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	<updated>2026-09-28T12:08:18Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppentaquest&amp;diff=29847</id>
		<title>Gamehelppentaquest</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppentaquest&amp;diff=29847"/>
		<updated>2026-05-19T07:08:49Z</updated>

		<summary type="html">&lt;p&gt;Cigma: /* Solo Play */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
The Quest: Defeat a deck of foes with your 5 dice in this yahtzee/dice manipulation D&amp;amp;D inspired adventure. Once defeated, you gain the cards&#039; special dice modification abilities. You must use them judiciously, as your final score is the number of cards captured that you DIDN&#039;T  use...but if you fail to defeat a monster each turn, you lose the game. &lt;br /&gt;
&lt;br /&gt;
== Solo Play ==&lt;br /&gt;
Play the following phases:&lt;br /&gt;
&lt;br /&gt;
[1] The quest area is filled or completed with 5 creature cards.&lt;br /&gt;
&lt;br /&gt;
[2] Roll 5d6 - If you roll a combination matching the dice shown at the bottom of a card, you can declare that you beat it and put it in your army area. &lt;br /&gt;
&lt;br /&gt;
If you can beat more than one card, choose one.&lt;br /&gt;
&lt;br /&gt;
[3] Free reroll - Once per turn you can try to get better dice results by rerolling any number of dice, keeping the new results. &lt;br /&gt;
&lt;br /&gt;
Note that the very first roll of a game you get 2 free rerolls.&lt;br /&gt;
&lt;br /&gt;
[4] Modify roll - You can use any number of cards in your army to modify your dice roll. Discard each army card after you use it. &lt;br /&gt;
&lt;br /&gt;
The effect of an army card is depicted by the symbol in its upper right corner: &lt;br /&gt;
&lt;br /&gt;
* {{Pentaquest add}} add 1 to a die [max is {{whiteDie|6}}]; &lt;br /&gt;
* {{Pentaquest sub}} subtract 1 from a die [min is {{whiteDie|1}}];&lt;br /&gt;
* {{Pentaquest addsub}} add or subtract 1 to a die [as above];&lt;br /&gt;
* {{Pentaquest reroll}} reroll any number of dice; keep results;&lt;br /&gt;
* {{Pentaquest mirror}} mirror a die to its opposite: {{whiteDie|1}} to {{whiteDie|6}}, {{whiteDie|2}} to {{whiteDie|5}}, {{whiteDie|3}} to {{whiteDie|4}}, {{whiteDie|4}} to {{whiteDie|3}}, etc.&lt;br /&gt;
&lt;br /&gt;
[5] Check for game end conditions - If you beat a card and there are more monster cards to beat, start over from phase [1]. If you didn&#039;t defeat a monster, you lose the game. If the deck AND the quest area have no cards left, you won. Your SCORE is the number of cards left in your army.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dice Requirement Examples:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cards showing a value of dice like, {{whiteDie|2}} {{whiteDie|2}} are beaten by a roll of those same numbers in at least that quantity, so a roll of {{whiteDie|1}}{{whiteDie|4}}{{whiteDie|2}}{{whiteDie|3}}{{whiteDie|2}} would succeed because it contains the required pair of 2s.&lt;br /&gt;
&lt;br /&gt;
if you roll had rolled {{whiteDie|1}} {{whiteDie|2}}{{whiteDie|2}}{{whiteDie|2}}{{whiteDie|4}}, you would still succeed because you had rolled the required pair of 2s&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Pentaquest sun}} and {{Pentaquest moon}} symbols represent any number, making the requirement only that you have a certain number of a single value. &lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
&lt;br /&gt;
{{Pentaquest sun}} {{Pentaquest sun}} can be beaten by any pair of numbers&lt;br /&gt;
&lt;br /&gt;
{{Pentaquest sun}} {{Pentaquest sun}} {{Pentaquest sun}} can be beaten by any value three of a kind, and so on.&lt;br /&gt;
&lt;br /&gt;
If a card has both Suns and Moons, they may represent &amp;lt;u&amp;gt;the same or different numbers&amp;lt;/u&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{{Pentaquest sun}} {{Pentaquest sun}} {{Pentaquest moon}} {{Pentaquest moon}} would require two pairs of numbers OR a four of a kind.&lt;br /&gt;
&lt;br /&gt;
{{Pentaquest sun}} {{Pentaquest sun}} {{Pentaquest moon}} {{Pentaquest moon}} {{Pentaquest moon}} would require a pair of one value and a three of a kind of another OR a five of a kind.&lt;br /&gt;
&lt;br /&gt;
== Multiplayer ==&lt;br /&gt;
Players take turns clockwise, using the same rules of solo play. The quest area is shared by all the players, while army tableaus are private. Whether or not a player beats a monster card during their turn, the game continues until there are no cards left in the deck and quest area. Compare the sum of army plus discarded cards of each player: the highest score wins. &lt;br /&gt;
&lt;br /&gt;
In case of a tie, the player with the most unused army cards wins.&lt;br /&gt;
&lt;br /&gt;
== Score ==&lt;br /&gt;
The maximum attainable score is 42, although it&#039;s unlikely to beat all the cards without using any of them. A score over 20 is good, and reaching 30 is great.&lt;/div&gt;</summary>
		<author><name>Cigma</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppentaquest&amp;diff=29846</id>
		<title>Gamehelppentaquest</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppentaquest&amp;diff=29846"/>
		<updated>2026-05-19T07:08:02Z</updated>

		<summary type="html">&lt;p&gt;Cigma: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
The Quest: Defeat a deck of foes with your 5 dice in this yahtzee/dice manipulation D&amp;amp;D inspired adventure. Once defeated, you gain the cards&#039; special dice modification abilities. You must use them judiciously, as your final score is the number of cards captured that you DIDN&#039;T  use...but if you fail to defeat a monster each turn, you lose the game. &lt;br /&gt;
&lt;br /&gt;
== Solo Play ==&lt;br /&gt;
Play the following phases:&lt;br /&gt;
&lt;br /&gt;
[1] The quest area is filled or completed with 5 creature cards.&lt;br /&gt;
&lt;br /&gt;
[2] Roll 5d6 - If you roll a combination matching the dice shown at the bottom of a card, you can declare that you beat it and put it in your army area. &lt;br /&gt;
&lt;br /&gt;
If you can beat more than one card, choose one.&lt;br /&gt;
&lt;br /&gt;
[3] Free reroll - Once per turn you can try to get better dice results by rerolling any number of dice, keeping the new results. &lt;br /&gt;
&lt;br /&gt;
Note that the very first roll of a game you get 2 free rerolls.&lt;br /&gt;
&lt;br /&gt;
[4] Modify roll - You can use any number of cards in your army to modify your dice roll. Discard each army card after you use it. &lt;br /&gt;
&lt;br /&gt;
The effect of an army card is depicted by the symbol in its upper right corner: &lt;br /&gt;
&lt;br /&gt;
* {{Pentaquest add}} add 1 to a die [max is {{whiteDie|6}}]; &lt;br /&gt;
* {{Pentaquest sub}} subtract 1 from a die [min is {{whiteDie|1}}];&lt;br /&gt;
* {{Pentaquest addsub}} add or subtract 1 to a die [as above];&lt;br /&gt;
* {{Pentaquest reroll}} reroll any number of dice; keep results;&lt;br /&gt;
* {{Pentaquest mirror}} mirror a die to its opposite: {{whiteDie|1}} to {{whiteDie|6}}, {{whiteDie|2}} to {{whiteDie|5}}, {{whiteDie|3}} to {{whiteDie|4}}, {{whiteDie|4}} to {{whiteDie|3}}, etc.&lt;br /&gt;
&lt;br /&gt;
[5] Check for game end conditions - If you beat a card and there are more monster cards to beat, start over from phase [1]. If you didn&#039;t defeat a monster, you lose the game. If the deck AND the quest area have no cards left, you won. Your SCORE is the number of cards left in your army.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dice Requirement Examples:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cards showing a value of dice like, {{whiteDie|2}} {{whiteDie|2}} are beaten by a roll of those same numbers in at least that quantity, so a roll of {{whiteDie|1}}{{whiteDie|4}}{{whiteDie|2}}{{whiteDie|3}}{{whiteDie|2}} would succeed because it contains the required pair of 2s.&lt;br /&gt;
&lt;br /&gt;
if you roll had rolled {{whiteDie|1}} {{whiteDie|2}}{{whiteDie|2}}{{whiteDie|2}}{{whiteDie|4}}, you would still succeed because you had rolled the required pair of 2s&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Pentaquest sun}} and {{Pentaquest moon}} symbols represent any number, making the requirement only that you have a certain number of a single value.  &lt;br /&gt;
For example:&lt;br /&gt;
&lt;br /&gt;
{{Pentaquest sun}} {{Pentaquest sun}} can be beaten by any pair of numbers&lt;br /&gt;
&lt;br /&gt;
{{Pentaquest sun}} {{Pentaquest sun}} {{Pentaquest sun}} can be beaten by any value three of a kind, and so on.&lt;br /&gt;
&lt;br /&gt;
If a card has both Suns and Moons, they may represent &amp;lt;u&amp;gt;the same or different numbers&amp;lt;/u&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{{Pentaquest sun}} {{Pentaquest sun}} {{Pentaquest moon}} {{Pentaquest moon}} would require two pairs of numbers OR a four of a kind.&lt;br /&gt;
&lt;br /&gt;
{{Pentaquest sun}} {{Pentaquest sun}} {{Pentaquest moon}} {{Pentaquest moon}} {{Pentaquest moon}} would require a pair of one value and a three of a kind of another OR a five of a kind.&lt;br /&gt;
&lt;br /&gt;
== Multiplayer ==&lt;br /&gt;
Players take turns clockwise, using the same rules of solo play. The quest area is shared by all the players, while army tableaus are private. Whether or not a player beats a monster card during their turn, the game continues until there are no cards left in the deck and quest area. Compare the sum of army plus discarded cards of each player: the highest score wins. &lt;br /&gt;
&lt;br /&gt;
In case of a tie, the player with the most unused army cards wins.&lt;br /&gt;
&lt;br /&gt;
== Score ==&lt;br /&gt;
The maximum attainable score is 42, although it&#039;s unlikely to beat all the cards without using any of them. A score over 20 is good, and reaching 30 is great.&lt;/div&gt;</summary>
		<author><name>Cigma</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppentaquest&amp;diff=29845</id>
		<title>Gamehelppentaquest</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppentaquest&amp;diff=29845"/>
		<updated>2026-05-19T07:07:30Z</updated>

		<summary type="html">&lt;p&gt;Cigma: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
The Quest: Defeat a deck of foes with your 5 dice in this yahtzee/dice manipulation D&amp;amp;D inspired adventure. Once defeated, you gain the cards&#039; special dice modification abilities. You must use them judiciously, as your final score is the number of cards captured that you DIDN&#039;T  use...but if you fail to defeat a monster each turn, you lose the game. &lt;br /&gt;
&lt;br /&gt;
== Solo Play ==&lt;br /&gt;
Play the following phases:&lt;br /&gt;
&lt;br /&gt;
[1] The quest area is filled or completed with 5 creature cards.&lt;br /&gt;
&lt;br /&gt;
[2] Roll 5d6 - If you roll a combination matching the dice shown at the bottom of a card, you can declare that you beat it and put it in your army area. &lt;br /&gt;
&lt;br /&gt;
If you can beat more than one card, choose one.&lt;br /&gt;
&lt;br /&gt;
[3] Free reroll - Once per turn you can try to get better dice results by rerolling any number of dice, keeping the new results. &lt;br /&gt;
&lt;br /&gt;
Note that the very first roll of a game you get 2 free rerolls.&lt;br /&gt;
&lt;br /&gt;
[4] Modify roll - You can use any number of cards in your army to modify your dice roll. Discard each army card after you use it. &lt;br /&gt;
&lt;br /&gt;
The effect of an army card is depicted by the symbol in its upper right corner: &lt;br /&gt;
&lt;br /&gt;
* {{Pentaquest add}} add 1 to a die [max is {{whiteDie|6}}]; &lt;br /&gt;
* {{Pentaquest sub}} subtract 1 from a die [min is {{whiteDie|1}}];&lt;br /&gt;
* {{Pentaquest addsub}} add or subtract 1 to a die [as above];&lt;br /&gt;
* {{Pentaquest reroll}} reroll any number of dice; keep results;&lt;br /&gt;
* {{Pentaquest mirror}} mirror a die to its opposite: {{whiteDie|1}} to {{whiteDie|6}}, {{whiteDie|2}} to {{whiteDie|5}}, {{whiteDie|3}} to {{whiteDie|4}}, {{whiteDie|4}} to {{whiteDie|3}}, etc.&lt;br /&gt;
&lt;br /&gt;
[5] Check for game end conditions - If you beat a card and there are more monster cards to beat, start over from phase [1]. If you didn&#039;t defeat a monster, you lose the game. If the deck AND the quest area have no cards left, you won. Your SCORE is the number of cards left in your army.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dice Requirement Examples:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cards showing a value of dice like, {{whiteDie|2}} {{whiteDie|2}} are beaten by a roll of those same numbers in at least that quantity, so a roll of {{whiteDie|1}}{{whiteDie|4}}{{whiteDie|2}}{{whiteDie|3}}{{whiteDie|2}} would succeed because it contains the required pair of 2s.&lt;br /&gt;
&lt;br /&gt;
if you roll had rolled {{whiteDie|1}} {{whiteDie|2}}{{whiteDie|2}}{{whiteDie|2}}{{whiteDie|4}}, you would still succeed because you had rolled the required pair of 2s&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Pentaquest sun}} and {{Pentaquest moon}} symbols represent any number, making the requirement only that you have a certain number of a single value.  For example:&lt;br /&gt;
&lt;br /&gt;
{{Pentaquest sun}} {{Pentaquest sun}} can be beaten by any pair of numbers&lt;br /&gt;
&lt;br /&gt;
{{Pentaquest sun}} {{Pentaquest sun}} {{Pentaquest sun}} can be beaten by any value three of a kind, and so on.&lt;br /&gt;
&lt;br /&gt;
If a card has both Suns and Moons, they may represent &amp;lt;u&amp;gt;the same or different numbers&amp;lt;/u&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{{Pentaquest sun}} {{Pentaquest sun}} {{Pentaquest moon}} {{Pentaquest moon}} would require two pairs of numbers OR a four of a kind.&lt;br /&gt;
&lt;br /&gt;
{{Pentaquest sun}} {{Pentaquest sun}} {{Pentaquest moon}} {{Pentaquest moon}} {{Pentaquest moon}} would require a pair of one value and a three of a kind of another OR a five of a kind.&lt;br /&gt;
&lt;br /&gt;
== Multiplayer ==&lt;br /&gt;
Players take turns clockwise, using the same rules of solo play. The quest area is shared by all the players, while army tableaus are private. Whether or not a player beats a monster card during their turn, the game continues until there are no cards left in the deck and quest area. Compare the sum of army plus discarded cards of each player: the highest score wins. &lt;br /&gt;
&lt;br /&gt;
In case of a tie, the player with the most unused army cards wins.&lt;br /&gt;
&lt;br /&gt;
== Score ==&lt;br /&gt;
The maximum attainable score is 42, although it&#039;s unlikely to beat all the cards without using any of them. A score over 20 is good, and reaching 30 is great.&lt;/div&gt;</summary>
		<author><name>Cigma</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcaboodle&amp;diff=18893</id>
		<title>Gamehelpcaboodle</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcaboodle&amp;diff=18893"/>
		<updated>2023-11-16T13:02:58Z</updated>

		<summary type="html">&lt;p&gt;Cigma: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Objective ===&lt;br /&gt;
The goal of the game is to connect tiles with matching shapes to score points based on the count of the connected shapes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Setup ===&lt;br /&gt;
There are 40 tiles in the game&lt;br /&gt;
&lt;br /&gt;
* 2-player remove 1 tile&lt;br /&gt;
* 3-player remove 0 tiles&lt;br /&gt;
* 4-player remove 3 tiles&lt;br /&gt;
&lt;br /&gt;
Each player will then draw 6 tiles&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== On Your Turn ===&lt;br /&gt;
Place a tile so that the shapes on that tile match the other shapes on tiles already placed. The tiles need to be placed with the side touching a full side of another tile. (They cannot be offset or staggered) You must match up the shapes on all sides touching other tiles. This might mean that you are unable to place a tile on your turn. If you are unable to place a tile you will be forced to pass. If you placed a tile, draw a new tile from the bag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
When you place a new tile, all shapes that you connect to will score. You will count the total number of each shape in the grouping (contiguously connected). If you were able to connect all four of your shapes on your tile, you would score for all four of those groups.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ending the Game ===&lt;br /&gt;
When a person plays their last tile, play continues until that round has completed and everyone has had an equal number of turns. The game also ends if none of the players can place a tile. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Final Scoring ===&lt;br /&gt;
At the end of the game any tile still in a players hand is -4 per tile. Subtract that from the players score they have been accumulating and that is the final score. The player with the highest score wins.&lt;/div&gt;</summary>
		<author><name>Cigma</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpokanagan&amp;diff=18682</id>
		<title>Gamehelpokanagan</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpokanagan&amp;diff=18682"/>
		<updated>2023-10-31T11:04:07Z</updated>

		<summary type="html">&lt;p&gt;Cigma: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Okanagan is played over 2 rounds. Each round is made up of several turns played in a clockwise direction.&lt;br /&gt;
&lt;br /&gt;
On a player’s turn, they must take the following actions in order:&lt;br /&gt;
&lt;br /&gt;
1. Play the tile that is face-down in front of you.&lt;br /&gt;
&lt;br /&gt;
2. Build one of your structures on the tile just played.&lt;br /&gt;
&lt;br /&gt;
3. Check if a territory has been completed.&lt;br /&gt;
&lt;br /&gt;
4. Choose a new tile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Play a tile :&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When a player plays a tile, they must respect the following conditions:&lt;br /&gt;
&lt;br /&gt;
• Each new tile played must be adjacent to at least one tile already on the table.&lt;br /&gt;
&lt;br /&gt;
• Each side of the new tile must match the same type of territory as each adjacent tiles it touches.&lt;br /&gt;
&lt;br /&gt;
• Tiles must be connected by their sides. Corner connections do not count.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Build a structure :&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
The player chooses one of the buildings still available in their inventory and builds it on the tile they just played, placing it on the location defined by its structure type: &lt;br /&gt;
&lt;br /&gt;
A Silo is built in the center of the tile and is connected to all its territories. &lt;br /&gt;
&lt;br /&gt;
A Warehouse is built between 2 different types of territories. &lt;br /&gt;
&lt;br /&gt;
A Farm is built on a single type of territory. &lt;br /&gt;
&lt;br /&gt;
NOTE : When all players have built all the structures available, the 2nd round of the game begins  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Check if a territory has just been completed :&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If one or more territories are completed by the placement of the new tile, then players take the following steps in order, territory by territory, sequenced by the player who completed the territories.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;3.1. Calculate the influence in the territory&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
2. Take a special action&lt;br /&gt;
&lt;br /&gt;
3. Collect Rewards&lt;br /&gt;
&lt;br /&gt;
1. Calculate the influence in the territory&lt;br /&gt;
&lt;br /&gt;
Players calculate their points of influence in this territory, as follows:&lt;br /&gt;
&lt;br /&gt;
• 3 points for a farm&lt;br /&gt;
&lt;br /&gt;
• 2 points for a warehouse&lt;br /&gt;
&lt;br /&gt;
• 1 point for a silo&lt;br /&gt;
In the case of a tie, the player who completed the territory determines order of influence for the tied players.&lt;br /&gt;
&lt;br /&gt;
If a player is alone in a territory that has just been completed, they must choose between the special action or collect the rewards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;3.2. Take a special action&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The player with the lowest total influence in the territory immediately wins a Special&lt;br /&gt;
action (see page 8).&lt;br /&gt;
&lt;br /&gt;
The special action is chosen from one of the 3 special actions tiles available (at the top of the 3&lt;br /&gt;
stacks of tiles formed during setup).&lt;br /&gt;
&lt;br /&gt;
The tile used for its special action is placed under its stack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;3.3. Collect Rewards&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A stack is made with the tokens of each of the rewards represented in the territory.&lt;br /&gt;
&lt;br /&gt;
The player with the most influence claims a total number of rewards, of their choice, equal to their influence.&lt;br /&gt;
&lt;br /&gt;
Then the other players do the same, in decreasing order of influence.&lt;br /&gt;
&lt;br /&gt;
It is possible that a player with less influence will collect fewer Reward tokens than they are normally entitled, or even collect no Reward tokens at all.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4. Choose a new tile :&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The player must choose a new territory tile from one of the face-up tiles or from the top tile of one of the face-down piles.&lt;br /&gt;
If they choose one of the tiles face-up tiles, they replace it with a new tile from the corresponding stack. The player then put the chosen tile face-down in front of them to play on their next turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;END OF ROUND 1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once all players have built all the structures from their inventory, then the first round is over. Each player takes all the structures in their color, set aside on the Second Round card&lt;br /&gt;
&lt;br /&gt;
Then, each player draws 2 new Objective cards, adding them to the 3 Objective cards from the first round.&lt;br /&gt;
&lt;br /&gt;
Out of the 5 objective cards they now have, each player can only keep 3 cards.&lt;br /&gt;
&lt;br /&gt;
The remaining 2 Objective cards are discarded face-down.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GAME&#039;S END &amp;amp; FINAL SCORE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The game ends when the second round is finished, after each player has built all their structures. The Objective cards are then revealed and players calculate their victory points in the following way:&lt;br /&gt;
&lt;br /&gt;
• The Explorer card awards 4 victory points (VP) for each set of 4 different colors Rewards regardless of their shape.&lt;br /&gt;
&lt;br /&gt;
• The conditions of their 3 Objective cards.&lt;br /&gt;
&lt;br /&gt;
NOTE : A Reward token can be used to fulfill the conditions of several Objective cards.&lt;br /&gt;
&lt;br /&gt;
• Gold Nuggets scoring:&lt;br /&gt;
&lt;br /&gt;
10 VP for the player with the most nuggets&lt;br /&gt;
&lt;br /&gt;
5 VP for the second&lt;br /&gt;
&lt;br /&gt;
2 VP for the third&lt;br /&gt;
&lt;br /&gt;
0 VP for the player with the fewest&lt;br /&gt;
&lt;br /&gt;
NOTE : In case of a tie, the players gain the maximum points corresponding to their position. If two players finish in the lead with the same number of Gold Nuggets, they gain 10 VP each, the third player will then score 2 VP and not 5 VP&lt;br /&gt;
&lt;br /&gt;
The player with the highest total of victory points is the winner.&lt;br /&gt;
In case of a tie, the player with the most Rewards breaks the tie.&lt;br /&gt;
If there is still a tie, the players share the victory.&lt;/div&gt;</summary>
		<author><name>Cigma</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpokanagan&amp;diff=18681</id>
		<title>Gamehelpokanagan</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpokanagan&amp;diff=18681"/>
		<updated>2023-10-31T10:56:32Z</updated>

		<summary type="html">&lt;p&gt;Cigma: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Okanagan is played over 2 rounds. Each round is made up of several turns played in a clockwise direction.&lt;br /&gt;
&lt;br /&gt;
On a player’s turn, they must take the following actions in order:&lt;br /&gt;
&lt;br /&gt;
1. Play the tile that is face-down in front of you.&lt;br /&gt;
&lt;br /&gt;
2. Build one of your structure on the tile just played.&lt;br /&gt;
&lt;br /&gt;
3. Check if a territory has been completed.&lt;br /&gt;
&lt;br /&gt;
4. Choose a new tile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Play a tile :&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When a player plays a tile, they must respect the following conditions:&lt;br /&gt;
&lt;br /&gt;
• Each new tile played must be adjacent to at least one tile already on the table.&lt;br /&gt;
&lt;br /&gt;
• Each side of the new tile must match the same type of territory as each adjacent tiles it touches.&lt;br /&gt;
&lt;br /&gt;
• Tiles must be connected by their sides. Corner connections do not count.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Build a structure :&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
The player chooses one of the buildings still available in their inventory and builds it on the tile they just played, placing it on the location defined by its structure type: &lt;br /&gt;
&lt;br /&gt;
A Silo is built in the center of the tile and is connected to all its territories. &lt;br /&gt;
&lt;br /&gt;
A Warehouse is built between 2 different types of territories. &lt;br /&gt;
&lt;br /&gt;
A Farm is built on a single type of territory. &lt;br /&gt;
&lt;br /&gt;
NOTE : When all players have built all the structures available, the 2nd round of the game begins  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Check if a territory has just been completed :&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If one or more territories are completed by the placement of the new tile, then players take the following steps in order, territory by territory, sequenced by the player who completed the territories.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;3.1. Calculate the influence in the territory&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
2. Take a special action&lt;br /&gt;
&lt;br /&gt;
3. Collect Rewards&lt;br /&gt;
&lt;br /&gt;
1. Calculate the influence in the territory&lt;br /&gt;
&lt;br /&gt;
Players calculate their points of influence in this territory, as follows:&lt;br /&gt;
&lt;br /&gt;
• 3 points for a farm&lt;br /&gt;
&lt;br /&gt;
• 2 points for a warehouse&lt;br /&gt;
&lt;br /&gt;
• 1 point for a silo&lt;br /&gt;
In the case of a tie, the player who completed the territory determines order of influence for the tied players.&lt;br /&gt;
&lt;br /&gt;
If a player is alone in a territory that has just been completed, they must choose between the special action or collect the rewards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;3.2. Take a special action&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The player with the lowest total influence in the territory immediately wins a Special&lt;br /&gt;
action (see page 8).&lt;br /&gt;
&lt;br /&gt;
The special action is chosen from one of the 3 special actions tiles available (at the top of the 3&lt;br /&gt;
stacks of tiles formed during setup).&lt;br /&gt;
&lt;br /&gt;
The tile used for its special action is placed under its stack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;3.3. Collect Rewards&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A stack is made with the tokens of each of the rewards represented in the territory.&lt;br /&gt;
&lt;br /&gt;
The player with the most influence claims a total number of rewards, of their choice, equal to their influence.&lt;br /&gt;
&lt;br /&gt;
Then the other players do the same, in decreasing order of influence.&lt;br /&gt;
&lt;br /&gt;
It is possible that a player with less influence will collect fewer Reward tokens than they are normally entitled, or even collect no Reward tokens at all.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4. Choose a new tile :&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The player must choose a new territory tile from one of the face-up tiles or from the top tile of one of the face-down piles.&lt;br /&gt;
If they choose one of the tiles face-up tiles, they replace it with a new tile from the corresponding stack. The player then put the chosen tile face-down in front of them to play on their next turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;END OF ROUND 1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once all players have built all the structures from their inventory, then the first round is over. Each player takes all the structures in their color, set aside on the Second Round card&lt;br /&gt;
&lt;br /&gt;
Then, each player draws 2 new Objective cards, adding them to the 3 Objective cards from the first round.&lt;br /&gt;
&lt;br /&gt;
Out of the 5 objective cards they now have, each player can only keep 3 cards.&lt;br /&gt;
&lt;br /&gt;
The remaining 2 Objective cards are discarded face-down.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GAME&#039;S END &amp;amp; FINAL SCORE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The game ends when the second round is finished, after each player has built all their structures. The Objective cards are then revealed and players calculate their victory points in the following way:&lt;br /&gt;
&lt;br /&gt;
• The Explorer card awards 4 victory points (VP) for each set of 4 different colors Rewards regardless of their shape.&lt;br /&gt;
&lt;br /&gt;
• The conditions of their 3 Objective cards.&lt;br /&gt;
&lt;br /&gt;
NOTE : A Reward token can be used to fulfill the conditions of several Objective cards.&lt;br /&gt;
&lt;br /&gt;
• Gold Nuggets scoring:&lt;br /&gt;
&lt;br /&gt;
10 VP for the player with the most nuggets&lt;br /&gt;
&lt;br /&gt;
5 VP for the second&lt;br /&gt;
&lt;br /&gt;
2 VP for the third&lt;br /&gt;
&lt;br /&gt;
0 VP for the player with the fewest&lt;br /&gt;
&lt;br /&gt;
NOTE : In case of a tie, the players gain the maximum points corresponding to their position. If two players finish in the lead with the same number of Gold Nuggets, they gain 10 VP each, the third player will then score 2 VP and not 5 VP&lt;br /&gt;
&lt;br /&gt;
The player with the highest total of victory points is the winner.&lt;br /&gt;
In case of a tie, the player with the most Rewards breaks the tie.&lt;br /&gt;
If there is still a tie, the players share the victory.&lt;/div&gt;</summary>
		<author><name>Cigma</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpclashofdecks&amp;diff=9915</id>
		<title>Gamehelpclashofdecks</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpclashofdecks&amp;diff=9915"/>
		<updated>2021-10-25T23:34:51Z</updated>

		<summary type="html">&lt;p&gt;Cigma: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Gameplay==&lt;br /&gt;
* The game starts with drafting. Each player receive a bastion. Then, shuffle the remaining cards and draw 4. The first player picks 1, the second player picks 2 and the first player picks 1. Repeat with the second player becoming the first player. Repeat until each player has 8 cards.&lt;br /&gt;
* Place 2 bridges in the center of the board. The 8 cards you drafted with the bastion forms your hand. The bastion starts on the leftmost space.&lt;br /&gt;
* Player take turns. On your turn, first gain mana equal to the number of cards you have (including the bastion).&lt;br /&gt;
* Then, spend mana to play cards. Only the leftmost 4 cards (excluding the bastion) can be played. Pay their cost and choose a lane to place it. All unused mana are discarded afterwards.&lt;br /&gt;
* Next, begin your assault. All cards on the board belong to you (except cards entering play this round) attack, from the farest card of the upper lane to the nearest card of the lower lane. Apply their attack one by one to the nearest card opposite of the lane. &lt;br /&gt;
* If a card suffers damage equal to its health points, it is destroyed. It returns to the rightmost space of the opponent&#039;s hand.&lt;br /&gt;
* If the opposite side of the lane is empty, apply the damage to the bastion. Move it a number of spaces right equal to the damage.&lt;br /&gt;
* If the bastion reaches the rightmost space, it is destroyed. Flip it to the fort side and move it to the leftmost space. Further treat it like the bastion.&lt;br /&gt;
* Incantations can be played during anyone&#039;s turn if it is in the leftmost 4 cards. Apply its effects immediately, then return it to the rightmost space of its owner&#039;s hand.&lt;br /&gt;
&lt;br /&gt;
==End of the Game==&lt;br /&gt;
When a player&#039;s fort reaches the rightmost space, it is destroyed. That player loses and their opponent wins.&lt;br /&gt;
&lt;br /&gt;
==Special Abilities==&lt;br /&gt;
* Aerial: Can only be attacked by cards with aim.&lt;br /&gt;
* Aim: Can attack aerial cards.&lt;br /&gt;
* Aquatic: Double its attack if it is closest to the bridge.&lt;br /&gt;
* Aura: Apply the effect to its left/right card.&lt;br /&gt;
* Berserk: Attack again if it destroys a card.&lt;br /&gt;
* Catalyst: Gain 2 extra mana during the gaining phase.&lt;br /&gt;
* Focus: Insert it to the space directly behind a bridge.&lt;br /&gt;
* Indestructible: Immune to incantations.&lt;br /&gt;
* Perforation: Attack both the target and the card behind the target.&lt;br /&gt;
* Protection: Nulify the first attack applied to the card.&lt;br /&gt;
* Rage: Can attack (not the bastion/ford) at the round when it enters play.&lt;br /&gt;
* Splash: Attack both the target and the card adjacent to (not behind) the target.&lt;br /&gt;
* Sprint: Move it until it is adjacent to the bridge each time it attacks.&lt;br /&gt;
* Wrecker: Can attack buildings (including the bastion/ford) but not creatures.&lt;/div&gt;</summary>
		<author><name>Cigma</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpclashofdecks&amp;diff=9914</id>
		<title>Gamehelpclashofdecks</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpclashofdecks&amp;diff=9914"/>
		<updated>2021-10-25T23:25:59Z</updated>

		<summary type="html">&lt;p&gt;Cigma: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Gameplay==&lt;br /&gt;
* The game starts with drafting. Each player receive a bastion. Then, shuffle the remaining cards and draw 4. The first player picks 1, the second player picks 2 and the first player picks 1. Repeat with the second player becoming the first player. Repeat until each player has 8 cards.&lt;br /&gt;
* Place 2 bridges in the center of the board. The 8 cards you drafted with the bastion forms your hand. The bastion starts on the leftmost space.&lt;br /&gt;
* Player take turns. On your turn, first gain mana equal to the number of cards you have (including the fort).&lt;br /&gt;
* Then, spend mana to play cards. Only the leftmost 4 cards (excluding the bastion) can be played. Pay their cost and choose a lane to place it. All unused mana are discarded afterwards.&lt;br /&gt;
* Next, begin your assault. All cards on the board belong to you (except cards entering play this round) attack, from the farest card of the upper lane to the nearest card of the lower lane. Apply their attack one by one to the nearest card opposite of the lane. &lt;br /&gt;
* If a card suffers damage equal to its health points, it is destroyed. It returns to the rightmost space of the opponent&#039;s hand.&lt;br /&gt;
* If the opposite side of the lane is empty, apply the damage to the bastion/fort. Move it a number of spaces right equal to the damage.&lt;br /&gt;
* If the bastion reaches the rightmost space, it is destroyed. Flip it to the fort side and move it to the leftmost space.&lt;br /&gt;
* Incantations can be played during anyone&#039;s turn if it is in the leftmost 4 cards. Apply its effects immediately, then return it to the rightmost space of its owner&#039;s hand.&lt;br /&gt;
&lt;br /&gt;
==End of the Game==&lt;br /&gt;
When a player&#039;s fort reaches the rightmost space, it is destroyed. That player loses and their opponent wins.&lt;br /&gt;
&lt;br /&gt;
==Special Abilities==&lt;br /&gt;
* Aerial: Can only be attacked by cards with aim.&lt;br /&gt;
* Aim: Can attack aerial cards.&lt;br /&gt;
* Aquatic: Double its attack if it is closest to the bridge.&lt;br /&gt;
* Aura: Apply the effect to its left/right card.&lt;br /&gt;
* Berserk: Attack again if it destroys a card.&lt;br /&gt;
* Catalyst: Gain 2 extra mana during the gaining phase.&lt;br /&gt;
* Focus: Insert it to the space directly behind a bridge.&lt;br /&gt;
* Indestructible: Immune to incantations.&lt;br /&gt;
* Perforation: Attack both the target and the card behind the target.&lt;br /&gt;
* Protection: Nulify the first attack applied to the card.&lt;br /&gt;
* Rage: Can attack (not the bastion/ford) at the round when it enters play.&lt;br /&gt;
* Splash: Attack both the target and the card adjacent to (not behind) the target.&lt;br /&gt;
* Sprint: Move it until it is adjacent to the bridge each time it attacks.&lt;br /&gt;
* Wrecker: Can attack buildings (including the bastion/ford) but not creatures.&lt;/div&gt;</summary>
		<author><name>Cigma</name></author>
	</entry>
</feed>