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	<id>https://en.doc.boardgamearena.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Conwayjj</id>
	<title>Board Game Arena - User contributions [en]</title>
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	<updated>2026-10-31T20:25:52Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptinnerstrail&amp;diff=14977</id>
		<title>Gamehelptinnerstrail</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptinnerstrail&amp;diff=14977"/>
		<updated>2022-10-07T15:48:48Z</updated>

		<summary type="html">&lt;p&gt;Conwayjj: /* Mining Actions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Aim of the game ==&lt;br /&gt;
Each player represents a growing mining operation in 19th-century Cornwall, seeking to profit from the rich tin and copper deposits of the region. Over the course of 4 rounds, players will build mines, acquire developments, extract ore, sell their tin and copper, and invest the proceeds to earn points. The player with the most points at the end of the game is the winner.&lt;br /&gt;
&lt;br /&gt;
== Game Summary ==&lt;br /&gt;
The game has 4 rounds, and each round has 4 phases:&lt;br /&gt;
# &#039;&#039;&#039;Set ore prices&#039;&#039;&#039; - roll the dice to determine the prices of tin and copper.&lt;br /&gt;
# &#039;&#039;&#039;Actions&#039;&#039;&#039; - players will take actions by spending work points. The active player is determined by the position of the work markers on the work track&lt;br /&gt;
# &#039;&#039;&#039;Sell &amp;amp; Invest&#039;&#039;&#039; - players sell all of their tin and copper, then invest their money to earn points.&lt;br /&gt;
# &#039;&#039;&#039;End of round&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Players each have 3 tokens in their respective colors:&lt;br /&gt;
* Score marker - token that looks like a top hat on the outside track of the game board&lt;br /&gt;
* Money marker - rectangular token that looks like a Pound note (£) on the outside track of the game board. This starts the game at £20 for each player.&lt;br /&gt;
* Work marker - disc token that starts on the Work track (at the top left of the game board)&lt;br /&gt;
&lt;br /&gt;
== Phase 1 - Set Ore Prices ==&lt;br /&gt;
The prices for copper and tin are set by dice rolls, which are determined automatically by Board Game Arena. The current price of an ore may have an effect on the price of the ore in the next round.&lt;br /&gt;
&lt;br /&gt;
== Phase 2 - Actions ==&lt;br /&gt;
The &#039;&#039;&#039;Active Player&#039;&#039;&#039; (&#039;&#039;&#039;AP&#039;&#039;&#039;) is always the player who has spent the least &#039;&#039;&#039;Work Points&#039;&#039;&#039; (&#039;&#039;&#039;WP&#039;&#039;&#039;). If players are tied for the least, the player closest to the top of the Work Track is the Active Player. The Active Player takes an action, spending the necessary Work Points and moving their disc accordingly (this is handled by Board Game Arena).&lt;br /&gt;
‎&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Mining Actions ===&lt;br /&gt;
* &#039;&#039;&#039;Build Mine&#039;&#039;&#039; - 2 WP - the AP selects an area that has an area tile, initiating an auction for the right to build a mine in the area. The winner of the auction (not necessarily the AP) will spend 2 work points and build a mine in the area. &lt;br /&gt;
** A player can participate in the auction if they:&lt;br /&gt;
*** have at least 2 WP&lt;br /&gt;
*** have at least 1 unbuilt mine&lt;br /&gt;
*** have enough money to pay for any bid they make&lt;br /&gt;
** Before the auction begins, the AP may play a &#039;&#039;&#039;Survey Card&#039;&#039;&#039; for &#039;&#039;no additional cost&#039;&#039;. These cards improve the mines for whoever wins the auction, but also grant the AP two bonuses:&lt;br /&gt;
*** &#039;&#039;&#039;Investigation&#039;&#039;&#039; - you may secretly look at the area tile before making your opening bid&lt;br /&gt;
*** &#039;&#039;&#039;Insurance&#039;&#039;&#039; - if you lose the auction, you receive half the winning bid (rounded up)&lt;br /&gt;
*** Requirements to play a Survey Card:&lt;br /&gt;
**** The area tile must be face down&lt;br /&gt;
**** The card must match the tile&#039;s region (or is a wild card)&lt;br /&gt;
**** There must be at least one other player able to participate in the auction.&lt;br /&gt;
** Once a player drops out of the auction, they cannot re-enter the auction.&lt;br /&gt;
** &#039;&#039;&#039;After the auction&#039;&#039;&#039;, the winning player must pay the cost of their bid, spend 2 work points, then &#039;&#039;&#039;may play a Survey Card&#039;&#039;&#039; to improve the mine, provided that the AP did not play one at the start of the auction. If a player plays a Survey Card after the auction, they guarantee gaining the benefit rather than risk losing it to the other players, but they &#039;&#039;must pay the cost shown in the bottom right&#039;&#039;.&lt;br /&gt;
** The cubes shown on the area tile are then placed on the board. Effects of Drainage Tokens and Survey Cards are then applied as necessary, which can result in cubes being added or removed, or developments being added.&lt;br /&gt;
** &#039;&#039;&#039;&#039;&#039;For 2 player auction rules, please check the full rulebook.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Extract Ore&#039;&#039;&#039; - 1 WP - choose one of your mines and take from it a number of tin and copper cubes (in any combination) up to the mine&#039;s extraction capacity.&lt;br /&gt;
** &#039;&#039;&#039;Each mine has a base extraction capacity of 2&#039;&#039;&#039;. Each miner, port, or train in the area adds 1 to this capacity.&lt;br /&gt;
** Each cube you extract costs an amount of money equal to the number of water cubes currently in the mine.&lt;br /&gt;
** After extracting, add 1 water cube to the area.&lt;br /&gt;
‎&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Development Actions ===&lt;br /&gt;
When you take a development action, take the appropriate piece from development board, based on the current round number, and place it on the main board. You may place developments in any area on the board, regardless of whether anyone has built a mine in that area or not. The number of developments is strictly limited. Apart from steam pumps, you may only take a development action if the appropriate piece is available in the column for current round. Developments cannot be moved or removed later in the game.&lt;br /&gt;
* &#039;&#039;&#039;Miner&#039;&#039;&#039; - 1 WP - take an available miner from the development board and place it in any area. The miner adds 1 to the mine&#039;s extraction capacity. Each area can have a maximum of 1 miner.&lt;br /&gt;
* &#039;&#039;&#039;Port&#039;&#039;&#039; - 2 WP - take an available port from the development board and place it in any area that borders the sea. Remove 1 water cube from the area. If the area does not yet have a mine, place 1 drainage token instead. The port adds 1 to a mine&#039;s extraction capacity. Each area can have a maximum of 1 port.&lt;br /&gt;
* &#039;&#039;&#039;Train&#039;&#039;&#039; - 2 WP - take an available train from the development board and place it in any area. Remove 2 water cubes from the area. If the area does not yet have a mine, place 2 drainage tokens instead. Remove 1 water cube from each adjacent area (place drainage tokens instead where necessary). The train adds 1 to a mine&#039;s extraction capacity (no effect on the extraction capacity of adjacent areas).&lt;br /&gt;
* &#039;&#039;&#039;Adit&#039;&#039;&#039; - 3 WP - take an available adit from the development board and place it so that it connects two adjacent areas. Remove 1 water cube from each of these areas (place drainage tokens instead where necessary). Add 1 tin and 1 copper cube to each of these areas.&lt;br /&gt;
* &#039;&#039;&#039;Steam Pumps&#039;&#039;&#039; - 1 WP - take the rightmost available group of steam pumps. For each pump taken, you may remove 1 water cube from anywhere. If multiple pumps are taken, this can be the same area or different areas. Steam pumps are returned to the supply when used, and are refilled at the end of each round.&lt;br /&gt;
‎&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Ancillary Actions ===&lt;br /&gt;
* &#039;&#039;&#039;Sell Pasties&#039;&#039;&#039; - 1 WP - earn 1£&lt;br /&gt;
* &#039;&#039;&#039;Pass&#039;&#039;&#039; - 0 WP - place your work marker disc in the uppermost empty space in the column next to the Investment Panel. You can no longer take actions this round. If your disc is on the final column of the Work Track, you must pass.&lt;br /&gt;
&lt;br /&gt;
== Phase 3 - Sell &amp;amp; Invest ==&lt;br /&gt;
* All players now sell all of the tin and copper they extracted during the round for the current prices, then return the cubes to the supply. Cubes cannot be kept between rounds.&lt;br /&gt;
* Players now take turns to make investments, from top to bottom, until all players do not wish to make any further investments. Investments are made in increments of £10 and £5, earning points based both on the row of the player&#039;s disc and on the current round. Players may invest as much money as they can afford, taking turns making one investment at a time. Example, in the first round, the player at the top of the investment track might invest £10 to earn 22 points, then another £5 to earn 10 points, for a total of 32 points. In round 3, the player might be 2nd on the investment track, and could invest £10 to earn 15 points.&lt;br /&gt;
== Phase 4 - End of Round ==&lt;br /&gt;
This is mostly a cleanup phase handled by Board Game Arena, but the &#039;&#039;&#039;2 players now at the top of the Work Track&#039;&#039;&#039; may each, in turn, look at one face-down area tile of their choice and replace it face down.&lt;br /&gt;
== End of the Game ==&lt;br /&gt;
&#039;&#039;&#039;After round 4, the player with the most points wins.&#039;&#039;&#039;&lt;br /&gt;
* Ties are broken in this order:&lt;br /&gt;
# Most money&lt;br /&gt;
# Most tin and copper cubes still in mines&lt;br /&gt;
# Highest on the work track&lt;/div&gt;</summary>
		<author><name>Conwayjj</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelprallymangt&amp;diff=4533</id>
		<title>Gamehelprallymangt</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelprallymangt&amp;diff=4533"/>
		<updated>2020-05-29T12:27:26Z</updated>

		<summary type="html">&lt;p&gt;Conwayjj: /* Flat out: All the dice at once */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Rounds ==&lt;br /&gt;
A game of Rallyman: GT is made up of alternating “white” and “black” rounds. Each player gets one turn each round. &lt;br /&gt;
&lt;br /&gt;
The Round marker has a white side and a black side, which allows you to immediately tell who has already played their turn this round. At the end of a round the Round marker is flipped over and a new round begins.&lt;br /&gt;
&lt;br /&gt;
== Determining order of play ==&lt;br /&gt;
At the beginning of each round, you must first determine the order of play.&lt;br /&gt;
&lt;br /&gt;
Order of play at the start of each round is determined by speed, then by the position of each car in case of a draw.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPEED &amp;gt; DISTANCE &amp;gt; POSITION&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Speed&#039;&#039;&#039; - Start by identifying the fastest car. The car with the highest Gear marker always plays first, no matter where they are on the track.&lt;br /&gt;
# &#039;&#039;&#039;Distance&#039;&#039;&#039; - If two or more cars are going at the same speed, then order of play is determined by how far along the track they are. The car furthest ahead plays first.&lt;br /&gt;
# &#039;&#039;&#039;Position&#039;&#039;&#039; - In case of a draw in terms of speed and distance, the car situated on the inside lane of the next corner plays first. A “corner” is a section of track with speed limitations&lt;br /&gt;
&lt;br /&gt;
== The Turn ==&lt;br /&gt;
Once order of play has been established, each player takes their turn one after the other.&lt;br /&gt;
&lt;br /&gt;
=== During their turn a player will do the following: ===&lt;br /&gt;
# Plan your turn&lt;br /&gt;
# Roll your dice and move your car.&lt;br /&gt;
&lt;br /&gt;
== Planning your turn ==&lt;br /&gt;
During their turn, players will use dice to accelerate, brake, and coast their way around the track. Your player board (and the summary at the top of the screen) shows what dice are available to you.&lt;br /&gt;
&lt;br /&gt;
Each die number represents a gear. With each move you make, may go up or down one gear (or stay the same with a white die). You must always be moving forward. Each die may only be used once per turn.&lt;br /&gt;
&lt;br /&gt;
=== Corners ===&lt;br /&gt;
Corner spaces have numbers in the middle which indicate the top gear in which you can safely navigate the corner. Exceed this number and you will lose control!&lt;br /&gt;
&lt;br /&gt;
====The inside line====&lt;br /&gt;
Some spaces have dotted lines separating them, with a lower number or caution symbol next to it. The number indicates the highest gear you can use to safely move between those spaces. Exceed it and you will lose control! The caution symbol gives one extra caution result when moving (see below)&lt;br /&gt;
&lt;br /&gt;
Note that you can safely move diagonally into spaces like this, as long as you don&#039;t exceed the normal limits.&lt;br /&gt;
==== The outside line====&lt;br /&gt;
Some spaces have a caution triangle around the number. This indicates that you get an extra caution result when you pass that space in that gear.&lt;br /&gt;
&lt;br /&gt;
=== Overtaking ===&lt;br /&gt;
To enter a space adjacent to another player’s car, you must use a Gear die equal to or higher than the current Gear of the opponent’s car. &lt;br /&gt;
Once your car is beside theirs, the rest of their movement can be at any speed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: if a yellow flag is out due to damage, you cannot overtake (move alongside) another player.&lt;br /&gt;
&lt;br /&gt;
==Rolling your dice and moving==&lt;br /&gt;
&lt;br /&gt;
Once you have planned your turn, you will roll your dice, either all at once (&#039;&#039;Flat Out&#039;&#039;) or one at a time. But be careful: Exceed the safe number of caution symbols (generally three), and you will lose control!&lt;br /&gt;
&lt;br /&gt;
===Flat out: All the dice at once===&lt;br /&gt;
This is the risky but brave choice: Roll your dice, and hope you get lucky. If you roll safely, you will get some &#039;&#039;focus tokens&#039;&#039; for your trouble: one per gear or coast die (not brake or boost die) you rolled. These will come in handy later!&lt;br /&gt;
&lt;br /&gt;
===One at a time===&lt;br /&gt;
Sometimes you need to play it safe. You can roll your dice one at a time, and stop at any time. This way you can stop if you are at risk of losing control.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus&#039;&#039;&#039;: While you are rolling your dice one at a time, you may find that you are at risk of losing control. You can spend the focus tokens you earned earlier to &#039;&#039;secure&#039;&#039; your dice. Instead of rolling them you guarantee a safe result. But each die protected in a turn has a higher cost: the first die costs one, the second another two, the third another three, etc.&lt;br /&gt;
&lt;br /&gt;
==The dice==&lt;br /&gt;
Some dice are safer than others: The white &#039;&#039;coast&#039;&#039; dice along with first and second gear only have one caution symbol on them while the other dice all have two.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Braking&#039;&#039;&#039;: You can jump down extra gears by adding a red &#039;brake&#039; die to the space moved. Each red die lets you skip a gear. For example, you could go from fourth to 1st by rolling brake+brake+1, or from 6th to 4th by rolling brake+4. In this way you can move further on one turn, or end a turn in a higher gear.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Boosting&#039;&#039;&#039;: Similarly, the green &#039;boost&#039; die available in some races lets you skip a gear upwards. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Coasting&#039;&#039;&#039;: White &#039;coast&#039; dice let you stay in the same gear.&lt;br /&gt;
&lt;br /&gt;
==Losing Control==&lt;br /&gt;
&lt;br /&gt;
If you exceed your limit, you will lose control. &lt;br /&gt;
&lt;br /&gt;
Consult your player board to see what happens when you lose control: You might lose all speed to &#039;gear&#039; 0, or go off the track in &#039;gear&#039; 00. You might also take some damage at higher speeds and on more dangerous tiles For each black damage marker in the table.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear 00&#039;&#039;&#039;: In this gear you simply lose a turn: when it comes to your turn, get back on the track in &#039;gear&#039; 0. Next turn you will resume as normal, starting from gear 1 etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear 0&#039;&#039;&#039;: In this gear you are just stopped in place. Next turn, just resume your movement.&lt;br /&gt;
&lt;br /&gt;
If you used the &#039;flat out&#039; die rolling option, you can change what order you place your dice to help decide where you lose control, or even change your route to avoid loss of control. Even if you lose control, you will still get your focus tokens.&lt;br /&gt;
&lt;br /&gt;
===Damage===&lt;br /&gt;
There are several damage result tokens.&lt;br /&gt;
* Lose dice: this reduces your dice pool: you might lose a white, black, or red die (meaning you will have one less to use on your turn)&lt;br /&gt;
* Yellow flag: This will be removed on your next move (not turn - if you have 00 yellow flag stays until you are ready to move again), but in the meantime no one is allowed to pass on the track.&lt;br /&gt;
* Weather: the weather changes from rain to sun, or vice versa! If you are on the wrong kind of tires, your dice pool and caution limit will be reduced. You might want to stop to change tires.&lt;br /&gt;
* Green flag: No damage, you&#039;re safe!&lt;br /&gt;
&lt;br /&gt;
==Pit stop==&lt;br /&gt;
&lt;br /&gt;
If you wish you can repair all damage, and/or change tires by ending your turn in 1st gear in a space on either side of the track. While you are in the pit, your gear is either 0 or 00 depending on which option you took, and you are off the track (not blocking other players’ movement.) Once you return to 0 gear (as with losing control, above), you can choose which tires you want and then you will move as normal on that turn.&lt;br /&gt;
&lt;br /&gt;
==Flying Start==&lt;br /&gt;
&lt;br /&gt;
With Flying Start, you can go straight to Gear 2 instead of Gear 1 when starting from 0. &lt;br /&gt;
&lt;br /&gt;
When you resolve your move, whether rolling one by one or moving Flat Out, the result of the Gear 2 die is checked: if it&#039;s a caution symbol, your turn ends immediately. The car moves forward one space and stays in Gear 2.&lt;br /&gt;
&lt;br /&gt;
If you were going Flat Out and would have suffered a Loss of Control as well as this effect, the Loss of Control is ignored.&lt;/div&gt;</summary>
		<author><name>Conwayjj</name></author>
	</entry>
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