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	<updated>2026-10-22T17:38:37Z</updated>
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		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptiletum&amp;diff=31890</id>
		<title>Gamehelptiletum</title>
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		<updated>2026-10-16T04:37:49Z</updated>

		<summary type="html">&lt;p&gt;CrunchyColeslaw: Initial page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each round, coloured dice are rolled around the &#039;&#039;&#039;Action Wheel&#039;&#039;&#039;. On your turn you take one: it gives you &#039;&#039;&#039;Resources of its colour equal to its value&#039;&#039;&#039;, and &#039;&#039;&#039;7 − its value Action Points&#039;&#039;&#039; for the Action it was sitting in front of. High dice mean plenty of Resources and a weak Action; low dice mean the reverse. Between and around your Actions you spend Resources on free &#039;&#039;&#039;Tasks&#039;&#039;&#039;: fulfilling Contracts, placing Crests, building Cathedrals and using Helpers. The player with the most VP after four rounds wins.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The game lasts exactly &#039;&#039;&#039;4 rounds&#039;&#039;&#039;, and in each round every player takes &#039;&#039;&#039;3 turns&#039;&#039;&#039;: 12 turns each in all.&lt;br /&gt;
&lt;br /&gt;
Points come from five places:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Contracts&#039;&#039;&#039; fulfilled from your Storehouse.&lt;br /&gt;
* &#039;&#039;&#039;Cathedrals&#039;&#039;&#039; you contribute to.&lt;br /&gt;
* The &#039;&#039;&#039;King track&#039;&#039;&#039;, scored at the end of every round.&lt;br /&gt;
* The round&#039;s &#039;&#039;&#039;Fair&#039;&#039;&#039;, scored in its Town for everyone with a House or their Merchant there.&lt;br /&gt;
* &#039;&#039;&#039;Final scoring&#039;&#039;&#039;: Houses × Pillars on the map, Completed Buildings, and leftover Resources.&lt;br /&gt;
&lt;br /&gt;
Three things are worth understanding before your first game:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Houses × Pillars is a multiplication.&#039;&#039;&#039; Five Houses and five Pillars on the map score 25 at the end; three and seven score only 21. Build both.&lt;br /&gt;
* &#039;&#039;&#039;The Storehouse has four spaces, and a full Storehouse blocks you from taking any tile.&#039;&#039;&#039; That includes the Bonus tile that comes with a die. Place Characters, fulfil Contracts and use Helpers to keep room free.&lt;br /&gt;
* &#039;&#039;&#039;Corruption drags every King marker down&#039;&#039;&#039; at the start of each pass. The King track scores every round, and its red part costs VP, so a marker left alone drifts into the negatives.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Your turn ==&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Tasks&#039;&#039;&#039;, if you like (see below). They are free and can be done at any point in your turn.&lt;br /&gt;
# &#039;&#039;&#039;Choose a die.&#039;&#039;&#039; Before you take it you may pay &#039;&#039;&#039;2 Gold per step&#039;&#039;&#039; to turn it up or down one value, as often as you can pay; 6 and 1 wrap round to each other. A turned die moves to its new segment, and it gives that segment&#039;s Action, Resources and Bonus tile.&lt;br /&gt;
# &#039;&#039;&#039;Take the die.&#039;&#039;&#039; It goes on your player board.&lt;br /&gt;
# &#039;&#039;&#039;Take the Bonus tile&#039;&#039;&#039; from that Action&#039;s space, if you want it and have room in your Storehouse.&lt;br /&gt;
# &#039;&#039;&#039;Gain Resources&#039;&#039;&#039;: the die&#039;s value, in the Resource of its colour.&lt;br /&gt;
# &#039;&#039;&#039;Perform the Action&#039;&#039;&#039; with &#039;&#039;&#039;7 − the die&#039;s value&#039;&#039;&#039; AP, plus the Bonus AP marker you have on that Action (see &#039;&#039;Completed Buildings&#039;&#039;). Choose the Action&#039;s options in any order, as many times as your AP allow, with Tasks anywhere in between. &#039;&#039;&#039;Unspent AP are lost.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border-collapse:collapse; border:1px solid #a2a9b1; background:#f8f9fa; text-align:center; width:auto;&amp;quot;&lt;br /&gt;
! Die colour !! Resource&lt;br /&gt;
|-&lt;br /&gt;
| Yellow || Gold&lt;br /&gt;
|-&lt;br /&gt;
| Pink || Food&lt;br /&gt;
|-&lt;br /&gt;
| Light grey || Wool&lt;br /&gt;
|-&lt;br /&gt;
| Dark grey || Stone&lt;br /&gt;
|-&lt;br /&gt;
| Blue || Iron&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== The Actions ==&lt;br /&gt;
&lt;br /&gt;
=== Architect ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;1 AP:&#039;&#039;&#039; move your Architect along one road.&lt;br /&gt;
* &#039;&#039;&#039;1 AP:&#039;&#039;&#039; raise a Pillar from your supply at the Cathedral in the Architect&#039;s Town. The Cathedral must not be Unavailable, and you may have only one Pillar at each Cathedral.&lt;br /&gt;
* &#039;&#039;&#039;1 AP:&#039;&#039;&#039; take a Bonus tile from the Architect&#039;s Town.&lt;br /&gt;
&lt;br /&gt;
=== Merchant ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;1 AP:&#039;&#039;&#039; move your Merchant along one road.&lt;br /&gt;
* &#039;&#039;&#039;1 AP:&#039;&#039;&#039; build a House from your supply in the Merchant&#039;s Town, and take the Building Bonus printed beside its space, if there is one. You may have only one House in each Town.&lt;br /&gt;
* &#039;&#039;&#039;1 AP:&#039;&#039;&#039; take a Bonus tile from the Merchant&#039;s Town.&lt;br /&gt;
&lt;br /&gt;
=== Character ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;1 AP:&#039;&#039;&#039; take a Character from the offer into your Storehouse.&lt;br /&gt;
* &#039;&#039;&#039;1 AP:&#039;&#039;&#039; discard all five Characters in the offer and draw five new ones.&lt;br /&gt;
* &#039;&#039;&#039;1 / 2 / 3 AP:&#039;&#039;&#039; place a Character from your Storehouse on floor 1 / 2 / 3 of a Building, and take its printed bonus at once. A Building holds one type of Character only, and a type goes in one Building only.&lt;br /&gt;
&lt;br /&gt;
=== Contract ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;3 / 3 / 2 / 2 / 1 AP:&#039;&#039;&#039; take a Contract from the offer; the price is printed under its space. The offer is not refilled until the end of your turn.&lt;br /&gt;
* &#039;&#039;&#039;1 AP:&#039;&#039;&#039; exchange one Resource for another. The first exchange of your turn also gives you &#039;&#039;&#039;one Resource of your choice&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== King ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Each AP&#039;&#039;&#039; moves your King marker one space up the track, up to +15. A marker landing on an occupied space goes on top.&lt;br /&gt;
&lt;br /&gt;
=== Joker ===&lt;br /&gt;
&lt;br /&gt;
* Choose any of the other five Actions and spend all your AP on it, with that Action&#039;s Bonus AP marker. Only the Joker space&#039;s Bonus tile may be taken.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Tasks ==&lt;br /&gt;
&lt;br /&gt;
Free, at any time during your turn, as often as you can pay, &#039;&#039;&#039;including before you take your die&#039;&#039;&#039; (publisher FAQ), for example a Helper to make room in your Storehouse for the Bonus tile you want:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;2 Gold → 1&#039;&#039;&#039; Food, Wool, Stone or Iron.&lt;br /&gt;
* &#039;&#039;&#039;Fulfil a Contract&#039;&#039;&#039; from your Storehouse: pay its Resources, and it covers the leftmost open Contract space on your board. You score the tile&#039;s VP plus the space&#039;s VP (0, 1, 2, 4, 7, 12), the Pillar standing on the space goes to your supply, and you take any extra reward the tile prints.&lt;br /&gt;
* &#039;&#039;&#039;Place a Crest&#039;&#039;&#039; from your Storehouse under a Building, paying the Food printed there (6, 6, 5, 4, 3, 2), and take the bonus printed below it at once. You may never hold two Crests of one family, Storehouse included.&lt;br /&gt;
* &#039;&#039;&#039;Contribute to a Cathedral&#039;&#039;&#039; where you have a Pillar: pay the Stone on its Construction Cost tile and take the top Cathedral tile. You score the Cost tile&#039;s VP plus the Cathedral tile&#039;s VP. Once per Cathedral per player.&lt;br /&gt;
* &#039;&#039;&#039;Use a Helper&#039;&#039;&#039; from your Storehouse. A Helper must be finished before another one is started, and before you go back to your die&#039;s Action. At least one of its AP must be spent.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Your player board ==&lt;br /&gt;
&lt;br /&gt;
=== Storehouse ===&lt;br /&gt;
&lt;br /&gt;
Every tile you take goes into your Storehouse first: Bonus tiles, Characters and Contracts alike. It has &#039;&#039;&#039;four&#039;&#039;&#039; spaces. Taking a tile is always optional, but with no free space you cannot take one, and a tile can never be discarded. Tiles leave by being placed (Characters and Crests), fulfilled (Contracts) or used (Helpers, which leave the game).&lt;br /&gt;
&lt;br /&gt;
=== Buildings and Completed Buildings ===&lt;br /&gt;
&lt;br /&gt;
Your six Buildings have 3, 2, 2, 1, 1 and 1 rooms; the last one&#039;s room is already filled by a printed Character.&lt;br /&gt;
&lt;br /&gt;
* When every room of a Building is filled, the &#039;&#039;&#039;House on its roof&#039;&#039;&#039; goes to your supply.&lt;br /&gt;
* A Building is &#039;&#039;&#039;Completed&#039;&#039;&#039; when every room is filled &#039;&#039;&#039;and&#039;&#039;&#039; a Crest is under it. You then take its &#039;&#039;&#039;Bonus AP marker&#039;&#039;&#039; (+3, +2, +2, +1, +1) and put it on the Action of that Building&#039;s Character type. From then on, &#039;&#039;&#039;every time you take that Action with a die&#039;&#039;&#039;, including through the Joker, you get that many extra AP. It never adds to AP from Helpers, Characters or Contracts.&lt;br /&gt;
&lt;br /&gt;
=== Houses and Pillars ===&lt;br /&gt;
&lt;br /&gt;
You can only build Houses and raise Pillars &#039;&#039;&#039;from your supply&#039;&#039;&#039;. At the start you have 2 of each there, plus one House already in Tiletum. More reach your supply as you fill Buildings (roof Houses) and fulfil Contracts (Pillars).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== The map ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;House spaces&#039;&#039;&#039; are the small purple squares in each Town. Some carry a &#039;&#039;&#039;Building Bonus&#039;&#039;&#039; printed beside them: a number of VP (Wien 7, Firenze 7, Venezia 8), or a &#039;&#039;&#039;Building&#039;&#039;&#039; icon (Köln, Hamburg, Milano, Toulouse). A Building bonus lets you choose one of your Buildings and take the bonus of each Character in it, in any order.&lt;br /&gt;
* &#039;&#039;&#039;Bonus tile spaces&#039;&#039;&#039; are the red-framed squares, filled at setup and &#039;&#039;&#039;never refilled&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Cathedrals&#039;&#039;&#039; stand in nine Towns, each with 2–4 Pillar spaces and a Construction Cost tile. One Cost tile reads &#039;&#039;&#039;Unavailable&#039;&#039;&#039;: that Cathedral cannot be built at this table.&lt;br /&gt;
* Spaces marked &#039;&#039;&#039;3+&#039;&#039;&#039; or &#039;&#039;&#039;4&#039;&#039;&#039; are only used with that many players. On BGA they are faded out at a smaller table.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Round structure ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border-collapse:collapse; border:1px solid #a2a9b1; background:#f8f9fa; text-align:center; width:auto;&amp;quot;&lt;br /&gt;
! Phase !! What happens&lt;br /&gt;
|-&lt;br /&gt;
| 1. Preparation || 8 / 11 / 14 dice (2 / 3 / 4 players) are drawn from the bag, rolled and sorted onto the Action Wheel.&lt;br /&gt;
|-&lt;br /&gt;
| 2. Actions || Three passes. At the start of each, the next &#039;&#039;&#039;Corruption&#039;&#039;&#039; token is revealed and &#039;&#039;&#039;every&#039;&#039;&#039; King marker moves down by its value (0, 1 or 2). Then each player takes one turn, in Turn Order.&lt;br /&gt;
|-&lt;br /&gt;
| 3. King phase || The highest King marker takes or discards the &#039;&#039;&#039;King Bonus tile&#039;&#039;&#039; (in round 4 it scores 4 VP instead). Then everyone scores the VP of their space, which may be negative. Turn Order is reset from the track, and markers in the red part go back to 0.&lt;br /&gt;
|-&lt;br /&gt;
| 4. Fair || Everyone with a &#039;&#039;&#039;House or their Merchant&#039;&#039;&#039; in the round&#039;s Fair Town scores its Fair tile: the board&#039;s value plus the tile&#039;s value, once for each time they meet its condition.&lt;br /&gt;
|-&lt;br /&gt;
| 5. Cleanup || The Bonus tiles taken from the Action spaces are replaced, and so is the King Bonus tile, except after round 3. The Corruption tokens are reshuffled, the dice go back into the bag, and the Action Wheel turns one step. There is no Cleanup after round 4.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Fair of round 1 is always in &#039;&#039;&#039;Tiletum&#039;&#039;&#039;; the Towns and Fair tiles for rounds 2–4 are drawn at setup and shown on the banner at the top of the board.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Game end and final scoring ==&lt;br /&gt;
&lt;br /&gt;
After the Fair of round 4:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Houses × Pillars&#039;&#039;&#039;: your Houses on the map times your Pillars on the map.&lt;br /&gt;
# &#039;&#039;&#039;Completed Buildings&#039;&#039;&#039;: 3 / 4 / 5 / 6 of them score 5 / 10 / 20 / 30 VP.&lt;br /&gt;
# &#039;&#039;&#039;Leftover Resources&#039;&#039;&#039;: 1 VP for every 4, in any mix.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The player with the most VP wins.&#039;&#039;&#039; A tie goes to the player &#039;&#039;&#039;earlier in Turn Order&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Reference tables ==&lt;br /&gt;
&lt;br /&gt;
=== King track ===&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border-collapse:collapse; border:1px solid #a2a9b1; background:#f8f9fa; text-align:center; width:auto;&amp;quot;&lt;br /&gt;
! Space !! −10 !! −7 !! −5 !! −3 !! −2 !! −1 !! 0 !! +1 !! +2 !! +3 !! +4 !! +5 !! +6 !! +7 !! +9 !! +12 !! +15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each AP moves the marker one space, whatever the numbers either side of it.&lt;br /&gt;
&lt;br /&gt;
=== Fair board values ===&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border-collapse:collapse; border:1px solid #a2a9b1; background:#f8f9fa; text-align:center; width:auto;&amp;quot;&lt;br /&gt;
! Round !! 1 !! 2 !! 3 !! 4&lt;br /&gt;
|-&lt;br /&gt;
| Added to the Fair tile || 2 || 5 || 3 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Player-count differences ===&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border-collapse:collapse; border:1px solid #a2a9b1; background:#f8f9fa; text-align:center; width:auto;&amp;quot;&lt;br /&gt;
!  !! 2p !! 3p !! 4p&lt;br /&gt;
|-&lt;br /&gt;
| Dice in the bag / rolled each round || 10 / 8 || 15 / 11 || 20 / 14&lt;br /&gt;
|-&lt;br /&gt;
| Tiles and spaces marked &amp;quot;3+&amp;quot; || removed || used || used&lt;br /&gt;
|-&lt;br /&gt;
| Tiles and spaces marked &amp;quot;4&amp;quot; || removed || removed || used&lt;br /&gt;
|-&lt;br /&gt;
| Starting Gold, in seat order || 1, 3 || 1, 3, 5 || 1, 3, 5, 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Prospect for Silver (expansion) ==&lt;br /&gt;
&lt;br /&gt;
Turned on with the &#039;&#039;&#039;Prospect for Silver&#039;&#039;&#039; table option. It adds &#039;&#039;&#039;Silver&#039;&#039;&#039;, &#039;&#039;&#039;Mines&#039;&#039;&#039;, &#039;&#039;&#039;Prospectors&#039;&#039;&#039;, three &#039;&#039;&#039;Underground maps&#039;&#039;&#039;, a &#039;&#039;&#039;Technology&#039;&#039;&#039; board and a second disc on the Action Wheel.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Silver&#039;&#039;&#039; is not a Resource: it cannot be bought with Gold, exchanged, or counted in the leftovers. You spend it on &#039;&#039;&#039;Technologies&#039;&#039;&#039;, on hiring &#039;&#039;&#039;Prospectors&#039;&#039;&#039; and on Silver-cost Underground Cathedrals. At the end, &#039;&#039;&#039;2 Silver = 1 VP&#039;&#039;&#039;. Everyone but the first player starts with 1.&lt;br /&gt;
* &#039;&#039;&#039;The Prospector Wheel&#039;&#039;&#039; turns under the Action Wheel. One of its wedges covers two die values with the &#039;&#039;&#039;Prospector Action&#039;&#039;&#039;, which you may take instead of the printed Action (not both), with that wedge&#039;s own Bonus tile. The other wedge gives a free &#039;&#039;&#039;movement point&#039;&#039;&#039; for a Prospector.&lt;br /&gt;
* &#039;&#039;&#039;The Prospector Action&#039;&#039;&#039;: for each AP, move a Prospector one road, take an Underground Bonus tile in its Town, or place a &#039;&#039;&#039;Mine&#039;&#039;&#039;, a &#039;&#039;&#039;Pillar&#039;&#039;&#039; or a &#039;&#039;&#039;House&#039;&#039;&#039; in its Town. A Mine pays 1 Silver and any Gold printed on its space. Underground Houses and Pillars count for everything a main-board one does.&lt;br /&gt;
* &#039;&#039;&#039;Hiring a Prospector&#039;&#039;&#039; is a Task: pay the map&#039;s printed start cost (0, 1 or 2 Silver) to put one on a map you are not on yet.&lt;br /&gt;
* &#039;&#039;&#039;Stone Tablets&#039;&#039;&#039; lie on Underground roads. The first Prospector to cross one gets its effect and covers it with an X.&lt;br /&gt;
* &#039;&#039;&#039;Technologies&#039;&#039;&#039; (a Task): advance your marker one tier on one of the three Technologies in play, paying 1, 2 or 3 Silver for tier I, II or III. Tiers are climbed one at a time, and every tier below your marker stays in effect. Each tier you reach scores its cost at the end (tier III scores 1 + 2 + 3).&lt;br /&gt;
* &#039;&#039;&#039;The King phase&#039;&#039;&#039;: every Mine on a map pays 1 Silver; a marker at 0 or better unlocks one of your three locked Mines; the blue ribbons pay 1 Silver from +3 and 2 from +7.&lt;br /&gt;
* &#039;&#039;&#039;Final scoring&#039;&#039;&#039; follows the &#039;&#039;&#039;Scoring overlay&#039;&#039;&#039; face: &#039;&#039;&#039;Houses × (Pillars or Mines)&#039;&#039;&#039; or &#039;&#039;&#039;Pillars × (Houses or Mines)&#039;&#039;&#039;, counting Mines only where you have more of them than the piece they stand in for; plus 1 VP per 2 Silver and your Technologies.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Solo mode: the Cardinalbot ==&lt;br /&gt;
&lt;br /&gt;
A table for one player is a game against the &#039;&#039;&#039;Cardinalbot&#039;&#039;&#039;, designed by Dávid Turczi with Jeremy Avery. It plays a full turn of its own in your turn order and keeps a board, Resources and VP like a player, but it chooses by a fixed script you can follow in the log.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Its turn&#039;&#039;&#039;: it rolls two dice and moves its pawn that many Decree cards right (the difference of the two). It reads that &#039;&#039;&#039;Decree&#039;&#039;&#039; top-down and takes a die for the first line it can meet; if none, it tries the next card. The colours along the card&#039;s bottom break ties between dice. The log says which card and line it followed, and which cards it passed.&lt;br /&gt;
* &#039;&#039;&#039;It ignores most bonuses.&#039;&#039;&#039; Bonus tiles other than Crests are removed without effect unless a &#039;&#039;&#039;Challenge&#039;&#039;&#039; says otherwise. It has no Storehouse limit, never changes a die&#039;s value, and keeps three Food it will not spend on Contracts.&lt;br /&gt;
* &#039;&#039;&#039;After its Action&#039;&#039;&#039; it activates Crests (3 Food, 5 VP each), builds Cathedrals it has a Pillar at, and fulfils up to two Contracts (their VP plus 5).&lt;br /&gt;
* &#039;&#039;&#039;The King track&#039;&#039;&#039;: it never falls below &#039;&#039;&#039;+3 VP&#039;&#039;&#039; (+5 with &#039;&#039;Favor at the Court&#039;&#039;), and on a tie it is first.&lt;br /&gt;
* &#039;&#039;&#039;The Fair&#039;&#039;&#039;: it scores without a House or Merchant there. After each Fair its leftmost Decree is set aside.&lt;br /&gt;
* &#039;&#039;&#039;To win you must beat its score&#039;&#039;&#039;: a tie is a loss. Solo games are unranked.&lt;br /&gt;
* &#039;&#039;&#039;Difficulty&#039;&#039;&#039; (table option): &#039;&#039;&#039;Priest&#039;&#039;&#039; 1 Challenge, &#039;&#039;&#039;Deacon&#039;&#039;&#039; 3, &#039;&#039;&#039;Bishop&#039;&#039;&#039; 5. Hover a Challenge card for what it changes.&lt;br /&gt;
* &#039;&#039;&#039;Cardinal of Silver&#039;&#039;&#039;: with Prospect for Silver on, the bot uses its Silver Decrees and Challenges and takes Prospector Actions. After each of the first three King phases it spends Silver on &#039;&#039;&#039;King&#039;s Surprise&#039;&#039;&#039; cards and tucks them under its board, and the Technology Fair tile counts those cards for it. It scores &#039;&#039;&#039;1 VP per Silver&#039;&#039;&#039;. At Bishop it also starts on 30 VP with 1 Silver.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Options and preferences ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Table options&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Action space layout&#039;&#039;&#039;: &#039;&#039;&#039;Printed&#039;&#039;&#039; (default) puts the six Actions where the board prints them, as the rulebook suggests for a first game; &#039;&#039;&#039;Random Action tiles&#039;&#039;&#039; shuffles the six Action tiles onto the spaces.&lt;br /&gt;
* &#039;&#039;&#039;Prospect for Silver&#039;&#039;&#039;: the expansion, off by default. With it on, three more options appear: the &#039;&#039;&#039;Underground map sides&#039;&#039;&#039; (random, all A, or all B), the &#039;&#039;&#039;Technologies&#039;&#039;&#039; (three at random, or the rulebook&#039;s first-game set), and the &#039;&#039;&#039;Scoring overlay&#039;&#039;&#039; face (random, or either face).&lt;br /&gt;
* &#039;&#039;&#039;Cardinalbot difficulty&#039;&#039;&#039; (solo tables only): Priest, Deacon (default) or Bishop.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Your own preferences&#039;&#039;&#039; (in the game&#039;s options menu):&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Colour-blind support&#039;&#039;&#039;: either shape badges on pieces, markers and dice, or the dice in five distinct colours (white, orange, pink, blue and black) that are easier to tell apart than the printed ones.&lt;br /&gt;
* &#039;&#039;&#039;Show how far a pawn can walk on hover.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Ask before ending a turn with Action Points left&#039;&#039;&#039; (on by default).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Playing on BGA ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hover anything for its popup.&#039;&#039;&#039; Every tile, die, marker and printed reminder on the board and the player boards explains itself, including the House spaces&#039; bonuses and each Fair tile&#039;s score for this round.&lt;br /&gt;
* &#039;&#039;&#039;Choosing a die happens on the wheel.&#039;&#039;&#039; Click a die to lift it out: its segment lights up, and arrows show what 2 Gold would turn it into. The green check takes it and the grey cross puts it back.&lt;br /&gt;
* &#039;&#039;&#039;Most choices are clicks on the board&#039;&#039;&#039;: a Town to walk to, a space to build on, a Room for a Character, a Crest space, a Cathedral to contribute to.&lt;br /&gt;
* &#039;&#039;&#039;Restart turn&#039;&#039;&#039; takes back everything you did this turn, until something hidden has been shown. A Character you take from the offer leaves its slot &#039;&#039;&#039;face down&#039;&#039;&#039;, so you can still restart. Click the face-down tile, or &#039;&#039;Reveal new Characters&#039;&#039;, to turn it up; you are warned first, because after that the turn can no longer be restarted. The end of your turn turns it up anyway.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Implementation notes ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Tasks before the die.&#039;&#039;&#039; Until you choose a die, the free Tasks are highlighted alongside the dice. A Helper used then opens its Action as usual, and when it is finished you go back to choosing your die. Two kinds of Helper wait for the die: the colour Helper, which you use while choosing it, and the +1/+2/+3 AP Helpers, which add to your die&#039;s Action.&lt;br /&gt;
* &#039;&#039;&#039;The King Action always moves your marker the full amount.&#039;&#039;&#039; The rules allow stopping short, but nothing is ever gained by it, so BGA moves the marker straight away and asks nothing. AP past the top of the track are lost.&lt;br /&gt;
* &#039;&#039;&#039;The replacement Character is face down until you reveal it&#039;&#039;&#039;, rather than drawn at once, so that taking a Character does not end your chance to restart the turn. Revealing it costs nothing. The one difference from the table: to take the new tile with a second Character pick in the same Action, reveal it first.&lt;br /&gt;
* &#039;&#039;&#039;House spaces in a Town are interchangeable&#039;&#039;&#039;, so only one free space per Town is offered. Underground, a Mine or a Pillar always goes on the topmost free space of its kind in the Town, so only that one is offered; Underground House spaces are offered one by one, because they can print different VP.&lt;br /&gt;
* &#039;&#039;&#039;Die Manipulation Technology I makes only a change of exactly 3 cheap.&#039;&#039;&#039; Changing your die by 3, to the opposite side of the wheel, costs 2 Gold instead of 6. Changes of 1 or 2 still cost 2 Gold a step, so a change of 2 costs 4 Gold (confirmed by the publisher).&lt;br /&gt;
* &#039;&#039;&#039;Resource Technology I spends your Gold first.&#039;&#039;&#039; Your Resource Bonus tile&#039;s Resource is used for a Gold cost only when your Gold runs short, and you are not asked: the Resource can do everything Gold can and more, so it is always the one worth keeping. It counts for every Gold cost: the 2 Gold exchange, changing a die&#039;s value, and Gold paid Underground.&lt;br /&gt;
* &#039;&#039;&#039;Resource Technology I and Contracts.&#039;&#039;&#039; For a Contract&#039;s &amp;quot;identical&amp;quot; Resources, the tile&#039;s Resource can make up Gold: with the Wool tile, 2 Gold + 2 Wool pay &amp;quot;4 identical&amp;quot; as 4 Gold. It works one way only: Gold never pays for a Wool the Contract names.&lt;br /&gt;
* &#039;&#039;&#039;A &amp;quot;+1 AP on this Action&amp;quot; Technology tier counts at once.&#039;&#039;&#039; Bought during your die&#039;s own Action of that kind, it adds its AP to that Action straight away, as a Bonus AP marker does. It never adds to an Action from a Helper or a Character.&lt;br /&gt;
* &#039;&#039;&#039;Character Technology II counts at once too.&#039;&#039;&#039; Reached during your die&#039;s own Action, when you have a Bonus AP marker for that Action, the marker&#039;s +1 is added to the Action straight away.&lt;br /&gt;
* &#039;&#039;&#039;Joker Technology II counts at once too.&#039;&#039;&#039; Reached on a turn when you took your die as the Joker Action, you take its King Action with 1 AP straight away.&lt;br /&gt;
* &#039;&#039;&#039;Bonus Houses and Pillars can go Underground.&#039;&#039;&#039; An effect that places where your Merchant or Architect is may place in the Town where your Prospector stands instead; after a move-then-place tile, the pawn still moves. A Crest&#039;s &amp;quot;any Town&amp;quot; or &amp;quot;any Cathedral&amp;quot; reaches anywhere legal on any Underground map where you have a Prospector (confirmed by the publisher).&lt;br /&gt;
* &#039;&#039;&#039;Ending a turn with a free Prospector move&#039;&#039;&#039; unused asks you first, because the move is lost when the turn ends.&lt;br /&gt;
* &#039;&#039;&#039;Ties&#039;&#039;&#039; are broken by Turn Order, earlier winning, as the rulebook says.&lt;br /&gt;
* &#039;&#039;&#039;Solo readings.&#039;&#039;&#039; Where the solo rules leave a choice open, BGA follows the readings recorded in the project&#039;s RULES.md: for example, the Cardinalbot buys as many King&#039;s Surprise cards as its Silver allows, 1, 3 or 5 Silver for 1, 2 or 3.&lt;/div&gt;</summary>
		<author><name>CrunchyColeslaw</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpbarcelona&amp;diff=31889</id>
		<title>Gamehelpbarcelona</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpbarcelona&amp;diff=31889"/>
		<updated>2026-10-16T04:32:42Z</updated>

		<summary type="html">&lt;p&gt;CrunchyColeslaw: Initial page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;gt; Source of the BGA help page. Edit this file; &amp;lt;code&amp;gt;python assets/wiki_to_mediawiki.py&amp;lt;/code&amp;gt; writes the&lt;br /&gt;
&amp;gt; wiki copy (&amp;lt;code&amp;gt;README-WIKI.mediawiki&amp;lt;/code&amp;gt;). Written 2026-10-11 from RULES.md, for the base game at&lt;br /&gt;
&amp;gt; 2–4 players. The Passeig de Gràcia expansion and the solo mode are not offered yet.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
You are a builder of the Eixample, Barcelona&#039;s grid of streets and blocks. On your turn you&lt;br /&gt;
stack your two Citizens on an empty street crossing, take the actions of the streets that meet&lt;br /&gt;
there, and then &#039;&#039;&#039;must&#039;&#039;&#039; construct a Building if any is possible, using the Citizens visible&lt;br /&gt;
around a block. The Citizens you use move to the Citizen tracks; when a track section fills, a&lt;br /&gt;
Cerdà Scoring happens for everyone, multiplied by each player&#039;s position on the Cerdà track. The&lt;br /&gt;
third Cerdà Scoring triggers the end of the game. Most Victory Points (VP) wins.&lt;br /&gt;
&lt;br /&gt;
The actions build Streets and Intersections in the city, lay Cobblestones on the Sidewalk, take&lt;br /&gt;
and improve Modernisme Projects (end-game multipliers), build Public Services, and run a Tram&lt;br /&gt;
that drops Passengers for extra actions.&lt;br /&gt;
&lt;br /&gt;
== Your turn ==&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Place Citizens.&#039;&#039;&#039; Choose a crossing with no Citizens on it. Pay its printed cost (the diagonal crossings cost 1 Coin) unless an Intersection tile covers it. Stack both of your Citizens there, in the order you choose: only the top one is visible. If the crossing holds an Intersection, its owner (possibly you) immediately takes their Intersection benefits, before your actions.&lt;br /&gt;
# &#039;&#039;&#039;Take the street actions.&#039;&#039;&#039; Each at most once, in any order: the action of the crossing&#039;s column, of its row, and of the diagonal if the crossing lies on it. Every action is optional. An action whose cost you cannot or will not pay cannot be taken, and an action must be completed before another starts.&lt;br /&gt;
# &#039;&#039;&#039;Construct a Building.&#039;&#039;&#039; Mandatory whenever a legal construction exists (see below).&lt;br /&gt;
# &#039;&#039;&#039;Cerdà Scoring check&#039;&#039;&#039;, then &#039;&#039;&#039;draw 2 Citizens&#039;&#039;&#039; from the bag.&lt;br /&gt;
&lt;br /&gt;
=== Key concepts ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Resources.&#039;&#039;&#039; Coins and Cloths live only in your Warehouse, one per open space. A gain that does not fit is lost, but you may discard stored resources to make room and may take only part of a gain. The supply is unlimited.&lt;br /&gt;
* &#039;&#039;&#039;Visible Citizen.&#039;&#039;&#039; The top token of the stack on a crossing. Only visible Citizens can be used for a Building, at most one per crossing per Building.&lt;br /&gt;
* &#039;&#039;&#039;Leftmost rule.&#039;&#039;&#039; Intersections, Passengers, Cobblestones, Street tiles and Building markers always leave your player board from the left.&lt;br /&gt;
* &#039;&#039;&#039;May and must.&#039;&#039;&#039; Street actions and Sagrada Família steps are optional. Cerdà movement is mandatory when granted, up or down. Constructing a Building is mandatory when possible.&lt;br /&gt;
&lt;br /&gt;
=== Construct a Building ===&lt;br /&gt;
&lt;br /&gt;
A Building goes on an empty building space, or on top of an existing non-Corner Building of a&lt;br /&gt;
lower level. The Citizens come from the crossings around the space: the four corners of a&lt;br /&gt;
square block, or the three crossings of a Corner triangle on the diagonal.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border-collapse:collapse; border:1px solid #a2a9b1; background:#f8f9fa; text-align:center; width:auto;&amp;quot;&lt;br /&gt;
! Building !! Requires !! Effects after placing&lt;br /&gt;
|-&lt;br /&gt;
| Corner || any 2 Citizens || none; cannot be overbuilt&lt;br /&gt;
|-&lt;br /&gt;
| Level 1 || any 2 || +1 Cerdà (must)&lt;br /&gt;
|-&lt;br /&gt;
| Level 2 || 1 Middle + 1 any || may +1 Sagrada Família; −1 Cerdà (must)&lt;br /&gt;
|-&lt;br /&gt;
| Level 3 || 1 Upper + 2 any || may +2 Sagrada Família; +7 VP; −2 Cerdà (must); cannot be overbuilt&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Any level may be built directly on an empty space. Level 2 may cover Level 1; Level 3 may cover&lt;br /&gt;
Level 1 or 2. In order:&lt;br /&gt;
&lt;br /&gt;
# Choose the tile and the space; the visible Citizens must satisfy the requirement. When more qualify than are needed, you choose which to use.&lt;br /&gt;
# If this is the first Building in its block &#039;&#039;&#039;row&#039;&#039;&#039;, flip that row&#039;s Building Bonus tile and gain 5 VP.&lt;br /&gt;
# Move the used Citizens to the leftmost empty spaces of their Citizen-track rows.&lt;br /&gt;
# Gain VP equal to the &#039;&#039;&#039;lowest VP value still visible&#039;&#039;&#039; on any Citizen track.&lt;br /&gt;
# Apply the Building&#039;s effects (table above).&lt;br /&gt;
# Put your leftmost Building marker on the Building, on top of any markers already there. With no markers left, the Building is simply unmarked. Emptying a marker spot on your board gives +1 Cerdà.&lt;br /&gt;
&lt;br /&gt;
If no tile of a level is left, that level cannot be built.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border-collapse:collapse; border:1px solid #a2a9b1; background:#f8f9fa; text-align:center; width:auto;&amp;quot;&lt;br /&gt;
! Action !! What it does&lt;br /&gt;
|-&lt;br /&gt;
| Gain Cloth and VP || Gain 1 Cloth and 3 VP. The VP are gained even if the Cloth cannot be stored.&lt;br /&gt;
|-&lt;br /&gt;
| Gain Coins || Gain 2 Coins.&lt;br /&gt;
|-&lt;br /&gt;
| +2 Cerdà || Advance two steps on the Cerdà track.&lt;br /&gt;
|-&lt;br /&gt;
| Place Cobblestone || Move your leftmost Cobblestone from the Warehouse to an empty Sidewalk space orthogonally adjacent to any Cobblestone (the printed centre counts). Gain the covered benefit; a covered action is performed at once and its costs still apply. The freed Warehouse space is usable immediately.&lt;br /&gt;
|-&lt;br /&gt;
| Build Wide Street || Place 1 Wide tile from your stack onto an empty Wide street space.&lt;br /&gt;
|-&lt;br /&gt;
| Build Narrow Streets || Place up to 2 Narrow tiles from your leftmost non-empty stack onto empty Narrow street spaces; they need not be connected.&lt;br /&gt;
|-&lt;br /&gt;
| Build an Intersection || Take your leftmost Intersection, pay its board cost, and place it on a crossing without an Intersection, paying that crossing&#039;s printed cost too. Gain every printed benefit on the street spaces adjacent to the crossing that are not covered by Street tiles. From now on nobody pays that crossing&#039;s cost, and you gain Intersection benefits whenever Citizens are placed there.&lt;br /&gt;
|-&lt;br /&gt;
| Take a Modernisme Project || Take one of the four displayed tiles onto any empty Project space, paying that space&#039;s cost. The display is refilled.&lt;br /&gt;
|-&lt;br /&gt;
| Improve a Modernisme Project Space || Move one marker from bottom to top, paying that space&#039;s improve cost. A tile need not be there yet.&lt;br /&gt;
|-&lt;br /&gt;
| Build a Public Service || Choose a displayed type you have not built, pay the top tile&#039;s cost (3, 2 or 1 Coin), keep the tile, then gain its VP (10, 6 or 3), +2 Cerdà, and its effect.&lt;br /&gt;
|-&lt;br /&gt;
| Move Your Tram || Put the Tram on the city or move it, then optionally drop a Passenger (see below).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Street tiles.&#039;&#039;&#039; For each tile placed: gain the covered printed benefit, then score the number&lt;br /&gt;
of contiguous Street tiles in the straight line of that street through the new tile, the new&lt;br /&gt;
tile included, whoever owns them: 2 VP each for Wide, 1 VP each for Narrow. Emptying a stack&lt;br /&gt;
advances you on the Cerdà track by its printed steps (1 for each Narrow stack, 2 for the Wide&lt;br /&gt;
stack).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Intersection benefits.&#039;&#039;&#039; The owner of an Intersection takes benefits whenever Citizens are&lt;br /&gt;
placed on it, their own placements included. With 1–2 / 3–4 / 5 Intersections built they take&lt;br /&gt;
up to 1 / 2 / 3 &#039;&#039;&#039;different&#039;&#039;&#039; benefits among those unlocked by the Intersections built so far:&lt;br /&gt;
1 Coin, 2 VP, 1 Cloth, +1 Cerdà, +1 Sagrada Família.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Move Your Tram.&#039;&#039;&#039; The first time, put the Tram on any street space (with or without a tile)&lt;br /&gt;
holding no Tram and no Passenger. Afterwards the Tram moves along the streets 1 or 2 spaces;&lt;br /&gt;
spaces holding your own Street tiles are free and not counted. It may turn at crossings and&lt;br /&gt;
pass other Trams, may not reverse within the move, and must end on a different space with no&lt;br /&gt;
other Tram. Then, if the Tram&#039;s space has no Passenger, you may place your leftmost Passenger&lt;br /&gt;
there, paying its cost. If the space holds a Street tile, its owner scores it again as if just&lt;br /&gt;
placed (line scoring, no printed benefit). You may then perform the action of the street the&lt;br /&gt;
Passenger stands on, which can chain into another Move Your Tram.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Public Services.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border-collapse:collapse; border:1px solid #a2a9b1; background:#f8f9fa; text-align:center; width:auto;&amp;quot;&lt;br /&gt;
! Public Service !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Sant Antoni Market || Gain 1 Cloth per block containing at least one of your Building markers&lt;br /&gt;
|-&lt;br /&gt;
| Estació de França || Move Your Tram action; placing a Passenger ignores its Coin cost&lt;br /&gt;
|-&lt;br /&gt;
| Hospital de la Santa Creu i de Sant Pau || Build an Intersection action ignoring all Coin costs; Cloth costs remain&lt;br /&gt;
|-&lt;br /&gt;
| Passeig de Lluís Companys || Build Wide Street or Build Narrow Streets action&lt;br /&gt;
|-&lt;br /&gt;
| Universitat de Barcelona || Place Cobblestone action ignoring the adjacency rule&lt;br /&gt;
|-&lt;br /&gt;
| Museu del Modernisme Català || Advance twice on the Sagrada Família track&lt;br /&gt;
|-&lt;br /&gt;
| Hospital de Sant Pau, Pavelló d&#039;Operacions || Take a Modernisme Project action ignoring the Cloth cost of the space&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
With 2 players the cheapest tile of each stack is not used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sagrada Família track.&#039;&#039;&#039; Each granted step is optional. Crossing a tile slot (steps 1, 3, 5&lt;br /&gt;
and 7), choose any remaining tile of that level, place it in the slot and resolve it at once.&lt;br /&gt;
&amp;quot;Coin or Cloth ×N&amp;quot; means N resources in any mix.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border-collapse:collapse; border:1px solid #a2a9b1; background:#f8f9fa; text-align:center; width:auto;&amp;quot;&lt;br /&gt;
! Level !! Tiles&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5 VP · 3 VP + 1 Coin or Cloth · 1 Coin + 1 Cloth · +1 Cerdà + 2 VP&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 7 VP · 5 VP + 1 Coin or Cloth · 2 Coin or Cloth · +1 Cerdà + 4 VP&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 10 VP · 6 VP + 2 Coin or Cloth · 3 Coin or Cloth · +2 Cerdà + 4 VP&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 18 VP · 8 VP + 3 Coin or Cloth · 5 Coin or Cloth · +3 Cerdà + 6 VP&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Round structure ==&lt;br /&gt;
&lt;br /&gt;
There are no rounds: turns pass clockwise from the first player, and the game is paced by the&lt;br /&gt;
Citizen tracks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cerdà track.&#039;&#039;&#039; Ten spaces: ×0, ×1, blank, start, blank, ×2, blank, ×3, blank, ×4. Your&lt;br /&gt;
multiplier is the highest labelled value at or below your marker (the start is ×1). Moving&lt;br /&gt;
below the bottom is ignored; each step forfeited above the top gives 2 VP instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Citizen tracks.&#039;&#039;&#039; Three rows (Upper, Middle, Working) in three sections. Citizens fill their&lt;br /&gt;
row from the left; the last space of each row in a section is its scoring space. Some spaces&lt;br /&gt;
print a VP value: the lowest value still visible across all three rows is what a Building&lt;br /&gt;
earns. With 2 or 3 players some spaces start covered.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cerdà Scoring.&#039;&#039;&#039; At the end of a turn, if any row of the earliest unscored section has been&lt;br /&gt;
filled to its scoring space, all players score that section&#039;s tile: tile value × the player&#039;s&lt;br /&gt;
count for the tile&#039;s condition × the player&#039;s Cerdà multiplier. Then the tile is flipped; after&lt;br /&gt;
the first and second scoring every Cerdà marker above the start space returns to it (markers&lt;br /&gt;
below stay). Finally the four displayed Modernisme tiles are discarded and four new ones&lt;br /&gt;
revealed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modernisme Projects.&#039;&#039;&#039; Tiles on your Project spaces score at the end: tile value × the&lt;br /&gt;
count of the tile&#039;s condition × the multiplier shown by the marker of its space (bottom or top).&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border-collapse:collapse; border:1px solid #a2a9b1; background:#f8f9fa; text-align:center; width:auto;&amp;quot;&lt;br /&gt;
! Space !! Cost to place a tile !! Bottom × !! Top × !! Cost to improve&lt;br /&gt;
|-&lt;br /&gt;
| 1 || free || 1 || 2 || 1 Cloth&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 1 Coin || 1 || 2 || free&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 1 Cloth || 1 || 3 || 2 Cloths&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 1 Coin + 1 Cloth || 2 || 3 || 1 Cloth&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 1 Coin + 2 Cloths || 2 || 4 || 2 Cloths&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Game end and final scoring ==&lt;br /&gt;
&lt;br /&gt;
The third Cerdà Scoring triggers the end. Play continues until the player to the right of the&lt;br /&gt;
first player has finished their turn, so everyone has had the same number of turns. Then each&lt;br /&gt;
player adds:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Cobblestones&#039;&#039;&#039;: the rightmost uncovered VP value in the Warehouse (1, 2, 4, 7, 11 or 16).&lt;br /&gt;
# &#039;&#039;&#039;Passengers&#039;&#039;&#039;: the VP of the rightmost uncovered Passenger space (1, 5, 10, 16 or 23).&lt;br /&gt;
# &#039;&#039;&#039;Modernisme Projects&#039;&#039;&#039;: for each tile, tile value × condition count × the multiplier of its space.&lt;br /&gt;
&lt;br /&gt;
Most VP wins. Ties: furthest on the Cerdà track, then furthest on the Sagrada Família track,&lt;br /&gt;
then most Building markers on the main board; players still tied share the win.&lt;br /&gt;
&lt;br /&gt;
== Player-count differences ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border-collapse:collapse; border:1px solid #a2a9b1; background:#f8f9fa; text-align:center; width:auto;&amp;quot;&lt;br /&gt;
! Rule !! 2 players !! 3 players !! 4 players&lt;br /&gt;
|-&lt;br /&gt;
| Citizen-track spaces covered at the start || the ② and ②③ spaces || the ②③ spaces || none&lt;br /&gt;
|-&lt;br /&gt;
| Public Service stacks || the cheapest tile of each stack is not used || full || full&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Reference tables ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scoring conditions&#039;&#039;&#039; (Modernisme and Cerdà Scoring tiles share one catalogue; a Cerdà tile&lt;br /&gt;
in play removes its Modernisme twin at setup).&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border-collapse:collapse; border:1px solid #a2a9b1; background:#f8f9fa; text-align:center; width:auto;&amp;quot;&lt;br /&gt;
! Condition (count) !! VP each&lt;br /&gt;
|-&lt;br /&gt;
| Blocks in your longest uninterrupted row or column of blocks where you have a Building marker || 2&lt;br /&gt;
|-&lt;br /&gt;
| Coins in your Warehouse, at most 5 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Cloths in your Warehouse, at most 5 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Public Services you built || 2&lt;br /&gt;
|-&lt;br /&gt;
| Modernisme markers in top position || 2&lt;br /&gt;
|-&lt;br /&gt;
| Cobblestones you placed || 2&lt;br /&gt;
|-&lt;br /&gt;
| Narrow Street tiles you placed || 1&lt;br /&gt;
|-&lt;br /&gt;
| Wide Street tiles you placed || 2&lt;br /&gt;
|-&lt;br /&gt;
| Passengers you placed || 2&lt;br /&gt;
|-&lt;br /&gt;
| Intersections you placed || 2&lt;br /&gt;
|-&lt;br /&gt;
| Your Corner Buildings, at most one per block || 3&lt;br /&gt;
|-&lt;br /&gt;
| Modernisme tiles on your board || 2&lt;br /&gt;
|-&lt;br /&gt;
| Your Building markers at the bottom of their stack on non-Corner Buildings || 2&lt;br /&gt;
|-&lt;br /&gt;
| Empty Building-marker spots on your board (Cerdà Scoring only) || 3&lt;br /&gt;
|-&lt;br /&gt;
| Your Intersections adjacent to at least 3 Buildings (Modernisme only) || 3&lt;br /&gt;
|-&lt;br /&gt;
| Your Cerdà multiplier (Modernisme only) || 2&lt;br /&gt;
|-&lt;br /&gt;
| Your Passengers adjacent to at least 2 Buildings (Modernisme only) || 3&lt;br /&gt;
|-&lt;br /&gt;
| Your longest line of own Narrow tiles on one street, at most 4 (Modernisme only) || 2&lt;br /&gt;
|-&lt;br /&gt;
| Your longest line of own Wide tiles on one street, diagonal included, at most 4 (Modernisme only) || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Intersections&#039;&#039;&#039; (left to right on the player board): costs free, 1 Coin, 2 Coins, 1 Cloth +&lt;br /&gt;
1 Coin, 1 Cloth + 2 Coins; they unlock 1 Coin, 2 VP, 1 Cloth, +1 Cerdà, +1 Sagrada Família.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passengers&#039;&#039;&#039; (left to right): costs 1 Coin, 1 Cloth, 1 Cloth + 1 Coin, 1 Cloth + 2 Coins,&lt;br /&gt;
2 Cloths + 2 Coins; end-game VP 1, 5, 10, 16, 23 for the rightmost uncovered space.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sidewalk&#039;&#039;&#039; (row by row from the top; &amp;quot;take&amp;quot; and &amp;quot;improve&amp;quot; are the Modernisme actions, &amp;quot;wide&amp;quot;&lt;br /&gt;
and &amp;quot;2 narrow&amp;quot; the Street actions):&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border-collapse:collapse; border:1px solid #a2a9b1; background:#f8f9fa; text-align:center; width:auto;&amp;quot;&lt;br /&gt;
!  !!  !!  !!  !! &lt;br /&gt;
|-&lt;br /&gt;
| +1 Sagrada || Coin + Cloth || 2 Coins || improve || +1 Sagrada&lt;br /&gt;
|-&lt;br /&gt;
| +2 Cerdà || take || Coin || Cloth || wide&lt;br /&gt;
|-&lt;br /&gt;
| 2 narrow || +1 Cerdà || centre || +1 Cerdà || 2 narrow&lt;br /&gt;
|-&lt;br /&gt;
| wide || Cloth || Coin || take || +2 Cerdà&lt;br /&gt;
|-&lt;br /&gt;
| +1 Sagrada || improve || 2 narrow || Coin + Cloth || +1 Sagrada&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Options and preferences ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Action layout&#039;&#039;&#039;: the eleven Action tiles are shuffled onto the streets (default), or sit where the board prints them, as the rulebook suggests for a first game.&lt;br /&gt;
* &#039;&#039;&#039;Colour-blind support&#039;&#039;&#039; (preference): shape badges on the player-coloured pieces and a class letter on every Citizen.&lt;br /&gt;
* &#039;&#039;&#039;Confirm end of turn&#039;&#039;&#039; (preference): with &amp;quot;No&amp;quot;, the turn ends by itself after a short countdown; Restart turn stays available meanwhile.&lt;br /&gt;
* &#039;&#039;&#039;Reveal new Modernisme tiles at once&#039;&#039;&#039; (preference): with &amp;quot;Yes&amp;quot;, taking a Modernisme tile reveals its replacement immediately, which closes Restart turn.&lt;br /&gt;
&lt;br /&gt;
== Playing on BGA ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Targets.&#039;&#039;&#039; Everything you can choose is ringed in magenta on the boards; what you have already chosen this turn is marked in plum. Hover a crossing to preview where your Citizens would stack; click the stack widget in the status bar to swap their order.&lt;br /&gt;
* &#039;&#039;&#039;Restart turn.&#039;&#039;&#039; Your whole turn can be restarted until something random has been revealed: a Modernisme tile taken leaves a face-down placeholder in the display, and you choose when to reveal it (or it is revealed at the end of your turn). Once an opponent has taken Intersection benefits during your turn, the restart goes back to that point only.&lt;br /&gt;
* &#039;&#039;&#039;Intersection benefits&#039;&#039;&#039; are chosen by the Intersection&#039;s owner at the moment Citizens land there, even on someone else&#039;s turn; the active player waits.&lt;br /&gt;
* &#039;&#039;&#039;Mandatory construction.&#039;&#039;&#039; The game lists every legal Building; the turn cannot end while one exists. When more Citizens qualify than are needed, you choose which to use.&lt;br /&gt;
* &#039;&#039;&#039;Layouts.&#039;&#039;&#039; Three table layouts are offered above the boards (side by side, board first, my board first); the boards scale to the window.&lt;br /&gt;
* &#039;&#039;&#039;Tooltips&#039;&#039;&#039; on every printed benefit, tile, track space and piece explain what it does.&lt;/div&gt;</summary>
		<author><name>CrunchyColeslaw</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpnolooseends&amp;diff=31661</id>
		<title>Gamehelpnolooseends</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpnolooseends&amp;diff=31661"/>
		<updated>2026-09-30T00:34:10Z</updated>

		<summary type="html">&lt;p&gt;CrunchyColeslaw: Added Plan B variant rules&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== OVERVIEW ==&lt;br /&gt;
&#039;&#039;&#039;No Loose Ends&#039;&#039;&#039; is a trick-taking game for 2–5 players played over 3 rounds. Each round, players secretly select cards from their hand as &amp;quot;evidence&amp;quot; — their bid — then try to win tricks that cover exactly those bid cards. Uncovered bids and extra tricks won are called &#039;&#039;&#039;loose ends&#039;&#039;&#039; and cost points. The player with the most points after 3 rounds wins.&lt;br /&gt;
&lt;br /&gt;
== Components ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;64 cards:&#039;&#039;&#039; values 1–15 in four suits, plus 4 black Getaway Cards&lt;br /&gt;
&lt;br /&gt;
=== The Four Suits ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
!| Suit || Theme&lt;br /&gt;
|-&lt;br /&gt;
|Blue ||Key Evidence — &#039;&#039;&#039;Trump suit&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Gray ||Footprints&lt;br /&gt;
|-&lt;br /&gt;
|Red ||Camera / Witnesses&lt;br /&gt;
|-&lt;br /&gt;
|Yellow ||Fingerprints&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Setup==&lt;br /&gt;
Each player receives &#039;&#039;&#039;5 points&#039;&#039;&#039; at the very start of the game (once only, not each round).&lt;br /&gt;
&lt;br /&gt;
The deck is adjusted by player count before each round:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
!| Players || Cards Used || Cards Per Player || Max Bid&lt;br /&gt;
|-&lt;br /&gt;
|2 ||Values 1–12 ||15 ||6&lt;br /&gt;
|-&lt;br /&gt;
|3 ||Values 1–12 ||16 ||5&lt;br /&gt;
|-&lt;br /&gt;
|4 ||Values 1–15 ||15 ||4&lt;br /&gt;
|-&lt;br /&gt;
|5 ||Values 1–15 ||12 ||3&lt;br /&gt;
|}&lt;br /&gt;
For &#039;&#039;&#039;2 or 3 players&#039;&#039;&#039;, the 13, 14, and 15 of each suit are removed before shuffling.&lt;br /&gt;
&lt;br /&gt;
Cards are shuffled and dealt the appropriate number to each player.&lt;br /&gt;
&lt;br /&gt;
The first player (randomly chosen) leads the first trick of the round.&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Getaway Cards variant:&#039;&#039;&#039; There are also 4 black Getaway Cards in the deck.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Phase 1: Planning==&lt;br /&gt;
Starting with the first player and going clockwise, each player on their turn must either &#039;&#039;&#039;Increase Their Bid&#039;&#039;&#039; or &#039;&#039;&#039;Pass&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Increase Your Bid===&lt;br /&gt;
Take any card from your hand and place it &#039;&#039;&#039;face up&#039;&#039;&#039; in front of you. This card is your &amp;quot;evidence&amp;quot; — your bid. You may not exceed the Max Bid for your player count. Once you reach the max, you must pass on all future turns this round.&lt;br /&gt;
&lt;br /&gt;
===Pass===&lt;br /&gt;
Announce that you pass. You are done with the Planning phase for this round. You may pass immediately on your very first turn, including before playing any bid cards — this is how you &#039;&#039;&#039;Snitch&#039;&#039;&#039; (see Snitching below).&lt;br /&gt;
&lt;br /&gt;
Planning ends when &#039;&#039;&#039;all players have passed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;last player to pass&#039;&#039;&#039; leads the first trick of the Trick-Taking phase.&amp;lt;blockquote&amp;gt;The number of tricks played this round equals the number of cards remaining in hand for the player with the &#039;&#039;&#039;fewest cards&#039;&#039;&#039; after bidding.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Phase 2: Trick-Taking==&lt;br /&gt;
&lt;br /&gt;
===Playing a Trick===&lt;br /&gt;
&lt;br /&gt;
#The trick leader plays any card face up to the center.&lt;br /&gt;
#Each other player, in clockwise order, must &#039;&#039;&#039;follow suit&#039;&#039;&#039; (play a card matching the lead suit) if able.&lt;br /&gt;
# If unable to follow suit, a player may play any card.&lt;br /&gt;
&lt;br /&gt;
===Winning a Trick=== &lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;highest Blue (trump) card&#039;&#039;&#039; wins if any trump was played.&lt;br /&gt;
*Otherwise, the &#039;&#039;&#039;highest card of the lead suit&#039;&#039;&#039; wins.&lt;br /&gt;
&lt;br /&gt;
The trick winner leads the next trick.&lt;br /&gt;
&lt;br /&gt;
=== Covering a Bid Card===&lt;br /&gt;
After winning a trick, the winner must cover one of their bid cards. A bid card is &#039;&#039;&#039;eligible to be covered&#039;&#039;&#039; if it matches any of the following:&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;winning card&#039;s number&#039;&#039;&#039;&lt;br /&gt;
*The &#039;&#039;&#039;winning card&#039;s suit&#039;&#039;&#039;&lt;br /&gt;
*The &#039;&#039;&#039;lead suit&#039;&#039;&#039; of the trick&lt;br /&gt;
&lt;br /&gt;
Cards from the trick are placed &#039;&#039;&#039;face down&#039;&#039;&#039; on top of the chosen bid card. If multiple bid cards are eligible, the winner chooses which one to cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If no eligible bid card exists&#039;&#039;&#039; (none match, or all bids are already covered), the trick cards are placed &#039;&#039;&#039;face up below your bids&#039;&#039;&#039;. This is a &#039;&#039;&#039;loose end&#039;&#039;&#039; and will cost points at scoring.&lt;br /&gt;
&lt;br /&gt;
===End of Trick-Taking===&lt;br /&gt;
The trick-taking phase ends when &#039;&#039;&#039;any player has no cards remaining in hand&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Phase 3: Scoring==&lt;br /&gt;
&lt;br /&gt;
===Normal Scoring===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
!| Result || Points&lt;br /&gt;
|-&lt;br /&gt;
|Per covered bid card ||&#039;&#039;&#039;+2&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Per loose end ||&#039;&#039;&#039;−1&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Perfect Crime bonus ||&#039;&#039;&#039;+5&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Loose ends&#039;&#039;&#039; = uncovered bid cards + extra tricks won that could not cover a bid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perfect Crime:&#039;&#039;&#039; A player scores the +5 bonus if all of their bid cards are covered &#039;&#039;&#039;and&#039;&#039;&#039; they won zero extra tricks. The Perfect Crime bonus is not available in a round where a Snitch succeeds.&lt;br /&gt;
&lt;br /&gt;
===Snitching===&lt;br /&gt;
A player who bid &#039;&#039;&#039;zero cards&#039;&#039;&#039; is &amp;quot;snitching&amp;quot; — they aim to win zero tricks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If the snitch wins 0 tricks:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*The snitch scores &#039;&#039;&#039;+10 points&#039;&#039;&#039;.&lt;br /&gt;
*All other players score normally, except: &lt;br /&gt;
**No player may earn the Perfect Crime bonus this round.&lt;br /&gt;
**All loose ends cost &#039;&#039;&#039;−2 points&#039;&#039;&#039; instead of −1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If the snitch wins any tricks:&#039;&#039;&#039; those tricks count as loose ends. Everyone scores normally (no snitch bonus, standard −1 per loose end).&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
After &#039;&#039;&#039;3 rounds&#039;&#039;&#039;, the player with the most points wins.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tiebreaker:&#039;&#039;&#039; The tied player who scored the most points in the final round wins. If still tied, those players share the victory.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
&lt;br /&gt;
===Double-Cross===&lt;br /&gt;
The &#039;&#039;&#039;first player to pass&#039;&#039;&#039; in the Planning phase may immediately choose to snitch instead — even if they have already placed bid cards. If they do:  &lt;br /&gt;
&lt;br /&gt;
*They pick up all of their bid cards back into their hand.&lt;br /&gt;
*Only the first player to pass each round can use this option.&lt;br /&gt;
*Only one snitch is possible per round when this variant is in play.&lt;br /&gt;
&lt;br /&gt;
===Getaway Cards===&lt;br /&gt;
Keep the 4 black Getaway Cards in the deck.&lt;br /&gt;
&lt;br /&gt;
*Getaway Cards &#039;&#039;&#039;cannot be bid&#039;&#039;&#039; during Planning.&lt;br /&gt;
*A Getaway Card &#039;&#039;&#039;can be played on any turn&#039;&#039;&#039;, even when a player could otherwise follow suit.&lt;br /&gt;
*Because Getaway Cards are suitless, if a Getaway Card is led, the next player may play any card at which point they are considered the trick leader as per &amp;quot;Playing a trick&amp;quot; above.&lt;br /&gt;
*A Getaway Card &#039;&#039;&#039;never wins a trick&#039;&#039;&#039; — unless every card played to that trick is a Getaway Card, in which case the first Getaway Card played wins.&lt;br /&gt;
&lt;br /&gt;
===Simplified Scoring===&lt;br /&gt;
Replace the standard scoring with the following:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
!| Loose Ends || Result&lt;br /&gt;
|-&lt;br /&gt;
|0 ||&#039;&#039;&#039;+4 points&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|1 ||&#039;&#039;&#039;+2 points&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|2 or more ||&#039;&#039;&#039;−1 point per loose end&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Plan B===&lt;br /&gt;
&lt;br /&gt;
When you take a trick that &#039;&#039;&#039;cannot cover&#039;&#039;&#039; any card in your bid, the winning card of that trick becomes a &#039;&#039;&#039;new bid card&#039;&#039;&#039; in front of you, which a later trick in the same round can cover as normal.&lt;br /&gt;
&lt;br /&gt;
*The promoted card does &#039;&#039;&#039;not&#039;&#039;&#039; count against your Max Bid — that limit applies to the Planning phase only.&lt;br /&gt;
*A Getaway Card can never be bid, so an all-Getaway trick still becomes a loose end.&lt;br /&gt;
*A snitch who wins a trick promotes the winning card in the same way.&lt;br /&gt;
*A bid promoted by the &#039;&#039;&#039;last trick of the round&#039;&#039;&#039; can never be covered.&lt;br /&gt;
*A promoted card that is never covered is simply an uncovered bid, scoring −1 as usual — so a trick that would have been a loose end costs no more than before, and may now be recovered for +2.&lt;br /&gt;
*&#039;&#039;&#039;Perfect Crime&#039;&#039;&#039; requires covering &#039;&#039;&#039;every&#039;&#039;&#039; bid card, promoted ones included.&lt;/div&gt;</summary>
		<author><name>CrunchyColeslaw</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptekhenuobeliskofthesun&amp;diff=31505</id>
		<title>Gamehelptekhenuobeliskofthesun</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptekhenuobeliskofthesun&amp;diff=31505"/>
		<updated>2026-09-20T01:55:55Z</updated>

		<summary type="html">&lt;p&gt;CrunchyColeslaw: Initial version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
A dice-drafting game for 2–4 players over exactly &#039;&#039;&#039;16 rounds&#039;&#039;&#039;. Each round you take &#039;&#039;&#039;one die&#039;&#039;&#039; from around the Obelisk and either perform the &#039;&#039;&#039;God action&#039;&#039;&#039; of the section it came from, or &#039;&#039;&#039;Produce&#039;&#039;&#039; resources of the die&#039;s colour. Points come from statues, pillars, buildings, happiness, production and secret Decrees. Most VP wins.&lt;br /&gt;
&lt;br /&gt;
Two things are worth understanding before your first game:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Every die you take stays on your scales until the next Maat phase.&#039;&#039;&#039; Pure dice weigh on the left, Tainted dice on the right. Every 4 rounds the scales are judged: the closer to balanced, the earlier you go next, and a clearly negative balance costs VP.&lt;br /&gt;
* &#039;&#039;&#039;Over-producing hurts you.&#039;&#039;&#039; Anything you produce above your production marker is &#039;&#039;excess&#039;&#039;: you can never spend it, and it weighs on the Tainted side of your scales.&lt;br /&gt;
&lt;br /&gt;
== Before round 1 ==&lt;br /&gt;
&lt;br /&gt;
The board is set up for you. You then:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Keep 1 of 2 Decrees&#039;&#039;&#039; dealt to you. Decrees are secret end-game scoring cards.&lt;br /&gt;
# &#039;&#039;&#039;Draft 2 Starting cards&#039;&#039;&#039; (snake draft). Their initiative numbers, added together, set the first turn order — highest first.&lt;br /&gt;
# &#039;&#039;&#039;Pick a Destiny card&#039;&#039;&#039; in turn order, and receive the rewards of both Starting cards and the Destiny card.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Table options:&#039;&#039;&#039; the Horus Bonus tiles can be random or the pre-printed first-game layout, and the Obelisk wheel can start at a random or fixed position.&lt;br /&gt;
&lt;br /&gt;
== The Obelisk and the dice ==&lt;br /&gt;
&lt;br /&gt;
The wheel around the Obelisk has six sections, one per god. Its shadow makes each section &#039;&#039;&#039;Sunny&#039;&#039;&#039;, &#039;&#039;&#039;Shaded&#039;&#039;&#039; or &#039;&#039;&#039;Dark&#039;&#039;&#039;, and that decides how each die colour counts there:&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border-collapse:collapse; border:1px solid #a2a9b1; background:#f8f9fa; width:auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#eaecf0;&amp;quot;&lt;br /&gt;
! Light !! White !! Yellow !! Black !! Brown !! Gray&lt;br /&gt;
|-&lt;br /&gt;
| Sunny || style=&amp;quot;text-align:center;&amp;quot; | Pure || style=&amp;quot;text-align:center;&amp;quot; | Tainted || style=&amp;quot;text-align:center;&amp;quot; | Forbidden || style=&amp;quot;text-align:center;&amp;quot; | Forbidden || style=&amp;quot;text-align:center;&amp;quot; | Tainted&lt;br /&gt;
|-&lt;br /&gt;
| Shaded || style=&amp;quot;text-align:center;&amp;quot; | Tainted || style=&amp;quot;text-align:center;&amp;quot; | Pure || style=&amp;quot;text-align:center;&amp;quot; | Tainted || style=&amp;quot;text-align:center;&amp;quot; | Pure || style=&amp;quot;text-align:center;&amp;quot; | Tainted&lt;br /&gt;
|-&lt;br /&gt;
| Dark || style=&amp;quot;text-align:center;&amp;quot; | Forbidden || style=&amp;quot;text-align:center;&amp;quot; | Forbidden || style=&amp;quot;text-align:center;&amp;quot; | Pure || style=&amp;quot;text-align:center;&amp;quot; | Tainted || style=&amp;quot;text-align:center;&amp;quot; | Tainted&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Gray is always Tainted and nothing is Forbidden in the shade. The wheel turns one section clockwise after every second round, and new dice are rolled into the two Shaded sections.&lt;br /&gt;
&lt;br /&gt;
== Your turn ==&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Take a die&#039;&#039;&#039; that is Pure or Tainted — never Forbidden. Before taking it you may spend &#039;&#039;&#039;Scribes&#039;&#039;&#039;:&lt;br /&gt;
#* &#039;&#039;&#039;1 Scribe&#039;&#039;&#039;: change the die&#039;s value by 1 or 2 (1–6, no wrap). Scribes stack.&lt;br /&gt;
#* &#039;&#039;&#039;2 Scribes: Anubis.&#039;&#039;&#039; Take &#039;&#039;any&#039;&#039; die, even a Forbidden one, and use it for &#039;&#039;any&#039;&#039; action. It goes below your scales and does not count toward balance.&lt;br /&gt;
# The die goes onto your &#039;&#039;&#039;scales&#039;&#039;&#039;: Pure left, Tainted right, at its new value.&lt;br /&gt;
# &#039;&#039;&#039;Perform one action&#039;&#039;&#039;: the God action of the die&#039;s section, or Produce with the die&#039;s colour.&lt;br /&gt;
&lt;br /&gt;
The die&#039;s value matters for almost every action. If you cannot pay an action&#039;s cost, you cannot take it. &#039;&#039;&#039;Gold&#039;&#039;&#039; stands in for any resource (Papyrus, Bread, Limestone, Granite); Scribes and Faith are not resources.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cards.&#039;&#039;&#039; Blessings are one-shot; Technologies are permanent. When one of your cards applies to what you are doing, the game offers it. Every card&#039;s full text is in its tooltip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Restart turn&#039;&#039;&#039; undoes your whole turn, until something hidden is revealed (a card or a pillar tile is drawn). A Confirm step ends each turn; the &#039;&#039;Confirm end of turn&#039;&#039; preference changes that.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
&lt;br /&gt;
=== Horus — build a Statue ===&lt;br /&gt;
Pay the Granite under your leftmost unbuilt statue (4 / 3 / 2 / 2 / 3 / 4). Then either:&lt;br /&gt;
* &#039;&#039;&#039;For a god:&#039;&#039;&#039; the die value picks a Horus slot, and the god tile on that slot says which section the statue goes in. From then on, whenever &#039;&#039;&#039;another&#039;&#039;&#039; player performs that god&#039;s action, you get the bonus printed on that slot. (See the player-count table for extra triggers.) A second statue to the same god gives no extra bonus.&lt;br /&gt;
* &#039;&#039;&#039;For the people:&#039;&#039;&#039; ignore the die. Build on one of the four Gold spaces (two by the Temple, two above the Osiris districts) and take the Gold. At the Temple, also score 3 VP per own Pillar in that line.&lt;br /&gt;
&lt;br /&gt;
=== Ra — raise a Pillar ===&lt;br /&gt;
The die picks the tile: &#039;&#039;&#039;5–6&#039;&#039;&#039; left (3 VP), &#039;&#039;&#039;3–4&#039;&#039;&#039; middle (2 VP), &#039;&#039;&#039;1–2&#039;&#039;&#039; right (1 VP). Pay its Limestone / Granite and place it on any empty Temple space, in any rotation. Score:&lt;br /&gt;
* 1 VP per Building (anyone&#039;s) in its row and column;&lt;br /&gt;
* 1 VP per edge matching the neighbouring tile or the Temple border (2 VP per match in a corner);&lt;br /&gt;
* the reward on the covered space, and the slot&#039;s 1–3 VP.&lt;br /&gt;
&lt;br /&gt;
If the tile&#039;s light symbol matches the light over &#039;&#039;&#039;Ra&#039;s section&#039;&#039;&#039; right now, its ability triggers too.&lt;br /&gt;
&lt;br /&gt;
=== Hathor — build around the Temple ===&lt;br /&gt;
Build on any empty building space beside the Temple (the die does not restrict it) and pay its Bread (2–4). For each space in that row or column: your own Pillar scores &#039;&#039;&#039;3 VP&#039;&#039;&#039;; an empty space gives &#039;&#039;&#039;1&#039;&#039;&#039; of the resource or Faith shown; another player&#039;s Pillar gives nothing. Then raise &#039;&#039;&#039;Population by the die value&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Bastet — festival ===&lt;br /&gt;
Pay 2 Papyrus. Raise &#039;&#039;&#039;Happiness by the die value&#039;&#039;&#039; (never above your Population). Die 1–2 also gives 2 Scribes, 3–4 gives 1. The first time your Happiness reaches &#039;&#039;&#039;16&#039;&#039;&#039; gain 1 Gold, &#039;&#039;&#039;19&#039;&#039;&#039; 1 Scribe, &#039;&#039;&#039;21&#039;&#039;&#039; an extra action with any die value.&lt;br /&gt;
&lt;br /&gt;
=== Thoth — take cards ===&lt;br /&gt;
Die 1–2: 1 card free. 3–4: pay 2 Papyrus for 2 cards. 5–6: pay 3 Papyrus for 3 cards. All from &#039;&#039;&#039;one&#039;&#039;&#039; Market section, and you must take the full number. Your Happiness opens the sections: &#039;&#039;&#039;1+&#039;&#039;&#039; section 1, &#039;&#039;&#039;5+&#039;&#039;&#039; section 2, &#039;&#039;&#039;9+&#039;&#039;&#039; section 3, &#039;&#039;&#039;13+&#039;&#039;&#039; section 4. Sections 3 and 4 are empty until someone&#039;s Population first reaches 9 and 13. Before choosing, you may pay 1 Papyrus to discard and refill a section.&lt;br /&gt;
&lt;br /&gt;
=== Osiris — workshop or quarry ===&lt;br /&gt;
Lose 1 Happiness (you need at least 1). Build in the &#039;&#039;&#039;row equal to the die value&#039;&#039;&#039;, in any of the four districts:&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border-collapse:collapse; border:1px solid #a2a9b1; background:#f8f9fa; width:auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#eaecf0;&amp;quot;&lt;br /&gt;
! Row !! Production !! Gain&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 1 || +1 on that resource || 1 of it&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 2 || +1 || 1 of it, plus 1 Gold for the first builder in row 2&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 3 || +1 on &#039;&#039;&#039;both&#039;&#039;&#039; resources of the pair || 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 4 || +1 on both || 1, plus 1 Gold&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 5 || +2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 6 || +2, and +1 on any track || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Papyrus + Bread and Limestone + Granite are the pairs. Production markers stop at 6.&lt;br /&gt;
&lt;br /&gt;
=== Produce ===&lt;br /&gt;
Any non-gray die, in any section. Gain resources of the die&#039;s colour equal to its value: yellow Papyrus, brown Bread, white Limestone, black Granite. Everything &#039;&#039;&#039;above that resource&#039;s production marker is excess&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Maat phase — after rounds 4, 8, 12 and 16 ==&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Balance&#039;&#039;&#039; = total of your Pure dice − total of your Tainted dice − 1 per excess resource. Anubis dice do not count.&lt;br /&gt;
# Everyone holding &#039;&#039;&#039;Faith&#039;&#039;&#039; may add it to either side, ±1 each. Unused Faith is lost.&lt;br /&gt;
# &#039;&#039;&#039;Penalty:&#039;&#039;&#039; balance −3 to −5 costs 1 VP, −6 to −8 costs 2 VP, −9 or worse 3 VP.&lt;br /&gt;
# &#039;&#039;&#039;New turn order:&#039;&#039;&#039; closest to zero first (+1 and −1 tie). Ties go to the higher &#039;&#039;&#039;Ankh&#039;&#039;&#039; on your Destiny card.&lt;br /&gt;
# After rounds 8 and 16, &#039;&#039;&#039;Scoring&#039;&#039;&#039; (below).&lt;br /&gt;
# Dice, excess and Faith leave your board, and everyone picks a new &#039;&#039;&#039;Destiny card&#039;&#039;&#039; in the new turn order.&lt;br /&gt;
&lt;br /&gt;
== Scoring — after rounds 8 and 16 ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border-collapse:collapse; border:1px solid #a2a9b1; background:#f8f9fa; width:auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#eaecf0;&amp;quot;&lt;br /&gt;
! What !! VP&lt;br /&gt;
|-&lt;br /&gt;
| Osiris districts || 3 VP to the majority in each (Buildings and Statues; a statue counts in both districts it sits over). Tie: highest piece&lt;br /&gt;
|-&lt;br /&gt;
| Temple || 1 VP per own Building and Statue around it; each own Pillar 1 VP per own Building and Statue in its row and column&lt;br /&gt;
|-&lt;br /&gt;
| Statues built || 1 / 3 / 6 / 10 / 15 / 21 for 1–6&lt;br /&gt;
|-&lt;br /&gt;
| Happiness || 3 / 6 / 9 / 12 / 15 for reaching 9 / 13 / 16 / 19 / 21&lt;br /&gt;
|-&lt;br /&gt;
| Production || 2 VP per marker on 6&lt;br /&gt;
|-&lt;br /&gt;
| Building row || the VP uncovered on your player board&lt;br /&gt;
|-&lt;br /&gt;
| Bread upkeep || pay the Bread uncovered on your player board, or lose 3 VP per Bread short&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Bread is paid automatically. You are only asked if paying would need Gold.&lt;br /&gt;
&lt;br /&gt;
== Game end ==&lt;br /&gt;
&lt;br /&gt;
After the second Scoring:&lt;br /&gt;
&lt;br /&gt;
# Anyone holding Decree &#039;&#039;&#039;D23&#039;&#039;&#039; may play it first, for a free action.&lt;br /&gt;
# &#039;&#039;&#039;Decrees:&#039;&#039;&#039; score &#039;&#039;&#039;up to 3&#039;&#039;&#039;, at most &#039;&#039;&#039;one per symbol&#039;&#039;&#039;. The &#039;&#039;&#039;Best&#039;&#039;&#039; button picks the highest-scoring set for you.&lt;br /&gt;
# &#039;&#039;&#039;Turn order:&#039;&#039;&#039; 1st gets 3 VP; with 3–4 players 2nd gets 2 VP.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Most VP wins.&#039;&#039;&#039; Ties: most Scribes, then earlier in turn order. Scores never drop below 0.&lt;br /&gt;
&lt;br /&gt;
== Player-count differences ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border-collapse:collapse; border:1px solid #a2a9b1; background:#f8f9fa; width:auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#eaecf0;&amp;quot;&lt;br /&gt;
!  !! 2p !! 3p !! 4p&lt;br /&gt;
|-&lt;br /&gt;
| Statue spaces per god || style=&amp;quot;text-align:center;&amp;quot; | 1 || style=&amp;quot;text-align:center;&amp;quot; | 2 || style=&amp;quot;text-align:center;&amp;quot; | 3&lt;br /&gt;
|-&lt;br /&gt;
| Temple building spaces || style=&amp;quot;text-align:center;&amp;quot; | 10 || style=&amp;quot;text-align:center;&amp;quot; | 14 || style=&amp;quot;text-align:center;&amp;quot; | 18&lt;br /&gt;
|-&lt;br /&gt;
| Horus bonus also when &#039;&#039;you&#039;&#039; take that god&#039;s action || style=&amp;quot;text-align:center;&amp;quot; | yes || style=&amp;quot;text-align:center;&amp;quot; | — || style=&amp;quot;text-align:center;&amp;quot; | —&lt;br /&gt;
|-&lt;br /&gt;
| Horus bonus immediately when you build || style=&amp;quot;text-align:center;&amp;quot; | — || style=&amp;quot;text-align:center;&amp;quot; | yes || style=&amp;quot;text-align:center;&amp;quot; | —&lt;br /&gt;
|-&lt;br /&gt;
| Cards removed || style=&amp;quot;text-align:center;&amp;quot; | T16, D20 || style=&amp;quot;text-align:center;&amp;quot; | — || style=&amp;quot;text-align:center;&amp;quot; | —&lt;br /&gt;
|-&lt;br /&gt;
| Turn-order VP at the end || style=&amp;quot;text-align:center;&amp;quot; | 1st 3 || style=&amp;quot;text-align:center;&amp;quot; | 1st 3, 2nd 2 || style=&amp;quot;text-align:center;&amp;quot; | 1st 3, 2nd 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Implementation notes ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Publisher errata are applied:&#039;&#039;&#039; Decree D03 is removed from the game, and D07 scores at most 21 VP.&lt;br /&gt;
* &#039;&#039;&#039;Horus slot 1&#039;&#039;&#039; (&amp;quot;2 Population / 3 Faith&amp;quot;) is a choice, like every other &amp;quot;/&amp;quot; on the board.&lt;br /&gt;
* &#039;&#039;&#039;Happiness 16 / 19 / 21 bonuses&#039;&#039;&#039; trigger however your Happiness gets there, not only from Bastet.&lt;br /&gt;
* &#039;&#039;&#039;Population stops at 21&#039;&#039;&#039;, like Happiness.&lt;br /&gt;
* &#039;&#039;&#039;An empty Pillar stack&#039;&#039;&#039; leaves its Ra slot empty; a die pointing at it cannot take Ra.&lt;br /&gt;
* &#039;&#039;&#039;Discarded cards&#039;&#039;&#039; are reshuffled into their deck when it runs out.&lt;/div&gt;</summary>
		<author><name>CrunchyColeslaw</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptictactrek&amp;diff=31339</id>
		<title>Gamehelptictactrek</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptictactrek&amp;diff=31339"/>
		<updated>2026-09-07T20:27:04Z</updated>

		<summary type="html">&lt;p&gt;CrunchyColeslaw: Initial version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
A two-player tile-laying game of about ten minutes. You are assigned &#039;&#039;&#039;✖&#039;&#039;&#039; or &#039;&#039;&#039;⭕&#039;&#039;&#039;, and each turn a terrain tile is drawn from the bag for you and placed with your symbol face up, matching the terrain it is laid against.&lt;br /&gt;
&lt;br /&gt;
Three of your symbol in a row earns you a &#039;&#039;&#039;campfire&#039;&#039;&#039;, and each campfire scores &#039;&#039;&#039;1 point per empty space around it&#039;&#039;&#039; at the end of the game. The game lasts 24 turns, 12 each. Most points wins.&lt;br /&gt;
&lt;br /&gt;
== Components ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;26 Terrain tiles&#039;&#039;&#039;, double-sided — &#039;&#039;&#039;✖&#039;&#039;&#039; on one face, &#039;&#039;&#039;⭕&#039;&#039;&#039; on the other, same terrain on both.&lt;br /&gt;
* &#039;&#039;&#039;12 Campfires&#039;&#039;&#039;, 6 per player. The ✖ campfires stand on logs, the ⭕ campfires on a stone disc.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border-collapse:collapse; border:1px solid #a2a9b1; background:#f8f9fa; width:auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#eaecf0;&amp;quot;&lt;br /&gt;
! Terrain !! Count !! Colour&lt;br /&gt;
|-&lt;br /&gt;
| Mountain || style=&amp;quot;text-align:center;&amp;quot; | 6 || lavender&lt;br /&gt;
|-&lt;br /&gt;
| Desert || style=&amp;quot;text-align:center;&amp;quot; | 6 || orange&lt;br /&gt;
|-&lt;br /&gt;
| Grassland || style=&amp;quot;text-align:center;&amp;quot; | 6 || bright green&lt;br /&gt;
|-&lt;br /&gt;
| Forest || style=&amp;quot;text-align:center;&amp;quot; | 6 || dark green&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Lake&#039;&#039;&#039; || style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;2&#039;&#039;&#039; || teal — &#039;&#039;&#039;wild&#039;&#039;&#039;, matches every terrain&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
All 26 tiles go into the bag, each player is assigned a symbol and takes their 6 campfires, and &#039;&#039;&#039;two tiles are drawn and placed side by side&#039;&#039;&#039; — one ✖ face up, one ⭕ face up. The opening pair does not have to match terrain, and both tiles are ordinary tiles that can form part of a row.&lt;br /&gt;
&lt;br /&gt;
24 tiles remain in the bag: &#039;&#039;&#039;12 turns each&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Taking a Turn ==&lt;br /&gt;
&lt;br /&gt;
=== 1. A tile is drawn for you ===&lt;br /&gt;
&lt;br /&gt;
It appears above the board showing your symbol. There is no choice of tile, and both players can see it.&lt;br /&gt;
&lt;br /&gt;
=== 2. Place the tile ===&lt;br /&gt;
&lt;br /&gt;
Legal spaces are highlighted — click one. The tile must go in an empty space &#039;&#039;&#039;orthogonally adjacent&#039;&#039;&#039; to a placed tile (corners do not count), and the placement is legal if &#039;&#039;&#039;any one&#039;&#039;&#039; of these holds:&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border-collapse:collapse; border:1px solid #a2a9b1; background:#f8f9fa; width:auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#eaecf0;&amp;quot;&lt;br /&gt;
! Condition !! Detail&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Terrain match&#039;&#039;&#039; || It touches a placed tile of the same terrain.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Lake on the board&#039;&#039;&#039; || It touches a placed Lake, which matches everything.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Lake in hand&#039;&#039;&#039; || The drawn tile is a Lake, so it may go anywhere along the edge.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;First of its terrain&#039;&#039;&#039; || That terrain is not on the tableau yet, so the tile may go anywhere along the edge.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If none of those yields a space — every matching tile is boxed in — the tile may be placed &#039;&#039;&#039;anywhere along the edge&#039;&#039;&#039;. A tile is never discarded and a turn is never skipped.&lt;br /&gt;
&lt;br /&gt;
The tableau has no board and no size limit; it grows in any direction.&lt;br /&gt;
&lt;br /&gt;
=== 3. Make 3-in-a-row ===&lt;br /&gt;
&lt;br /&gt;
If the placed tile completes a line of &#039;&#039;&#039;exactly three consecutive tiles&#039;&#039;&#039; — horizontal, vertical or diagonal — all showing &#039;&#039;&#039;your&#039;&#039;&#039; symbol and &#039;&#039;&#039;none carrying a campfire&#039;&#039;&#039;, you place a campfire &#039;&#039;&#039;on the tile you just played&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Completing two lines at once still earns only &#039;&#039;&#039;one&#039;&#039;&#039; campfire.&lt;br /&gt;
* &#039;&#039;&#039;A tile carrying a campfire is spent&#039;&#039;&#039;: its symbol cannot be used in any later 3-in-a-row.&lt;br /&gt;
* Lines may overlap, as long as no tile in the new line of three carries a campfire.&lt;br /&gt;
&lt;br /&gt;
If you complete a row with &#039;&#039;&#039;all six campfires already out&#039;&#039;&#039;, you may instead &#039;&#039;&#039;move&#039;&#039;&#039; one of them onto the tile you just played — click a highlighted campfire, or press &#039;&#039;&amp;quot;Leave campfires where they are&amp;quot;&#039;&#039;. A vacated tile becomes usable in later rows again.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
Each campfire scores &#039;&#039;&#039;1 point per empty space among the 8 spaces around its tile&#039;&#039;&#039;, orthogonal and diagonal — 0 to 7 points. Empty spaces are counted for &#039;&#039;&#039;every&#039;&#039;&#039; campfire beside them, so a gap shared by two of your campfires scores twice. Campfires still in your supply score nothing.&lt;br /&gt;
&lt;br /&gt;
Scores update live as tiles are placed, and every campfire shows its value on the board once the game ends.&lt;br /&gt;
&lt;br /&gt;
The game ends the moment the &#039;&#039;&#039;last tile is placed&#039;&#039;&#039;. Tiebreakers: most points, then most campfires placed, then the player who took the &#039;&#039;&#039;final turn loses&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;.&amp;lt;/code&amp;gt; is empty, &amp;lt;code&amp;gt;X&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;O&amp;lt;/code&amp;gt; are tiles, and &amp;lt;code&amp;gt;[X]&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;[O]&amp;lt;/code&amp;gt; are tiles carrying a campfire:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 .   .   .   .   .&lt;br /&gt;
 .  [X]  .  [X]  .&lt;br /&gt;
 X   X   O   X   X&lt;br /&gt;
 .   X  [O]  X   .&lt;br /&gt;
 .   .   O   .   .&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Each &#039;&#039;&#039;✖ campfire&#039;&#039;&#039; has five empty spaces around it — three above, one either side — for &#039;&#039;&#039;5 points each, 10 in total&#039;&#039;&#039;. The two empty spaces between and above them are counted by both.&lt;br /&gt;
* The &#039;&#039;&#039;⭕ campfire&#039;&#039;&#039; is surrounded by tiles on six sides, leaving only the two spaces below it: &#039;&#039;&#039;2 points&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;✖ leads 10 to 2&#039;&#039;&#039;: where a campfire is lit matters as much as how many you place.&lt;/div&gt;</summary>
		<author><name>CrunchyColeslaw</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptrinkettrove&amp;diff=31335</id>
		<title>Gamehelptrinkettrove</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptrinkettrove&amp;diff=31335"/>
		<updated>2026-09-07T13:55:17Z</updated>

		<summary type="html">&lt;p&gt;CrunchyColeslaw: Phrasing updated to be from perspective of someone playing the game on BGA instead of the physical game&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
Trinket Trove is a bidding and set-collection game for 2–6 players. Players are collectors — cute critters — who trade and collect sets of trinket cards to decorate their burrows. Each round, new trinkets are revealed in the center of the table, and players bid cards from their own hand to determine who gets first pick. Everything bid becomes available for other players to claim, so every bid is also an offer. After the final round, each player&#039;s hand is scored as sets; the collector with the most trinket points wins.&lt;br /&gt;
&lt;br /&gt;
== Components ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;112 Trinket cards&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;8 Character tiles&#039;&#039;&#039; (Wander, Penfold, Bernard, Brisby, Templeton, Gouda, Patches, and Nimbus — Nimbus is used only in the 2-player game)&lt;br /&gt;
&lt;br /&gt;
Each character tile has two sides: a standard side showing the character&#039;s art, and a &#039;&#039;&#039;0-side&#039;&#039;&#039; showing the character with a &amp;quot;0&amp;quot;. Each player uses one tile throughout the game.&lt;br /&gt;
&lt;br /&gt;
== Trinket Cards ==&lt;br /&gt;
&lt;br /&gt;
Each trinket card shows:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Trinket Name&#039;&#039;&#039; — the type of trinket (e.g., Marble, Feather, Bell)&lt;br /&gt;
* &#039;&#039;&#039;Trinket Value&#039;&#039;&#039; — a number that is both the card&#039;s bidding value &#039;&#039;&#039;and&#039;&#039;&#039; the size of a full set of that trinket type&lt;br /&gt;
* &#039;&#039;&#039;Suit Icon&#039;&#039;&#039; — a visual identifier shared by all cards of the same trinket type&lt;br /&gt;
* &#039;&#039;&#039;Trinket Points&#039;&#039;&#039; — a scoring ladder printed on the card; the top entry is the score for a set of 1, and the bottom entry is the score for a full set&lt;br /&gt;
&lt;br /&gt;
=== Trinket Types, Values, and Scoring Ladders ===&lt;br /&gt;
&lt;br /&gt;
The columns below show the points scored for a set containing that many matching cards — read from the top of the card&#039;s ladder (set of 1) down to the bottom (full set). A trinket&#039;s full set size equals its Value.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border-collapse:collapse; border:1px solid #a2a9b1; background:#f8f9fa; text-align:center; width:auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#eaecf0;&amp;quot;&lt;br /&gt;
! Trinket !! Value !! Set of 1 !! Set of 2 !! Set of 3 !! Set of 4 !! Set of 5 !! Set of 6 !! Set of 7&lt;br /&gt;
|-&lt;br /&gt;
| Mirror || 8 || &#039;&#039;WILD&#039;&#039; || — || — || — || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
| Lure || 7 || 5 || 10 || 15 || 20 || 25 || 80 || 175&lt;br /&gt;
|-&lt;br /&gt;
| Feather || 7 || 5 || 10 || 25 || 50 || 80 || 110 || 145&lt;br /&gt;
|-&lt;br /&gt;
| Gem || 6 || 10 || 25 || 25 || 60 || 60 || 125 || —&lt;br /&gt;
|-&lt;br /&gt;
| Crayon || 6 || 20 || 10 || 0 || 80 || 100 || 120 || —&lt;br /&gt;
|-&lt;br /&gt;
| Bottlecap || 5 || 5 || 5 || 5 || 50 || 90 || — || —&lt;br /&gt;
|-&lt;br /&gt;
| Marble || 5 || 5 || 10 || 20 || 40 || 80 || — || —&lt;br /&gt;
|-&lt;br /&gt;
| Key || 4 || 10 || 30 || 30 || 70 || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
| Shell || 4 || 10 || 20 || 40 || 60 || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
| Gear || 3 || 5 || 20 || 55 || — || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
| Button || 3 || 10 || 25 || 45 || — || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
| Thimble || 2 || 5 || 35 || — || — || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
| Bell || 2 || 10 || 30 || — || — || — || — || —&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The deck contains &#039;&#039;&#039;2 full sets of each trinket&#039;&#039;&#039;, except Mirrors — there are only &#039;&#039;&#039;4 Mirror cards&#039;&#039;&#039; total.&lt;br /&gt;
&lt;br /&gt;
=== Mirror (Wild Card) ===&lt;br /&gt;
&lt;br /&gt;
* Mirrors are &#039;&#039;&#039;wild&#039;&#039;&#039; — at the end of the game, each Mirror may be assigned to &#039;&#039;&#039;any set&#039;&#039;&#039; of trinkets, counting as a card of that type. Multiple Mirrors may be assigned to the &#039;&#039;&#039;same set&#039;&#039;&#039;. A set (including its Mirrors) can never exceed the full set size for that trinket.&lt;br /&gt;
* Mirrors have a Value of &#039;&#039;&#039;8&#039;&#039;&#039;, the highest in the game, which makes them powerful bid cards.&lt;br /&gt;
* Mirrors &#039;&#039;&#039;cannot be in starting hands&#039;&#039;&#039; — a Mirror dealt during setup is swapped back into the deck.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
When a game starts:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Starting hands:&#039;&#039;&#039; Each player is dealt &#039;&#039;&#039;4 cards&#039;&#039;&#039; from the shuffled deck. Mirrors never appear in starting hands.&lt;br /&gt;
# &#039;&#039;&#039;Timer deck:&#039;&#039;&#039; A face-down timer deck is set aside: &#039;&#039;&#039;6 cards&#039;&#039;&#039; with 2–4 players, or &#039;&#039;&#039;10 cards&#039;&#039;&#039; with 5–6 players. The timer deck controls the length of the game — when it runs out, the game ends.&lt;br /&gt;
# &#039;&#039;&#039;Play area:&#039;&#039;&#039; The center of the board holds the &#039;&#039;&#039;Turn Order Row&#039;&#039;&#039;, where character tiles track turn order from &#039;&#039;&#039;First&#039;&#039;&#039; (left) to &#039;&#039;&#039;Last&#039;&#039;&#039; (right), and the &#039;&#039;&#039;Bid Row&#039;&#039;&#039; above it.&lt;br /&gt;
# &#039;&#039;&#039;Initial turn order:&#039;&#039;&#039; Each player is given a character tile, and the tiles are placed in a random order, standard side up, in the Turn Order Row. This is the turn order for the first round.&lt;br /&gt;
&lt;br /&gt;
== Game Structure ==&lt;br /&gt;
&lt;br /&gt;
The game is played over &#039;&#039;&#039;6 rounds&#039;&#039;&#039; with 2–4 players, or &#039;&#039;&#039;5 rounds&#039;&#039;&#039; with 5–6 players.&lt;br /&gt;
&lt;br /&gt;
Each round has three phases:&lt;br /&gt;
&lt;br /&gt;
# Round Setup&lt;br /&gt;
# Bidding&lt;br /&gt;
# Drafting&lt;br /&gt;
&lt;br /&gt;
== Phase 1: Round Setup ==&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Lots are revealed:&#039;&#039;&#039; 1 card per player is drawn from the draw deck and laid face-up in a row across the top of the board. Each card (or pile of cards) is called a &#039;&#039;&#039;lot&#039;&#039;&#039;.&lt;br /&gt;
# &#039;&#039;&#039;Timer card(s) are added:&#039;&#039;&#039; With &#039;&#039;&#039;2–4 players&#039;&#039;&#039;, 1 card from the timer deck is placed on the &#039;&#039;&#039;first lot&#039;&#039;&#039;, making it a 2-card lot. With &#039;&#039;&#039;5–6 players&#039;&#039;&#039;, 1 card from the timer deck is placed on each of the &#039;&#039;&#039;first 2 lots&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Phase 2: Bidding ==&lt;br /&gt;
&lt;br /&gt;
Players bid one at a time, in order from &#039;&#039;&#039;First to Last&#039;&#039;&#039; as shown in the Turn Order Row.&lt;br /&gt;
&lt;br /&gt;
=== On Your Turn to Bid ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Option A — Bid cards from your hand:&#039;&#039;&#039; Select &#039;&#039;&#039;any number of cards&#039;&#039;&#039; from your hand — they move into your bid pile in the Bid Row — and confirm the bid. Selected cards can be returned to your hand before you confirm.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Option B — Bid 0 cards:&#039;&#039;&#039; Choose &#039;&#039;&#039;Bid 0&#039;&#039;&#039; instead. The &#039;&#039;&#039;top card of the draw deck&#039;&#039;&#039; is flipped face-up as your bid, and your character tile turns to its &#039;&#039;&#039;0-side&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Remember: your bid becomes a lot that &#039;&#039;&#039;other players can claim&#039;&#039;&#039; during the Drafting phase, so a big bid gives you an early pick but hands your cards to someone else.&lt;br /&gt;
&lt;br /&gt;
=== Determining Turn Order (Bid Ranking) ===&lt;br /&gt;
&lt;br /&gt;
Bids are ranked from strongest to weakest and arranged left to right in the Bid Row — the strongest bid is leftmost and drafts first. The row re-sorts as each bid comes in. Ranking priority:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;More cards = higher bid&#039;&#039;&#039; (a 2-card bid beats any 1-card bid)&lt;br /&gt;
# &#039;&#039;&#039;Higher total trinket value breaks ties&#039;&#039;&#039; (sum of all Values in the bid)&lt;br /&gt;
# &#039;&#039;&#039;The later bid wins remaining ties&#039;&#039;&#039; (the player who bid later is placed further left)&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;0 bid&amp;quot; counts as &#039;&#039;&#039;0 cards&#039;&#039;&#039;, so it ranks below every bid of real cards. The card flipped from the deck still carries its value, and that value ranks 0 bids against each other by steps 2 and 3 above — a 0 bid flipping a 5 is placed left of a later 0 bid flipping a 3, and a second 0 bid flipping a 5 goes left of the earlier 5.&lt;br /&gt;
&lt;br /&gt;
Once everyone has bid, the character tiles in the Turn Order Row sit beneath their bids in ranked order — this is the turn order for the Drafting phase.&lt;br /&gt;
&lt;br /&gt;
=== Bidding Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Wander bids 1 Key (value 4). Brisby bids 2 cards (Shell + Thimble) — placed to Wander&#039;s left, since 2 cards beat 1. Templeton bids 0, flipping a card from the deck — placed far right. Gouda bids 1 Gear (value 3) — placed between Wander and Templeton, since both bid 1 card but Gouda&#039;s value (3) is lower than Wander&#039;s (4).&lt;br /&gt;
&lt;br /&gt;
Final order (left = 1st): &#039;&#039;&#039;Brisby → Wander → Gouda → Templeton&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Phase 3: Drafting ==&lt;br /&gt;
&lt;br /&gt;
Players take turns in the new turn order, from First to Last.&lt;br /&gt;
&lt;br /&gt;
=== On Your Turn to Draft ===&lt;br /&gt;
&lt;br /&gt;
Select &#039;&#039;&#039;exactly 2 lots&#039;&#039;&#039; and confirm — all of their cards are added to your hand. Claimable lots are highlighted, and you may take any combination of:&lt;br /&gt;
&lt;br /&gt;
* The lots revealed during Round Setup&lt;br /&gt;
* The bids of &#039;&#039;&#039;other players&#039;&#039;&#039; (each player&#039;s bid is one lot)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You may not claim your own bid.&#039;&#039;&#039; When there is no choice left to make — the last player to draft simply takes all remaining cards, which may include their own bid — the claim happens automatically.&lt;br /&gt;
&lt;br /&gt;
=== End of Round ===&lt;br /&gt;
&lt;br /&gt;
Once every player has claimed 2 lots, the round ends. Players keep their full hand of trinket cards — there is no hand limit. The turn order established this round carries into the Bidding phase of the next round. If cards remain in the timer deck, a new round begins.&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
The game ends after the final round, when the timer deck is depleted.&lt;br /&gt;
&lt;br /&gt;
=== Final Scoring ===&lt;br /&gt;
&lt;br /&gt;
When the game ends, scoring is automatic:&lt;br /&gt;
&lt;br /&gt;
# Your hand is grouped into &#039;&#039;&#039;sets of cards sharing the same trinket name&#039;&#039;&#039;.&lt;br /&gt;
# Each &#039;&#039;&#039;Mirror&#039;&#039;&#039; (wild) is assigned to the set where it adds the most points — multiple Mirrors may join the same set, and a set (Mirrors included) never exceeds the trinket&#039;s full set size.&lt;br /&gt;
# If you hold more cards of a type than one full set, the &#039;&#039;&#039;full set is completed first&#039;&#039;&#039; and the overflow forms a &#039;&#039;&#039;second set&#039;&#039;&#039; of that type; both sets score independently. Cards are never split into two partial sets (e.g., 8 Crayons score as 6 + 2, never 4 + 4).&lt;br /&gt;
# Each set scores the entry on its &#039;&#039;&#039;scoring ladder&#039;&#039;&#039; matching the number of cards in the set.&lt;br /&gt;
# Your &#039;&#039;&#039;final score&#039;&#039;&#039; is the sum of your set scores.&lt;br /&gt;
&lt;br /&gt;
The game always chooses the Mirror assignments that give you the highest possible total, and the final screen shows every player&#039;s hand splayed into its scored sets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Winner:&#039;&#039;&#039; The player with the most trinket points wins. In case of a tie, the tied player closest to &#039;&#039;&#039;First&#039;&#039;&#039; in the final turn order wins.&lt;br /&gt;
&lt;br /&gt;
=== Scoring Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Brisby has: 4 Feathers, 3 Thimbles, 3 Crayons, 1 Mirror.&lt;br /&gt;
&lt;br /&gt;
* 4 Feathers → 50 points&lt;br /&gt;
* 2 Thimbles (full set) → 35 points&lt;br /&gt;
* 1 Thimble (starts a second set) → 5 points&lt;br /&gt;
* Mirror assigned to Crayons → 4 Crayons → 80 points (instead of 0 for 3 Crayons alone)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total: 50 + 35 + 5 + 80 = 170 points&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Two-Player Game (Nimbus Bot) ==&lt;br /&gt;
&lt;br /&gt;
At a 2-player table, a bot character called &#039;&#039;&#039;Nimbus&#039;&#039;&#039; joins automatically to make it a 3-player game.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Setup:&#039;&#039;&#039; The table is set up as a 3-player game, with Nimbus&#039;s character tile in the Turn Order Row.&lt;br /&gt;
* &#039;&#039;&#039;Bidding:&#039;&#039;&#039; On its turn, Nimbus&#039;s bid is always &#039;&#039;&#039;2 cards flipped from the draw deck&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Drafting:&#039;&#039;&#039; Nimbus claims the &#039;&#039;&#039;2 lots with the highest bid strength&#039;&#039;&#039; (most cards, then highest total value). If there is a tie, the player closest to First in the current turn order is asked to choose which tied lot Nimbus claims. Nimbus cannot claim its own bid unless it is last in turn order (the same rule as everyone else).&lt;br /&gt;
* &#039;&#039;&#039;Scoring:&#039;&#039;&#039; Nimbus does not score — the cards it claims are removed from the game.&lt;br /&gt;
&lt;br /&gt;
== Key Concepts Summary ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border-collapse:collapse; border:1px solid #a2a9b1; background:#f8f9fa; width:auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#eaecf0;&amp;quot;&lt;br /&gt;
! Term !! Definition&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Lot&#039;&#039;&#039; || A single card or pile of cards that can be claimed as one unit during drafting&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bid Row&#039;&#039;&#039; || The area above the Turn Order Row where each bid pile sits, ranked strongest to weakest from the left&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Turn Order Row&#039;&#039;&#039; || The row where character tiles track turn order, from First (left) to Last (right)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Timer Deck&#039;&#039;&#039; || A small separate deck that adds cards to lots each round; when it is depleted, the game ends&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Trinket Value&#039;&#039;&#039; || The number on a card, used for bid ranking and indicating the full set size&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Full Set&#039;&#039;&#039; || A number of cards of the same trinket equal to its Trinket Value&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Wild (Mirror)&#039;&#039;&#039; || A Mirror counts as a card of whichever set it is assigned to at end-of-game scoring; assignment is automatic and maximises your score&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;0-Bid&#039;&#039;&#039; || A bid of no hand cards — the top card of the draw deck is flipped as the bid instead, and the character tile turns to its 0-side&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>CrunchyColeslaw</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpimperialsteam&amp;diff=31277</id>
		<title>Gamehelpimperialsteam</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpimperialsteam&amp;diff=31277"/>
		<updated>2026-09-02T22:38:25Z</updated>

		<summary type="html">&lt;p&gt;CrunchyColeslaw: Initial implementation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Players build railway networks out of &#039;&#039;&#039;Wien&#039;&#039;&#039; toward &#039;&#039;&#039;Trieste&#039;&#039;&#039;, hiring workers, raising factories, producing and delivering goods, and taking on contracts. Everything is paid for in &#039;&#039;&#039;guldens&#039;&#039;&#039;, and the player with the most money after final scoring wins.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The game lasts up to &#039;&#039;&#039;8 rounds&#039;&#039;&#039;. It can end early: as soon as any player connects Wien to Trieste, the game finishes at the end of that round.&lt;br /&gt;
&lt;br /&gt;
Each round you place &#039;&#039;&#039;Main Action hands&#039;&#039;&#039; on the 11 Main Action tiles, one per turn, taking that action. You start with 2 hands and gain one more each round until you have 5.&lt;br /&gt;
&lt;br /&gt;
Almost everything you want to do costs one of three things: &#039;&#039;&#039;money&#039;&#039;&#039;, &#039;&#039;&#039;influence&#039;&#039;&#039;, or &#039;&#039;&#039;goods&#039;&#039;&#039;. Influence is the pivot — it sets turn order, gates which workers you may hire, and pays for share-price increases. Goods are produced by workers you place in factories, and are consumed by track building and deliveries.&lt;br /&gt;
&lt;br /&gt;
Two things are worth understanding before your first game:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Contracts are a bet, not a bonus.&#039;&#039;&#039; A contract you fail to fill costs you its full value at the end — but only if somebody connects Trieste. If nobody does, every contract in the game is void and nobody gains or loses from them.&lt;br /&gt;
* &#039;&#039;&#039;Delivery payouts shrink as the game goes on.&#039;&#039;&#039; The price you get for delivering a good is read off the Factory board, and each factory of that type bought by &#039;&#039;any&#039;&#039; player steps the payout down. Early deliveries of a type are worth far more than late ones.&lt;br /&gt;
&lt;br /&gt;
== Setup essentials ==&lt;br /&gt;
&lt;br /&gt;
You begin with a train station in &#039;&#039;&#039;Wien&#039;&#039;&#039; — everyone starts connected there — an &#039;&#039;&#039;IS-3&#039;&#039;&#039; steam engine with 3 freight cars, one good on each car plus a coal on the engine, 2 workers in Training Level 1, and 120 / 130 / 140 guldens at 2 / 3 / 4 players.&lt;br /&gt;
&lt;br /&gt;
Your share board starts with its Share Value marker and one Investor on the &#039;&#039;&#039;40&#039;&#039;&#039; row.&lt;br /&gt;
&lt;br /&gt;
=== Setup option ===&lt;br /&gt;
&lt;br /&gt;
The table creator chooses how the map is laid out:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fixed (first game)&#039;&#039;&#039; — every City tile, Hub City tile, Shipment tile, Growth tile and State Railway sits at its predetermined place. The same board every time, and the one to learn on.&lt;br /&gt;
* &#039;&#039;&#039;Normal&#039;&#039;&#039; — a Normal Setup card selects the hub cities and some city tiles; the rest of the map, the shipment order, the growth tiles and the State Railways are drawn at random.&lt;br /&gt;
* &#039;&#039;&#039;Random (experts)&#039;&#039;&#039; — each map region gets one random Hub City tile and two random City tiles placed at random within it, and the number of State Railways is itself drawn from the setup deck.&lt;br /&gt;
&lt;br /&gt;
=== Opening blind bid ===&lt;br /&gt;
&lt;br /&gt;
Before Round 1 every player secretly bids guldens for influence. Bids are revealed in turn order; you pay your bid and advance your Player Influence marker to the &#039;&#039;&#039;topmost empty space of the column matching your bid&#039;&#039;&#039;. Equal bids stack in reveal order. Turn order is then reset by the new influence standings.&lt;br /&gt;
&lt;br /&gt;
This is the single largest decision of the opening — it is real money spent on position, and Round 1 starts immediately afterwards.&lt;br /&gt;
&lt;br /&gt;
== Round structure ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round 1 skips phases 1–6&#039;&#039;&#039; and begins at Phase 7.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border-collapse:collapse; border:1px solid #a2a9b1; background:#f8f9fa; text-align:center; width:auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#eaecf0;&amp;quot;&lt;br /&gt;
! Phase !! What happens&lt;br /&gt;
|-&lt;br /&gt;
| 1. Retrieve hands || Take back all your placed Main Action hands, plus the extra hand stored above the current round in Rounds 2–4.&lt;br /&gt;
|-&lt;br /&gt;
| 2. Shipment arrives || Rounds 4–8 only: goods stored above the current round drop into the Shipment market, filling each column bottom to top. Overflow returns to the supply.&lt;br /&gt;
|-&lt;br /&gt;
| 3. Take ordered goods || Goods you ordered last round are on your landing. Store them now; anything you cannot store is discarded. The landing must end empty.&lt;br /&gt;
|-&lt;br /&gt;
| 4. Collect income || 10 guldens per &#039;&#039;&#039;passenger car&#039;&#039;&#039; plus 10 per &#039;&#039;&#039;uncovered warehouse space&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 5. Train workers || Working-area workers return to the Training area of the same level; Training Level 2 advances to 3, and Level 1 advances to 2. Workers who worked last round do not advance.&lt;br /&gt;
|-&lt;br /&gt;
| 6. Determine turn order || Reset by influence, highest first.&lt;br /&gt;
|-&lt;br /&gt;
| 7. Perform actions || In turn order, one action per turn, until &#039;&#039;&#039;all&#039;&#039;&#039; players have placed every hand.&lt;br /&gt;
|-&lt;br /&gt;
| 8. Game end check || The game ends after Round 8, or immediately if anyone has connected Wien to Trieste. Otherwise advance the round.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hands per round ===&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border-collapse:collapse; border:1px solid #a2a9b1; background:#f8f9fa; text-align:center; width:auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#eaecf0;&amp;quot;&lt;br /&gt;
! Round !! 1 !! 2 !! 3 !! 4–8&lt;br /&gt;
|-&lt;br /&gt;
| Hands || 2 || 3 || 4 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Repeat penalty ===&lt;br /&gt;
&lt;br /&gt;
If you place a hand on a tile where you &#039;&#039;&#039;already&#039;&#039;&#039; have one or more hands this phase, you must first &#039;&#039;&#039;decrease your influence 1 step per own hand already there&#039;&#039;&#039;. Other players&#039; hands are irrelevant.&lt;br /&gt;
&lt;br /&gt;
You must be able to pay the penalty in full — if you cannot, that tile is not available to you. &#039;&#039;&#039;Pass&#039;&#039;&#039; is the one exception: it is always available when nothing else is.&lt;br /&gt;
&lt;br /&gt;
== Main actions ==&lt;br /&gt;
&lt;br /&gt;
=== 1. Build tracks ===&lt;br /&gt;
&lt;br /&gt;
Place &#039;&#039;&#039;up to 2 tracks&#039;&#039;&#039; extending your network, which is contiguous and begins at Wien.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Materials:&#039;&#039;&#039; 1 wood + 1 stone + 1 iron in total, whether you place one track or two.&lt;br /&gt;
* &#039;&#039;&#039;Bridges&#039;&#039;&#039; (gray connections) need a Bridge Engineer on staff and +1 &#039;&#039;&#039;stone&#039;&#039;&#039; each. &#039;&#039;&#039;Tunnels&#039;&#039;&#039; (orange) need a Tunnel Engineer and +1 &#039;&#039;&#039;iron&#039;&#039;&#039; each.&lt;br /&gt;
* &#039;&#039;&#039;Fees:&#039;&#039;&#039; pay 10 guldens to &#039;&#039;&#039;each&#039;&#039;&#039; player already on a connection you build on. If you cannot pay, you cannot build there.&lt;br /&gt;
* &#039;&#039;&#039;City limit:&#039;&#039;&#039; without your train station in a city, at most &#039;&#039;&#039;2&#039;&#039;&#039; of your tracks may touch it. With your station, no limit. Other players&#039; tracks and stations do not affect your limit.&lt;br /&gt;
* Crowned &#039;&#039;&#039;State Railway&#039;&#039;&#039; connections cannot be built on with this action — see the free action below.&lt;br /&gt;
* One track per player per connection; several players may each build the same connection.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Workers:&#039;&#039;&#039; each city shows an &#039;&#039;&#039;Effort&#039;&#039;&#039; number. Add the Effort of every &#039;&#039;new&#039;&#039; city you are connecting, then assign workers from your &#039;&#039;&#039;Training areas&#039;&#039;&#039; whose levels total at least that number, moving them to the Working area of the same level. There is no credit for overpaying. A connection joining two cities already in your network uses only the &#039;&#039;&#039;lower&#039;&#039;&#039; Effort and grants no opportunities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;On connecting a new city&#039;&#039;&#039; you take its opportunities:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Business token:&#039;&#039;&#039; take the topmost token of the stack and spend its printed value, 1 point per item, on any mix of: +1 influence step, +1 share price step, or permanently flipping one freight car to a passenger car. Reserved cars cannot flip. If the value exceeds what the caps allow, the remainder is simply lost.&lt;br /&gt;
* &#039;&#039;&#039;Influence hexagon:&#039;&#039;&#039; gain the printed number of steps.&lt;br /&gt;
* &#039;&#039;&#039;Construction sites&#039;&#039;&#039; for train stations and factories become available to you.&lt;br /&gt;
* &#039;&#039;&#039;Demand icons&#039;&#039;&#039; become deliverable.&lt;br /&gt;
* &#039;&#039;&#039;Trieste:&#039;&#039;&#039; on connecting it, immediately take &#039;&#039;&#039;10 guldens per own track&#039;&#039;&#039; in your network. Every player who connects Trieste gets this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Semmering token:&#039;&#039;&#039; the first player to build Mürzzuschlag–Gloggnitz takes it. It &#039;&#039;&#039;doubles your endgame income&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== 2. Hire ===&lt;br /&gt;
&lt;br /&gt;
Hire any number of workers and engineers from the Worker board.&lt;br /&gt;
&lt;br /&gt;
* Each column is a source in a hub city. All &#039;&#039;&#039;workers&#039;&#039;&#039; hired this action come from &#039;&#039;&#039;one column&#039;&#039;&#039;.&lt;br /&gt;
* You may only use a column whose hub city Influence marker is &#039;&#039;&#039;at or below&#039;&#039;&#039; your own influence position.&lt;br /&gt;
* Each worker costs the price at the Hiring Price marker&#039;s current row; the marker then moves up one row. Prices run from 10 up to a cap of 50, and escalate &#039;&#039;&#039;between&#039;&#039;&#039; workers within the same action.&lt;br /&gt;
* &#039;&#039;&#039;Engineers&#039;&#039;&#039; cost 30 guldens and may come from &#039;&#039;&#039;any&#039;&#039;&#039; eligible hub city, not just the chosen worker column. You may have at most one Bridge Engineer and one Tunnel Engineer.&lt;br /&gt;
&lt;br /&gt;
New workers arrive in &#039;&#039;&#039;Training area Level 1&#039;&#039;&#039;. Maximum 15 workers.&lt;br /&gt;
&lt;br /&gt;
=== 3. Build a building ===&lt;br /&gt;
&lt;br /&gt;
Build &#039;&#039;&#039;either&#039;&#039;&#039; a train station &#039;&#039;&#039;or&#039;&#039;&#039; a factory.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Train station:&#039;&#039;&#039; on an empty station site in a city connected to your network. Pay the printed cost and place a station from your player board, discarding the Unbuilt Train Station tile beneath it. This removes the 2-track limit in that city, opens a warehouse space, and adds 10 guldens to your income each round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Factory:&#039;&#039;&#039; on an empty factory site connected to your network and valid for the player count. The cost is read from the Factory board — the upper-row cost immediately left of the leftmost remaining factory of that type. A site printed with a custom cost pays that instead; a site marked with the train-station symbol pays that city&#039;s station cost.&lt;br /&gt;
&lt;br /&gt;
Then:&lt;br /&gt;
# Move the factory to your player board.&lt;br /&gt;
# Choose &#039;&#039;&#039;any one&#039;&#039;&#039; of your workers, from a Training &#039;&#039;&#039;or&#039;&#039;&#039; Working area, and place it on the site. Take goods of the factory&#039;s type equal to the worker&#039;s production number — Level 1 gives 2, Level 2 gives 3, Level 3 gives 4 — and set them beside the worker. That worker is committed there permanently.&lt;br /&gt;
# Optionally slot the factory into a matching space on one of your Contract cards.&lt;br /&gt;
&lt;br /&gt;
Factories may be rearranged among your contracts and player board at &#039;&#039;&#039;any&#039;&#039;&#039; time, including at game end.&lt;br /&gt;
&lt;br /&gt;
=== 4. Produce goods ===&lt;br /&gt;
&lt;br /&gt;
Each of your workers on the map that still has goods beside it may produce &#039;&#039;&#039;1&#039;&#039;&#039; of them: move a cube to an empty storage space on your board.&lt;br /&gt;
&lt;br /&gt;
A full store never blocks production. You produce first, then choose which cube goes to the supply — the new one or one you were already holding.&lt;br /&gt;
&lt;br /&gt;
=== 5. Buy or order goods ===&lt;br /&gt;
&lt;br /&gt;
Either:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Buy 1 good immediately&#039;&#039;&#039; from the Shipment market: take the topmost cube of a column and pay its row price. If the column is &#039;&#039;&#039;empty&#039;&#039;&#039;, the good is still available from the supply at the &#039;&#039;&#039;highest&#039;&#039;&#039; price, 40.&lt;br /&gt;
* &#039;&#039;&#039;Order goods&#039;&#039;&#039; (not available in Round 8): buy up to &#039;&#039;&#039;N&#039;&#039;&#039; goods, where N is the Shipment tile above the current round, at the same prices. They go to your &#039;&#039;&#039;landing&#039;&#039;&#039; and arrive next round in Phase 3. Your landing may never hold more than N cubes in total for the round, even across several order actions.&lt;br /&gt;
&lt;br /&gt;
=== 6. Buy or upgrade a train ===&lt;br /&gt;
&lt;br /&gt;
Available engines are those at or left of the current round on the Round track.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Buy&#039;&#039;&#039; (only with fewer than 3 trains): pay the tile price, place the engine at the left of an empty train row, add freight cars equal to the engine level, take 1 coal from the supply onto the engine, and gain any influence the tile shows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrade:&#039;&#039;&#039; pay the difference between the new and old engine, add cars up to the new level, and gain any influence shown. The old engine&#039;s coal transfers; there is no free coal.&lt;br /&gt;
&lt;br /&gt;
=== 7. Secure a contract ===&lt;br /&gt;
&lt;br /&gt;
Take a Contract card from the display. &#039;&#039;&#039;There are no refills&#039;&#039;&#039; — what is on the table at setup is the whole supply for the game.&lt;br /&gt;
&lt;br /&gt;
The card shows required factory types; the number of factories equals the number of Reserved tokens and Investors depicted. The value in the upper right is what you &#039;&#039;&#039;gain&#039;&#039;&#039; if it is fully filled and what you &#039;&#039;&#039;pay&#039;&#039;&#039; if it is not.&lt;br /&gt;
&lt;br /&gt;
# Take the card. You may take it with none of the required factories, but you must be able to place all its Reserved tokens.&lt;br /&gt;
# Place one Reserved token on each of your &#039;&#039;&#039;freight cars&#039;&#039;&#039;, any cars in any trains. Goods on those cars return to the supply, and those cars are permanently unavailable — they can never become passenger cars. Without enough free freight cars, you cannot take the contract.&lt;br /&gt;
# Take its Investors onto the &#039;&#039;&#039;lowest empty&#039;&#039;&#039; Investor spaces of your Share board. If there is not room for all of them, take only those that fit.&lt;br /&gt;
# Optionally slot matching factories onto the card.&lt;br /&gt;
&lt;br /&gt;
=== 8. Philanthropize ===&lt;br /&gt;
&lt;br /&gt;
Pay any multiple of 10 guldens and gain &#039;&#039;&#039;1 influence step per 10&#039;&#039;&#039; paid.&lt;br /&gt;
&lt;br /&gt;
=== 9. Manipulate share value ===&lt;br /&gt;
&lt;br /&gt;
Either &#039;&#039;&#039;increase&#039;&#039;&#039; your share value by exactly 1 step, paying the influence cost printed at the &#039;&#039;&#039;new&#039;&#039;&#039; row, or &#039;&#039;&#039;decrease&#039;&#039;&#039; it by any amount for free.&lt;br /&gt;
&lt;br /&gt;
=== 10. Fundraise ===&lt;br /&gt;
&lt;br /&gt;
Take 10 guldens from the supply.&lt;br /&gt;
&lt;br /&gt;
=== 11. Pass ===&lt;br /&gt;
&lt;br /&gt;
Do nothing. The repeat penalty still applies for each of your own hands already on the Pass tile.&lt;br /&gt;
&lt;br /&gt;
== Free actions ==&lt;br /&gt;
&lt;br /&gt;
Take any number, in any combination, before, during or after your main action on your turn.&lt;br /&gt;
&lt;br /&gt;
=== Sell a share ===&lt;br /&gt;
&lt;br /&gt;
Requires an Investor sitting in a row &#039;&#039;&#039;at or above&#039;&#039;&#039; your Share Value marker&#039;s row — the row an Investor occupies is the highest price that Investor will pay. Move the &#039;&#039;&#039;topmost&#039;&#039;&#039; such Investor to your Shareholders area and take your &#039;&#039;&#039;current share value&#039;&#039;&#039; from the bank.&lt;br /&gt;
&lt;br /&gt;
Every Investor in your Shareholders area costs you &#039;&#039;&#039;10% of your final money&#039;&#039;&#039; at game end. Ten of them leave you with nothing.&lt;br /&gt;
&lt;br /&gt;
=== Deliver a good (once per turn) ===&lt;br /&gt;
&lt;br /&gt;
# Spend 1 &#039;&#039;&#039;coal&#039;&#039;&#039; from your storage.&lt;br /&gt;
# Move 1 good from beside one of your map workers onto a matching empty Demand space in a city connected to your network.&lt;br /&gt;
# You are paid the value in the &#039;&#039;&#039;rightmost empty space&#039;&#039;&#039; of that good&#039;s row on the Factory board — which steps down every time a factory of that type is bought by anyone.&lt;br /&gt;
&lt;br /&gt;
Each hub city demands 1 wood, 1 stone, 1 iron and 2 coal. The two coal demands cannot both be met by the same player. At 3 and 4 players some regular cities carry demands too.&lt;br /&gt;
&lt;br /&gt;
Delivering &#039;&#039;&#039;coal to a hub city&#039;&#039;&#039; pays a &#039;&#039;&#039;City Key&#039;&#039;&#039; instead of money — the large gold key first, then the small silver one. No player can hold both keys of a colour.&lt;br /&gt;
&lt;br /&gt;
Delivering to a hub city also raises that city&#039;s influence: the &#039;&#039;&#039;Nth&#039;&#039;&#039; cube delivered there advances it by the Nth number on its Growth tile.&lt;br /&gt;
&lt;br /&gt;
=== Buy access to a State Railway connection ===&lt;br /&gt;
&lt;br /&gt;
Requires your network to touch a crowned connection.&lt;br /&gt;
&lt;br /&gt;
* If no other player has track there, pay the &#039;&#039;&#039;higher&#039;&#039;&#039; of the two endpoint cities&#039; train station prices.&lt;br /&gt;
* Otherwise, pay &#039;&#039;&#039;each&#039;&#039;&#039; player with track there the &#039;&#039;&#039;lower&#039;&#039;&#039; of those two prices.&lt;br /&gt;
&lt;br /&gt;
Place your track beside the crown. The connection joins your network and you immediately take the new city&#039;s opportunities.&lt;br /&gt;
&lt;br /&gt;
== Game end and final scoring ==&lt;br /&gt;
&lt;br /&gt;
The game ends after Round 8, or at the end of the round in which any player connects Wien to Trieste.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Income:&#039;&#039;&#039; collect your Phase 4 income once more — and &#039;&#039;&#039;double it&#039;&#039;&#039; if you hold the Semmering token.&lt;br /&gt;
# &#039;&#039;&#039;Goods:&#039;&#039;&#039; sell every good on your trains and in your warehouse for 10 guldens each.&lt;br /&gt;
# &#039;&#039;&#039;City Keys:&#039;&#039;&#039; a gold key pays the gulden value printed directly below its hub city&#039;s Influence marker; a silver key pays the value in the small green flag nearest that marker.&lt;br /&gt;
# &#039;&#039;&#039;Hub influence:&#039;&#039;&#039; count the hub cities whose influence is at or below yours — 1 pays 10, 2 pays 30, 3 pays 60, 4 pays 100 guldens.&lt;br /&gt;
# &#039;&#039;&#039;Contracts&#039;&#039;&#039; — &#039;&#039;&#039;only if somebody connected Wien to Trieste&#039;&#039;&#039;. Otherwise every contract is void and this step is skipped entirely.&lt;br /&gt;
#* A contract fully filled with factories &#039;&#039;&#039;gains&#039;&#039;&#039; its value; any other contract &#039;&#039;&#039;costs&#039;&#039;&#039; its value.&lt;br /&gt;
#* If you hold at least one contract but your own network does not reach Trieste, you pay &#039;&#039;&#039;track usage once&#039;&#039;&#039;, regardless of how many contracts you hold: the shortest path from your network to Trieste is traced over other players&#039; connections, and you pay 20 guldens per connection to the highest-influence track owner on it.&lt;br /&gt;
# &#039;&#039;&#039;Shareholders:&#039;&#039;&#039; subtract 10% of your money for each Investor in your Shareholders area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The player with the most money wins.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Reference tables ==&lt;br /&gt;
&lt;br /&gt;
=== Steam engines ===&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border-collapse:collapse; border:1px solid #a2a9b1; background:#f8f9fa; text-align:center; width:auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#eaecf0;&amp;quot;&lt;br /&gt;
! Engine !! IS-3 !! IS-4 !! IS-5 !! IS-6 !! IS-7 !! IS-8&lt;br /&gt;
|-&lt;br /&gt;
| Price || 30 || 40 || 50 || 60 || 70 || 80&lt;br /&gt;
|-&lt;br /&gt;
| Cars || 3 || 4 || 5 || 6 || 7 || 8&lt;br /&gt;
|-&lt;br /&gt;
| Influence || — || — || — || +1 || +2 || +3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
IS-3 is your starting engine and never appears on the Round track.&lt;br /&gt;
&lt;br /&gt;
=== Share value ===&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border-collapse:collapse; border:1px solid #a2a9b1; background:#f8f9fa; text-align:center; width:auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#eaecf0;&amp;quot;&lt;br /&gt;
! Value !! 40 !! 60 !! 90 !! 130 !! 180 !! 240&lt;br /&gt;
|-&lt;br /&gt;
| Influence to move up into || start || 1 || 2 || 3 || 4 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Player count differences ===&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border-collapse:collapse; border:1px solid #a2a9b1; background:#f8f9fa; text-align:center; width:auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#eaecf0;&amp;quot;&lt;br /&gt;
! !! 2p !! 3p !! 4p&lt;br /&gt;
|-&lt;br /&gt;
| Starting guldens || 120 || 130 || 140&lt;br /&gt;
|-&lt;br /&gt;
| Contract display, per deck || 3 || 4 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Engines per Round-track space || 2 || 3 || 4&lt;br /&gt;
|-&lt;br /&gt;
| Shipment goods per round (4–8) || 1 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
| Factories per row || 6 || 9 || 12&lt;br /&gt;
|-&lt;br /&gt;
| Engineers of each type || 2 || 3 || 4&lt;br /&gt;
|-&lt;br /&gt;
| Demands outside hub cities || no || yes || yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Implementation notes ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ties share the victory.&#039;&#039;&#039; The rulebook gives no tiebreaker, and the designer&#039;s official ruling is that tied players all win. This is deliberate, not an omission in the adaptation.&lt;br /&gt;
* &#039;&#039;&#039;Buying from an empty market column&#039;&#039;&#039; is allowed, at the dearest price of 40, taken from the supply. This follows a designer ruling rather than the printed rules, which are silent on it.&lt;br /&gt;
* &#039;&#039;&#039;Money is public&#039;&#039;&#039; in this implementation.&lt;br /&gt;
* &#039;&#039;&#039;A Business token worth more than you can spend&#039;&#039;&#039; loses the remainder. Influence stops at the end of its track, share value stops at 240, and a car must be free to flip, so a 3-point token can have nowhere left to go.&lt;br /&gt;
* &#039;&#039;&#039;You choose which factory a delivery draws from&#039;&#039;&#039; when two of your factories hold the same good. The piles look interchangeable but are not — production is one good per site per action, so emptying a site costs you a slot in every future Produce.&lt;/div&gt;</summary>
		<author><name>CrunchyColeslaw</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptrinkettrove&amp;diff=31228</id>
		<title>Gamehelptrinkettrove</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptrinkettrove&amp;diff=31228"/>
		<updated>2026-08-29T12:59:29Z</updated>

		<summary type="html">&lt;p&gt;CrunchyColeslaw: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
Trinket Trove is a bidding and set-collection game for 2–6 players. Players are collectors — cute critters — who trade and collect sets of trinket cards to decorate their burrows. Each round, new trinkets are revealed in the center of the table, and players bid cards from their own hand to determine who gets first pick. Everything bid becomes available for other players to claim, so every bid is also an offer. After the final round, players arrange their hands into sets and score them; the collector with the most trinket points wins.&lt;br /&gt;
&lt;br /&gt;
== Components ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;112 Trinket cards&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;8 Character tiles&#039;&#039;&#039; (Wander, Penfold, Bernard, Brisby, Templeton, Gouda, Patches, and Nimbus — Nimbus is used only in the 2-player game)&lt;br /&gt;
&lt;br /&gt;
Each character tile has two sides: a standard side showing the character&#039;s art, and a &#039;&#039;&#039;0-side&#039;&#039;&#039; showing the character with a &amp;quot;0&amp;quot;. Each player uses one tile throughout the game.&lt;br /&gt;
&lt;br /&gt;
== Trinket Cards ==&lt;br /&gt;
&lt;br /&gt;
Each trinket card shows:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Trinket Name&#039;&#039;&#039; — the type of trinket (e.g., Marble, Feather, Bell)&lt;br /&gt;
* &#039;&#039;&#039;Trinket Value&#039;&#039;&#039; — a number that is both the card&#039;s bidding value &#039;&#039;&#039;and&#039;&#039;&#039; the size of a full set of that trinket type&lt;br /&gt;
* &#039;&#039;&#039;Suit Icon&#039;&#039;&#039; — a visual identifier shared by all cards of the same trinket type&lt;br /&gt;
* &#039;&#039;&#039;Trinket Points&#039;&#039;&#039; — a scoring ladder printed on the card; the top entry is the score for a set of 1, and the bottom entry is the score for a full set&lt;br /&gt;
&lt;br /&gt;
=== Trinket Types, Values, and Scoring Ladders ===&lt;br /&gt;
&lt;br /&gt;
The columns below show the points scored for a set containing that many matching cards — read from the top of the card&#039;s ladder (set of 1) down to the bottom (full set). A trinket&#039;s full set size equals its Value.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border-collapse:collapse; border:1px solid #a2a9b1; background:#f8f9fa; text-align:center; width:auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#eaecf0;&amp;quot;&lt;br /&gt;
! Trinket !! Value !! Set of 1 !! Set of 2 !! Set of 3 !! Set of 4 !! Set of 5 !! Set of 6 !! Set of 7&lt;br /&gt;
|-&lt;br /&gt;
| Mirror || 8 || &#039;&#039;WILD&#039;&#039; || — || — || — || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
| Lure || 7 || 5 || 10 || 15 || 20 || 25 || 80 || 175&lt;br /&gt;
|-&lt;br /&gt;
| Feather || 7 || 5 || 10 || 25 || 50 || 80 || 110 || 145&lt;br /&gt;
|-&lt;br /&gt;
| Gem || 6 || 10 || 25 || 25 || 60 || 60 || 125 || —&lt;br /&gt;
|-&lt;br /&gt;
| Crayon || 6 || 20 || 10 || 0 || 80 || 100 || 120 || —&lt;br /&gt;
|-&lt;br /&gt;
| Bottlecap || 5 || 5 || 5 || 5 || 50 || 90 || — || —&lt;br /&gt;
|-&lt;br /&gt;
| Marble || 5 || 5 || 10 || 20 || 40 || 80 || — || —&lt;br /&gt;
|-&lt;br /&gt;
| Key || 4 || 10 || 30 || 30 || 70 || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
| Shell || 4 || 10 || 20 || 40 || 60 || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
| Gear || 3 || 5 || 20 || 55 || — || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
| Button || 3 || 10 || 25 || 45 || — || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
| Thimble || 2 || 5 || 35 || — || — || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
| Bell || 2 || 10 || 30 || — || — || — || — || —&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The deck contains &#039;&#039;&#039;2 full sets of each trinket&#039;&#039;&#039;, except Mirrors — there are only &#039;&#039;&#039;4 Mirror cards&#039;&#039;&#039; total.&lt;br /&gt;
&lt;br /&gt;
=== Mirror (Wild Card) ===&lt;br /&gt;
&lt;br /&gt;
* Mirrors are &#039;&#039;&#039;wild&#039;&#039;&#039; — at the end of the game, each Mirror may be assigned to &#039;&#039;&#039;any set&#039;&#039;&#039; of trinkets, counting as a card of that type. Multiple Mirrors may be assigned to the &#039;&#039;&#039;same set&#039;&#039;&#039;. A set (including its Mirrors) can never exceed the full set size for that trinket.&lt;br /&gt;
* Mirrors have a Value of &#039;&#039;&#039;8&#039;&#039;&#039;, the highest in the game, which makes them powerful bid cards.&lt;br /&gt;
* Mirrors &#039;&#039;&#039;cannot be in starting hands&#039;&#039;&#039; — a Mirror dealt during setup is swapped back into the deck.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Deal starting hands:&#039;&#039;&#039; Shuffle the deck and deal &#039;&#039;&#039;4 cards&#039;&#039;&#039; to each player. If a player receives a Mirror, it is swapped for a non-Mirror card and the deck is reshuffled.&lt;br /&gt;
# &#039;&#039;&#039;Create the Timer Deck:&#039;&#039;&#039; Set aside a face-down timer deck: &#039;&#039;&#039;6 cards&#039;&#039;&#039; with 2–4 players, or &#039;&#039;&#039;10 cards&#039;&#039;&#039; with 5–6 players. The timer deck controls the length of the game — when it runs out, the game ends.&lt;br /&gt;
# &#039;&#039;&#039;Lay out the play area:&#039;&#039;&#039; The center play area contains the &#039;&#039;&#039;Turn Order Row&#039;&#039;&#039;, where character tiles track turn order from &#039;&#039;&#039;First&#039;&#039;&#039; (left) to &#039;&#039;&#039;Last&#039;&#039;&#039; (right), and the &#039;&#039;&#039;Bid Row&#039;&#039;&#039; above it.&lt;br /&gt;
# &#039;&#039;&#039;Set the initial turn order:&#039;&#039;&#039; Each player&#039;s character tile is placed randomly, 0-side down, in the Turn Order Row. This is the turn order for the first round.&lt;br /&gt;
&lt;br /&gt;
== Game Structure ==&lt;br /&gt;
&lt;br /&gt;
The game is played over &#039;&#039;&#039;6 rounds&#039;&#039;&#039; with 2–4 players, or &#039;&#039;&#039;5 rounds&#039;&#039;&#039; with 5–6 players.&lt;br /&gt;
&lt;br /&gt;
Each round has three phases:&lt;br /&gt;
&lt;br /&gt;
# Round Setup&lt;br /&gt;
# Bidding&lt;br /&gt;
# Drafting&lt;br /&gt;
&lt;br /&gt;
== Phase 1: Round Setup ==&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Reveal lots:&#039;&#039;&#039; Draw 1 card per player from the main deck and place them face-up in a row in the center. Each card (or pile of cards) is called a &#039;&#039;&#039;lot&#039;&#039;&#039;.&lt;br /&gt;
# &#039;&#039;&#039;Add timer deck card(s):&#039;&#039;&#039; With &#039;&#039;&#039;2–4 players&#039;&#039;&#039;, flip 1 card from the timer deck onto the &#039;&#039;&#039;first lot&#039;&#039;&#039;, making it a 2-card lot. With &#039;&#039;&#039;5–6 players&#039;&#039;&#039;, flip 1 card from the timer deck onto each of the &#039;&#039;&#039;first 2 lots&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Phase 2: Bidding ==&lt;br /&gt;
&lt;br /&gt;
Players bid one at a time, in order from &#039;&#039;&#039;First to Last&#039;&#039;&#039; as shown in the Turn Order Row.&lt;br /&gt;
&lt;br /&gt;
=== On Your Turn to Bid ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Option A — Bid cards from your hand:&#039;&#039;&#039; Choose &#039;&#039;&#039;any number of cards&#039;&#039;&#039; from your hand and place them face-up in the Bid Row, with your character tile 0-side down on top.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Option B — Bid 0 cards:&#039;&#039;&#039; Flip the &#039;&#039;&#039;top card of the draw deck&#039;&#039;&#039; face-up — this becomes your bid — and place your character tile &#039;&#039;&#039;0-side up&#039;&#039;&#039; on top of it.&lt;br /&gt;
&lt;br /&gt;
Remember: your bid cards become a lot that &#039;&#039;&#039;other players can claim&#039;&#039;&#039; during the Drafting phase, so a big bid gives you an early pick but hands your cards to someone else.&lt;br /&gt;
&lt;br /&gt;
=== Determining Turn Order (Bid Ranking) ===&lt;br /&gt;
&lt;br /&gt;
Bids are ranked from strongest to weakest, and arranged left to right in the Bid Row — the strongest bid is leftmost and drafts first. Ranking priority:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;More cards = higher bid&#039;&#039;&#039; (a 2-card bid beats any 1-card bid)&lt;br /&gt;
# &#039;&#039;&#039;Higher total trinket value breaks ties&#039;&#039;&#039; (sum of all Values in the bid)&lt;br /&gt;
# &#039;&#039;&#039;The later bid wins remaining ties&#039;&#039;&#039; (the player who bid later is placed further left)&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;0 bid&amp;quot; counts as &#039;&#039;&#039;0 cards&#039;&#039;&#039;, so it ranks below every bid of real cards. The card flipped from the deck still carries its value, and that value ranks 0 bids against each other by steps 2 and 3 above — a 0 bid flipping a 5 is placed left of a later 0 bid flipping a 3, and a second 0 bid flipping a 5 goes left of the earlier 5.&lt;br /&gt;
&lt;br /&gt;
After all players have bid, the character tiles move down into the Turn Order Row beneath their bids — this is the new turn order for the Drafting phase.&lt;br /&gt;
&lt;br /&gt;
=== Bidding Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Wander bids 1 Key (value 4). Brisby bids 2 cards (Shell + Thimble) — placed to Wander&#039;s left, since 2 cards beat 1. Templeton bids 0, flipping a card from the deck — placed far right. Gouda bids 1 Gear (value 3) — placed between Wander and Templeton, since both bid 1 card but Gouda&#039;s value (3) is lower than Wander&#039;s (4).&lt;br /&gt;
&lt;br /&gt;
Final order (left = 1st): &#039;&#039;&#039;Brisby → Wander → Gouda → Templeton&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Phase 3: Drafting ==&lt;br /&gt;
&lt;br /&gt;
Players take turns in the new turn order, from First to Last.&lt;br /&gt;
&lt;br /&gt;
=== On Your Turn to Draft ===&lt;br /&gt;
&lt;br /&gt;
Claim &#039;&#039;&#039;exactly 2 lots&#039;&#039;&#039; and add all of their cards to your hand. You may take any combination of:&lt;br /&gt;
&lt;br /&gt;
* The face-up lots revealed during Round Setup&lt;br /&gt;
* The bids of &#039;&#039;&#039;other players&#039;&#039;&#039; (each player&#039;s bid is one lot)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You may not claim your own bid&#039;&#039;&#039; — unless you are the last player to draft, in which case you take all remaining cards, which may include your own bid.&lt;br /&gt;
&lt;br /&gt;
=== End of Round ===&lt;br /&gt;
&lt;br /&gt;
Once every player has claimed 2 lots, the round ends. Players keep their full hand of trinket cards — there is no hand limit. The turn order established this round carries into the Bidding phase of the next round. If cards remain in the timer deck, a new round begins.&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
The game ends after the final round, when the timer deck is depleted.&lt;br /&gt;
&lt;br /&gt;
=== Final Scoring ===&lt;br /&gt;
&lt;br /&gt;
# Arrange your hand into &#039;&#039;&#039;sets of cards sharing the same trinket name&#039;&#039;&#039;.&lt;br /&gt;
# Assign each &#039;&#039;&#039;Mirror&#039;&#039;&#039; (wild) to any set of your choice — multiple Mirrors may join the same set.&lt;br /&gt;
# If you have more cards of a type than one full set, the overflow forms a &#039;&#039;&#039;second set&#039;&#039;&#039; of that type, and both sets score independently. You must &#039;&#039;&#039;complete the full set first&#039;&#039;&#039; — you may not split your cards into two partial sets (e.g., 8 Crayons must be scored as 6 + 2, never 4 + 4).&lt;br /&gt;
# Score each set using the &#039;&#039;&#039;scoring ladder&#039;&#039;&#039; printed on the card — the entry corresponding to the number of cards in that set.&lt;br /&gt;
# Sum all of your set scores for your &#039;&#039;&#039;final score&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Winner:&#039;&#039;&#039; The player with the most trinket points wins. In case of a tie, the tied player closest to &#039;&#039;&#039;First&#039;&#039;&#039; in the final turn order wins.&lt;br /&gt;
&lt;br /&gt;
=== Scoring Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Brisby has: 4 Feathers, 3 Thimbles, 3 Crayons, 1 Mirror.&lt;br /&gt;
&lt;br /&gt;
* 4 Feathers → 50 points&lt;br /&gt;
* 2 Thimbles (full set) → 35 points&lt;br /&gt;
* 1 Thimble (starts a second set) → 5 points&lt;br /&gt;
* Mirror assigned to Crayons → 4 Crayons → 80 points (instead of 0 for 3 Crayons alone)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total: 50 + 35 + 5 + 80 = 170 points&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Two-Player Game (Nimbus Bot) ==&lt;br /&gt;
&lt;br /&gt;
With 2 players, a bot character called &#039;&#039;&#039;Nimbus&#039;&#039;&#039; joins the table to simulate a 3-player game. This is applied automatically on Board Game Arena when the table has 2 players.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Setup:&#039;&#039;&#039; The game is set up as a standard 3-player game, with Nimbus&#039;s character tile in the Turn Order Row.&lt;br /&gt;
* &#039;&#039;&#039;Bidding:&#039;&#039;&#039; On its turn, Nimbus always bids &#039;&#039;&#039;2 cards face-up from the draw deck&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Drafting:&#039;&#039;&#039; Nimbus claims the &#039;&#039;&#039;2 lots with the highest bid strength&#039;&#039;&#039; (most cards, then highest total value). If there is a tie, the human player closest to First in the current turn order decides which tied lot Nimbus claims. Nimbus cannot claim its own bid unless it is last in turn order (the same rule as human players).&lt;br /&gt;
* &#039;&#039;&#039;Scoring:&#039;&#039;&#039; Nimbus does not score points — the cards it claims are simply removed from the game.&lt;br /&gt;
&lt;br /&gt;
== Key Concepts Summary ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border-collapse:collapse; border:1px solid #a2a9b1; background:#f8f9fa; width:auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#eaecf0;&amp;quot;&lt;br /&gt;
! Term !! Definition&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Lot&#039;&#039;&#039; || A single card or pile of cards that can be claimed as one unit during drafting&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bid Row&#039;&#039;&#039; || The area above the Turn Order Row where bids are placed during bidding&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Turn Order Row&#039;&#039;&#039; || The row where character tiles track turn order, from First (left) to Last (right)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Timer Deck&#039;&#039;&#039; || A small separate deck that adds cards to lots each round; when it is depleted, the game ends&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Trinket Value&#039;&#039;&#039; || The number on a card, used for bid ranking and indicating the full set size&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Full Set&#039;&#039;&#039; || A number of cards of the same trinket equal to its Trinket Value&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Wild (Mirror)&#039;&#039;&#039; || Mirror cards may count as any trinket type at end-of-game scoring&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;0-Bid&#039;&#039;&#039; || Bidding 0 hand cards — the top card of the draw deck is revealed as the bid instead, and the character tile&#039;s 0-side is shown&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>CrunchyColeslaw</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpiberiangauge&amp;diff=31208</id>
		<title>Gamehelpiberiangauge</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpiberiangauge&amp;diff=31208"/>
		<updated>2026-08-27T11:23:51Z</updated>

		<summary type="html">&lt;p&gt;CrunchyColeslaw: Initial rules page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
Iberian Gauge is a cube-rails stock game for 3–5 players set on the Iberian Peninsula. You are an investor, not a railroad: you buy Shares in 5 Railroad companies with your personal money, and the Railroads — funded by their own Treasuries — build the track. Each Share you own lets you extend that Railroad by one hex during Build rounds. Dividends pay you per Share, and a Railroad that fails to reach a new city loses Share Value.&lt;br /&gt;
&lt;br /&gt;
All 5 Railroads are always in play, regardless of player count. Ties are possible (shared victory).&lt;br /&gt;
&lt;br /&gt;
At the start of the game, the 5 Railroads are placed in a &#039;&#039;&#039;random initiative order&#039;&#039;&#039; that never changes, each player receives &#039;&#039;&#039;₱40&#039;&#039;&#039;, and a random player receives the &#039;&#039;&#039;Priority Deal token&#039;&#039;&#039; (the right to act first in Stock rounds).&lt;br /&gt;
&lt;br /&gt;
Each Railroad has a fixed number of Shares — &#039;&#039;&#039;Red 6, Light Blue 5, Orange 5, Purple 4, Yellow 4&#039;&#039;&#039; (24 total) — and a supply of &#039;&#039;&#039;22 Locomotives&#039;&#039;&#039; (track markers) for the whole game.&lt;br /&gt;
&lt;br /&gt;
== Round Structure ==&lt;br /&gt;
&lt;br /&gt;
The game lasts exactly &#039;&#039;&#039;10 rounds&#039;&#039;&#039; in a fixed order:&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border-collapse:collapse; border:1px solid #a2a9b1; background:#f8f9fa; text-align:center; width:auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#eaecf0;&amp;quot;&lt;br /&gt;
! Round !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
| Stock || Build || Stock || Build || Build || Stock || Build || Build || Stock || Build&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The game ends after round 10, followed by final scoring.&lt;br /&gt;
&lt;br /&gt;
== Stock Round ==&lt;br /&gt;
&lt;br /&gt;
Starting with the Priority Deal holder and going clockwise, each player in turn either &#039;&#039;&#039;buys one Share&#039;&#039;&#039; or &#039;&#039;&#039;passes&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Passing does &#039;&#039;&#039;not&#039;&#039;&#039; lock you out — if the round comes back to you, you may still buy.&lt;br /&gt;
* The round ends when &#039;&#039;&#039;all players have consecutively passed&#039;&#039;&#039;. The player who &#039;&#039;started&#039;&#039; the final all-pass streak takes (or keeps) the Priority Deal token and will open the next Stock round.&lt;br /&gt;
* You may buy at most &#039;&#039;&#039;one Share per Railroad per Stock round&#039;&#039;&#039; (buying from several different Railroads in the same round is fine).&lt;br /&gt;
* You cannot buy into a Railroad with no Share spaces left; if all 24 Shares are ever sold out, the round ends immediately.&lt;br /&gt;
* Shares can &#039;&#039;&#039;never be sold&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If you cannot afford anything on your turn, you are passed automatically (noted in the log). This counts as a real pass — it can make you the first passer who takes the Priority Deal token.&lt;br /&gt;
&lt;br /&gt;
=== Starting a Railroad (buying its first Share) ===&lt;br /&gt;
&lt;br /&gt;
Buying a Railroad&#039;s first Share floats it. You:&lt;br /&gt;
&lt;br /&gt;
# Choose its starting Share Value — anywhere from &#039;&#039;&#039;₱12 to ₱36&#039;&#039;&#039; — and pay that amount from your cash &#039;&#039;&#039;into the Railroad&#039;s Treasury&#039;&#039;&#039;.&lt;br /&gt;
# Place its first Locomotive in a &#039;&#039;&#039;Major City&#039;&#039;&#039; that contains no other Railroad (if all 7 Major Cities are occupied, any Major City).&lt;br /&gt;
&lt;br /&gt;
Its Dividend level starts at &#039;&#039;&#039;space 1&#039;&#039;&#039; of the Dividends Track.&lt;br /&gt;
&lt;br /&gt;
=== Buying into a started Railroad ===&lt;br /&gt;
&lt;br /&gt;
Pay its &#039;&#039;&#039;current Share Value&#039;&#039;&#039; from your cash into its Treasury; you take its next Share space in order. (Share Value does not change from purchases — it only moves during Build rounds.)&lt;br /&gt;
&lt;br /&gt;
== Build Round ==&lt;br /&gt;
&lt;br /&gt;
Railroads act in &#039;&#039;&#039;initiative order&#039;&#039;&#039;. Within each Railroad, its Shares act in the order they were bought. Railroads with no purchased Shares are skipped entirely — no build, no penalty, no dividends.&lt;br /&gt;
&lt;br /&gt;
Each active Railroad&#039;s turn has four steps:&lt;br /&gt;
&lt;br /&gt;
=== 1. Track Building ===&lt;br /&gt;
&lt;br /&gt;
Each Share, in purchase order, lets &#039;&#039;&#039;its owner&#039;&#039;&#039; optionally place one of the Railroad&#039;s Locomotives on the map — so if you own several Shares in a Railroad, you get several separate builds. Building is never mandatory.&lt;br /&gt;
&lt;br /&gt;
A build is legal only if all of the following hold:&lt;br /&gt;
&lt;br /&gt;
* The Railroad has a Locomotive left (22 for the whole game).&lt;br /&gt;
* The target hex has room: &#039;&#039;&#039;Easy/Difficult&#039;&#039;&#039; hexes hold one Locomotive &#039;&#039;total&#039;&#039;; &#039;&#039;&#039;Urban/Major City&#039;&#039;&#039; hexes hold one &#039;&#039;per Railroad&#039;&#039; (all 5 can coexist).&lt;br /&gt;
* The hex is &#039;&#039;&#039;adjacent to the Railroad&#039;s existing track&#039;&#039;&#039;, or reachable by &#039;&#039;&#039;leasing&#039;&#039;&#039; (below).&lt;br /&gt;
* The Treasury can pay the full cost (build cost plus any lease fees). Costs always come from the &#039;&#039;&#039;Railroad&#039;s Treasury&#039;&#039;&#039;, never from players.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border-collapse:collapse; border:1px solid #a2a9b1; background:#f8f9fa; text-align:center; width:auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#eaecf0;&amp;quot;&lt;br /&gt;
! Hex type !! Build cost (to bank) !! Lease cost (to owner) !! Occupancy&lt;br /&gt;
|-&lt;br /&gt;
| Easy (light green) || ₱4 || ₱2 || 1 Locomotive total&lt;br /&gt;
|-&lt;br /&gt;
| Difficult (dark green) || ₱8 || ₱4 || 1 Locomotive total&lt;br /&gt;
|-&lt;br /&gt;
| Urban (blue, named) || ₱4 || cannot be leased || 1 per Railroad&lt;br /&gt;
|-&lt;br /&gt;
| Major City (orange border, named) || ₱4 || cannot be leased || 1 per Railroad&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If your build must be skipped — the Railroad is out of Locomotives, can&#039;t afford anything, or has nowhere left to build — the game skips it automatically and says why in the log.&lt;br /&gt;
&lt;br /&gt;
=== Leasing ===&lt;br /&gt;
&lt;br /&gt;
To build a hex not adjacent to its own track, a Railroad may lease a path through &#039;&#039;&#039;other Railroads&#039; track&#039;&#039;&#039; in &#039;&#039;&#039;Easy/Difficult hexes only&#039;&#039;&#039; — never through Urban or Major City hexes, even its own (a path may route &#039;&#039;around&#039;&#039; them). Every hex on the path must already contain another Railroad&#039;s Locomotive; you cannot lease empty terrain.&lt;br /&gt;
&lt;br /&gt;
The path must be the &#039;&#039;&#039;shortest leasable route&#039;&#039;&#039; (fewest leased hexes); when several equally short paths exist, you choose which to use — this decides which Treasuries get paid and can change the total cost. Lease fees (₱2 per Easy hex, ₱4 per Difficult hex) are paid from the building Railroad&#039;s Treasury &#039;&#039;&#039;to each leased hex&#039;s owner&#039;&#039;&#039;; the destination hex&#039;s build cost is then paid to the bank as normal.&lt;br /&gt;
&lt;br /&gt;
=== 2. Immediate Bonuses ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Building into an Urban hex:&#039;&#039;&#039; Dividend level +1.&lt;br /&gt;
* &#039;&#039;&#039;Building into a Major City:&#039;&#039;&#039; Dividend level +2 and Share Value +1.&lt;br /&gt;
* &#039;&#039;&#039;Dividend thresholds:&#039;&#039;&#039; whenever the Dividend level crosses a share-icon threshold on the track, Share Value rises 1 more space per threshold crossed.&lt;br /&gt;
* &#039;&#039;&#039;5-cities bonus:&#039;&#039;&#039; the moment a Railroad&#039;s network includes &#039;&#039;&#039;five Major Cities&#039;&#039;&#039;, a one-time Special Dividend is paid from the bank — each Shareholder receives the Railroad&#039;s listed amount &#039;&#039;&#039;per Share owned&#039;&#039;&#039; (Purple/Yellow ₱15, Light Blue/Orange ₱12, Red ₱10), and the Railroad&#039;s Treasury receives the same amount per unsold Share.&lt;br /&gt;
&lt;br /&gt;
=== 3. Share Value Penalty ===&lt;br /&gt;
&lt;br /&gt;
If the Railroad did &#039;&#039;&#039;not&#039;&#039;&#039; add a &#039;&#039;&#039;new&#039;&#039;&#039; Urban or Major City hex to its network this turn, its Share Value drops &#039;&#039;&#039;one space per player-owned Share&#039;&#039;&#039; (unsold Shares don&#039;t count). This applies even when the Railroad couldn&#039;t build at all. Share Value never goes below ₱4 or above ₱80.&lt;br /&gt;
&lt;br /&gt;
=== 4. Dividends ===&lt;br /&gt;
&lt;br /&gt;
The bank pays the Railroad&#039;s dividend at its current Dividend level:&lt;br /&gt;
&lt;br /&gt;
* each player receives the dividend &#039;&#039;&#039;× their Shares&#039;&#039;&#039; in this Railroad, and&lt;br /&gt;
* the Railroad&#039;s Treasury receives the dividend &#039;&#039;&#039;× its unsold Shares&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Game End and Scoring ==&lt;br /&gt;
&lt;br /&gt;
After round 10, each player scores:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cash in hand + (current Share Value × each Share owned)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Railroad Treasuries are worth nothing. The player with the most money wins; ties are shared victories.&lt;br /&gt;
&lt;br /&gt;
== Reference Tables ==&lt;br /&gt;
&lt;br /&gt;
=== Share Value Track ===&lt;br /&gt;
&lt;br /&gt;
20 spaces in steps of 4: ₱4 to ₱80. Starting values when floating a Railroad: &#039;&#039;&#039;₱12–₱36&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Dividends Track ===&lt;br /&gt;
&lt;br /&gt;
19 spaces. Railroads are grouped by Share count:&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border-collapse:collapse; border:1px solid #a2a9b1; background:#f8f9fa; text-align:center; width:auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#eaecf0;&amp;quot;&lt;br /&gt;
! Level !! Purple / Yellow (4 shares) !! Lt. Blue / Orange (5 shares) !! Red (6 shares)&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 3 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 4 || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 5 || 4 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 7 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 8 || 6 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 9 || 7 || 6&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 10 || 8 || 7&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 12 || 9 || 8&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 13 || 10 || 9&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 14 || 11 || 10&lt;br /&gt;
|-&lt;br /&gt;
| 11 || 15 || 12 || 10&lt;br /&gt;
|-&lt;br /&gt;
| 12 || 17 || 13 || 11&lt;br /&gt;
|-&lt;br /&gt;
| 13 || 18 || 14 || 12&lt;br /&gt;
|-&lt;br /&gt;
| 14 || 19 || 15 || 13&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 20 || 16 || 14&lt;br /&gt;
|-&lt;br /&gt;
| 16 || 22 || 17 || 15&lt;br /&gt;
|-&lt;br /&gt;
| 17 || 23 || 18 || 15&lt;br /&gt;
|-&lt;br /&gt;
| 18 || 24 || 19 || 16&lt;br /&gt;
|-&lt;br /&gt;
| 19 || 25 || 20 || 17&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Share Value thresholds&#039;&#039;&#039; sit on the boundaries &#039;&#039;&#039;3→4, 6→7, 9→10, 12→13, 14→15, 16→17, and 18→19&#039;&#039;&#039; — moving up across one grants +1 Share Value. The Dividend level stops at 19; further increases are lost.&lt;/div&gt;</summary>
		<author><name>CrunchyColeslaw</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptrinkettrove&amp;diff=31205</id>
		<title>Gamehelptrinkettrove</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptrinkettrove&amp;diff=31205"/>
		<updated>2026-08-27T03:02:10Z</updated>

		<summary type="html">&lt;p&gt;CrunchyColeslaw: Fixed tables so they render with borders in the BGA game page.  Minor tweaks to how First/Last tokens are referenced.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
Trinket Trove is a bidding and set-collection game for 2–6 players. Players are collectors — cute critters — who trade and collect sets of trinket cards to decorate their burrows. Each round, new trinkets are revealed in the center of the table, and players bid cards from their own hand to determine who gets first pick. Everything bid becomes available for other players to claim, so every bid is also an offer. After the final round, players arrange their hands into sets and score them; the collector with the most trinket points wins.&lt;br /&gt;
&lt;br /&gt;
== Components ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;112 Trinket cards&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;8 Character tiles&#039;&#039;&#039; (Wander, Penfold, Bernard, Brisby, Templeton, Gouda, Patches, and Nimbus — Nimbus is used only in the 2-player game)&lt;br /&gt;
&lt;br /&gt;
Each character tile has two sides: a standard side showing the character&#039;s art, and a &#039;&#039;&#039;0-side&#039;&#039;&#039; showing the character with a &amp;quot;0&amp;quot;. Each player uses one tile throughout the game.&lt;br /&gt;
&lt;br /&gt;
== Trinket Cards ==&lt;br /&gt;
&lt;br /&gt;
Each trinket card shows:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Trinket Name&#039;&#039;&#039; — the type of trinket (e.g., Marble, Feather, Bell)&lt;br /&gt;
* &#039;&#039;&#039;Trinket Value&#039;&#039;&#039; — a number that is both the card&#039;s bidding value &#039;&#039;&#039;and&#039;&#039;&#039; the size of a full set of that trinket type&lt;br /&gt;
* &#039;&#039;&#039;Suit Icon&#039;&#039;&#039; — a visual identifier shared by all cards of the same trinket type&lt;br /&gt;
* &#039;&#039;&#039;Trinket Points&#039;&#039;&#039; — a scoring ladder printed on the card; the top entry is the score for a set of 1, and the bottom entry is the score for a full set&lt;br /&gt;
&lt;br /&gt;
=== Trinket Types, Values, and Scoring Ladders ===&lt;br /&gt;
&lt;br /&gt;
The columns below show the points scored for a set containing that many matching cards — read from the top of the card&#039;s ladder (set of 1) down to the bottom (full set). A trinket&#039;s full set size equals its Value.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border-collapse:collapse; border:1px solid #a2a9b1; background:#f8f9fa; text-align:center; width:auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#eaecf0;&amp;quot;&lt;br /&gt;
! Trinket !! Value !! Set of 1 !! Set of 2 !! Set of 3 !! Set of 4 !! Set of 5 !! Set of 6 !! Set of 7&lt;br /&gt;
|-&lt;br /&gt;
| Mirror || 8 || &#039;&#039;WILD&#039;&#039; || — || — || — || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
| Lure || 7 || 5 || 10 || 15 || 20 || 25 || 80 || 175&lt;br /&gt;
|-&lt;br /&gt;
| Feather || 7 || 5 || 10 || 25 || 50 || 80 || 110 || 145&lt;br /&gt;
|-&lt;br /&gt;
| Gem || 6 || 10 || 25 || 25 || 60 || 60 || 125 || —&lt;br /&gt;
|-&lt;br /&gt;
| Crayon || 6 || 20 || 10 || 0 || 80 || 100 || 120 || —&lt;br /&gt;
|-&lt;br /&gt;
| Bottlecap || 5 || 5 || 5 || 5 || 50 || 90 || — || —&lt;br /&gt;
|-&lt;br /&gt;
| Marble || 5 || 5 || 10 || 20 || 40 || 80 || — || —&lt;br /&gt;
|-&lt;br /&gt;
| Key || 4 || 10 || 30 || 30 || 70 || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
| Shell || 4 || 10 || 20 || 40 || 60 || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
| Gear || 3 || 5 || 20 || 55 || — || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
| Button || 3 || 10 || 25 || 45 || — || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
| Thimble || 2 || 5 || 35 || — || — || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
| Bell || 2 || 10 || 30 || — || — || — || — || —&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The deck contains &#039;&#039;&#039;2 full sets of each trinket&#039;&#039;&#039;, except Mirrors — there are only &#039;&#039;&#039;4 Mirror cards&#039;&#039;&#039; total.&lt;br /&gt;
&lt;br /&gt;
=== Mirror (Wild Card) ===&lt;br /&gt;
&lt;br /&gt;
* Mirrors are &#039;&#039;&#039;wild&#039;&#039;&#039; — at the end of the game, each Mirror may be assigned to &#039;&#039;&#039;any set&#039;&#039;&#039; of trinkets, counting as a card of that type. Multiple Mirrors may be assigned to the &#039;&#039;&#039;same set&#039;&#039;&#039;. A set (including its Mirrors) can never exceed the full set size for that trinket.&lt;br /&gt;
* Mirrors have a Value of &#039;&#039;&#039;8&#039;&#039;&#039;, the highest in the game, which makes them powerful bid cards.&lt;br /&gt;
* Mirrors &#039;&#039;&#039;cannot be in starting hands&#039;&#039;&#039; — a Mirror dealt during setup is swapped back into the deck.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Deal starting hands:&#039;&#039;&#039; Shuffle the deck and deal &#039;&#039;&#039;4 cards&#039;&#039;&#039; to each player. If a player receives a Mirror, it is swapped for a non-Mirror card and the deck is reshuffled.&lt;br /&gt;
# &#039;&#039;&#039;Create the Timer Deck:&#039;&#039;&#039; Set aside a face-down timer deck: &#039;&#039;&#039;6 cards&#039;&#039;&#039; with 2–4 players, or &#039;&#039;&#039;10 cards&#039;&#039;&#039; with 5–6 players. The timer deck controls the length of the game — when it runs out, the game ends.&lt;br /&gt;
# &#039;&#039;&#039;Lay out the play area:&#039;&#039;&#039; The center play area contains the &#039;&#039;&#039;Turn Order Row&#039;&#039;&#039;, where character tiles track turn order from &#039;&#039;&#039;First&#039;&#039;&#039; (left) to &#039;&#039;&#039;Last&#039;&#039;&#039; (right), and the &#039;&#039;&#039;Bid Row&#039;&#039;&#039; above it.&lt;br /&gt;
# &#039;&#039;&#039;Set the initial turn order:&#039;&#039;&#039; Each player&#039;s character tile is placed randomly, 0-side down, in the Turn Order Row. This is the turn order for the first round.&lt;br /&gt;
&lt;br /&gt;
== Game Structure ==&lt;br /&gt;
&lt;br /&gt;
The game is played over &#039;&#039;&#039;6 rounds&#039;&#039;&#039; with 2–4 players, or &#039;&#039;&#039;5 rounds&#039;&#039;&#039; with 5–6 players.&lt;br /&gt;
&lt;br /&gt;
Each round has three phases:&lt;br /&gt;
&lt;br /&gt;
# Round Setup&lt;br /&gt;
# Bidding&lt;br /&gt;
# Drafting&lt;br /&gt;
&lt;br /&gt;
== Phase 1: Round Setup ==&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Reveal lots:&#039;&#039;&#039; Draw 1 card per player from the main deck and place them face-up in a row in the center. Each card (or pile of cards) is called a &#039;&#039;&#039;lot&#039;&#039;&#039;.&lt;br /&gt;
# &#039;&#039;&#039;Add timer deck card(s):&#039;&#039;&#039; With &#039;&#039;&#039;2–4 players&#039;&#039;&#039;, flip 1 card from the timer deck onto the &#039;&#039;&#039;first lot&#039;&#039;&#039;, making it a 2-card lot. With &#039;&#039;&#039;5–6 players&#039;&#039;&#039;, flip 1 card from the timer deck onto each of the &#039;&#039;&#039;first 2 lots&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Phase 2: Bidding ==&lt;br /&gt;
&lt;br /&gt;
Players bid one at a time, in order from &#039;&#039;&#039;First to Last&#039;&#039;&#039; as shown in the Turn Order Row.&lt;br /&gt;
&lt;br /&gt;
=== On Your Turn to Bid ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Option A — Bid cards from your hand:&#039;&#039;&#039; Choose &#039;&#039;&#039;any number of cards&#039;&#039;&#039; from your hand and place them face-up in the Bid Row, with your character tile 0-side down on top.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Option B — Bid 0 cards:&#039;&#039;&#039; Flip the &#039;&#039;&#039;top card of the draw deck&#039;&#039;&#039; face-up — this becomes your bid — and place your character tile &#039;&#039;&#039;0-side up&#039;&#039;&#039; on top of it.&lt;br /&gt;
&lt;br /&gt;
Remember: your bid cards become a lot that &#039;&#039;&#039;other players can claim&#039;&#039;&#039; during the Drafting phase, so a big bid gives you an early pick but hands your cards to someone else.&lt;br /&gt;
&lt;br /&gt;
=== Determining Turn Order (Bid Ranking) ===&lt;br /&gt;
&lt;br /&gt;
Bids are ranked from strongest to weakest, and arranged left to right in the Bid Row — the strongest bid is leftmost and drafts first. Ranking priority:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;More cards = higher bid&#039;&#039;&#039; (a 2-card bid beats any 1-card bid)&lt;br /&gt;
# &#039;&#039;&#039;Higher total trinket value breaks ties&#039;&#039;&#039; (sum of all Values in the bid)&lt;br /&gt;
# &#039;&#039;&#039;The later bid wins remaining ties&#039;&#039;&#039; (the player who bid later is placed further left)&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;0 bid&amp;quot; (drawn from the deck) counts as &#039;&#039;&#039;0 cards&#039;&#039;&#039; and is therefore always the weakest possible bid.&lt;br /&gt;
&lt;br /&gt;
After all players have bid, the character tiles move down into the Turn Order Row beneath their bids — this is the new turn order for the Drafting phase.&lt;br /&gt;
&lt;br /&gt;
=== Bidding Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Wander bids 1 Key (value 4). Brisby bids 2 cards (Shell + Thimble) — placed to Wander&#039;s left, since 2 cards beat 1. Templeton bids 0, flipping a card from the deck — placed far right. Gouda bids 1 Gear (value 3) — placed between Wander and Templeton, since both bid 1 card but Gouda&#039;s value (3) is lower than Wander&#039;s (4).&lt;br /&gt;
&lt;br /&gt;
Final order (left = 1st): &#039;&#039;&#039;Brisby → Wander → Gouda → Templeton&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Phase 3: Drafting ==&lt;br /&gt;
&lt;br /&gt;
Players take turns in the new turn order, from First to Last.&lt;br /&gt;
&lt;br /&gt;
=== On Your Turn to Draft ===&lt;br /&gt;
&lt;br /&gt;
Claim &#039;&#039;&#039;exactly 2 lots&#039;&#039;&#039; and add all of their cards to your hand. You may take any combination of:&lt;br /&gt;
&lt;br /&gt;
* The face-up lots revealed during Round Setup&lt;br /&gt;
* The bids of &#039;&#039;&#039;other players&#039;&#039;&#039; (each player&#039;s bid is one lot)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You may not claim your own bid&#039;&#039;&#039; — unless you are the last player to draft, in which case you take all remaining cards, which may include your own bid.&lt;br /&gt;
&lt;br /&gt;
=== End of Round ===&lt;br /&gt;
&lt;br /&gt;
Once every player has claimed 2 lots, the round ends. Players keep their full hand of trinket cards — there is no hand limit. The turn order established this round carries into the Bidding phase of the next round. If cards remain in the timer deck, a new round begins.&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
The game ends after the final round, when the timer deck is depleted.&lt;br /&gt;
&lt;br /&gt;
=== Final Scoring ===&lt;br /&gt;
&lt;br /&gt;
# Arrange your hand into &#039;&#039;&#039;sets of cards sharing the same trinket name&#039;&#039;&#039;.&lt;br /&gt;
# Assign each &#039;&#039;&#039;Mirror&#039;&#039;&#039; (wild) to any set of your choice — multiple Mirrors may join the same set.&lt;br /&gt;
# If you have more cards of a type than one full set, the overflow forms a &#039;&#039;&#039;second set&#039;&#039;&#039; of that type, and both sets score independently. You must &#039;&#039;&#039;complete the full set first&#039;&#039;&#039; — you may not split your cards into two partial sets (e.g., 8 Crayons must be scored as 6 + 2, never 4 + 4).&lt;br /&gt;
# Score each set using the &#039;&#039;&#039;scoring ladder&#039;&#039;&#039; printed on the card — the entry corresponding to the number of cards in that set.&lt;br /&gt;
# Sum all of your set scores for your &#039;&#039;&#039;final score&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Winner:&#039;&#039;&#039; The player with the most trinket points wins. In case of a tie, the tied player closest to &#039;&#039;&#039;First&#039;&#039;&#039; in the final turn order wins.&lt;br /&gt;
&lt;br /&gt;
=== Scoring Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Brisby has: 4 Feathers, 3 Thimbles, 3 Crayons, 1 Mirror.&lt;br /&gt;
&lt;br /&gt;
* 4 Feathers → 50 points&lt;br /&gt;
* 2 Thimbles (full set) → 35 points&lt;br /&gt;
* 1 Thimble (starts a second set) → 5 points&lt;br /&gt;
* Mirror assigned to Crayons → 4 Crayons → 80 points (instead of 0 for 3 Crayons alone)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total: 50 + 35 + 5 + 80 = 170 points&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Two-Player Game (Nimbus Bot) ==&lt;br /&gt;
&lt;br /&gt;
With 2 players, a bot character called &#039;&#039;&#039;Nimbus&#039;&#039;&#039; joins the table to simulate a 3-player game. This is applied automatically on Board Game Arena when the table has 2 players.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Setup:&#039;&#039;&#039; The game is set up as a standard 3-player game, with Nimbus&#039;s character tile in the Turn Order Row.&lt;br /&gt;
* &#039;&#039;&#039;Bidding:&#039;&#039;&#039; On its turn, Nimbus always bids &#039;&#039;&#039;2 cards face-up from the draw deck&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Drafting:&#039;&#039;&#039; Nimbus claims the &#039;&#039;&#039;2 lots with the highest bid strength&#039;&#039;&#039; (most cards, then highest total value). If there is a tie, the human player closest to First in the current turn order decides which tied lot Nimbus claims. Nimbus cannot claim its own bid unless it is last in turn order (the same rule as human players).&lt;br /&gt;
* &#039;&#039;&#039;Scoring:&#039;&#039;&#039; Nimbus does not score points — the cards it claims are simply removed from the game.&lt;br /&gt;
&lt;br /&gt;
== Key Concepts Summary ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border-collapse:collapse; border:1px solid #a2a9b1; background:#f8f9fa; width:auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#eaecf0;&amp;quot;&lt;br /&gt;
! Term !! Definition&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Lot&#039;&#039;&#039; || A single card or pile of cards that can be claimed as one unit during drafting&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bid Row&#039;&#039;&#039; || The area above the Turn Order Row where bids are placed during bidding&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Turn Order Row&#039;&#039;&#039; || The row where character tiles track turn order, from First (left) to Last (right)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Timer Deck&#039;&#039;&#039; || A small separate deck that adds cards to lots each round; when it is depleted, the game ends&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Trinket Value&#039;&#039;&#039; || The number on a card, used for bid ranking and indicating the full set size&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Full Set&#039;&#039;&#039; || A number of cards of the same trinket equal to its Trinket Value&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Wild (Mirror)&#039;&#039;&#039; || Mirror cards may count as any trinket type at end-of-game scoring&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;0-Bid&#039;&#039;&#039; || Bidding 0 hand cards — the top card of the draw deck is revealed as the bid instead, and the character tile&#039;s 0-side is shown&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>CrunchyColeslaw</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptrinkettrove&amp;diff=31200</id>
		<title>Gamehelptrinkettrove</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptrinkettrove&amp;diff=31200"/>
		<updated>2026-08-26T14:30:43Z</updated>

		<summary type="html">&lt;p&gt;CrunchyColeslaw: Initial wiki page with rules summary&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
Trinket Trove is a bidding and set-collection game for 2–6 players. Players are collectors — cute critters — who trade and collect sets of trinket cards to decorate their burrows. Each round, new trinkets are revealed in the center of the table, and players bid cards from their own hand to determine who gets first pick. Everything bid becomes available for other players to claim, so every bid is also an offer. After the final round, players arrange their hands into sets and score them; the collector with the most trinket points wins.&lt;br /&gt;
&lt;br /&gt;
== Components ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;112 Trinket cards&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;8 Character tiles&#039;&#039;&#039; (Wander, Penfold, Bernard, Brisby, Templeton, Gouda, Patches, and Nimbus — Nimbus is used only in the 2-player game)&lt;br /&gt;
&lt;br /&gt;
== Trinket Cards ==&lt;br /&gt;
&lt;br /&gt;
Each trinket card shows:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Trinket Name&#039;&#039;&#039; — the type of trinket (e.g., Marble, Feather, Bell)&lt;br /&gt;
* &#039;&#039;&#039;Trinket Value&#039;&#039;&#039; — a number that is both the card&#039;s bidding value &#039;&#039;&#039;and&#039;&#039;&#039; the size of a full set of that trinket type&lt;br /&gt;
* &#039;&#039;&#039;Suit Icon&#039;&#039;&#039; — a visual identifier shared by all cards of the same trinket type&lt;br /&gt;
* &#039;&#039;&#039;Trinket Points&#039;&#039;&#039; — a scoring ladder printed on the card; the top entry is the score for a set of 1, and the bottom entry is the score for a full set&lt;br /&gt;
&lt;br /&gt;
=== Trinket Types, Values, and Scoring Ladders ===&lt;br /&gt;
&lt;br /&gt;
The columns below show the points scored for a set containing that many matching cards — read from the top of the card&#039;s ladder (set of 1) down to the bottom (full set). A trinket&#039;s full set size equals its Value.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Trinket !! Value !! Set of 1 !! Set of 2 !! Set of 3 !! Set of 4 !! Set of 5 !! Set of 6 !! Set of 7&lt;br /&gt;
|-&lt;br /&gt;
| Mirror || 8 || &#039;&#039;WILD&#039;&#039; || — || — || — || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
| Lure || 7 || 5 || 10 || 15 || 20 || 25 || 80 || 175&lt;br /&gt;
|-&lt;br /&gt;
| Feather || 7 || 5 || 10 || 25 || 50 || 80 || 110 || 145&lt;br /&gt;
|-&lt;br /&gt;
| Gem || 6 || 10 || 25 || 25 || 60 || 60 || 125 || —&lt;br /&gt;
|-&lt;br /&gt;
| Crayon || 6 || 20 || 10 || 0 || 80 || 100 || 120 || —&lt;br /&gt;
|-&lt;br /&gt;
| Bottlecap || 5 || 5 || 5 || 5 || 50 || 90 || — || —&lt;br /&gt;
|-&lt;br /&gt;
| Marble || 5 || 5 || 10 || 20 || 40 || 80 || — || —&lt;br /&gt;
|-&lt;br /&gt;
| Key || 4 || 10 || 30 || 30 || 70 || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
| Shell || 4 || 10 || 20 || 40 || 60 || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
| Gear || 3 || 5 || 20 || 55 || — || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
| Button || 3 || 10 || 25 || 45 || — || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
| Thimble || 2 || 5 || 35 || — || — || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
| Bell || 2 || 10 || 30 || — || — || — || — || —&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The deck contains &#039;&#039;&#039;2 full sets of each trinket&#039;&#039;&#039;, except Mirrors — there are only &#039;&#039;&#039;4 Mirror cards&#039;&#039;&#039; total.&lt;br /&gt;
&lt;br /&gt;
=== Mirror (Wild Card) ===&lt;br /&gt;
&lt;br /&gt;
* Mirrors are &#039;&#039;&#039;wild&#039;&#039;&#039; — at the end of the game, each Mirror may be assigned to &#039;&#039;&#039;any set&#039;&#039;&#039; of trinkets, counting as a card of that type. Multiple Mirrors may be assigned to the &#039;&#039;&#039;same set&#039;&#039;&#039;. A set (including its Mirrors) can never exceed the full set size for that trinket.&lt;br /&gt;
* Mirrors have a Value of &#039;&#039;&#039;8&#039;&#039;&#039;, the highest in the game, which makes them powerful bid cards.&lt;br /&gt;
* Mirrors &#039;&#039;&#039;cannot be in starting hands&#039;&#039;&#039; — a Mirror dealt during setup is swapped back into the deck.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Deal starting hands:&#039;&#039;&#039; Shuffle the deck and deal &#039;&#039;&#039;4 cards&#039;&#039;&#039; to each player. If a player receives a Mirror, it is swapped for a non-Mirror card and the deck is reshuffled.&lt;br /&gt;
# &#039;&#039;&#039;Create the Timer Deck:&#039;&#039;&#039; Set aside a face-down timer deck: &#039;&#039;&#039;6 cards&#039;&#039;&#039; with 2–4 players, or &#039;&#039;&#039;10 cards&#039;&#039;&#039; with 5–6 players. The timer deck controls the length of the game — when it runs out, the game ends.&lt;br /&gt;
# &#039;&#039;&#039;Set the initial turn order:&#039;&#039;&#039; Each player&#039;s character tile is placed randomly, 0-side down, in the Turn Order Row. This is the turn order for the first round.&lt;br /&gt;
&lt;br /&gt;
== Game Structure ==&lt;br /&gt;
&lt;br /&gt;
The game is played over &#039;&#039;&#039;6 rounds&#039;&#039;&#039; with 2–4 players, or &#039;&#039;&#039;5 rounds&#039;&#039;&#039; with 5–6 players.&lt;br /&gt;
&lt;br /&gt;
Each round has three phases:&lt;br /&gt;
&lt;br /&gt;
# Round Setup&lt;br /&gt;
# Bidding&lt;br /&gt;
# Drafting&lt;br /&gt;
&lt;br /&gt;
== Phase 1: Round Setup ==&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Reveal lots:&#039;&#039;&#039; Draw 1 card per player from the main deck and place them face-up in a row in the center. Each card (or pile of cards) is called a &#039;&#039;&#039;lot&#039;&#039;&#039;.&lt;br /&gt;
# &#039;&#039;&#039;Add timer deck card(s):&#039;&#039;&#039; With &#039;&#039;&#039;2–4 players&#039;&#039;&#039;, flip 1 card from the timer deck onto the &#039;&#039;&#039;first lot&#039;&#039;&#039;, making it a 2-card lot. With &#039;&#039;&#039;5–6 players&#039;&#039;&#039;, flip 1 card from the timer deck onto each of the &#039;&#039;&#039;first 2 lots&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Phase 2: Bidding ==&lt;br /&gt;
&lt;br /&gt;
Players bid one at a time, in order from &#039;&#039;&#039;First to Last&#039;&#039;&#039; as shown in the Turn Order Row.&lt;br /&gt;
&lt;br /&gt;
=== On Your Turn to Bid ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Option A — Bid cards from your hand:&#039;&#039;&#039; Choose &#039;&#039;&#039;any number of cards&#039;&#039;&#039; from your hand and place them face-up in the Bid Row, with your character tile 0-side down on top.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Option B — Bid 0 cards:&#039;&#039;&#039; Flip the &#039;&#039;&#039;top card of the draw deck&#039;&#039;&#039; face-up — this becomes your bid — and place your character tile &#039;&#039;&#039;0-side up&#039;&#039;&#039; on top of it.&lt;br /&gt;
&lt;br /&gt;
Remember: your bid cards become a lot that &#039;&#039;&#039;other players can claim&#039;&#039;&#039; during the Drafting phase, so a big bid gives you an early pick but hands your cards to someone else.&lt;br /&gt;
&lt;br /&gt;
=== Determining Turn Order (Bid Ranking) ===&lt;br /&gt;
&lt;br /&gt;
Bids are ranked from strongest to weakest, and arranged left to right in the Bid Row — the strongest bid is leftmost and drafts first. Ranking priority:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;More cards = higher bid&#039;&#039;&#039; (a 2-card bid beats any 1-card bid)&lt;br /&gt;
# &#039;&#039;&#039;Higher total trinket value breaks ties&#039;&#039;&#039; (sum of all Values in the bid)&lt;br /&gt;
# &#039;&#039;&#039;The later bid wins remaining ties&#039;&#039;&#039; (the player who bid later is placed further left)&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;0 bid&amp;quot; (drawn from the deck) counts as &#039;&#039;&#039;0 cards&#039;&#039;&#039; and is therefore always the weakest possible bid.&lt;br /&gt;
&lt;br /&gt;
After all players have bid, the character tiles move down into the Turn Order Row beneath their bids — this is the new turn order for the Drafting phase.&lt;br /&gt;
&lt;br /&gt;
=== Bidding Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Wander bids 1 Key (value 4). Brisby bids 2 cards (Shell + Thimble) — placed to Wander&#039;s left, since 2 cards beat 1. Templeton bids 0, flipping a card from the deck — placed far right. Gouda bids 1 Gear (value 3) — placed between Wander and Templeton, since both bid 1 card but Gouda&#039;s value (3) is lower than Wander&#039;s (4).&lt;br /&gt;
&lt;br /&gt;
Final order (left = 1st): &#039;&#039;&#039;Brisby → Wander → Gouda → Templeton&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Phase 3: Drafting ==&lt;br /&gt;
&lt;br /&gt;
Players take turns in the new turn order, from First to Last.&lt;br /&gt;
&lt;br /&gt;
=== On Your Turn to Draft ===&lt;br /&gt;
&lt;br /&gt;
Claim &#039;&#039;&#039;exactly 2 lots&#039;&#039;&#039; and add all of their cards to your hand. You may take any combination of:&lt;br /&gt;
&lt;br /&gt;
* The face-up lots revealed during Round Setup&lt;br /&gt;
* The bids of &#039;&#039;&#039;other players&#039;&#039;&#039; (each player&#039;s bid is one lot)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You may not claim your own bid&#039;&#039;&#039; — unless you are the last player to draft, in which case you take all remaining cards, which may include your own bid.&lt;br /&gt;
&lt;br /&gt;
=== End of Round ===&lt;br /&gt;
&lt;br /&gt;
Once every player has claimed 2 lots, the round ends. Players keep their full hand of trinket cards — there is no hand limit. The turn order established this round carries into the Bidding phase of the next round. If cards remain in the timer deck, a new round begins.&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
The game ends after the final round, when the timer deck is depleted.&lt;br /&gt;
&lt;br /&gt;
=== Final Scoring ===&lt;br /&gt;
&lt;br /&gt;
# Arrange your hand into &#039;&#039;&#039;sets of cards sharing the same trinket name&#039;&#039;&#039;.&lt;br /&gt;
# Assign each &#039;&#039;&#039;Mirror&#039;&#039;&#039; (wild) to any set of your choice — multiple Mirrors may join the same set.&lt;br /&gt;
# If you have more cards of a type than one full set, the overflow forms a &#039;&#039;&#039;second set&#039;&#039;&#039; of that type, and both sets score independently. You must &#039;&#039;&#039;complete the full set first&#039;&#039;&#039; — you may not split your cards into two partial sets (e.g., 8 Crayons must be scored as 6 + 2, never 4 + 4).&lt;br /&gt;
# Score each set using the &#039;&#039;&#039;scoring ladder&#039;&#039;&#039; printed on the card — the entry corresponding to the number of cards in that set.&lt;br /&gt;
# Sum all of your set scores for your &#039;&#039;&#039;final score&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Winner:&#039;&#039;&#039; The player with the most trinket points wins. In case of a tie, the tied player closest to &#039;&#039;&#039;FIRST&#039;&#039;&#039; in the final turn order wins.&lt;br /&gt;
&lt;br /&gt;
=== Scoring Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Brisby has: 4 Feathers, 3 Thimbles, 3 Crayons, 1 Mirror.&lt;br /&gt;
&lt;br /&gt;
* 4 Feathers → 50 points&lt;br /&gt;
* 2 Thimbles (full set) → 35 points&lt;br /&gt;
* 1 Thimble (starts a second set) → 5 points&lt;br /&gt;
* Mirror assigned to Crayons → 4 Crayons → 80 points (instead of 0 for 3 Crayons alone)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total: 50 + 35 + 5 + 80 = 170 points&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Two-Player Game (Nimbus Bot) ==&lt;br /&gt;
&lt;br /&gt;
With 2 players, a bot character called &#039;&#039;&#039;Nimbus&#039;&#039;&#039; joins the table to simulate a 3-player game. This is applied automatically on Board Game Arena when the table has 2 players.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Setup:&#039;&#039;&#039; The game is set up as a standard 3-player game, with Nimbus&#039;s character tile in the Turn Order Row.&lt;br /&gt;
* &#039;&#039;&#039;Bidding:&#039;&#039;&#039; On its turn, Nimbus always bids &#039;&#039;&#039;2 cards face-up from the draw deck&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Drafting:&#039;&#039;&#039; Nimbus claims the &#039;&#039;&#039;2 lots with the highest bid strength&#039;&#039;&#039; (most cards, then highest total value). If there is a tie, the human player closest to First in the current turn order decides which tied lot Nimbus claims. Nimbus cannot claim its own bid unless it is last in turn order (the same rule as human players).&lt;br /&gt;
* &#039;&#039;&#039;Scoring:&#039;&#039;&#039; Nimbus does not score points — the cards it claims are simply removed from the game.&lt;br /&gt;
&lt;br /&gt;
== Key Concepts Summary ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Term !! Definition&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Lot&#039;&#039;&#039; || A single card or pile of cards that can be claimed as one unit during drafting&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bid Row&#039;&#039;&#039; || The area above the Turn Order Row where bids are placed during bidding&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Turn Order Row&#039;&#039;&#039; || The area between the FIRST and LAST tokens where character tiles track turn order&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Timer Deck&#039;&#039;&#039; || A small separate deck that adds cards to lots each round; when it is depleted, the game ends&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Trinket Value&#039;&#039;&#039; || The number on a card, used for bid ranking and indicating the full set size&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Full Set&#039;&#039;&#039; || A number of cards of the same trinket equal to its Trinket Value&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Wild (Mirror)&#039;&#039;&#039; || Mirror cards may count as any trinket type at end-of-game scoring&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;0-Bid&#039;&#039;&#039; || Bidding 0 hand cards — the top card of the draw deck is revealed as the bid instead, and the character tile&#039;s 0-side is shown&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>CrunchyColeslaw</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpnolooseends&amp;diff=29602</id>
		<title>Gamehelpnolooseends</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpnolooseends&amp;diff=29602"/>
		<updated>2026-04-25T01:56:45Z</updated>

		<summary type="html">&lt;p&gt;CrunchyColeslaw: Fixed formatting in OVERVIEW section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== OVERVIEW ==&lt;br /&gt;
&#039;&#039;&#039;No Loose Ends&#039;&#039;&#039; is a trick-taking game for 2–5 players played over 3 rounds. Each round, players secretly select cards from their hand as &amp;quot;evidence&amp;quot; — their bid — then try to win tricks that cover exactly those bid cards. Uncovered bids and extra tricks won are called &#039;&#039;&#039;loose ends&#039;&#039;&#039; and cost points. The player with the most points after 3 rounds wins.&lt;br /&gt;
&lt;br /&gt;
== Components ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;64 cards:&#039;&#039;&#039; values 1–15 in four suits, plus 4 black Getaway Cards&lt;br /&gt;
&lt;br /&gt;
=== The Four Suits ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
!| Suit || Theme&lt;br /&gt;
|-&lt;br /&gt;
|Blue ||Key Evidence — &#039;&#039;&#039;Trump suit&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Gray ||Footprints&lt;br /&gt;
|-&lt;br /&gt;
|Red ||Camera / Witnesses&lt;br /&gt;
|-&lt;br /&gt;
|Yellow ||Fingerprints&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Setup==&lt;br /&gt;
Each player receives &#039;&#039;&#039;5 points&#039;&#039;&#039; at the very start of the game (once only, not each round).&lt;br /&gt;
&lt;br /&gt;
The deck is adjusted by player count before each round:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
!| Players || Cards Used || Cards Per Player || Max Bid&lt;br /&gt;
|-&lt;br /&gt;
|2 ||Values 1–12 ||15 ||6&lt;br /&gt;
|-&lt;br /&gt;
|3 ||Values 1–12 ||16 ||5&lt;br /&gt;
|-&lt;br /&gt;
|4 ||Values 1–15 ||15 ||4&lt;br /&gt;
|-&lt;br /&gt;
|5 ||Values 1–15 ||12 ||3&lt;br /&gt;
|}&lt;br /&gt;
For &#039;&#039;&#039;2 or 3 players&#039;&#039;&#039;, the 13, 14, and 15 of each suit are removed before shuffling.&lt;br /&gt;
&lt;br /&gt;
Cards are shuffled and dealt the appropriate number to each player.&lt;br /&gt;
&lt;br /&gt;
The first player (randomly chosen) leads the first trick of the round.&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Getaway Cards variant:&#039;&#039;&#039; There are also 4 black Getaway Cards in the deck.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Phase 1: Planning==&lt;br /&gt;
Starting with the first player and going clockwise, each player on their turn must either &#039;&#039;&#039;Increase Their Bid&#039;&#039;&#039; or &#039;&#039;&#039;Pass&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Increase Your Bid===&lt;br /&gt;
Take any card from your hand and place it &#039;&#039;&#039;face up&#039;&#039;&#039; in front of you. This card is your &amp;quot;evidence&amp;quot; — your bid. You may not exceed the Max Bid for your player count. Once you reach the max, you must pass on all future turns this round.&lt;br /&gt;
&lt;br /&gt;
===Pass===&lt;br /&gt;
Announce that you pass. You are done with the Planning phase for this round. You may pass immediately on your very first turn, including before playing any bid cards — this is how you &#039;&#039;&#039;Snitch&#039;&#039;&#039; (see Snitching below).&lt;br /&gt;
&lt;br /&gt;
Planning ends when &#039;&#039;&#039;all players have passed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;last player to pass&#039;&#039;&#039; leads the first trick of the Trick-Taking phase.&amp;lt;blockquote&amp;gt;The number of tricks played this round equals the number of cards remaining in hand for the player with the &#039;&#039;&#039;fewest cards&#039;&#039;&#039; after bidding.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Phase 2: Trick-Taking==&lt;br /&gt;
&lt;br /&gt;
===Playing a Trick===&lt;br /&gt;
&lt;br /&gt;
#The trick leader plays any card face up to the center.&lt;br /&gt;
#Each other player, in clockwise order, must &#039;&#039;&#039;follow suit&#039;&#039;&#039; (play a card matching the lead suit) if able.&lt;br /&gt;
# If unable to follow suit, a player may play any card.&lt;br /&gt;
&lt;br /&gt;
===Winning a Trick=== &lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;highest Blue (trump) card&#039;&#039;&#039; wins if any trump was played.&lt;br /&gt;
*Otherwise, the &#039;&#039;&#039;highest card of the lead suit&#039;&#039;&#039; wins.&lt;br /&gt;
&lt;br /&gt;
The trick winner leads the next trick.&lt;br /&gt;
&lt;br /&gt;
=== Covering a Bid Card===&lt;br /&gt;
After winning a trick, the winner must cover one of their bid cards. A bid card is &#039;&#039;&#039;eligible to be covered&#039;&#039;&#039; if it matches any of the following:&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;winning card&#039;s number&#039;&#039;&#039;&lt;br /&gt;
*The &#039;&#039;&#039;winning card&#039;s suit&#039;&#039;&#039;&lt;br /&gt;
*The &#039;&#039;&#039;lead suit&#039;&#039;&#039; of the trick&lt;br /&gt;
&lt;br /&gt;
Cards from the trick are placed &#039;&#039;&#039;face down&#039;&#039;&#039; on top of the chosen bid card. If multiple bid cards are eligible, the winner chooses which one to cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If no eligible bid card exists&#039;&#039;&#039; (none match, or all bids are already covered), the trick cards are placed &#039;&#039;&#039;face up below your bids&#039;&#039;&#039;. This is a &#039;&#039;&#039;loose end&#039;&#039;&#039; and will cost points at scoring.&lt;br /&gt;
&lt;br /&gt;
===End of Trick-Taking===&lt;br /&gt;
The trick-taking phase ends when &#039;&#039;&#039;any player has no cards remaining in hand&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Phase 3: Scoring==&lt;br /&gt;
&lt;br /&gt;
===Normal Scoring===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
!| Result || Points&lt;br /&gt;
|-&lt;br /&gt;
|Per covered bid card ||&#039;&#039;&#039;+2&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Per loose end ||&#039;&#039;&#039;−1&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Perfect Crime bonus ||&#039;&#039;&#039;+5&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Loose ends&#039;&#039;&#039; = uncovered bid cards + extra tricks won that could not cover a bid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perfect Crime:&#039;&#039;&#039; A player scores the +5 bonus if all of their bid cards are covered &#039;&#039;&#039;and&#039;&#039;&#039; they won zero extra tricks. The Perfect Crime bonus is not available in a round where a Snitch succeeds.&lt;br /&gt;
&lt;br /&gt;
===Snitching===&lt;br /&gt;
A player who bid &#039;&#039;&#039;zero cards&#039;&#039;&#039; is &amp;quot;snitching&amp;quot; — they aim to win zero tricks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If the snitch wins 0 tricks:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*The snitch scores &#039;&#039;&#039;+10 points&#039;&#039;&#039;.&lt;br /&gt;
*All other players score normally, except: &lt;br /&gt;
**No player may earn the Perfect Crime bonus this round.&lt;br /&gt;
**All loose ends cost &#039;&#039;&#039;−2 points&#039;&#039;&#039; instead of −1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If the snitch wins any tricks:&#039;&#039;&#039; those tricks count as loose ends. Everyone scores normally (no snitch bonus, standard −1 per loose end).&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
After &#039;&#039;&#039;3 rounds&#039;&#039;&#039;, the player with the most points wins.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tiebreaker:&#039;&#039;&#039; The tied player who scored the most points in the final round wins. If still tied, those players share the victory.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
&lt;br /&gt;
===Double-Cross===&lt;br /&gt;
The &#039;&#039;&#039;first player to pass&#039;&#039;&#039; in the Planning phase may immediately choose to snitch instead — even if they have already placed bid cards. If they do:  &lt;br /&gt;
&lt;br /&gt;
*They pick up all of their bid cards back into their hand.&lt;br /&gt;
*Only the first player to pass each round can use this option.&lt;br /&gt;
*Only one snitch is possible per round when this variant is in play.&lt;br /&gt;
&lt;br /&gt;
===Getaway Cards===&lt;br /&gt;
Keep the 4 black Getaway Cards in the deck.&lt;br /&gt;
&lt;br /&gt;
*Getaway Cards &#039;&#039;&#039;cannot be bid&#039;&#039;&#039; during Planning.&lt;br /&gt;
*A Getaway Card &#039;&#039;&#039;can be played on any turn&#039;&#039;&#039;, even when a player could otherwise follow suit.&lt;br /&gt;
*Because Getaway Cards are suitless, players are &#039;&#039;&#039;not required to follow suit&#039;&#039;&#039; until a non-Getaway card is played into the trick.&lt;br /&gt;
* A Getaway Card &#039;&#039;&#039;never wins a trick&#039;&#039;&#039; — unless every card played to that trick is a Getaway Card, in which case the first Getaway Card played wins.&lt;br /&gt;
&lt;br /&gt;
===Simplified Scoring===&lt;br /&gt;
Replace the standard scoring with the following:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
!| Loose Ends || Result&lt;br /&gt;
|-&lt;br /&gt;
|0 ||&#039;&#039;&#039;+4 points&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|1 ||&#039;&#039;&#039;+2 points&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|2 or more ||&#039;&#039;&#039;−1 point per loose end&#039;&#039;&#039;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>CrunchyColeslaw</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpnolooseends&amp;diff=29601</id>
		<title>Gamehelpnolooseends</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpnolooseends&amp;diff=29601"/>
		<updated>2026-04-25T01:55:00Z</updated>

		<summary type="html">&lt;p&gt;CrunchyColeslaw: Fixed tables so they render better in BGA page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== OVERVIEW ==&lt;br /&gt;
No Loose Ends is a trick-taking game for 2–5 players played over 3 rounds. Each round, players secretly select cards from their hand as &amp;quot;evidence&amp;quot; — their bid — then try to win tricks that cover exactly those bid cards. Uncovered bids and extra tricks won are called **loose ends** and cost points. The player with the most points after 3 rounds wins.&lt;br /&gt;
&lt;br /&gt;
== Components ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;64 cards:&#039;&#039;&#039; values 1–15 in four suits, plus 4 black Getaway Cards&lt;br /&gt;
&lt;br /&gt;
=== The Four Suits ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
!| Suit || Theme&lt;br /&gt;
|-&lt;br /&gt;
|Blue ||Key Evidence — &#039;&#039;&#039;Trump suit&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Gray ||Footprints&lt;br /&gt;
|-&lt;br /&gt;
|Red ||Camera / Witnesses&lt;br /&gt;
|-&lt;br /&gt;
|Yellow ||Fingerprints&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Setup==&lt;br /&gt;
Each player receives &#039;&#039;&#039;5 points&#039;&#039;&#039; at the very start of the game (once only, not each round).&lt;br /&gt;
&lt;br /&gt;
The deck is adjusted by player count before each round:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
!| Players || Cards Used || Cards Per Player || Max Bid&lt;br /&gt;
|-&lt;br /&gt;
|2 ||Values 1–12 ||15 ||6&lt;br /&gt;
|-&lt;br /&gt;
|3 ||Values 1–12 ||16 ||5&lt;br /&gt;
|-&lt;br /&gt;
|4 ||Values 1–15 ||15 ||4&lt;br /&gt;
|-&lt;br /&gt;
|5 ||Values 1–15 ||12 ||3&lt;br /&gt;
|}&lt;br /&gt;
For &#039;&#039;&#039;2 or 3 players&#039;&#039;&#039;, the 13, 14, and 15 of each suit are removed before shuffling.&lt;br /&gt;
&lt;br /&gt;
Cards are shuffled and dealt the appropriate number to each player.&lt;br /&gt;
&lt;br /&gt;
The first player (randomly chosen) leads the first trick of the round.&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Getaway Cards variant:&#039;&#039;&#039; There are also 4 black Getaway Cards in the deck.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Phase 1: Planning==&lt;br /&gt;
Starting with the first player and going clockwise, each player on their turn must either &#039;&#039;&#039;Increase Their Bid&#039;&#039;&#039; or &#039;&#039;&#039;Pass&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Increase Your Bid===&lt;br /&gt;
Take any card from your hand and place it &#039;&#039;&#039;face up&#039;&#039;&#039; in front of you. This card is your &amp;quot;evidence&amp;quot; — your bid. You may not exceed the Max Bid for your player count. Once you reach the max, you must pass on all future turns this round.&lt;br /&gt;
&lt;br /&gt;
===Pass===&lt;br /&gt;
Announce that you pass. You are done with the Planning phase for this round. You may pass immediately on your very first turn, including before playing any bid cards — this is how you &#039;&#039;&#039;Snitch&#039;&#039;&#039; (see Snitching below).&lt;br /&gt;
&lt;br /&gt;
Planning ends when &#039;&#039;&#039;all players have passed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;last player to pass&#039;&#039;&#039; leads the first trick of the Trick-Taking phase.&amp;lt;blockquote&amp;gt;The number of tricks played this round equals the number of cards remaining in hand for the player with the &#039;&#039;&#039;fewest cards&#039;&#039;&#039; after bidding.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Phase 2: Trick-Taking==&lt;br /&gt;
&lt;br /&gt;
===Playing a Trick===&lt;br /&gt;
&lt;br /&gt;
#The trick leader plays any card face up to the center.&lt;br /&gt;
#Each other player, in clockwise order, must &#039;&#039;&#039;follow suit&#039;&#039;&#039; (play a card matching the lead suit) if able.&lt;br /&gt;
# If unable to follow suit, a player may play any card.&lt;br /&gt;
&lt;br /&gt;
===Winning a Trick=== &lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;highest Blue (trump) card&#039;&#039;&#039; wins if any trump was played.&lt;br /&gt;
*Otherwise, the &#039;&#039;&#039;highest card of the lead suit&#039;&#039;&#039; wins.&lt;br /&gt;
&lt;br /&gt;
The trick winner leads the next trick.&lt;br /&gt;
&lt;br /&gt;
=== Covering a Bid Card===&lt;br /&gt;
After winning a trick, the winner must cover one of their bid cards. A bid card is &#039;&#039;&#039;eligible to be covered&#039;&#039;&#039; if it matches any of the following:&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;winning card&#039;s number&#039;&#039;&#039;&lt;br /&gt;
*The &#039;&#039;&#039;winning card&#039;s suit&#039;&#039;&#039;&lt;br /&gt;
*The &#039;&#039;&#039;lead suit&#039;&#039;&#039; of the trick&lt;br /&gt;
&lt;br /&gt;
Cards from the trick are placed &#039;&#039;&#039;face down&#039;&#039;&#039; on top of the chosen bid card. If multiple bid cards are eligible, the winner chooses which one to cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If no eligible bid card exists&#039;&#039;&#039; (none match, or all bids are already covered), the trick cards are placed &#039;&#039;&#039;face up below your bids&#039;&#039;&#039;. This is a &#039;&#039;&#039;loose end&#039;&#039;&#039; and will cost points at scoring.&lt;br /&gt;
&lt;br /&gt;
===End of Trick-Taking===&lt;br /&gt;
The trick-taking phase ends when &#039;&#039;&#039;any player has no cards remaining in hand&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Phase 3: Scoring==&lt;br /&gt;
&lt;br /&gt;
===Normal Scoring===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
!| Result || Points&lt;br /&gt;
|-&lt;br /&gt;
|Per covered bid card ||&#039;&#039;&#039;+2&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Per loose end ||&#039;&#039;&#039;−1&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Perfect Crime bonus ||&#039;&#039;&#039;+5&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Loose ends&#039;&#039;&#039; = uncovered bid cards + extra tricks won that could not cover a bid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perfect Crime:&#039;&#039;&#039; A player scores the +5 bonus if all of their bid cards are covered &#039;&#039;&#039;and&#039;&#039;&#039; they won zero extra tricks. The Perfect Crime bonus is not available in a round where a Snitch succeeds.&lt;br /&gt;
&lt;br /&gt;
===Snitching===&lt;br /&gt;
A player who bid &#039;&#039;&#039;zero cards&#039;&#039;&#039; is &amp;quot;snitching&amp;quot; — they aim to win zero tricks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If the snitch wins 0 tricks:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*The snitch scores &#039;&#039;&#039;+10 points&#039;&#039;&#039;.&lt;br /&gt;
*All other players score normally, except: &lt;br /&gt;
**No player may earn the Perfect Crime bonus this round.&lt;br /&gt;
**All loose ends cost &#039;&#039;&#039;−2 points&#039;&#039;&#039; instead of −1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If the snitch wins any tricks:&#039;&#039;&#039; those tricks count as loose ends. Everyone scores normally (no snitch bonus, standard −1 per loose end).&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
After &#039;&#039;&#039;3 rounds&#039;&#039;&#039;, the player with the most points wins.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tiebreaker:&#039;&#039;&#039; The tied player who scored the most points in the final round wins. If still tied, those players share the victory.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
&lt;br /&gt;
===Double-Cross===&lt;br /&gt;
The &#039;&#039;&#039;first player to pass&#039;&#039;&#039; in the Planning phase may immediately choose to snitch instead — even if they have already placed bid cards. If they do:  &lt;br /&gt;
&lt;br /&gt;
*They pick up all of their bid cards back into their hand.&lt;br /&gt;
*Only the first player to pass each round can use this option.&lt;br /&gt;
*Only one snitch is possible per round when this variant is in play.&lt;br /&gt;
&lt;br /&gt;
===Getaway Cards===&lt;br /&gt;
Keep the 4 black Getaway Cards in the deck.&lt;br /&gt;
&lt;br /&gt;
*Getaway Cards &#039;&#039;&#039;cannot be bid&#039;&#039;&#039; during Planning.&lt;br /&gt;
*A Getaway Card &#039;&#039;&#039;can be played on any turn&#039;&#039;&#039;, even when a player could otherwise follow suit.&lt;br /&gt;
*Because Getaway Cards are suitless, players are &#039;&#039;&#039;not required to follow suit&#039;&#039;&#039; until a non-Getaway card is played into the trick.&lt;br /&gt;
* A Getaway Card &#039;&#039;&#039;never wins a trick&#039;&#039;&#039; — unless every card played to that trick is a Getaway Card, in which case the first Getaway Card played wins.&lt;br /&gt;
&lt;br /&gt;
===Simplified Scoring===&lt;br /&gt;
Replace the standard scoring with the following:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
!| Loose Ends || Result&lt;br /&gt;
|-&lt;br /&gt;
|0 ||&#039;&#039;&#039;+4 points&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|1 ||&#039;&#039;&#039;+2 points&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|2 or more ||&#039;&#039;&#039;−1 point per loose end&#039;&#039;&#039;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>CrunchyColeslaw</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpnolooseends&amp;diff=29600</id>
		<title>Gamehelpnolooseends</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpnolooseends&amp;diff=29600"/>
		<updated>2026-04-24T22:57:48Z</updated>

		<summary type="html">&lt;p&gt;CrunchyColeslaw: Entered all of the rules for the game&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== OVERVIEW ==&lt;br /&gt;
No Loose Ends is a trick-taking game for 2–5 players played over 3 rounds. Each round, players secretly select cards from their hand as &amp;quot;evidence&amp;quot; — their bid — then try to win tricks that cover exactly those bid cards. Uncovered bids and extra tricks won are called **loose ends** and cost points. The player with the most points after 3 rounds wins.&lt;br /&gt;
&lt;br /&gt;
== Components ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;64 cards:&#039;&#039;&#039; values 1–15 in four suits, plus 4 black Getaway Cards&lt;br /&gt;
&lt;br /&gt;
=== The Four Suits ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Suit&lt;br /&gt;
!Theme&lt;br /&gt;
|-&lt;br /&gt;
|Blue&lt;br /&gt;
|Key Evidence — &#039;&#039;&#039;Trump suit&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Gray&lt;br /&gt;
|Footprints&lt;br /&gt;
|-&lt;br /&gt;
|Red&lt;br /&gt;
|Camera / Witnesses&lt;br /&gt;
|-&lt;br /&gt;
|Yellow/Olive&lt;br /&gt;
|Fingerprints&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
Each player receives &#039;&#039;&#039;5 points&#039;&#039;&#039; at the very start of the game (once only, not each round).&lt;br /&gt;
&lt;br /&gt;
The deck is adjusted by player count before each round:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Players&lt;br /&gt;
!Cards Used&lt;br /&gt;
!Cards Per Player&lt;br /&gt;
!Max Bid&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Values 1–12&lt;br /&gt;
|15&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Values 1–12&lt;br /&gt;
|16&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Values 1–15&lt;br /&gt;
|15&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Values 1–15&lt;br /&gt;
|12&lt;br /&gt;
|3&lt;br /&gt;
|}&lt;br /&gt;
For &#039;&#039;&#039;2 or 3 players&#039;&#039;&#039;, the 13, 14, and 15 of each suit are removed before shuffling.&lt;br /&gt;
&lt;br /&gt;
Cards are shuffled and dealt the appropriate number to each player.&lt;br /&gt;
&lt;br /&gt;
The first player (randomly chosen) leads the first trick of the round.&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Getaway Cards variant:&#039;&#039;&#039; There are also 4 black Getaway Cards in the deck.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Phase 1: Planning ==&lt;br /&gt;
Starting with the first player and going clockwise, each player on their turn must either &#039;&#039;&#039;Increase Their Bid&#039;&#039;&#039; or &#039;&#039;&#039;Pass&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Increase Your Bid ===&lt;br /&gt;
Take any card from your hand and place it &#039;&#039;&#039;face up&#039;&#039;&#039; in front of you. This card is your &amp;quot;evidence&amp;quot; — your bid. You may not exceed the Max Bid for your player count. Once you reach the max, you must pass on all future turns this round.&lt;br /&gt;
&lt;br /&gt;
=== Pass ===&lt;br /&gt;
Announce that you pass. You are done with the Planning phase for this round. You may pass immediately on your very first turn, including before playing any bid cards — this is how you &#039;&#039;&#039;Snitch&#039;&#039;&#039; (see Snitching below).&lt;br /&gt;
&lt;br /&gt;
Planning ends when &#039;&#039;&#039;all players have passed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;last player to pass&#039;&#039;&#039; leads the first trick of the Trick-Taking phase.&amp;lt;blockquote&amp;gt;The number of tricks played this round equals the number of cards remaining in hand for the player with the &#039;&#039;&#039;fewest cards&#039;&#039;&#039; after bidding.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Phase 2: Trick-Taking ==&lt;br /&gt;
&lt;br /&gt;
=== Playing a Trick ===&lt;br /&gt;
&lt;br /&gt;
# The trick leader plays any card face up to the center.&lt;br /&gt;
# Each other player, in clockwise order, must &#039;&#039;&#039;follow suit&#039;&#039;&#039; (play a card matching the lead suit) if able.&lt;br /&gt;
# If unable to follow suit, a player may play any card.&lt;br /&gt;
&lt;br /&gt;
=== Winning a Trick ===&lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;&#039;highest Blue (trump) card&#039;&#039;&#039; wins if any trump was played.&lt;br /&gt;
* Otherwise, the &#039;&#039;&#039;highest card of the lead suit&#039;&#039;&#039; wins.&lt;br /&gt;
&lt;br /&gt;
The trick winner leads the next trick.&lt;br /&gt;
&lt;br /&gt;
=== Covering a Bid Card ===&lt;br /&gt;
After winning a trick, the winner must cover one of their bid cards. A bid card is &#039;&#039;&#039;eligible to be covered&#039;&#039;&#039; if it matches any of the following:&lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;&#039;winning card&#039;s number&#039;&#039;&#039;&lt;br /&gt;
* The &#039;&#039;&#039;winning card&#039;s suit&#039;&#039;&#039;&lt;br /&gt;
* The &#039;&#039;&#039;lead suit&#039;&#039;&#039; of the trick&lt;br /&gt;
&lt;br /&gt;
Cards from the trick are placed &#039;&#039;&#039;face down&#039;&#039;&#039; on top of the chosen bid card. If multiple bid cards are eligible, the winner chooses which one to cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If no eligible bid card exists&#039;&#039;&#039; (none match, or all bids are already covered), the trick cards are placed &#039;&#039;&#039;face up below your bids&#039;&#039;&#039;. This is a &#039;&#039;&#039;loose end&#039;&#039;&#039; and will cost points at scoring.&lt;br /&gt;
&lt;br /&gt;
=== End of Trick-Taking ===&lt;br /&gt;
The trick-taking phase ends when &#039;&#039;&#039;any player has no cards remaining in hand&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Phase 3: Scoring ==&lt;br /&gt;
&lt;br /&gt;
=== Normal Scoring ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Result&lt;br /&gt;
!Points&lt;br /&gt;
|-&lt;br /&gt;
|Per covered bid card&lt;br /&gt;
|&#039;&#039;&#039;+2&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Per loose end&lt;br /&gt;
|&#039;&#039;&#039;−1&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Perfect Crime bonus&lt;br /&gt;
|&#039;&#039;&#039;+5&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Loose ends&#039;&#039;&#039; = uncovered bid cards + extra tricks won that could not cover a bid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perfect Crime:&#039;&#039;&#039; A player scores the +5 bonus if all of their bid cards are covered &#039;&#039;&#039;and&#039;&#039;&#039; they won zero extra tricks. The Perfect Crime bonus is not available in a round where a Snitch succeeds.&lt;br /&gt;
&lt;br /&gt;
=== Snitching ===&lt;br /&gt;
A player who bid &#039;&#039;&#039;zero cards&#039;&#039;&#039; is &amp;quot;snitching&amp;quot; — they aim to win zero tricks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If the snitch wins 0 tricks:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* The snitch scores &#039;&#039;&#039;+10 points&#039;&#039;&#039;.&lt;br /&gt;
* All other players score normally, except:&lt;br /&gt;
** No player may earn the Perfect Crime bonus this round.&lt;br /&gt;
** All loose ends cost &#039;&#039;&#039;−2 points&#039;&#039;&#039; instead of −1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If the snitch wins any tricks:&#039;&#039;&#039; those tricks count as loose ends. Everyone scores normally (no snitch bonus, standard −1 per loose end).&lt;br /&gt;
&lt;br /&gt;
== End of Game ==&lt;br /&gt;
After &#039;&#039;&#039;3 rounds&#039;&#039;&#039;, the player with the most points wins.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tiebreaker:&#039;&#039;&#039; The tied player who scored the most points in the final round wins. If still tied, those players share the victory.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
&lt;br /&gt;
=== Double-Cross ===&lt;br /&gt;
The &#039;&#039;&#039;first player to pass&#039;&#039;&#039; in the Planning phase may immediately choose to snitch instead — even if they have already placed bid cards. If they do:&lt;br /&gt;
&lt;br /&gt;
* They pick up all of their bid cards back into their hand.&lt;br /&gt;
* Only the first player to pass each round can use this option.&lt;br /&gt;
* Only one snitch is possible per round when this variant is in play.&lt;br /&gt;
&lt;br /&gt;
=== Getaway Cards ===&lt;br /&gt;
Keep the 4 black Getaway Cards in the deck.&lt;br /&gt;
&lt;br /&gt;
* Getaway Cards &#039;&#039;&#039;cannot be bid&#039;&#039;&#039; during Planning.&lt;br /&gt;
* A Getaway Card &#039;&#039;&#039;can be played on any turn&#039;&#039;&#039;, even when a player could otherwise follow suit.&lt;br /&gt;
* Because Getaway Cards are suitless, players are &#039;&#039;&#039;not required to follow suit&#039;&#039;&#039; until a non-Getaway card is played into the trick.&lt;br /&gt;
* A Getaway Card &#039;&#039;&#039;never wins a trick&#039;&#039;&#039; — unless every card played to that trick is a Getaway Card, in which case the first Getaway Card played wins.&lt;br /&gt;
&lt;br /&gt;
=== Simplified Scoring ===&lt;br /&gt;
Replace the standard scoring with the following:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Loose Ends&lt;br /&gt;
!Result&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|&#039;&#039;&#039;+4 points&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|&#039;&#039;&#039;+2 points&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|2 or more&lt;br /&gt;
|&#039;&#039;&#039;−1 point per loose end&#039;&#039;&#039;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>CrunchyColeslaw</name></author>
	</entry>
</feed>