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	<id>https://en.doc.boardgamearena.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Clutron</id>
	<title>Board Game Arena - User contributions [en]</title>
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	<updated>2026-09-29T02:47:34Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppentaquest&amp;diff=23015</id>
		<title>Gamehelppentaquest</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppentaquest&amp;diff=23015"/>
		<updated>2024-10-14T13:43:58Z</updated>

		<summary type="html">&lt;p&gt;Clutron: /* Solo Play */ Rearranged the instructions and clarified the dice capture rules&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Solo Play ==&lt;br /&gt;
Shuffle the deck, then play the following phases:&lt;br /&gt;
&lt;br /&gt;
[1] Draw cards and place them face up in the quest area until there are 5 cards.&lt;br /&gt;
&lt;br /&gt;
[2] Roll 5d6; if you get a combination matching the dice shown in one of the lower parts of a card, you can declare that you beat it: put it in your army area. If you can beat more than one card, choose which one you beat.&lt;br /&gt;
&lt;br /&gt;
[3] Free reroll; you can try to get better dice results rerolling any number of diceat once, keeping the new results. Every very first roll of a game gets 2 free rerolls.&lt;br /&gt;
&lt;br /&gt;
[4] Modify roll; you can use any number of cards from your army to modify your rolled dice, so as to beat a card in the quest area. Discard each army card after you use it. The effect of an army card depends on 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; if you managed to beat a card, start over from phase [1]. If you didn&#039;t, you lose. 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}} {{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 number has Suns and Moons, the represent two DIFFERENT numbers needed to capture a card.&lt;br /&gt;
&lt;br /&gt;
{{Pentaquest sun}} {{Pentaquest sun}} {{Pentaquest moon}} {{Pentaquest moon}} would require two pairs of numbers of different values.  This is one case where if you have four of the same number, you would NOT be able to capture the card as the requirement is two DIFFERENT value pairs&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 in another.&lt;br /&gt;
&lt;br /&gt;
== Multiplayer ==&lt;br /&gt;
Players take turns clockwise, using the same rules of solo play, with a quest area shared by all the players, while discard piles are personal. Whether or not a player manages to beat card during his turn, the game continues with the turn of the player to his left. When there are no cards left in the deck and quest area, compare the sum of army and discarded cards of each player: the highest score 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>Clutron</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcolorado&amp;diff=18301</id>
		<title>Gamehelpcolorado</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcolorado&amp;diff=18301"/>
		<updated>2023-10-06T18:28:49Z</updated>

		<summary type="html">&lt;p&gt;Clutron: added player aid&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Player Aid:&#039;&#039;&#039;&lt;br /&gt;
[[File:Screenshot 2023-10-06 142723.png|left|thumb]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
&lt;br /&gt;
Explore the roadmap to Colorado and gain the most valuable Sherriff Badges you can obtain&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
The turn consists of 3 parts&lt;br /&gt;
&lt;br /&gt;
Call&lt;br /&gt;
&lt;br /&gt;
Action&lt;br /&gt;
&lt;br /&gt;
End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Call===&lt;br /&gt;
&lt;br /&gt;
The player with the Call token picks an opponent and declares a card (value and colour) they want from them&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 1&lt;br /&gt;
&lt;br /&gt;
If the opponent has this card, they hand it over&lt;br /&gt;
&lt;br /&gt;
If the opponent has cards of either the suit or value declared, they choose one from these to hand over&lt;br /&gt;
&lt;br /&gt;
If the opponent has nothing the Caller wants, a random card is handed to the Caller from the Opponent&#039;s hand&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 2&lt;br /&gt;
&lt;br /&gt;
If the card received is not in the Caller&#039;s play area, they add it to it&lt;br /&gt;
&lt;br /&gt;
If the card received is in the Caller&#039;s play area, they discard it and take a gold nugget&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 3&lt;br /&gt;
&lt;br /&gt;
Check the card, played or discarded, to see what actions are available in the Action phase&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Action===&lt;br /&gt;
&lt;br /&gt;
All players take one of the two possible actions depicted on the card given to the Caller&lt;br /&gt;
&lt;br /&gt;
If an action triggers another action, only the player who triggered it gets to perform the bonus action&lt;br /&gt;
&lt;br /&gt;
Once all players have finished any actions or bonus actions, move on to End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===End===&lt;br /&gt;
&lt;br /&gt;
Check to see if anyone has values 1 2 and 3 in one colour&lt;br /&gt;
&lt;br /&gt;
If a player does, they discard all three and marks the corresponding flag in a region adjacent to a region which they already hold a flag&lt;br /&gt;
&lt;br /&gt;
Note that mountains prevent adjacency&lt;br /&gt;
&lt;br /&gt;
Then, on the rewards track, mark the first empty box in that area&lt;br /&gt;
&lt;br /&gt;
This is repeated until no player has a 1-2-3 in any colour&lt;br /&gt;
&lt;br /&gt;
After which, all players draw up to 3 cards if they had less than 3&lt;br /&gt;
&lt;br /&gt;
Check to see if anyone has the 7th badge on their track&lt;br /&gt;
&lt;br /&gt;
If not, the caller token is passed leftwards, and a new round begins&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cards and Actions in Detail===&lt;br /&gt;
&lt;br /&gt;
There are 6 colours:&lt;br /&gt;
&lt;br /&gt;
Red Dynamite and Green Money link to the Nugget Action&lt;br /&gt;
&lt;br /&gt;
Grey Hats and Purple Beer link to the Card Action&lt;br /&gt;
&lt;br /&gt;
Blue Hoods and Orange Fur link to the Check Action&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Nugget Action - EITHER Take one Nugget OR Play a card by paying its Nugget Cost (top left) so 1 or 2 or 3&lt;br /&gt;
&lt;br /&gt;
Card Action - EITHER Draw 3 Cards OR Discard 2 Cards of the same suit to play another card&lt;br /&gt;
&lt;br /&gt;
Check Action - EITHER Tick off a Region Leg connected either to another Leg or a flag OR Tick off a Railroad Leg which matches a previously ticked off Region Leg, when you reach a junction keep going on just one the other is now blocked for you&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Roadmap in Detail===&lt;br /&gt;
&lt;br /&gt;
This is made up of 3 main features Flags, Legs (look like bits of paper) and connected paths (dashed lines)&lt;br /&gt;
&lt;br /&gt;
Legs MUST be connected to either other Legs or Flags to mark them&lt;br /&gt;
&lt;br /&gt;
A Leg can NOT be marked if the Flag of that region has not yet been marked&lt;br /&gt;
&lt;br /&gt;
To mark a Flag, an adjacent region (not blocked by mountains) must also have its flag marked&lt;br /&gt;
&lt;br /&gt;
When you mark a Leg, immediately gain its benefit, which mostly relate to the normal actions as described above or could progress you on one of the icons on the lower part of the Rewards Track&lt;br /&gt;
&lt;br /&gt;
The icon on the lefthand pale poking out parchment shows your player icon (Fire, Wheel, Horseshoe, Barrel)&lt;br /&gt;
&lt;br /&gt;
The flag colours indicate what that region is generally good at, without having to analyse it in detail&lt;br /&gt;
&lt;br /&gt;
Red Flag Towns are starting areas&lt;br /&gt;
&lt;br /&gt;
Green Flag Forests have a good balance of Points and Legs&lt;br /&gt;
&lt;br /&gt;
Yellow Flag Deserts are high in points but low in Legs&lt;br /&gt;
&lt;br /&gt;
Blue Flag Lakes are high in Legs and low in Points&lt;br /&gt;
&lt;br /&gt;
A region&#039;s points are earned once all flags and legs in that region are marked&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Rewards Track in Detail===&lt;br /&gt;
&lt;br /&gt;
The Rewards Track is shared amongst players, with each player having their own line on each section (Fire, Wheel, Horseshoe, Barrel)&lt;br /&gt;
&lt;br /&gt;
Other than the Tipi Track, all other sections are completed from furthest left to furthest right&lt;br /&gt;
&lt;br /&gt;
When you discover a region, progress on the matching colour flag track&lt;br /&gt;
&lt;br /&gt;
The first player(s) to finish a colour flag&#039;s track in the same turn gain its completion points, anyone in a later turn does not&lt;br /&gt;
&lt;br /&gt;
When you gain points, write the number in the sheriff badge track&lt;br /&gt;
&lt;br /&gt;
The Tipi track starts with the centre box being marked on the first reward, then it&#039;s your choice whether you travel left or right, and can go in the opposite direction at a later point, view the icon at the top of the Tipi track to see what immediate benefit you gain&lt;br /&gt;
&lt;br /&gt;
The Wanted Poster track has an immediate reward ONLY on the second entry&lt;br /&gt;
&lt;br /&gt;
The Tipi, Wanted, and Saloon tracks have a first and second arrival points reward (Tipi has arrival rewards for both left and right ends)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
The game ends when a player has put a value in their 7th Sheriff Badge (note that this is the badge close to the end of the track, but not the final three)&lt;br /&gt;
&lt;br /&gt;
Each of your Flag Tracks will give you points in the furthest column you have reached&lt;br /&gt;
&lt;br /&gt;
The Sheriff Badges are added up and scored&lt;br /&gt;
&lt;br /&gt;
The player with the most points wins&lt;br /&gt;
&lt;br /&gt;
If a tie, the player with the most Sheriff Badges in quantity NOT value wins&lt;br /&gt;
&lt;br /&gt;
If still a tie, the player with the most Golden Nuggets wins&lt;/div&gt;</summary>
		<author><name>Clutron</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Screenshot_2023-10-06_142723.png&amp;diff=18300</id>
		<title>File:Screenshot 2023-10-06 142723.png</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Screenshot_2023-10-06_142723.png&amp;diff=18300"/>
		<updated>2023-10-06T18:28:07Z</updated>

		<summary type="html">&lt;p&gt;Clutron: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Player Aid for the game Colorado&lt;/div&gt;</summary>
		<author><name>Clutron</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpginrummy&amp;diff=18043</id>
		<title>Gamehelpginrummy</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpginrummy&amp;diff=18043"/>
		<updated>2023-09-13T21:22:24Z</updated>

		<summary type="html">&lt;p&gt;Clutron: /* Turn */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
The aim is to reach 100 points through making melds (runs or sets with 3 or more cards)&lt;br /&gt;
&lt;br /&gt;
Aces are low (A-2-3)&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
* Take either the face up card in the discard pile or draw the top card from the draw deck.&lt;br /&gt;
&lt;br /&gt;
* Discard 1 card&lt;br /&gt;
* Sum of your cards that do not form sets or run is called &amp;quot;deadwood&amp;quot;. All face cards are considered as 10 and Aces are 1.&lt;br /&gt;
* When your deadwood value is below 10, you can call &amp;quot;knock&amp;quot; and score the deadwood in your opponent&#039;s hand minus the deadwood in your hand.  If, however, your opponent has a lower deadwood value than you, they score the difference instead as well as get the undercut bonus.  The amount of the undercut bonus can be set to different values on BGA, 10 is the typical.&lt;br /&gt;
* If your deadwood value is 0 (all cards are in sets or runs), you can call &amp;quot;gin&amp;quot; and score 25 points + the deadwood value of your opponent&#039;s hand.&lt;br /&gt;
* The first person who reaches 100 points wins the game&lt;/div&gt;</summary>
		<author><name>Clutron</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpginrummy&amp;diff=18042</id>
		<title>Gamehelpginrummy</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpginrummy&amp;diff=18042"/>
		<updated>2023-09-13T21:21:49Z</updated>

		<summary type="html">&lt;p&gt;Clutron: /* Turn */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
The aim is to reach 100 points through making melds (runs or sets with 3 or more cards)&lt;br /&gt;
&lt;br /&gt;
Aces are low (A-2-3)&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
* Take either the face up card in the discard pile or draw the top card from the draw deck.&lt;br /&gt;
&lt;br /&gt;
* Discard 1 card&lt;br /&gt;
* Sum of your cards that do not form sets or run is called &amp;quot;deadwood&amp;quot;. All face cards are considered as 10 and Aces are 1.&lt;br /&gt;
* When your deadwood value is below 10, you can call &amp;quot;knock&amp;quot; and score the deadwood in your opponent&#039;s hand minus the deadwood in your hand.  If, however, your opponent has a lower deadwood value than you, they score the difference instead as well as get the undercut bonus.  The amount of the undercut bonus can be set to different values on BGA, 10 is the typical.&lt;br /&gt;
* If your deadwood value is 0 (all cards are in sets or runs), you can call &amp;quot;gin&amp;quot; and score 25 points + the deadwood value of your opponent&#039;s hand.&lt;br /&gt;
* The first person who reach 100 points wins the game&lt;/div&gt;</summary>
		<author><name>Clutron</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpginrummy&amp;diff=18041</id>
		<title>Gamehelpginrummy</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpginrummy&amp;diff=18041"/>
		<updated>2023-09-13T21:21:06Z</updated>

		<summary type="html">&lt;p&gt;Clutron: /* Turn */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
The aim is to reach 100 points through making melds (runs or sets with 3 or more cards)&lt;br /&gt;
&lt;br /&gt;
Aces are low (A-2-3)&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
* Take either the face up card in the discard pile or draw the top card from the draw deck.&lt;br /&gt;
&lt;br /&gt;
* Discard 1 card&lt;br /&gt;
* Sum of your cards that do not form sets or run is called &amp;quot;deadwood&amp;quot;. All face cards are considered as 10.&lt;br /&gt;
* When your deadwood value is below 10, you can call &amp;quot;knock&amp;quot; and score the deadwood in your opponent&#039;s hand minus the deadwood in your hand.  If, however, your opponent has a lower deadwood value than you, they score the difference instead as well as get the undercut bonus.  The amount of the undercut bonus can be set to different values on BGA, 10 is the typical.&lt;br /&gt;
* If your deadwood value is 0 (all cards are in sets or runs), you can call &amp;quot;gin&amp;quot; and score 25 points + the deadwood value of your opponent&#039;s hand.&lt;br /&gt;
* The first person who reach 100 points wins the game&lt;/div&gt;</summary>
		<author><name>Clutron</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpseikatsu&amp;diff=12990</id>
		<title>Gamehelpseikatsu</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpseikatsu&amp;diff=12990"/>
		<updated>2022-05-03T17:03:02Z</updated>

		<summary type="html">&lt;p&gt;Clutron: /* Game Components */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
In the game of Seikatsu - a word that means &amp;quot;life&amp;quot; in Japanese - players plant a shared garden between each of their pagodas, and compete to have the most breathtaking view of the finished garden. Take turns drawing and playing Garden Tiles that feature both a bird and a flower to create flocks of birds and rows of flowers, as seen from your pagoda. Who has the best view of the garden? It&#039;s all a matter of perspective!&lt;br /&gt;
&lt;br /&gt;
== Game Components ==&lt;br /&gt;
:-32 standard tiles&lt;br /&gt;
:-8 Koi tiles&lt;br /&gt;
:-4 Fountain tiles&lt;br /&gt;
:-4 Fountain Flower Cards&lt;br /&gt;
:-4 Fountain Bird Cards&lt;br /&gt;
 &lt;br /&gt;
NOTE: The standard game is for 2-3 players. Fountains are an optional part of the game, if you did not opt to use them in the game then ignore any mention of fountain tiles in these rules and no bird or flower cards will be dealt.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
The game is played in turns, beginning with the first player and going clockwise, until the entire Garden has been filled with tiles. &lt;br /&gt;
&lt;br /&gt;
On your turn, perform all three steps in order:&lt;br /&gt;
*Play a Tile&lt;br /&gt;
*Score Matching Birds&lt;br /&gt;
*Draw a New Tile&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Play A Tile&#039;&#039;&#039;&lt;br /&gt;
*On your turn, play any tile from your hand adjacent to another tile in the Garden.&lt;br /&gt;
&lt;br /&gt;
Koi Tiles may be played as normal, or as Fountain tiles. There can be no more than 4 Koi or 4 Fountains in the Garden. When you play a Koi tile, you may choose to replace it with a Fountain tile from the faceup supply next to the board, if any remain. If there are already 4 Koi in the Garden, you may only play a Koi as a Fountain. The only time a Fountain may be placed adjacent to another Fountain is if there are no other spaces available, you have no other tiles available, and you cannot play the tile as a Koi because there are already 4 Koi in the Garden.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Score Matching Birds&#039;&#039;&#039;&lt;br /&gt;
*Standard Tiles&lt;br /&gt;
When you play a bird next to one or more identical birds on adjacent tiles, score 2 points for each matching bird on each adjacent tile. Ignore non-matching birds, Koi, and Fountains adjacent to the tile you played. Remember, you do not score for the bird on the tile you played, you only score for the adjacent birds that match the bird you played. &lt;br /&gt;
&lt;br /&gt;
*Koi Tiles&lt;br /&gt;
Koi tiles count as a bird of one color of your choice but only on the turn they are played. You’ll score points for all adjacent birds of one color when you play a Koi, but on all subsequent turns taken by you and your opponents, the Koi tile does not count as a matching bird for any tile played adjacent to it, including another Koi tile.&lt;br /&gt;
&lt;br /&gt;
*Fountain Tiles&lt;br /&gt;
Fountains do not score for matching birds. All Fountain scoring occurs at game-end.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Draw a New Tile&#039;&#039;&#039;&lt;br /&gt;
*Draw a new tile from the cloth bag, if any remain, then pass the bag clockwise to the next player, who takes their turn. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tile Types ==&lt;br /&gt;
*Standard Tiles&lt;br /&gt;
There are two duplicates of each of the 16 different Garden tiles. Each Garden tile features a bird and a flower. There are 4 types/colors of flowers and 4 types/colors of birds. Each of the flowers and birds appear on exactly 8 Garden tiles.&lt;br /&gt;
&lt;br /&gt;
*Koi Tiles&lt;br /&gt;
The Koi tile is a &amp;quot;wild&amp;quot; tile that features a koi fish instead of a bird/flower pair. When you play a Koi tile it scores as a bird of your choice. Once your turn is over, the Koi tile no longer counts as a bird. At the end of the game, each Koi tile scores as a flower of your choice for flower scoring. A Koi tile may be scored as a different flower by different players. Each player chooses to score the Koi as the flower color that is most advantageous to them.&lt;br /&gt;
&lt;br /&gt;
*Fountain Tiles&lt;br /&gt;
Koi tiles may be played as Fountain tiles, as explained above. Fountains are not birds or flowers. At the end of the game, score 2 point for every bird and flower of the same type as on your Fountain Cards and that is adjacent to a Fountain. In other words, look at each fountain, and score 2 points for birds and flowers adjacent to that fountain that appear on your Fountain Cards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== End of Game ==&lt;br /&gt;
When each player has played the last tile from their hand, the Garden should be completely filled and the game is over. To determine the winner, each player will score for the rows of flowers they have planted, and add those points to the points they earned for Flocks of birds. Each player will then score for Fountains, and add those points to their total.&lt;br /&gt;
&lt;br /&gt;
*Scoring Flowers&lt;br /&gt;
To score flowers, look down the rows of tiles on the Garden board, from the perspective of your pagoda.  BGA places lines on the board so you can more easily see what lines you will score flowers on.&lt;br /&gt;
&lt;br /&gt;
In each row, identify the largest flower set, which is the largest group of a single type of flower in that row. The flowers in the set do not need to be adjacent to one another in the row. You score only the largest flower set in each row. If there is a tie for largest set in a row, simply score one of the tied sets. Each Koi tile acts as a flower of your choice during flower scoring. A Koi tile may be scored as a different flower by different players. Fountains do not count as any type of flower.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sets of flowers score as follows:&#039;&#039;&#039;&lt;br /&gt;
Flowers -&amp;gt; Points&lt;br /&gt;
:1 -&amp;gt; 0&lt;br /&gt;
:2 -&amp;gt; 3&lt;br /&gt;
:3 -&amp;gt; 6&lt;br /&gt;
:4 -&amp;gt; 12&lt;br /&gt;
:5 -&amp;gt; 18&lt;br /&gt;
:6 -&amp;gt; 24&lt;br /&gt;
&lt;br /&gt;
*Scoring Fountains&lt;br /&gt;
To score Fountains, look at your Fountain Flower and Bird cards, and score 2 points for each of that flower and bird that surround each Stone in the Garden. A flower or bird adjacent to more than one Fountain will score 2 points for each Fountain it is adjacent to. &lt;br /&gt;
&lt;br /&gt;
==Victory==&lt;br /&gt;
After flower and fountain scores have been determined, the player with the most total points is the winner!&lt;/div&gt;</summary>
		<author><name>Clutron</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpseikatsu&amp;diff=12989</id>
		<title>Gamehelpseikatsu</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpseikatsu&amp;diff=12989"/>
		<updated>2022-05-03T17:02:41Z</updated>

		<summary type="html">&lt;p&gt;Clutron: Created page with &amp;quot;== Introduction == In the game of Seikatsu - a word that means &amp;quot;life&amp;quot; in Japanese - players plant a shared garden between each of their pagodas, and compete to have the most b...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
In the game of Seikatsu - a word that means &amp;quot;life&amp;quot; in Japanese - players plant a shared garden between each of their pagodas, and compete to have the most breathtaking view of the finished garden. Take turns drawing and playing Garden Tiles that feature both a bird and a flower to create flocks of birds and rows of flowers, as seen from your pagoda. Who has the best view of the garden? It&#039;s all a matter of perspective!&lt;br /&gt;
&lt;br /&gt;
== Game Components ==&lt;br /&gt;
32 standard tiles&lt;br /&gt;
8 Koi tiles&lt;br /&gt;
4 Fountain tiles&lt;br /&gt;
4 Fountain Flower Cards&lt;br /&gt;
4 Fountain Bird Cards&lt;br /&gt;
 &lt;br /&gt;
NOTE: The standard game is for 2-3 players. Fountains are an optional part of the game, if you did not opt to use them in the game then ignore any mention of fountain tiles in these rules and no bird or flower cards will be dealt.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
The game is played in turns, beginning with the first player and going clockwise, until the entire Garden has been filled with tiles. &lt;br /&gt;
&lt;br /&gt;
On your turn, perform all three steps in order:&lt;br /&gt;
*Play a Tile&lt;br /&gt;
*Score Matching Birds&lt;br /&gt;
*Draw a New Tile&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Play A Tile&#039;&#039;&#039;&lt;br /&gt;
*On your turn, play any tile from your hand adjacent to another tile in the Garden.&lt;br /&gt;
&lt;br /&gt;
Koi Tiles may be played as normal, or as Fountain tiles. There can be no more than 4 Koi or 4 Fountains in the Garden. When you play a Koi tile, you may choose to replace it with a Fountain tile from the faceup supply next to the board, if any remain. If there are already 4 Koi in the Garden, you may only play a Koi as a Fountain. The only time a Fountain may be placed adjacent to another Fountain is if there are no other spaces available, you have no other tiles available, and you cannot play the tile as a Koi because there are already 4 Koi in the Garden.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Score Matching Birds&#039;&#039;&#039;&lt;br /&gt;
*Standard Tiles&lt;br /&gt;
When you play a bird next to one or more identical birds on adjacent tiles, score 2 points for each matching bird on each adjacent tile. Ignore non-matching birds, Koi, and Fountains adjacent to the tile you played. Remember, you do not score for the bird on the tile you played, you only score for the adjacent birds that match the bird you played. &lt;br /&gt;
&lt;br /&gt;
*Koi Tiles&lt;br /&gt;
Koi tiles count as a bird of one color of your choice but only on the turn they are played. You’ll score points for all adjacent birds of one color when you play a Koi, but on all subsequent turns taken by you and your opponents, the Koi tile does not count as a matching bird for any tile played adjacent to it, including another Koi tile.&lt;br /&gt;
&lt;br /&gt;
*Fountain Tiles&lt;br /&gt;
Fountains do not score for matching birds. All Fountain scoring occurs at game-end.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Draw a New Tile&#039;&#039;&#039;&lt;br /&gt;
*Draw a new tile from the cloth bag, if any remain, then pass the bag clockwise to the next player, who takes their turn. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tile Types ==&lt;br /&gt;
*Standard Tiles&lt;br /&gt;
There are two duplicates of each of the 16 different Garden tiles. Each Garden tile features a bird and a flower. There are 4 types/colors of flowers and 4 types/colors of birds. Each of the flowers and birds appear on exactly 8 Garden tiles.&lt;br /&gt;
&lt;br /&gt;
*Koi Tiles&lt;br /&gt;
The Koi tile is a &amp;quot;wild&amp;quot; tile that features a koi fish instead of a bird/flower pair. When you play a Koi tile it scores as a bird of your choice. Once your turn is over, the Koi tile no longer counts as a bird. At the end of the game, each Koi tile scores as a flower of your choice for flower scoring. A Koi tile may be scored as a different flower by different players. Each player chooses to score the Koi as the flower color that is most advantageous to them.&lt;br /&gt;
&lt;br /&gt;
*Fountain Tiles&lt;br /&gt;
Koi tiles may be played as Fountain tiles, as explained above. Fountains are not birds or flowers. At the end of the game, score 2 point for every bird and flower of the same type as on your Fountain Cards and that is adjacent to a Fountain. In other words, look at each fountain, and score 2 points for birds and flowers adjacent to that fountain that appear on your Fountain Cards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== End of Game ==&lt;br /&gt;
When each player has played the last tile from their hand, the Garden should be completely filled and the game is over. To determine the winner, each player will score for the rows of flowers they have planted, and add those points to the points they earned for Flocks of birds. Each player will then score for Fountains, and add those points to their total.&lt;br /&gt;
&lt;br /&gt;
*Scoring Flowers&lt;br /&gt;
To score flowers, look down the rows of tiles on the Garden board, from the perspective of your pagoda.  BGA places lines on the board so you can more easily see what lines you will score flowers on.&lt;br /&gt;
&lt;br /&gt;
In each row, identify the largest flower set, which is the largest group of a single type of flower in that row. The flowers in the set do not need to be adjacent to one another in the row. You score only the largest flower set in each row. If there is a tie for largest set in a row, simply score one of the tied sets. Each Koi tile acts as a flower of your choice during flower scoring. A Koi tile may be scored as a different flower by different players. Fountains do not count as any type of flower.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sets of flowers score as follows:&#039;&#039;&#039;&lt;br /&gt;
Flowers -&amp;gt; Points&lt;br /&gt;
:1 -&amp;gt; 0&lt;br /&gt;
:2 -&amp;gt; 3&lt;br /&gt;
:3 -&amp;gt; 6&lt;br /&gt;
:4 -&amp;gt; 12&lt;br /&gt;
:5 -&amp;gt; 18&lt;br /&gt;
:6 -&amp;gt; 24&lt;br /&gt;
&lt;br /&gt;
*Scoring Fountains&lt;br /&gt;
To score Fountains, look at your Fountain Flower and Bird cards, and score 2 points for each of that flower and bird that surround each Stone in the Garden. A flower or bird adjacent to more than one Fountain will score 2 points for each Fountain it is adjacent to. &lt;br /&gt;
&lt;br /&gt;
==Victory==&lt;br /&gt;
After flower and fountain scores have been determined, the player with the most total points is the winner!&lt;/div&gt;</summary>
		<author><name>Clutron</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptrellis&amp;diff=12234</id>
		<title>Gamehelptrellis</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptrellis&amp;diff=12234"/>
		<updated>2022-03-10T14:44:25Z</updated>

		<summary type="html">&lt;p&gt;Clutron: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Trellis, players create an ever-growing tangle of vines, trying to be the first to play all their 15 flower tokens.&lt;br /&gt;
&lt;br /&gt;
The game ends as soon as a player has played their 15 flowers, even if it&#039;s not their turn to play.&lt;br /&gt;
&lt;br /&gt;
== Rules ==&lt;br /&gt;
&lt;br /&gt;
In each turn, players will perform the following action in that order:&lt;br /&gt;
* Plant a Tile (Check for Blooms)&lt;br /&gt;
* Claim a Vine (Check for Blooms)&lt;br /&gt;
* Claim Gifts (Check for Blooms)&lt;br /&gt;
* Draw Back to 3 Tiles (automatic)&lt;br /&gt;
&lt;br /&gt;
=== Plant a tile ===&lt;br /&gt;
&lt;br /&gt;
Plant a tile from your hand face-up onto the board. The tile must connect with an existing vine (meaning it&#039;s next to another tile). Connecting vines don’t need to match colors.&lt;br /&gt;
&lt;br /&gt;
Planting tiles may cause newly connected vines to bloom (see corresponding chapter)&lt;br /&gt;
&lt;br /&gt;
=== Claim a vine ===&lt;br /&gt;
&lt;br /&gt;
Claim a new vine by placing your flower on an empty vine on the newly planted tile.&lt;br /&gt;
Your claimed vine will also BLOOM flowers if connected to any empty, unclaimed vines of the same color. On later turns, all connected vines automatically bloom during Step 1. Then, the active player claims an&lt;br /&gt;
&lt;br /&gt;
=== Claim gifts ===&lt;br /&gt;
&lt;br /&gt;
Helping others helps yourself. If any other players have bloomed flowers on your turn, you get gifts (bonus flowers)!&lt;br /&gt;
Claim more vines on the planted tile; one per flower that other players bloomed on your turn. If you run out of empty vines to claim on the tile being planted, you may then claim any vine on the board, if available.&lt;br /&gt;
&lt;br /&gt;
== Blooming ==&lt;br /&gt;
&lt;br /&gt;
In Trellis, every time a tile is planted, the board changes and flowers may bloom on to newly connected vines.&lt;br /&gt;
Here’s how blooming works:&lt;br /&gt;
If a vine is already claimed with a flower AND it is connected to an empty vine of the same color, automatically bloom a new flower to the new vine.&lt;br /&gt;
&lt;br /&gt;
This is repeated until all connected vines with a flower on it have bloomed.&lt;br /&gt;
&lt;br /&gt;
Any player’s flowers can bloom on any turn, but the active player benefits the most, receiving gift flowers per flower that opponents bloom.&lt;br /&gt;
If several players could bloom into the same vine, the active player decides who adds the flower.&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
When someone is able to place their 15th flower bloom on the board, they immediately win!&lt;/div&gt;</summary>
		<author><name>Clutron</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpbutterfly&amp;diff=11459</id>
		<title>Gamehelpbutterfly</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpbutterfly&amp;diff=11459"/>
		<updated>2022-01-17T14:05:42Z</updated>

		<summary type="html">&lt;p&gt;Clutron: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://www.boardgamegeek.com/boardgame/284229/butterfly Butterfly] is simple tile set collection game by Rio Grande.  You take the hedgehog from tile to tile scoring points for the tiles you collect.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
The player to the left of the starting player places the hedgehog on any tile.&lt;br /&gt;
&lt;br /&gt;
Players then take turns. On your turn, you move the hedgehog to any tile which is in a straight line either ahead of it, to its left or to its right, rotating the piece in the direction it is moving. You can skip over empty spaces to reach the tile. When you land on a tile, you collect it.&lt;br /&gt;
&lt;br /&gt;
Some spaces on the board have Butterfly Nets, which are revealed when tiles are collected.  If the hedgehog moves over an exposed butterfly net, the player may immediately choose to draw and score a random tile from the bag.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
[[File:Scoring.jpg|Scoring Chart]]&lt;br /&gt;
&lt;br /&gt;
*Butterflies score the number of points shown. (There are also colored x2 multipliers which multiply the score in that colour)&lt;br /&gt;
*Dragonflies score only the highest dragonfly collected.&lt;br /&gt;
*Lightning bugs score only the lowest lightning bug collected.&lt;br /&gt;
*Grasshoppers score only the last grasshopper collected, previous tiles are discarded.&lt;br /&gt;
*Flowers are each worth the number of collected flowers. (Example: if you have 4 flowers, each flower is worth 4 points = a total of 16 points in flowers.)&lt;br /&gt;
*For each Bee which you can pair with a Honeycomb, the Bee scores 0 and the Honeycomb scores the printed value.&lt;br /&gt;
**Bees are worth -3 without a Honeycomb to live in.&lt;br /&gt;
**Honeycombs are worth 0 points without a bee to live in them.&lt;br /&gt;
*Wasps are worth negative points as shown on each wasp tile.&lt;br /&gt;
&lt;br /&gt;
=== End Game ===&lt;br /&gt;
The game is over when the hedgehog can no longer be moved. The player with the highest score at that time wins!&lt;/div&gt;</summary>
		<author><name>Clutron</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Scoring.jpg&amp;diff=11458</id>
		<title>File:Scoring.jpg</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Scoring.jpg&amp;diff=11458"/>
		<updated>2022-01-17T14:05:15Z</updated>

		<summary type="html">&lt;p&gt;Clutron: Score chart for the game Butterfly&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Score chart for the game Butterfly&lt;/div&gt;</summary>
		<author><name>Clutron</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpsamarkand&amp;diff=10415</id>
		<title>Gamehelpsamarkand</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpsamarkand&amp;diff=10415"/>
		<updated>2021-12-01T15:01:43Z</updated>

		<summary type="html">&lt;p&gt;Clutron: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Samarkand ===&lt;br /&gt;
An eastern trading game from Sid Sackson&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
SAMARKAND is a fast-paced merchant game set in the exotic East. Sparkling jewels and valuable carpets promise large gains, but copper and grain can also earn important profits. All merchants know where they can trade with Nomads and what goods they have available for those who are willing to offer gifts for their hospitality. They also know where to buy the wares they want for the best prices. Finally, these merchants know which bazaars in cities such as Samarkand or Isfahan offer the best prices for the goods they have to sell. The merchants know which desert paths to use to travel amongst the nomads, oases, and cities and so can plan their trips to be efficient and earn the largest profit for their travels. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== Setup and Components ====&lt;br /&gt;
&lt;br /&gt;
The game contains 102 commodity cubes&lt;br /&gt;
&lt;br /&gt;
22 x grain (yellow cubes)&lt;br /&gt;
&lt;br /&gt;
20 x fruit (green cubes)&lt;br /&gt;
&lt;br /&gt;
18 x copper goods (red cubes)&lt;br /&gt;
&lt;br /&gt;
16 x carpets (blue cubes)&lt;br /&gt;
&lt;br /&gt;
14 x camels (white cubes)&lt;br /&gt;
&lt;br /&gt;
12 x jewels (black cubes)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When playing with fewer than 5 players, reduce the number of commodity cubes:&lt;br /&gt;
&lt;br /&gt;
• with 4 players remove 1 of each commodity&lt;br /&gt;
&lt;br /&gt;
• with 3 players remove 3 of each commodity&lt;br /&gt;
&lt;br /&gt;
• with 2 players remove 5 of each commodity&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each player will get a game figure, 200 Piaster (represented by their score), 7 random good cubes, and a price table. The first player is chosen and they place their player token anywhere on the board.  In clockwise order, the other players follow suit and place their game figures on the game board.  More than one player may start in the same space. After everyone places their players pieces, the start player then takes their first turn.&lt;br /&gt;
&lt;br /&gt;
---- &lt;br /&gt;
&lt;br /&gt;
==== Gameplay ====&lt;br /&gt;
&lt;br /&gt;
The players are merchants traveling the routes shown by the red arrows. With the Nomads they can trade the goods they have for those they want, in the oases they can buy new goods and in the bazaars of the large cities they can sell them for great profits. The more goods of one kind a player sells, the more money he can earn. With some luck when buying and skill when trading, a player will do well. A player who visits a Nomad camp with a full trading field will have a great opportunity.&lt;br /&gt;
&lt;br /&gt;
The board has 3 types of spaces:&lt;br /&gt;
&lt;br /&gt;
• the small NOMAD camps, where goods are traded&lt;br /&gt;
&lt;br /&gt;
• the OASIS where goods can be purchased&lt;br /&gt;
&lt;br /&gt;
• the CITIES where goods can be sold&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Nomad camps&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each Nomad camp has a value of 4, 5 or 6 and has a trading field for the same number of cubes on the board. When a players enters a Nomad camp which does not have the maximum number of cubes on its trading field, the player must place a cube from his hand (as a greeting gift) on the field for that camp. If a player has no cube to give as a greeting gift, he must buy a commodity cube for 20 piasters and place it in the trading field for that Nomad camp. After giving (or buying) the greeting gift, the player may trade cubes from his hand for those available at the Nomad camp. To do so, the player simply selects the cubes he wants from the camp, and the cubes he wants from their own supply, and makes the trade.  The player can only execute a trade once, but can trade as many cubes as they want when they do.&lt;br /&gt;
&lt;br /&gt;
If a Nomad camp already contains the maximum number of cubes (4, 5, or 6), the player must pay 10 Piaster and takes all the commodity cubes, which he adds to his supply. Like at the beginning of the game, two new cubes are placed in the trading field for that camp.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oasis&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When a player enters an oasis, he must buy 1 or 4 cubes at the price indicated. They pay the money to the bank and draws 1 or 4 cubes. &lt;br /&gt;
&lt;br /&gt;
If a player enters an Oasis and does not have sufficient money to buy even a single good, he must give up three of his cubes at random to the bank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;City&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When a player enters a city, he must sell them at least two cubes of one of the two commodities they will buy, if he can. The player decides which of the two markets in the city he will sell to. The price table shows the prices the city (the bank) will pay for different numbers of goods. For example, if a player sells 5 grain [yellow cubes], the grain market will pay 40 Piaster. Cubes sold are put back into the bag and can be drawn again later.&lt;br /&gt;
&lt;br /&gt;
Two of the city markets show a multi-colored swirl symbol. Such a market will only buy an assortment of goods. In fact, they will buy just one of each good. For example, they would pay 15 Piaster for 1 grain, 1 fruit and 1 jewel.&lt;br /&gt;
&lt;br /&gt;
After the sale, the player covers the corresponding symbol with the purple disc. That commodity can no longer be sold until the disc is moved.  The disc will move when another sale is made, at which point the disc will move to cover the newly sold good, allowing for the previous good to be sold again.&lt;br /&gt;
&lt;br /&gt;
If a player enters a city and cannot sell the items the city’s markets will buy, he must pay 20 Piaster to the bank. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
On a player’s turn he must decide from one of 3 possible moves:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;1 space free of charge&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The player may move his figure exactly one space in the direction of the arrows for no cost. He then takes whatever action(s) allowed or required in the space he has reached.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Nomad camp extra move&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When a player gives a greeting gift at an Nomad camp having moved 1 space free of charge, he may, instead of trading, move one additional space in the direction of an arrow. If he enters another Nomad camp, he may do the same thing, again after giving a greeting gift. When he finally ends his movement, he then takes whatever action(s) allowed or required in the space he has reached.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Dice for 5 Piasters&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The player pays 5 Piaster to the bank and roles the special die. The player then moves exactly the number of spaces indicated on the die. He may only move in the direction indicated by the arrows.&lt;br /&gt;
&lt;br /&gt;
When the backwards arrow is rolled, the player must move backwards (against the arrows) one space. When the arrows offer more than one choice, the player chooses which space to move to.&lt;br /&gt;
&lt;br /&gt;
He then takes whatever action(s) allowed or required in the space he has reached.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;No more commodities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When the last commodity cube is drawn, each player must immediately reduce the number of cubes in their hand to 12 by discarding any over that number. These cubes are all returned to the bag, and the interrupted move is completed if it was incomplete when the goods ran out.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== Game End / Winning the game ==== &lt;br /&gt;
&lt;br /&gt;
The first player to have 500 Piaster will end the game immediately and win!&lt;/div&gt;</summary>
		<author><name>Clutron</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpsamarkand&amp;diff=10107</id>
		<title>Gamehelpsamarkand</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpsamarkand&amp;diff=10107"/>
		<updated>2021-11-08T17:25:29Z</updated>

		<summary type="html">&lt;p&gt;Clutron: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Samarkand ===&lt;br /&gt;
An eastern trading game from Sid Sackson&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
SAMARKAND is a fast-paced merchant game set in the exotic East. Sparkling jewels and valuable carpets promise large gains, but copper and grain can also earn important profits. All merchants know where they can trade with Nomads and what goods they have available for those who are willing to offer gifts for their hospitality. They also know where to buy the wares they want for the best prices. Finally, these merchants know which bazaars in cities such as Samarkand or Isfahan offer the best prices for the goods they have to sell. The merchants know which desert paths to use to travel amongst the nomads, oases, and cities and so can plan their trips to be efficient and earn the largest profit for their travels. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== Setup and Components ====&lt;br /&gt;
&lt;br /&gt;
The game contains 102 commodity cubes&lt;br /&gt;
&lt;br /&gt;
22 x grain (yellow cubes)&lt;br /&gt;
&lt;br /&gt;
20 x fruit (green cubes)&lt;br /&gt;
&lt;br /&gt;
18 x copper goods (red cubes)&lt;br /&gt;
&lt;br /&gt;
16 x carpets (blue cubes)&lt;br /&gt;
&lt;br /&gt;
14 x camels (white cubes)&lt;br /&gt;
&lt;br /&gt;
12 x jewels (black cubes)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When playing with fewer than 5 players, reduce the number of commodity cubes:&lt;br /&gt;
&lt;br /&gt;
• with 4 players remove 1 of each commodity&lt;br /&gt;
&lt;br /&gt;
• with 3 players remove 3 of each commodity&lt;br /&gt;
&lt;br /&gt;
• with 2 players remove 5 of each commodity&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each player will get a game figure, 200 Piaster (represented by their score), 7 random good cubes, and a price table. The first player is chosen and they place their player token anywhere on the board.  In clockwise order, the other players follow suit and place their game figures on the game board.  More than one player may start in the same space. After everyone places their players pieces, the start player then takes their first turn.&lt;br /&gt;
&lt;br /&gt;
---- &lt;br /&gt;
&lt;br /&gt;
==== Gameplay ====&lt;br /&gt;
&lt;br /&gt;
The players are merchants traveling the routes shown by the red arrows. With the Nomads they can trade the goods they have for those they want, in the oases they can buy new goods and in the bazaars of the large cities they can sell them for great profits. The more goods of one kind a player sells, the more money he can earn. With some luck when buying and skill when trading, a player will do well. A player who visits a Nomad camp with a full trading field will have a great opportunity.&lt;br /&gt;
&lt;br /&gt;
The board has 3 types of spaces:&lt;br /&gt;
&lt;br /&gt;
• the small NOMAD camps, where goods are traded&lt;br /&gt;
&lt;br /&gt;
• the OASIS where goods can be purchased&lt;br /&gt;
&lt;br /&gt;
• the CITIES where goods can be sold&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Nomad camps&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each Nomad camp has a value of 4, 5 or 6 and has a trading field for the same number of cubes on the board. When a players enters a Nomad camp which does not have the maximum number of cubes on its trading field, the player must place a cube from his hand (as a greeting gift) on the field for that camp. If a player has no cube to give as a greeting gift, he must buy a commodity cube for 20 piasters and place it in the trading field for that Nomad camp. After giving (or buying) the greeting gift, the player may trade cubes from his hand for those available at the Nomad camp. To do so, the player simply selects the cubes he wants from the camp, and the cubes he wants from their own supply, and makes the trade.  The player can only execute a trade once, but can trade as many cubes as they want when they do.&lt;br /&gt;
&lt;br /&gt;
If a Nomad camp already contains the maximum number of cubes (4, 5, or 6), the player must pay 10 Piaster and takes all the commodity cubes, which he adds to his supply. Like at the beginning of the game, two new cubes are placed in the trading field for that camp.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oasis&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When a player enters an oasis, he must buy 1 or 4 cubes at the price indicated. They pay the money to the bank and draws 1 or 4 cubes. &lt;br /&gt;
&lt;br /&gt;
If a player enters an Oasis and does not have sufficient money to buy even a single good, he must give up three of his cubes at random to the bank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;City&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When a player enters a city, he must sell them at least two cubes of one of the two commodities they will buy, if he can. The player decides which of the two markets in the city he will sell to. The price table shows the prices the city (the bank) will pay for different numbers of goods. For example, if a player sells 5 grain [yellow cubes], the grain market will pay 40 Piaster. Cubes sold are put back into the bag and can be drawn again later.&lt;br /&gt;
&lt;br /&gt;
Two of the city markets show a multi-colored swirl symbol. Such a market will only buy an assortment of goods. In fact, they will buy just one of each good. For example, they would pay 15 Piaster for 1 grain, 1 fruit and 1 jewel.&lt;br /&gt;
&lt;br /&gt;
After the sale, the player covers the corresponding symbol with one of the discs. That commodity can no longer be sold until that disc is moved.  For the first two sales of the game a new disc will be added to the board, but each sale after, the player selling they goods has to move one of the two discs to cover the good just sold.  Thus allowing the previously covered good to be sold again.&lt;br /&gt;
&lt;br /&gt;
If a player enters a city and cannot sell the items the city’s markets will buy, he must pay 20 Piaster to the bank. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
On a player’s turn he must decide from one of 3 possible moves:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;1 space free of charge&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The player may move his figure exactly one space in the direction of the arrows for no cost. He then takes whatever action(s) allowed or required in the space he has reached.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Nomad camp extra move&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When a player gives a greeting gift at an Nomad camp having moved 1 space free of charge, he may, instead of trading, move one additional space in the direction of an arrow. If he enters another Nomad camp, he may do the same thing, again after giving a greeting gift. When he finally ends his movement, he then takes whatever action(s) allowed or required in the space he has reached.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Dice for 5 Piasters&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The player pays 5 Piaster to the bank and roles the special die. The player then moves exactly the number of spaces indicated on the die. He may only move in the direction indicated by the arrows.&lt;br /&gt;
&lt;br /&gt;
When the backwards arrow is rolled, the player must move backwards (against the arrows) one space. When the arrows offer more than one choice, the player chooses which space to move to.&lt;br /&gt;
&lt;br /&gt;
He then takes whatever action(s) allowed or required in the space he has reached.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;No more commodities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When the last commodity cube is drawn, each player must immediately reduce the number of cubes in their hand to 12 by discarding any over that number. These cubes are all returned to the bag, and the interrupted move is completed if it was incomplete when the goods ran out.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== Game End / Winning the game ==== &lt;br /&gt;
&lt;br /&gt;
The first player to have 500 Piaster will end the game immediately and win!&lt;/div&gt;</summary>
		<author><name>Clutron</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpsamarkand&amp;diff=10106</id>
		<title>Gamehelpsamarkand</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpsamarkand&amp;diff=10106"/>
		<updated>2021-11-08T17:21:55Z</updated>

		<summary type="html">&lt;p&gt;Clutron: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Samarkand ===&lt;br /&gt;
An eastern trading game from Sid Sackson&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
SAMARKAND is a fast-paced merchant game set in the exotic East. Sparkling jewels and valuable carpets promise large gains, but copper and grain can also earn important profits. All merchants know where they can trade with Nomads and what goods they have available for those who are willing to offer gifts for their hospitality. They also know where to buy the wares they want for the best prices. Finally, these merchants know which bazaars in cities such as Samarkand or Isfahan offer the best prices for the goods they have to sell. The merchants know which desert paths to use to travel amongst the nomads, oases, and cities and so can plan their trips to be efficient and earn the largest profit for their travels. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== Setup and Components ====&lt;br /&gt;
&lt;br /&gt;
The game contains 102 commodity cubes&lt;br /&gt;
&lt;br /&gt;
22 x grain (yellow cubes)&lt;br /&gt;
&lt;br /&gt;
20 x fruit (green cubes)&lt;br /&gt;
&lt;br /&gt;
18 x copper goods (red cubes)&lt;br /&gt;
&lt;br /&gt;
16 x carpets (blue cubes)&lt;br /&gt;
&lt;br /&gt;
14 x camels (white cubes)&lt;br /&gt;
&lt;br /&gt;
12 x jewels (black cubes)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When playing with fewer than 5 players, reduce the number of commodity cubes:&lt;br /&gt;
&lt;br /&gt;
• with 4 players remove 1 of each commodity&lt;br /&gt;
&lt;br /&gt;
• with 3 players remove 3 of each commodity&lt;br /&gt;
&lt;br /&gt;
• with 2 players remove 5 of each commodity&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each player will get a game figure, 200 Piaster (represented by their score), 7 random good cubes, and a price table. The first player is chosen and they place their player token anywhere on the board.  In clockwise order, the other players follow suit and place their game figures on the game board.  More than one player may start in the same space. After everyone places their players pieces, the start player then takes their first turn.&lt;br /&gt;
&lt;br /&gt;
---- &lt;br /&gt;
&lt;br /&gt;
==== Gameplay ====&lt;br /&gt;
&lt;br /&gt;
The players are merchants traveling the routes shown by the red arrows. With the Nomads they can trade the goods they have for those they want, in the oases they can buy new goods and in the bazaars of the large cities they can sell them for great profits. The more goods of one kind a player sells, the more money he can earn. With some luck when buying and skill when trading, a player will do well. A player who visits a Nomad camp with a full trading field will have a great opportunity.&lt;br /&gt;
&lt;br /&gt;
The board has 3 types of spaces:&lt;br /&gt;
&lt;br /&gt;
• the small NOMAD camps, where goods are traded&lt;br /&gt;
&lt;br /&gt;
• the OASIS where goods can be purchased&lt;br /&gt;
&lt;br /&gt;
• the CITIES where goods can be sold&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Nomad camps&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each Nomad camp has a value of 4, 5 or 6 and has a trading field for the same number of cubes on the board. When a players enters a Nomad camp which does not have the maximum number of cubes on its trading field, the player must place a cube from his hand (as a greeting gift) on the field for that camp. If a player has no cube to give as a greeting gift, he must buy a commodity cube for 20 piasters and place it in the trading field for that Nomad camp. After giving (or buying) the greeting gift, the player may trade cubes from his hand for those available at the Nomad camp. To do so, the player simply selects the cubes he wants from the camp, and the cubes he wants from their own supply, and makes the trade.  The player can only execute a trade once, but can trade as many cubes as they want when they do.&lt;br /&gt;
&lt;br /&gt;
If a Nomad camp already contains the maximum number of cubes (4, 5, or 6), the player must pay 10 Piaster and takes all the commodity cubes, which he adds to his supply. Like at the beginning of the game, two new cubes are placed in the trading field for that camp.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oasis&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When a player enters an oasis, he must buy 1 or 4 cubes at the price indicated. They pay the money to the bank and draws 1 or 4 cubes. &lt;br /&gt;
&lt;br /&gt;
If a player enters an Oasis and does not have sufficient money to buy even a single good, he must give up three of his cubes at random to the bank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;City&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When a player enters a city, he must sell them at least two cubes of one of the two commodities they will buy, if he can. The player decides which of the two markets in the city he will sell to. The price table shows the prices the city (the bank) will pay for different numbers of goods. For example, if a player sells 5 grain [yellow cubes], the grain market will pay 40 Piaster. Cubes sold are put back into the bag and can be drawn again later.&lt;br /&gt;
&lt;br /&gt;
Two of the city markets show a multi-colored swirl symbol. Such a market will only buy an assortment of goods. In fact, they will buy just one of each good. For example, they would pay 15 Piaster for 1 grain, 1 fruit and 1 jewel.&lt;br /&gt;
&lt;br /&gt;
After the sale, the player covers the corresponding symbol with one of the discs. When a commodity with its symbol covered is sold, the bank pays one price level less. A player may not sell more than the maximum number of goods shown on the price table card to get a higher price (for example, a player could not sell 7 jewels [black cubes] to earn 200 Piaster). &lt;br /&gt;
&lt;br /&gt;
If a player enters a city and cannot sell the items the city’s markets will buy, he must pay 20 Piaster to the bank. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
On a player’s turn he must decide from one of 3 possible moves:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;1 space free of charge&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The player may move his figure exactly one space in the direction of the arrows for no cost. He then takes whatever action(s) allowed or required in the space he has reached.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Nomad camp extra move&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When a player gives a greeting gift at an Nomad camp having moved 1 space free of charge, he may, instead of trading, move one additional space in the direction of an arrow. If he enters another Nomad camp, he may do the same thing, again after giving a greeting gift. When he finally ends his movement, he then takes whatever action(s) allowed or required in the space he has reached.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Dice for 5 Piasters&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The player pays 5 Piaster to the bank and roles the special die. The player then moves exactly the number of spaces indicated on the die. He may only move in the direction indicated by the arrows.&lt;br /&gt;
&lt;br /&gt;
When the backwards arrow is rolled, the player must move backwards (against the arrows) one space. When the arrows offer more than one choice, the player chooses which space to move to.&lt;br /&gt;
&lt;br /&gt;
He then takes whatever action(s) allowed or required in the space he has reached.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;No more commodities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When the last commodity cube is drawn, each player must immediately reduce the number of cubes in their hand to 12 by discarding any over that number. These cubes are all returned to the bag, and the interrupted move is completed if it was incomplete when the goods ran out.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== Game End / Winning the game ==== &lt;br /&gt;
&lt;br /&gt;
The first player to have 500 Piaster will end the game immediately and win!&lt;/div&gt;</summary>
		<author><name>Clutron</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpsamarkand&amp;diff=10105</id>
		<title>Gamehelpsamarkand</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpsamarkand&amp;diff=10105"/>
		<updated>2021-11-08T14:34:32Z</updated>

		<summary type="html">&lt;p&gt;Clutron: Draft Rules for the game Samarkand&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Samarkand ===&lt;br /&gt;
An eastern trading game from Sid Sackson&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
SAMARKAND is a fast-paced merchant game set in the exotic East. Sparkling jewels and valuable carpets promise large gains, but copper and grain can also earn important profits. All merchants know where they can trade with Nomads and what goods they have available for those who are willing to offer gifts for their hospitality. They also know where to buy the wares they want for the best prices. Finally, these merchants know which bazaars in cities such as Samarkand or Isfahan offer the best prices for the goods they have to sell. The merchants know which desert paths to use to travel amongst the nomads, oases, and cities and so can plan their trips to be efficient and earn the largest profit for their travels. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== Setup and Components ====&lt;br /&gt;
&lt;br /&gt;
The game contains 102 commodity cubes&lt;br /&gt;
&lt;br /&gt;
22 x grain (yellow cubes)&lt;br /&gt;
&lt;br /&gt;
20 x fruit (green cubes)&lt;br /&gt;
&lt;br /&gt;
18 x copper goods (red cubes)&lt;br /&gt;
&lt;br /&gt;
16 x carpets (blue cubes)&lt;br /&gt;
&lt;br /&gt;
14 x camels (white cubes)&lt;br /&gt;
&lt;br /&gt;
12 x jewels (black cubes)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When playing with fewer than 5 players, reduce the number of commodity cubes:&lt;br /&gt;
&lt;br /&gt;
• with 4 players remove 1 of each commodity&lt;br /&gt;
&lt;br /&gt;
• with 3 players remove 3 of each commodity&lt;br /&gt;
&lt;br /&gt;
• with 2 players remove 5 of each commodity&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each player will get a game figure, 200 Piaster (represented by their score), 7 random good cubes, and a price table. The first player is chosen and they place their player token anywhere on the board.  In clockwise order, the other players follow suit and place their game figures on the game board.  More than one player may start in the same space. After everyone places their players pieces, the start player then takes their first turn.&lt;br /&gt;
&lt;br /&gt;
---- &lt;br /&gt;
&lt;br /&gt;
==== Gameplay ====&lt;br /&gt;
&lt;br /&gt;
The players are merchants traveling the routes shown by the red arrows. With the Nomads they can trade the goods they have for those they want, in the oases they can buy new goods and in the bazaars of the large cities they can sell them for great profits. The more goods of one kind a player sells, the more money he can earn. With some luck when buying and skill when trading, a player will do well. A player who visits a Nomad camp with a full trading field will have a great opportunity.&lt;br /&gt;
&lt;br /&gt;
The board has 3 types of spaces:&lt;br /&gt;
&lt;br /&gt;
• the small NOMAD camps, where goods are traded&lt;br /&gt;
&lt;br /&gt;
• the OASIS where goods can be purchased&lt;br /&gt;
&lt;br /&gt;
• the CITIES where goods can be sold&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Nomad camps&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each Nomad camp has a value of 4, 5 or 6 and has a trading field for the same number of cubes on the board. When a players enters a Nomad camp which does not have the maximum number of cubes on its trading field, the player must place a cube from his hand (as a greeting gift) on the field for that camp. If a player has no cube to give as a greeting gift, he must buy a commodity cube for 20 piasters and place it in the trading field for that Nomad camp. After giving (or buying) the greeting gift, the player may trade cubes from his hand for those available at the Nomad camp. To do so, the player simply selects the cubes he wants from the camp, and the cubes he wants from their own supply, and makes the trade.  The player can only execute a trade once, but can trade as many cubes as they want when they do.&lt;br /&gt;
&lt;br /&gt;
If a Nomad camp already contains the maximum number of cubes (4, 5, or 6), the player must pay 10 Piaster and takes all the commodity cubes, which he adds to his supply. Like at the beginning of the game, two new cubes are placed in the trading field for that camp.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oasis&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When a player enters an oasis, he must buy 1 or 4 cubes at the price indicated. They pay the money to the bank and draws 1 or 4 cubes. &lt;br /&gt;
&lt;br /&gt;
If a player enters an Oasis and does not have sufficient money to buy even a single good, he must give up three of his cubes at random to the bank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;City&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When a player enters a city, he must sell them at least two cubes of one of the two commodities they will buy, if he can. The player decides which of the two markets in the city he will sell to. The price table shows the prices the city (the bank) will pay for different numbers of goods. For example, if a player sells 5 grain [yellow cubes], the grain market will pay 40 Piaster. Cubes sold are put back into the bag and can be drawn again later.&lt;br /&gt;
&lt;br /&gt;
Two of the market tokens show a multi-colored swirl symbol. Such a market will only buy an assortment of goods. In fact, they will buy just one of each good. For example, they would pay 15 Piaster for 1 grain, 1 fruit and 1 jewel.&lt;br /&gt;
&lt;br /&gt;
After the sale, the player covers the corresponding symbol with one of the discs. When a commodity with its symbol covered is sold, the bank pays one price level less. A player may not sell more than the maximum number of goods shown on the price table card to get a higher price (for example, a player could not sell 7 jewels [black cubes] to earn 200 Piaster). &lt;br /&gt;
&lt;br /&gt;
If a player enters a city and cannot sell the items the city’s markets will buy, he must pay 20 Piaster to the bank. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
On a player’s turn he must decide from one of 3 possible moves:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;1 space free of charge&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The player may move his figure exactly one space in the direction of the arrows for no cost. He then takes whatever action(s) allowed or required in the space he has reached.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Nomad camp extra move&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When a player gives a greeting gift at an Nomad camp having moved 1 space free of charge, he may, instead of trading, move one additional space in the direction of an arrow. If he enters another Nomad camp, he may do the same thing, again after giving a greeting gift. When he finally ends his movement, he then takes whatever action(s) allowed or required in the space he has reached.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Dice for 5 Piasters&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The player pays 5 Piaster to the bank and roles the special die. The player then moves exactly the number of spaces indicated on the die. He may only move in the direction indicated by the arrows.&lt;br /&gt;
&lt;br /&gt;
When the backwards arrow is rolled, the player must move backwards (against the arrows) one space. When the arrows offer more than one choice, the player chooses which space to move to.&lt;br /&gt;
&lt;br /&gt;
He then takes whatever action(s) allowed or required in the space he has reached.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;No more commodities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When the last commodity cube is drawn, each player must immediately reduce the number of cubes in their hand to 12 by discarding any over that number. These cubes are all returned to the bag, and the interrupted move is completed if it was incomplete when the goods ran out.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== Game End / Winning the game ==== &lt;br /&gt;
&lt;br /&gt;
The first player to have 500 Piaster will end the game immediately and win!&lt;/div&gt;</summary>
		<author><name>Clutron</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpsaintpetersburg&amp;diff=6136</id>
		<title>Gamehelpsaintpetersburg</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpsaintpetersburg&amp;diff=6136"/>
		<updated>2020-11-12T15:08:59Z</updated>

		<summary type="html">&lt;p&gt;Clutron: /* Rules Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= St. Petersburg = &lt;br /&gt;
== Rules Summary ==&lt;br /&gt;
=== Phases ===&lt;br /&gt;
The game is made up of multiple rounds of 4 phases: workers, buildings, aristocrats, trade&lt;br /&gt;
You buy cards for the number of roubles shown on the card. &lt;br /&gt;
If you already have one or more of the cards, they come at a discount - 1 rouble less for each card of the same type (but they always cost at least 1 rouble).&lt;br /&gt;
On the second round onwards, cards that were not used in the last round are moved to the lower row - those cards cost 1 rouble less.&lt;br /&gt;
&lt;br /&gt;
=== Worker Phase (Green Cards) ===&lt;br /&gt;
In this phase you buy worker cards. At the end of the round, you are paid 3 roubles for every worker you have.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Trading Cards ===&lt;br /&gt;
==== Displacing trading cards: ====&lt;br /&gt;
* Blue trading cards can displace any already placed building.&lt;br /&gt;
* Red trading cards can displace any already placed aristocrat.&lt;br /&gt;
* Each green trading card must replace a specific type of worker (players can recognize pairs of green trading cards and their predecessor by matching symbols in the upper right of the cards):&lt;br /&gt;
** Carpenter Workshop - Lumberjack&lt;br /&gt;
** Gold Smelter - Gold Miner&lt;br /&gt;
** Weaving Mill - Shepherd&lt;br /&gt;
** Fur Shop - Fur Trapper&lt;br /&gt;
** Wharf - Ship Builder&lt;br /&gt;
* A trading card _cannot_ displace another trading card.&lt;br /&gt;
&lt;br /&gt;
==== Paying for trading cards: ====&lt;br /&gt;
* If trading card is more expensive than the card it displaces, the cost is the difference between the two.&lt;br /&gt;
* If trading card is the same cost or cheaper than the card it displaces, the cost is 1 ruble.&lt;br /&gt;
* All other normal cost reductions from other cards _do_ also apply to trading cards.&lt;br /&gt;
&lt;br /&gt;
==== End Game Trigger: ====&lt;br /&gt;
When the administrator places the last card of a group (the last worker, the last building, the last aristocrat, or the last trading card) on the board, play continues through all phases of that round. After that round ends, the game ends and the final scoring follows. If there are not enough cards to fill the row, they place as many as they can and the rest of the spots are left empty.&lt;/div&gt;</summary>
		<author><name>Clutron</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpdownforce&amp;diff=5837</id>
		<title>Gamehelpdownforce</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpdownforce&amp;diff=5837"/>
		<updated>2020-10-08T14:20:50Z</updated>

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