<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://en.doc.boardgamearena.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Cheynio</id>
	<title>Board Game Arena - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://en.doc.boardgamearena.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Cheynio"/>
	<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/Special:Contributions/Cheynio"/>
	<updated>2026-09-16T20:47:23Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.39.0</generator>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpraceforthegalaxy&amp;diff=22531</id>
		<title>Gamehelpraceforthegalaxy</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpraceforthegalaxy&amp;diff=22531"/>
		<updated>2024-09-09T22:31:50Z</updated>

		<summary type="html">&lt;p&gt;Cheynio: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Theme ==&lt;br /&gt;
&lt;br /&gt;
Players control competing civilisations exploring space, discovering planets to conquer or settle, building an economy by consuming a planet&#039;s goods and building developments. The object of the game is to earn the most victory points from planets and developments played in their tableau, from consuming goods, and from bonuses from special developments.&lt;br /&gt;
&lt;br /&gt;
== Phases ==&lt;br /&gt;
&lt;br /&gt;
* {{player|2}}: select two phases per round.&lt;br /&gt;
* {{player|3+}}: select one phase per round.&lt;br /&gt;
* Only selected phases are played, in phase order.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;I Explore&#039;&#039;&#039;: draw {{JumpDriveExplore|2}} keep {{RftgDraw|1}}&lt;br /&gt;
* &#039;&#039;&#039;II Develop&#039;&#039;&#039;: play {{RftgDevelopment}} by {{RftgDiscard}} equal to its cost.&lt;br /&gt;
* &#039;&#039;&#039;III Settle&#039;&#039;&#039;:&lt;br /&gt;
** play {{RftgWorld|m=0}} by {{RftgDiscard}} equal to its cost.&lt;br /&gt;
** play {{RftgWorld|m=1}} with sufficient military force.&lt;br /&gt;
** played {{RftgWorld|w=1}} gain {{RftgGood}}.&lt;br /&gt;
* &#039;&#039;&#039;IV Consume&#039;&#039;&#039;: exchange {{RftgGood}} for {{RftgVpChip}} using consume {{RftgConsume}} powers.&lt;br /&gt;
*# Select {{RftgWorld|p=1}}/{{RftgWorld|w=1}} with {{RftgGood}}.&lt;br /&gt;
*# Select {{RftgWorld}} with {{RftgConsume}} power.&lt;br /&gt;
** {{RftgConsume}} powers must be used completely e.g. if {{RftgGood|1}} is consumed with a {{RftgConsume|×3}} power, the power &#039;&#039;&#039;must&#039;&#039;&#039; be used twice more if possible.&lt;br /&gt;
* &#039;&#039;&#039;V Produce&#039;&#039;&#039;: gain {{RftgGood}} on each {{RftgWorld|p=1}} without {{RftgGood}}.&lt;br /&gt;
&lt;br /&gt;
=== Phase bonuses ===&lt;br /&gt;
&lt;br /&gt;
Bonuses for selecting a phase:&lt;br /&gt;
* &#039;&#039;&#039;I Explore&#039;&#039;&#039;: &#039;&#039;&#039;+5 +0&#039;&#039;&#039; draw +{{JumpDriveExplore|5}}&lt;br /&gt;
* &#039;&#039;&#039;I Explore&#039;&#039;&#039;: &#039;&#039;&#039;+1 +1&#039;&#039;&#039; draw +{{JumpDriveExplore|1}} keep +{{RftgDraw|1}}&lt;br /&gt;
* &#039;&#039;&#039;II Develop&#039;&#039;&#039;: {{RftgDevelopment|-1}} cost&lt;br /&gt;
* &#039;&#039;&#039;III Settle&#039;&#039;&#039;: gain {{RftgDraw|1}} for settling {{RftgWorld}}&lt;br /&gt;
* &#039;&#039;&#039;IV Consume&#039;&#039;&#039;: &#039;&#039;&#039;$&#039;&#039;&#039; exchange {{RftgGood|1}}:&lt;br /&gt;
** {{RftgBlueTrade}} Novelty&lt;br /&gt;
** {{RftgBrownTrade}} Rare Elements&lt;br /&gt;
** {{RftgGreenTrade}} Genes&lt;br /&gt;
** {{RftgYellowTrade}} Alien Technology&lt;br /&gt;
* &#039;&#039;&#039;IV Consume&#039;&#039;&#039;: &#039;&#039;&#039;×2&#039;&#039;&#039; gain {{RftgVpChip}}×2&lt;br /&gt;
* &#039;&#039;&#039;V Produce&#039;&#039;&#039;: gain {{RftgGood}} on one {{RftgWorld|w=1}} without {{RftgGood}}.&lt;br /&gt;
&lt;br /&gt;
{{InfoBox&lt;br /&gt;
|title={{player|2}}&lt;br /&gt;
|body=&amp;amp;ZeroWidthSpace;&lt;br /&gt;
* I Explore: may select both &#039;&#039;&#039;+5 +0&#039;&#039;&#039; and &#039;&#039;&#039;+1 +1&#039;&#039;&#039; = draw +{{JumpDriveExplore|6}} keep +{{RftgDraw|1}}.&lt;br /&gt;
* II Develop: may select twice.&lt;br /&gt;
* III Settle: may select twice.&lt;br /&gt;
* IV Consume: may select both &#039;&#039;&#039;$&#039;&#039;&#039; and &#039;&#039;&#039;×2&#039;&#039;&#039; = trade {{RftgGood|1}} and use all {{RftgGood}}{{RftgConsume}} powers.&lt;br /&gt;
* V Produce: may select once only.&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
* Most cards have powers for certain phases which can be used from your tableau.&lt;br /&gt;
* A duplicate card may not be played on the same tableau.&lt;br /&gt;
* Discard down to {{RftgHand|10}} at round end.&lt;br /&gt;
&lt;br /&gt;
== Game end ==&lt;br /&gt;
&lt;br /&gt;
* At round end (including discarding) when a tableau has ≥12 cards face up or there are {{RftgVpChip|0}} remaining.&lt;br /&gt;
* Cards in each tableau gain {{RftgVpChip}} equal to the hexagon number {{RftgIcon|{{RftgWorld|m=0|n-p=1|5}}|{{RftgVp|3}}}}.&lt;br /&gt;
* The player with the most {{RftgVpChip}} is the winner.&lt;br /&gt;
&lt;br /&gt;
=== Tiebreak ===&lt;br /&gt;
&lt;br /&gt;
* Most {{RftgHand}} + {{RftgGood}}.&lt;br /&gt;
&lt;br /&gt;
== Expansion #2: Rebel vs Imperium ==&lt;br /&gt;
&lt;br /&gt;
==== Takeovers ====&lt;br /&gt;
Takeovers are performed as actions during Settle against another player&#039;s military world. Takeovers can only be be performed only if the aggressor has a takeover power which his victim is vulnerable to:&lt;br /&gt;
&lt;br /&gt;
* If you have a Rebel world, you are vulnerable to &#039;&#039;Imperium Seat&#039;&#039;&lt;br /&gt;
* If you have an Imperium card, you are vulnerable to &#039;&#039;Rebel Alliance&#039;&#039;&lt;br /&gt;
* If you have military of +1 or more, you are vulnerable to &#039;&#039;Imperium Cloaking Technology&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
You cannot settle &#039;&#039;and&#039;&#039; takeover in the same action. Newly placed worlds cannot be taken over.&lt;br /&gt;
&lt;br /&gt;
Takeovers succeed if Military of the aggressor is &#039;&#039;greater or equal to&#039;&#039; the total Military of the victim &#039;&#039;plus&#039;&#039; the defence of the target world.&lt;br /&gt;
&lt;br /&gt;
== Expansion #3: The Brink of War ==&lt;br /&gt;
&lt;br /&gt;
==== Prestige ====&lt;br /&gt;
&lt;br /&gt;
* Gain {{RftgPrestige|1}} for placing a card with {{RftgPrestige}} (next to its cost).&lt;br /&gt;
* Gain {{RftgPrestige}} from card powers e.g. during IV Consume.&lt;br /&gt;
** Note: IV Consume ×2 does &#039;&#039;&#039;not double&#039;&#039;&#039; {{RftgPrestige}}.&lt;br /&gt;
&lt;br /&gt;
==== Prestige leader ====&lt;br /&gt;
&lt;br /&gt;
* Gain the Prestige leader tile for the most {{RftgPrestige}} at phase end or immediately after the leader spends {{RftgPrestige}}.&lt;br /&gt;
* {{RftgPrestige}} gained each round is counted as being &#039;&#039;on the tile&#039;&#039; and transferred to the leader&#039;s personal supply at round end with {{RftgVpChip|1}} + {{RftgDraw|1}}.&lt;br /&gt;
* {{RftgPrestige|0}} &#039;&#039;on the tile&#039;&#039; at round end does not gain {{RftgDraw|1}}.&lt;br /&gt;
* A tie for Prestige Leader does not gain any {{RftgPrestige}} at round end.&lt;br /&gt;
&lt;br /&gt;
==== Prestige bonus ====&lt;br /&gt;
&lt;br /&gt;
* Once per game each player may use their prestige bonus for a search &#039;&#039;&#039;or&#039;&#039;&#039; action bonus.&lt;br /&gt;
&lt;br /&gt;
==== Bonus Search ====&lt;br /&gt;
&lt;br /&gt;
* Costs {{RftgPrestige|0}} and happens before any other phase.&lt;br /&gt;
* Select a search category.&lt;br /&gt;
* Either take the first matching card &#039;&#039;&#039;or&#039;&#039;&#039; blindly take the second matching card.&lt;br /&gt;
&lt;br /&gt;
===== Categories =====&lt;br /&gt;
&lt;br /&gt;
* {{Rftg1MilitaryDevelopment}} or {{Rftg2MilitaryDevelopment}} (ignore temporary and specialised military).&lt;br /&gt;
* {{RftgWorld|1|m=1|w=1}} or {{RftgWorld|2|m=1|w=1}}.&lt;br /&gt;
* {{RftgWorld|1|m=0|w=1}} or {{RftgWorld|2|m=0|w=1}}.&lt;br /&gt;
* {{RftgChromosomeWorld}}.&lt;br /&gt;
* {{RftgWorld|w=1|a=1}} or {{RftgWorld|p=1|a=1}}.&lt;br /&gt;
* {{RftgConsume}} for ≥ {{RftgGood|2}}.&lt;br /&gt;
* {{RftgWorld|5+|m=1}}.&lt;br /&gt;
* {{Rftg6Development}}.&lt;br /&gt;
* Cards with {{RftgTakeover}} or defence powers - only with takeover rules on.&lt;br /&gt;
&lt;br /&gt;
==== Bonus Action ====&lt;br /&gt;
&lt;br /&gt;
* Costs {{RftgPrestige|1}} for one enhanced phase bonus.&lt;br /&gt;
* {{player|2}}: second selected phase is selected as normal.&lt;br /&gt;
&lt;br /&gt;
* I Explore (+5 +0): draw {{JumpDriveExplore|13}}, combine with {{RftgHand}} {{RftgDiscard|11}} (keep +{{RftgDraw|2}}).&lt;br /&gt;
* I Explore (+1 +1): draw {{JumpDriveExplore|9}}, combine with {{RftgHand}} {{RftgDiscard|6}} (keep +{{RftgDraw|3}}).&lt;br /&gt;
* II Develop: {{RftgDevelopment|-3}} cost.&lt;br /&gt;
* III Settle: {{RftgWorld|-3|m=0}} and {{RftgWorld|+2|m=1}}, {{RftgDraw|1}} for settling {{RftgWorld}}.&lt;br /&gt;
* IV Consume ($): {{RftgConsume|$}}{{RftgDraw|+3}} &#039;&#039;&#039;+&#039;&#039;&#039; {{RftgConsume|×2}}{{RftgVp}} &#039;&#039;&#039;+&#039;&#039;&#039; {{RftgDiscard}}{{RftgConsume|×2}}{{RftgVp|1}}.&lt;br /&gt;
* IV Consume (×2): {{RftgConsume|×3}}{{RftgVp}}&lt;br /&gt;
* V Produce: {{RftgDraw|3}} + up to {{RftgGood|2}}{{RftgWorld|w=1}}.&lt;br /&gt;
&lt;br /&gt;
==== Game end ====&lt;br /&gt;
&lt;br /&gt;
* Each {{RftgPrestige}} is worth {{RftgVp|1}}.&lt;br /&gt;
* Game end is additionally triggered if any player has ≥ {{RftgPrestige|15}} at round end.&lt;br /&gt;
&lt;br /&gt;
== Expansion Arc #3: Xeno Invasion (with Invasion) ==&lt;br /&gt;
&lt;br /&gt;
* The Xenos are invading! In addition to expanding your empire, you must defend it from the Xenos.&lt;br /&gt;
* Standalone expansion played only with the base game.&lt;br /&gt;
* All Explore phases have the &#039;mix with hand&#039; power.&lt;br /&gt;
* Settle is already selected in round 1.&lt;br /&gt;
* Xenos attack in round 3.&lt;br /&gt;
* After discarding down to {{RftgHand|10}}, each player gets an Invasion card with the strength of the attacking Xenos.&lt;br /&gt;
* Players with a higher military vs Xenos get higher values.&lt;br /&gt;
* To defend, military vs Xenos + defence vs Xenos must exceed (not just tie) the Invasion value.&lt;br /&gt;
* Settle powers may be used for extra military force.&lt;br /&gt;
* Each player has a Bunker with {{RftgDiscard}} for +2 defence vs Xenos.&lt;br /&gt;
* Defenders gain {{RftgVp|1}} or {{RftgVp|2}} (weaker players get more)&lt;br /&gt;
* Non-defenders select {{RftgWorld}} to be damaged {{RftgDamage}}.&lt;br /&gt;
* Damaged {{RftgWorld}} lose {{RftgGood}}, are worth {{RftgVp|0}}, and have no powers or keywords, but still count towards tableau size.&lt;br /&gt;
&lt;br /&gt;
The invasion has 3 waves. Wave 1 and Wave 2 are 2 rounds each ({{player|2}}: 1 round each). Wave 3 is until the end of the game. Invasion strength is a &#039;&#039;&#039;random&#039;&#039;&#039; value:&lt;br /&gt;
* Wave 1: -1 - 4&lt;br /&gt;
* Wave 2: 0 - 7&lt;br /&gt;
* Wave 3: 3 - 9, your base military + 3/4/5&lt;br /&gt;
&lt;br /&gt;
==== Produce changes ====&lt;br /&gt;
&lt;br /&gt;
* At the start of Produce, each player may contribute {{RftgGood}} to the war effort to gain {{RftgVp|1}} / {{RftgGood}} and reduce the Xeno repulse value by 1.&lt;br /&gt;
* Repair {{RftgWorld}} with {{RftgDamage}} by {{RftgDiscard|2}}, {{RftgGood|2}} or using a repair power.&lt;br /&gt;
* &#039;&#039;&#039;V Produce: Repair&#039;&#039;&#039;: Instead of gaining {{RftgGood}} on {{RftgWorld|w=1}}, repair 2 {{RftgWorld}} with {{RftgDamage}}.&lt;br /&gt;
&lt;br /&gt;
==== Game end ====&lt;br /&gt;
&lt;br /&gt;
{{RftgVp|5}} awarded to:&lt;br /&gt;
* Greatest Admiral: largest military vs Xenos.&lt;br /&gt;
* Greatest Contributor: most {{RftgGood}} contributed to the war effort.&lt;br /&gt;
&lt;br /&gt;
Additional game end conditions:&lt;br /&gt;
* Xenos are defeated: the combined military vs Xenos of all players matches or exceeds the Xeno repulse value. No final invasion happens.&lt;br /&gt;
* All players fail to defend twice.&lt;br /&gt;
** No player gains Greatest Admiral or Greatest Contributor.&lt;br /&gt;
&lt;br /&gt;
Note:&lt;br /&gt;
* Military vs Xenos: for settling worlds with Xeno, contributes to defeating Xenos, counts when determining strength for invasion cards.&lt;br /&gt;
* Defence vs Xenos: only counted when defending each round.&lt;br /&gt;
&lt;br /&gt;
== New worlds ==&lt;br /&gt;
&lt;br /&gt;
Race for the Galaxy: New Worlds Promo adds &#039;&#039;&#039;[https://boardgamegeek.com/image/3884855 6 new start worlds]&#039;&#039;&#039; that can be added to any game (base game or expansions).&lt;br /&gt;
* {{RftgIcon|{{RftgWorld|m=1|n-p=1|2}}|{{RftgVp|1}}}} Star Nomad Raiders&lt;br /&gt;
* {{RftgIcon|{{RftgWorld|m=0|n-p=1|2}}|{{RftgVp|1}}}} Industrial Robots&lt;br /&gt;
* {{RftgIcon|{{RftgWorld|m=0|n-p=1|2}}|{{RftgVp|1}}}} Galactic Trade Emissaries&lt;br /&gt;
* {{RftgIcon|{{RftgWorld|m=0|n-p=1|2}}|{{RftgVp|1}}}} Terraforming Colonists&lt;br /&gt;
* {{RftgIcon|{{RftgWorld|m=1|p=1|r=1|2}}|{{RftgVp|0}}}} Abandoned Mine Squatters&lt;br /&gt;
* {{RftgIcon|{{RftgWorld|m=0|w=1|n=1|2}}|{{RftgVp|1}}}} Gateway Station&lt;/div&gt;</summary>
		<author><name>Cheynio</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpraceforthegalaxy&amp;diff=22528</id>
		<title>Gamehelpraceforthegalaxy</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpraceforthegalaxy&amp;diff=22528"/>
		<updated>2024-09-09T20:15:29Z</updated>

		<summary type="html">&lt;p&gt;Cheynio: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Theme ==&lt;br /&gt;
&lt;br /&gt;
Players control competing civilisations exploring space, discovering planets to conquer or settle, building an economy by consuming a planet&#039;s goods and building developments. The object of the game is to earn the most victory points from planets and developments played in their tableau, from consuming goods, and from bonuses from special developments.&lt;br /&gt;
&lt;br /&gt;
== Phases ==&lt;br /&gt;
&lt;br /&gt;
* {{player|2}}: select two phases per round.&lt;br /&gt;
* {{player|3+}}: select one phase per round.&lt;br /&gt;
* Only selected phases are played, in phase order.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;I Explore&#039;&#039;&#039;: draw {{JumpDriveExplore|2}} keep {{RftgDraw|1}}&lt;br /&gt;
* &#039;&#039;&#039;II Develop&#039;&#039;&#039;: play {{RftgDevelopment}} by {{RftgDiscard}} equal to its cost.&lt;br /&gt;
* &#039;&#039;&#039;III Settle&#039;&#039;&#039;:&lt;br /&gt;
** play {{RftgWorld|m=0}} by {{RftgDiscard}} equal to its cost.&lt;br /&gt;
** play {{RftgWorld|m=1}} with sufficient military force.&lt;br /&gt;
** played {{RftgWorld|w=1}} gain {{RftgGood}}.&lt;br /&gt;
* &#039;&#039;&#039;IV Consume&#039;&#039;&#039;: exchange {{RftgGood}} for {{RftgVpChip}} using consume {{RftgConsume}} powers.&lt;br /&gt;
*# Select {{RftgWorld|p=1}}/{{RftgWorld|w=1}} with {{RftgGood}}.&lt;br /&gt;
*# Select {{RftgWorld}} with {{RftgConsume}} power.&lt;br /&gt;
** {{RftgConsume}} powers must be used completely e.g. if {{RftgGood|1}} is consumed with a {{RftgConsume|×3}} power, the power &#039;&#039;&#039;must&#039;&#039;&#039; be used twice more if possible.&lt;br /&gt;
* &#039;&#039;&#039;V Produce&#039;&#039;&#039;: gain {{RftgGood}} on each {{RftgWorld|p=1}} without {{RftgGood}}.&lt;br /&gt;
&lt;br /&gt;
=== Phase bonuses ===&lt;br /&gt;
&lt;br /&gt;
Bonuses for selecting a phase:&lt;br /&gt;
* &#039;&#039;&#039;I Explore&#039;&#039;&#039;: &#039;&#039;&#039;+5 +0&#039;&#039;&#039; draw +{{JumpDriveExplore|5}}&lt;br /&gt;
* &#039;&#039;&#039;I Explore&#039;&#039;&#039;: &#039;&#039;&#039;+1 +1&#039;&#039;&#039; draw +{{JumpDriveExplore|1}} keep +{{RftgDraw|1}}&lt;br /&gt;
* &#039;&#039;&#039;II Develop&#039;&#039;&#039;: {{RftgDevelopment|-1}} cost&lt;br /&gt;
* &#039;&#039;&#039;III Settle&#039;&#039;&#039;: gain {{RftgDraw|1}} for settling {{RftgWorld}}&lt;br /&gt;
* &#039;&#039;&#039;IV Consume&#039;&#039;&#039;: &#039;&#039;&#039;$&#039;&#039;&#039; exchange {{RftgGood|1}}:&lt;br /&gt;
** {{RftgBlueTrade}} Novelty&lt;br /&gt;
** {{RftgBrownTrade}} Rare Elements&lt;br /&gt;
** {{RftgGreenTrade}} Genes&lt;br /&gt;
** {{RftgYellowTrade}} Alien Technology&lt;br /&gt;
* &#039;&#039;&#039;IV Consume&#039;&#039;&#039;: &#039;&#039;&#039;×2&#039;&#039;&#039; gain {{RftgVpChip}}×2&lt;br /&gt;
* &#039;&#039;&#039;V Produce&#039;&#039;&#039;: gain {{RftgGood}} on one {{RftgWorld|w=1}} without {{RftgGood}}.&lt;br /&gt;
&lt;br /&gt;
{{InfoBox&lt;br /&gt;
|title={{player|2}}&lt;br /&gt;
|body=&amp;amp;ZeroWidthSpace;&lt;br /&gt;
* I Explore: may select both &#039;&#039;&#039;+5 +0&#039;&#039;&#039; and &#039;&#039;&#039;+1 +1&#039;&#039;&#039; = draw +{{JumpDriveExplore|6}} keep +{{RftgDraw|1}}.&lt;br /&gt;
* II Develop: may select twice.&lt;br /&gt;
* III Settle: may select twice.&lt;br /&gt;
* IV Consume: may select both &#039;&#039;&#039;$&#039;&#039;&#039; and &#039;&#039;&#039;×2&#039;&#039;&#039; = trade {{RftgGood|1}} and use all {{RftgGood}}{{RftgConsume}} powers.&lt;br /&gt;
* V Produce: may select once only.&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
* Most cards have powers for certain phases which can be used from your tableau.&lt;br /&gt;
* A duplicate card may not be played on the same tableau.&lt;br /&gt;
* Discard down to {{RftgHand|10}} at round end.&lt;br /&gt;
&lt;br /&gt;
== Game end ==&lt;br /&gt;
&lt;br /&gt;
* At round end (including discarding) when a tableau has ≥12 cards face up or there are {{RftgVpChip|0}} remaining.&lt;br /&gt;
* Cards in each tableau gain {{RftgVpChip}} equal to the hexagon number {{RftgIcon|{{RftgWorld|m=0|n-p=1|5}}|{{RftgVp|3}}}}.&lt;br /&gt;
* The player with the most {{RftgVpChip}} is the winner.&lt;br /&gt;
&lt;br /&gt;
=== Tiebreak ===&lt;br /&gt;
&lt;br /&gt;
* Most {{RftgHand}} + {{RftgGood}}.&lt;br /&gt;
&lt;br /&gt;
== Expansion #2: Rebel vs Imperium ==&lt;br /&gt;
&lt;br /&gt;
==== Takeovers ====&lt;br /&gt;
Takeovers are performed as actions during Settle against another player&#039;s military world. Takeovers can only be be performed only if the aggressor has a takeover power which his victim is vulnerable to:&lt;br /&gt;
&lt;br /&gt;
* If you have a Rebel world, you are vulnerable to &#039;&#039;Imperium Seat&#039;&#039;&lt;br /&gt;
* If you have an Imperium card, you are vulnerable to &#039;&#039;Rebel Alliance&#039;&#039;&lt;br /&gt;
* If you have military of +1 or more, you are vulnerable to &#039;&#039;Imperium Cloaking Technology&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
You cannot settle &#039;&#039;and&#039;&#039; takeover in the same action. Newly placed worlds cannot be taken over.&lt;br /&gt;
&lt;br /&gt;
Takeovers succeed if Military of the aggressor is &#039;&#039;greater or equal to&#039;&#039; the total Military of the victim &#039;&#039;plus&#039;&#039; the defence of the target world.&lt;br /&gt;
&lt;br /&gt;
== Expansion #3: The Brink of War ==&lt;br /&gt;
&lt;br /&gt;
==== Prestige ====&lt;br /&gt;
&lt;br /&gt;
* Gain {{RftgPrestige|1}} for placing a card with {{RftgPrestige}} (next to its cost).&lt;br /&gt;
* Gain {{RftgPrestige}} from card powers e.g. during IV Consume.&lt;br /&gt;
** Note: IV Consume ×2 does &#039;&#039;&#039;not double&#039;&#039;&#039; {{RftgPrestige}}.&lt;br /&gt;
&lt;br /&gt;
==== Prestige leader ====&lt;br /&gt;
&lt;br /&gt;
* Gain the Prestige leader tile for the most {{RftgPrestige}} at phase end or immediately after the leader spends {{RftgPrestige}}.&lt;br /&gt;
* {{RftgPrestige}} gained each round is counted as being &#039;&#039;on the tile&#039;&#039; and transferred to the leader&#039;s personal supply at round end with {{RftgVpChip|1}} + {{RftgDraw|1}}.&lt;br /&gt;
* {{RftgPrestige|0}} &#039;&#039;on the tile&#039;&#039; at round end does not gain {{RftgDraw|1}}.&lt;br /&gt;
* A tie for Prestige Leader does not gain any {{RftgPrestige}} at round end.&lt;br /&gt;
&lt;br /&gt;
==== Prestige bonus ====&lt;br /&gt;
&lt;br /&gt;
* Once per game each player may use their prestige bonus for a search &#039;&#039;&#039;or&#039;&#039;&#039; action bonus.&lt;br /&gt;
&lt;br /&gt;
==== Search ====&lt;br /&gt;
&lt;br /&gt;
* Costs {{RftgPrestige|0}} and happens before any other phase.&lt;br /&gt;
* Select a search category.&lt;br /&gt;
* Either take the first matching card &#039;&#039;&#039;or&#039;&#039;&#039; blindly take the second matching card.&lt;br /&gt;
&lt;br /&gt;
===== Categories =====&lt;br /&gt;
&lt;br /&gt;
* {{Rftg1MilitaryDevelopment}} or {{Rftg2MilitaryDevelopment}} (ignore temporary and specialised military).&lt;br /&gt;
* {{RftgWorld|1|m=1|w=1}} or {{RftgWorld|2|m=1|w=1}}.&lt;br /&gt;
* {{RftgWorld|1|m=0|w=1}} or {{RftgWorld|2|m=0|w=1}}.&lt;br /&gt;
* {{RftgChromosomeWorld}}.&lt;br /&gt;
* {{RftgWorld|w=1|a=1}} or {{RftgWorld|p=1|a=1}}.&lt;br /&gt;
* {{RftgConsume}} for ≥ {{RftgGood|2}}.&lt;br /&gt;
* {{RftgWorld|5+|m=1}}.&lt;br /&gt;
* {{Rftg6Development}}.&lt;br /&gt;
* {{RftgTakeover}} or defence powers (only with takeover rules on).&lt;br /&gt;
&lt;br /&gt;
==== Action ====&lt;br /&gt;
&lt;br /&gt;
* Costs {{RftgPrestige|1}} for one enhanced phase bonus.&lt;br /&gt;
* {{player|2}}: second selected phase is selected as normal.&lt;br /&gt;
&lt;br /&gt;
* I Explore (+5 +0): draw {{JumpDriveExplore|13}}, combine with {{RftgHand}} {{RftgDiscard|11}} (keep +{{RftgDraw|2}}).&lt;br /&gt;
* I Explore (+1 +1): draw {{JumpDriveExplore|9}}, combine with {{RftgHand}} {{RftgDiscard|6}} (keep +{{RftgDraw|3}}).&lt;br /&gt;
* II Develop: {{RftgDevelopment|-3}} cost.&lt;br /&gt;
* III Settle: {{RftgWorld|-3|m=0}} and {{RftgWorld|+2|m=1}}, {{RftgDraw|1}} for settling {{RftgWorld}}.&lt;br /&gt;
* IV Consume ($): {{RftgConsume|$}}{{RftgDraw|+3}} &#039;&#039;&#039;+&#039;&#039;&#039; {{RftgConsume|×2}}{{RftgVp}} &#039;&#039;&#039;+&#039;&#039;&#039; {{RftgDiscard}}{{RftgConsume|×2}}{{RftgVp|1}}.&lt;br /&gt;
* IV Consume (×2): {{RftgConsume|×3}}{{RftgVp}}&lt;br /&gt;
* V Produce: {{RftgDraw|3}} + up to {{RftgGood|2}}{{RftgWorld|w=1}}.&lt;br /&gt;
&lt;br /&gt;
=== Game end ===&lt;br /&gt;
&lt;br /&gt;
* Each {{RftgPrestige}} is worth {{RftgVp|1}}.&lt;br /&gt;
* Game end is additionally triggered if any player has ≥ {{RftgPrestige|15}} at round end.&lt;br /&gt;
&lt;br /&gt;
== Expansion Arc #3: Xeno Invasion (with Invasion) ==&lt;br /&gt;
&lt;br /&gt;
* The Xenos are invading! In addition to expanding your empire, you must defend it from the Xenos.&lt;br /&gt;
* Standalone expansion played only with the base game.&lt;br /&gt;
* All Explore phases have the &#039;mix with hand&#039; power.&lt;br /&gt;
* Settle is already selected in round 1.&lt;br /&gt;
* Xenos attack in round 3.&lt;br /&gt;
* After discarding down to {{RftgHand|10}}, each player gets an Invasion card with the strength of the attacking Xenos.&lt;br /&gt;
* Players with a higher military vs Xenos get higher values.&lt;br /&gt;
* To defend, military vs Xenos + defence vs Xenos must exceed (not just tie) the Invasion value.&lt;br /&gt;
* Settle powers may be used for extra military force.&lt;br /&gt;
* Each player has a Bunker with {{RftgDiscard}} for +2 defence vs Xenos.&lt;br /&gt;
* Defenders gain {{RftgVp|1}} or {{RftgVp|2}} (weaker players get more)&lt;br /&gt;
* Non-defenders select {{RftgWorld}} to be damaged {{RftgDamage}}.&lt;br /&gt;
* Damaged {{RftgWorld}} lose {{RftgGood}}, are worth {{RftgVp|0}}, and have no powers or keywords, but still count towards tableau size.&lt;br /&gt;
&lt;br /&gt;
The invasion has 3 waves. Wave 1 and Wave 2 are 2 rounds each ({{player|2}}: 1 round each). Wave 3 is until the end of the game. Invasion strength is a &#039;&#039;&#039;random&#039;&#039;&#039; value:&lt;br /&gt;
* Wave 1: -1 - 4&lt;br /&gt;
* Wave 2: 0 - 7&lt;br /&gt;
* Wave 3: 3 - 9, your base military + 3/4/5&lt;br /&gt;
&lt;br /&gt;
==== Produce changes ====&lt;br /&gt;
&lt;br /&gt;
* At the start of Produce, each player may contribute {{RftgGood}} to the war effort to gain {{RftgVp|1}} / {{RftgGood}} and reduce the Xeno repulse value by 1.&lt;br /&gt;
* Repair {{RftgWorld}} with {{RftgDamage}} by {{RftgDiscard|2}}, {{RftgGood|2}} or using a repair power.&lt;br /&gt;
* &#039;&#039;&#039;V Produce: Repair&#039;&#039;&#039;: Instead of gaining {{RftgGood}} on {{RftgWorld|w=1}}, repair 2 {{RftgWorld}} with {{RftgDamage}}.&lt;br /&gt;
&lt;br /&gt;
==== Game end ====&lt;br /&gt;
&lt;br /&gt;
{{RftgVp|5}} awarded to:&lt;br /&gt;
* Greatest Admiral: largest military vs Xenos.&lt;br /&gt;
* Greatest Contributor: most {{RftgGood}} contributed to the war effort.&lt;br /&gt;
&lt;br /&gt;
Additional game end conditions:&lt;br /&gt;
* Xenos are defeated: the combined military vs Xenos of all players matches or exceeds the Xeno repulse value. No final invasion happens.&lt;br /&gt;
* All players fail to defend twice.&lt;br /&gt;
** No player gains Greatest Admiral or Greatest Contributor.&lt;br /&gt;
&lt;br /&gt;
Note:&lt;br /&gt;
* Military vs Xenos: for settling worlds with Xeno, contributes to defeating Xenos, counts when determining strength for invasion cards.&lt;br /&gt;
* Defence vs Xenos: only counted when defending each round.&lt;br /&gt;
&lt;br /&gt;
== New worlds ==&lt;br /&gt;
&lt;br /&gt;
Race for the Galaxy: New Worlds Promo adds &#039;&#039;&#039;[https://boardgamegeek.com/image/3884855 6 new start worlds]&#039;&#039;&#039; that can be added to any game (base game or expansions).&lt;br /&gt;
* {{RftgIcon|{{RftgWorld|m=1|n-p=1|2}}|{{RftgVp|1}}}} Star Nomad Raiders&lt;br /&gt;
* {{RftgIcon|{{RftgWorld|m=0|n-p=1|2}}|{{RftgVp|1}}}} Industrial Robots&lt;br /&gt;
* {{RftgIcon|{{RftgWorld|m=0|n-p=1|2}}|{{RftgVp|1}}}} Galactic Trade Emissaries&lt;br /&gt;
* {{RftgIcon|{{RftgWorld|m=0|n-p=1|2}}|{{RftgVp|1}}}} Terraforming Colonists&lt;br /&gt;
* {{RftgIcon|{{RftgWorld|m=1|p=1|r=1|2}}|{{RftgVp|0}}}} Abandoned Mine Squatters&lt;br /&gt;
* {{RftgIcon|{{RftgWorld|m=0|w=1|n=1|2}}|{{RftgVp|1}}}} Gateway Station&lt;/div&gt;</summary>
		<author><name>Cheynio</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpraceforthegalaxy&amp;diff=22527</id>
		<title>Gamehelpraceforthegalaxy</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpraceforthegalaxy&amp;diff=22527"/>
		<updated>2024-09-09T18:17:28Z</updated>

		<summary type="html">&lt;p&gt;Cheynio: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Theme ==&lt;br /&gt;
&lt;br /&gt;
Players control competing civilisations exploring space, discovering planets to conquer or settle, building an economy by consuming a planet&#039;s goods and building developments. The object of the game is to earn the most victory points from planets and developments played in their tableau, from consuming goods, and from bonuses from special developments.&lt;br /&gt;
&lt;br /&gt;
== Phases ==&lt;br /&gt;
&lt;br /&gt;
* {{player|2}}: select two phases per round.&lt;br /&gt;
* {{player|3+}}: select one phase per round.&lt;br /&gt;
* Only selected phases are played, in phase order.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;I Explore&#039;&#039;&#039;: draw {{JumpDriveExplore|2}} keep {{RftgDraw|1}}&lt;br /&gt;
* &#039;&#039;&#039;II Develop&#039;&#039;&#039;: play {{RftgDevelopment}} by {{RftgDiscard}} equal to its cost.&lt;br /&gt;
* &#039;&#039;&#039;III Settle&#039;&#039;&#039;:&lt;br /&gt;
** play {{RftgWorld|m=0}} by {{RftgDiscard}} equal to its cost.&lt;br /&gt;
** play {{RftgWorld|m=1}} with sufficient military force.&lt;br /&gt;
** played {{RftgWorld|w=1}} gain {{RftgGood}}.&lt;br /&gt;
* &#039;&#039;&#039;IV Consume&#039;&#039;&#039;: exchange {{RftgGood}} for {{RftgVpChip}} using consume {{RftgConsume}} powers.&lt;br /&gt;
*# Select {{RftgWorld|p=1}}/{{RftgWorld|w=1}} with {{RftgGood}}.&lt;br /&gt;
*# Select {{RftgWorld}} with {{RftgConsume}} power.&lt;br /&gt;
** {{RftgConsume}} powers must be used completely e.g. if {{RftgGood|1}} is consumed with a {{RftgConsume|×3}} power, the power &#039;&#039;&#039;must&#039;&#039;&#039; be used twice more if possible.&lt;br /&gt;
* &#039;&#039;&#039;V Produce&#039;&#039;&#039;: gain {{RftgGood}} on each {{RftgWorld|p=1}} without {{RftgGood}}.&lt;br /&gt;
&lt;br /&gt;
=== Phase bonuses ===&lt;br /&gt;
&lt;br /&gt;
Bonuses for selecting a phase:&lt;br /&gt;
* &#039;&#039;&#039;I Explore&#039;&#039;&#039;: &#039;&#039;&#039;+5 +0&#039;&#039;&#039; draw +{{JumpDriveExplore|5}}&lt;br /&gt;
* &#039;&#039;&#039;I Explore&#039;&#039;&#039;: &#039;&#039;&#039;+1 +1&#039;&#039;&#039; draw +{{JumpDriveExplore|1}} keep +{{RftgDraw|1}}&lt;br /&gt;
* &#039;&#039;&#039;II Develop&#039;&#039;&#039;: {{RftgDevelopment|-1}} cost&lt;br /&gt;
* &#039;&#039;&#039;III Settle&#039;&#039;&#039;: gain {{RftgDraw|1}} for settling {{RftgWorld}}&lt;br /&gt;
* &#039;&#039;&#039;IV Consume&#039;&#039;&#039;: &#039;&#039;&#039;$&#039;&#039;&#039; exchange {{RftgGood|1}}:&lt;br /&gt;
** {{RftgBlueTrade}} Novelty&lt;br /&gt;
** {{RftgBrownTrade}} Rare Elements&lt;br /&gt;
** {{RftgGreenTrade}} Genes&lt;br /&gt;
** {{RftgYellowTrade}} Alien Technology&lt;br /&gt;
* &#039;&#039;&#039;IV Consume&#039;&#039;&#039;: &#039;&#039;&#039;×2&#039;&#039;&#039; gain {{RftgVpChip}}×2&lt;br /&gt;
* &#039;&#039;&#039;V Produce&#039;&#039;&#039;: gain {{RftgGood}} on one {{RftgWorld|w=1}} without {{RftgGood}}.&lt;br /&gt;
&lt;br /&gt;
{{InfoBox&lt;br /&gt;
|title={{player|2}}&lt;br /&gt;
|body=&amp;amp;ZeroWidthSpace;&lt;br /&gt;
* I Explore: may select both &#039;&#039;&#039;+5 +0&#039;&#039;&#039; and &#039;&#039;&#039;+1 +1&#039;&#039;&#039; = draw +{{JumpDriveExplore|6}} keep +{{RftgDraw|1}}.&lt;br /&gt;
* II Develop: may select twice.&lt;br /&gt;
* III Settle: may select twice.&lt;br /&gt;
* IV Consume: may select both &#039;&#039;&#039;$&#039;&#039;&#039; and &#039;&#039;&#039;×2&#039;&#039;&#039; = trade {{RftgGood|1}} and use all {{RftgGood}}{{RftgConsume}} powers.&lt;br /&gt;
* V Produce: may select once only.&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
* Most cards have powers for certain phases which can be used from your tableau.&lt;br /&gt;
* A duplicate card may not be played on the same tableau.&lt;br /&gt;
* Discard down to {{RftgHand|10}} at round end.&lt;br /&gt;
&lt;br /&gt;
== Game end ==&lt;br /&gt;
&lt;br /&gt;
* At round end (including discarding) when a tableau has ≥12 cards face up or there are {{RftgVpChip|0}} remaining.&lt;br /&gt;
* Cards in each tableau gain {{RftgVpChip}} equal to the hexagon number {{RftgIcon|{{RftgWorld|m=0|n-p=1|5}}|{{RftgVp|3}}}}.&lt;br /&gt;
* The player with the most {{RftgVpChip}} is the winner.&lt;br /&gt;
&lt;br /&gt;
=== Tiebreak ===&lt;br /&gt;
&lt;br /&gt;
* Most {{RftgHand}} + {{RftgGood}}.&lt;br /&gt;
&lt;br /&gt;
== Expansion #2: Rebel vs Imperium ==&lt;br /&gt;
&lt;br /&gt;
==== Takeovers ====&lt;br /&gt;
Takeovers are performed as actions during Settle against another player&#039;s military world. Takeovers can only be be performed only if the aggressor has a takeover power which his victim is vulnerable to:&lt;br /&gt;
&lt;br /&gt;
* If you have a Rebel world, you are vulnerable to &#039;&#039;Imperium Seat&#039;&#039;&lt;br /&gt;
* If you have an Imperium card, you are vulnerable to &#039;&#039;Rebel Alliance&#039;&#039;&lt;br /&gt;
* If you have military of +1 or more, you are vulnerable to &#039;&#039;Imperium Cloaking Technology&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
You cannot settle &#039;&#039;and&#039;&#039; takeover in the same action. Newly placed worlds cannot be taken over.&lt;br /&gt;
&lt;br /&gt;
Takeovers succeed if Military of the aggressor is &#039;&#039;greater or equal to&#039;&#039; the total Military of the victim &#039;&#039;plus&#039;&#039; the defence of the target world.&lt;br /&gt;
&lt;br /&gt;
== Expansion #3: The Brink of War ==&lt;br /&gt;
&lt;br /&gt;
==== Prestige ====&lt;br /&gt;
&lt;br /&gt;
* Gain {{RftgPrestige|1}} for placing a card with {{RftgPrestige}} (next to its cost).&lt;br /&gt;
* Gain {{RftgPrestige}} from card powers e.g. during IV Consume.&lt;br /&gt;
** Note: IV Consume ×2 does &#039;&#039;&#039;not double&#039;&#039;&#039; {{RftgPrestige}}.&lt;br /&gt;
&lt;br /&gt;
==== Prestige leader ====&lt;br /&gt;
&lt;br /&gt;
* Gain the Prestige leader tile for the most {{RftgPrestige}} at phase end or immediately after the leader spends {{RftgPrestige}}.&lt;br /&gt;
* {{RftgPrestige}} gained each round is counted as being &#039;&#039;on the tile&#039;&#039; and transferred to the leader&#039;s personal supply at round end with {{RftgVpChip|1}} + {{RftgDraw|1}}.&lt;br /&gt;
* {{RftgPrestige|0}} &#039;&#039;on the tile&#039;&#039; at round end does not gain {{RftgDraw|1}}.&lt;br /&gt;
* A tie for Prestige Leader does not gain any {{RftgPrestige}} at round end.&lt;br /&gt;
&lt;br /&gt;
==== Prestige bonus ====&lt;br /&gt;
&lt;br /&gt;
* Once per game each player may use their prestige bonus for a search &#039;&#039;&#039;or&#039;&#039;&#039; action bonus.&lt;br /&gt;
&lt;br /&gt;
==== Search ====&lt;br /&gt;
&lt;br /&gt;
* Costs {{RftgPrestige|0}} and happens before any other phase.&lt;br /&gt;
* Select a search category.&lt;br /&gt;
* Either take the first matching card &#039;&#039;&#039;or&#039;&#039;&#039; blindly take the second matching card.&lt;br /&gt;
&lt;br /&gt;
===== Categories =====&lt;br /&gt;
&lt;br /&gt;
* {{Rftg1MilitaryDevelopment}} or {{Rftg2MilitaryDevelopment}} (ignore temporary and specialised military).&lt;br /&gt;
* {{RftgWorld|1|m=1|w=1}} or {{RftgWorld|2|m=1|w=1}}.&lt;br /&gt;
* {{RftgWorld|1|m=0|w=1}} or {{RftgWorld|2|m=0|w=1}}.&lt;br /&gt;
* {{RftgChromosomeWorld}}.&lt;br /&gt;
* {{RftgWorld|w=1|a=1}} or {{RftgWorld|p=1|a=1}}.&lt;br /&gt;
* {{RftgConsume}} for ≥ {{RftgGood|2}}.&lt;br /&gt;
* {{RftgWorld|5+|m=1}}.&lt;br /&gt;
* {{Rftg6Development}}.&lt;br /&gt;
* {{RftgTakeover}} or defence powers (only with takeover rules on).&lt;br /&gt;
&lt;br /&gt;
==== Action ====&lt;br /&gt;
&lt;br /&gt;
* Costs {{RftgPrestige|1}} for one enhanced phase bonus.&lt;br /&gt;
* {{player|2}}: second selected phase is selected as normal.&lt;br /&gt;
&lt;br /&gt;
* I Explore (+5 +0): draw {{JumpDriveExplore|13}}, combine with {{RftgHand}} {{RftgDiscard|11}} (keep +{{RftgDraw|2}}).&lt;br /&gt;
* I Explore (+1 +1): draw {{JumpDriveExplore|9}}, combine with {{RftgHand}} {{RftgDiscard|6}} (keep +{{RftgDraw|3}}).&lt;br /&gt;
* II Develop: {{RftgDevelopment|-3}} cost.&lt;br /&gt;
* III Settle: {{RftgWorld|-3|m=0}} and {{RftgWorld|+2|m=1}}, {{RftgDraw|1}} for settling {{RftgWorld}}.&lt;br /&gt;
* IV Consume ($): {{RftgConsume|$}}{{RftgDraw|+3}} &#039;&#039;&#039;+&#039;&#039;&#039; {{RftgConsume|×2}}{{RftgVp}} &#039;&#039;&#039;+&#039;&#039;&#039; {{RftgDiscard}}{{RftgConsume|×2}}{{RftgVp|1}}.&lt;br /&gt;
* IV Consume (×2): {{RftgConsume|×3}}{{RftgVp}}&lt;br /&gt;
* V Produce: {{RftgDraw|3}} + up to {{RftgGood|2}}{{RftgWorld|w=1}}.&lt;br /&gt;
&lt;br /&gt;
=== Game end ===&lt;br /&gt;
&lt;br /&gt;
* Each {{RftgPrestige}} is worth {{RftgVp|1}}.&lt;br /&gt;
* Game end is additionally triggered if any player has ≥ {{RftgPrestige|15}} at round end.&lt;br /&gt;
&lt;br /&gt;
== Expansion Arc #3: Xeno Invasion (with Invasion) ==&lt;br /&gt;
&lt;br /&gt;
* The Xenos are invading! In addition to expanding your empire, you must defend it from the Xenos.&lt;br /&gt;
* Standalone expansion played only with the base game.&lt;br /&gt;
* All Explore phases have the &#039;mix with hand&#039; power.&lt;br /&gt;
* Settle is already selected in round 1.&lt;br /&gt;
* Xenos attack in round 3.&lt;br /&gt;
* After discarding down to {{RftgHand|10}}, each player gets an Invasion card with the strength of the attacking Xenos.&lt;br /&gt;
* Players with a higher military vs Xenos get higher values.&lt;br /&gt;
* To defend, military vs Xenos + defence vs Xenos must exceed (not just tie) the Invasion value.&lt;br /&gt;
* Settle powers may be used for extra military force.&lt;br /&gt;
* Each player has a Bunker with {{RftgDiscard}} for +2 defence vs Xenos.&lt;br /&gt;
* Defenders gain {{RftgVp|1}} or {{RftgVp|2}} (weaker players get more)&lt;br /&gt;
* Non-defenders select {{RftgWorld}} to be damaged {{RftgDamage}}.&lt;br /&gt;
* Damaged {{RftgWorld}} lose {{RftgGood}}, are worth {{RftgVp|0}}, and have no powers or keywords, but still count towards tableau size.&lt;br /&gt;
&lt;br /&gt;
The invasion has 3 waves. Wave 1 and Wave 2 are 2 rounds each ({{player|2}}: 1 round each). Wave 3 is until the end of the game. Invasion strength is a &#039;&#039;&#039;random&#039;&#039;&#039; value:&lt;br /&gt;
* Wave 1: -1 - 4&lt;br /&gt;
* Wave 2: 0 - 7&lt;br /&gt;
* Wave 3: 3 - 9, your base military + 3/4/5&lt;br /&gt;
&lt;br /&gt;
==== Produce changes ====&lt;br /&gt;
&lt;br /&gt;
* At the start of Produce, each player may contribute {{RftgGood}} to the war effort to gain {{RftgVp|1}} / {{RftgGood}} and reduce the Xeno repulse value by 1.&lt;br /&gt;
* Repair {{RftgWorld}} with {{RftgDamage}} by {{RftgDiscard|2}}, {{RftgGood|2}} or using a repair power.&lt;br /&gt;
* &#039;&#039;&#039;V Produce: Repair&#039;&#039;&#039;: Instead of gaining {{RftgGood}} on {{RftgWorld|w=1}}, repair 2 {{RftgWorld}} with {{RftgDamage}}.&lt;br /&gt;
&lt;br /&gt;
=== Game end ===&lt;br /&gt;
&lt;br /&gt;
{{RftgVp|5}} awarded to:&lt;br /&gt;
* Greatest Admiral: largest military vs Xenos.&lt;br /&gt;
* Greatest Contributor: most {{RftgGood}} contributed to the war effort.&lt;br /&gt;
&lt;br /&gt;
Additional game end conditions:&lt;br /&gt;
* Xenos are defeated: the combined military vs Xenos of all players matches or exceeds the Xeno repulse value. No final invasion happens.&lt;br /&gt;
* All players fail to defend twice.&lt;br /&gt;
** No player gains Greatest Admiral or Greatest Contributor.&lt;br /&gt;
&lt;br /&gt;
Note:&lt;br /&gt;
* Military vs Xenos: for settling worlds with Xeno, contributes to defeating Xenos, counts when determining strength for invasion cards.&lt;br /&gt;
* Defence vs Xenos: only counted when defending each round.&lt;br /&gt;
&lt;br /&gt;
== New worlds ==&lt;br /&gt;
&lt;br /&gt;
Race for the Galaxy: New Worlds Promo adds &#039;&#039;&#039;[https://boardgamegeek.com/image/3884855 6 new start worlds]&#039;&#039;&#039; that can be added to any game (base game or expansions).&lt;br /&gt;
* {{RftgIcon|{{RftgWorld|m=1|n-p=1|2}}|{{RftgVp|1}}}} Star Nomad Raiders&lt;br /&gt;
* {{RftgIcon|{{RftgWorld|m=0|n-p=1|2}}|{{RftgVp|1}}}} Industrial Robots&lt;br /&gt;
* {{RftgIcon|{{RftgWorld|m=0|n-p=1|2}}|{{RftgVp|1}}}} Galactic Trade Emissaries&lt;br /&gt;
* {{RftgIcon|{{RftgWorld|m=0|n-p=1|2}}|{{RftgVp|1}}}} Terraforming Colonists&lt;br /&gt;
* {{RftgIcon|{{RftgWorld|m=1|p=1|r=1|2}}|{{RftgVp|0}}}} Abandoned Mine Squatters&lt;br /&gt;
* {{RftgIcon|{{RftgWorld|m=0|w=1|n=1|2}}|{{RftgVp|1}}}} Gateway Station&lt;/div&gt;</summary>
		<author><name>Cheynio</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpraceforthegalaxy&amp;diff=22525</id>
		<title>Gamehelpraceforthegalaxy</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpraceforthegalaxy&amp;diff=22525"/>
		<updated>2024-09-09T09:02:55Z</updated>

		<summary type="html">&lt;p&gt;Cheynio: added takeovers from The Brink of War&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Theme ==&lt;br /&gt;
&lt;br /&gt;
Players control competing civilisations exploring space, discovering planets to conquer or settle, building an economy by consuming a planet&#039;s goods and building developments. The object of the game is to earn the most victory points from planets and developments played in their tableau, from consuming goods, and from bonuses from special developments.&lt;br /&gt;
&lt;br /&gt;
== Phases ==&lt;br /&gt;
&lt;br /&gt;
* {{player|2}}: select two phases per round.&lt;br /&gt;
* {{player|3+}}: select one phase per round.&lt;br /&gt;
* Only selected phases are played, in phase order.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;I Explore&#039;&#039;&#039;: draw {{JumpDriveExplore|2}} keep {{RftgDraw|1}}&lt;br /&gt;
* &#039;&#039;&#039;II Develop&#039;&#039;&#039;: play {{RftgDevelopment}} by {{RftgDiscard}} equal to its cost.&lt;br /&gt;
* &#039;&#039;&#039;III Settle&#039;&#039;&#039;:&lt;br /&gt;
** play {{RftgWorld|m=0}} by {{RftgDiscard}} equal to its cost.&lt;br /&gt;
** play {{RftgWorld|m=1}} with sufficient military force.&lt;br /&gt;
** played {{RftgWorld|w=1}} gain {{RftgGood}}.&lt;br /&gt;
* &#039;&#039;&#039;IV Consume&#039;&#039;&#039;: exchange {{RftgGood}} for {{RftgVpChip}} using consume {{RftgConsume}} powers.&lt;br /&gt;
*# Select {{RftgWorld|p=1}}/{{RftgWorld|w=1}} with {{RftgGood}}.&lt;br /&gt;
*# Select {{RftgWorld}} with {{RftgConsume}} power.&lt;br /&gt;
** {{RftgConsume}} powers must be used completely e.g. if {{RftgGood|1}} is consumed with a {{RftgConsume|×3}} power, the power &#039;&#039;&#039;must&#039;&#039;&#039; be used twice more if possible.&lt;br /&gt;
* &#039;&#039;&#039;V Produce&#039;&#039;&#039;: gain {{RftgGood}} on each {{RftgWorld|p=1}} without {{RftgGood}}.&lt;br /&gt;
&lt;br /&gt;
=== Phase bonuses ===&lt;br /&gt;
&lt;br /&gt;
Bonuses for selecting a phase:&lt;br /&gt;
* &#039;&#039;&#039;I Explore&#039;&#039;&#039;: &#039;&#039;&#039;+5 +0&#039;&#039;&#039; draw +{{JumpDriveExplore|5}}&lt;br /&gt;
* &#039;&#039;&#039;I Explore&#039;&#039;&#039;: &#039;&#039;&#039;+1 +1&#039;&#039;&#039; draw +{{JumpDriveExplore|1}} keep +{{RftgDraw|1}}&lt;br /&gt;
* &#039;&#039;&#039;II Develop&#039;&#039;&#039;: {{RftgDevelopment|-1}} cost&lt;br /&gt;
* &#039;&#039;&#039;III Settle&#039;&#039;&#039;: gain {{RftgDraw|1}} for settling {{RftgWorld}}&lt;br /&gt;
* &#039;&#039;&#039;IV Consume&#039;&#039;&#039;: &#039;&#039;&#039;$&#039;&#039;&#039; exchange {{RftgGood|1}}:&lt;br /&gt;
** {{RftgBlueTrade}} Novelty&lt;br /&gt;
** {{RftgBrownTrade}} Rare Elements&lt;br /&gt;
** {{RftgGreenTrade}} Genes&lt;br /&gt;
** {{RftgYellowTrade}} Alien Technology&lt;br /&gt;
* &#039;&#039;&#039;IV Consume&#039;&#039;&#039;: &#039;&#039;&#039;×2&#039;&#039;&#039; gain {{RftgVpChip}}×2&lt;br /&gt;
* &#039;&#039;&#039;V Produce&#039;&#039;&#039;: gain {{RftgGood}} on one {{RftgWorld|w=1}} without {{RftgGood}}.&lt;br /&gt;
&lt;br /&gt;
{{InfoBox&lt;br /&gt;
|title={{player|2}}&lt;br /&gt;
|body=&amp;amp;ZeroWidthSpace;&lt;br /&gt;
* I Explore: may select both &#039;&#039;&#039;+5 +0&#039;&#039;&#039; and &#039;&#039;&#039;+1 +1&#039;&#039;&#039; = draw +{{JumpDriveExplore|6}} keep +{{RftgDraw|1}}.&lt;br /&gt;
* II Develop: may select twice.&lt;br /&gt;
* III Settle: may select twice.&lt;br /&gt;
* IV Consume: may select both &#039;&#039;&#039;$&#039;&#039;&#039; and &#039;&#039;&#039;×2&#039;&#039;&#039; = trade {{RftgGood|1}} and use all {{RftgGood}}{{RftgConsume}} powers.&lt;br /&gt;
* V Produce: may select once only.&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
* Most cards have powers for certain phases which can be used from your tableau.&lt;br /&gt;
* A duplicate card may not be played on the same tableau.&lt;br /&gt;
* Discard down to {{RftgHand|10}} at round end.&lt;br /&gt;
&lt;br /&gt;
== Game end ==&lt;br /&gt;
&lt;br /&gt;
* At round end (including discarding) when a tableau has ≥12 cards face up or there are {{RftgVpChip|0}} remaining.&lt;br /&gt;
* Cards in each tableau gain {{RftgVpChip}} equal to the hexagon number {{RftgIcon|{{RftgWorld|m=0|n-p=1|5}}|{{RftgVp|3}}}}.&lt;br /&gt;
* The player with the most {{RftgVpChip}} is the winner.&lt;br /&gt;
&lt;br /&gt;
=== Tiebreak ===&lt;br /&gt;
&lt;br /&gt;
* Most {{RftgHand}} + {{RftgGood}}.&lt;br /&gt;
&lt;br /&gt;
== Expansion #2: Rebel vs Imperium ==&lt;br /&gt;
&lt;br /&gt;
=== Takeovers ===&lt;br /&gt;
Takeovers are performed as actions during Settle against another player&#039;s military world. Takeovers can only be be performed only if the aggressor has a takeover power which his victim is vulnerable to:&lt;br /&gt;
&lt;br /&gt;
* If you have a Rebel world, you are vulnerable to &#039;&#039;Imperium Seat&#039;&#039;&lt;br /&gt;
* If you have an Imperium card, you are vulnerable to &#039;&#039;Rebel Alliance&#039;&#039;&lt;br /&gt;
* If you have military of +1 or more, you are vulnerable to &#039;&#039;Imperium Cloaking Technology&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
You cannot settle &#039;&#039;and&#039;&#039; takeover in the same action. Newly placed worlds cannot be taken over.&lt;br /&gt;
&lt;br /&gt;
Takeovers succeed if Military of the aggressor is &#039;&#039;greater or equal to&#039;&#039; the total Military of the victim &#039;&#039;plus&#039;&#039; the defence of the target world.&lt;br /&gt;
&lt;br /&gt;
== Expansion #3: The Brink of War ==&lt;br /&gt;
&lt;br /&gt;
=== Prestige ===&lt;br /&gt;
&lt;br /&gt;
* Gain {{RftgPrestige|1}} for placing a card with {{RftgPrestige}} (next to its cost).&lt;br /&gt;
* Gain {{RftgPrestige}} from card powers e.g. during IV Consume.&lt;br /&gt;
** Note: IV Consume ×2 does &#039;&#039;&#039;not double&#039;&#039;&#039; {{RftgPrestige}}.&lt;br /&gt;
&lt;br /&gt;
=== Prestige leader ===&lt;br /&gt;
&lt;br /&gt;
* Gain the Prestige leader tile for the most {{RftgPrestige}} at phase end or immediately after the leader spends {{RftgPrestige}}.&lt;br /&gt;
* {{RftgPrestige}} gained each round is counted as being &#039;&#039;on the tile&#039;&#039; and transferred to the leader&#039;s personal supply at round end with {{RftgVpChip|1}} + {{RftgDraw|1}}.&lt;br /&gt;
* {{RftgPrestige|0}} &#039;&#039;on the tile&#039;&#039; at round end does not gain {{RftgDraw|1}}.&lt;br /&gt;
* A tie for Prestige Leader does not gain any {{RftgPrestige}} at round end.&lt;br /&gt;
&lt;br /&gt;
=== Prestige bonus ===&lt;br /&gt;
&lt;br /&gt;
* Once per game each player may use their prestige bonus for a search &#039;&#039;&#039;or&#039;&#039;&#039; action bonus.&lt;br /&gt;
&lt;br /&gt;
==== Search ====&lt;br /&gt;
&lt;br /&gt;
* Costs {{RftgPrestige|0}} and happens before any other phase.&lt;br /&gt;
* Select a search category.&lt;br /&gt;
* Either take the first matching card &#039;&#039;&#039;or&#039;&#039;&#039; blindly take the second matching card.&lt;br /&gt;
&lt;br /&gt;
===== Categories =====&lt;br /&gt;
&lt;br /&gt;
* {{Rftg1MilitaryDevelopment}} or {{Rftg2MilitaryDevelopment}} (ignore temporary and specialised military).&lt;br /&gt;
* {{RftgWorld|1|m=1|w=1}} or {{RftgWorld|2|m=1|w=1}}.&lt;br /&gt;
* {{RftgWorld|1|m=0|w=1}} or {{RftgWorld|2|m=0|w=1}}.&lt;br /&gt;
* {{RftgChromosomeWorld}}.&lt;br /&gt;
* {{RftgWorld|w=1|a=1}} or {{RftgWorld|p=1|a=1}}.&lt;br /&gt;
* {{RftgConsume}} for ≥ {{RftgGood|2}}.&lt;br /&gt;
* {{RftgWorld|5+|m=1}}.&lt;br /&gt;
* {{Rftg6Development}}.&lt;br /&gt;
* {{RftgTakeover}} or defence powers (only with takeover rules on).&lt;br /&gt;
&lt;br /&gt;
==== Action ====&lt;br /&gt;
&lt;br /&gt;
* Costs {{RftgPrestige|1}} for one enhanced phase bonus.&lt;br /&gt;
* {{player|2}}: second selected phase is selected as normal.&lt;br /&gt;
&lt;br /&gt;
* I Explore (+5 +0): draw {{JumpDriveExplore|13}}, combine with {{RftgHand}} {{RftgDiscard|11}} (keep +{{RftgDraw|2}}).&lt;br /&gt;
* I Explore (+1 +1): draw {{JumpDriveExplore|9}}, combine with {{RftgHand}} {{RftgDiscard|6}} (keep +{{RftgDraw|3}}).&lt;br /&gt;
* II Develop: {{RftgDevelopment|-3}} cost.&lt;br /&gt;
* III Settle: {{RftgWorld|-3|m=0}} and {{RftgWorld|+2|m=1}}, {{RftgDraw|1}} for settling {{RftgWorld}}.&lt;br /&gt;
* IV Consume ($): {{RftgConsume|$}}{{RftgDraw|+3}} &#039;&#039;&#039;+&#039;&#039;&#039; {{RftgConsume|×2}}{{RftgVp}} &#039;&#039;&#039;+&#039;&#039;&#039; {{RftgDiscard}}{{RftgConsume|×2}}{{RftgVp|1}}.&lt;br /&gt;
* IV Consume (×2): {{RftgConsume|×3}}{{RftgVp}}&lt;br /&gt;
* V Produce: {{RftgDraw|3}} + up to {{RftgGood|2}}{{RftgWorld|w=1}}.&lt;br /&gt;
&lt;br /&gt;
=== Game end ===&lt;br /&gt;
&lt;br /&gt;
* Each {{RftgPrestige}} is worth {{RftgVp|1}}.&lt;br /&gt;
* Game end is additionally triggered if any player has ≥ {{RftgPrestige|15}} at round end.&lt;br /&gt;
&lt;br /&gt;
== Expansion Arc #3: Xeno Invasion (with Invasion) ==&lt;br /&gt;
&lt;br /&gt;
* The Xenos are invading! In addition to expanding your empire, you must defend it from the Xenos.&lt;br /&gt;
* Standalone expansion played only with the base game.&lt;br /&gt;
* All Explore phases have the &#039;mix with hand&#039; power.&lt;br /&gt;
* Settle is already selected in round 1.&lt;br /&gt;
* Xenos attack in round 3.&lt;br /&gt;
* After discarding down to {{RftgHand|10}}, each player gets an Invasion card with the strength of the attacking Xenos.&lt;br /&gt;
* Players with a higher military vs Xenos get higher values.&lt;br /&gt;
* To defend, military vs Xenos + defence vs Xenos must exceed (not just tie) the Invasion value.&lt;br /&gt;
* Settle powers may be used for extra military force.&lt;br /&gt;
* Each player has a Bunker with {{RftgDiscard}} for +2 defence vs Xenos.&lt;br /&gt;
* Defenders gain {{RftgVp|1}} or {{RftgVp|2}} (weaker players get more)&lt;br /&gt;
* Non-defenders select {{RftgWorld}} to be damaged {{RftgDamage}}.&lt;br /&gt;
* Damaged {{RftgWorld}} lose {{RftgGood}}, are worth {{RftgVp|0}}, and have no powers or keywords, but still count towards tableau size.&lt;br /&gt;
&lt;br /&gt;
The invasion has 3 waves. Wave 1 and Wave 2 are 2 rounds each ({{player|2}}: 1 round each). Wave 3 is until the end of the game. Invasion strength is a &#039;&#039;&#039;random&#039;&#039;&#039; value:&lt;br /&gt;
* Wave 1: -1 - 4&lt;br /&gt;
* Wave 2: 0 - 7&lt;br /&gt;
* Wave 3: 3 - 9, your base military + 3/4/5&lt;br /&gt;
&lt;br /&gt;
=== Produce changes ===&lt;br /&gt;
&lt;br /&gt;
* At the start of Produce, each player may contribute {{RftgGood}} to the war effort to gain {{RftgVp|1}} / {{RftgGood}} and reduce the Xeno repulse value by 1.&lt;br /&gt;
* Repair {{RftgWorld}} with {{RftgDamage}} by {{RftgDiscard|2}}, {{RftgGood|2}} or using a repair power.&lt;br /&gt;
* &#039;&#039;&#039;V Produce: Repair&#039;&#039;&#039;: Instead of gaining {{RftgGood}} on {{RftgWorld|w=1}}, repair 2 {{RftgWorld}} with {{RftgDamage}}.&lt;br /&gt;
&lt;br /&gt;
=== Game end ===&lt;br /&gt;
&lt;br /&gt;
{{RftgVp|5}} awarded to:&lt;br /&gt;
* Greatest Admiral: largest military vs Xenos.&lt;br /&gt;
* Greatest Contributor: most {{RftgGood}} contributed to the war effort.&lt;br /&gt;
&lt;br /&gt;
Additional game end conditions:&lt;br /&gt;
* Xenos are defeated: the combined military vs Xenos of all players matches or exceeds the Xeno repulse value. No final invasion happens.&lt;br /&gt;
* All players fail to defend twice.&lt;br /&gt;
** No player gains Greatest Admiral or Greatest Contributor.&lt;br /&gt;
&lt;br /&gt;
Note:&lt;br /&gt;
* Military vs Xenos: for settling worlds with Xeno, contributes to defeating Xenos, counts when determining strength for invasion cards.&lt;br /&gt;
* Defence vs Xenos: only counted when defending each round.&lt;br /&gt;
&lt;br /&gt;
== New worlds ==&lt;br /&gt;
&lt;br /&gt;
Race for the Galaxy: New Worlds Promo adds &#039;&#039;&#039;[https://boardgamegeek.com/image/3884855 6 new start worlds]&#039;&#039;&#039; that can be added to any game (base game or expansions).&lt;br /&gt;
* {{RftgIcon|{{RftgWorld|m=1|n-p=1|2}}|{{RftgVp|1}}}} Star Nomad Raiders&lt;br /&gt;
* {{RftgIcon|{{RftgWorld|m=0|n-p=1|2}}|{{RftgVp|1}}}} Industrial Robots&lt;br /&gt;
* {{RftgIcon|{{RftgWorld|m=0|n-p=1|2}}|{{RftgVp|1}}}} Galactic Trade Emissaries&lt;br /&gt;
* {{RftgIcon|{{RftgWorld|m=0|n-p=1|2}}|{{RftgVp|1}}}} Terraforming Colonists&lt;br /&gt;
* {{RftgIcon|{{RftgWorld|m=1|p=1|r=1|2}}|{{RftgVp|0}}}} Abandoned Mine Squatters&lt;br /&gt;
* {{RftgIcon|{{RftgWorld|m=0|w=1|n=1|2}}|{{RftgVp|1}}}} Gateway Station&lt;/div&gt;</summary>
		<author><name>Cheynio</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppaxpamir&amp;diff=22391</id>
		<title>Gamehelppaxpamir</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppaxpamir&amp;diff=22391"/>
		<updated>2024-09-03T10:42:49Z</updated>

		<summary type="html">&lt;p&gt;Cheynio: clarified game ending&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
In Pax Pamir, each player assumes the role of a nineteenth-century Afghan leader attempting to forge a new state after the collapse of the Durrani Empire. Western histories often call this period “The Great Game” because of the role played by the Europeans who attempted to use Central Asia as a theater for their own rivalries&lt;br /&gt;
&lt;br /&gt;
To win the game, have the most victory points by the time the last Dominance Check is triggered, or be in the significant lead when any Dominance Check is triggered.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Starting Loyalty===&lt;br /&gt;
&lt;br /&gt;
As part of setup, everyone must choose their loyalty&lt;br /&gt;
&lt;br /&gt;
This affects what cards you can play into your court, as some cards can only be played into your court if their loyalty (as shown by the colour banner) matches your own. Otherwise, you will have to change loyalties, which comes at a cost (see &amp;quot;Loyalty and Influence&amp;quot; below).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
On your turn, you may take 0-2 actions (plus any free actions) then Cleanup&lt;br /&gt;
&lt;br /&gt;
The three action types are: Purchase, Play, Card Action&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Purchase&lt;br /&gt;
| Purchasing cards from the market is done via a skip penalty cost, i.e. the first card is free, if you wish to buy card 2, pay 1 rupee to card 1, if you wish to buy card 3, pay 1 rupee to card 1 and 1 rupee to card 2, and so on. If the card you purchased had rupees from before, you gain these rupees. (If when paying a skip cost, one or more spaces to pay the penalty to is empty, place the payment on the card on the opposite row first.)&lt;br /&gt;
&lt;br /&gt;
If you purchase an event card, this is resolved then discarded, all other cards purchased go into your hand.&lt;br /&gt;
|-&lt;br /&gt;
! Play&lt;br /&gt;
| To play a card, check the region it is associated with. If you are the ruler, or there is no ruler, the card is free to play. If another player is the ruler, you have to pay them rupees equal to the number of tribes they have in that region in order to play the card. The ruler can choose how much of the full cost the active player has to pay, from 0% to 100%.&lt;br /&gt;
&lt;br /&gt;
If the criteria to play is met, you may play the card either to the far left or far right of your current Court row. (If the card is a Patriot that doesn&#039;t match your Loyalty, see &amp;quot;Loyalty and Influence&amp;quot; below.)&lt;br /&gt;
&lt;br /&gt;
Finally, resolve all Impact Symbols.&lt;br /&gt;
|-&lt;br /&gt;
! Card Action&lt;br /&gt;
| After a card is in your Court, you can take one of the actions it provides. Some cards just provide a single action. However, if a card shows multiple icons, you must only pick one to use each turn.&lt;br /&gt;
&lt;br /&gt;
Some actions are free, only taking an action point, whilst others have additional costs such as rupees.&lt;br /&gt;
&lt;br /&gt;
Spies on cards have to be paid rupees to the owner in order to use them, the cost is equal to the number of spies of the same player. (i.e. if player 2 has 1 spy on card A, and player 3 has 2 spies on Card A, player 1 has to pay player 3 2 Rupees to use an action.)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Impact Symbols===&lt;br /&gt;
&lt;br /&gt;
A Camel has you place a road coalition block on a border of the card&#039;s region&lt;br /&gt;
&lt;br /&gt;
A Jezail has you place an army coalition block on the card&#039;s region&lt;br /&gt;
&lt;br /&gt;
A Weighing Scales gives you 2 Rupees and reminds you that the card is Leveraged (see &amp;quot;Cards&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
A Cylinder on Card has you place a Spy Cylinder on a matching region card in any player&#039;s court&lt;br /&gt;
&lt;br /&gt;
A Crown has you place a Tribe Cylinder on the card&#039;s region&lt;br /&gt;
&lt;br /&gt;
All the Suits have you to change the Favoured Suit&lt;br /&gt;
&lt;br /&gt;
===Card Actions===&lt;br /&gt;
&lt;br /&gt;
There are 6 main action types cards may provide&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tax &lt;br /&gt;
| Take Rupees equal to the card&#039;s rank from a player you share a region with (Economic Stars can counter this). If you can&#039;t tax another player, you can tax the market.&lt;br /&gt;
|-&lt;br /&gt;
! Gift&lt;br /&gt;
| Place a cylinder on a gift space at increasing cost of 2 then 4 then 6 Rupees&lt;br /&gt;
|-&lt;br /&gt;
! Build&lt;br /&gt;
| Place up to three armies or roads or combination of, at a cost of 2 rupees each&lt;br /&gt;
|-&lt;br /&gt;
! Move &lt;br /&gt;
| Based on the card&#039;s rank, gain that many movement points. A movement point moves either an army or spy. If moving a spy, it can move clockwise or counterclockwise from its current position, along the same player&#039;s court and even jumping to the next player&#039;s court. To move an army, there must be a loyal road on the border to move it from one region to the adjacent region.&lt;br /&gt;
|-&lt;br /&gt;
! Betray&lt;br /&gt;
| For 2 Rupees, discard a card from your or an opponent&#039;s court where you have a spy planted. After which, you may accept the discarded card as a Prize or let it be discarded (see &amp;quot;Loyalty and Influence&amp;quot;). This may also trigger the Leverage icon for the original owner.&lt;br /&gt;
|-&lt;br /&gt;
! Battle &lt;br /&gt;
| Pick either a card or a region. Remove tokens at that site equal to the rank of the battle card. Tribes, Spies, Roads, and Armies are all eligible for removal and, if allowed to remove more than one, they can be different. There are a few restrictions to this. You may not remove more than you have Armies or Spies at that site, i.e. a rank 2 battle card with 1 army/spy at the site can still only remove 1 token. Armies and Roads and Tribes of your loyalty are immune to removal (This prevents you weakening your current loyalty before switching loyalties).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cleanup===&lt;br /&gt;
&lt;br /&gt;
Check you aren&#039;t over Hand or Court Limit&lt;br /&gt;
&lt;br /&gt;
If there are any Event cards in the left-most spot in the Market, discard them and resolve their Impact Event for all Players&lt;br /&gt;
&lt;br /&gt;
If there were any rupees on these cards, they stay lingering in the empty spaces&lt;br /&gt;
&lt;br /&gt;
Move all Market cards to the left, which allows cards to scoop up rupees in empty spaces even if they already had rupees of their own&lt;br /&gt;
&lt;br /&gt;
Draw new Market cards into the now-empty rightmost spots in the Market&lt;br /&gt;
&lt;br /&gt;
If one of the new cards was a Dominance, check to see if it&#039;s the only Dominance&lt;br /&gt;
&lt;br /&gt;
If there is another Dominance, complete a Dominance Check, discard all Dominance cards, and draw new cards to fill the spaces&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Dominance Check===&lt;br /&gt;
&lt;br /&gt;
To be successful, a single coalition must have the most blocks in play and four more than any other coalition.&lt;br /&gt;
&lt;br /&gt;
If unsuccessful, the player with the most cylinders in play scores 3 points and the player with second most scores 1 point.&lt;br /&gt;
&lt;br /&gt;
If successful, players in the winning coalition each score points based on how much influence they have. The player with the most scores 5, then 3, then 1. After which, remove all coalition blocks.&lt;br /&gt;
&lt;br /&gt;
The fourth dominance check scores double points.&lt;br /&gt;
&lt;br /&gt;
In the case of a tie, tied players add up the victory points for the tied places and then divide that number by the number of tied players (rounding down). For example, in a dominance check where there is a winning coalition, if two players both have the second most amount of loyalty, they would each get 2 points (3 + 1 divided by 2).&lt;br /&gt;
&lt;br /&gt;
===Court &amp;amp; Hand Limits===&lt;br /&gt;
&lt;br /&gt;
During your turn, your court can contain any number of cards&lt;br /&gt;
&lt;br /&gt;
However, at end of turn, your court can only have 3 + purple stars quantity of cards, any excess must be discarded&lt;br /&gt;
&lt;br /&gt;
Likewise, your hand can contain any number of cards during the turn&lt;br /&gt;
&lt;br /&gt;
However, at end of turn, your hand can only have 2 + blue stars quantity of cards, any excess must be discarded &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stars===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b style=&amp;quot;color:#f91&amp;quot;&amp;gt;★ Economic Stars&amp;lt;/b&amp;gt; reduce taxation&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b style=&amp;quot;color:#c23&amp;quot;&amp;gt;★ Military Stars&amp;lt;/b&amp;gt; provide a tie-breaker for end game&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b style=&amp;quot;color:#929&amp;quot;&amp;gt;★ Political Stars&amp;lt;/b&amp;gt; increase size of Court&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b style=&amp;quot;color:#07b&amp;quot;&amp;gt;★ Intelligence Stars&amp;lt;/b&amp;gt; increase size of Hand&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Loyalty and Influence===&lt;br /&gt;
&lt;br /&gt;
How loyal you are to a country is measured in influence points&lt;br /&gt;
&lt;br /&gt;
This is calculated as 1 + Patriots + Prizes + Gifts&lt;br /&gt;
&lt;br /&gt;
To alter Loyalty, gain an influence point in the new Loyalty (through a Patriot or Prize) then discard ALL Gifts, Patriots, and Prizes previously accumulated&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ruling a Region===&lt;br /&gt;
&lt;br /&gt;
To rule a region, you must have one tribe there and more ruling pieces than any other&lt;br /&gt;
&lt;br /&gt;
Once a ruler, you have the following bonuses&lt;br /&gt;
&lt;br /&gt;
• You may take the Build action&lt;br /&gt;
&lt;br /&gt;
• You have Tax Privilege&lt;br /&gt;
&lt;br /&gt;
• You can Extract Bribes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Overthrow Rule ===&lt;br /&gt;
If you lose your last tribe in a region, all &#039;&#039;Political&#039;&#039; cards you own from that region must be immediately discarded&lt;br /&gt;
&lt;br /&gt;
Likewise, if you lose your last &#039;&#039;Political&#039;&#039; card from a region, you must immediately remove all of your tribes from that region&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cards===&lt;br /&gt;
&lt;br /&gt;
Cards may have multiple actions on them, but only one of these actions may be taken per turn&lt;br /&gt;
&lt;br /&gt;
If you need to discard a card with a spy, this is returned to its owner&lt;br /&gt;
&lt;br /&gt;
If you need to discard a card with the Leveraged icon, either two rupees or 1 card per rupee owed must be discarded too &lt;br /&gt;
&lt;br /&gt;
If you lose the last tribe in a region, all political cards associated with that region are also discarded&lt;br /&gt;
&lt;br /&gt;
If you lose the last political card associated with a region, all tribes in that region are also discarded&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Suits===&lt;br /&gt;
&lt;br /&gt;
There are four suits in the game, and one suit is always shown as favoured, starting with Political (purple) but this will change throughout the game&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#ffc&amp;quot; |  Economic&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;(Yellow)&amp;lt;/small&amp;gt;&lt;br /&gt;
| Protect against taxation, manipulate rupees and piece movement&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#fcc&amp;quot; | Military&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;(Red)&amp;lt;/small&amp;gt;&lt;br /&gt;
| Manage armies and form coalitions&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#fcf&amp;quot; | Political&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;(Purple)&amp;lt;/small&amp;gt;&lt;br /&gt;
| Consolidate power and determine card playability&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#ccf&amp;quot; | Intelligence&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;(Blue)&amp;lt;/small&amp;gt;&lt;br /&gt;
| Manage diplomacy and compromise enemies&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Whichever suit is currently the Favoured Suit allow those cards to take a single action without counting against the turn&#039;s two-action limit&lt;br /&gt;
&lt;br /&gt;
If Military is Favoured, purchasing cost of cards is doubled whilst Favoured&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
After a Dominance Check, if a player is at least 4 points ahead of everyone else, that player immediately wins&lt;br /&gt;
&lt;br /&gt;
After the fourth Dominance Check card is resolved, the player with the most points wins&lt;br /&gt;
&lt;br /&gt;
If there&#039;s a tie, the tie-breakers are: first, most Military stars, second most rupees, third cook a Chopan Kebab and the players vote on who cooked the best meal&lt;/div&gt;</summary>
		<author><name>Cheynio</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppaxpamir&amp;diff=22390</id>
		<title>Gamehelppaxpamir</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppaxpamir&amp;diff=22390"/>
		<updated>2024-09-03T10:40:30Z</updated>

		<summary type="html">&lt;p&gt;Cheynio: clarified final dominance check as th fourth&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
In Pax Pamir, each player assumes the role of a nineteenth-century Afghan leader attempting to forge a new state after the collapse of the Durrani Empire. Western histories often call this period “The Great Game” because of the role played by the Europeans who attempted to use Central Asia as a theater for their own rivalries&lt;br /&gt;
&lt;br /&gt;
To win the game, have the most victory points by the time the last Dominance Check is triggered, or be in the significant lead when any Dominance Check is triggered.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Starting Loyalty===&lt;br /&gt;
&lt;br /&gt;
As part of setup, everyone must choose their loyalty&lt;br /&gt;
&lt;br /&gt;
This affects what cards you can play into your court, as some cards can only be played into your court if their loyalty (as shown by the colour banner) matches your own. Otherwise, you will have to change loyalties, which comes at a cost (see &amp;quot;Loyalty and Influence&amp;quot; below).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
On your turn, you may take 0-2 actions (plus any free actions) then Cleanup&lt;br /&gt;
&lt;br /&gt;
The three action types are: Purchase, Play, Card Action&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Purchase&lt;br /&gt;
| Purchasing cards from the market is done via a skip penalty cost, i.e. the first card is free, if you wish to buy card 2, pay 1 rupee to card 1, if you wish to buy card 3, pay 1 rupee to card 1 and 1 rupee to card 2, and so on. If the card you purchased had rupees from before, you gain these rupees. (If when paying a skip cost, one or more spaces to pay the penalty to is empty, place the payment on the card on the opposite row first.)&lt;br /&gt;
&lt;br /&gt;
If you purchase an event card, this is resolved then discarded, all other cards purchased go into your hand.&lt;br /&gt;
|-&lt;br /&gt;
! Play&lt;br /&gt;
| To play a card, check the region it is associated with. If you are the ruler, or there is no ruler, the card is free to play. If another player is the ruler, you have to pay them rupees equal to the number of tribes they have in that region in order to play the card. The ruler can choose how much of the full cost the active player has to pay, from 0% to 100%.&lt;br /&gt;
&lt;br /&gt;
If the criteria to play is met, you may play the card either to the far left or far right of your current Court row. (If the card is a Patriot that doesn&#039;t match your Loyalty, see &amp;quot;Loyalty and Influence&amp;quot; below.)&lt;br /&gt;
&lt;br /&gt;
Finally, resolve all Impact Symbols.&lt;br /&gt;
|-&lt;br /&gt;
! Card Action&lt;br /&gt;
| After a card is in your Court, you can take one of the actions it provides. Some cards just provide a single action. However, if a card shows multiple icons, you must only pick one to use each turn.&lt;br /&gt;
&lt;br /&gt;
Some actions are free, only taking an action point, whilst others have additional costs such as rupees.&lt;br /&gt;
&lt;br /&gt;
Spies on cards have to be paid rupees to the owner in order to use them, the cost is equal to the number of spies of the same player. (i.e. if player 2 has 1 spy on card A, and player 3 has 2 spies on Card A, player 1 has to pay player 3 2 Rupees to use an action.)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Impact Symbols===&lt;br /&gt;
&lt;br /&gt;
A Camel has you place a road coalition block on a border of the card&#039;s region&lt;br /&gt;
&lt;br /&gt;
A Jezail has you place an army coalition block on the card&#039;s region&lt;br /&gt;
&lt;br /&gt;
A Weighing Scales gives you 2 Rupees and reminds you that the card is Leveraged (see &amp;quot;Cards&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
A Cylinder on Card has you place a Spy Cylinder on a matching region card in any player&#039;s court&lt;br /&gt;
&lt;br /&gt;
A Crown has you place a Tribe Cylinder on the card&#039;s region&lt;br /&gt;
&lt;br /&gt;
All the Suits have you to change the Favoured Suit&lt;br /&gt;
&lt;br /&gt;
===Card Actions===&lt;br /&gt;
&lt;br /&gt;
There are 6 main action types cards may provide&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tax &lt;br /&gt;
| Take Rupees equal to the card&#039;s rank from a player you share a region with (Economic Stars can counter this). If you can&#039;t tax another player, you can tax the market.&lt;br /&gt;
|-&lt;br /&gt;
! Gift&lt;br /&gt;
| Place a cylinder on a gift space at increasing cost of 2 then 4 then 6 Rupees&lt;br /&gt;
|-&lt;br /&gt;
! Build&lt;br /&gt;
| Place up to three armies or roads or combination of, at a cost of 2 rupees each&lt;br /&gt;
|-&lt;br /&gt;
! Move &lt;br /&gt;
| Based on the card&#039;s rank, gain that many movement points. A movement point moves either an army or spy. If moving a spy, it can move clockwise or counterclockwise from its current position, along the same player&#039;s court and even jumping to the next player&#039;s court. To move an army, there must be a loyal road on the border to move it from one region to the adjacent region.&lt;br /&gt;
|-&lt;br /&gt;
! Betray&lt;br /&gt;
| For 2 Rupees, discard a card from your or an opponent&#039;s court where you have a spy planted. After which, you may accept the discarded card as a Prize or let it be discarded (see &amp;quot;Loyalty and Influence&amp;quot;). This may also trigger the Leverage icon for the original owner.&lt;br /&gt;
|-&lt;br /&gt;
! Battle &lt;br /&gt;
| Pick either a card or a region. Remove tokens at that site equal to the rank of the battle card. Tribes, Spies, Roads, and Armies are all eligible for removal and, if allowed to remove more than one, they can be different. There are a few restrictions to this. You may not remove more than you have Armies or Spies at that site, i.e. a rank 2 battle card with 1 army/spy at the site can still only remove 1 token. Armies and Roads and Tribes of your loyalty are immune to removal (This prevents you weakening your current loyalty before switching loyalties).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cleanup===&lt;br /&gt;
&lt;br /&gt;
Check you aren&#039;t over Hand or Court Limit&lt;br /&gt;
&lt;br /&gt;
If there are any Event cards in the left-most spot in the Market, discard them and resolve their Impact Event for all Players&lt;br /&gt;
&lt;br /&gt;
If there were any rupees on these cards, they stay lingering in the empty spaces&lt;br /&gt;
&lt;br /&gt;
Move all Market cards to the left, which allows cards to scoop up rupees in empty spaces even if they already had rupees of their own&lt;br /&gt;
&lt;br /&gt;
Draw new Market cards into the now-empty rightmost spots in the Market&lt;br /&gt;
&lt;br /&gt;
If one of the new cards was a Dominance, check to see if it&#039;s the only Dominance&lt;br /&gt;
&lt;br /&gt;
If there is another Dominance, complete a Dominance Check, discard all Dominance cards, and draw new cards to fill the spaces&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Dominance Check===&lt;br /&gt;
&lt;br /&gt;
To be successful, a single coalition must have the most blocks in play and four more than any other coalition.&lt;br /&gt;
&lt;br /&gt;
If unsuccessful, the player with the most cylinders in play scores 3 points and the player with second most scores 1 point.&lt;br /&gt;
&lt;br /&gt;
If successful, players in the winning coalition each score points based on how much influence they have. The player with the most scores 5, then 3, then 1. After which, remove all coalition blocks.&lt;br /&gt;
&lt;br /&gt;
The fourth dominance check scores double points.&lt;br /&gt;
&lt;br /&gt;
In the case of a tie, tied players add up the victory points for the tied places and then divide that number by the number of tied players (rounding down). For example, in a dominance check where there is a winning coalition, if two players both have the second most amount of loyalty, they would each get 2 points (3 + 1 divided by 2).&lt;br /&gt;
&lt;br /&gt;
===Court &amp;amp; Hand Limits===&lt;br /&gt;
&lt;br /&gt;
During your turn, your court can contain any number of cards&lt;br /&gt;
&lt;br /&gt;
However, at end of turn, your court can only have 3 + purple stars quantity of cards, any excess must be discarded&lt;br /&gt;
&lt;br /&gt;
Likewise, your hand can contain any number of cards during the turn&lt;br /&gt;
&lt;br /&gt;
However, at end of turn, your hand can only have 2 + blue stars quantity of cards, any excess must be discarded &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stars===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b style=&amp;quot;color:#f91&amp;quot;&amp;gt;★ Economic Stars&amp;lt;/b&amp;gt; reduce taxation&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b style=&amp;quot;color:#c23&amp;quot;&amp;gt;★ Military Stars&amp;lt;/b&amp;gt; provide a tie-breaker for end game&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b style=&amp;quot;color:#929&amp;quot;&amp;gt;★ Political Stars&amp;lt;/b&amp;gt; increase size of Court&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b style=&amp;quot;color:#07b&amp;quot;&amp;gt;★ Intelligence Stars&amp;lt;/b&amp;gt; increase size of Hand&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Loyalty and Influence===&lt;br /&gt;
&lt;br /&gt;
How loyal you are to a country is measured in influence points&lt;br /&gt;
&lt;br /&gt;
This is calculated as 1 + Patriots + Prizes + Gifts&lt;br /&gt;
&lt;br /&gt;
To alter Loyalty, gain an influence point in the new Loyalty (through a Patriot or Prize) then discard ALL Gifts, Patriots, and Prizes previously accumulated&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ruling a Region===&lt;br /&gt;
&lt;br /&gt;
To rule a region, you must have one tribe there and more ruling pieces than any other&lt;br /&gt;
&lt;br /&gt;
Once a ruler, you have the following bonuses&lt;br /&gt;
&lt;br /&gt;
• You may take the Build action&lt;br /&gt;
&lt;br /&gt;
• You have Tax Privilege&lt;br /&gt;
&lt;br /&gt;
• You can Extract Bribes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Overthrow Rule ===&lt;br /&gt;
If you lose your last tribe in a region, all &#039;&#039;Political&#039;&#039; cards you own from that region must be immediately discarded&lt;br /&gt;
&lt;br /&gt;
Likewise, if you lose your last &#039;&#039;Political&#039;&#039; card from a region, you must immediately remove all of your tribes from that region&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cards===&lt;br /&gt;
&lt;br /&gt;
Cards may have multiple actions on them, but only one of these actions may be taken per turn&lt;br /&gt;
&lt;br /&gt;
If you need to discard a card with a spy, this is returned to its owner&lt;br /&gt;
&lt;br /&gt;
If you need to discard a card with the Leveraged icon, either two rupees or 1 card per rupee owed must be discarded too &lt;br /&gt;
&lt;br /&gt;
If you lose the last tribe in a region, all political cards associated with that region are also discarded&lt;br /&gt;
&lt;br /&gt;
If you lose the last political card associated with a region, all tribes in that region are also discarded&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Suits===&lt;br /&gt;
&lt;br /&gt;
There are four suits in the game, and one suit is always shown as favoured, starting with Political (purple) but this will change throughout the game&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#ffc&amp;quot; |  Economic&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;(Yellow)&amp;lt;/small&amp;gt;&lt;br /&gt;
| Protect against taxation, manipulate rupees and piece movement&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#fcc&amp;quot; | Military&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;(Red)&amp;lt;/small&amp;gt;&lt;br /&gt;
| Manage armies and form coalitions&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#fcf&amp;quot; | Political&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;(Purple)&amp;lt;/small&amp;gt;&lt;br /&gt;
| Consolidate power and determine card playability&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#ccf&amp;quot; | Intelligence&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;(Blue)&amp;lt;/small&amp;gt;&lt;br /&gt;
| Manage diplomacy and compromise enemies&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Whichever suit is currently the Favoured Suit allow those cards to take a single action without counting against the turn&#039;s two-action limit&lt;br /&gt;
&lt;br /&gt;
If Military is Favoured, purchasing cost of cards is doubled whilst Favoured&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
If after a Dominance Check, a player is at least 4 points ahead of everyone else, that player immediately wins&lt;br /&gt;
&lt;br /&gt;
If the fourth Dominance Check card is resolved and the above is not true, the player with the most points wins&lt;br /&gt;
&lt;br /&gt;
If there&#039;s a tie, the tie-breakers are: first, most Military stars, second most rupees, third cook a Chopan Kebab and the players vote on who cooked the best meal&lt;/div&gt;</summary>
		<author><name>Cheynio</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppaxpamir&amp;diff=22303</id>
		<title>Gamehelppaxpamir</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppaxpamir&amp;diff=22303"/>
		<updated>2024-08-26T07:57:04Z</updated>

		<summary type="html">&lt;p&gt;Cheynio: /* Suits */ clarified only one free action&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
In Pax Pamir, each player assumes the role of a nineteenth-century Afghan leader attempting to forge a new state after the collapse of the Durrani Empire. Western histories often call this period “The Great Game” because of the role played by the Europeans who attempted to use Central Asia as a theater for their own rivalries&lt;br /&gt;
&lt;br /&gt;
To win the game, have the most victory points by the time the last Dominance Check is triggered, or be in the significant lead when any Dominance Check is triggered.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Starting Loyalty===&lt;br /&gt;
&lt;br /&gt;
As part of setup, everyone must choose their loyalty&lt;br /&gt;
&lt;br /&gt;
This affects what cards you can play into your court, as some cards can only be played into your court if their loyalty (as shown by the colour banner) matches your own. Otherwise, you will have to change loyalties, which comes at a cost (see &amp;quot;Loyalty and Influence&amp;quot; below).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
On your turn, you may take 0-2 actions (plus any free actions) then Cleanup&lt;br /&gt;
&lt;br /&gt;
The three action types are: Purchase, Play, Card Action&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Purchase&lt;br /&gt;
| Purchasing cards from the market is done via a skip penalty cost, i.e. the first card is free, if you wish to buy card 2, pay 1 rupee to card 1, if you wish to buy card 3, pay 1 rupee to card 1 and 1 rupee to card 2, and so on. If the card you purchased had rupees from before, you gain these rupees. (If when paying a skip cost, one or more spaces to pay the penalty to is empty, place the payment on the card on the opposite row first.)&lt;br /&gt;
&lt;br /&gt;
If you purchase an event card, this is resolved then discarded, all other cards purchased go into your hand.&lt;br /&gt;
|-&lt;br /&gt;
! Play&lt;br /&gt;
| To play a card, check the region it is associated with. If you are the ruler, or there is no ruler, the card is free to play. If another player is the ruler, you have to pay them rupees equal to the number of tribes they have in that region in order to play the card. The ruler can choose how much of the full cost the active player has to pay, from 0% to 100%.&lt;br /&gt;
&lt;br /&gt;
If the criteria to play is met, you may play the card either to the far left or far right of your current Court row. (If the card is a Patriot that doesn&#039;t match your Loyalty, see &amp;quot;Loyalty and Influence&amp;quot; below.)&lt;br /&gt;
&lt;br /&gt;
Finally, resolve all Impact Symbols.&lt;br /&gt;
|-&lt;br /&gt;
! Card Action&lt;br /&gt;
| After a card is in your Court, you can take one of the actions it provides. Some cards just provide a single action. However, if a card shows multiple icons, you must only pick one to use each turn.&lt;br /&gt;
&lt;br /&gt;
Some actions are free, only taking an action point, whilst others have additional costs such as rupees.&lt;br /&gt;
&lt;br /&gt;
Spies on cards have to be paid rupees to the owner in order to use them, the cost is equal to the number of spies of the same player. (i.e. if player 2 has 1 spy on card A, and player 3 has 2 spies on Card A, player 1 has to pay player 3 2 Rupees to use an action.)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Impact Symbols===&lt;br /&gt;
&lt;br /&gt;
A Camel has you place a road coalition block on a border of the card&#039;s region&lt;br /&gt;
&lt;br /&gt;
A Jezail has you place an army coalition block on the card&#039;s region&lt;br /&gt;
&lt;br /&gt;
A Weighing Scales gives you 2 Rupees and reminds you that the card is Leveraged (see &amp;quot;Cards&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
A Cylinder on Card has you place a Spy Cylinder on a matching region card in any player&#039;s court&lt;br /&gt;
&lt;br /&gt;
A Crown has you place a Tribe Cylinder on the card&#039;s region&lt;br /&gt;
&lt;br /&gt;
All the Suits have you to change the Favoured Suit&lt;br /&gt;
&lt;br /&gt;
===Card Actions===&lt;br /&gt;
&lt;br /&gt;
There are 6 main action types cards may provide&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tax &lt;br /&gt;
| Take Rupees equal to the card&#039;s rank from a player you share a region with (Economic Stars can counter this). If you can&#039;t tax another player, you can tax the market.&lt;br /&gt;
|-&lt;br /&gt;
! Gift&lt;br /&gt;
| Place a cylinder on a gift space at increasing cost of 2 then 4 then 6 Rupees&lt;br /&gt;
|-&lt;br /&gt;
! Build&lt;br /&gt;
| Place up to three armies or roads or combination of, at a cost of 2 rupees each&lt;br /&gt;
|-&lt;br /&gt;
! Move &lt;br /&gt;
| Based on the card&#039;s rank, gain that many movement points. A movement point moves either an army or spy. If moving a spy, it can move clockwise or counterclockwise from its current position, along the same player&#039;s court and even jumping to the next player&#039;s court. To move an army, there must be a loyal road on the border to move it from one region to the adjacent region.&lt;br /&gt;
|-&lt;br /&gt;
! Betray&lt;br /&gt;
| For 2 Rupees, discard a card from your or an opponent&#039;s court where you have a spy planted. After which, you may accept the discarded card as a Prize or let it be discarded (see &amp;quot;Loyalty and Influence&amp;quot;). This may also trigger the Leverage icon for the original owner.&lt;br /&gt;
|-&lt;br /&gt;
! Battle &lt;br /&gt;
| Pick either a card or a region. Remove tokens at that site equal to the rank of the battle card. Tribes, Spies, Roads, and Armies are all eligible for removal and, if allowed to remove more than one, they can be different. There are a few restrictions to this. You may not remove more than you have Armies or Spies at that site, i.e. a rank 2 battle card with 1 army/spy at the site can still only remove 1 token. Armies and Roads and Tribes of your loyalty are immune to removal (This prevents you weakening your current loyalty before switching loyalties).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cleanup===&lt;br /&gt;
&lt;br /&gt;
Check you aren&#039;t over Hand or Court Limit&lt;br /&gt;
&lt;br /&gt;
If there are any Event cards in the left-most spot in the Market, discard them and resolve their Impact Event for all Players&lt;br /&gt;
&lt;br /&gt;
If there were any rupees on these cards, they stay lingering in the empty spaces&lt;br /&gt;
&lt;br /&gt;
Move all Market cards to the left, which allows cards to scoop up rupees in empty spaces even if they already had rupees of their own&lt;br /&gt;
&lt;br /&gt;
Draw new Market cards into the now-empty rightmost spots in the Market&lt;br /&gt;
&lt;br /&gt;
If one of the new cards was a Dominance, check to see if it&#039;s the only Dominance&lt;br /&gt;
&lt;br /&gt;
If there is another Dominance, complete a Dominance Check, discard all Dominance cards, and draw new cards to fill the spaces&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Dominance Check===&lt;br /&gt;
&lt;br /&gt;
To be successful, a single coalition must have the most blocks in play and four more than any other coalition.&lt;br /&gt;
&lt;br /&gt;
If unsuccessful, the player with the most cylinders in play scores 3 points and the player with second most scores 1 point.&lt;br /&gt;
&lt;br /&gt;
If successful, players in the winning coalition each score points based on how much influence they have. The player with the most scores 5, then 3, then 1. After which, remove all coalition blocks.&lt;br /&gt;
&lt;br /&gt;
The final dominance check scores double points.&lt;br /&gt;
&lt;br /&gt;
In the case of a tie, tied players add up the victory points for the tied places and then divide that number by the number of tied players (rounding down). For example, in a dominance check where there is a winning coalition, if two players both have the second most amount of loyalty, they would each get 2 points (3 + 1 divided by 2).&lt;br /&gt;
&lt;br /&gt;
===Court &amp;amp; Hand Limits===&lt;br /&gt;
&lt;br /&gt;
During your turn, your court can contain any number of cards&lt;br /&gt;
&lt;br /&gt;
However, at end of turn, your court can only have 3 + purple stars quantity of cards, any excess must be discarded&lt;br /&gt;
&lt;br /&gt;
Likewise, your hand can contain any number of cards during the turn&lt;br /&gt;
&lt;br /&gt;
However, at end of turn, your hand can only have 2 + blue stars quantity of cards, any excess must be discarded &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stars===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b style=&amp;quot;color:#f91&amp;quot;&amp;gt;★ Economic Stars&amp;lt;/b&amp;gt; reduce taxation&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b style=&amp;quot;color:#c23&amp;quot;&amp;gt;★ Military Stars&amp;lt;/b&amp;gt; provide a tiebreaker for end game&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b style=&amp;quot;color:#929&amp;quot;&amp;gt;★ Political Stars&amp;lt;/b&amp;gt; increase size of Court&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b style=&amp;quot;color:#07b&amp;quot;&amp;gt;★ Intelligence Stars&amp;lt;/b&amp;gt; increase size of Hand&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Loyalty and Influence===&lt;br /&gt;
&lt;br /&gt;
How loyal you are to a country is measured in influence points&lt;br /&gt;
&lt;br /&gt;
This is calculated as 1 + Patriots + Prizes + Gifts&lt;br /&gt;
&lt;br /&gt;
To alter Loyalty, gain an influence point in the new Loyalty (through a Patriot or Prize) then discard ALL Gifts, Patriots, and Prizes previously accumulated&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ruling a Region===&lt;br /&gt;
&lt;br /&gt;
To rule a region, you must have one tribe there and more ruling pieces than any other&lt;br /&gt;
&lt;br /&gt;
Once a ruler, you have the following bonuses&lt;br /&gt;
&lt;br /&gt;
• You may take the Build action&lt;br /&gt;
&lt;br /&gt;
• You have Tax Privilege&lt;br /&gt;
&lt;br /&gt;
• You can Extract Bribes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Overthrow Rule ===&lt;br /&gt;
If you lose your last tribe in a region, all &#039;&#039;Political&#039;&#039; cards you own from that region must be immediately discarded&lt;br /&gt;
&lt;br /&gt;
Likewise, if you lose your last &#039;&#039;Political&#039;&#039; card from a region, you must immediately remove all of your tribes from that region&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cards===&lt;br /&gt;
&lt;br /&gt;
Cards may have multiple actions on them, but only one of these actions may be taken per turn&lt;br /&gt;
&lt;br /&gt;
If you need to discard a card with a spy, this is returned to its owner&lt;br /&gt;
&lt;br /&gt;
If you need to discard a card with the Leveraged icon, either two rupees or 1 card per rupee owed must be discarded too &lt;br /&gt;
&lt;br /&gt;
If you lose the last tribe in a region, all political cards associated with that region are also discarded&lt;br /&gt;
&lt;br /&gt;
If you lose the last political card associated with a region, all tribes in that region are also discarded&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Suits===&lt;br /&gt;
&lt;br /&gt;
There are four suits in the game, and one suit is always shown as favoured, starting with Political (purple) but this will change throughout the game&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#ffc&amp;quot; |  Economic&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;(Yellow)&amp;lt;/small&amp;gt;&lt;br /&gt;
| Protect against taxation, manipulate rupees and piece movement&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#fcc&amp;quot; | Military&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;(Red)&amp;lt;/small&amp;gt;&lt;br /&gt;
| Manage armies and form coalitions&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#fcf&amp;quot; | Political&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;(Purple)&amp;lt;/small&amp;gt;&lt;br /&gt;
| Consolidate power and determine card playability&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#ccf&amp;quot; | Intelligence&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;(Blue)&amp;lt;/small&amp;gt;&lt;br /&gt;
| Manage diplomacy and compromise enemies&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Whichever suit is currently the Favoured Suit allow those cards to take a single action without counting against the turn&#039;s two-action limit&lt;br /&gt;
&lt;br /&gt;
If Military is Favoured, purchasing cost of cards is doubled whilst Favoured&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
If after a Dominance Check, a player is at least 4 points ahead of everyone else, that player immediately wins&lt;br /&gt;
&lt;br /&gt;
If the final Dominance Check card is resolved and the above isn&#039;t true, the player with the most points wins&lt;br /&gt;
&lt;br /&gt;
If there&#039;s a tie, the tiebreakers are: first, most Military stars, second most rupees, third cook a Chopan Kebab and the players vote on who cooked the best meal&lt;/div&gt;</summary>
		<author><name>Cheynio</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelphomesteaders&amp;diff=22184</id>
		<title>Gamehelphomesteaders</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelphomesteaders&amp;diff=22184"/>
		<updated>2024-08-14T16:02:10Z</updated>

		<summary type="html">&lt;p&gt;Cheynio: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Homesteaders is an auction and resource management game in which players bid on land and develop buildings. &lt;br /&gt;
&lt;br /&gt;
The game will be played in 10 rounds.&lt;br /&gt;
At the end of the game there is a Final Income and Scoring round (where you can pay off loans).&lt;br /&gt;
&lt;br /&gt;
Each round features 3 phases:&lt;br /&gt;
*Setup: in which building and auction tiles are updated (as necessary)&lt;br /&gt;
*Income phase: where players acquire resources&lt;br /&gt;
*Auction phase: in which players bid for available land and then spend their resources to develop a building on that land.&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
*auction tiles for the current round are revealed&lt;br /&gt;
*bid tokens are removed from the board.&lt;br /&gt;
*In Rounds 5 and 9 the building stock will also be updated:&lt;br /&gt;
** New buildings will be available&lt;br /&gt;
** Existing buildings will no longer be available.&lt;br /&gt;
&lt;br /&gt;
==Income==&lt;br /&gt;
*Players will assign workers to their buildings&lt;br /&gt;
**Once ready, they will receive income from their buildings and rail tracks.&lt;br /&gt;
*Then they will have to pay their workers.&lt;br /&gt;
**Either 1 silver per worker -or- 1 gold to pay up to 5 workers.&lt;br /&gt;
&lt;br /&gt;
==Auction==&lt;br /&gt;
Starting with the player with first player tile:&lt;br /&gt;
&lt;br /&gt;
*Players will place their bid on any of the available auctions or pass.&lt;br /&gt;
*When bidding players must either outbid other players or make an initial bid on an auction (at any value)&lt;br /&gt;
*When passing a player will no longer be able to bid in the round, they will instead get to Advance their Railroad Track (and receive a bonus) for free.&lt;br /&gt;
*Players who have been outbid will then get another opportunity to bid or pass (and receive bonus), &lt;br /&gt;
*This continues until all players are either winning an auction, or have passed.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Note: The lots in Auction 1 are always available in the same order, but the other auction lots are randomly chosen from that stage (Settlement, Town, City).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====2-player game====&lt;br /&gt;
*The player with the first player tile will always begin the Auction round by placing the dummy Bid token on one of the 2 auctions at the current Dummy bid value.&lt;br /&gt;
*When the dummy Bid token is outbid, the Dummy Bid counter is raised &lt;br /&gt;
*When the dummy Bid token wins a round, the Dummy Bid counter is lowered&lt;br /&gt;
*The Dummy Bid counter is tracked in the Auction 3 Bid area&lt;br /&gt;
&lt;br /&gt;
==Build==&lt;br /&gt;
The winner of the first auction will also get the 1st player token (to start bidding in next round).&lt;br /&gt;
&lt;br /&gt;
Starting with the first auction, the winner (if any) takes the following actions:&lt;br /&gt;
* They will pay for their lot, using silver and/or gold (as 5 silver).&lt;br /&gt;
* They can then choose to build a building to build (if the lot has a build option listed).&lt;br /&gt;
* If the lot has a bonus, they can receive that.&lt;br /&gt;
** some bonuses require paying a cost, this must be done during this phase, or the bonus is lost.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: as build happens in auction order, and the building stock is limited, the order you build can be very important.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====2-player game====&lt;br /&gt;
The first player token will move if neither player wins the Auction 1 lot&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
After the 10th round there is a Final Income and Scoring round in&lt;br /&gt;
which players repeat the Income phase one final time, and then use the&lt;br /&gt;
Marketplace as much as they like in order to pay off Debt and convert&lt;br /&gt;
their Trade chips, Silver, and resources into Victory Points.&lt;br /&gt;
&lt;br /&gt;
Each player calculates their score by adding up the following:&lt;br /&gt;
* Victory Point chips collected during the game,&lt;br /&gt;
* Point values of their buildings,&lt;br /&gt;
* Point values of all bonuses on their buildings.&lt;br /&gt;
* 2 Victory Points for each Gold, Livestock, and Copper resource. &lt;br /&gt;
**Wood, Food, and Steel are worth nothing.&lt;br /&gt;
&lt;br /&gt;
Debt chips can be paid off for 5 Silver. Players lose points as a penalty&lt;br /&gt;
for unpaid debt. The number of Victory Points lost increases the more&lt;br /&gt;
debt the player has: -1 point for the first Debt chit, -2 Victory Points for&lt;br /&gt;
the second, -3 Victory Points for the third, etc…&lt;br /&gt;
Five unpaid Debt chips would be worth a total of -15 Victory Points.&lt;br /&gt;
&lt;br /&gt;
The player with the most Victory Points will have the city named after&lt;br /&gt;
them, and be declared the winner!&lt;br /&gt;
In case of a tie, the winner is the tied player with the most Silver. If this&lt;br /&gt;
is also tied, then all tied players win!&lt;/div&gt;</summary>
		<author><name>Cheynio</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelphomesteaders&amp;diff=22175</id>
		<title>Gamehelphomesteaders</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelphomesteaders&amp;diff=22175"/>
		<updated>2024-08-13T20:52:01Z</updated>

		<summary type="html">&lt;p&gt;Cheynio: improved formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Homesteaders is an auction and resource management game in which players bid on land and develop buildings. &lt;br /&gt;
&lt;br /&gt;
The game will be played in 10 rounds.&lt;br /&gt;
At the end of the game there is a Final Income and Scoring round (where you can pay off loans).&lt;br /&gt;
&lt;br /&gt;
Each round features 3 phases:&lt;br /&gt;
*Setup: in which building and auction tiles are updated (as necessary)&lt;br /&gt;
*Income phase: where players acquire resources&lt;br /&gt;
*Auction phase: in which players bid for available land and then spend their resources to develop a building on that land.&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
*auction tiles for the current round are revealed&lt;br /&gt;
*bid tokens are removed from the board.&lt;br /&gt;
*In Rounds 5 and 9 the building stock will also be updated:&lt;br /&gt;
** New buildings will be available&lt;br /&gt;
** Existing buildings will no longer be available.&lt;br /&gt;
&lt;br /&gt;
==Income==&lt;br /&gt;
*Players will assign workers to their buildings&lt;br /&gt;
**Once ready, they will receive income from their buildings and rail tracks.&lt;br /&gt;
*Then they will have to pay their workers.&lt;br /&gt;
**Either 1 silver per worker -or- 1 gold to pay up to 5 workers.&lt;br /&gt;
&lt;br /&gt;
==Auction==&lt;br /&gt;
Starting with the player with first player tile:&lt;br /&gt;
&lt;br /&gt;
*Players will place their bid on any of the available auctions or pass.&lt;br /&gt;
*When bidding players must either outbid other players or make an initial bid on an auction (at any value)&lt;br /&gt;
*When passing a player will no longer be able to bid in the round, they will instead get to Advance their Railroad Track (and receive a bonus) for free.&lt;br /&gt;
*Players who have been outbid will then get another opportunity to bid or pass (and receive bonus), &lt;br /&gt;
*This continues until all players are either winning an auction, or have passed.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Note: The lots in Auction 1 are always available in the same order, but the other auction lots are randomly chosen from that stage (Settlement, Town, City).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===2-player game===&lt;br /&gt;
*The player with the first player tile will always begin the Auction round by placing the dummy Bid token on one of the 2 auctions at the current Dummy bid value.&lt;br /&gt;
*When the dummy Bid token is outbid, the Dummy Bid counter is raised &lt;br /&gt;
*When the dummy Bid token wins a round, the Dummy Bid counter is lowered&lt;br /&gt;
*The Dummy Bid counter is tracked in the Auction 3 Bid area&lt;br /&gt;
&lt;br /&gt;
==Build==&lt;br /&gt;
The winner of the first auction will also get the 1st player token (to start bidding in next round).&lt;br /&gt;
&lt;br /&gt;
Starting with the first auction, the winner (if any) takes the following actions:&lt;br /&gt;
* They will pay for their lot, using silver and/or gold (as 5 silver).&lt;br /&gt;
* They can then choose to build a building to build (if the lot has a build option listed).&lt;br /&gt;
* If the lot has a bonus, they can receive that.&lt;br /&gt;
** some bonuses require paying a cost, this must be done during this phase, or the bonus is lost.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: as build happens in auction order, and the building stock is limited, the order you build can be very important.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===2-player game===&lt;br /&gt;
The first player token will move if neither player wins the Auction 1 lot&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
After the 10th round there is a Final Income and Scoring round in&lt;br /&gt;
which players repeat the Income phase one final time, and then use the&lt;br /&gt;
Marketplace as much as they like in order to pay off Debt and convert&lt;br /&gt;
their Trade chips, Silver, and resources into Victory Points.&lt;br /&gt;
&lt;br /&gt;
Each player calculates their score by adding up the following:&lt;br /&gt;
* Victory Point chips collected during the game,&lt;br /&gt;
* Point values of their buildings,&lt;br /&gt;
* Point values of all bonuses on their buildings.&lt;br /&gt;
* 2 Victory Points for each Gold, Livestock, and Copper resource. &lt;br /&gt;
**Wood, Food, and Steel are worth nothing.&lt;br /&gt;
&lt;br /&gt;
Debt chips can be paid off for 5 Silver. Players lose points as a penalty&lt;br /&gt;
for unpaid debt. The number of Victory Points lost increases the more&lt;br /&gt;
debt the player has: -1 point for the first Debt chit, -2 Victory Points for&lt;br /&gt;
the second, -3 Victory Points for the third, etc…&lt;br /&gt;
Five unpaid Debt chips would be worth a total of -15 Victory Points.&lt;br /&gt;
&lt;br /&gt;
The player with the most Victory Points will have the city named after&lt;br /&gt;
them, and be declared the winner!&lt;br /&gt;
In case of a tie, the winner is the tied player with the most Silver. If this&lt;br /&gt;
is also tied, then all tied players win!&lt;/div&gt;</summary>
		<author><name>Cheynio</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpnewfrontiers&amp;diff=21332</id>
		<title>Gamehelpnewfrontiers</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpnewfrontiers&amp;diff=21332"/>
		<updated>2024-05-25T17:17:06Z</updated>

		<summary type="html">&lt;p&gt;Cheynio: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Play ==&lt;br /&gt;
&lt;br /&gt;
Players take turns to select actions. Each player, in order on the priority track, does that action, with the selecting player receiving its bonus. As a player is taking their turn, their disk shifts half way between spaces on the priority track. Following players select action tiles that have not already been selected.&lt;br /&gt;
&lt;br /&gt;
In 2-player games, each player selects two actions and each action is  done only once by each player.&lt;br /&gt;
&lt;br /&gt;
Once everyone has selected, if Produce was not selected, 1 credit is added to its tile and a new round begins.&lt;br /&gt;
&lt;br /&gt;
Some action tiles have no associated action; they only grant a&lt;br /&gt;
bonus to the selecting player.&lt;br /&gt;
&lt;br /&gt;
Priority order does not change from round to round, unless an action or goal alters it.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
&lt;br /&gt;
==== Retreat into Isolation ====&lt;br /&gt;
Action: None&lt;br /&gt;
&lt;br /&gt;
Bonus: Gain 2 credits&lt;br /&gt;
&lt;br /&gt;
==== Develop ====&lt;br /&gt;
Action: buy 1 development.&lt;br /&gt;
&lt;br /&gt;
Bonus: −1 cost.&lt;br /&gt;
&lt;br /&gt;
Most developments provide a power which modifies the rules.&lt;br /&gt;
Each development built will score victory points at game end equal to the number in its hexagon. The “?” on the 9-cost developments indicates a variable number of victory points that will be scored at game end, as detailed on that tile.&lt;br /&gt;
&lt;br /&gt;
==== Explore ====&lt;br /&gt;
Action: pick 1 world from 7&lt;br /&gt;
&lt;br /&gt;
Bonus: pick a second world (after everyone has picked a world).&lt;br /&gt;
&lt;br /&gt;
Explored worlds have not been settled yet. They go on the right of your mat. An explored world&#039;s powers, VPs are inactive until that world is settled.&lt;br /&gt;
You cannot have more than 9 colonies - explored or settled. Any excess are discarded.&lt;br /&gt;
&lt;br /&gt;
==== Settle ====&lt;br /&gt;
Bonus: gain 1 colonist.&lt;br /&gt;
&lt;br /&gt;
Action: either gain 2 colonists or settle 1 world.&lt;br /&gt;
&lt;br /&gt;
The selecting player gains one colonist. Then each player either gains two colonists or settles one explored world, converting it into a colony. The selecting player gains their bonus colonist first and may use that colonist to immediately settle a world.&lt;br /&gt;
&lt;br /&gt;
To settle an explored world, a player must have both its listed number of colonists — one or two — and either sufficient credits or military strength to place it, depending on the world’s type: non-military or military.&lt;br /&gt;
&lt;br /&gt;
A non-military world has a black circle and a solid black number, its cost, which must be paid in credits to settle that world.&lt;br /&gt;
A military world has a red circle and an outlined red number, its defense, which the empire’s total Military must equal or exceed to settle (conquer) that world. Military is provided by Settle powers on home colonies, developments, and previously settled colonies.&lt;br /&gt;
&lt;br /&gt;
You may not combine Military and payments to place a world.&lt;br /&gt;
After settlement, a colony moves to the left hand of your mat.&lt;br /&gt;
Many colonies provide a power which modifies the rules.&lt;br /&gt;
Each colony will score victory points at game end equal to the number in its hexagon. The “?” on a few colonies indicates a variable number of victory points that will be scored at game end.&lt;br /&gt;
&lt;br /&gt;
==== Produce ====&lt;br /&gt;
Action: produce a good on all production colonies (without goods).&lt;br /&gt;
&lt;br /&gt;
Bonus: collect any credits on this tile and produce a good on one windfall colony (without a matching good).&lt;br /&gt;
&lt;br /&gt;
If Produce was not selected during previous round(s), this tile will have one or more credits on it.&lt;br /&gt;
&lt;br /&gt;
The player selecting this action collects all credits on it. Then, every production colony — with a solid cyan, brown, green, or yellow colored circle — that does not have a good receives a matching good. Gray colonies never have goods. A colony cannot have more than one good.&lt;br /&gt;
&lt;br /&gt;
The selecting player then, if possible, selects one of their windfall colonies without a good and produces a matching good on it.&lt;br /&gt;
&lt;br /&gt;
==== Trade/Consume ====&lt;br /&gt;
Bonus: gain 1 VP chip.&lt;br /&gt;
&lt;br /&gt;
Action: may sell 1 good before using Consume powers to convert goods into VP chips and/or credits, returning spent goods to the supply&lt;br /&gt;
&lt;br /&gt;
This action has two parts, both done together by each player in order, starting with the selecting player.&lt;br /&gt;
&lt;br /&gt;
Trade. Each player may sell one good, returning it to the supply for 1-4 credits, depending on its kind: Novelty (cyan), Rare Elements (brown), Genes (green), or Alien Technology (yellow). No power is needed to sell a good. Trade powers increase the credits received when a player sells a good. If a player does not trade a good, then these powers have no effect.&lt;br /&gt;
&lt;br /&gt;
Consume. Then, if the player has some Consume powers and goods, that player must use each power — in any order — until that player either has used all their applicable consumption powers or has no goods left that can be consumed. Each power can be used only once. A player without consumption powers cannot consume any goods.&lt;br /&gt;
&lt;br /&gt;
==== Send Diplomatic Envoys ====&lt;br /&gt;
Action: none.&lt;br /&gt;
&lt;br /&gt;
Bonus: gain 1 VP chip and shift your priority disk to the first position of the priority track.&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&lt;br /&gt;
&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;Any player‘s developments cover more than 10 spaces&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;Any player has more than 7 colonies (including their home colony)&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;The number of colonists left in the supply is fewer than 5&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;The initial pool of VP chips runs out&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Finish all the current round’s actions before scoring.&lt;br /&gt;
&lt;br /&gt;
== Winning==&lt;br /&gt;
&lt;br /&gt;
Each player’s score is the sum of the:&lt;br /&gt;
&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&lt;br /&gt;
&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;victory point chips they gained during play,&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;victory point values of their empire’s developments and colonies,&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;victory point “?” bonuses of their empire’s 9-cost developments (and a few colonies)&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;(when using goals) any victory point bonuses for each goal in play&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If a tie exists, the tied player with the most credits and goods in their empire wins (not including any credits or goods on stockpile tiles). If there is still a tie, all these tied players jointly win.&lt;/div&gt;</summary>
		<author><name>Cheynio</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpnewfrontiers&amp;diff=21319</id>
		<title>Gamehelpnewfrontiers</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpnewfrontiers&amp;diff=21319"/>
		<updated>2024-05-25T13:27:02Z</updated>

		<summary type="html">&lt;p&gt;Cheynio: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Play ==&lt;br /&gt;
&lt;br /&gt;
Players take turns to select actions. Each player, in order on the priority track, does that action, with the selecting player receiving its bonus. As a player is taking their turn, their disk shifts half way between spaces on the priority track. Following players select action tiles that have not already been selected.&lt;br /&gt;
&lt;br /&gt;
In 2-player games, each player selects two actions and each action is  done only once by each player.&lt;br /&gt;
&lt;br /&gt;
Once everyone has selected, if Produce was not selected, 1 credit is added to its tile and a new round begins.&lt;br /&gt;
&lt;br /&gt;
Some action tiles have no associated action; they only grant a&lt;br /&gt;
bonus to the selecting player.&lt;br /&gt;
&lt;br /&gt;
Priority order does not change from round to round, unless an action or goal alters it.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
&lt;br /&gt;
=== Retreat into Isolation ===&lt;br /&gt;
Action: None&lt;br /&gt;
&lt;br /&gt;
Bonus: Gain 2 credits&lt;br /&gt;
&lt;br /&gt;
=== Develop ===&lt;br /&gt;
Action: buy 1 development.&lt;br /&gt;
&lt;br /&gt;
Bonus: −1 cost.&lt;br /&gt;
&lt;br /&gt;
Most developments provide a power which modifies the rules.&lt;br /&gt;
Each development built will score victory points at game end equal to the number in its hexagon. The “?” on the 9-cost developments indicates a variable number of victory points that will be scored at game end, as detailed on that tile.&lt;br /&gt;
&lt;br /&gt;
=== Explore ===&lt;br /&gt;
Action: pick 1 world from 7&lt;br /&gt;
&lt;br /&gt;
Bonus: pick a second world (after everyone has picked a world).&lt;br /&gt;
&lt;br /&gt;
Explored worlds have not been settled yet. They go on the right of your mat. An explored world&#039;s powers, VPs are inactive until that world is settled.&lt;br /&gt;
You cannot have more than 9 colonies - explored or settled. Any excess are discarded.&lt;br /&gt;
&lt;br /&gt;
=== Settle ===&lt;br /&gt;
Bonus: gain 1 colonist.&lt;br /&gt;
&lt;br /&gt;
Action: either gain 2 colonists or settle 1 world.&lt;br /&gt;
&lt;br /&gt;
The selecting player gains one colonist. Then each player either gains two colonists or settles one explored world, converting it into a colony. The selecting player gains their bonus colonist first and may use that colonist to immediately settle a world.&lt;br /&gt;
&lt;br /&gt;
To settle an explored world, a player must have both its listed number of colonists — one or two — and either sufficient credits or military strength to place it, depending on the world’s type: non-military or military.&lt;br /&gt;
&lt;br /&gt;
A non-military world has a black circle and a solid black number, its cost, which must be paid in credits to settle that world.&lt;br /&gt;
A military world has a red circle and an outlined red number, its defense, which the empire’s total Military must equal or exceed to settle (conquer) that world. Military is provided by Settle powers on home colonies, developments, and previously settled colonies.&lt;br /&gt;
&lt;br /&gt;
You may not combine Military and payments to place a world.&lt;br /&gt;
After settlement, a colony moves to the left hand of your mat.&lt;br /&gt;
Many colonies provide a power which modifies the rules.&lt;br /&gt;
Each colony will score victory points at game end equal to the number in its hexagon. The “?” on a few colonies indicates a variable number of victory points that will be scored at game end.&lt;br /&gt;
&lt;br /&gt;
=== Produce ===&lt;br /&gt;
Action: produce a good on all production colonies (without goods).&lt;br /&gt;
&lt;br /&gt;
Bonus: collect any credits on this tile and produce a good on one windfall colony (without a matching good).&lt;br /&gt;
&lt;br /&gt;
If Produce was not selected during previous round(s), this tile will have one or more credits on it.&lt;br /&gt;
&lt;br /&gt;
The player selecting this action collects all credits on it. Then, every production colony — with a solid cyan, brown, green, or yellow colored circle — that does not have a good receives a matching good. Gray colonies never have goods. A colony cannot have more than one good.&lt;br /&gt;
&lt;br /&gt;
The selecting player then, if possible, selects one of their windfall colonies without a good and produces a matching good on it.&lt;br /&gt;
&lt;br /&gt;
=== Trade/Consume ===&lt;br /&gt;
Bonus: gain 1 VP chip.&lt;br /&gt;
&lt;br /&gt;
Action: may sell 1 good before using Consume powers to convert goods into VP chips and/or credits, returning spent goods to the supply&lt;br /&gt;
&lt;br /&gt;
This action has two parts, both done together by each player in order, starting with the selecting player.&lt;br /&gt;
&lt;br /&gt;
Trade. Each player may sell one good, returning it to the supply for 1-4 credits, depending on its kind: Novelty (cyan), Rare Elements (brown), Genes (green), or Alien Technology (yellow). No power is needed to sell a good. Trade powers increase the credits received when a player sells a good. If a player does not trade a good, then these powers have no effect.&lt;br /&gt;
&lt;br /&gt;
Consume. Then, if the player has some Consume powers and goods, that player must use each power — in any order — until that player either has used all their applicable consumption powers or has no goods left that can be consumed. Each power can be used only once. A player without consumption powers cannot consume any goods.&lt;br /&gt;
&lt;br /&gt;
=== Send Diplomatic Envoys ===&lt;br /&gt;
Action: none.&lt;br /&gt;
&lt;br /&gt;
Bonus: gain 1 VP chip and shift your priority disk to the first position of the priority track.&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&lt;br /&gt;
&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;Any player‘s developments cover more than 10 spaces&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;Any player has more than 7 colonies (including their home colony)&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;The number of colonists left in the supply is fewer than 5&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;The initial pool of VP chips runs out&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Finish all the current round’s actions before scoring.&lt;br /&gt;
&lt;br /&gt;
== Winning==&lt;br /&gt;
&lt;br /&gt;
Each player’s score is the sum of the:&lt;br /&gt;
&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&lt;br /&gt;
&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;victory point chips they gained during play,&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;victory point values of their empire’s developments and colonies,&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;victory point “?” bonuses of their empire’s 9-cost developments (and a few colonies)&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;(when using goals) any victory point bonuses for each goal in play&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If a tie exists, the tied player with the most credits and goods in their empire wins (not including any credits or goods on stockpile tiles). If there is still a tie, all these tied players jointly win.&lt;/div&gt;</summary>
		<author><name>Cheynio</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpnewfrontiers&amp;diff=21317</id>
		<title>Gamehelpnewfrontiers</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpnewfrontiers&amp;diff=21317"/>
		<updated>2024-05-25T11:41:09Z</updated>

		<summary type="html">&lt;p&gt;Cheynio: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Play ==&lt;br /&gt;
&lt;br /&gt;
Players take turns to select actions. Each player, in order on the priority track, does that action, with the selecting player receiving its bonus. As a player is taking their turn, their disk shifts half way between spaces on the priority track. Following players select action tiles that have not already been selected.&lt;br /&gt;
&lt;br /&gt;
In 2-player games, each player selects two actions and each action is  done only once by each player.&lt;br /&gt;
&lt;br /&gt;
Once everyone has selected, if Produce was not selected, 1 credit is added to its tile and a new round begins.&lt;br /&gt;
&lt;br /&gt;
Some action tiles have no associated action; they only grant a&lt;br /&gt;
bonus to the selecting player.&lt;br /&gt;
&lt;br /&gt;
Priority order does not change from round to round, unless an action or goal alters it.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
&lt;br /&gt;
====== Retreat into Isolation ======&lt;br /&gt;
Action: None&lt;br /&gt;
&lt;br /&gt;
Bonus: Gain 2 credits&lt;br /&gt;
&lt;br /&gt;
====== Develop ======&lt;br /&gt;
Action: buy 1 development.&lt;br /&gt;
&lt;br /&gt;
Bonus: −1 cost.&lt;br /&gt;
&lt;br /&gt;
Most developments provide a power which modifies the rules.&lt;br /&gt;
Each development built will score victory points at game end equal to the number in its hexagon. The “?” on the 9-cost developments indicates a variable number of victory points that will be scored at game end, as detailed on that tile.&lt;br /&gt;
&lt;br /&gt;
====== Explore ======&lt;br /&gt;
Action: pick 1 world from 7&lt;br /&gt;
&lt;br /&gt;
Bonus: pick a second world (after everyone has picked a world).&lt;br /&gt;
&lt;br /&gt;
Explored worlds have not been settled yet. They go on the right of your mat. An explored world&#039;s powers, VPs are inactive until that world is settled.&lt;br /&gt;
You cannot have more than 9 colonies - explored or settled. Any excess are discarded.&lt;br /&gt;
&lt;br /&gt;
====== Settle ======&lt;br /&gt;
Bonus: gain 1 colonist.&lt;br /&gt;
&lt;br /&gt;
Action: either gain 2 colonists or settle 1 world.&lt;br /&gt;
&lt;br /&gt;
The selecting player gains one colonist. Then each player either gains two colonists or settles one explored world, converting it into a colony. The selecting player gains their bonus colonist first and may use that colonist to immediately settle a world.&lt;br /&gt;
&lt;br /&gt;
To settle an explored world, a player must have both its listed number of colonists — one or two — and either sufficient credits or military strength to place it, depending on the world’s type: non-military or military.&lt;br /&gt;
&lt;br /&gt;
A non-military world has a black circle and a solid black number, its cost, which must be paid in credits to settle that world.&lt;br /&gt;
A military world has a red circle and an outlined red number, its defense, which the empire’s total Military must equal or exceed to settle (conquer) that world. Military is provided by Settle powers on home colonies, developments, and previously settled colonies.&lt;br /&gt;
&lt;br /&gt;
You may not combine Military and payments to place a world.&lt;br /&gt;
After settlement, a colony moves to the left hand of your mat.&lt;br /&gt;
Many colonies provide a power which modifies the rules.&lt;br /&gt;
Each colony will score victory points at game end equal to the number in its hexagon. The “?” on a few colonies indicates a variable number of victory points that will be scored at game end.&lt;br /&gt;
&lt;br /&gt;
====== Produce ======&lt;br /&gt;
Action: produce a good on all production colonies (without goods).&lt;br /&gt;
&lt;br /&gt;
Bonus: collect any credits on this tile and produce a good on one windfall colony (without a matching good).&lt;br /&gt;
&lt;br /&gt;
If Produce was not selected during previous round(s), this tile will have one or more credits on it.&lt;br /&gt;
&lt;br /&gt;
The player selecting this action collects all credits on it. Then, every production colony — with a solid cyan, brown, green, or yellow colored circle — that does not have a good receives a matching good. Gray colonies never have goods. A colony cannot have more than one good.&lt;br /&gt;
&lt;br /&gt;
The selecting player then, if possible, selects one of their windfall colonies without a good and produces a matching good on it.&lt;br /&gt;
&lt;br /&gt;
====== Trade/Consume ======&lt;br /&gt;
Bonus: gain 1 VP chip.&lt;br /&gt;
&lt;br /&gt;
Action: may sell 1 good before using Consume powers to convert goods into VP chips and/or credits, returning spent goods to the supply&lt;br /&gt;
&lt;br /&gt;
This action has two parts, both done together by each player in order, starting with the selecting player.&lt;br /&gt;
&lt;br /&gt;
Trade. Each player may sell one good, returning it to the supply for 1-4 credits, depending on its kind: Novelty (cyan), Rare Elements (brown), Genes (green), or Alien Technology (yellow). No power is needed to sell a good. Trade powers increase the credits received when a player sells a good. If a player does not trade a good, then these powers have no effect.&lt;br /&gt;
&lt;br /&gt;
Consume. Then, if the player has some Consume powers and goods, that player must use each power — in any order — until that player either has used all their applicable consumption powers or has no goods left that can be consumed. Each power can be used only once. A player without consumption powers cannot consume any goods.&lt;br /&gt;
&lt;br /&gt;
====== Send Diplomatic Envoys ======&lt;br /&gt;
Action: none.&lt;br /&gt;
&lt;br /&gt;
Bonus: gain 1 VP chip and shift your priority disk to the first position of the priority track.&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&lt;br /&gt;
&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;Any player‘s developments cover more than 10 spaces&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;Any player has more than 7 colonies (including their home colony)&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;The number of colonists left in the supply is fewer than 5&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;The initial pool of VP chips runs out&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Finish all the current round’s actions before scoring.&lt;br /&gt;
&lt;br /&gt;
== Winning==&lt;br /&gt;
&lt;br /&gt;
Each player’s score is the sum of the:&lt;br /&gt;
&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&lt;br /&gt;
&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;victory point chips they gained during play,&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;victory point values of their empire’s developments and colonies,&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;victory point “?” bonuses of their empire’s 9-cost developments (and a few colonies)&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;(when using goals) any victory point bonuses for each goal in play&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If a tie exists, the tied player with the most credits and goods in their empire wins (not including any credits or goods on stockpile tiles). If there is still a tie, all these tied players jointly win.&lt;/div&gt;</summary>
		<author><name>Cheynio</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpnewfrontiers&amp;diff=21316</id>
		<title>Gamehelpnewfrontiers</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpnewfrontiers&amp;diff=21316"/>
		<updated>2024-05-25T11:36:35Z</updated>

		<summary type="html">&lt;p&gt;Cheynio: /* Retreat into Isolation */ IMPROVED LAYOUT&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Play ==&lt;br /&gt;
&lt;br /&gt;
Players take turns to select actions. Each player, in order on the priority track, does that action, with the selecting player receiving its bonus. As a player is taking their turn, their disk shifts half way between spaces on the priority track. Following players select action tiles that have not already been selected.&lt;br /&gt;
&lt;br /&gt;
In 2-player games, each player selects two actions and each action is  done only once by each player.&lt;br /&gt;
&lt;br /&gt;
Once everyone has selected, if Produce was not selected, 1 credit is added to its tile and a new round begins.&lt;br /&gt;
&lt;br /&gt;
Some action tiles have no associated action; they only grant a&lt;br /&gt;
bonus to the selecting player.&lt;br /&gt;
&lt;br /&gt;
Priority order does not change from round to round, unless an action or goal alters it.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
&lt;br /&gt;
=== Retreat into Isolation ===&lt;br /&gt;
&lt;br /&gt;
Action: None&lt;br /&gt;
&lt;br /&gt;
Bonus: Gain 2 credits&lt;br /&gt;
&lt;br /&gt;
=== Develop ===&lt;br /&gt;
&lt;br /&gt;
Action: buy 1 development.&lt;br /&gt;
&lt;br /&gt;
Bonus: −1 cost.&lt;br /&gt;
&lt;br /&gt;
Most developments provide a power which modifies the rules.&lt;br /&gt;
Each development built will score victory points at game end equal to the number in its hexagon. The “?” on the 9-cost developments indicates a variable number of victory points that will be scored at game end, as detailed on that tile.&lt;br /&gt;
&lt;br /&gt;
=== Explore ===&lt;br /&gt;
&lt;br /&gt;
Action: pick 1 world from 7&lt;br /&gt;
&lt;br /&gt;
Bonus: pick a second world (after everyone has picked a world).&lt;br /&gt;
&lt;br /&gt;
Explored worlds have not been settled yet. They go on the right of your mat. An explored world&#039;s powers, VPs are inactive until that world is settled.&lt;br /&gt;
You cannot have more than 9 colonies - explored or settled. Any excess are discarded.&lt;br /&gt;
&lt;br /&gt;
=== Settle ===&lt;br /&gt;
&lt;br /&gt;
Bonus: gain 1 colonist.&lt;br /&gt;
&lt;br /&gt;
Action: either gain 2 colonists or settle 1 world.&lt;br /&gt;
&lt;br /&gt;
The selecting player gains one colonist. Then each player either gains two colonists or settles one explored world, converting it into a colony. The selecting player gains their bonus colonist first and may use that colonist to immediately settle a world.&lt;br /&gt;
&lt;br /&gt;
To settle an explored world, a player must have both its listed number of colonists — one or two — and either sufficient credits or military strength to place it, depending on the world’s type: non-military or military.&lt;br /&gt;
&lt;br /&gt;
A non-military world has a black circle and a solid black number, its cost, which must be paid in credits to settle that world.&lt;br /&gt;
A military world has a red circle and an outlined red number, its defense, which the empire’s total Military must equal or exceed to settle (conquer) that world. Military is provided by Settle powers on home colonies, developments, and previously settled colonies.&lt;br /&gt;
&lt;br /&gt;
You may not combine Military and payments to place a world.&lt;br /&gt;
After settlement, a colony moves to the left hand of your mat.&lt;br /&gt;
Many colonies provide a power which modifies the rules.&lt;br /&gt;
Each colony will score victory points at game end equal to the number in its hexagon. The “?” on a few colonies indicates a variable number of victory points that will be scored at game end.&lt;br /&gt;
&lt;br /&gt;
=== Produce ===&lt;br /&gt;
&lt;br /&gt;
Action: produce a good on all production colonies (without goods).&lt;br /&gt;
&lt;br /&gt;
Bonus: collect any credits on this tile and produce a good on one windfall colony (without a matching good).&lt;br /&gt;
&lt;br /&gt;
If Produce was not selected during previous round(s), this tile will have one or more credits on it.&lt;br /&gt;
&lt;br /&gt;
The player selecting this action collects all credits on it. Then, every production colony — with a solid cyan, brown, green, or yellow colored circle — that does not have a good receives a matching good. Gray colonies never have goods. A colony cannot have more than one good.&lt;br /&gt;
&lt;br /&gt;
The selecting player then, if possible, selects one of their windfall colonies without a good and produces a matching good on it.&lt;br /&gt;
&lt;br /&gt;
=== Trade/Consume ===&lt;br /&gt;
&lt;br /&gt;
Bonus: gain 1 VP chip.&lt;br /&gt;
&lt;br /&gt;
Action: may sell 1 good before using Consume powers to convert goods into VP chips and/or credits, returning spent goods to the supply&lt;br /&gt;
&lt;br /&gt;
This action has two parts, both done together by each player in order, starting with the selecting player.&lt;br /&gt;
&lt;br /&gt;
Trade. Each player may sell one good, returning it to the supply for 1-4 credits, depending on its kind: Novelty (cyan), Rare Elements (brown), Genes (green), or Alien Technology (yellow). No power is needed to sell a good. Trade powers increase the credits received when a player sells a good. If a player does not trade a good, then these powers have no effect.&lt;br /&gt;
&lt;br /&gt;
Consume. Then, if the player has some Consume powers and goods, that player must use each power — in any order — until that player either has used all their applicable consumption powers or has no goods left that can be consumed. Each power can be used only once. A player without consumption powers cannot consume any goods.&lt;br /&gt;
&lt;br /&gt;
=== Send Diplomatic Envoys ===&lt;br /&gt;
&lt;br /&gt;
Action: none.&lt;br /&gt;
&lt;br /&gt;
Bonus: gain 1 VP chip and shift your priority disk to the first position of the priority track.&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&lt;br /&gt;
&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;Any player‘s developments cover more than 10 spaces&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;Any player has more than 7 colonies (including their home colony)&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;The number of colonists left in the supply is fewer than 5&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;The initial pool of VP chips runs out&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Finish all the current round’s actions before scoring.&lt;br /&gt;
&lt;br /&gt;
== Winning==&lt;br /&gt;
&lt;br /&gt;
Each player’s score is the sum of the:&lt;br /&gt;
&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&lt;br /&gt;
&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;victory point chips they gained during play,&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;victory point values of their empire’s developments and colonies,&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;victory point “?” bonuses of their empire’s 9-cost developments (and a few colonies)&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;(when using goals) any victory point bonuses for each goal in play&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If a tie exists, the tied player with the most credits and goods in their empire wins (not including any credits or goods on stockpile tiles). If there is still a tie, all these tied players jointly win.&lt;/div&gt;</summary>
		<author><name>Cheynio</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpnewfrontiers&amp;diff=21315</id>
		<title>Gamehelpnewfrontiers</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpnewfrontiers&amp;diff=21315"/>
		<updated>2024-05-25T11:20:06Z</updated>

		<summary type="html">&lt;p&gt;Cheynio: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Play ==&lt;br /&gt;
&lt;br /&gt;
Players take turns to select actions. Each player, in order on the priority track, does that action, with the selecting player receiving its bonus. As a player is taking their turn, their disk shifts half way between spaces on the priority track. Following players select action tiles that have not already been selected.&lt;br /&gt;
&lt;br /&gt;
In 2-player games, each player selects two actions and each action is  done only once by each player.&lt;br /&gt;
&lt;br /&gt;
Once everyone has selected, if Produce was not selected, 1 credit is added to its tile and a new round begins.&lt;br /&gt;
&lt;br /&gt;
Some action tiles have no associated action; they only grant a&lt;br /&gt;
bonus to the selecting player.&lt;br /&gt;
&lt;br /&gt;
Priority order does not change from round to round, unless an action or goal alters it.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
&lt;br /&gt;
=== Retreat into Isolation ===&lt;br /&gt;
&lt;br /&gt;
Action: None&lt;br /&gt;
Bonus: Gain 2 credits&lt;br /&gt;
&lt;br /&gt;
=== Develop ===&lt;br /&gt;
&lt;br /&gt;
Action: buy 1 development.&lt;br /&gt;
Bonus: −1 cost.&lt;br /&gt;
&lt;br /&gt;
Most developments provide a power which modifies the rules.&lt;br /&gt;
Each development built will score victory points at game end equal to the number in its hexagon. The “?” on the 9-cost developments indicates a variable number of victory points that will be scored at game end, as detailed on that tile.&lt;br /&gt;
&lt;br /&gt;
=== Explore ===&lt;br /&gt;
&lt;br /&gt;
Action: pick 1 world from 7&lt;br /&gt;
Bonus: pick a second world (after everyone has picked a world).&lt;br /&gt;
&lt;br /&gt;
Explored worlds have not been settled yet. They go on the right of your mat. An explored world&#039;s powers, VPs are inactive until that world is settled.&lt;br /&gt;
You cannot have more than 9 colonies - explored or settled. Any excess are discarded.&lt;br /&gt;
&lt;br /&gt;
=== Settle ===&lt;br /&gt;
&lt;br /&gt;
Bonus: gain 1 colonist.&lt;br /&gt;
Action: either gain 2 colonists or settle 1 world.&lt;br /&gt;
The selecting player gains one colonist. Then each player either gains two colonists or settles one explored world, converting it into a colony. The selecting player gains their bonus colonist first and may use that colonist to immediately settle a world.&lt;br /&gt;
&lt;br /&gt;
To settle an explored world, a player must have both its listed number of colonists — one or two — and either sufficient credits or military strength to place it, depending on the world’s type: non-military or military.&lt;br /&gt;
A non-military world has a black circle and a solid black number, its cost, which must be paid in credits to settle that world.&lt;br /&gt;
A military world has a red circle and an outlined red number, its defense, which the empire’s total Military must equal or exceed to settle (conquer) that world. Military is provided by Settle powers on home colonies, developments, and previously settled colonies.&lt;br /&gt;
You may not combine Military and payments to place a world.&lt;br /&gt;
After settlement, a colony moves to the left hand of your mat.&lt;br /&gt;
Many colonies provide a power which modifies the rules.&lt;br /&gt;
Each colony will score victory points at game end equal to the number in its hexagon. The “?” on a few colonies indicates a variable number of victory points that will be scored at game end.&lt;br /&gt;
&lt;br /&gt;
=== Produce ===&lt;br /&gt;
&lt;br /&gt;
Action: produce a good on all production colonies (without goods).&lt;br /&gt;
Bonus: collect any credits on this tile and produce a good on one&lt;br /&gt;
windfall colony (without a matching good).&lt;br /&gt;
If Produce was not selected during previous round(s), this tile will have one or more credits on it. The player selecting this action collects all credits on it.&lt;br /&gt;
Then, every production colony — with a solid cyan, brown, green, or yellow colored circle — that does not have a good receives a matching good. Gray colonies never have goods. A colony cannot have more than one good.&lt;br /&gt;
The selecting player then, if possible, selects one of their windfall colonies without a good and produces a matching good on it.&lt;br /&gt;
&lt;br /&gt;
=== Trade/Consume ===&lt;br /&gt;
&lt;br /&gt;
Bonus: gain 1 VP chip.&lt;br /&gt;
&lt;br /&gt;
Action: may sell 1 good before using Consume powers to convert goods into VP chips and/or credits, returning spent goods to the supply&lt;br /&gt;
&lt;br /&gt;
This action has two parts, both done together by each player in order, starting with the selecting player.&lt;br /&gt;
&lt;br /&gt;
Trade. Each player may sell one good, returning it to the supply for 1-4 credits, depending on its kind: Novelty (cyan), Rare Elements (brown), Genes (green), or Alien Technology (yellow). No power is needed to sell a good. Trade powers increase the credits received when a player sells a good. If a player does not trade a good, then these powers have no effect.&lt;br /&gt;
&lt;br /&gt;
Consume. Then, if the player has some Consume powers and goods, that player must use each power — in any order — until that player either has used all their applicable consumption powers or has no goods left that can be consumed. Each power can be used only once. A player without consumption powers cannot consume any goods.&lt;br /&gt;
&lt;br /&gt;
=== Send Diplomatic Envoys ===&lt;br /&gt;
&lt;br /&gt;
Action: none.&lt;br /&gt;
Bonus: gain 1 VP chip and shift your priority disk to the first position of the priority track.&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&lt;br /&gt;
&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;Any player‘s developments cover more than 10 spaces&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;Any player has more than 7 colonies (including their home colony)&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;The number of colonists left in the supply is fewer than 5&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;The initial pool of VP chips runs out&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Finish all the current round’s actions before scoring.&lt;br /&gt;
&lt;br /&gt;
== Winning==&lt;br /&gt;
&lt;br /&gt;
Each player’s score is the sum of the:&lt;br /&gt;
&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&lt;br /&gt;
&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;victory point chips they gained during play,&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;victory point values of their empire’s developments and colonies,&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;victory point “?” bonuses of their empire’s 9-cost developments (and a few colonies)&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;(when using goals) any victory point bonuses for each goal in play&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If a tie exists, the tied player with the most credits and goods in their empire wins (not including any credits or goods on stockpile tiles). If there is still a tie, all these tied players jointly win.&lt;/div&gt;</summary>
		<author><name>Cheynio</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpnewfrontiers&amp;diff=21314</id>
		<title>Gamehelpnewfrontiers</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpnewfrontiers&amp;diff=21314"/>
		<updated>2024-05-25T08:45:24Z</updated>

		<summary type="html">&lt;p&gt;Cheynio: /* Game End */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Play ==&lt;br /&gt;
&lt;br /&gt;
Players take turns to select actions. Each player, in order on the priority track, does that action, with the selecting player receiving its bonus. As a player is taking their turn, their disk shifts half way between spaces on the priority track. Following players select action tiles that have not already been selected.&lt;br /&gt;
&lt;br /&gt;
In 2-player games, each player selects two actions and each action is  done only once by each player.&lt;br /&gt;
&lt;br /&gt;
Once everyone has selected, if Produce was not selected, 1 credit is added to its tile and a new round begins.&lt;br /&gt;
&lt;br /&gt;
Some action tiles have no associated action; they only grant a&lt;br /&gt;
bonus to the selecting player.&lt;br /&gt;
&lt;br /&gt;
Priority order does not change from round to round, unless an action or goal alters it.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
&lt;br /&gt;
=== Retreat into Isolation ===&lt;br /&gt;
&lt;br /&gt;
Action: None&lt;br /&gt;
Bonus: Gain 2 credits&lt;br /&gt;
&lt;br /&gt;
=== Develop ===&lt;br /&gt;
&lt;br /&gt;
Action: buy 1 development.&lt;br /&gt;
Bonus: −1 cost.&lt;br /&gt;
&lt;br /&gt;
Most developments provide a power which modifies the rules.&lt;br /&gt;
Each development built will score victory points at game end equal to the number in its hexagon. The “?” on the 9-cost developments indicates a variable number of victory points that will be scored at game end, as detailed on that tile.&lt;br /&gt;
&lt;br /&gt;
=== Explore ===&lt;br /&gt;
&lt;br /&gt;
Action: pick 1 world from 7&lt;br /&gt;
Bonus: pick a second world (after everyone has picked a world).&lt;br /&gt;
&lt;br /&gt;
Explored worlds have not been settled yet. They go on the right of your mat. An explored world&#039;s powers, VPs are inactive until that world is settled.&lt;br /&gt;
You cannot have more than 9 colonies - explored or settled. Any excess are discarded.&lt;br /&gt;
&lt;br /&gt;
=== Settle ===&lt;br /&gt;
&lt;br /&gt;
Bonus: gain 1 colonist.&lt;br /&gt;
Action: either gain 2 colonists or settle 1 world.&lt;br /&gt;
The selecting player gains one colonist. Then each player either gains two colonists or settles one explored world, converting it into a colony. The selecting player gains their bonus colonist first and may use that colonist to immediately settle a world.&lt;br /&gt;
&lt;br /&gt;
To settle an explored world, a player must have both its listed number of colonists — one or two — and either sufficient credits or military strength to place it, depending on the world’s type: non-military or military.&lt;br /&gt;
A non-military world has a black circle and a solid black number, its cost, which must be paid in credits to settle that world.&lt;br /&gt;
A military world has a red circle and an outlined red number, its defense, which the empire’s total Military must equal or exceed to settle (conquer) that world. Military is provided by Settle powers on home colonies, developments, and previously settled colonies.&lt;br /&gt;
You may not combine Military and payments to place a world.&lt;br /&gt;
After settlement, a colony moves to the left hand of your mat.&lt;br /&gt;
Many colonies provide a power which modifies the rules.&lt;br /&gt;
Each colony will score victory points at game end equal to the number in its hexagon. The “?” on a few colonies indicates a variable number of victory points that will be scored at game end.&lt;br /&gt;
&lt;br /&gt;
=== Produce ===&lt;br /&gt;
&lt;br /&gt;
Action: produce a good on all production colonies (without goods).&lt;br /&gt;
Bonus: collect any credits on this tile and produce a good on one&lt;br /&gt;
windfall colony (without a matching good).&lt;br /&gt;
If Produce was not selected during previous round(s), this tile will have one or more credits on it. The player selecting this action collects all credits on it.&lt;br /&gt;
Then, every production colony — with a solid cyan, brown, green, or yellow colored circle — that does not have a good receives a matching good. Gray colonies never have goods. A colony cannot have more than one good.&lt;br /&gt;
The selecting player then, if possible, selects one of their windfall colonies without a good and produces a matching good on it.&lt;br /&gt;
&lt;br /&gt;
=== Trade/Consume ===&lt;br /&gt;
&lt;br /&gt;
Bonus: gain 1 VP chip.&lt;br /&gt;
&lt;br /&gt;
Action: may sell 1 good before using Consume powers to convert goods into VP chips and/or credits, returning spent goods to the supply&lt;br /&gt;
&lt;br /&gt;
This action has two parts, both done together by each player in order, starting with the selecting player.&lt;br /&gt;
&lt;br /&gt;
Trade. Each player may sell one good, returning it to the supply for 1-4 credits, depending on its kind: Novelty (cyan), Rare Elements (brown), Genes (green), or Alien Technology (yellow). No power is needed to sell a good. Trade powers increase the credits received when a player sells a good. If a player does not trade a good, then these powers have no effect.&lt;br /&gt;
&lt;br /&gt;
Consume. Then, if the player has some Consume powers and goods, that player must use each power — in any order — until that player either has used all their applicable consumption powers or has no goods left that can be consumed. Each power can be used only once. A player without consumption powers cannot consume any goods.&lt;br /&gt;
&lt;br /&gt;
=== Send Diplomatic Envoys ===&lt;br /&gt;
&lt;br /&gt;
Action: none.&lt;br /&gt;
Bonus: gain 1 VP chip and shift your priority disk to the first position of the priority track.&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
* Any player‘s developments cover more than 10 spaces.&lt;br /&gt;
* Any player has more than 7 colonies (including their home colony).&lt;br /&gt;
* The number of colonists left in the supply is fewer than 5.&lt;br /&gt;
* The initial pool of VP chips runs out&lt;br /&gt;
&lt;br /&gt;
Finish all the current round’s actions before scoring.&lt;br /&gt;
&lt;br /&gt;
== Winning==&lt;br /&gt;
&lt;br /&gt;
Each player’s score is the sum of the:&lt;br /&gt;
* victory point chips they gained during play,&lt;br /&gt;
* victory point values of their empire’s developments and colonies,&lt;br /&gt;
* victory point “?” bonuses of their empire’s 9-cost developments (and a few colonies), and&lt;br /&gt;
* (when using goals) any victory point bonuses for each goal in play.&lt;br /&gt;
&lt;br /&gt;
If a tie exists, the tied player with the most credits and goods in their empire wins (not including any credits or goods on stockpile tiles). If there is still a tie, all these tied players jointly win.&lt;/div&gt;</summary>
		<author><name>Cheynio</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpnewfrontiers&amp;diff=21313</id>
		<title>Gamehelpnewfrontiers</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpnewfrontiers&amp;diff=21313"/>
		<updated>2024-05-25T08:45:07Z</updated>

		<summary type="html">&lt;p&gt;Cheynio: /* Winning */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Play ==&lt;br /&gt;
&lt;br /&gt;
Players take turns to select actions. Each player, in order on the priority track, does that action, with the selecting player receiving its bonus. As a player is taking their turn, their disk shifts half way between spaces on the priority track. Following players select action tiles that have not already been selected.&lt;br /&gt;
&lt;br /&gt;
In 2-player games, each player selects two actions and each action is  done only once by each player.&lt;br /&gt;
&lt;br /&gt;
Once everyone has selected, if Produce was not selected, 1 credit is added to its tile and a new round begins.&lt;br /&gt;
&lt;br /&gt;
Some action tiles have no associated action; they only grant a&lt;br /&gt;
bonus to the selecting player.&lt;br /&gt;
&lt;br /&gt;
Priority order does not change from round to round, unless an action or goal alters it.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
&lt;br /&gt;
=== Retreat into Isolation ===&lt;br /&gt;
&lt;br /&gt;
Action: None&lt;br /&gt;
Bonus: Gain 2 credits&lt;br /&gt;
&lt;br /&gt;
=== Develop ===&lt;br /&gt;
&lt;br /&gt;
Action: buy 1 development.&lt;br /&gt;
Bonus: −1 cost.&lt;br /&gt;
&lt;br /&gt;
Most developments provide a power which modifies the rules.&lt;br /&gt;
Each development built will score victory points at game end equal to the number in its hexagon. The “?” on the 9-cost developments indicates a variable number of victory points that will be scored at game end, as detailed on that tile.&lt;br /&gt;
&lt;br /&gt;
=== Explore ===&lt;br /&gt;
&lt;br /&gt;
Action: pick 1 world from 7&lt;br /&gt;
Bonus: pick a second world (after everyone has picked a world).&lt;br /&gt;
&lt;br /&gt;
Explored worlds have not been settled yet. They go on the right of your mat. An explored world&#039;s powers, VPs are inactive until that world is settled.&lt;br /&gt;
You cannot have more than 9 colonies - explored or settled. Any excess are discarded.&lt;br /&gt;
&lt;br /&gt;
=== Settle ===&lt;br /&gt;
&lt;br /&gt;
Bonus: gain 1 colonist.&lt;br /&gt;
Action: either gain 2 colonists or settle 1 world.&lt;br /&gt;
The selecting player gains one colonist. Then each player either gains two colonists or settles one explored world, converting it into a colony. The selecting player gains their bonus colonist first and may use that colonist to immediately settle a world.&lt;br /&gt;
&lt;br /&gt;
To settle an explored world, a player must have both its listed number of colonists — one or two — and either sufficient credits or military strength to place it, depending on the world’s type: non-military or military.&lt;br /&gt;
A non-military world has a black circle and a solid black number, its cost, which must be paid in credits to settle that world.&lt;br /&gt;
A military world has a red circle and an outlined red number, its defense, which the empire’s total Military must equal or exceed to settle (conquer) that world. Military is provided by Settle powers on home colonies, developments, and previously settled colonies.&lt;br /&gt;
You may not combine Military and payments to place a world.&lt;br /&gt;
After settlement, a colony moves to the left hand of your mat.&lt;br /&gt;
Many colonies provide a power which modifies the rules.&lt;br /&gt;
Each colony will score victory points at game end equal to the number in its hexagon. The “?” on a few colonies indicates a variable number of victory points that will be scored at game end.&lt;br /&gt;
&lt;br /&gt;
=== Produce ===&lt;br /&gt;
&lt;br /&gt;
Action: produce a good on all production colonies (without goods).&lt;br /&gt;
Bonus: collect any credits on this tile and produce a good on one&lt;br /&gt;
windfall colony (without a matching good).&lt;br /&gt;
If Produce was not selected during previous round(s), this tile will have one or more credits on it. The player selecting this action collects all credits on it.&lt;br /&gt;
Then, every production colony — with a solid cyan, brown, green, or yellow colored circle — that does not have a good receives a matching good. Gray colonies never have goods. A colony cannot have more than one good.&lt;br /&gt;
The selecting player then, if possible, selects one of their windfall colonies without a good and produces a matching good on it.&lt;br /&gt;
&lt;br /&gt;
=== Trade/Consume ===&lt;br /&gt;
&lt;br /&gt;
Bonus: gain 1 VP chip.&lt;br /&gt;
&lt;br /&gt;
Action: may sell 1 good before using Consume powers to convert goods into VP chips and/or credits, returning spent goods to the supply&lt;br /&gt;
&lt;br /&gt;
This action has two parts, both done together by each player in order, starting with the selecting player.&lt;br /&gt;
&lt;br /&gt;
Trade. Each player may sell one good, returning it to the supply for 1-4 credits, depending on its kind: Novelty (cyan), Rare Elements (brown), Genes (green), or Alien Technology (yellow). No power is needed to sell a good. Trade powers increase the credits received when a player sells a good. If a player does not trade a good, then these powers have no effect.&lt;br /&gt;
&lt;br /&gt;
Consume. Then, if the player has some Consume powers and goods, that player must use each power — in any order — until that player either has used all their applicable consumption powers or has no goods left that can be consumed. Each power can be used only once. A player without consumption powers cannot consume any goods.&lt;br /&gt;
&lt;br /&gt;
=== Send Diplomatic Envoys ===&lt;br /&gt;
&lt;br /&gt;
Action: none.&lt;br /&gt;
Bonus: gain 1 VP chip and shift your priority disk to the first position of the priority track.&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
• Any player‘s developments cover more than 10 spaces.&lt;br /&gt;
• Any player has more than 7 colonies (including their home colony).&lt;br /&gt;
• The number of colonists left in the supply is fewer than 5.&lt;br /&gt;
• The initial pool of VP chips runs out&lt;br /&gt;
&lt;br /&gt;
Finish all the current round’s actions before scoring.&lt;br /&gt;
&lt;br /&gt;
== Winning==&lt;br /&gt;
&lt;br /&gt;
Each player’s score is the sum of the:&lt;br /&gt;
* victory point chips they gained during play,&lt;br /&gt;
* victory point values of their empire’s developments and colonies,&lt;br /&gt;
* victory point “?” bonuses of their empire’s 9-cost developments (and a few colonies), and&lt;br /&gt;
* (when using goals) any victory point bonuses for each goal in play.&lt;br /&gt;
&lt;br /&gt;
If a tie exists, the tied player with the most credits and goods in their empire wins (not including any credits or goods on stockpile tiles). If there is still a tie, all these tied players jointly win.&lt;/div&gt;</summary>
		<author><name>Cheynio</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpnewfrontiers&amp;diff=21312</id>
		<title>Gamehelpnewfrontiers</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpnewfrontiers&amp;diff=21312"/>
		<updated>2024-05-25T08:37:42Z</updated>

		<summary type="html">&lt;p&gt;Cheynio: Created page with &amp;quot;== Play ==  Players take turns to select actions. Each player, in order on the priority track, does that action, with the selecting player receiving its bonus. As a player is taking their turn, their disk shifts half way between spaces on the priority track. Following players select action tiles that have not already been selected.  In 2-player games, each player selects two actions and each action is  done only once by each player.  Once everyone has selected, if Produc...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Play ==&lt;br /&gt;
&lt;br /&gt;
Players take turns to select actions. Each player, in order on the priority track, does that action, with the selecting player receiving its bonus. As a player is taking their turn, their disk shifts half way between spaces on the priority track. Following players select action tiles that have not already been selected.&lt;br /&gt;
&lt;br /&gt;
In 2-player games, each player selects two actions and each action is  done only once by each player.&lt;br /&gt;
&lt;br /&gt;
Once everyone has selected, if Produce was not selected, 1 credit is added to its tile and a new round begins.&lt;br /&gt;
&lt;br /&gt;
Some action tiles have no associated action; they only grant a&lt;br /&gt;
bonus to the selecting player.&lt;br /&gt;
&lt;br /&gt;
Priority order does not change from round to round, unless an action or goal alters it.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
&lt;br /&gt;
=== Retreat into Isolation ===&lt;br /&gt;
&lt;br /&gt;
Action: None&lt;br /&gt;
Bonus: Gain 2 credits&lt;br /&gt;
&lt;br /&gt;
=== Develop ===&lt;br /&gt;
&lt;br /&gt;
Action: buy 1 development.&lt;br /&gt;
Bonus: −1 cost.&lt;br /&gt;
&lt;br /&gt;
Most developments provide a power which modifies the rules.&lt;br /&gt;
Each development built will score victory points at game end equal to the number in its hexagon. The “?” on the 9-cost developments indicates a variable number of victory points that will be scored at game end, as detailed on that tile.&lt;br /&gt;
&lt;br /&gt;
=== Explore ===&lt;br /&gt;
&lt;br /&gt;
Action: pick 1 world from 7&lt;br /&gt;
Bonus: pick a second world (after everyone has picked a world).&lt;br /&gt;
&lt;br /&gt;
Explored worlds have not been settled yet. They go on the right of your mat. An explored world&#039;s powers, VPs are inactive until that world is settled.&lt;br /&gt;
You cannot have more than 9 colonies - explored or settled. Any excess are discarded.&lt;br /&gt;
&lt;br /&gt;
=== Settle ===&lt;br /&gt;
&lt;br /&gt;
Bonus: gain 1 colonist.&lt;br /&gt;
Action: either gain 2 colonists or settle 1 world.&lt;br /&gt;
The selecting player gains one colonist. Then each player either gains two colonists or settles one explored world, converting it into a colony. The selecting player gains their bonus colonist first and may use that colonist to immediately settle a world.&lt;br /&gt;
&lt;br /&gt;
To settle an explored world, a player must have both its listed number of colonists — one or two — and either sufficient credits or military strength to place it, depending on the world’s type: non-military or military.&lt;br /&gt;
A non-military world has a black circle and a solid black number, its cost, which must be paid in credits to settle that world.&lt;br /&gt;
A military world has a red circle and an outlined red number, its defense, which the empire’s total Military must equal or exceed to settle (conquer) that world. Military is provided by Settle powers on home colonies, developments, and previously settled colonies.&lt;br /&gt;
You may not combine Military and payments to place a world.&lt;br /&gt;
After settlement, a colony moves to the left hand of your mat.&lt;br /&gt;
Many colonies provide a power which modifies the rules.&lt;br /&gt;
Each colony will score victory points at game end equal to the number in its hexagon. The “?” on a few colonies indicates a variable number of victory points that will be scored at game end.&lt;br /&gt;
&lt;br /&gt;
=== Produce ===&lt;br /&gt;
&lt;br /&gt;
Action: produce a good on all production colonies (without goods).&lt;br /&gt;
Bonus: collect any credits on this tile and produce a good on one&lt;br /&gt;
windfall colony (without a matching good).&lt;br /&gt;
If Produce was not selected during previous round(s), this tile will have one or more credits on it. The player selecting this action collects all credits on it.&lt;br /&gt;
Then, every production colony — with a solid cyan, brown, green, or yellow colored circle — that does not have a good receives a matching good. Gray colonies never have goods. A colony cannot have more than one good.&lt;br /&gt;
The selecting player then, if possible, selects one of their windfall colonies without a good and produces a matching good on it.&lt;br /&gt;
&lt;br /&gt;
=== Trade/Consume ===&lt;br /&gt;
&lt;br /&gt;
Bonus: gain 1 VP chip.&lt;br /&gt;
&lt;br /&gt;
Action: may sell 1 good before using Consume powers to convert goods into VP chips and/or credits, returning spent goods to the supply&lt;br /&gt;
&lt;br /&gt;
This action has two parts, both done together by each player in order, starting with the selecting player.&lt;br /&gt;
&lt;br /&gt;
Trade. Each player may sell one good, returning it to the supply for 1-4 credits, depending on its kind: Novelty (cyan), Rare Elements (brown), Genes (green), or Alien Technology (yellow). No power is needed to sell a good. Trade powers increase the credits received when a player sells a good. If a player does not trade a good, then these powers have no effect.&lt;br /&gt;
&lt;br /&gt;
Consume. Then, if the player has some Consume powers and goods, that player must use each power — in any order — until that player either has used all their applicable consumption powers or has no goods left that can be consumed. Each power can be used only once. A player without consumption powers cannot consume any goods.&lt;br /&gt;
&lt;br /&gt;
=== Send Diplomatic Envoys ===&lt;br /&gt;
&lt;br /&gt;
Action: none.&lt;br /&gt;
Bonus: gain 1 VP chip and shift your priority disk to the first position of the priority track.&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
• Any player‘s developments cover more than 10 spaces.&lt;br /&gt;
• Any player has more than 7 colonies (including their home colony).&lt;br /&gt;
• The number of colonists left in the supply is fewer than 5.&lt;br /&gt;
• The initial pool of VP chips runs out&lt;br /&gt;
&lt;br /&gt;
Finish all the current round’s actions before scoring.&lt;br /&gt;
&lt;br /&gt;
== Winning==&lt;br /&gt;
&lt;br /&gt;
Each player’s score is the sum of the:&lt;br /&gt;
• victory point chips they gained during play,&lt;br /&gt;
• victory point values of their empire’s developments and colonies,&lt;br /&gt;
• victory point “?” bonuses of their empire’s 9-cost developments (and a few colonies), and&lt;br /&gt;
• (when using goals) any victory point bonuses for each goal in play.&lt;br /&gt;
&lt;br /&gt;
If a tie exists, the tied player with the most credits and goods in their empire wins (not including any credits or goods on stockpile tiles). If there is still a tie, all these tied players jointly win.&lt;/div&gt;</summary>
		<author><name>Cheynio</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcartographers&amp;diff=20994</id>
		<title>Gamehelpcartographers</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcartographers&amp;diff=20994"/>
		<updated>2024-05-04T14:11:35Z</updated>

		<summary type="html">&lt;p&gt;Cheynio: /* End of a round */ clarified monster and gold scoring&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
Cartographers is a flip-and-write game in which each of the players are separately drawing a map of their land. Each round, you&#039;ll add a feature to your map, and after a few rounds, you&#039;ll score based on the presence or arrangement of these features. The player with the most points at the end of four rounds wins the game!&lt;br /&gt;
&lt;br /&gt;
== Game components ==&lt;br /&gt;
&lt;br /&gt;
Each player has a map. This map starts mostly blank, but may have mountains, ruins, and wasteland spaces already included.&lt;br /&gt;
&lt;br /&gt;
The table as a whole contains four scoring cards, labeled A through D. These take a specific format:&lt;br /&gt;
* One of these cards looks for village spaces&lt;br /&gt;
* One of these cards looks for forest spaces&lt;br /&gt;
* One of these cards looks for water and farm spaces&lt;br /&gt;
* One of these cards looks at the whole map, usually around filling certain segments of it with anything at all.&lt;br /&gt;
&lt;br /&gt;
It also contains season cards, which say which two of these cards will be scored at the end of the round and how many cards will be flipped in the round:&lt;br /&gt;
* Spring lasts 8 time units, and players score cards A and B.&lt;br /&gt;
* Summer lasts 8 time units, and players score cards B and C.&lt;br /&gt;
* Autumn lasts 7 time units, and players score cards C and D.&lt;br /&gt;
* Winter lasts 6 time units, and players score cards D and A.&lt;br /&gt;
&lt;br /&gt;
In addition, the table contains the deck of cards used to draw various landscapes.&lt;br /&gt;
&lt;br /&gt;
== What to do on your turn ==&lt;br /&gt;
&lt;br /&gt;
The top card of the landscape deck is flipped, and all players simultaneously draw that somewhere on the map. These cards usually contain a choice to do two different terrain types in the same shape, of one specific terrain in one of two shapes. These shapes can be flipped or rotated in any 90 degree increment, and can be placed anywhere on the map - it does not need to be adjacent to anything. These shapes can&#039;t hang off the edge of the map, nor can they overlap any filled space.&lt;br /&gt;
&lt;br /&gt;
If any player can&#039;t draw a particular shape, they instead draw a single 1x1 square of any terrain type anywhere on their board.&lt;br /&gt;
&lt;br /&gt;
Some smaller shapes contain a gold coin. If you draw that shape, cross off a coin on the side of your map. This will be worth 1 point each scoring phase. You can also earn coins by filling all four spaces adjacent to a mountain space on your board.&lt;br /&gt;
&lt;br /&gt;
Each of these cards has a number on the top left corner indicating how much time has passed. If the sum of all cards played this way is greater than or equal to the number on the season card, the round ends after all players have drawn this shape. Otherwise, start the next turn.&lt;br /&gt;
&lt;br /&gt;
=== Special cards ===&lt;br /&gt;
&lt;br /&gt;
There are two Ruins cards in the deck. If the Ruins card is drawn, the next shape must overlap with one of the ruins spaces on your board. All other rules about drawing this shape still apply.&lt;br /&gt;
&lt;br /&gt;
There is one Monster card added to the deck each season. If a Monster card is drawn, all players pass their maps to another player. Then draw this monster shape on your opponent&#039;s board. All other rules about drawing this monster still apply. Players will lose points for each empty space next to monsters. Afterwards, this Monster card is removed from play (but if it&#039;s never found, it remains in the deck for the next season).&lt;br /&gt;
&lt;br /&gt;
There is one Rift Lands card in the deck. If a Rift Lands card is drawn, all players draw a 1x1 square of any terrain type anywhere on their board.&lt;br /&gt;
&lt;br /&gt;
== End of a round ==&lt;br /&gt;
&lt;br /&gt;
At the end of each round, two of the four scoring cards will be resolved. &lt;br /&gt;
* Spring lasts 8 time units, and players score cards A and B.&lt;br /&gt;
* Summer lasts 8 time units, and players score cards B and C.&lt;br /&gt;
* Autumn lasts 7 time units, and players score cards C and D.&lt;br /&gt;
* Winter lasts 6 time units, and players score cards D and A.&lt;br /&gt;
In addition to this, every round players score 1 point for each gold coin they have, and lose 1 point for each empty space next to monsters.&lt;br /&gt;
&lt;br /&gt;
After scoring, the landscape deck is reshuffled.&lt;br /&gt;
&lt;br /&gt;
Once Winter is scored, the game ends, and the player with the most points wins!&lt;/div&gt;</summary>
		<author><name>Cheynio</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpalhambra&amp;diff=17499</id>
		<title>Gamehelpalhambra</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpalhambra&amp;diff=17499"/>
		<updated>2023-07-18T16:28:36Z</updated>

		<summary type="html">&lt;p&gt;Cheynio: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
== Object ==&lt;br /&gt;
&lt;br /&gt;
Players who have the most building tiles of each kind in their Alhambra at the right time (in the three scoring rounds) are awarded points - the exact amount depending on the type of building. Players also receive points each round for the longest continuous wall built around their Alhambra.&lt;br /&gt;
&lt;br /&gt;
The number of points awarded increases each scoring round. The winner is the player who has been awarded the most points by the end of the game.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
* Each player is dealt starting money cards one at a time, face up, until the total is 20 or more. After this the player’s hand of currency cards are kept secret.&lt;br /&gt;
&lt;br /&gt;
* The player with the fewest cards starts; if two or more players are equal, the player with the lowest amount of money starts.&lt;br /&gt;
4 cards dealt face up then deck divided into 5 equalish parts and 1st scoring &amp;amp; 2nd scoring shuffled into stacks, stacks placed so second scoring stack second from bottom and first scoring stack second from top&lt;br /&gt;
&lt;br /&gt;
== Turns ==&lt;br /&gt;
&lt;br /&gt;
The player whose turn it is must perform&lt;br /&gt;
one of the three following actions:&lt;br /&gt;
&lt;br /&gt;
* Take Money&lt;br /&gt;
* Buy a building tile&lt;br /&gt;
* Redesign their Alhambra&lt;br /&gt;
&lt;br /&gt;
=== Take money ===&lt;br /&gt;
&lt;br /&gt;
A player can take any one of the money cards from the&lt;br /&gt;
display, or several money cards if they do not add up to&lt;br /&gt;
more than 5.&lt;br /&gt;
&lt;br /&gt;
=== Buy a building tile ===&lt;br /&gt;
&lt;br /&gt;
A player must play currency cards of the correct type, (indicated by the currency above the tile), that total at least&lt;br /&gt;
the price of the tile. No change is given.&lt;br /&gt;
&lt;br /&gt;
Important: If a player can pay the exact amount of currency, it remains their turn, and they may decide which of the three actions they want to perform next. &lt;br /&gt;
&lt;br /&gt;
While it is the player’s turn, no new tiles are placed on the building market. &lt;br /&gt;
&lt;br /&gt;
Building tiles which have been purchased are only built in the Alhambra only at the end of the turn.&lt;br /&gt;
&lt;br /&gt;
=== Redesign their Alhambra ===&lt;br /&gt;
&lt;br /&gt;
There are three ways in which a player can redesign&lt;br /&gt;
their Alhambra:&lt;br /&gt;
&lt;br /&gt;
* They may take a building tile from their reserve board and add it to their Alhambra.&lt;br /&gt;
&lt;br /&gt;
* They may remove a building tile from their Alhambra and put it on their reserve board.&lt;br /&gt;
&lt;br /&gt;
* They may exchange a building tile on their reserve board for one in their Alhambra. In that case, the new building tile must go in exactly the same place in the Alhambra as the one that was removed. Note that to exchange a building tile you must drag-and-drop the tile from your stock onto the Alhambra. If you try clicking on the tiles to exchange you will remove the building tile instead and end your go!&lt;br /&gt;
&lt;br /&gt;
When redesigning the Alhambra, players have to follow all&lt;br /&gt;
building rules.&lt;br /&gt;
&lt;br /&gt;
== Building rules ==&lt;br /&gt;
&lt;br /&gt;
* Adjoining sides must be the same i.e. they must either both have a wall or both not have a wall.&lt;br /&gt;
&lt;br /&gt;
* Each building tile must be accessible “on foot” from the starting tile without crossing a wall and without going off the tiles.&lt;br /&gt;
&lt;br /&gt;
* Each new tile must be joined to your Alhambra by at least one side (i.e. it cannot be joined just at a corner).&lt;br /&gt;
&lt;br /&gt;
* It is not allowed to leave any “spaces” (i.e. an empty area surrounded on all sides by building tiles).&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
There are 3 scoring rounds during the game. The first two take place when scoring cards (shuffled into the deck during setup) are drawn from the pile of money cards. The third and final scoring round takes place at the end of the game.&lt;br /&gt;
&lt;br /&gt;
In each scoring round, points are awarded to whomever has the most, 2nd most or 3rd most of each kind of building (depending on scoring round). If there is a tie, the points for the tied positions get&lt;br /&gt;
added (i.e. two players tied for second would sum the points&lt;br /&gt;
for second and third positions) and then split between the&lt;br /&gt;
players, always rounding down.&lt;br /&gt;
Players also earn points for the length of the longest wall around their Alhambra.&lt;br /&gt;
Blue   16/ 8/1&lt;br /&gt;
Red    17/ 9/2&lt;br /&gt;
Brown  18/10/3&lt;br /&gt;
White  19/11/4&lt;br /&gt;
Green  20/12/5&lt;br /&gt;
Purple 21/13/6&lt;br /&gt;
&lt;br /&gt;
== End of the game ==&lt;br /&gt;
&lt;br /&gt;
The game ends when – at the end of a player’s turn – there are not enough building tiles left in the tile dispenser tower to refill the building market.&lt;br /&gt;
&lt;br /&gt;
The remaining building tiles from the building market are given to the players who have the most money of the respective currency in their hand. If two or more players have the same amount of money then that building tile remains on the building market.&lt;br /&gt;
&lt;br /&gt;
The third and final scoring round now takes place. &lt;br /&gt;
&lt;br /&gt;
If two players are tied the game is a draw.&lt;br /&gt;
&lt;br /&gt;
== Building Tiles Distribution ==&lt;br /&gt;
&lt;br /&gt;
* Pavilion (Blue) - 7 Tiles&lt;br /&gt;
* Seraglio (Red) - 7 Tiles&lt;br /&gt;
* Arcades (Brown) - 9 Tiles&lt;br /&gt;
* Chambers (White) - 9 Tiles&lt;br /&gt;
* Garden (Green) - 11 Tiles&lt;br /&gt;
* Tower (Purple) - 11 Tiles&lt;/div&gt;</summary>
		<author><name>Cheynio</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpdownforce&amp;diff=14832</id>
		<title>Gamehelpdownforce</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpdownforce&amp;diff=14832"/>
		<updated>2022-09-28T07:22:57Z</updated>

		<summary type="html">&lt;p&gt;Cheynio: clarified that the initial bid money is subtracted from the final score&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
Downforce is a card-driven bidding, racing, and betting game for 2-6 players based on Top Race, the award-winning design by the legendary Wolfgang Kramer. Players first bid to own the six cars in the race, then they play cards from their hand to speed them around the track. However, most cards will also move their opponents&#039; cars. So figuring out just the right time to play a card is the key to victory. Along the way, players make secret bets on who they think will win the race. Whoever has the most money from their prize money, winning bets, and remaining bank wins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Start of the game ==&lt;br /&gt;
&lt;br /&gt;
The game is composed of:&lt;br /&gt;
&lt;br /&gt;
* a game board&lt;br /&gt;
* six colored cars (black, blue, green, yellow, orange, red)&lt;br /&gt;
* 42 speed cards with one to six lines with a color and a speed on each&lt;br /&gt;
* six special speed cards with a single speed line&lt;br /&gt;
* power cards with special abilities &lt;br /&gt;
&lt;br /&gt;
A race circuit is chosen and all six racing cars are placed randomly on starting spaces.  Then, six color cards are shuffled and disposed on a stack.  Each player takes an equal number of speed cards. (E.g. in 4 or 5 player games, 2 cards are not dealt and left in box.)&lt;br /&gt;
&lt;br /&gt;
== Auctions ==&lt;br /&gt;
&lt;br /&gt;
The first color card is then drawn and every player will secretly and simultaneously choose a card from their hand to auction on it.  The highest speed line matching the current auction color will win the auction and get the car, the special speed card and a power card associated to the car if this game option has been selected.&lt;br /&gt;
&lt;br /&gt;
*Winning bids count against your final score. E.g. if you win the bid with a card listing 5 speed for the current auction, this counts as -5 points end game.&lt;br /&gt;
&lt;br /&gt;
*Cards used for bidding are returned to hand. This means that you may use the same card for different auctions.&lt;br /&gt;
&lt;br /&gt;
*Wild cards can only be used for a bid if no other cards in hand contain the current auction color. As a last resort, if none of the cards in hand have the current color on auction AND no cards in hand have a wild, then you may play any card for the bid, counting the lowest number as the replacement bid.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*When all auctions are processed, the race begins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some notes on auctions for games less than 6 players:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;All players must win at least 1 car by auction.&#039;&#039;&#039; As such if the remaining number of cars match the remaining number of players, only  players who yet to win a car can participate in that auction.&lt;br /&gt;
* &#039;&#039;&#039;Players that win auction for more than 1 car can only keep 1 of the powers won, if Powers are included in your game&#039;&#039;&#039; After all auctions end, choose 1 power to keep and the rest are discarded.&lt;br /&gt;
* &#039;&#039;&#039;Tie breakers.&#039;&#039;&#039; If more than one player ties for the current auction, the card with more different cars listed wins. If still tied, then the card without/less Wild symbols shown wins.&lt;br /&gt;
* &#039;&#039;&#039;Rare All Wild/No Bid&#039;&#039;&#039; There could be a car auction where all players play card bids that either do not correspond to that color, or use a Wild. (Wilds can only be played when no cards in hand have the color being auctioned.)&lt;br /&gt;
* In the case of tie in this rare case, this car color is set aside and the rest of the colors are auctioned as planned. If by the end of the auction there are player(s) still needing car(s), the set aside colors are brought back to auction. Otherwise, the set aside cars will not be owned by any player. These still race and can ve bet on. However, no player will benefit by its end game finish ranking.&lt;br /&gt;
&lt;br /&gt;
== Player&#039;s turn ==&lt;br /&gt;
&lt;br /&gt;
During a player&#039;s turn, a player plays a speed card and moves in order every car that matches a speed line on it from top to bottom. To move a car, click on the card and then click on one of the highlighted spaces of that color. If playing a wild card, the first car you click on will be the wild move.&lt;br /&gt;
&lt;br /&gt;
Cars have to move as far as possible unless blocked by &amp;quot;traffic jams&amp;quot; and it is the current player that moves all cars, even opponents&#039;.  It is advised to play opponents&#039; cars so badly they become stuck and cannot move.&lt;br /&gt;
&lt;br /&gt;
If during a turn a car crosses a yellow line, all players must secretly bid on which car will win the race.  Betting on the winner will provide additional points and sound bets can win a game even for the last of the race.&lt;br /&gt;
&lt;br /&gt;
== End of the game ==&lt;br /&gt;
&lt;br /&gt;
The game ends when all of the cars have crossed the finish line.  Payouts are given to players according to their race results:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;1st&#039;&#039;&#039;: $12M&lt;br /&gt;
* &#039;&#039;&#039;2nd&#039;&#039;&#039;: $9M&lt;br /&gt;
* &#039;&#039;&#039;3rd&#039;&#039;&#039;: $6M&lt;br /&gt;
* &#039;&#039;&#039;4th&#039;&#039;&#039;: $4M&lt;br /&gt;
* &#039;&#039;&#039;5th&#039;&#039;&#039;: $2M&lt;br /&gt;
&lt;br /&gt;
Additionally, betting payouts are awarded as follows:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;First bet&#039;&#039;&#039;:&lt;br /&gt;
** Betting on 1st: $9M&lt;br /&gt;
** Betting on 2nd: $6M&lt;br /&gt;
** Betting on 3rd: $3M&lt;br /&gt;
* &#039;&#039;&#039;Second bet&#039;&#039;&#039;:&lt;br /&gt;
** Betting on 1st: $6M&lt;br /&gt;
** Betting on 2nd: $4M&lt;br /&gt;
** Betting on 3rd: $2M&lt;br /&gt;
* &#039;&#039;&#039;Third bet&#039;&#039;&#039;:&lt;br /&gt;
** Betting on 1st: $3M&lt;br /&gt;
** Betting on 2nd: $2M&lt;br /&gt;
** Betting on 3rd: $1M&lt;br /&gt;
&lt;br /&gt;
The initial bid money is then subtracted.&lt;br /&gt;
&lt;br /&gt;
In the event of a tie for who has the most money, the player (from among those with the most money) whose car finished in the higher position is the winner.&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
&lt;br /&gt;
=== Powers ===&lt;br /&gt;
Powers can be added into the game for additional complexity and more dynamic games.  During each car auction, a power is attached to a car an the winner of the auction get the power.  If a player has several powers, they must choose only one.&lt;br /&gt;
&lt;br /&gt;
The base powers are the following:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Aggressive&#039;&#039;&#039;: If you play a card with your car at the top the the card, you may move that car 1 additional space&lt;br /&gt;
* &#039;&#039;&#039;Cunning&#039;&#039;&#039;: You always move your cars, even on other player&#039;s turns&lt;br /&gt;
* &#039;&#039;&#039;Determined&#039;&#039;&#039;: On any player&#039;s turn, if your car moved into only rectangular spaces, you may move it 2 additional spaces&lt;br /&gt;
* &#039;&#039;&#039;Strategic&#039;&#039;&#039;: If you play a speed car with all six colors on it, you may ignore one color of it&lt;br /&gt;
* &#039;&#039;&#039;Tricky&#039;&#039;&#039;: On your turn, you may move the cars in reverse order, from lower to highest&lt;br /&gt;
* &#039;&#039;&#039;Unpredictable&#039;&#039;&#039;: If you play a card with a wild on it, you may use that wild for a color that is already on the card&lt;br /&gt;
&lt;br /&gt;
If the &amp;quot;additional powers&amp;quot; option is selected, the powers from the &#039;&#039;Danger Circuit&#039;&#039; expansion are added into the game:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ambitious&#039;&#039;&#039;: On any player&#039;s turn, if your car crosses a betting line you may move it 2 additional spaces&lt;br /&gt;
* &#039;&#039;&#039;Experienced&#039;&#039;&#039;: On any player&#039;s turn, if any car starts its movement in a space directly ahead of your car, you may move your car into the space that car moved out of&lt;br /&gt;
* &#039;&#039;&#039;Tough&#039;&#039;&#039;: On any player&#039;s turn, if your car ends its movement in a space adjacent to a Rumble Strip, you may move it 2 additional spaces. &amp;quot;Rumble Strips&amp;quot; are alternating white and red rectangles on the edge of the track on some maps.&lt;br /&gt;
* &#039;&#039;&#039;Bold&#039;&#039;&#039;: On your turn, if your car would move 1 or 2 spaces, move it 3 spaces instead&lt;br /&gt;
* &#039;&#039;&#039;Defensive&#039;&#039;&#039;: If none of your cars move on your turn, move one of your cars 3 spaces&lt;br /&gt;
* &#039;&#039;&#039;Reckless&#039;&#039;&#039;: On your turn, if your car moves through a Tight Space, you may move it 2 additional spaces. A Tight Space is a diagonal movement between and across two other cars that are diagonally adjacent. &lt;br /&gt;
&lt;br /&gt;
E.g. &lt;br /&gt;
* 1 X  &lt;br /&gt;
* X 2&lt;br /&gt;
* OR;&lt;br /&gt;
* X 2   &lt;br /&gt;
* 1 X&lt;br /&gt;
&lt;br /&gt;
with &lt;br /&gt;
*1 - start of movement, &lt;br /&gt;
*2 - end of movement, and &lt;br /&gt;
*X&#039;s as the other cars.&lt;br /&gt;
&lt;br /&gt;
=== Betting variants ===&lt;br /&gt;
&lt;br /&gt;
Two additional betting variants are provided:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;odds betting&#039;&#039;&#039;: instead of normal betting payout, multiply the &#039;&#039;&#039;current&#039;&#039;&#039; position of the car you bet on (1st, 2nd, 3rd, etc.) by the betting modifier (3 for finishing 1st, 2 for finishing 2nd, 1 for finishing third on the first bet; 2,1,0 for the second and; 1,0,0 for the third) to get the payout at the end.  For example, your first bet is on a car that is in 4th place and it ends up in 1st place at the end of the race, your payout is 4x3 = $12M!  If you bet on a car that is in second on the second bet and maintains that place to the end of the race, you would only earn 2x1 = $2M.  And finally, if you bet on the 1st place car on the last bet, but they end up placing only 3rd, you would get nothing because 1x0 = $0M.  &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;odds betting, winner only&#039;&#039;&#039;: same as above but only the winning car provide payouts, making it a high risk, high reward game of all or nothing!&lt;br /&gt;
&lt;br /&gt;
== Race Tracks ==&lt;br /&gt;
&lt;br /&gt;
There are 6 tracks for choosing in the game.&lt;br /&gt;
&lt;br /&gt;
=== River Station and Marina Bay ===&lt;br /&gt;
These are normal boards with no special features.&lt;br /&gt;
&lt;br /&gt;
=== Crosstown Speedway ===&lt;br /&gt;
This track features two crossover loops and two split sections. Cars entering the crossover loop must move into the loop. They cannot move directly from the entry to the exit directly or with a power.&lt;br /&gt;
&lt;br /&gt;
=== Switchback Pass ===&lt;br /&gt;
This track features dangerous spaces which are too small to fit any cars and have cracks on them. They can only be used to pass another car. You cannot end your movement on it and you are forced to move back to a regular space if there is one.&lt;br /&gt;
&lt;br /&gt;
=== Aloha Sands ===&lt;br /&gt;
This tracks features ramps which can be used to zoom ahead. They can only be used if the car has an equal or higher speed than the one on the ramp, has at least 1 space of movement remaining and the landing space is empty.&lt;br /&gt;
&lt;br /&gt;
=== Savanna Stretch ===&lt;br /&gt;
This tracks features animals including antelope, elephant and python. They occupy one space on the board and block any movement. At the end of a turn in which at least one car has passed an animal, that animal moves to its next open space on the board (or leaves the board if it was on its final space).&lt;/div&gt;</summary>
		<author><name>Cheynio</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpinnovation&amp;diff=14044</id>
		<title>Gamehelpinnovation</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpinnovation&amp;diff=14044"/>
		<updated>2022-07-18T09:49:20Z</updated>

		<summary type="html">&lt;p&gt;Cheynio: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
&lt;br /&gt;
==Beginning of the game==&lt;br /&gt;
At the beginning of the game you have two cards of age 1 in your hand. You choose one to meld immediately and keep the other in your hand. The player who melded the first card in English alphabetical order plays first.&lt;br /&gt;
&lt;br /&gt;
The first player gets only one action to start with, so does the second player in a four player game. After that, everybody gets two actions on their turn.&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
Except for the starting player(s) on the first turn of the game (see &#039;&#039;Beginning of the Game&#039;&#039;, above), you &#039;&#039;&#039;must&#039;&#039;&#039; take &#039;&#039;&#039;two actions&#039;&#039;&#039; each turn, from the following four (you may take the same action twice):&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DRAW:&#039;&#039;&#039; take a card of value equal to the highest top card on your board from the supply deck. If this deck is empty, draw from the next available higher deck. This rule for drawing is also applicable for any effect with the &amp;quot;draw&amp;quot; keyword.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MELD:&#039;&#039;&#039; play a card from your hand to your board. If you already have a stack of that color on your board, place the new card on top, otherwise place this card in a new stack. If a stack is splayed (spread to one side), that splay is continued by the new card.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DOGMA:&#039;&#039;&#039; each opponent with fewer of the featured icon (visible on their board) than you must obey the &amp;quot;I demand&amp;quot; effects. Each opponent with at least as many of the featured icon shares the non-demand effects. Effects are executed clockwise, ending with you. If sharing an effect with one or several opponents has had &#039;&#039;any&#039;&#039; consequence on the game situation, you take a single free Draw action at the end of your dogma action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ACHIEVE:&#039;&#039;&#039; You can take an action to claim any available age achievement if you have at least 5 times the value of that age in your score pile AND a top card on your board of equal or higher value. For example to achieve age 1 you need 5 points and any card on your board. To achieve age 2, 10 points and at least a 2 as a top card. Points are kept, not spent. The special achievement cards do not require a player to use an action to claim them.&lt;br /&gt;
&lt;br /&gt;
==End of the game==&lt;br /&gt;
The game can end in three ways:&lt;br /&gt;
&lt;br /&gt;
===By achievements===&lt;br /&gt;
The game ends &#039;&#039;immediately&#039;&#039; (even inside a dogma effect) when a player reaches a required number of achievements:&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;2 players:&#039;&#039; 6 achievements&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;3 players:&#039;&#039; 5 achievements&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;4 players:&#039;&#039; 4 achievements&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;4 players &#039;&#039;&#039;(team game variant)&#039;&#039;&#039;:&#039;&#039; 6 achievements combined by the teammates&lt;br /&gt;
&lt;br /&gt;
The player who reaches the achievement goal first is the winner, regardless of points.&lt;br /&gt;
&lt;br /&gt;
===By score===&lt;br /&gt;
This happens if someone tries to draw an 11 or higher. The game ends &#039;&#039;immediately&#039;&#039; (even inside a dogma effect) and the winner is the player who has the greatest score in their score pile. (If tied, the number of achievements is a tie-breaker; if still tied, those players both win.) In a team game, the teammates combine their score. (If tied, they combine their achievements.)&lt;br /&gt;
&lt;br /&gt;
===By dogma===&lt;br /&gt;
Dogma effects of a few cards awards a win if some conditions are met. If more than one player is eligible (except teammates in a team game), the game continues.&lt;br /&gt;
&lt;br /&gt;
==Expansion Rules==&lt;br /&gt;
&lt;br /&gt;
All expansions add a little content to the game which increases the variability of the gameplay.  In general, you add one more required achievement to complete the game (7 for 2 players, 6 for 3 players, etc.) per expansion being played.&lt;br /&gt;
&lt;br /&gt;
The draw rules are unique for each expansion but the general rule is if the base pile is empty, you draw up to the next age when drawing an expansion card.&lt;br /&gt;
&lt;br /&gt;
==Artifacts of History Expansion==&lt;br /&gt;
&lt;br /&gt;
This expansion adds the ability to dig for artifact cards which have a purple back. After they are dug up, the cards are placed in the player’s display area which is visible to all players.&lt;br /&gt;
&lt;br /&gt;
Artifacts are dug by using a Meld action to do one of the following things:&lt;br /&gt;
# Meld a card of the same or lesser value on top of another card.&lt;br /&gt;
# Meld a card on top of another card where the hexagonal symbols are present on the same position on the card.&lt;br /&gt;
In both cases, the artifact age that will be drawn matches the covered card. If the base card pile for the covered age is empty, then you draw up to the next non-empty age.&lt;br /&gt;
&lt;br /&gt;
The dig will only occur if no card is already present in the player’s display and there is at least one artifact card left to draw in the associated age. &lt;br /&gt;
&lt;br /&gt;
Once an artifact is on display it is not considered part of a player’s board nor hand and is thus immune to dogma effects that would otherwise target that card. Additionally, at the beginning of subsequent turns, the displayed artifact can be used in one of 3 ways:&lt;br /&gt;
It can be dogma’d using a free action.  The symbols for determining vulnerability and sharing are added to the total on the board. After this action is taken, the card is returned to its supply deck.&lt;br /&gt;
The artifact can be returned to its supply deck.&lt;br /&gt;
Leave the artifact where it is (pass).&lt;br /&gt;
&lt;br /&gt;
The artifact, while on display, may be melded like a card from your hand to your board as a part of your normal turn.&lt;br /&gt;
&lt;br /&gt;
Relics are an option that accompanies the Artifacts expansion. These count as special achievements towards the final goal, but are more fluid than other achievements because they can be stolen as long as they are in any achievement pile. Relics are seized when an artifact of the matching age is dug. They can be placed in the achievement pile with the rest of the achievements or in your hand if the corresponding expansion is being played.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The golden rule==&lt;br /&gt;
&#039;&#039;&#039;Do as many as you can and ignore the rest.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This rule will help you to leverage ambiguities.&lt;br /&gt;
&lt;br /&gt;
This has many consequences:&lt;br /&gt;
&lt;br /&gt;
-Exchanges do not need to be symmetrical. Depending on the situation, 2 cards can be exchanged with 2, 1 card with 4, or even 0 card with 10.&lt;br /&gt;
&lt;br /&gt;
-If you don&#039;t have enough cards to fulfill the effect requirement, you can process all the cards that you do have.&lt;br /&gt;
&lt;br /&gt;
-However, if a &amp;quot;you may&amp;quot; effect requires you to return 3 cards to trigger an effect, and you have less than 3 cards, you have to pass.&lt;br /&gt;
&lt;br /&gt;
You can hover on the reference card to have a reminder of the actions and keywords.&lt;br /&gt;
&lt;br /&gt;
==Game editions and differences==&lt;br /&gt;
The game was first published by Asmadi Games in 2010.&lt;br /&gt;
&lt;br /&gt;
Then Iello published another edition of the game in 2011 with the same mechanics and card effects, but using a different terminology.&lt;br /&gt;
&lt;br /&gt;
More recently, Asmadi Games gathered the original game and all its expansions in a new box &amp;quot;Innovation Deluxe&amp;quot; with new graphics, and also made some slight modifications on nine cards for balancing purposes.&lt;br /&gt;
&lt;br /&gt;
The online adaptation is based on the third edition of Asmadi games for the artwork. For the rules, you can choose between:&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;Last edition&#039;&#039;&#039; (this is the default): these are the rules of the &#039;&#039;&#039;Asmadi &amp;quot;Innovation Deluxe&amp;quot;&#039;&#039;&#039; pack. The expansions will only be compatible with this version.&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;First edition&#039;&#039;&#039;: these are the rules of the &#039;&#039;&#039;original Asmadi game&#039;&#039;&#039;. These rules are consistent with the &#039;&#039;&#039;Iello edition too&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In consultation with the game publisher, we’ve made a small change to this online adaptation which affects when special achievements are awarded. We removed the word “immediately” from some of the special achievements, and those achievements are now only awarded at the end of the execution of each effect and at the end of each action.&lt;/div&gt;</summary>
		<author><name>Cheynio</name></author>
	</entry>
</feed>