a player places may be moved; the other six pieces that the opponent placed are not on the first non-empty row.)&lt;br /&gt;
&lt;br /&gt;
A piece must move exactly as many spaces as the number of rings on it. Intermediate spaces must be empty; however, the final space may be non-empty. If it&#039;s empty, then the move ends. If it isn&#039;t, the player gets to choose one of two possibilities:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bounce&#039;&#039;&#039; off the piece: the player gets to move the original piece by the number of rings on the landed-on piece. For example, if a player ends the move on a 1-ring piece, the player can bounce off that piece to continue moving by exactly one space.&lt;br /&gt;
* &#039;&#039;&#039;Replace&#039;&#039;&#039; the piece: the player stops the move on that space and moves the landed-on piece to any non-empty spot on the board. The only restriction is that the landed-on piece may not be placed behind the opponent&#039;s first non-empty row.&lt;br /&gt;
&lt;br /&gt;
If, after bouncing a piece, a player lands on another piece, they must keep choosing whether to bounce or to replace. Only when a player decides to end a move on an empty space or to replace a piece that the player&#039;s move ends.&lt;br /&gt;
&lt;br /&gt;
A piece may not travel between the same two spaces more than once in a single move. A piece may not pass through the goal space; it may only finish its move there. (The count still has to be exact; if it&#039;s impossible to finish a move on the goal space, then the goal space cannot be entered at all.)&lt;br /&gt;
&lt;br /&gt;
== End of the game ==&lt;br /&gt;
The game ends when a player moves a piece to land it on the opponent&#039;s goal space; this player wins.&lt;/div&gt;</summary>
		<author><name>Chaotic iak</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpbattleoflits&amp;diff=1724</id>
		<title>Gamehelpbattleoflits</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpbattleoflits&amp;diff=1724"/>
		<updated>2015-12-28T19:02:36Z</updated>

		<summary type="html">&lt;p&gt;Chaotic iak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Battle of LITS is an abstract board game for 2 players. Players take turn placing tetrominoes (blocks of 4 squares, like Tetris pieces) onto the grid, following the rules of the puzzle LITS, as they secure their own symbols and cover the opponent&#039;s symbols. When there is no more piece that can be played, the player with more symbols still uncovered wins.&lt;br /&gt;
&lt;br /&gt;
== Start of the game ==&lt;br /&gt;
The board is 10x10 by size. Players can agree to play a predetermined pattern of symbols, or choose a random selection. With random selection, each player will have 30 symbols. (All but one of the patterns also have 30 symbols per player.) One player plays with X, the other O; the X player starts.&lt;br /&gt;
&lt;br /&gt;
== Player&#039;s turn ==&lt;br /&gt;
In a player&#039;s turn, a player must play a piece. Pieces occupy four squares, and are of four different shapes: L, I, T, and S. A piece must be played to follow the following rules:&lt;br /&gt;
* A piece must be played adjacent to a previously played piece (except, obviously, for the first piece played).&lt;br /&gt;
* There can be no 2x2 square completely covered by pieces.&lt;br /&gt;
* Two identical pieces may not be adjacent.&lt;br /&gt;
&lt;br /&gt;
Otherwise, a player is free to play any piece in any position their wish, including rotating and reflecting the piece. The piece may cover any number of symbols of either player; the symbols only affect the scoring, not the legal plays.&lt;br /&gt;
&lt;br /&gt;
There are only five pieces of each shape, and this pool of pieces is shared between both players. If a shape is exhausted, neither player can play more of that shape.&lt;br /&gt;
&lt;br /&gt;
After playing a piece, the turn passes to the opponent.&lt;br /&gt;
&lt;br /&gt;
== The first turn and the pie rule ==&lt;br /&gt;
After the first turn, the second player has the option of switching sides. This switches the symbols of the players, and the second player takes the played move as theirs instead and letting the opponent to go again, effectively making the second player to be the first player. This &amp;quot;pie rule&amp;quot; option only exists in the first turn.&lt;br /&gt;
&lt;br /&gt;
== End of the game ==&lt;br /&gt;
If either player can no longer play any piece, the game ends. The player with more of their symbols that are still uncovered wins the game. In case of a tie, the player that played the last piece wins.&lt;/div&gt;</summary>
		<author><name>Chaotic iak</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpbattleoflits&amp;diff=1708</id>
		<title>Gamehelpbattleoflits</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpbattleoflits&amp;diff=1708"/>
		<updated>2015-12-24T02:14:07Z</updated>

		<summary type="html">&lt;p&gt;Chaotic iak: Created page with &amp;quot;Battle of LITS is an abstract board game for 2 players. Players take turn placing tetrominoes (blocks of 4 squares, like Tetris pieces) onto the grid, following the rules of t...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Battle of LITS is an abstract board game for 2 players. Players take turn placing tetrominoes (blocks of 4 squares, like Tetris pieces) onto the grid, following the rules of the puzzle LITS, as they secure their own symbols and cover the opponent&#039;s symbols. When there is no more piece that can be played, the player with more symbols still uncovered wins.&lt;br /&gt;
&lt;br /&gt;
== Start of the game ==&lt;br /&gt;
The board is 10x10 by size. Players can agree to play a predetermined pattern of symbols, or choose a random selection; in either case, each player will have 30 squares marked with their symbol. One player plays with X, the other O.&lt;br /&gt;
&lt;br /&gt;
== Player&#039;s turn ==&lt;br /&gt;
In a player&#039;s turn, a player must play a piece. Pieces occupy four squares, and are of four different shapes: L, I, T, and S. A piece must be played to follow the following rules:&lt;br /&gt;
* A piece must be played adjacent to a previously played piece (except, obviously, for the first piece played).&lt;br /&gt;
* There can be no 2x2 square completely covered by pieces.&lt;br /&gt;
* Two identical pieces may not be adjacent.&lt;br /&gt;
&lt;br /&gt;
Otherwise, a player is free to play any piece in any position their wish, including rotating and reflecting the piece. The piece may cover any number of symbols of either player; the symbols only affect the scoring, not the legal plays.&lt;br /&gt;
&lt;br /&gt;
There are only five pieces of each shape, and this pool of pieces is shared between both players. If a shape is exhausted, neither player can play more of that shape.&lt;br /&gt;
&lt;br /&gt;
After playing a piece, the turn passes to the opponent.&lt;br /&gt;
&lt;br /&gt;
== The first turn and the pie rule ==&lt;br /&gt;
After the first turn, the second player has the option of switching sides. This switches the symbols of the players, and the second player takes the played move as theirs instead and letting the opponent to go again, effectively making the second player to be the first player. This &amp;quot;pie rule&amp;quot; option only exists in the first turn.&lt;br /&gt;
&lt;br /&gt;
== End of the game ==&lt;br /&gt;
If either player can no longer play any piece, the game ends. The player with more of their symbols that are still uncovered wins the game. In case of a tie, the player that played the last piece wins.&lt;/div&gt;</summary>
		<author><name>Chaotic iak</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpquoridor&amp;diff=1611</id>
		<title>Gamehelpquoridor</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpquoridor&amp;diff=1611"/>
		<updated>2015-09-13T12:18:17Z</updated>

		<summary type="html">&lt;p&gt;Chaotic iak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Quoridor is an abstract board game for 2 or 4 players. Players move their pawns to reach the opposite side before their opponents; however, the defining quality is that players can place walls on the board that block all pawns, thus forcing pawns to navigate their way around the walls.&lt;br /&gt;
&lt;br /&gt;
== Start of the game ==&lt;br /&gt;
The board is 9x9 by size. Each player has one pawn, placed in the middle of their respective side. There are 20 walls, distributed equally to all players (10 each for two or 5 each for four).&lt;br /&gt;
&lt;br /&gt;
== Player&#039;s turn ==&lt;br /&gt;
In a player&#039;s turn, a player must do one of the following:&lt;br /&gt;
* move their pawn, or&lt;br /&gt;
* place a wall.&lt;br /&gt;
&lt;br /&gt;
=== Moving a pawn ===&lt;br /&gt;
A player can move a pawn to an adjacent square in the four orthogonal directions (front, back, or sideways). The pawn may not cross past a wall. The pawn may never occupy the same square as an opponent&#039;s pawn; if an opponent pawn is adjacent, the player can jump over the opponent&#039;s pawn. If there is no wall, no board edge, and no other pawn behind the opponent&#039;s pawn, the jump must be straight (the player&#039;s pawn moves two squares in that direction). Otherwise, the jump must be diagonal (the player moves to the opponent, then moves sideways). Jumping is never mandatory.&lt;br /&gt;
&lt;br /&gt;
=== Placing a wall ===&lt;br /&gt;
There are some walls in a player&#039;s inventory. Each wall are two squares long. A player may place a wall inside the board, between the squares. The wall may not jut out of the board, and it must be aligned with the grid, so that it blocks two pairs of adjacent squares. A wall blocks all pawns&#039; movements; no pawn can jump over a wall. However, there must always be at least one path for each pawn to reach the opposite side; a wall may not be placed to completely isolate a pawn from their destination side.&lt;br /&gt;
&lt;br /&gt;
Note that walls are limited; if a player uses up all their walls, they can no longer place walls.&lt;br /&gt;
&lt;br /&gt;
== End of the game ==&lt;br /&gt;
If a player&#039;s pawn reaches any one of the nine squares on its destination side, opposite of the starting side, the player wins.&lt;/div&gt;</summary>
		<author><name>Chaotic iak</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpquoridor&amp;diff=1610</id>
		<title>Gamehelpquoridor</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpquoridor&amp;diff=1610"/>
		<updated>2015-09-13T12:17:20Z</updated>

		<summary type="html">&lt;p&gt;Chaotic iak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Quoridor is an abstract board game for 2 or 4 players. Players move their pawns to reach the opposite side before their opponents; however, the defining quality is that players can place walls on the board that block all pawns, thus forcing pawns to navigate their way around the walls.&lt;br /&gt;
&lt;br /&gt;
== Rules ==&lt;br /&gt;
&lt;br /&gt;
=== Start of the game ===&lt;br /&gt;
The board is 9x9 by size. Each player has one pawn, placed in the middle of their respective side. There are 20 walls, distributed equally to all players (10 each for two or 5 each for four).&lt;br /&gt;
&lt;br /&gt;
=== Player&#039;s turn ===&lt;br /&gt;
In a player&#039;s turn, a player must do one of the following:&lt;br /&gt;
* move their pawn, or&lt;br /&gt;
* place a wall.&lt;br /&gt;
&lt;br /&gt;
==== Moving a pawn ====&lt;br /&gt;
A player can move a pawn to an adjacent square in the four orthogonal directions (front, back, or sideways). The pawn may not cross past a wall. The pawn may never occupy the same square as an opponent&#039;s pawn; if an opponent pawn is adjacent, the player can jump over the opponent&#039;s pawn. If there is no wall, no board edge, and no other pawn behind the opponent&#039;s pawn, the jump must be straight (the player&#039;s pawn moves two squares in that direction). Otherwise, the jump must be diagonal (the player moves to the opponent, then moves sideways). Jumping is never mandatory.&lt;br /&gt;
&lt;br /&gt;
==== Placing a wall ====&lt;br /&gt;
There are some walls in a player&#039;s inventory. Each wall are two squares long. A player may place a wall inside the board, between the squares. The wall may not jut out of the board, and it must be aligned with the grid, so that it blocks two pairs of adjacent squares. A wall blocks all pawns&#039; movements; no pawn can jump over a wall. However, there must always be at least one path for each pawn to reach the opposite side; a wall may not be placed to completely isolate a pawn from their destination side.&lt;br /&gt;
&lt;br /&gt;
Note that walls are limited; if a player uses up all their walls, they can no longer place walls.&lt;br /&gt;
&lt;br /&gt;
=== End of the game ===&lt;br /&gt;
If a player&#039;s pawn reaches any one of the nine squares on its destination side, opposite of the starting side, the player wins.&lt;/div&gt;</summary>
		<author><name>Chaotic iak</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpquoridor&amp;diff=1609</id>
		<title>Gamehelpquoridor</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpquoridor&amp;diff=1609"/>
		<updated>2015-09-13T12:14:37Z</updated>

		<summary type="html">&lt;p&gt;Chaotic iak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Quoridor is an abstract board game for 2 or 4 players. Players move their pawns to reach the opposite side before their opponents; however, the defining quality is that players can place walls on the board that block all pawns, thus forcing pawns to navigate their way around the walls.&lt;br /&gt;
&lt;br /&gt;
= Rules =&lt;br /&gt;
&lt;br /&gt;
== Start of the game ==&lt;br /&gt;
The board is 9x9 by size. Each player has one pawn, placed in the middle of their respective side. There are 20 walls, distributed equally to all players (10 each for two or 5 each for four).&lt;br /&gt;
&lt;br /&gt;
== Player&#039;s turn ==&lt;br /&gt;
In a player&#039;s turn, a player must do one of the following:&lt;br /&gt;
* move their pawn, or&lt;br /&gt;
* place a wall.&lt;br /&gt;
&lt;br /&gt;
=== Moving a pawn ===&lt;br /&gt;
A player can move a pawn to an adjacent square in the four orthogonal directions (front, back, or sideways). The pawn may not cross past a wall. The pawn may never occupy the same square as an opponent&#039;s pawn; if an opponent pawn is adjacent, the player can jump over the opponent&#039;s pawn. If there is no wall, no board edge, and no other pawn behind the opponent&#039;s pawn, the jump must be straight (the player&#039;s pawn moves two squares in that direction). Otherwise, the jump must be diagonal (the player moves to the opponent, then moves sideways). Jumping is never mandatory.&lt;br /&gt;
&lt;br /&gt;
=== Placing a wall ===&lt;br /&gt;
There are some walls in a player&#039;s inventory. Each wall are two squares long. A player may place a wall inside the board, between the squares. The wall may not jut out of the board, and it must be aligned with the grid, so that it blocks two pairs of adjacent squares. A wall blocks all pawns&#039; movements; no pawn can jump over a wall. However, there must always be at least one path for each pawn to reach the opposite side; a wall may not be placed to completely isolate a pawn from their destination side.&lt;br /&gt;
&lt;br /&gt;
Note that walls are limited; if a player uses up all their walls, they can no longer place walls.&lt;br /&gt;
&lt;br /&gt;
== End of the game ==&lt;br /&gt;
If a player&#039;s pawn reaches any one of the nine squares on its destination side, opposite of the starting side, the player wins.&lt;/div&gt;</summary>
		<author><name>Chaotic iak</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpquoridor&amp;diff=1603</id>
		<title>Gamehelpquoridor</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpquoridor&amp;diff=1603"/>
		<updated>2015-08-31T12:12:31Z</updated>

		<summary type="html">&lt;p&gt;Chaotic iak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Quoridor is an abstract board game for 2 or 4 players. Players move their pawns to reach the opposite side before their opponents; however, the defining quality is that players can place walls on the board that block all pawns, thus forcing pawns to navigate their way around the walls.&lt;br /&gt;
&lt;br /&gt;
== Start of the game ==&lt;br /&gt;
The board is 9x9 by size. Each player has one pawn, placed in the middle of their respective side. There are 20 walls, distributed equally to all players (10 each for two or 5 each for four).&lt;br /&gt;
&lt;br /&gt;
== Player&#039;s turn ==&lt;br /&gt;
In a player&#039;s turn, a player must do one of the following:&lt;br /&gt;
* move their pawn, or&lt;br /&gt;
* place a wall.&lt;br /&gt;
&lt;br /&gt;
=== Moving a pawn ===&lt;br /&gt;
A player can move a pawn to an adjacent square in the four orthogonal directions (front, back, or sideways). The pawn may not cross past a wall. The pawn may never occupy the same square as an opponent&#039;s pawn; if an opponent pawn is adjacent, the player can jump over the opponent&#039;s pawn. If there is no wall, no board edge, and no other pawn behind the opponent&#039;s pawn, the jump must be straight (the player&#039;s pawn moves two squares in that direction). Otherwise, the jump must be diagonal (the player moves to the opponent, then moves sideways). Jumping is never mandatory.&lt;br /&gt;
&lt;br /&gt;
=== Placing a wall ===&lt;br /&gt;
There are some walls in a player&#039;s inventory. Each wall are two squares long. A player may place a wall inside the board, between the squares. The wall may not jut out of the board, and it must be aligned with the grid, so that it blocks two pairs of adjacent squares. A wall blocks all pawns&#039; movements; no pawn can jump over a wall. However, there must always be at least one path for each pawn to reach the opposite side; a wall may not be placed to completely isolate a pawn from their destination side.&lt;br /&gt;
&lt;br /&gt;
Note that walls are limited; if a player uses up all their walls, they can no longer place walls.&lt;br /&gt;
&lt;br /&gt;
== End of the game ==&lt;br /&gt;
If a player&#039;s pawn reaches any one of the nine squares on its destination side, opposite of the starting side, the player wins.&lt;/div&gt;</summary>
		<author><name>Chaotic iak</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmachiavelli&amp;diff=1602</id>
		<title>Gamehelpmachiavelli</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmachiavelli&amp;diff=1602"/>
		<updated>2015-08-29T09:16:16Z</updated>

		<summary type="html">&lt;p&gt;Chaotic iak: Aces are low&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Machiavelli is a card game that involves creating Rummy-style sets and runs. Players aim to play all the cards from their hand; the first player to do so wins.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Machiavelli uses two or more French decks, without including jokers. Each player starts with 15 cards in their hand. They play cards to the table to form combinations, trying to empty their hands the fastest. Players play in turn. In each turn, a player may play any number of cards (including zero), possibly rearranging cards on the table. A player can also draw a card. The turn then passes to the next player. The game runs until someone runs out of cards or the deck is depleted.&lt;br /&gt;
&lt;br /&gt;
== Combinations ==&lt;br /&gt;
Cards on the table must always form combinations. There are two types of combinations: sets and runs. In either case, a combination must always consist of at least three cards, and may never include two identical cards. A set is a collection of cards with equal rank (number). A run is a collection of cards with equal suit and consecutive ranks. The ranks are ordered as usual, except that aces are always low: A, 2, 3, 4, 5, 6, 7, 8, 9, 10, J, Q, K.&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
* 5♣ 5♦ 5♥ forms a set: there are at least three cards, none of which are identical, and all have the same rank.&lt;br /&gt;
* 5♣ 5♦ 5♥ 5♠ also forms a set for the same reasons.&lt;br /&gt;
* 5♣ 5♦ doesn&#039;t form a set: there are less than three cards.&lt;br /&gt;
* 5♣ 5♦ 5♦ doesn&#039;t form a set: there are identical cards.&lt;br /&gt;
* 5♣ 6♣ 7♣ forms a run: there are at least three cards, none of which are identical, all have the same suit, and the ranks are consecutive.&lt;br /&gt;
* 5♣ 6♣ 7♣ 8♣ also forms a run for the same reasons.&lt;br /&gt;
* 5♣ 6♣ doesn&#039;t form a run: there are less than three cards.&lt;br /&gt;
* 5♣ 6♣ 8♣ doesn&#039;t form a run: the ranks are not consecutive.&lt;br /&gt;
* A♣ 2♣ 3♣ forms a run; are low.&lt;br /&gt;
* Q♣ K♣ A♣ doesn&#039;t form a run; aces are not high.&lt;br /&gt;
&lt;br /&gt;
== Playing cards ==&lt;br /&gt;
During a player&#039;s turn, the player can play cards to the table, making sure that the table always consists of combinations. The player may introduce a new combination on the table, or they can add cards to an existing combination. As long as the player can play cards, they may do so; they may also stop at any time.&lt;br /&gt;
&lt;br /&gt;
For example, the table has the set 5♣ 5♦ 5♥. A player may play a combination, such as 6♣ 6♦ 6♥ or 6♣ 7♣ 8♣, or may extend the existing set by playing 5♠. They may even do both, if they have the appropriate cards. A player may add any number of cards to a single combination: extending A♣ 2♣ 3♣ to A♣ 2♣ 3♣ 4♣ 5♣ 6♣ 7♣ 8♣ 9♣ 10♣ J♣ Q♣ K♣ is allowed.&lt;br /&gt;
&lt;br /&gt;
== Rearranging cards ==&lt;br /&gt;
One feature of Machiavelli is that players are allowed to rearrange cards on the table so that their cards can be included. The only condition is that at the end of the turn, all cards on the table must form combinations again; there can be no unmatched cards.&lt;br /&gt;
&lt;br /&gt;
In Board Game Arena, rearranging cards is done by picking the cards that are to be rearranged into the hand, and then playing them all back into combinations along with additional cards from the hand. Cards that are picked up from the table will be marked in red, and a player may not end their turn until all these cards are played. A player may decide to click &amp;quot;Restore&amp;quot;, which will forfeit their turn, identical to as if they don&#039;t play any card in the turn.&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
The table consists of a set 5♣ 5♦ 5♥ 5♠ and a run 6♣ 7♣ 8♣. The player wishes to play 4♣. The player removes the 5♣ off the set, adds it to the run, and adds the 4♣ to the run. The table now has a set 5♦ 5♥ 5♠ and a run 4♣ 5♣ 6♣ 7♣ 8♣.&lt;br /&gt;
&lt;br /&gt;
The table consists of three sets 5♣ 5♦ 5♥, 6♣ 6♦ 6♥, 7♣ 7♦ 7♥. The player wishes to play 8♣. The player rearranges the sets into runs 5♣ 6♣ 7♣, 5♦ 6♦ 7♦, 5♥ 6♥ 7♥, and adds the 8♣ to the first run. The table now has three runs 5♣ 6♣ 7♣ 8♣, 5♦ 6♦ 7♦, 5♥ 6♥ 7♥&lt;br /&gt;
&lt;br /&gt;
The table consists of two sets 6♣ 6♦ 6♥, 7♣ 7♦ 7♥. The player wishes to play 8♣ by taking the 6♣ and 7♣ off the sets to form a run 6♣ 7♣ 8♣. But this leaves unmatched cards 6♦ 6♥ 7♦ 7♥, so this move is illegal.&lt;br /&gt;
&lt;br /&gt;
== Ending a turn ==&lt;br /&gt;
A player may end a turn when the table doesn&#039;t have any unmatched cards. If a player ends the turn without playing any card, they must draw one card from the deck; otherwise, they don&#039;t draw any additional cards.&lt;br /&gt;
&lt;br /&gt;
== End of the game ==&lt;br /&gt;
If a player has no cards in their hand, they immediately win.&lt;br /&gt;
&lt;br /&gt;
Otherwise, if the deck is depleted, the player with less cards in their hand wins. Ties are possible; in this case, the tied players are joint winners.&lt;/div&gt;</summary>
		<author><name>Chaotic iak</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmachiavelli&amp;diff=1601</id>
		<title>Gamehelpmachiavelli</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmachiavelli&amp;diff=1601"/>
		<updated>2015-08-29T08:51:07Z</updated>

		<summary type="html">&lt;p&gt;Chaotic iak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Machiavelli is a card game that involves creating Rummy-style sets and runs. Players aim to play all the cards from their hand; the first player to do so wins.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Machiavelli uses two or more French decks, without including jokers. Each player starts with 15 cards in their hand. They play cards to the table to form combinations, trying to empty their hands the fastest. Players play in turn. In each turn, a player may play any number of cards (including zero), possibly rearranging cards on the table. A player can also draw a card. The turn then passes to the next player. The game runs until someone runs out of cards or the deck is depleted.&lt;br /&gt;
&lt;br /&gt;
== Combinations ==&lt;br /&gt;
Cards on the table must always form combinations. There are two types of combinations: sets and runs. In either case, a combination must always consist of at least three cards, and may never include two identical cards. A set is a collection of cards with equal rank (number). A run is a collection of cards with equal suit and consecutive ranks. The ranks are ordered as usual: A, 2, 3, 4, 5, 6, 7, 8, 9, 10, J, Q, K, A. Aces are only high or low, they cannot be both.&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
* 5♣ 5♦ 5♥ forms a set: there are at least three cards, none of which are identical, and all have the same rank.&lt;br /&gt;
* 5♣ 5♦ 5♥ 5♠ also forms a set for the same reasons.&lt;br /&gt;
* 5♣ 5♦ doesn&#039;t form a set: there are less than three cards.&lt;br /&gt;
* 5♣ 5♦ 5♦ doesn&#039;t form a set: there are identical cards.&lt;br /&gt;
* 5♣ 6♣ 7♣ forms a run: there are at least three cards, none of which are identical, all have the same suit, and the ranks are consecutive.&lt;br /&gt;
* 5♣ 6♣ 7♣ 8♣ also forms a run for the same reasons.&lt;br /&gt;
* 5♣ 6♣ doesn&#039;t form a run: there are less than three cards.&lt;br /&gt;
* 5♣ 6♣ 8♣ doesn&#039;t form a run: the ranks are not consecutive.&lt;br /&gt;
* A♣ 2♣ 3♣ forms a run; aces can be low.&lt;br /&gt;
* Q♣ K♣ A♣ forms a run; aces can be high.&lt;br /&gt;
* K♣ A♣ 2♣ doesn&#039;t form a run: aces can&#039;t be both low and high.&lt;br /&gt;
&lt;br /&gt;
== Playing cards ==&lt;br /&gt;
During a player&#039;s turn, the player can play cards to the table, making sure that the table always consists of combinations. The player may introduce a new combination on the table, or they can add cards to an existing combination. As long as the player can play cards, they may do so; they may also stop at any time.&lt;br /&gt;
&lt;br /&gt;
For example, the table has the set 5♣ 5♦ 5♥. A player may play a combination, such as 6♣ 6♦ 6♥ or 6♣ 7♣ 8♣, or may extend the existing set by playing 5♠. They may even do both, if they have the appropriate cards. A player may add any number of cards to a single combination: extending A♣ 2♣ 3♣ to A♣ 2♣ 3♣ 4♣ 5♣ 6♣ 7♣ 8♣ 9♣ 10♣ J♣ Q♣ K♣ is allowed.&lt;br /&gt;
&lt;br /&gt;
== Rearranging cards ==&lt;br /&gt;
One feature of Machiavelli is that players are allowed to rearrange cards on the table so that their cards can be included. The only condition is that at the end of the turn, all cards on the table must form combinations again; there can be no unmatched cards.&lt;br /&gt;
&lt;br /&gt;
In Board Game Arena, rearranging cards is done by picking the cards that are to be rearranged into the hand, and then playing them all back into combinations along with additional cards from the hand. Cards that are picked up from the table will be marked in red, and a player may not end their turn until all these cards are played. A player may decide to click &amp;quot;Restore&amp;quot;, which will forfeit their turn, identical to as if they don&#039;t play any card in the turn.&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
The table consists of a set 5♣ 5♦ 5♥ 5♠ and a run 6♣ 7♣ 8♣. The player wishes to play 4♣. The player removes the 5♣ off the set, adds it to the run, and adds the 4♣ to the run. The table now has a set 5♦ 5♥ 5♠ and a run 4♣ 5♣ 6♣ 7♣ 8♣.&lt;br /&gt;
&lt;br /&gt;
The table consists of three sets 5♣ 5♦ 5♥, 6♣ 6♦ 6♥, 7♣ 7♦ 7♥. The player wishes to play 8♣. The player rearranges the sets into runs 5♣ 6♣ 7♣, 5♦ 6♦ 7♦, 5♥ 6♥ 7♥, and adds the 8♣ to the first run. The table now has three runs 5♣ 6♣ 7♣ 8♣, 5♦ 6♦ 7♦, 5♥ 6♥ 7♥&lt;br /&gt;
&lt;br /&gt;
The table consists of two sets 6♣ 6♦ 6♥, 7♣ 7♦ 7♥. The player wishes to play 8♣ by taking the 6♣ and 7♣ off the sets to form a run 6♣ 7♣ 8♣. But this leaves unmatched cards 6♦ 6♥ 7♦ 7♥, so this move is illegal.&lt;br /&gt;
&lt;br /&gt;
== Ending a turn ==&lt;br /&gt;
A player may end a turn when the table doesn&#039;t have any unmatched cards. If a player ends the turn without playing any card, they must draw one card from the deck; otherwise, they don&#039;t draw any additional cards.&lt;br /&gt;
&lt;br /&gt;
== End of the game ==&lt;br /&gt;
If a player has no cards in their hand, they immediately win.&lt;br /&gt;
&lt;br /&gt;
Otherwise, if the deck is depleted, the player with less cards in their hand wins. Ties are possible; in this case, the tied players are joint winners.&lt;/div&gt;</summary>
		<author><name>Chaotic iak</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=The_Boss&amp;diff=1197</id>
		<title>The Boss</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=The_Boss&amp;diff=1197"/>
		<updated>2014-08-14T08:35:29Z</updated>

		<summary type="html">&lt;p&gt;Chaotic iak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Boss is a game of logical deduction and bluffing, set as a large gangster group on the cities of USA.&lt;br /&gt;
&lt;br /&gt;
== Objective ==&lt;br /&gt;
&lt;br /&gt;
Be the player with the most money at the end of the game.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
Several &#039;&#039;&#039;character cards&#039;&#039;&#039; are dealt at the beginning of the game and will not change during the game. The characters used depend on the number of players.&lt;br /&gt;
&lt;br /&gt;
The character card shows several symbols, indicating the list of &#039;&#039;&#039;city cards&#039;&#039;&#039; associated with it. For example, the character (on) Detroit (colored blue) has five city cards: four showing various number of money bags (1, 2, 3, 4), and one gun. The only exception is &#039;&#039;&#039;Chicago&#039;&#039;&#039; (red), which has no city cards associated with it.&lt;br /&gt;
&lt;br /&gt;
At the beginning of a hand, one associated city card is dealt face down under each character card (except Chicago), and the remaining city cards are distributed evenly to the players (5 for 2-4 players and 4 for 5-6 players). At the end of the hand, the city card below each character card is the reward for each character, claimed by the player with the majority on the character card. Hence, the city cards held by each player gives them information on what city card can be the reward, by ruling out some possibilities.&lt;br /&gt;
&lt;br /&gt;
Each player has 9 gangsters, divided into 6 Experts (permanent gangsters, can be reused), and 3 Occasionals (temporary gangsters, can only be used once). These are the gangsters that fight for majority for each character.&lt;br /&gt;
&lt;br /&gt;
== One hand ==&lt;br /&gt;
&lt;br /&gt;
=== Beginning of hand ===&lt;br /&gt;
&lt;br /&gt;
At the beginning of a hand, each character card has one face down city card, as described above. At the beginning of the game, the Chicago card is located on the second position, while the remaining cards are ordered according to their numbers. Later, after each hand, the Chicago card moves right; see below.&lt;br /&gt;
&lt;br /&gt;
One player holds the &#039;&#039;&#039;starting player marker&#039;&#039;&#039;, which begins the hand. After a player plays, the turn passes over clockwise.&lt;br /&gt;
&lt;br /&gt;
The player currently playing will perform two phases:&lt;br /&gt;
&lt;br /&gt;
=== Phase 1: Placing gangsters ===&lt;br /&gt;
&lt;br /&gt;
The player &#039;&#039;may&#039;&#039; play some of their gangsters to a &#039;&#039;single&#039;&#039; character card, deploying their gangsters there. There are a few rules:&lt;br /&gt;
&lt;br /&gt;
* After playing their gangsters, the player must have the most gangsters on the character card. Experts and occasionals are counted equally. For example, if player Red has 2 gangsters on New York and player Green has 4 gangsters on it, Red must play at least 3 more gangsters on New York to gain majority (5 vs 4) or decide to play somewhere else.&lt;br /&gt;
* An occasional must be accompanied by an expert on the character card, either played earlier or played together, although a single expert suffices to accompany all three occasionals.&lt;br /&gt;
* A player may not play on Chicago before playing somewhere else.&lt;br /&gt;
&lt;br /&gt;
=== Phase 2: Revealing a city card ===&lt;br /&gt;
&lt;br /&gt;
The player &#039;&#039;must&#039;&#039; play a city card, putting it next to the corresponding character card, thus revealing information about that city (of which option cannot be the face down card).&lt;br /&gt;
&lt;br /&gt;
=== Last two turns of the hand ===&lt;br /&gt;
&lt;br /&gt;
When the starting player (the one with the marker) wants to play and they have only two cards on their hand, they reveal one police card. Police cards determine the end of the game, and are explained in more details below.&lt;br /&gt;
&lt;br /&gt;
=== Last turn of the hand ===&lt;br /&gt;
&lt;br /&gt;
When the fourth turn of each player ends (all players have one card left), the order of play is changed. Now the player with the most gangsters (experts and occasionals) plays first, in decreasing order of number of gangsters, until the player with the least gangsters plays last. In case of a tie, the same order (starting from the player with the marker and going clockwise) is used for those players.&lt;br /&gt;
&lt;br /&gt;
=== End of hand ===&lt;br /&gt;
&lt;br /&gt;
After all cards are played, the hand ends. Each face down city card is revealed, and the player with the most gangsters played on the city gains the &amp;quot;reward&amp;quot;. There are several kinds of city cards:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Money bag with a number&#039;&#039;&#039;: A money bag is worth one million dollars, the unit of the game. Win the shown amount of money.&lt;br /&gt;
* &#039;&#039;&#039;Theft&#039;&#039;&#039;: Lose two million dollars.&lt;br /&gt;
* &#039;&#039;&#039;4 Shoot-Out&#039;&#039;&#039;: Win four million dollars. Additionally, for each player having a gangster on the city that is not the winner, kill one of their experts.&lt;br /&gt;
* &#039;&#039;&#039;Banished&#039;&#039;&#039;: The &amp;quot;winner&amp;quot; may no longer play gangsters here for the rest of the game.&lt;br /&gt;
* &#039;&#039;&#039;Hospital&#039;&#039;&#039;: The &amp;quot;winner&amp;quot; loses one expert due to injury, which must be put to the hospital for the next hand. After that, the expert is retrieved back.&lt;br /&gt;
* &#039;&#039;&#039;Prison&#039;&#039;&#039;: The &amp;quot;winner&amp;quot; loses one expert due to being caught, which must be put to the prison for the next two hands. After that, the expert is retrieved back.&lt;br /&gt;
* &#039;&#039;&#039;Revolver&#039;&#039;&#039;: The &amp;quot;winner&amp;quot; loses one expert, killed by a gun. The expert is removed from the rest of the game.&lt;br /&gt;
&lt;br /&gt;
Chicago is scored differently. The winner on Chicago first computes the number of money bags &#039;&#039;last played&#039;&#039; for the cities to the left of it, and gains that many money bags, divided by two, rounded down. For example, suppose the Chicago is after Boston (yellow), with New York (black) and Boston to the left of it. Also suppose that after the hand, the 3 million card is played last on New York and the prison card is played last on Boston. Then the winner on Chicago wins the number of money bags to the left, 3 (New York) plus 0 (Boston), divided by two, which means 3/2 = 1 million.&lt;br /&gt;
&lt;br /&gt;
=== Preparation for next hand ===&lt;br /&gt;
&lt;br /&gt;
After each hand, if it&#039;s not the end of game yet, move the starting player marker clockwise and move the Chicago card one step to the right (swapping with the card to its right).&lt;br /&gt;
&lt;br /&gt;
== End of game ==&lt;br /&gt;
&lt;br /&gt;
Each hand, after the third turn of each player, a police card is revealed. There are five police cards. Two have silver badges, two have gold badges, and one has both badges. When three badges of the same color are revealed, it signals the end of the game; after the current hand finishes, the game ends.&lt;br /&gt;
&lt;br /&gt;
The winner is the player with the most money bags.&lt;/div&gt;</summary>
		<author><name>Chaotic iak</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpsaboteur&amp;diff=1196</id>
		<title>Gamehelpsaboteur</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpsaboteur&amp;diff=1196"/>
		<updated>2014-08-14T06:01:18Z</updated>

		<summary type="html">&lt;p&gt;Chaotic iak: /* Anthem */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Goal ==&lt;br /&gt;
&lt;br /&gt;
Get as many gold nuggets as possible during the three rounds of the game.&lt;br /&gt;
In order to do so,&lt;br /&gt;
&lt;br /&gt;
# if you are a &#039;&#039;&#039;gold digger&#039;&#039;&#039;, you must, in association with other gold diggers, build a path from the &#039;Start&#039; card to the treasure card which can be found among the three &#039;End&#039; cards&lt;br /&gt;
# if you are a &#039;&#039;&#039;saboteur&#039;&#039;&#039;, you must, in association with other saboteurs, prevent the gold diggers from getting to the treasure.&lt;br /&gt;
&lt;br /&gt;
Your role (gold digger or saboteur) will be randomly selected at the start of each round.&lt;br /&gt;
&lt;br /&gt;
== Rules summary ==&lt;br /&gt;
&lt;br /&gt;
On your turn, you must click on a card from your hand to select it, then play this card or discard it.&lt;br /&gt;
You can also rotate a &#039;Path&#039; card before playing it by clicking the &#039;rotate&#039; arrow that appears above the card.&lt;br /&gt;
&lt;br /&gt;
The cards are of several types:&lt;br /&gt;
&lt;br /&gt;
* &#039;Path&#039; card: you can play this card to extend the maze, provided it is compatible with the cards already in place. To do this, click the location where you want to put the card.&lt;br /&gt;
* &#039;Sabotage&#039; card: you can break another player&#039;s tool of the type indicated. To do this, click the corresponding tool in the target player&#039;s panel (under the score).&lt;br /&gt;
* &#039;Repair&#039; card: you can repair your, or another player&#039;s, broken tool of the type indicated. To do this, click the corresponding tool in the target player&#039;s panel (under the score), or click on the &#039;Sabotage&#039; card in front of you.&lt;br /&gt;
* &#039;Map&#039; card: you can play this card on any &#039;End&#039; card to discover whether or not the treasure lies there (you alone will get the information, other players will see nothing). Just click on the &#039;End&#039; card that you want to know everything about.&lt;br /&gt;
* &#039;Rock fall&#039; card: this card lets you remove any &#039;Path&#039; card of the maze. Just click on the card you want to remove.&lt;br /&gt;
&lt;br /&gt;
== Cards in play ==&lt;br /&gt;
&lt;br /&gt;
* 44 &#039;Path&#039; cards&lt;br /&gt;
* 9 &#039;Sabotage&#039; cards (three for each tool)&lt;br /&gt;
* 6 &#039;Repair a tool&#039; cards (two for each tool)&lt;br /&gt;
* 3 &#039;Repair a tool among these two&#039; cards (one for each combination of two tools)&lt;br /&gt;
* 5 &#039;Map&#039; cards (one less than in the box set, as requested by the game author)&lt;br /&gt;
* 3 &#039;Rock fall&#039; cards&lt;br /&gt;
* 28 &#039;Gold&#039; cards&lt;br /&gt;
** 16 with one gold nugget&lt;br /&gt;
** 8 with two gold nuggets&lt;br /&gt;
** 4 with three gold nuggets&lt;br /&gt;
&lt;br /&gt;
== Roles ==&lt;br /&gt;
&lt;br /&gt;
Roles are randomly selected among a set that depends upon the number of players:&lt;br /&gt;
&lt;br /&gt;
* with 3 players: 1 saboteur and 3 gold diggers &lt;br /&gt;
* with 4 players: 1 saboteur and 4 gold diggers &lt;br /&gt;
* with 5 players: 2 saboteurs and 4 gold diggers  &lt;br /&gt;
* with 6 players: 2 saboteurs and 5 gold diggers &lt;br /&gt;
* with 7 players: 3 saboteurs and 5 gold diggers &lt;br /&gt;
* with 8 players: 3 saboteurs and 6 gold diggers &lt;br /&gt;
* with 9 players: 3 saboteurs and 7 gold diggers &lt;br /&gt;
* with 10 players: 4 saboteurs and 7 gold diggers&lt;br /&gt;
&lt;br /&gt;
== Available variants ==&lt;br /&gt;
&lt;br /&gt;
The game author, &#039;&#039;&#039;Frederic Moyersoen&#039;&#039;&#039;, told us about some game variants, and we implemented all four of them. Please tell us which one is your favourite in the forum!&lt;br /&gt;
&lt;br /&gt;
Two variants are about gold sharing:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Old Mine&#039;&#039;&#039;: the old mine was not as packed with gold... sometimes all you got for your digging was worthless stones. In this variant, some &#039;Gold&#039; cards do not yield any gold nuggets (among the 28 &#039;Gold&#039; cards, 4 are worth three nuggets, 8 are worth two nuggets, 10 are worth one nugget and 6 are worthless). So it is definitely best to get first to the treasure in order to be sure not to leave empty-handed!&lt;br /&gt;
* &#039;&#039;&#039;New mine&#039;&#039;&#039;: the new mine is more even to each gold digger. Instead of distributing as many &#039;Gold&#039; cards as the number of players - which benefits most to the gold digger that gets first to the treasure as he often gets two &#039;Gold&#039; cards - it distributes as many &#039;Gold&#039; cards as the number of gold diggers in play. Therefore, each gold digger will get only one &#039;Gold&#039; card (however, it is still best to be first go get to the treasure in order to get a card of higher value!)&lt;br /&gt;
&lt;br /&gt;
Two variants are about gameplay:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Competitive&#039;&#039;&#039;: the gold diggers who have a &#039;Sabotage&#039; card (broken pickaxe, lamp or trolley) laid in front of them at the end of a round, do not receive a &#039;Gold&#039; card when their team wins the round. The &#039;Gold&#039; cards are distributed between the gold diggers who have no broken tool (saboteurs are not affected by this rule). Therefore, with this variant it can be interesting to sabotage some of your fellow gold diggers... but not too often, so as not to make your team lose!&lt;br /&gt;
* &#039;&#039;&#039;Selfish dwarf&#039;&#039;&#039;: one of the gold diggers will get a red jacket. This gold digger is a selfish dwarf: he can only win if he manages to complete the connection to the treasure himself. In this case, he gets four gold nuggets while the other players get nothing at all. If another gold digger completes the connection, the selfish dwarf takes no part in the treasure sharing (which is done with as many &#039;Gold&#039; cards as the number of players, selfish dwarf excluded)&lt;br /&gt;
&lt;br /&gt;
== Saboteur 2 ==&lt;br /&gt;
&lt;br /&gt;
Saboteur 2 introduces additional roles and actions. Now there are six roles:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Blue diggers (4)&#039;&#039;&#039; and &#039;&#039;&#039;green diggers (4)&#039;&#039;&#039; are the equivalent of the original gold diggers, but are now separated into two teams. They both want to reach the gold, but only the one that connects to the treasure wins. The team that wins is also affected by doors; see below.&lt;br /&gt;
* &#039;&#039;&#039;Saboteurs (3)&#039;&#039;&#039; want to sabotage the connection, just like in the original game.&lt;br /&gt;
* &#039;&#039;&#039;Boss (1)&#039;&#039;&#039; wins if either digger team wins. &#039;&#039;&#039;Profiteer (1)&#039;&#039;&#039; wins in all cases, whether it&#039;s either digger team or it&#039;s the saboteurs!&lt;br /&gt;
* &#039;&#039;&#039;Geologists (2)&#039;&#039;&#039; don&#039;t care about gold; they care about gems that appear on tunnels as the dwarfs dig through.&lt;br /&gt;
&lt;br /&gt;
There are various new items and actions.&lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;&#039;path cards&#039;&#039;&#039; are complemented with additional cards. In particular, there is a bridge card, that allows a straight connection between opposite ends, but don&#039;t merge together like a crossroad does.&lt;br /&gt;
* Some path cards have &#039;&#039;&#039;gems&#039;&#039;&#039;. These are only for the geologists; they don&#039;t block the path.&lt;br /&gt;
* Some path cards have &#039;&#039;&#039;doors&#039;&#039;&#039;. These block the path of the opposing color. Only blue diggers can pass through blue doors, and only green diggers can pass through green doors.&lt;br /&gt;
* Some path cards have &#039;&#039;&#039;ladders&#039;&#039;&#039;. These are connected to the starting ladder. This means you can start a path from any ladder onwards, even if it&#039;s not connected to the start. This also means doors behind ladders have no effect.&lt;br /&gt;
* Action cards &#039;&#039;&#039;Theft (4)&#039;&#039;&#039; allow a player to prepare a theft. At the end of the round, each player with a theft may choose someone to steal a gold from. Action card &#039;&#039;&#039;Hands Off (3)&#039;&#039;&#039; stop a player from doing a theft.&lt;br /&gt;
* Action cards &#039;&#039;&#039;Trapped! (3)&#039;&#039;&#039; put another player to jail, similar to a broken tool with one exception in the scoring. Action cards &#039;&#039;&#039;Free at Last! (4)&#039;&#039;&#039; free a player from jail.&lt;br /&gt;
* Action cards &#039;&#039;&#039;Swap Your Hats (2)&#039;&#039;&#039; change the role of a player to another. These can be played to oneself or to someone else.&lt;br /&gt;
* Action cards &#039;&#039;&#039;Swap Your Hands (2)&#039;&#039;&#039; allow a player to swap hands with another player. The other player gets to draw a replacement card.&lt;br /&gt;
* Action cards &#039;&#039;&#039;Inspection (2)&#039;&#039;&#039; allow a player to look at the role of another player.&lt;br /&gt;
&lt;br /&gt;
There are new rules.&lt;br /&gt;
&lt;br /&gt;
* Each player has 6 cards on their hand at the beginning.&lt;br /&gt;
* A player may discard 1-3 cards and draw the same number of replacement cards, instead of the original only 1.&lt;br /&gt;
* A player may also discard 2 cards to remove any card (broken tool or jailed) in front of them, but they only get 1 replacement card. This reduces their hand size.&lt;br /&gt;
&lt;br /&gt;
And there is a completely hauled scoring method.&lt;br /&gt;
&lt;br /&gt;
* If there is a path to the gold card blocked by some door, the winner is the team that is not blocked by a door of opposing color. For example, if the path to the gold is blocked by a blue door, only the blue diggers win, no matter who placed the last card. &#039;&#039;If the path is blocked by both doors, then only the boss and the profiteer wins!&#039;&#039;&lt;br /&gt;
* If there is a path to the gold card, not blocked by any door, then the winner is the team that makes the last connection, or both teams in case that connection is made by a non-digger. For example, if a green digger completes a path without doors, the green team wins. If a geologist completes the path instead, both teams win.&lt;br /&gt;
* If there is no path to the gold card when everyone runs out of cards, the saboteurs win.&lt;br /&gt;
&lt;br /&gt;
* The number of winners, except geologists, is counted. This number is subtracted from 6, giving the number of gold pieces that each winner gets. For example, if the blue team with 2 people win together with a boss, then there are 3 winners, so each player gets 3 gold pieces. If there are 5 or more winners, each winner gets 1 gold piece.&lt;br /&gt;
* However, boss receives 1 less gold pieces and profiteer receives 2 less gold pieces (cannot go below zero). In the example above, the boss receives 2 gold pieces instead of 3.&lt;br /&gt;
* Geologists receive as many gold pieces as there are crystals at the end of the round. In case both geologists are present, this number is divided by two, rounded down. So if there are 5 crystals, a single geologist gets 5 gold pieces, while two geologists in play receive 2 gold pieces each.&lt;br /&gt;
* The number of gold pieces a player has is not revealed to others (use your memory!), unless a variant &#039;&#039;&#039;Visible golds&#039;&#039;&#039; is used.&lt;br /&gt;
&lt;br /&gt;
== Anthem ==&lt;br /&gt;
&lt;br /&gt;
The Official Anthem of Saboteur designed by &#039;&#039;Dzikidon&#039;&#039; and &#039;&#039;Sikora8a&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Music - &#039;&#039;&#039;Adele - Skyfall&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*This is the end&lt;br /&gt;
*Hold your breath and count to ten&lt;br /&gt;
*Feel the Earth move and then&lt;br /&gt;
*Hear your axe burst again&lt;br /&gt;
&lt;br /&gt;
*For this is the end&lt;br /&gt;
*I&#039;ve digged and dreamt this moment&lt;br /&gt;
*I will repair I owe them&lt;br /&gt;
*Even tho&#039; I&#039;m broken&lt;br /&gt;
&lt;br /&gt;
*Let the rock fall&lt;br /&gt;
*When it crumbles&lt;br /&gt;
*We will stand tall&lt;br /&gt;
*Face it all together&lt;br /&gt;
&lt;br /&gt;
*Let the rock fall&lt;br /&gt;
*When it crumbles&lt;br /&gt;
*We will stand tall&lt;br /&gt;
*Face it all together&lt;br /&gt;
*At rock fall&lt;br /&gt;
*At rock fall&lt;br /&gt;
&lt;br /&gt;
*Rock fall is where we start&lt;br /&gt;
*A thousand miles and cards apart&lt;br /&gt;
*Where roads collide and caves are dark&lt;br /&gt;
*You may fix my trolley&lt;br /&gt;
*You can break my lamp&lt;br /&gt;
*But you&#039;ll never have my gold&lt;br /&gt;
&lt;br /&gt;
*Let the rock fall (Let the rock fall)&lt;br /&gt;
*When it crumbles (When it crumbles)&lt;br /&gt;
*We will stand tall (We will stand tall)&lt;br /&gt;
*Face it all together&lt;br /&gt;
&lt;br /&gt;
*Let the rock fall (Let the rock fall)&lt;br /&gt;
*When it crumbles (When it crumbles)&lt;br /&gt;
*We will stand tall (We will stand tall)&lt;br /&gt;
*Face it all together&lt;br /&gt;
*At rock fall&lt;br /&gt;
&lt;br /&gt;
*(Let the rock fall)&lt;br /&gt;
*When it crumbles&lt;br /&gt;
*We will stand tall) / x2&lt;br /&gt;
&lt;br /&gt;
*Where you go I go&lt;br /&gt;
*What you see I see&lt;br /&gt;
*I know I&#039;d never be me&lt;br /&gt;
*Without the security&lt;br /&gt;
*Of your fixing cards&lt;br /&gt;
*Keeping me from harm&lt;br /&gt;
*Put your end in their straight&lt;br /&gt;
*And we&#039;ll stand&lt;br /&gt;
&lt;br /&gt;
*Let the rock fall (Let the rock fall)&lt;br /&gt;
*When it crumbles (When it crumbles)&lt;br /&gt;
*We will stand tall (We will stand tall)&lt;br /&gt;
*Face it all together&lt;br /&gt;
&lt;br /&gt;
*Let the rock fall (Let the rock fall)&lt;br /&gt;
*When it crumbles (When it crumbles)&lt;br /&gt;
*We will stand tall (We will stand tall)&lt;br /&gt;
*Face it all together&lt;br /&gt;
*At rock fall&lt;br /&gt;
&lt;br /&gt;
*Let the rock fall&lt;br /&gt;
*We will stand tall&lt;br /&gt;
*At rock faaall&lt;/div&gt;</summary>
		<author><name>Chaotic iak</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpsaboteur&amp;diff=1195</id>
		<title>Gamehelpsaboteur</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpsaboteur&amp;diff=1195"/>
		<updated>2014-08-14T05:59:55Z</updated>

		<summary type="html">&lt;p&gt;Chaotic iak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Goal ==&lt;br /&gt;
&lt;br /&gt;
Get as many gold nuggets as possible during the three rounds of the game.&lt;br /&gt;
In order to do so,&lt;br /&gt;
&lt;br /&gt;
# if you are a &#039;&#039;&#039;gold digger&#039;&#039;&#039;, you must, in association with other gold diggers, build a path from the &#039;Start&#039; card to the treasure card which can be found among the three &#039;End&#039; cards&lt;br /&gt;
# if you are a &#039;&#039;&#039;saboteur&#039;&#039;&#039;, you must, in association with other saboteurs, prevent the gold diggers from getting to the treasure.&lt;br /&gt;
&lt;br /&gt;
Your role (gold digger or saboteur) will be randomly selected at the start of each round.&lt;br /&gt;
&lt;br /&gt;
== Rules summary ==&lt;br /&gt;
&lt;br /&gt;
On your turn, you must click on a card from your hand to select it, then play this card or discard it.&lt;br /&gt;
You can also rotate a &#039;Path&#039; card before playing it by clicking the &#039;rotate&#039; arrow that appears above the card.&lt;br /&gt;
&lt;br /&gt;
The cards are of several types:&lt;br /&gt;
&lt;br /&gt;
* &#039;Path&#039; card: you can play this card to extend the maze, provided it is compatible with the cards already in place. To do this, click the location where you want to put the card.&lt;br /&gt;
* &#039;Sabotage&#039; card: you can break another player&#039;s tool of the type indicated. To do this, click the corresponding tool in the target player&#039;s panel (under the score).&lt;br /&gt;
* &#039;Repair&#039; card: you can repair your, or another player&#039;s, broken tool of the type indicated. To do this, click the corresponding tool in the target player&#039;s panel (under the score), or click on the &#039;Sabotage&#039; card in front of you.&lt;br /&gt;
* &#039;Map&#039; card: you can play this card on any &#039;End&#039; card to discover whether or not the treasure lies there (you alone will get the information, other players will see nothing). Just click on the &#039;End&#039; card that you want to know everything about.&lt;br /&gt;
* &#039;Rock fall&#039; card: this card lets you remove any &#039;Path&#039; card of the maze. Just click on the card you want to remove.&lt;br /&gt;
&lt;br /&gt;
== Cards in play ==&lt;br /&gt;
&lt;br /&gt;
* 44 &#039;Path&#039; cards&lt;br /&gt;
* 9 &#039;Sabotage&#039; cards (three for each tool)&lt;br /&gt;
* 6 &#039;Repair a tool&#039; cards (two for each tool)&lt;br /&gt;
* 3 &#039;Repair a tool among these two&#039; cards (one for each combination of two tools)&lt;br /&gt;
* 5 &#039;Map&#039; cards (one less than in the box set, as requested by the game author)&lt;br /&gt;
* 3 &#039;Rock fall&#039; cards&lt;br /&gt;
* 28 &#039;Gold&#039; cards&lt;br /&gt;
** 16 with one gold nugget&lt;br /&gt;
** 8 with two gold nuggets&lt;br /&gt;
** 4 with three gold nuggets&lt;br /&gt;
&lt;br /&gt;
== Roles ==&lt;br /&gt;
&lt;br /&gt;
Roles are randomly selected among a set that depends upon the number of players:&lt;br /&gt;
&lt;br /&gt;
* with 3 players: 1 saboteur and 3 gold diggers &lt;br /&gt;
* with 4 players: 1 saboteur and 4 gold diggers &lt;br /&gt;
* with 5 players: 2 saboteurs and 4 gold diggers  &lt;br /&gt;
* with 6 players: 2 saboteurs and 5 gold diggers &lt;br /&gt;
* with 7 players: 3 saboteurs and 5 gold diggers &lt;br /&gt;
* with 8 players: 3 saboteurs and 6 gold diggers &lt;br /&gt;
* with 9 players: 3 saboteurs and 7 gold diggers &lt;br /&gt;
* with 10 players: 4 saboteurs and 7 gold diggers&lt;br /&gt;
&lt;br /&gt;
== Available variants ==&lt;br /&gt;
&lt;br /&gt;
The game author, &#039;&#039;&#039;Frederic Moyersoen&#039;&#039;&#039;, told us about some game variants, and we implemented all four of them. Please tell us which one is your favourite in the forum!&lt;br /&gt;
&lt;br /&gt;
Two variants are about gold sharing:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Old Mine&#039;&#039;&#039;: the old mine was not as packed with gold... sometimes all you got for your digging was worthless stones. In this variant, some &#039;Gold&#039; cards do not yield any gold nuggets (among the 28 &#039;Gold&#039; cards, 4 are worth three nuggets, 8 are worth two nuggets, 10 are worth one nugget and 6 are worthless). So it is definitely best to get first to the treasure in order to be sure not to leave empty-handed!&lt;br /&gt;
* &#039;&#039;&#039;New mine&#039;&#039;&#039;: the new mine is more even to each gold digger. Instead of distributing as many &#039;Gold&#039; cards as the number of players - which benefits most to the gold digger that gets first to the treasure as he often gets two &#039;Gold&#039; cards - it distributes as many &#039;Gold&#039; cards as the number of gold diggers in play. Therefore, each gold digger will get only one &#039;Gold&#039; card (however, it is still best to be first go get to the treasure in order to get a card of higher value!)&lt;br /&gt;
&lt;br /&gt;
Two variants are about gameplay:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Competitive&#039;&#039;&#039;: the gold diggers who have a &#039;Sabotage&#039; card (broken pickaxe, lamp or trolley) laid in front of them at the end of a round, do not receive a &#039;Gold&#039; card when their team wins the round. The &#039;Gold&#039; cards are distributed between the gold diggers who have no broken tool (saboteurs are not affected by this rule). Therefore, with this variant it can be interesting to sabotage some of your fellow gold diggers... but not too often, so as not to make your team lose!&lt;br /&gt;
* &#039;&#039;&#039;Selfish dwarf&#039;&#039;&#039;: one of the gold diggers will get a red jacket. This gold digger is a selfish dwarf: he can only win if he manages to complete the connection to the treasure himself. In this case, he gets four gold nuggets while the other players get nothing at all. If another gold digger completes the connection, the selfish dwarf takes no part in the treasure sharing (which is done with as many &#039;Gold&#039; cards as the number of players, selfish dwarf excluded)&lt;br /&gt;
&lt;br /&gt;
== Saboteur 2 ==&lt;br /&gt;
&lt;br /&gt;
Saboteur 2 introduces additional roles and actions. Now there are six roles:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Blue diggers (4)&#039;&#039;&#039; and &#039;&#039;&#039;green diggers (4)&#039;&#039;&#039; are the equivalent of the original gold diggers, but are now separated into two teams. They both want to reach the gold, but only the one that connects to the treasure wins. The team that wins is also affected by doors; see below.&lt;br /&gt;
* &#039;&#039;&#039;Saboteurs (3)&#039;&#039;&#039; want to sabotage the connection, just like in the original game.&lt;br /&gt;
* &#039;&#039;&#039;Boss (1)&#039;&#039;&#039; wins if either digger team wins. &#039;&#039;&#039;Profiteer (1)&#039;&#039;&#039; wins in all cases, whether it&#039;s either digger team or it&#039;s the saboteurs!&lt;br /&gt;
* &#039;&#039;&#039;Geologists (2)&#039;&#039;&#039; don&#039;t care about gold; they care about gems that appear on tunnels as the dwarfs dig through.&lt;br /&gt;
&lt;br /&gt;
There are various new items and actions.&lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;&#039;path cards&#039;&#039;&#039; are complemented with additional cards. In particular, there is a bridge card, that allows a straight connection between opposite ends, but don&#039;t merge together like a crossroad does.&lt;br /&gt;
* Some path cards have &#039;&#039;&#039;gems&#039;&#039;&#039;. These are only for the geologists; they don&#039;t block the path.&lt;br /&gt;
* Some path cards have &#039;&#039;&#039;doors&#039;&#039;&#039;. These block the path of the opposing color. Only blue diggers can pass through blue doors, and only green diggers can pass through green doors.&lt;br /&gt;
* Some path cards have &#039;&#039;&#039;ladders&#039;&#039;&#039;. These are connected to the starting ladder. This means you can start a path from any ladder onwards, even if it&#039;s not connected to the start. This also means doors behind ladders have no effect.&lt;br /&gt;
* Action cards &#039;&#039;&#039;Theft (4)&#039;&#039;&#039; allow a player to prepare a theft. At the end of the round, each player with a theft may choose someone to steal a gold from. Action card &#039;&#039;&#039;Hands Off (3)&#039;&#039;&#039; stop a player from doing a theft.&lt;br /&gt;
* Action cards &#039;&#039;&#039;Trapped! (3)&#039;&#039;&#039; put another player to jail, similar to a broken tool with one exception in the scoring. Action cards &#039;&#039;&#039;Free at Last! (4)&#039;&#039;&#039; free a player from jail.&lt;br /&gt;
* Action cards &#039;&#039;&#039;Swap Your Hats (2)&#039;&#039;&#039; change the role of a player to another. These can be played to oneself or to someone else.&lt;br /&gt;
* Action cards &#039;&#039;&#039;Swap Your Hands (2)&#039;&#039;&#039; allow a player to swap hands with another player. The other player gets to draw a replacement card.&lt;br /&gt;
* Action cards &#039;&#039;&#039;Inspection (2)&#039;&#039;&#039; allow a player to look at the role of another player.&lt;br /&gt;
&lt;br /&gt;
There are new rules.&lt;br /&gt;
&lt;br /&gt;
* Each player has 6 cards on their hand at the beginning.&lt;br /&gt;
* A player may discard 1-3 cards and draw the same number of replacement cards, instead of the original only 1.&lt;br /&gt;
* A player may also discard 2 cards to remove any card (broken tool or jailed) in front of them, but they only get 1 replacement card. This reduces their hand size.&lt;br /&gt;
&lt;br /&gt;
And there is a completely hauled scoring method.&lt;br /&gt;
&lt;br /&gt;
* If there is a path to the gold card blocked by some door, the winner is the team that is not blocked by a door of opposing color. For example, if the path to the gold is blocked by a blue door, only the blue diggers win, no matter who placed the last card. &#039;&#039;If the path is blocked by both doors, then only the boss and the profiteer wins!&#039;&#039;&lt;br /&gt;
* If there is a path to the gold card, not blocked by any door, then the winner is the team that makes the last connection, or both teams in case that connection is made by a non-digger. For example, if a green digger completes a path without doors, the green team wins. If a geologist completes the path instead, both teams win.&lt;br /&gt;
* If there is no path to the gold card when everyone runs out of cards, the saboteurs win.&lt;br /&gt;
&lt;br /&gt;
* The number of winners, except geologists, is counted. This number is subtracted from 6, giving the number of gold pieces that each winner gets. For example, if the blue team with 2 people win together with a boss, then there are 3 winners, so each player gets 3 gold pieces. If there are 5 or more winners, each winner gets 1 gold piece.&lt;br /&gt;
* However, boss receives 1 less gold pieces and profiteer receives 2 less gold pieces (cannot go below zero). In the example above, the boss receives 2 gold pieces instead of 3.&lt;br /&gt;
* Geologists receive as many gold pieces as there are crystals at the end of the round. In case both geologists are present, this number is divided by two, rounded down. So if there are 5 crystals, a single geologist gets 5 gold pieces, while two geologists in play receive 2 gold pieces each.&lt;br /&gt;
* The number of gold pieces a player has is not revealed to others (use your memory!), unless a variant &#039;&#039;&#039;Visible golds&#039;&#039;&#039; is used.&lt;br /&gt;
&lt;br /&gt;
== Anthem ==&lt;br /&gt;
&lt;br /&gt;
The Official Anthem of Saboteur designed by &#039;&#039;Dzikidon&#039;&#039; and &#039;&#039;Sikora8a&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Music - &#039;&#039;&#039;Adele - Skyfall&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
This is the end&lt;br /&gt;
Hold your breath and count to ten&lt;br /&gt;
Feel the Earth move and then&lt;br /&gt;
Hear your axe burst again&lt;br /&gt;
&lt;br /&gt;
For this is the end&lt;br /&gt;
I&#039;ve digged and dreamt this moment&lt;br /&gt;
I will repair I owe them&lt;br /&gt;
Even tho&#039; I&#039;m broken&lt;br /&gt;
&lt;br /&gt;
Let the rock fall&lt;br /&gt;
When it crumbles&lt;br /&gt;
We will stand tall&lt;br /&gt;
Face it all together&lt;br /&gt;
&lt;br /&gt;
Let the rock fall&lt;br /&gt;
When it crumbles&lt;br /&gt;
We will stand tall&lt;br /&gt;
Face it all together&lt;br /&gt;
At rock fall&lt;br /&gt;
At rock fall&lt;br /&gt;
&lt;br /&gt;
Rock fall is where we start&lt;br /&gt;
A thousand miles and cards apart&lt;br /&gt;
Where roads collide and caves are dark&lt;br /&gt;
You may fix my trolley&lt;br /&gt;
You can break my lamp&lt;br /&gt;
But you&#039;ll never have my gold&lt;br /&gt;
&lt;br /&gt;
Let the rock fall (Let the rock fall)&lt;br /&gt;
When it crumbles (When it crumbles)&lt;br /&gt;
We will stand tall (We will stand tall)&lt;br /&gt;
Face it all together&lt;br /&gt;
&lt;br /&gt;
Let the rock fall (Let the rock fall)&lt;br /&gt;
When it crumbles (When it crumbles)&lt;br /&gt;
We will stand tall (We will stand tall)&lt;br /&gt;
Face it all together&lt;br /&gt;
At rock fall&lt;br /&gt;
&lt;br /&gt;
(Let the rock fall)&lt;br /&gt;
When it crumbles&lt;br /&gt;
We will stand tall) / x2&lt;br /&gt;
&lt;br /&gt;
Where you go I go&lt;br /&gt;
What you see I see&lt;br /&gt;
I know I&#039;d never be me&lt;br /&gt;
Without the security&lt;br /&gt;
Of your fixing cards&lt;br /&gt;
Keeping me from harm&lt;br /&gt;
Put your end in their straight&lt;br /&gt;
And we&#039;ll stand&lt;br /&gt;
&lt;br /&gt;
Let the rock fall (Let the rock fall)&lt;br /&gt;
When it crumbles (When it crumbles)&lt;br /&gt;
We will stand tall (We will stand tall)&lt;br /&gt;
Face it all together&lt;br /&gt;
&lt;br /&gt;
Let the rock fall (Let the rock fall)&lt;br /&gt;
When it crumbles (When it crumbles)&lt;br /&gt;
We will stand tall (We will stand tall)&lt;br /&gt;
Face it all together&lt;br /&gt;
At rock fall&lt;br /&gt;
&lt;br /&gt;
Let the rock fall&lt;br /&gt;
We will stand tall&lt;br /&gt;
At rock faaall&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;/div&gt;</summary>
		<author><name>Chaotic iak</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcantstop&amp;diff=912</id>
		<title>Gamehelpcantstop</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcantstop&amp;diff=912"/>
		<updated>2013-07-25T17:01:39Z</updated>

		<summary type="html">&lt;p&gt;Chaotic iak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Can&#039;t Stop is a game involving rolling dice and knowing when to stop pushing one&#039;s luck.&lt;br /&gt;
&lt;br /&gt;
==Rules==&lt;br /&gt;
&lt;br /&gt;
Can&#039;t Stop is played with a board consisting of 11 columns, numbered from 2 to 12, four dice, and three temporary pieces.&lt;br /&gt;
&lt;br /&gt;
===Splitting dice===&lt;br /&gt;
&lt;br /&gt;
On a player&#039;s turn, they roll the four dice, split it to two groups however they like, then advance a step on each column whose sum is equal to some group of the dice.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
* Roll: 3,3,4,4. One can split it to 3,3 and 4,4, advancing a step on each of columns 6 and 8, or 3,4 and 3,4, advancing two steps on column 7.&lt;br /&gt;
* Roll: 2,3,4,5. One can split it in three ways: 2,3 and 4,5 (columns 5 and 9), 2,4 and 3,5 (columns 6 and 8), or 2,5 and 3,4 (columns 7 and 7).&lt;br /&gt;
* Roll: 4,4,4,6. There is only one way to split it, 4,4 and 4,6, which means columns 8 and 10.&lt;br /&gt;
* Roll: 1,1,1,1. There is only one way to split it, 1,1 and 1,1, which means columns 2 and 2.&lt;br /&gt;
&lt;br /&gt;
===Temporary pieces===&lt;br /&gt;
&lt;br /&gt;
In a turn, a player may only advance in three columns. The temporary pieces are to help the player in keeping track their progresses. However, one must make as many moves as possible.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
* One hasn&#039;t moved at all and rolled 2,3,4,5. They decide to split as 2,3 and 4,5, advancing on columns 5 and 9. This is allowed; they advanced on columns 5,9. They may not choose to advance only on column 5 or only on column 9 because they must perform all moves possible.&lt;br /&gt;
* One has moved on columns 4 and 5 and rolled 2,3,4,5. They decide to split as 2,3 and 4,5, advancing on columns 5 and 9. This is allowed; they advanced on columns 4,5,9.&lt;br /&gt;
* One has moved on columns 2 and 3 and rolled 2,3,4,5. They decide to split as 2,3 and 4,5, and so should have advanced on columns 5 and 9. But this is not allowed; it makes them advance on four columns. They must pick either 5 or 9 to advance from.&lt;br /&gt;
* One has moved on columns 2, 3, and 12 and rolled 2,3,4,5. No matter how they split the dice, they cannot advance.&lt;br /&gt;
&lt;br /&gt;
===Stopping one&#039;s turn===&lt;br /&gt;
&lt;br /&gt;
A player keeps their turn until they state to stop or they cannot advance (like the last of the examples above). In the former case, the temporary pieces are made permanent; they will continue from the positions they have now. In the latter case, the temporary pieces are removed; their position is rolled back to before they have started their turn.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
* One decides to stop after advancing 3 steps on column 7, 2 steps on column 8, and 1 step on column 9, after previously have advanced 4 steps on column 6 and 3 steps on column 9. Now their position is 4 steps on column 6, 3 steps on column 7, 2 steps on column 8, and 4 steps on column 9.&lt;br /&gt;
* One advanced 3 steps on column 7, 2 steps on column 8, and 1 step on column 9, after previously have advanced 4 steps on column 6 and 3 steps on column 9, but then cannot advance. Their position is rolled back to only 4 steps on column 6 and 3 steps on column 9.&lt;br /&gt;
&lt;br /&gt;
===Completing a column===&lt;br /&gt;
&lt;br /&gt;
When one decides to stop and they have reached the end of some column, that column is scored for that player and no other player may advance in that column. For example, if column 5 has been scored and one splits a 2,3,4,5 to 2,3 and 4,5, they cannot advance on column 5 because it has been scored.&lt;br /&gt;
&lt;br /&gt;
===Winning condition===&lt;br /&gt;
&lt;br /&gt;
When one scores three columns, they win.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
The strategy of the game revolves on knowing when to stop. As one keeps playing, they still have the risk of losing all progress on the turn; stopping will save the progress but gives the other players a turn each. Knowing which is more beneficial helps.&lt;br /&gt;
&lt;br /&gt;
Columns with more extreme numbers are less probable (a 2 is only scored by a 1,1 and a 12 is only scored by a 6,6, while a 7 is scored by six pairs of dice), so they have less steps to work on. One&#039;s strategy can also revolve on choosing whether to aim for middle columns or extreme columns.&lt;/div&gt;</summary>
		<author><name>Chaotic iak</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpunitedsquare&amp;diff=884</id>
		<title>Gamehelpunitedsquare</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpunitedsquare&amp;diff=884"/>
		<updated>2013-06-12T05:36:09Z</updated>

		<summary type="html">&lt;p&gt;Chaotic iak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Goal==&lt;br /&gt;
The goal is to be the player who has the most squares of his color.&lt;br /&gt;
&lt;br /&gt;
==Rules==&lt;br /&gt;
The game uses pieces of six types, where each piece is in shape of a square. The sides of each piece are colored with one of red, yellow, green, blue, so that a piece has one side for each color. Each &amp;quot;side&amp;quot; appears as a triangle.&lt;br /&gt;
&lt;br /&gt;
Each player on his turn puts a square next to a square already on the board. The piece may be rotated, but not reflected. The sides coinciding with previous pieces on the board must match in color.&lt;br /&gt;
&lt;br /&gt;
It&#039;s possible for a blank square to be adjacent to two sides of the same color, blocking said square from being occupied (because there is no piece that has two sides of the same color).&lt;br /&gt;
&lt;br /&gt;
When a player cannot put any piece, the turn is passed. In all other cases, the player must put some piece.&lt;br /&gt;
&lt;br /&gt;
Due to the appearance of a side as a triangle, matched sides form a tilted square. Each of these squares scores a point for the person holding this color.&lt;br /&gt;
&lt;br /&gt;
==Ending the game==&lt;br /&gt;
When no more piece can be put by any player, the player with the most squares of his color wins.&lt;br /&gt;
&lt;br /&gt;
== Game preferences ==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;colorblind&#039;&#039;&#039; option available for this game enables an alternative setup displaying symbols on the tokens using the great color code designed by Miguel Neiva: [http://www.coloradd.net/code.asp ColorADD].&lt;br /&gt;
&lt;br /&gt;
Learning the code is easy, just take a look at the following synthesis panel:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:ColorADD.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HAVE A GOOD GAME!&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Chaotic iak</name></author>
	</entry>
</feed>