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	<updated>2026-10-11T01:41:51Z</updated>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpalhambra&amp;diff=6604</id>
		<title>Gamehelpalhambra</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpalhambra&amp;diff=6604"/>
		<updated>2020-12-24T00:08:37Z</updated>

		<summary type="html">&lt;p&gt;Daniothefish: fix formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Object ==&lt;br /&gt;
&lt;br /&gt;
Players who have the most building tiles of each kind in their Alhambra at the right time – in the scoring rounds – are awarded points, the exact amount depending on the type of building. Players also receive points for the longest continuous wall built around their Alhambra.&lt;br /&gt;
&lt;br /&gt;
The number of points awarded increases each scoring round. The winner is the player who has been awarded the most points by the end of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
* Each player is dealt starting money cards one at a time, face up, until the total is 20 or more. After this the player’s hand of currency cards are kept secret.&lt;br /&gt;
&lt;br /&gt;
* The player with the fewest cards starts; if two or more&lt;br /&gt;
players are equal, the player with the lowest amount of&lt;br /&gt;
money starts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Turns ==&lt;br /&gt;
&lt;br /&gt;
The player whose turn it is must perform&lt;br /&gt;
one of the three following actions:&lt;br /&gt;
&lt;br /&gt;
* Take Money&lt;br /&gt;
* Buy a building tile&lt;br /&gt;
* Redesign their Alhambra&lt;br /&gt;
&lt;br /&gt;
=== Take money ===&lt;br /&gt;
&lt;br /&gt;
A player can take any one of the money cards from the&lt;br /&gt;
display, or several money cards if they do not add up to&lt;br /&gt;
more than 5.&lt;br /&gt;
&lt;br /&gt;
=== Buy a building tile ===&lt;br /&gt;
&lt;br /&gt;
A player must play currency cards of the correct type, (indicated by the currency above the tile), that total at least&lt;br /&gt;
the price of the tile. No change is given.&lt;br /&gt;
&lt;br /&gt;
Important: If a player can pay the exact amount of currency, it remains their turn, and they may decide which of the three actions they want to perform next. &lt;br /&gt;
&lt;br /&gt;
While it is the player’s turn, no new tiles are placed on the building market. &lt;br /&gt;
&lt;br /&gt;
Building tiles which have been purchased are only built in the Alhambra only at the end of the turn.&lt;br /&gt;
&lt;br /&gt;
=== Redesign their Alhambra ===&lt;br /&gt;
&lt;br /&gt;
There are three ways in which a player can redesign&lt;br /&gt;
their Alhambra:&lt;br /&gt;
&lt;br /&gt;
* They may take a building tile from their reserve board and add it to their Alhambra.&lt;br /&gt;
&lt;br /&gt;
* They may remove a building tile from their Alhambra and put it on their reserve board.&lt;br /&gt;
&lt;br /&gt;
* They may exchange a building tile on their reserve board for one in their Alhambra. In that case, the new building tile must go in exactly the same place in the Alhambra as the one that was removed. Note that to exchange a building tile you must drag-and-drop the tile from your stock onto the Alhambra. If you try clicking on the tiles to exchange you will remove the building tile instead and end your go!&lt;br /&gt;
&lt;br /&gt;
When redesigning the Alhambra, players have to follow all&lt;br /&gt;
building rules.&lt;br /&gt;
&lt;br /&gt;
== Building rules ==&lt;br /&gt;
&lt;br /&gt;
* Adjoining sides must be the same i.e. they must either both have a wall or both not have a wall.&lt;br /&gt;
&lt;br /&gt;
* Each building tile must be accessible “on foot” from the starting tile without crossing a wall and without going off the tiles.&lt;br /&gt;
&lt;br /&gt;
* Each new tile must be joined to your Alhambra by at least one side (i.e. it cannot be joined just at a corner).&lt;br /&gt;
&lt;br /&gt;
* It is not allowed to leave any “spaces” (i.e. an empty area surrounded on all sides by building tiles).&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
There are 3 scoring rounds during the game. The first two take place when scoring cards (shuffled into the deck during setup) are drawn from the pile of money cards. The third and final scoring round takes place at the end of the game.&lt;br /&gt;
&lt;br /&gt;
In each scoring round, points are awarded to whomever has the most, 2nd most or 3rd most of each kind of building (depending on scoring round). If there is a tie, the points for the tied positions get&lt;br /&gt;
added (i.e. two players tied for second would sum the points&lt;br /&gt;
for second and third positions) and then split between the&lt;br /&gt;
players, always rounding down.&lt;br /&gt;
Players also earn points for the length of the longest wall around their Alhambra.&lt;br /&gt;
&lt;br /&gt;
== End of the game ==&lt;br /&gt;
&lt;br /&gt;
The game ends when – at the end of a player’s turn – there are not enough building tiles left in the tile dispenser tower to refill the building market.&lt;br /&gt;
&lt;br /&gt;
The remaining building tiles from the building market are given to the players who have the most money of the respective currency in their hand. If two or more players have the same amount of money then that building tile remains on the building market.&lt;br /&gt;
&lt;br /&gt;
The third and final scoring round now takes place. &lt;br /&gt;
&lt;br /&gt;
If two players are tied the game is a draw.&lt;br /&gt;
&lt;br /&gt;
== Building Tiles Distribution ==&lt;br /&gt;
&lt;br /&gt;
* Pavilion (Blue) - 7 Tiles&lt;br /&gt;
* Seraglio (Red) - 7 Tiles&lt;br /&gt;
* Arcades (Brown) - 9 Tiles&lt;br /&gt;
* Chambers (White) - 9 Tiles&lt;br /&gt;
* Garden (Green) - 11 Tiles&lt;br /&gt;
* Tower (Purple) - 11 Tiles&lt;/div&gt;</summary>
		<author><name>Daniothefish</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpalhambra&amp;diff=6603</id>
		<title>Gamehelpalhambra</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpalhambra&amp;diff=6603"/>
		<updated>2020-12-24T00:06:48Z</updated>

		<summary type="html">&lt;p&gt;Daniothefish: fix formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Object ==&lt;br /&gt;
&lt;br /&gt;
Players who have the most building tiles of each kind in their Alhambra at the right time – in the scoring rounds – are awarded points, the exact amount depending on the type of building. Players also receive points for the longest continuous wall built around their Alhambra.&lt;br /&gt;
&lt;br /&gt;
The number of points awarded increases each scoring round. The winner is the player who has been awarded the most points by the end of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
* Each player is dealt starting money cards one at a time, face up, until the total is 20 or more. After this the player’s hand of currency cards are kept secret.&lt;br /&gt;
&lt;br /&gt;
* The player with the fewest cards starts; if two or more&lt;br /&gt;
players are equal, the player with the lowest amount of&lt;br /&gt;
money starts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Turns ==&lt;br /&gt;
&lt;br /&gt;
The player whose turn it is must perform&lt;br /&gt;
one of the three following actions:&lt;br /&gt;
&lt;br /&gt;
* Take Money&lt;br /&gt;
* Buy a building tile&lt;br /&gt;
* Redesign their Alhambra&lt;br /&gt;
&lt;br /&gt;
=== Take money ===&lt;br /&gt;
&lt;br /&gt;
A player can take any one of the money cards from the&lt;br /&gt;
display, or several money cards if they do not add up to&lt;br /&gt;
more than 5.&lt;br /&gt;
&lt;br /&gt;
=== Buy a building tile ===&lt;br /&gt;
&lt;br /&gt;
A player must play currency cards of the correct type, (indicated by the currency above the tile), that total at least&lt;br /&gt;
the price of the tile. No change is given.&lt;br /&gt;
&lt;br /&gt;
Important: If a player can pay the exact amount of currency, it remains their turn, and they may decide which of the three actions they want to perform next. &lt;br /&gt;
&lt;br /&gt;
While it is the player’s turn, no new tiles are placed on the building market. &lt;br /&gt;
&lt;br /&gt;
Building tiles which have been purchased are only built in the Alhambra only at the end of the turn.&lt;br /&gt;
&lt;br /&gt;
=== Redesign their Alhambra ===&lt;br /&gt;
&lt;br /&gt;
There are three ways in which a player can redesign&lt;br /&gt;
their Alhambra:&lt;br /&gt;
&lt;br /&gt;
* They may take a building tile from their reserve board and add it to their Alhambra.&lt;br /&gt;
&lt;br /&gt;
* They may remove a building tile from their Alhambra and put it on their reserve board.&lt;br /&gt;
&lt;br /&gt;
* They may exchange a building tile on their reserve board for one in their Alhambra.&lt;br /&gt;
In that case, the new&lt;br /&gt;
building tile must go in exactly the same place in the&lt;br /&gt;
Alhambra as the one that was removed. &lt;br /&gt;
Note that to exchange a building tile you must drag-and-drop the tile from your stock onto the Alhambra.&lt;br /&gt;
If you try clicking on the tiles to exchange you will remove the building tile instead and end your go!&lt;br /&gt;
&lt;br /&gt;
When redesigning the Alhambra, players have to follow all&lt;br /&gt;
building rules.&lt;br /&gt;
&lt;br /&gt;
== Building rules ==&lt;br /&gt;
&lt;br /&gt;
* Adjoining sides must be the same i.e. they must either both have a wall or both not have a wall.&lt;br /&gt;
&lt;br /&gt;
* Each building tile must be accessible “on foot” from the starting tile without crossing a wall and without going off the tiles.&lt;br /&gt;
&lt;br /&gt;
* Each new tile must be joined to your Alhambra by at least one side (i.e. it cannot be joined just at a corner).&lt;br /&gt;
&lt;br /&gt;
* It is not allowed to leave any “spaces” (i.e. an empty area surrounded on all sides by building tiles).&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
There are 3 scoring rounds during the game. The first two take place when scoring cards (shuffled into the deck during setup) are drawn from the pile of money cards. The third and final scoring round takes place at the end of the game.&lt;br /&gt;
&lt;br /&gt;
In each scoring round, points are awarded to whomever has the most, 2nd most or 3rd most of each kind of building (depending on scoring round). If there is a tie, the points for the tied positions get&lt;br /&gt;
added (i.e. two players tied for second would sum the points&lt;br /&gt;
for second and third positions) and then split between the&lt;br /&gt;
players, always rounding down.&lt;br /&gt;
Players also earn points for the length of the longest wall around their Alhambra.&lt;br /&gt;
&lt;br /&gt;
== End of the game ==&lt;br /&gt;
&lt;br /&gt;
The game ends when – at the end of a player’s turn – there are not enough building tiles left in the tile dispenser tower to refill the building market.&lt;br /&gt;
&lt;br /&gt;
The remaining building tiles from the building market are given to the players who have the most money of the respective currency in their hand. If two or more players have the same amount of money then that building tile remains on the building market.&lt;br /&gt;
&lt;br /&gt;
The third and final scoring round now takes place. &lt;br /&gt;
&lt;br /&gt;
If two players are tied the game is a draw.&lt;br /&gt;
&lt;br /&gt;
== Building Tiles Distribution ==&lt;br /&gt;
&lt;br /&gt;
* Pavilion (Blue) - 7 Tiles&lt;br /&gt;
* Seraglio (Red) - 7 Tiles&lt;br /&gt;
* Arcades (Brown) - 9 Tiles&lt;br /&gt;
* Chambers (White) - 9 Tiles&lt;br /&gt;
* Garden (Green) - 11 Tiles&lt;br /&gt;
* Tower (Purple) - 11 Tiles&lt;/div&gt;</summary>
		<author><name>Daniothefish</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpalhambra&amp;diff=6602</id>
		<title>Gamehelpalhambra</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpalhambra&amp;diff=6602"/>
		<updated>2020-12-24T00:06:14Z</updated>

		<summary type="html">&lt;p&gt;Daniothefish: Confusing UI explained&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Object ==&lt;br /&gt;
&lt;br /&gt;
Players who have the most building tiles of each kind in their Alhambra at the right time – in the scoring rounds – are awarded points, the exact amount depending on the type of building. Players also receive points for the longest continuous wall built around their Alhambra.&lt;br /&gt;
&lt;br /&gt;
The number of points awarded increases each scoring round. The winner is the player who has been awarded the most points by the end of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
* Each player is dealt starting money cards one at a time, face up, until the total is 20 or more. After this the player’s hand of currency cards are kept secret.&lt;br /&gt;
&lt;br /&gt;
* The player with the fewest cards starts; if two or more&lt;br /&gt;
players are equal, the player with the lowest amount of&lt;br /&gt;
money starts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Turns ==&lt;br /&gt;
&lt;br /&gt;
The player whose turn it is must perform&lt;br /&gt;
one of the three following actions:&lt;br /&gt;
&lt;br /&gt;
* Take Money&lt;br /&gt;
* Buy a building tile&lt;br /&gt;
* Redesign their Alhambra&lt;br /&gt;
&lt;br /&gt;
=== Take money ===&lt;br /&gt;
&lt;br /&gt;
A player can take any one of the money cards from the&lt;br /&gt;
display, or several money cards if they do not add up to&lt;br /&gt;
more than 5.&lt;br /&gt;
&lt;br /&gt;
=== Buy a building tile ===&lt;br /&gt;
&lt;br /&gt;
A player must play currency cards of the correct type, (indicated by the currency above the tile), that total at least&lt;br /&gt;
the price of the tile. No change is given.&lt;br /&gt;
&lt;br /&gt;
Important: If a player can pay the exact amount of currency, it remains their turn, and they may decide which of the three actions they want to perform next. &lt;br /&gt;
&lt;br /&gt;
While it is the player’s turn, no new tiles are placed on the building market. &lt;br /&gt;
&lt;br /&gt;
Building tiles which have been purchased are only built in the Alhambra only at the end of the turn.&lt;br /&gt;
&lt;br /&gt;
=== Redesign their Alhambra ===&lt;br /&gt;
&lt;br /&gt;
There are three ways in which a player can redesign&lt;br /&gt;
their Alhambra:&lt;br /&gt;
&lt;br /&gt;
* They may take a building tile from their reserve board and&lt;br /&gt;
add it to their Alhambra.&lt;br /&gt;
&lt;br /&gt;
* They may remove a building tile from their Alhambra&lt;br /&gt;
and put it on their reserve board.&lt;br /&gt;
&lt;br /&gt;
* They may exchange a building tile on their reserve&lt;br /&gt;
board for one in their Alhambra. In that case, the new&lt;br /&gt;
building tile must go in exactly the same place in the&lt;br /&gt;
Alhambra as the one that was removed. &lt;br /&gt;
Note that to exchange a building tile you must drag-and-drop the tile from your stock onto the Alhambra.&lt;br /&gt;
If you try clicking on the tiles to exchange you will remove the building tile instead and end your go!&lt;br /&gt;
&lt;br /&gt;
When redesigning the Alhambra, players have to follow all&lt;br /&gt;
building rules.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Building rules ==&lt;br /&gt;
&lt;br /&gt;
* Adjoining sides must be the same i.e. they must either both have a wall or both not have a wall.&lt;br /&gt;
&lt;br /&gt;
* Each building tile must be accessible “on foot” from the starting tile without crossing a wall and without going off the tiles.&lt;br /&gt;
&lt;br /&gt;
* Each new tile must be joined to your Alhambra by at least one side (i.e. it cannot be joined just at a corner).&lt;br /&gt;
&lt;br /&gt;
* It is not allowed to leave any “spaces” (i.e. an empty area surrounded on all sides by building tiles).&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
There are 3 scoring rounds during the game. The first two take place when scoring cards (shuffled into the deck during setup) are drawn from the pile of money cards. The third and final scoring round takes place at the end of the game.&lt;br /&gt;
&lt;br /&gt;
In each scoring round, points are awarded to whomever has the most, 2nd most or 3rd most of each kind of building (depending on scoring round). If there is a tie, the points for the tied positions get&lt;br /&gt;
added (i.e. two players tied for second would sum the points&lt;br /&gt;
for second and third positions) and then split between the&lt;br /&gt;
players, always rounding down.&lt;br /&gt;
Players also earn points for the length of the longest wall around their Alhambra.&lt;br /&gt;
&lt;br /&gt;
== End of the game ==&lt;br /&gt;
&lt;br /&gt;
The game ends when – at the end of a player’s turn – there are not enough building tiles left in the tile dispenser tower to refill the building market.&lt;br /&gt;
&lt;br /&gt;
The remaining building tiles from the building market are given to the players who have the most money of the respective currency in their hand. If two or more players have the same amount of money then that building tile remains on the building market.&lt;br /&gt;
&lt;br /&gt;
The third and final scoring round now takes place. &lt;br /&gt;
&lt;br /&gt;
If two players are tied the game is a draw.&lt;br /&gt;
&lt;br /&gt;
== Building Tiles Distribution ==&lt;br /&gt;
&lt;br /&gt;
* Pavilion (Blue) - 7 Tiles&lt;br /&gt;
* Seraglio (Red) - 7 Tiles&lt;br /&gt;
* Arcades (Brown) - 9 Tiles&lt;br /&gt;
* Chambers (White) - 9 Tiles&lt;br /&gt;
* Garden (Green) - 11 Tiles&lt;br /&gt;
* Tower (Purple) - 11 Tiles&lt;/div&gt;</summary>
		<author><name>Daniothefish</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpalhambra&amp;diff=6327</id>
		<title>Gamehelpalhambra</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpalhambra&amp;diff=6327"/>
		<updated>2020-12-01T20:48:50Z</updated>

		<summary type="html">&lt;p&gt;Daniothefish: /* Scoring */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Object ==&lt;br /&gt;
&lt;br /&gt;
Players who have the most building tiles of each kind in their Alhambra at the right time – in the scoring rounds – are awarded points, the exact amount depending on the type of building. Players also receive points for the longest continuous wall built around their Alhambra.&lt;br /&gt;
&lt;br /&gt;
The number of points awarded increases each scoring round. The winner is the player who has been awarded the most points by the end of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
* Each player is dealt starting money cards one at a time, face up, until the total is 20 or more. After this the player’s hand of currency cards are kept secret.&lt;br /&gt;
&lt;br /&gt;
* The player with the fewest cards starts; if two or more&lt;br /&gt;
players are equal, the player with the lowest amount of&lt;br /&gt;
money starts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Turns ==&lt;br /&gt;
&lt;br /&gt;
The player whose turn it is must perform&lt;br /&gt;
one of the three following actions:&lt;br /&gt;
&lt;br /&gt;
* Take Money&lt;br /&gt;
* Buy a building tile&lt;br /&gt;
* Redesign their Alhambra&lt;br /&gt;
&lt;br /&gt;
=== Take money ===&lt;br /&gt;
&lt;br /&gt;
A player can take any one of the money cards from the&lt;br /&gt;
display, or several money cards if they do not add up to&lt;br /&gt;
more than 5.&lt;br /&gt;
&lt;br /&gt;
=== Buy a building tile ===&lt;br /&gt;
&lt;br /&gt;
A player must play currency cards of the correct type, (indicated by the currency above the tile), that total at least&lt;br /&gt;
the price of the tile. No change is given.&lt;br /&gt;
&lt;br /&gt;
Important: If a player can pay the exact amount of currency, it remains their turn, and they may decide which of the three actions they want to perform next. &lt;br /&gt;
&lt;br /&gt;
While it is the player’s turn, no new tiles are placed on the building market. &lt;br /&gt;
&lt;br /&gt;
Building tiles which have been purchased are only built in the Alhambra only at the end of the turn.&lt;br /&gt;
&lt;br /&gt;
=== Redesign their Alhambra ===&lt;br /&gt;
&lt;br /&gt;
There are three ways in which a player can redesign&lt;br /&gt;
their Alhambra:&lt;br /&gt;
&lt;br /&gt;
* They may take a building tile from their reserve board and&lt;br /&gt;
add it to their Alhambra.&lt;br /&gt;
&lt;br /&gt;
* They may remove a building tile from their Alhambra&lt;br /&gt;
and put it on their reserve board.&lt;br /&gt;
&lt;br /&gt;
* They may exchange a building tile on their reserve&lt;br /&gt;
board for one in their Alhambra. In that case, the new&lt;br /&gt;
building tile must go in exactly the same place in the&lt;br /&gt;
Alhambra as the one that was removed.&lt;br /&gt;
&lt;br /&gt;
When redesigning the Alhambra, players have to follow all&lt;br /&gt;
building rules.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Building rules ==&lt;br /&gt;
&lt;br /&gt;
* Adjoining sides must be the same i.e. they must either both have a wall or both not have a wall.&lt;br /&gt;
&lt;br /&gt;
* Each building tile must be accessible “on foot” from the starting tile without crossing a wall and without going off the tiles.&lt;br /&gt;
&lt;br /&gt;
* Each new tile must be joined to your Alhambra by at least one side (i.e. it cannot be joined just at a corner).&lt;br /&gt;
&lt;br /&gt;
* It is not allowed to leave any “spaces” (i.e. an empty area surrounded on all sides by building tiles).&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
There are 3 scoring rounds during the game. The first two take place when scoring cards (shuffled into the deck during setup) are drawn from the pile of money cards. The third and final scoring round takes place at the end of the game.&lt;br /&gt;
&lt;br /&gt;
In each scoring round, points are awarded to whomever has the most, 2nd most or 3rd most of each kind of building (depending on scoring round). If there is a tie, the points for the tied positions get&lt;br /&gt;
added (i.e. two players tied for second would sum the points&lt;br /&gt;
for second and third positions) and then split between the&lt;br /&gt;
players, always rounding down.&lt;br /&gt;
Players also earn points for the length of the longest wall around their Alhambra.&lt;br /&gt;
&lt;br /&gt;
== End of the game ==&lt;br /&gt;
&lt;br /&gt;
The game ends when – at the end of a player’s turn – there are not enough building tiles left in the tile dispenser tower to refill the building market.&lt;br /&gt;
&lt;br /&gt;
The remaining building tiles from the building market are given to the players who have the most money of the respective currency in their hand. If two or more players have the same amount of money then that building tile remains on the building market.&lt;br /&gt;
&lt;br /&gt;
The third and final scoring round now takes place. &lt;br /&gt;
&lt;br /&gt;
If two players are tied the game is a draw.&lt;br /&gt;
&lt;br /&gt;
== Building Tiles Distribution ==&lt;br /&gt;
&lt;br /&gt;
* Pavilion (Blue) - 7 Tiles&lt;br /&gt;
* Seraglio (Red) - 7 Tiles&lt;br /&gt;
* Arcades (Brown) - 9 Tiles&lt;br /&gt;
* Chambers (White) - 9 Tiles&lt;br /&gt;
* Garden (Green) - 11 Tiles&lt;br /&gt;
* Tower (Purple) - 11 Tiles&lt;/div&gt;</summary>
		<author><name>Daniothefish</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelplagranja&amp;diff=4788</id>
		<title>Gamehelplagranja</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelplagranja&amp;diff=4788"/>
		<updated>2020-06-24T23:04:44Z</updated>

		<summary type="html">&lt;p&gt;Daniothefish: fix formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In La Granja, players earn points by getting goods and delivering them to central buildings, or their own personal orders. The game is played over 6 rounds as players try to use their cards effectively, as every card can be played four different ways!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The game revolves around doing 3 main things:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Gathering goods for your personal farm&lt;br /&gt;
# Delivering resources to central buildings (craft buildings) or your own personal orders (market barrows)&lt;br /&gt;
# Getting abilities and improvements for gathering/delivering&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
Gain as many points as possible over 6 rounds. The player with the most points is the winner.&lt;br /&gt;
&lt;br /&gt;
===Rounds===&lt;br /&gt;
&lt;br /&gt;
Each round consists of four phases:&lt;br /&gt;
&lt;br /&gt;
# Farm phase - play cards onto your farm, gain income, produce goods &lt;br /&gt;
# Revenue phase - roll dice to give extra benefits: gain income, produce goods, play/draw a card, get upgrades/siestas, gain deliveries&lt;br /&gt;
# Transportation phase - gain delivery tokens and deliver goods to market barrows or craft buildings&lt;br /&gt;
# Scoring phase - gain points and update turn order&lt;br /&gt;
&lt;br /&gt;
In addition to the phases, there are several [[#Anytime_actions|Anytime actions]] that can be taken during or between the phases.&lt;br /&gt;
These can set the players up so that they can do something useful in the phases. &lt;br /&gt;
They are the only time that goods can be upgraded (from raw to processed materials) so that they can be subsequently delivered as a processed material.&lt;br /&gt;
&lt;br /&gt;
===Scoring points===&lt;br /&gt;
&lt;br /&gt;
Points can be gained by:&lt;br /&gt;
&lt;br /&gt;
* Delivering all goods to complete a market barrow (scores points shown in the hexagon)&lt;br /&gt;
* Delivering all goods to complete a row in a craft building ([[#Craft_Buildings|scores various points]])&lt;br /&gt;
* Removing other players tokens from the central market board (scores 1 point per token removed)&lt;br /&gt;
* Having tokens on the central market board at the end of a round (scores 1 point per token)&lt;br /&gt;
* Being on the siesta track at the end of a round&lt;br /&gt;
&lt;br /&gt;
==Gathering goods (Farm Phase)==&lt;br /&gt;
&lt;br /&gt;
There are several ways to gather goods during the game. Ultimately, you&#039;ll want to gather goods that correspond to a particular set, as that&#039;s the main way to get victory points. See &amp;quot;Craft Buildings&amp;quot; and &amp;quot;Market Barrows&amp;quot; below for more information on the sets.&lt;br /&gt;
&lt;br /&gt;
The first phase of each round is the farm phase, where your farm produces. &lt;br /&gt;
&lt;br /&gt;
===(1.1) Playing a card===&lt;br /&gt;
&lt;br /&gt;
You&#039;ll start each round by playing a card (or two cards for the first round) to one of 4 places.&lt;br /&gt;
&lt;br /&gt;
====Playing a card as a farm extension====&lt;br /&gt;
Cards played as farm extension can increase your hand size, extra delivery limit, income, or pig limit. (See &amp;quot;Delivering Goods&amp;quot; for more info on using extra deliveries)&lt;br /&gt;
&lt;br /&gt;
To play your first farm extension, you first need to pay 1 resource -- either a good, a coin, or a victory point. The next extension costs 2 unique resources, the third costs 3, and so on. Then tuck it on the right side of the board, so only the right side is showing.&lt;br /&gt;
&lt;br /&gt;
====Playing a card as a field====&lt;br /&gt;
To play a card as a field, tuck it under the left side of your personal farm board, so only the left side of the card is showing.&lt;br /&gt;
&lt;br /&gt;
====Playing a card as a helper====&lt;br /&gt;
The middle and bottom of each card shows a special ability you can use once in play. Most helpers can only be used once per round, as shown by the 1x at the bottom.&lt;br /&gt;
&lt;br /&gt;
To play a card as a helper, tuck it at the bottom of the farm, so only the helper text is showing. To use a helper, see &amp;quot;Anytime Action&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
====Playing a card as a market barrow====&lt;br /&gt;
&lt;br /&gt;
Market Barrows are special orders you can deliver to. The order is the two to four goods in the top row at the top of the card. For more information, see &amp;quot;Market Barrows&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
To play a card as a market barrow, tuck it at the top of the farm, so only the top two rows are showing.&lt;br /&gt;
&lt;br /&gt;
===(1.2) Getting Income===&lt;br /&gt;
After you&#039;ve played your cards, you can get income, depending on how many blue coins you have on the extensions. You&#039;ll also draw up to your hand size.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===(1.3) Producing on your fields ===&lt;br /&gt;
After taking any income, any fields you have will produce. Each card played as a field will fill its slot when your farm produces, but only if the slot is empty. Goods on fields can&#039;t be stored anywhere to make room for new goods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===(1.4) Producing Pig Offspring===&lt;br /&gt;
After your fields produce, if you have at least two pigs, you get another pig for free. (If you don&#039;t have enough room, you&#039;ll have to sell it immediately.) To get additional room, see &amp;quot;Playing a card as a farm extension&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===(1.5) Buying Roof Tiles===&lt;br /&gt;
&lt;br /&gt;
After taking income, producing in fields, and pig offspring, each player may buy a roof tile. &lt;br /&gt;
The roof tiles in round 1 always cost 1, in round 2, they cost 2, and so on. &lt;br /&gt;
(Note buying a roof tile is optional.)&lt;br /&gt;
&lt;br /&gt;
The first roof tile you buy gives you 0 points, but the next gives 1 point, the next gives 2 points, and so on, up to a maximum of 5 roof tiles. &lt;br /&gt;
Roof tiles also give various one-time abilities -- see [[#Use_a_roof_tile|Use a Roof Tile]].&lt;br /&gt;
&lt;br /&gt;
==Gathering Goods (Revenue Phase)==&lt;br /&gt;
&lt;br /&gt;
After production and roof tiles, players can draft additional goods and benefits. &lt;br /&gt;
Roll dice equal to two times the number of players plus one -- so 5 dice with two players, 7 dice with three, and 9 dice with four. &lt;br /&gt;
Then go around in turn order twice, each picking a die and doing its effect. &lt;br /&gt;
Finally, everyone gets to do the effect on the remaining die.&lt;br /&gt;
&lt;br /&gt;
===Revenue 1 effect===&lt;br /&gt;
Gain a pig. Note if you don&#039;t have room, you will need to sell it immediately.&lt;br /&gt;
&lt;br /&gt;
===Revenue 2 effect===&lt;br /&gt;
Play a card, draw a card, get an olive, get a wheat, or get a grapes. These are kept from round to round. See &amp;quot;Playing a card as __&amp;quot; for more info on playing a card.&lt;br /&gt;
&lt;br /&gt;
===Revenue 3 effect===&lt;br /&gt;
Take olive + wheat, or olive + grapes, or wheat + grapes&lt;br /&gt;
&lt;br /&gt;
===Revenue 4 effect===&lt;br /&gt;
&lt;br /&gt;
Get 4 coins&lt;br /&gt;
&lt;br /&gt;
===Revenue 5 effect===&lt;br /&gt;
Take 2 upgrades, an upgrade + siesta, or 2 siestas. An upgrade (star) allows you to convert a resource into another by following the arrows left or right -- olive into food, wheat into food, grapes into wine, or pig into meat.&lt;br /&gt;
&lt;br /&gt;
A siesta (hat) helps improve turn order, and moves you up the hat track. See &amp;quot;Recalculating turn order&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
===Revenue 6 effect===&lt;br /&gt;
Take a delivery (donkey) or 2 coins. See below &amp;quot;Delivering goods&amp;quot; for more info.&lt;br /&gt;
&lt;br /&gt;
==Delivering goods (Transportation phase)==&lt;br /&gt;
In order to turn your goods into points, you need to deliver them one by one. Each donkey represents one delivery.&lt;br /&gt;
&lt;br /&gt;
===Selecting a delivery token===&lt;br /&gt;
Each player has 4 delivery tokens, featuring some mix of donkeys and hats. Each player will pick one of the tiles secretly, and reveal once everyone has picked. Then players will do their deliveries in turn order.&lt;br /&gt;
&lt;br /&gt;
Note players must chose a different token in each round for rounds 1, 2, and 3. The tokens refresh at the start of turn 4, but similarly, players must chose a different token for rounds 4, 5, and 6.&lt;br /&gt;
&lt;br /&gt;
===Recalculating turn order===&lt;br /&gt;
In turn order, each player moves up one space on the hat track for every hat on their delivery token, going on top of any tokens on the space they land on. Then redistribute the turn order markers, with tokens on top going earlier than tokens below. Wait to reset the siesta track until later.&lt;br /&gt;
&lt;br /&gt;
===Carrying out deliveries===&lt;br /&gt;
For each donkey a player has, they can move one resource from their farm to a row on the central board, called a craft building, or to a market barrow already on their farm. See &amp;quot;Craft Building&amp;quot; or &amp;quot;Market Barrow&amp;quot; below for more info.&lt;br /&gt;
&lt;br /&gt;
A player does all their deliveries before the next player goes.&lt;br /&gt;
&lt;br /&gt;
===Extra deliveries===&lt;br /&gt;
After all players do their deliveries, each player may buy deliveries up to their extra delivery limit (as listed on their farm extension side) by paying one coin per delivery they want. For example, they could pay 2 coins for 2 extra deliveries.&lt;br /&gt;
&lt;br /&gt;
A player does all their extra deliveries before the next player buys extra deliveries.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Craft Buildings===&lt;br /&gt;
The rows on the main board represent sets called Craft Buildings. There are 6 different sections, each with identical rows. When a player delivers to a craft building, they mark the good they delivered with their color -- each color should be on a separate row. When a player completes a row, they get that section&#039;s craft token indicating both an immediate benefit and an ongoing benefit. (Each player can only complete each section once.)&lt;br /&gt;
&lt;br /&gt;
When a player completes a craft building, they remove tokens from that row and put their token by the building to indicate it&#039;s been completed. They score points equal to turn current round (so completing a craft barrow on round 4 would give 4 points), plus 1 point if they were the first to complete that building, and plus 1 point if another craft building opened up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 10px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Cost&lt;br /&gt;
! Immediate benefit&lt;br /&gt;
! Ongoing benefit&lt;br /&gt;
|-&lt;br /&gt;
| food, wine, meat&lt;br /&gt;
| 1 deliver immediately + score your hat track position&lt;br /&gt;
| Each of your delivery tokens has +1 donkey and +1 hat&lt;br /&gt;
|-&lt;br /&gt;
| olive, wheat, grapes, coin, pig&lt;br /&gt;
| 2 points immediately&lt;br /&gt;
| When completing a craft building, +2 points&lt;br /&gt;
|-&lt;br /&gt;
| box, box, box&lt;br /&gt;
| Gain a box immediately&lt;br /&gt;
| When taking income each round, also get a box&lt;br /&gt;
|-&lt;br /&gt;
| olive, olive, wheat, wheat, grapes, grapes&lt;br /&gt;
| Gain an olive, wheat, grapes, or pig immediately&lt;br /&gt;
| When taking income each round, also get an olive, wheat, grapes, or pig&lt;br /&gt;
|-&lt;br /&gt;
| pig, pig, pig&lt;br /&gt;
| 1 point per incomplete craft barrow you have now&lt;br /&gt;
| When completing a craft barrow, +1 point&lt;br /&gt;
|-&lt;br /&gt;
| coin, coin, coin, coin, coin, coin&lt;br /&gt;
| Gain 3 coins immediately&lt;br /&gt;
| When taking income each round, also get +3 coins&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Market Barrows===&lt;br /&gt;
A market barrow is a custom order that a player played to their farm, typically contain two to four goods. When a player delivers all the goods in the top row, they get a box (commodity), and however many points are in the hexagon on the second row.&lt;br /&gt;
&lt;br /&gt;
In addition, they place a token on a space with the same number on the central market board. Any tokens opponents have on adjacent spaces with lower numbers get removed, and the current player gets 1 point per removed token.&lt;br /&gt;
&lt;br /&gt;
They also can exchange the box for one of several benefits. See &amp;quot;Use a box (commodity)&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Scoring phase==&lt;br /&gt;
&lt;br /&gt;
At the end of each round, players earn some bonus points based on their siesta track position, plus one point per remaining piece on the central market. &lt;br /&gt;
&lt;br /&gt;
Then the tokens from the siesta track are stacked to reflect turn order and new roof tiles are dealt out. &lt;br /&gt;
&lt;br /&gt;
A new round begins, or after 6 rounds the player with the most points wins!&lt;br /&gt;
&lt;br /&gt;
==Anytime actions==&lt;br /&gt;
Some actions can be taken on any time during a players turn -- meaning they can be taken before or after the usual action. Players can do several if all other conditions are met.&lt;br /&gt;
&lt;br /&gt;
===Sell a good===&lt;br /&gt;
Sell a good at the listed price in coins -- Olive: 1, Wheat: 1, Grapes: 2, Pig: 3&lt;br /&gt;
&lt;br /&gt;
===Buy a good===&lt;br /&gt;
Buy a good at listed price in coins -- Olive: 3, Wheat: 3, Grapes: 4, Pig: 5&lt;br /&gt;
&lt;br /&gt;
===Upgrade a good===&lt;br /&gt;
Upgrade at listed price in coins -- Olive to Food: 2, Wheat to Food: 2, Grapes to Wine: 3, Pig to Meat: 4&lt;br /&gt;
&lt;br /&gt;
===Use a roof tile===&lt;br /&gt;
A roof tile gives a one time benefit when used, such as gaining a pig or upgrading one good. Once used, it is flipped over. Note hat roof tiles can only be used in the farm phase or revenue phase.&lt;br /&gt;
&lt;br /&gt;
===Use a box (commodity)===&lt;br /&gt;
A box (commodity) can be exchanged for any one of several benefits (revenues) listed -- four coins, two different harvest goods, a card play, a card draw, a pig, or up to two immediate upgrades.&lt;br /&gt;
&lt;br /&gt;
===Use a helper===&lt;br /&gt;
Most helpers need to be activated to trigger. If it triggers based on an action (like gaining money, or breeding pigs), then use the helper after using the action to get a benefit.&lt;/div&gt;</summary>
		<author><name>Daniothefish</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelplagranja&amp;diff=4787</id>
		<title>Gamehelplagranja</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelplagranja&amp;diff=4787"/>
		<updated>2020-06-24T23:03:03Z</updated>

		<summary type="html">&lt;p&gt;Daniothefish: link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In La Granja, players earn points by getting goods and delivering them to central buildings, or their own personal orders. The game is played over 6 rounds as players try to use their cards effectively, as every card can be played four different ways!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The game revolves around doing 3 main things:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Gathering goods for your personal farm&lt;br /&gt;
# Delivering resources to central buildings (craft buildings) or your own personal orders (market barrows)&lt;br /&gt;
# Getting abilities and improvements for gathering/delivering&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
Gain as many points as possible over 6 rounds. The player with the most points is the winner.&lt;br /&gt;
&lt;br /&gt;
===Rounds===&lt;br /&gt;
&lt;br /&gt;
Each round consists of four phases:&lt;br /&gt;
&lt;br /&gt;
# Farm phase - play cards onto your farm, gain income, produce goods &lt;br /&gt;
# Revenue phase - roll dice to give extra benefits: gain income, produce goods, play/draw a card, get upgrades/siestas, gain deliveries&lt;br /&gt;
# Transportation phase - gain delivery tokens and deliver goods to market barrows or craft buildings&lt;br /&gt;
# Scoring phase - gain points and update turn order&lt;br /&gt;
&lt;br /&gt;
In addition to the phases, there are several [[#Anytime_actions|Anytime actions]] that can be taken during or between the phases.&lt;br /&gt;
These can set the players up so that they can do something useful in the phases. &lt;br /&gt;
They are the only time that goods can be upgraded (from raw to processed materials) so that they can be subsequently delivered as a processed material.&lt;br /&gt;
&lt;br /&gt;
===Scoring points===&lt;br /&gt;
&lt;br /&gt;
Points can be gained by:&lt;br /&gt;
&lt;br /&gt;
* Delivering all goods to complete a market barrow (scores points shown in the hexagon)&lt;br /&gt;
* Delivering all goods to complete a row in a craft building ([[#Craft_Buildings|scores various points]])&lt;br /&gt;
* Removing other players tokens from the central market board (scores 1 point per token removed)&lt;br /&gt;
* Having tokens on the central market board at the end of a round (scores 1 point per token)&lt;br /&gt;
* Being on the siesta track at the end of a round&lt;br /&gt;
&lt;br /&gt;
==Gathering goods (Farm Phase)==&lt;br /&gt;
&lt;br /&gt;
There are several ways to gather goods during the game. Ultimately, you&#039;ll want to gather goods that correspond to a particular set, as that&#039;s the main way to get victory points. See &amp;quot;Craft Buildings&amp;quot; and &amp;quot;Market Barrows&amp;quot; below for more information on the sets.&lt;br /&gt;
&lt;br /&gt;
The first phase of each round is the farm phase, where your farm produces. &lt;br /&gt;
&lt;br /&gt;
===(1.1) Playing a card===&lt;br /&gt;
&lt;br /&gt;
You&#039;ll start each round by playing a card (or two cards for the first round) to one of 4 places.&lt;br /&gt;
&lt;br /&gt;
====Playing a card as a farm extension====&lt;br /&gt;
Cards played as farm extension can increase your hand size, extra delivery limit, income, or pig limit. (See &amp;quot;Delivering Goods&amp;quot; for more info on using extra deliveries)&lt;br /&gt;
&lt;br /&gt;
To play your first farm extension, you first need to pay 1 resource -- either a good, a coin, or a victory point. The next extension costs 2 unique resources, the third costs 3, and so on. Then tuck it on the right side of the board, so only the right side is showing.&lt;br /&gt;
&lt;br /&gt;
====Playing a card as a field====&lt;br /&gt;
To play a card as a field, tuck it under the left side of your personal farm board, so only the left side of the card is showing.&lt;br /&gt;
&lt;br /&gt;
====Playing a card as a helper====&lt;br /&gt;
The middle and bottom of each card shows a special ability you can use once in play. Most helpers can only be used once per round, as shown by the 1x at the bottom.&lt;br /&gt;
&lt;br /&gt;
To play a card as a helper, tuck it at the bottom of the farm, so only the helper text is showing. To use a helper, see &amp;quot;Anytime Action&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Playing a card as a market barrow====&lt;br /&gt;
&lt;br /&gt;
Market Barrows are special orders you can deliver to. The order is the two to four goods in the top row at the top of the card. For more information, see &amp;quot;Market Barrows&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
To play a card as a market barrow, tuck it at the top of the farm, so only the top two rows are showing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===(1.2) Getting Income===&lt;br /&gt;
After you&#039;ve played your cards, you can get income, depending on how many blue coins you have on the extensions. You&#039;ll also draw up to your hand size.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===(1.3) Producing on your fields ===&lt;br /&gt;
After taking any income, any fields you have will produce. Each card played as a field will fill its slot when your farm produces, but only if the slot is empty. Goods on fields can&#039;t be stored anywhere to make room for new goods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===(1.4) Producing Pig Offspring===&lt;br /&gt;
After your fields produce, if you have at least two pigs, you get another pig for free. (If you don&#039;t have enough room, you&#039;ll have to sell it immediately.) To get additional room, see &amp;quot;Playing a card as a farm extension&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===(1.5) Buying Roof Tiles===&lt;br /&gt;
&lt;br /&gt;
After taking income, producing in fields, and pig offspring, each player may buy a roof tile. &lt;br /&gt;
The roof tiles in round 1 always cost 1, in round 2, they cost 2, and so on. &lt;br /&gt;
(Note buying a roof tile is optional.)&lt;br /&gt;
&lt;br /&gt;
The first roof tile you buy gives you 0 points, but the next gives 1 point, the next gives 2 points, and so on, up to a maximum of 5 roof tiles. &lt;br /&gt;
Roof tiles also give various one-time abilities -- see [[#Use_a_roof_tile|Use a Roof Tile]].&lt;br /&gt;
&lt;br /&gt;
==Gathering Goods (Revenue Phase)==&lt;br /&gt;
&lt;br /&gt;
After production and roof tiles, players can draft additional goods and benefits. &lt;br /&gt;
Roll dice equal to two times the number of players plus one -- so 5 dice with two players, 7 dice with three, and 9 dice with four. &lt;br /&gt;
Then go around in turn order twice, each picking a die and doing its effect. &lt;br /&gt;
Finally, everyone gets to do the effect on the remaining die.&lt;br /&gt;
&lt;br /&gt;
===Revenue 1 effect===&lt;br /&gt;
Gain a pig. Note if you don&#039;t have room, you will need to sell it immediately.&lt;br /&gt;
&lt;br /&gt;
===Revenue 2 effect===&lt;br /&gt;
Play a card, draw a card, get an olive, get a wheat, or get a grapes. These are kept from round to round. See &amp;quot;Playing a card as __&amp;quot; for more info on playing a card.&lt;br /&gt;
&lt;br /&gt;
===Revenue 3 effect===&lt;br /&gt;
Take olive + wheat, or olive + grapes, or wheat + grapes&lt;br /&gt;
&lt;br /&gt;
===Revenue 4 effect===&lt;br /&gt;
&lt;br /&gt;
Get 4 coins&lt;br /&gt;
&lt;br /&gt;
===Revenue 5 effect===&lt;br /&gt;
Take 2 upgrades, an upgrade + siesta, or 2 siestas. An upgrade (star) allows you to convert a resource into another by following the arrows left or right -- olive into food, wheat into food, grapes into wine, or pig into meat.&lt;br /&gt;
&lt;br /&gt;
A siesta (hat) helps improve turn order, and moves you up the hat track. See &amp;quot;Recalculating turn order&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
===Revenue 6 effect===&lt;br /&gt;
Take a delivery (donkey) or 2 coins. See below &amp;quot;Delivering goods&amp;quot; for more info.&lt;br /&gt;
&lt;br /&gt;
==Delivering goods (Transportation phase)==&lt;br /&gt;
In order to turn your goods into points, you need to deliver them one by one. Each donkey represents one delivery.&lt;br /&gt;
&lt;br /&gt;
===Selecting a delivery token===&lt;br /&gt;
Each player has 4 delivery tokens, featuring some mix of donkeys and hats. Each player will pick one of the tiles secretly, and reveal once everyone has picked. Then players will do their deliveries in turn order.&lt;br /&gt;
&lt;br /&gt;
Note players must chose a different token in each round for rounds 1, 2, and 3. The tokens refresh at the start of turn 4, but similarly, players must chose a different token for rounds 4, 5, and 6.&lt;br /&gt;
&lt;br /&gt;
===Recalculating turn order===&lt;br /&gt;
In turn order, each player moves up one space on the hat track for every hat on their delivery token, going on top of any tokens on the space they land on. Then redistribute the turn order markers, with tokens on top going earlier than tokens below. Wait to reset the siesta track until later.&lt;br /&gt;
&lt;br /&gt;
===Carrying out deliveries===&lt;br /&gt;
For each donkey a player has, they can move one resource from their farm to a row on the central board, called a craft building, or to a market barrow already on their farm. See &amp;quot;Craft Building&amp;quot; or &amp;quot;Market Barrow&amp;quot; below for more info.&lt;br /&gt;
&lt;br /&gt;
A player does all their deliveries before the next player goes.&lt;br /&gt;
&lt;br /&gt;
===Extra deliveries===&lt;br /&gt;
After all players do their deliveries, each player may buy deliveries up to their extra delivery limit (as listed on their farm extension side) by paying one coin per delivery they want. For example, they could pay 2 coins for 2 extra deliveries.&lt;br /&gt;
&lt;br /&gt;
A player does all their extra deliveries before the next player buys extra deliveries.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Craft Buildings===&lt;br /&gt;
The rows on the main board represent sets called Craft Buildings. There are 6 different sections, each with identical rows. When a player delivers to a craft building, they mark the good they delivered with their color -- each color should be on a separate row. When a player completes a row, they get that section&#039;s craft token indicating both an immediate benefit and an ongoing benefit. (Each player can only complete each section once.)&lt;br /&gt;
&lt;br /&gt;
When a player completes a craft building, they remove tokens from that row and put their token by the building to indicate it&#039;s been completed. They score points equal to turn current round (so completing a craft barrow on round 4 would give 4 points), plus 1 point if they were the first to complete that building, and plus 1 point if another craft building opened up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 10px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Cost&lt;br /&gt;
! Immediate benefit&lt;br /&gt;
! Ongoing benefit&lt;br /&gt;
|-&lt;br /&gt;
| food, wine, meat&lt;br /&gt;
| 1 deliver immediately + score your hat track position&lt;br /&gt;
| Each of your delivery tokens has +1 donkey and +1 hat&lt;br /&gt;
|-&lt;br /&gt;
| olive, wheat, grapes, coin, pig&lt;br /&gt;
| 2 points immediately&lt;br /&gt;
| When completing a craft building, +2 points&lt;br /&gt;
|-&lt;br /&gt;
| box, box, box&lt;br /&gt;
| Gain a box immediately&lt;br /&gt;
| When taking income each round, also get a box&lt;br /&gt;
|-&lt;br /&gt;
| olive, olive, wheat, wheat, grapes, grapes&lt;br /&gt;
| Gain an olive, wheat, grapes, or pig immediately&lt;br /&gt;
| When taking income each round, also get an olive, wheat, grapes, or pig&lt;br /&gt;
|-&lt;br /&gt;
| pig, pig, pig&lt;br /&gt;
| 1 point per incomplete craft barrow you have now&lt;br /&gt;
| When completing a craft barrow, +1 point&lt;br /&gt;
|-&lt;br /&gt;
| coin, coin, coin, coin, coin, coin&lt;br /&gt;
| Gain 3 coins immediately&lt;br /&gt;
| When taking income each round, also get +3 coins&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Market Barrows===&lt;br /&gt;
A market barrow is a custom order that a player played to their farm, typically contain two to four goods. When a player delivers all the goods in the top row, they get a box (commodity), and however many points are in the hexagon on the second row.&lt;br /&gt;
&lt;br /&gt;
In addition, they place a token on a space with the same number on the central market board. Any tokens opponents have on adjacent spaces with lower numbers get removed, and the current player gets 1 point per removed token.&lt;br /&gt;
&lt;br /&gt;
They also can exchange the box for one of several benefits. See &amp;quot;Use a box (commodity)&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Scoring phase==&lt;br /&gt;
&lt;br /&gt;
At the end of each round, players earn some bonus points based on their siesta track position, plus one point per remaining piece on the central market. &lt;br /&gt;
&lt;br /&gt;
Then the tokens from the siesta track are stacked to reflect turn order and new roof tiles are dealt out. &lt;br /&gt;
&lt;br /&gt;
A new round begins, or after 6 rounds the player with the most points wins!&lt;br /&gt;
&lt;br /&gt;
==Anytime actions==&lt;br /&gt;
Some actions can be taken on any time during a players turn -- meaning they can be taken before or after the usual action. Players can do several if all other conditions are met.&lt;br /&gt;
&lt;br /&gt;
===Sell a good===&lt;br /&gt;
Sell a good at the listed price in coins -- Olive: 1, Wheat: 1, Grapes: 2, Pig: 3&lt;br /&gt;
&lt;br /&gt;
===Buy a good===&lt;br /&gt;
Buy a good at listed price in coins -- Olive: 3, Wheat: 3, Grapes: 4, Pig: 5&lt;br /&gt;
&lt;br /&gt;
===Upgrade a good===&lt;br /&gt;
Upgrade at listed price in coins -- Olive to Food: 2, Wheat to Food: 2, Grapes to Wine: 3, Pig to Meat: 4&lt;br /&gt;
&lt;br /&gt;
===Use a roof tile===&lt;br /&gt;
A roof tile gives a one time benefit when used, such as gaining a pig or upgrading one good. Once used, it is flipped over. Note hat roof tiles can only be used in the farm phase or revenue phase.&lt;br /&gt;
&lt;br /&gt;
===Use a box (commodity)===&lt;br /&gt;
A box (commodity) can be exchanged for any one of several benefits (revenues) listed -- four coins, two different harvest goods, a card play, a card draw, a pig, or up to two immediate upgrades.&lt;br /&gt;
&lt;br /&gt;
===Use a helper===&lt;br /&gt;
Most helpers need to be activated to trigger. If it triggers based on an action (like gaining money, or breeding pigs), then use the helper after using the action to get a benefit.&lt;/div&gt;</summary>
		<author><name>Daniothefish</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelplagranja&amp;diff=4786</id>
		<title>Gamehelplagranja</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelplagranja&amp;diff=4786"/>
		<updated>2020-06-24T22:59:39Z</updated>

		<summary type="html">&lt;p&gt;Daniothefish: format link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In La Granja, players earn points by getting goods and delivering them to central buildings, or their own personal orders. The game is played over 6 rounds as players try to use their cards effectively, as every card can be played four different ways!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The game revolves around doing 3 main things:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Gathering goods for your personal farm&lt;br /&gt;
# Delivering resources to central buildings (craft buildings) or your own personal orders (market barrows)&lt;br /&gt;
# Getting abilities and improvements for gathering/delivering&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
Gain as many points as possible over 6 rounds. The player with the most points is the winner.&lt;br /&gt;
&lt;br /&gt;
===Rounds===&lt;br /&gt;
&lt;br /&gt;
Each round consists of four phases:&lt;br /&gt;
&lt;br /&gt;
# Farm phase - play cards onto your farm, gain income, produce goods &lt;br /&gt;
# Revenue phase - roll dice to give extra benefits: gain income, produce goods, play/draw a card, get upgrades/siestas, gain deliveries&lt;br /&gt;
# Transportation phase - gain delivery tokens and deliver goods to market barrows or craft buildings&lt;br /&gt;
# Scoring phase - gain points and update turn order&lt;br /&gt;
&lt;br /&gt;
In addition to the phases, there are several [[#Anytime_actions|Anytime actions]] that can be taken during or between the phases.&lt;br /&gt;
These can set the players up so that they can do something useful in the phases. &lt;br /&gt;
They are the only time that goods can be upgraded (from raw to processed materials) so that they can be subsequently delivered as a processed material.&lt;br /&gt;
&lt;br /&gt;
===Scoring points===&lt;br /&gt;
&lt;br /&gt;
Points can be gained by:&lt;br /&gt;
&lt;br /&gt;
* Delivering all goods to complete a market barrow (scores points shown in the hexagon)&lt;br /&gt;
* Delivering all goods to complete a row in a craft building ([[#Craft_Buildings|scores various points]])&lt;br /&gt;
* Removing other players tokens from the central market board (scores 1 point per token removed)&lt;br /&gt;
* Having tokens on the central market board at the end of a round (scores 1 point per token)&lt;br /&gt;
* Being on the siesta track at the end of a round&lt;br /&gt;
&lt;br /&gt;
==Gathering goods (Farm Phase)==&lt;br /&gt;
&lt;br /&gt;
There are several ways to gather goods during the game. Ultimately, you&#039;ll want to gather goods that correspond to a particular set, as that&#039;s the main way to get victory points. See &amp;quot;Craft Buildings&amp;quot; and &amp;quot;Market Barrows&amp;quot; below for more information on the sets.&lt;br /&gt;
&lt;br /&gt;
The first phase of each round is the farm phase, where your farm produces. &lt;br /&gt;
&lt;br /&gt;
===(1.1) Playing a card===&lt;br /&gt;
&lt;br /&gt;
You&#039;ll start each round by playing a card (or two cards for the first round) to one of 4 places.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Playing a card as a farm extension====&lt;br /&gt;
Cards played as farm extension can increase your hand size, extra delivery limit, income, or pig limit. (See &amp;quot;Delivering Goods&amp;quot; for more info on using extra deliveries)&lt;br /&gt;
&lt;br /&gt;
To play your first farm extension, you first need to pay 1 resource -- either a good, a coin, or a victory point. The next extension costs 2 unique resources, the third costs 3, and so on. Then tuck it on the right side of the board, so only the right side is showing.&lt;br /&gt;
&lt;br /&gt;
====Playing a card as a field====&lt;br /&gt;
To play a card as a field, tuck it under the left side of your personal farm board, so only the left side of the card is showing.&lt;br /&gt;
&lt;br /&gt;
====Playing a card as a helper====&lt;br /&gt;
The middle and bottom of each card shows a special ability you can use once in play. Most helpers can only be used once per round, as shown by the 1x at the bottom.&lt;br /&gt;
&lt;br /&gt;
To play a card as a helper, tuck it at the bottom of the farm, so only the helper text is showing. To use a helper, see &amp;quot;Anytime Action&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Playing a card as a market barrow====&lt;br /&gt;
Market Barrows are special orders you can deliver to. The order is the two to four goods in the top row at the top of the card. For more information, see &amp;quot;Market Barrows&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
To play a card as a market barrow, tuck it at the top of the farm, so only the top two rows are showing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===(1.2) Getting Income===&lt;br /&gt;
After you&#039;ve played your cards, you can get income, depending on how many blue coins you have on the extensions. You&#039;ll also draw up to your hand size.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===(1.3) Producing on your fields ===&lt;br /&gt;
After taking any income, any fields you have will produce. Each card played as a field will fill its slot when your farm produces, but only if the slot is empty. Goods on fields can&#039;t be stored anywhere to make room for new goods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===(1.4) Producing Pig Offspring===&lt;br /&gt;
After your fields produce, if you have at least two pigs, you get another pig for free. (If you don&#039;t have enough room, you&#039;ll have to sell it immediately.) To get additional room, see &amp;quot;Playing a card as a farm extension&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===(1.5) Buying Roof Tiles===&lt;br /&gt;
After taking income, producing in fields, and pig offspring, each player may buy a roof tile. The roof tiles in round 1 always cost 1, in round 2, they cost 2, and so on. (Note buying a roof tile is optional.)&lt;br /&gt;
&lt;br /&gt;
The first roof tile you buy gives you 0 points, but the next gives 1 point, the next gives 2 points, and so on, up to a maximum of 5 roof tiles. Roof tiles also give various one-time abilities -- see &amp;quot;Use a Roof Tile&amp;quot; below for more info.&lt;br /&gt;
&lt;br /&gt;
==Gathering Goods (Revenue Phase)==&lt;br /&gt;
&lt;br /&gt;
After production and roof tiles, players can draft additional goods and benefits. Roll dice equal to two times the number of players plus one -- so 5 dice with two players, 7 dice with three, and 9 dice with four. Then go around in turn order twice, each picking a die and doing its effect. Finally, everyone gets to do the effect on the remaining die.&lt;br /&gt;
&lt;br /&gt;
===Revenue 1 effect===&lt;br /&gt;
Gain a pig. Note if you don&#039;t have room, you will need to sell it immediately.&lt;br /&gt;
&lt;br /&gt;
===Revenue 2 effect===&lt;br /&gt;
Play a card, draw a card, get an olive, get a wheat, or get a grapes. These are kept from round to round. See &amp;quot;Playing a card as __&amp;quot; for more info on playing a card.&lt;br /&gt;
&lt;br /&gt;
===Revenue 3 effect===&lt;br /&gt;
Take olive + wheat, or olive + grapes, or wheat + grapes&lt;br /&gt;
&lt;br /&gt;
===Revenue 4 effect===&lt;br /&gt;
&lt;br /&gt;
Get 4 coins&lt;br /&gt;
&lt;br /&gt;
===Revenue 5 effect===&lt;br /&gt;
Take 2 upgrades, an upgrade + siesta, or 2 siestas. An upgrade (star) allows you to convert a resource into another by following the arrows left or right -- olive into food, wheat into food, grapes into wine, or pig into meat.&lt;br /&gt;
&lt;br /&gt;
A siesta (hat) helps improve turn order, and moves you up the hat track. See &amp;quot;Recalculating turn order&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
===Revenue 6 effect===&lt;br /&gt;
Take a delivery (donkey) or 2 coins. See below &amp;quot;Delivering goods&amp;quot; for more info.&lt;br /&gt;
&lt;br /&gt;
==Delivering goods (Transportation phase)==&lt;br /&gt;
In order to turn your goods into points, you need to deliver them one by one. Each donkey represents one delivery.&lt;br /&gt;
&lt;br /&gt;
===Selecting a delivery token===&lt;br /&gt;
Each player has 4 delivery tokens, featuring some mix of donkeys and hats. Each player will pick one of the tiles secretly, and reveal once everyone has picked. Then players will do their deliveries in turn order.&lt;br /&gt;
&lt;br /&gt;
Note players must chose a different token in each round for rounds 1, 2, and 3. The tokens refresh at the start of turn 4, but similarly, players must chose a different token for rounds 4, 5, and 6.&lt;br /&gt;
&lt;br /&gt;
===Recalculating turn order===&lt;br /&gt;
In turn order, each player moves up one space on the hat track for every hat on their delivery token, going on top of any tokens on the space they land on. Then redistribute the turn order markers, with tokens on top going earlier than tokens below. Wait to reset the siesta track until later.&lt;br /&gt;
&lt;br /&gt;
===Carrying out deliveries===&lt;br /&gt;
For each donkey a player has, they can move one resource from their farm to a row on the central board, called a craft building, or to a market barrow already on their farm. See &amp;quot;Craft Building&amp;quot; or &amp;quot;Market Barrow&amp;quot; below for more info.&lt;br /&gt;
&lt;br /&gt;
A player does all their deliveries before the next player goes.&lt;br /&gt;
&lt;br /&gt;
===Extra deliveries===&lt;br /&gt;
After all players do their deliveries, each player may buy deliveries up to their extra delivery limit (as listed on their farm extension side) by paying one coin per delivery they want. For example, they could pay 2 coins for 2 extra deliveries.&lt;br /&gt;
&lt;br /&gt;
A player does all their extra deliveries before the next player buys extra deliveries.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Craft Buildings===&lt;br /&gt;
The rows on the main board represent sets called Craft Buildings. There are 6 different sections, each with identical rows. When a player delivers to a craft building, they mark the good they delivered with their color -- each color should be on a separate row. When a player completes a row, they get that section&#039;s craft token indicating both an immediate benefit and an ongoing benefit. (Each player can only complete each section once.)&lt;br /&gt;
&lt;br /&gt;
When a player completes a craft building, they remove tokens from that row and put their token by the building to indicate it&#039;s been completed. They score points equal to turn current round (so completing a craft barrow on round 4 would give 4 points), plus 1 point if they were the first to complete that building, and plus 1 point if another craft building opened up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 10px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Cost&lt;br /&gt;
! Immediate benefit&lt;br /&gt;
! Ongoing benefit&lt;br /&gt;
|-&lt;br /&gt;
| food, wine, meat&lt;br /&gt;
| 1 deliver immediately + score your hat track position&lt;br /&gt;
| Each of your delivery tokens has +1 donkey and +1 hat&lt;br /&gt;
|-&lt;br /&gt;
| olive, wheat, grapes, coin, pig&lt;br /&gt;
| 2 points immediately&lt;br /&gt;
| When completing a craft building, +2 points&lt;br /&gt;
|-&lt;br /&gt;
| box, box, box&lt;br /&gt;
| Gain a box immediately&lt;br /&gt;
| When taking income each round, also get a box&lt;br /&gt;
|-&lt;br /&gt;
| olive, olive, wheat, wheat, grapes, grapes&lt;br /&gt;
| Gain an olive, wheat, grapes, or pig immediately&lt;br /&gt;
| When taking income each round, also get an olive, wheat, grapes, or pig&lt;br /&gt;
|-&lt;br /&gt;
| pig, pig, pig&lt;br /&gt;
| 1 point per incomplete craft barrow you have now&lt;br /&gt;
| When completing a craft barrow, +1 point&lt;br /&gt;
|-&lt;br /&gt;
| coin, coin, coin, coin, coin, coin&lt;br /&gt;
| Gain 3 coins immediately&lt;br /&gt;
| When taking income each round, also get +3 coins&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Market Barrows===&lt;br /&gt;
A market barrow is a custom order that a player played to their farm, typically contain two to four goods. When a player delivers all the goods in the top row, they get a box (commodity), and however many points are in the hexagon on the second row.&lt;br /&gt;
&lt;br /&gt;
In addition, they place a token on a space with the same number on the central market board. Any tokens opponents have on adjacent spaces with lower numbers get removed, and the current player gets 1 point per removed token.&lt;br /&gt;
&lt;br /&gt;
They also can exchange the box for one of several benefits. See &amp;quot;Use a box (commodity)&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Scoring phase==&lt;br /&gt;
At the end of each round, players earn some bonus points based on their siesta track position, plus one point per remaining piece on the central market. Then the tokens from the siesta track are stacked to reflect turn order and new roof tiles are dealt out. A new round begins, or after 6 rounds the player with the most points wins!&lt;br /&gt;
&lt;br /&gt;
==Anytime actions==&lt;br /&gt;
Some actions can be taken on any time during a players turn -- meaning they can be taken before or after the usual action. Players can do several if all other conditions are met.&lt;br /&gt;
&lt;br /&gt;
===Sell a good===&lt;br /&gt;
Sell a good at the listed price in coins -- Olive: 1, Wheat: 1, Grapes: 2, Pig: 3&lt;br /&gt;
&lt;br /&gt;
===Buy a good===&lt;br /&gt;
Buy a good at listed price in coins -- Olive: 3, Wheat: 3, Grapes: 4, Pig: 5&lt;br /&gt;
&lt;br /&gt;
===Upgrade a good===&lt;br /&gt;
Upgrade at listed price in coins -- Olive to Food: 2, Wheat to Food: 2, Grapes to Wine: 3, Pig to Meat: 4&lt;br /&gt;
&lt;br /&gt;
===Use a roof tile===&lt;br /&gt;
A roof tile gives a one time benefit when used, such as gaining a pig or upgrading one good. Once used, it is flipped over. Note hat roof tiles can only be used in the farm phase or revenue phase.&lt;br /&gt;
&lt;br /&gt;
===Use a box (commodity)===&lt;br /&gt;
A box (commodity) can be exchanged for any one of several benefits (revenues) listed -- four coins, two different harvest goods, a card play, a card draw, a pig, or up to two immediate upgrades.&lt;br /&gt;
&lt;br /&gt;
===Use a helper===&lt;br /&gt;
Most helpers need to be activated to trigger. If it triggers based on an action (like gaining money, or breeding pigs), then use the helper after using the action to get a benefit.&lt;/div&gt;</summary>
		<author><name>Daniothefish</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelplagranja&amp;diff=4785</id>
		<title>Gamehelplagranja</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelplagranja&amp;diff=4785"/>
		<updated>2020-06-24T22:58:51Z</updated>

		<summary type="html">&lt;p&gt;Daniothefish: Overview of phases&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In La Granja, players earn points by getting goods and delivering them to central buildings, or their own personal orders. The game is played over 6 rounds as players try to use their cards effectively, as every card can be played four different ways!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The game revolves around doing 3 main things:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Gathering goods for your personal farm&lt;br /&gt;
# Delivering resources to central buildings (craft buildings) or your own personal orders (market barrows)&lt;br /&gt;
# Getting abilities and improvements for gathering/delivering&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
Gain as many points as possible over 6 rounds. The player with the most points is the winner.&lt;br /&gt;
&lt;br /&gt;
===Rounds===&lt;br /&gt;
&lt;br /&gt;
Each round consists of four phases:&lt;br /&gt;
&lt;br /&gt;
# Farm phase - play cards onto your farm, gain income, produce goods &lt;br /&gt;
# Revenue phase - roll dice to give extra benefits: gain income, produce goods, play/draw a card, get upgrades/siestas, gain deliveries&lt;br /&gt;
# Transportation phase - gain delivery tokens and deliver goods to market barrows or craft buildings&lt;br /&gt;
# Scoring phase - gain points and update turn order&lt;br /&gt;
&lt;br /&gt;
In addition to the phases, there are several [[#Anytime_actions]] that can be taken during or between the phases.&lt;br /&gt;
These can set the players up so that they can do something useful in the phases. &lt;br /&gt;
They are the only time that goods can be upgraded (from raw to processed materials) so that they can be subsequently delivered as a processed material.&lt;br /&gt;
&lt;br /&gt;
===Scoring points===&lt;br /&gt;
&lt;br /&gt;
Points can be gained by:&lt;br /&gt;
&lt;br /&gt;
* Delivering all goods to complete a market barrow (scores points shown in the hexagon)&lt;br /&gt;
* Delivering all goods to complete a row in a craft building ([[#Craft_Buildings|scores various points]])&lt;br /&gt;
* Removing other players tokens from the central market board (scores 1 point per token removed)&lt;br /&gt;
* Having tokens on the central market board at the end of a round (scores 1 point per token)&lt;br /&gt;
* Being on the siesta track at the end of a round&lt;br /&gt;
&lt;br /&gt;
==Gathering goods (Farm Phase)==&lt;br /&gt;
&lt;br /&gt;
There are several ways to gather goods during the game. Ultimately, you&#039;ll want to gather goods that correspond to a particular set, as that&#039;s the main way to get victory points. See &amp;quot;Craft Buildings&amp;quot; and &amp;quot;Market Barrows&amp;quot; below for more information on the sets.&lt;br /&gt;
&lt;br /&gt;
The first phase of each round is the farm phase, where your farm produces. &lt;br /&gt;
&lt;br /&gt;
===(1.1) Playing a card===&lt;br /&gt;
&lt;br /&gt;
You&#039;ll start each round by playing a card (or two cards for the first round) to one of 4 places.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Playing a card as a farm extension====&lt;br /&gt;
Cards played as farm extension can increase your hand size, extra delivery limit, income, or pig limit. (See &amp;quot;Delivering Goods&amp;quot; for more info on using extra deliveries)&lt;br /&gt;
&lt;br /&gt;
To play your first farm extension, you first need to pay 1 resource -- either a good, a coin, or a victory point. The next extension costs 2 unique resources, the third costs 3, and so on. Then tuck it on the right side of the board, so only the right side is showing.&lt;br /&gt;
&lt;br /&gt;
====Playing a card as a field====&lt;br /&gt;
To play a card as a field, tuck it under the left side of your personal farm board, so only the left side of the card is showing.&lt;br /&gt;
&lt;br /&gt;
====Playing a card as a helper====&lt;br /&gt;
The middle and bottom of each card shows a special ability you can use once in play. Most helpers can only be used once per round, as shown by the 1x at the bottom.&lt;br /&gt;
&lt;br /&gt;
To play a card as a helper, tuck it at the bottom of the farm, so only the helper text is showing. To use a helper, see &amp;quot;Anytime Action&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Playing a card as a market barrow====&lt;br /&gt;
Market Barrows are special orders you can deliver to. The order is the two to four goods in the top row at the top of the card. For more information, see &amp;quot;Market Barrows&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
To play a card as a market barrow, tuck it at the top of the farm, so only the top two rows are showing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===(1.2) Getting Income===&lt;br /&gt;
After you&#039;ve played your cards, you can get income, depending on how many blue coins you have on the extensions. You&#039;ll also draw up to your hand size.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===(1.3) Producing on your fields ===&lt;br /&gt;
After taking any income, any fields you have will produce. Each card played as a field will fill its slot when your farm produces, but only if the slot is empty. Goods on fields can&#039;t be stored anywhere to make room for new goods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===(1.4) Producing Pig Offspring===&lt;br /&gt;
After your fields produce, if you have at least two pigs, you get another pig for free. (If you don&#039;t have enough room, you&#039;ll have to sell it immediately.) To get additional room, see &amp;quot;Playing a card as a farm extension&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===(1.5) Buying Roof Tiles===&lt;br /&gt;
After taking income, producing in fields, and pig offspring, each player may buy a roof tile. The roof tiles in round 1 always cost 1, in round 2, they cost 2, and so on. (Note buying a roof tile is optional.)&lt;br /&gt;
&lt;br /&gt;
The first roof tile you buy gives you 0 points, but the next gives 1 point, the next gives 2 points, and so on, up to a maximum of 5 roof tiles. Roof tiles also give various one-time abilities -- see &amp;quot;Use a Roof Tile&amp;quot; below for more info.&lt;br /&gt;
&lt;br /&gt;
==Gathering Goods (Revenue Phase)==&lt;br /&gt;
&lt;br /&gt;
After production and roof tiles, players can draft additional goods and benefits. Roll dice equal to two times the number of players plus one -- so 5 dice with two players, 7 dice with three, and 9 dice with four. Then go around in turn order twice, each picking a die and doing its effect. Finally, everyone gets to do the effect on the remaining die.&lt;br /&gt;
&lt;br /&gt;
===Revenue 1 effect===&lt;br /&gt;
Gain a pig. Note if you don&#039;t have room, you will need to sell it immediately.&lt;br /&gt;
&lt;br /&gt;
===Revenue 2 effect===&lt;br /&gt;
Play a card, draw a card, get an olive, get a wheat, or get a grapes. These are kept from round to round. See &amp;quot;Playing a card as __&amp;quot; for more info on playing a card.&lt;br /&gt;
&lt;br /&gt;
===Revenue 3 effect===&lt;br /&gt;
Take olive + wheat, or olive + grapes, or wheat + grapes&lt;br /&gt;
&lt;br /&gt;
===Revenue 4 effect===&lt;br /&gt;
&lt;br /&gt;
Get 4 coins&lt;br /&gt;
&lt;br /&gt;
===Revenue 5 effect===&lt;br /&gt;
Take 2 upgrades, an upgrade + siesta, or 2 siestas. An upgrade (star) allows you to convert a resource into another by following the arrows left or right -- olive into food, wheat into food, grapes into wine, or pig into meat.&lt;br /&gt;
&lt;br /&gt;
A siesta (hat) helps improve turn order, and moves you up the hat track. See &amp;quot;Recalculating turn order&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
===Revenue 6 effect===&lt;br /&gt;
Take a delivery (donkey) or 2 coins. See below &amp;quot;Delivering goods&amp;quot; for more info.&lt;br /&gt;
&lt;br /&gt;
==Delivering goods (Transportation phase)==&lt;br /&gt;
In order to turn your goods into points, you need to deliver them one by one. Each donkey represents one delivery.&lt;br /&gt;
&lt;br /&gt;
===Selecting a delivery token===&lt;br /&gt;
Each player has 4 delivery tokens, featuring some mix of donkeys and hats. Each player will pick one of the tiles secretly, and reveal once everyone has picked. Then players will do their deliveries in turn order.&lt;br /&gt;
&lt;br /&gt;
Note players must chose a different token in each round for rounds 1, 2, and 3. The tokens refresh at the start of turn 4, but similarly, players must chose a different token for rounds 4, 5, and 6.&lt;br /&gt;
&lt;br /&gt;
===Recalculating turn order===&lt;br /&gt;
In turn order, each player moves up one space on the hat track for every hat on their delivery token, going on top of any tokens on the space they land on. Then redistribute the turn order markers, with tokens on top going earlier than tokens below. Wait to reset the siesta track until later.&lt;br /&gt;
&lt;br /&gt;
===Carrying out deliveries===&lt;br /&gt;
For each donkey a player has, they can move one resource from their farm to a row on the central board, called a craft building, or to a market barrow already on their farm. See &amp;quot;Craft Building&amp;quot; or &amp;quot;Market Barrow&amp;quot; below for more info.&lt;br /&gt;
&lt;br /&gt;
A player does all their deliveries before the next player goes.&lt;br /&gt;
&lt;br /&gt;
===Extra deliveries===&lt;br /&gt;
After all players do their deliveries, each player may buy deliveries up to their extra delivery limit (as listed on their farm extension side) by paying one coin per delivery they want. For example, they could pay 2 coins for 2 extra deliveries.&lt;br /&gt;
&lt;br /&gt;
A player does all their extra deliveries before the next player buys extra deliveries.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Craft Buildings===&lt;br /&gt;
The rows on the main board represent sets called Craft Buildings. There are 6 different sections, each with identical rows. When a player delivers to a craft building, they mark the good they delivered with their color -- each color should be on a separate row. When a player completes a row, they get that section&#039;s craft token indicating both an immediate benefit and an ongoing benefit. (Each player can only complete each section once.)&lt;br /&gt;
&lt;br /&gt;
When a player completes a craft building, they remove tokens from that row and put their token by the building to indicate it&#039;s been completed. They score points equal to turn current round (so completing a craft barrow on round 4 would give 4 points), plus 1 point if they were the first to complete that building, and plus 1 point if another craft building opened up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 10px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Cost&lt;br /&gt;
! Immediate benefit&lt;br /&gt;
! Ongoing benefit&lt;br /&gt;
|-&lt;br /&gt;
| food, wine, meat&lt;br /&gt;
| 1 deliver immediately + score your hat track position&lt;br /&gt;
| Each of your delivery tokens has +1 donkey and +1 hat&lt;br /&gt;
|-&lt;br /&gt;
| olive, wheat, grapes, coin, pig&lt;br /&gt;
| 2 points immediately&lt;br /&gt;
| When completing a craft building, +2 points&lt;br /&gt;
|-&lt;br /&gt;
| box, box, box&lt;br /&gt;
| Gain a box immediately&lt;br /&gt;
| When taking income each round, also get a box&lt;br /&gt;
|-&lt;br /&gt;
| olive, olive, wheat, wheat, grapes, grapes&lt;br /&gt;
| Gain an olive, wheat, grapes, or pig immediately&lt;br /&gt;
| When taking income each round, also get an olive, wheat, grapes, or pig&lt;br /&gt;
|-&lt;br /&gt;
| pig, pig, pig&lt;br /&gt;
| 1 point per incomplete craft barrow you have now&lt;br /&gt;
| When completing a craft barrow, +1 point&lt;br /&gt;
|-&lt;br /&gt;
| coin, coin, coin, coin, coin, coin&lt;br /&gt;
| Gain 3 coins immediately&lt;br /&gt;
| When taking income each round, also get +3 coins&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Market Barrows===&lt;br /&gt;
A market barrow is a custom order that a player played to their farm, typically contain two to four goods. When a player delivers all the goods in the top row, they get a box (commodity), and however many points are in the hexagon on the second row.&lt;br /&gt;
&lt;br /&gt;
In addition, they place a token on a space with the same number on the central market board. Any tokens opponents have on adjacent spaces with lower numbers get removed, and the current player gets 1 point per removed token.&lt;br /&gt;
&lt;br /&gt;
They also can exchange the box for one of several benefits. See &amp;quot;Use a box (commodity)&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Scoring phase==&lt;br /&gt;
At the end of each round, players earn some bonus points based on their siesta track position, plus one point per remaining piece on the central market. Then the tokens from the siesta track are stacked to reflect turn order and new roof tiles are dealt out. A new round begins, or after 6 rounds the player with the most points wins!&lt;br /&gt;
&lt;br /&gt;
==Anytime actions==&lt;br /&gt;
Some actions can be taken on any time during a players turn -- meaning they can be taken before or after the usual action. Players can do several if all other conditions are met.&lt;br /&gt;
&lt;br /&gt;
===Sell a good===&lt;br /&gt;
Sell a good at the listed price in coins -- Olive: 1, Wheat: 1, Grapes: 2, Pig: 3&lt;br /&gt;
&lt;br /&gt;
===Buy a good===&lt;br /&gt;
Buy a good at listed price in coins -- Olive: 3, Wheat: 3, Grapes: 4, Pig: 5&lt;br /&gt;
&lt;br /&gt;
===Upgrade a good===&lt;br /&gt;
Upgrade at listed price in coins -- Olive to Food: 2, Wheat to Food: 2, Grapes to Wine: 3, Pig to Meat: 4&lt;br /&gt;
&lt;br /&gt;
===Use a roof tile===&lt;br /&gt;
A roof tile gives a one time benefit when used, such as gaining a pig or upgrading one good. Once used, it is flipped over. Note hat roof tiles can only be used in the farm phase or revenue phase.&lt;br /&gt;
&lt;br /&gt;
===Use a box (commodity)===&lt;br /&gt;
A box (commodity) can be exchanged for any one of several benefits (revenues) listed -- four coins, two different harvest goods, a card play, a card draw, a pig, or up to two immediate upgrades.&lt;br /&gt;
&lt;br /&gt;
===Use a helper===&lt;br /&gt;
Most helpers need to be activated to trigger. If it triggers based on an action (like gaining money, or breeding pigs), then use the helper after using the action to get a benefit.&lt;/div&gt;</summary>
		<author><name>Daniothefish</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelplagranja&amp;diff=4782</id>
		<title>Gamehelplagranja</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelplagranja&amp;diff=4782"/>
		<updated>2020-06-24T15:55:40Z</updated>

		<summary type="html">&lt;p&gt;Daniothefish: fix link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In La Granja, players earn points by getting goods and delivering them to central buildings, or their own personal orders. The game is played over 6 rounds as players try to use their cards effectively, as every card can be played four different ways!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The game revolves around doing 3 main things:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Gathering goods for your personal farm&lt;br /&gt;
# Delivering resources to central buildings (craft buildings) or your own personal orders (market barrows)&lt;br /&gt;
# Getting abilities and improvements for gathering/delivering&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
===Aim of the game===&lt;br /&gt;
&lt;br /&gt;
Gain as many points as possible over 6 rounds. The player with the most points is the winner.&lt;br /&gt;
&lt;br /&gt;
Points can be gained by:&lt;br /&gt;
&lt;br /&gt;
* Delivering all goods to complete a market barrow (scores points shown in the hexagon)&lt;br /&gt;
* Delivering all goods to complete a row in a craft building ([[#Craft_Buildings|scores various points]])&lt;br /&gt;
* Removing other players tokens from the central market board (scores 1 point per token removed)&lt;br /&gt;
* Having tokens on the central market board at the end of a round (scores 1 point per token)&lt;br /&gt;
* Being on the siesta track at the end of a round&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gathering goods (Farm Phase)==&lt;br /&gt;
&lt;br /&gt;
There are several ways to gather goods during the game. Ultimately, you&#039;ll want to gather goods that correspond to a particular set, as that&#039;s the main way to get victory points. See &amp;quot;Craft Buildings&amp;quot; and &amp;quot;Market Barrows&amp;quot; below for more information on the sets.&lt;br /&gt;
&lt;br /&gt;
The first phase of each round is the farm phase, where your farm produces. &lt;br /&gt;
&lt;br /&gt;
===(1.1) Playing a card===&lt;br /&gt;
&lt;br /&gt;
You&#039;ll start each round by playing a card (or two cards for the first round) to one of 4 places.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Playing a card as a farm extension====&lt;br /&gt;
Cards played as farm extension can increase your hand size, extra delivery limit, income, or pig limit. (See &amp;quot;Delivering Goods&amp;quot; for more info on using extra deliveries)&lt;br /&gt;
&lt;br /&gt;
To play your first farm extension, you first need to pay 1 resource -- either a good, a coin, or a victory point. The next extension costs 2 unique resources, the third costs 3, and so on. Then tuck it on the right side of the board, so only the right side is showing.&lt;br /&gt;
&lt;br /&gt;
====Playing a card as a field====&lt;br /&gt;
To play a card as a field, tuck it under the left side of your personal farm board, so only the left side of the card is showing.&lt;br /&gt;
&lt;br /&gt;
====Playing a card as a helper====&lt;br /&gt;
The middle and bottom of each card shows a special ability you can use once in play. Most helpers can only be used once per round, as shown by the 1x at the bottom.&lt;br /&gt;
&lt;br /&gt;
To play a card as a helper, tuck it at the bottom of the farm, so only the helper text is showing. To use a helper, see &amp;quot;Anytime Action&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Playing a card as a market barrow====&lt;br /&gt;
Market Barrows are special orders you can deliver to. The order is the two to four goods in the top row at the top of the card. For more information, see &amp;quot;Market Barrows&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
To play a card as a market barrow, tuck it at the top of the farm, so only the top two rows are showing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===(1.2) Getting Income===&lt;br /&gt;
After you&#039;ve played your cards, you can get income, depending on how many blue coins you have on the extensions. You&#039;ll also draw up to your hand size.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===(1.3) Producing on your fields ===&lt;br /&gt;
After taking any income, any fields you have will produce. Each card played as a field will fill its slot when your farm produces, but only if the slot is empty. Goods on fields can&#039;t be stored anywhere to make room for new goods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===(1.4) Producing Pig Offspring===&lt;br /&gt;
After your fields produce, if you have at least two pigs, you get another pig for free. (If you don&#039;t have enough room, you&#039;ll have to sell it immediately.) To get additional room, see &amp;quot;Playing a card as a farm extension&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===(1.5) Buying Roof Tiles===&lt;br /&gt;
After taking income, producing in fields, and pig offspring, each player may buy a roof tile. The roof tiles in round 1 always cost 1, in round 2, they cost 2, and so on. (Note buying a roof tile is optional.)&lt;br /&gt;
&lt;br /&gt;
The first roof tile you buy gives you 0 points, but the next gives 1 point, the next gives 2 points, and so on, up to a maximum of 5 roof tiles. Roof tiles also give various one-time abilities -- see &amp;quot;Use a Roof Tile&amp;quot; below for more info.&lt;br /&gt;
&lt;br /&gt;
==Gathering Goods (Revenue Phase)==&lt;br /&gt;
&lt;br /&gt;
After production and roof tiles, players can draft additional goods and benefits. Roll dice equal to two times the number of players plus one -- so 5 dice with two players, 7 dice with three, and 9 dice with four. Then go around in turn order twice, each picking a die and doing its effect. Finally, everyone gets to do the effect on the remaining die.&lt;br /&gt;
&lt;br /&gt;
===Revenue 1 effect===&lt;br /&gt;
Gain a pig. Note if you don&#039;t have room, you will need to sell it immediately.&lt;br /&gt;
&lt;br /&gt;
===Revenue 2 effect===&lt;br /&gt;
Play a card, draw a card, get an olive, get a wheat, or get a grapes. These are kept from round to round. See &amp;quot;Playing a card as __&amp;quot; for more info on playing a card.&lt;br /&gt;
&lt;br /&gt;
===Revenue 3 effect===&lt;br /&gt;
Take olive + wheat, or olive + grapes, or wheat + grapes&lt;br /&gt;
&lt;br /&gt;
===Revenue 4 effect===&lt;br /&gt;
&lt;br /&gt;
Get 4 coins&lt;br /&gt;
&lt;br /&gt;
===Revenue 5 effect===&lt;br /&gt;
Take 2 upgrades, an upgrade + siesta, or 2 siestas. An upgrade (star) allows you to convert a resource into another by following the arrows left or right -- olive into food, wheat into food, grapes into wine, or pig into meat.&lt;br /&gt;
&lt;br /&gt;
A siesta (hat) helps improve turn order, and moves you up the hat track. See &amp;quot;Recalculating turn order&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
===Revenue 6 effect===&lt;br /&gt;
Take a delivery (donkey) or 2 coins. See below &amp;quot;Delivering goods&amp;quot; for more info.&lt;br /&gt;
&lt;br /&gt;
==Delivering goods==&lt;br /&gt;
In order to turn your goods into points, you need to deliver them one by one. Each donkey represents one delivery.&lt;br /&gt;
&lt;br /&gt;
===Selecting a delivery token===&lt;br /&gt;
Each player has 4 delivery tokens, featuring some mix of donkeys and hats. Each player will pick one of the tiles secretly, and reveal once everyone has picked. Then players will do their deliveries in turn order.&lt;br /&gt;
&lt;br /&gt;
Note players must chose a different token in each round for rounds 1, 2, and 3. The tokens refresh at the start of turn 4, but similarly, players must chose a different token for rounds 4, 5, and 6.&lt;br /&gt;
&lt;br /&gt;
===Recalculating turn order===&lt;br /&gt;
In turn order, each player moves up one space on the hat track for every hat on their delivery token, going on top of any tokens on the space they land on. Then redistribute the turn order markers, with tokens on top going earlier than tokens below. Wait to reset the siesta track until later.&lt;br /&gt;
&lt;br /&gt;
===Carrying out deliveries===&lt;br /&gt;
For each donkey a player has, they can move one resource from their farm to a row on the central board, called a craft building, or to a market barrow already on their farm. See &amp;quot;Craft Building&amp;quot; or &amp;quot;Market Barrow&amp;quot; below for more info.&lt;br /&gt;
&lt;br /&gt;
A player does all their deliveries before the next player goes.&lt;br /&gt;
&lt;br /&gt;
===Extra deliveries===&lt;br /&gt;
After all players do their deliveries, each player may buy deliveries up to their extra delivery limit (as listed on their farm extension side) by paying one coin per delivery they want. For example, they could pay 2 coins for 2 extra deliveries.&lt;br /&gt;
&lt;br /&gt;
A player does all their extra deliveries before the next player buys extra deliveries.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Craft Buildings===&lt;br /&gt;
The rows on the main board represent sets called Craft Buildings. There are 6 different sections, each with identical rows. When a player delivers to a craft building, they mark the good they delivered with their color -- each color should be on a separate row. When a player completes a row, they get that section&#039;s craft token indicating both an immediate benefit and an ongoing benefit. (Each player can only complete each section once.)&lt;br /&gt;
&lt;br /&gt;
When a player completes a craft building, they remove tokens from that row and put their token by the building to indicate it&#039;s been completed. They score points equal to turn current round (so completing a craft barrow on round 4 would give 4 points), plus 1 point if they were the first to complete that building, and plus 1 point if another craft building opened up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 10px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Cost&lt;br /&gt;
! Immediate benefit&lt;br /&gt;
! Ongoing benefit&lt;br /&gt;
|-&lt;br /&gt;
| food, wine, meat&lt;br /&gt;
| 1 deliver immediately + score your hat track position&lt;br /&gt;
| Each of your delivery tokens has +1 donkey and +1 hat&lt;br /&gt;
|-&lt;br /&gt;
| olive, wheat, grapes, coin, pig&lt;br /&gt;
| 2 points immediately&lt;br /&gt;
| When completing a craft building, +2 points&lt;br /&gt;
|-&lt;br /&gt;
| box, box, box&lt;br /&gt;
| Gain a box immediately&lt;br /&gt;
| When taking income each round, also get a box&lt;br /&gt;
|-&lt;br /&gt;
| olive, olive, wheat, wheat, grapes, grapes&lt;br /&gt;
| Gain an olive, wheat, grapes, or pig immediately&lt;br /&gt;
| When taking income each round, also get an olive, wheat, grapes, or pig&lt;br /&gt;
|-&lt;br /&gt;
| pig, pig, pig&lt;br /&gt;
| 1 point per incomplete craft barrow you have now&lt;br /&gt;
| When completing a craft barrow, +1 point&lt;br /&gt;
|-&lt;br /&gt;
| coin, coin, coin, coin, coin, coin&lt;br /&gt;
| Gain 3 coins immediately&lt;br /&gt;
| When taking income each round, also get +3 coins&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Market Barrows===&lt;br /&gt;
A market barrow is a custom order that a player played to their farm, typically contain two to four goods. When a player delivers all the goods in the top row, they get a box (commodity), and however many points are in the hexagon on the second row.&lt;br /&gt;
&lt;br /&gt;
In addition, they place a token on a space with the same number on the central market board. Any tokens opponents have on adjacent spaces with lower numbers get removed, and the current player gets 1 point per removed token.&lt;br /&gt;
&lt;br /&gt;
They also can exchange the box for one of several benefits. See &amp;quot;Use a box (commodity)&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
At the end of each round, players earn some bonus points based on their siesta track position, plus one point per remaining piece on the central market. Then the tokens from the siesta track are stacked to reflect turn order and new roof tiles are dealt out. A new round begins, or after 6 rounds the player with the most points wins!&lt;br /&gt;
&lt;br /&gt;
==Anytime actions==&lt;br /&gt;
Some actions can be taken on any time during a players turn -- meaning they can be taken before or after the usual action. Players can do several if all other conditions are met.&lt;br /&gt;
&lt;br /&gt;
===Sell a good===&lt;br /&gt;
Sell a good at the listed price in coins -- Olive: 1, Wheat: 1, Grapes: 2, Pig: 3&lt;br /&gt;
&lt;br /&gt;
===Buy a good===&lt;br /&gt;
Buy a good at listed price in coins -- Olive: 3, Wheat: 3, Grapes: 4, Pig: 5&lt;br /&gt;
&lt;br /&gt;
===Upgrade a good===&lt;br /&gt;
Upgrade at listed price in coins -- Olive to Food: 2, Wheat to Food: 2, Grapes to Wine: 3, Pig to Meat: 4&lt;br /&gt;
&lt;br /&gt;
===Use a roof tile===&lt;br /&gt;
A roof tile gives a one time benefit when used, such as gaining a pig or upgrading one good. Once used, it is flipped over. Note hat roof tiles can only be used in the farm phase or revenue phase.&lt;br /&gt;
&lt;br /&gt;
===Use a box (commodity)===&lt;br /&gt;
A box (commodity) can be exchanged for any one of several benefits (revenues) listed -- four coins, two different harvest goods, a card play, a card draw, a pig, or up to two immediate upgrades.&lt;br /&gt;
&lt;br /&gt;
===Use a helper===&lt;br /&gt;
Most helpers need to be activated to trigger. If it triggers based on an action (like gaining money, or breeding pigs), then use the helper after using the action to get a benefit.&lt;/div&gt;</summary>
		<author><name>Daniothefish</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelplagranja&amp;diff=4781</id>
		<title>Gamehelplagranja</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelplagranja&amp;diff=4781"/>
		<updated>2020-06-24T15:54:59Z</updated>

		<summary type="html">&lt;p&gt;Daniothefish: Scoring overview&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In La Granja, players earn points by getting goods and delivering them to central buildings, or their own personal orders. The game is played over 6 rounds as players try to use their cards effectively, as every card can be played four different ways!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The game revolves around doing 3 main things:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Gathering goods for your personal farm&lt;br /&gt;
# Delivering resources to central buildings (craft buildings) or your own personal orders (market barrows)&lt;br /&gt;
# Getting abilities and improvements for gathering/delivering&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
===Aim of the game===&lt;br /&gt;
&lt;br /&gt;
Gain as many points as possible over 6 rounds. The player with the most points is the winner.&lt;br /&gt;
&lt;br /&gt;
Points can be gained by:&lt;br /&gt;
&lt;br /&gt;
* Delivering all goods to complete a market barrow (scores points shown in the hexagon)&lt;br /&gt;
* Delivering all goods to complete a row in a craft building ([[#CraftBuildings|scores various points]])&lt;br /&gt;
* Removing other players tokens from the central market board (scores 1 point per token removed)&lt;br /&gt;
* Having tokens on the central market board at the end of a round (scores 1 point per token)&lt;br /&gt;
* Being on the siesta track at the end of a round&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gathering goods (Farm Phase)==&lt;br /&gt;
&lt;br /&gt;
There are several ways to gather goods during the game. Ultimately, you&#039;ll want to gather goods that correspond to a particular set, as that&#039;s the main way to get victory points. See &amp;quot;Craft Buildings&amp;quot; and &amp;quot;Market Barrows&amp;quot; below for more information on the sets.&lt;br /&gt;
&lt;br /&gt;
The first phase of each round is the farm phase, where your farm produces. &lt;br /&gt;
&lt;br /&gt;
===(1.1) Playing a card===&lt;br /&gt;
&lt;br /&gt;
You&#039;ll start each round by playing a card (or two cards for the first round) to one of 4 places.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Playing a card as a farm extension====&lt;br /&gt;
Cards played as farm extension can increase your hand size, extra delivery limit, income, or pig limit. (See &amp;quot;Delivering Goods&amp;quot; for more info on using extra deliveries)&lt;br /&gt;
&lt;br /&gt;
To play your first farm extension, you first need to pay 1 resource -- either a good, a coin, or a victory point. The next extension costs 2 unique resources, the third costs 3, and so on. Then tuck it on the right side of the board, so only the right side is showing.&lt;br /&gt;
&lt;br /&gt;
====Playing a card as a field====&lt;br /&gt;
To play a card as a field, tuck it under the left side of your personal farm board, so only the left side of the card is showing.&lt;br /&gt;
&lt;br /&gt;
====Playing a card as a helper====&lt;br /&gt;
The middle and bottom of each card shows a special ability you can use once in play. Most helpers can only be used once per round, as shown by the 1x at the bottom.&lt;br /&gt;
&lt;br /&gt;
To play a card as a helper, tuck it at the bottom of the farm, so only the helper text is showing. To use a helper, see &amp;quot;Anytime Action&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Playing a card as a market barrow====&lt;br /&gt;
Market Barrows are special orders you can deliver to. The order is the two to four goods in the top row at the top of the card. For more information, see &amp;quot;Market Barrows&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
To play a card as a market barrow, tuck it at the top of the farm, so only the top two rows are showing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===(1.2) Getting Income===&lt;br /&gt;
After you&#039;ve played your cards, you can get income, depending on how many blue coins you have on the extensions. You&#039;ll also draw up to your hand size.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===(1.3) Producing on your fields ===&lt;br /&gt;
After taking any income, any fields you have will produce. Each card played as a field will fill its slot when your farm produces, but only if the slot is empty. Goods on fields can&#039;t be stored anywhere to make room for new goods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===(1.4) Producing Pig Offspring===&lt;br /&gt;
After your fields produce, if you have at least two pigs, you get another pig for free. (If you don&#039;t have enough room, you&#039;ll have to sell it immediately.) To get additional room, see &amp;quot;Playing a card as a farm extension&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===(1.5) Buying Roof Tiles===&lt;br /&gt;
After taking income, producing in fields, and pig offspring, each player may buy a roof tile. The roof tiles in round 1 always cost 1, in round 2, they cost 2, and so on. (Note buying a roof tile is optional.)&lt;br /&gt;
&lt;br /&gt;
The first roof tile you buy gives you 0 points, but the next gives 1 point, the next gives 2 points, and so on, up to a maximum of 5 roof tiles. Roof tiles also give various one-time abilities -- see &amp;quot;Use a Roof Tile&amp;quot; below for more info.&lt;br /&gt;
&lt;br /&gt;
==Gathering Goods (Revenue Phase)==&lt;br /&gt;
&lt;br /&gt;
After production and roof tiles, players can draft additional goods and benefits. Roll dice equal to two times the number of players plus one -- so 5 dice with two players, 7 dice with three, and 9 dice with four. Then go around in turn order twice, each picking a die and doing its effect. Finally, everyone gets to do the effect on the remaining die.&lt;br /&gt;
&lt;br /&gt;
===Revenue 1 effect===&lt;br /&gt;
Gain a pig. Note if you don&#039;t have room, you will need to sell it immediately.&lt;br /&gt;
&lt;br /&gt;
===Revenue 2 effect===&lt;br /&gt;
Play a card, draw a card, get an olive, get a wheat, or get a grapes. These are kept from round to round. See &amp;quot;Playing a card as __&amp;quot; for more info on playing a card.&lt;br /&gt;
&lt;br /&gt;
===Revenue 3 effect===&lt;br /&gt;
Take olive + wheat, or olive + grapes, or wheat + grapes&lt;br /&gt;
&lt;br /&gt;
===Revenue 4 effect===&lt;br /&gt;
&lt;br /&gt;
Get 4 coins&lt;br /&gt;
&lt;br /&gt;
===Revenue 5 effect===&lt;br /&gt;
Take 2 upgrades, an upgrade + siesta, or 2 siestas. An upgrade (star) allows you to convert a resource into another by following the arrows left or right -- olive into food, wheat into food, grapes into wine, or pig into meat.&lt;br /&gt;
&lt;br /&gt;
A siesta (hat) helps improve turn order, and moves you up the hat track. See &amp;quot;Recalculating turn order&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
===Revenue 6 effect===&lt;br /&gt;
Take a delivery (donkey) or 2 coins. See below &amp;quot;Delivering goods&amp;quot; for more info.&lt;br /&gt;
&lt;br /&gt;
==Delivering goods==&lt;br /&gt;
In order to turn your goods into points, you need to deliver them one by one. Each donkey represents one delivery.&lt;br /&gt;
&lt;br /&gt;
===Selecting a delivery token===&lt;br /&gt;
Each player has 4 delivery tokens, featuring some mix of donkeys and hats. Each player will pick one of the tiles secretly, and reveal once everyone has picked. Then players will do their deliveries in turn order.&lt;br /&gt;
&lt;br /&gt;
Note players must chose a different token in each round for rounds 1, 2, and 3. The tokens refresh at the start of turn 4, but similarly, players must chose a different token for rounds 4, 5, and 6.&lt;br /&gt;
&lt;br /&gt;
===Recalculating turn order===&lt;br /&gt;
In turn order, each player moves up one space on the hat track for every hat on their delivery token, going on top of any tokens on the space they land on. Then redistribute the turn order markers, with tokens on top going earlier than tokens below. Wait to reset the siesta track until later.&lt;br /&gt;
&lt;br /&gt;
===Carrying out deliveries===&lt;br /&gt;
For each donkey a player has, they can move one resource from their farm to a row on the central board, called a craft building, or to a market barrow already on their farm. See &amp;quot;Craft Building&amp;quot; or &amp;quot;Market Barrow&amp;quot; below for more info.&lt;br /&gt;
&lt;br /&gt;
A player does all their deliveries before the next player goes.&lt;br /&gt;
&lt;br /&gt;
===Extra deliveries===&lt;br /&gt;
After all players do their deliveries, each player may buy deliveries up to their extra delivery limit (as listed on their farm extension side) by paying one coin per delivery they want. For example, they could pay 2 coins for 2 extra deliveries.&lt;br /&gt;
&lt;br /&gt;
A player does all their extra deliveries before the next player buys extra deliveries.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Craft Buildings===&lt;br /&gt;
The rows on the main board represent sets called Craft Buildings. There are 6 different sections, each with identical rows. When a player delivers to a craft building, they mark the good they delivered with their color -- each color should be on a separate row. When a player completes a row, they get that section&#039;s craft token indicating both an immediate benefit and an ongoing benefit. (Each player can only complete each section once.)&lt;br /&gt;
&lt;br /&gt;
When a player completes a craft building, they remove tokens from that row and put their token by the building to indicate it&#039;s been completed. They score points equal to turn current round (so completing a craft barrow on round 4 would give 4 points), plus 1 point if they were the first to complete that building, and plus 1 point if another craft building opened up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 10px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Cost&lt;br /&gt;
! Immediate benefit&lt;br /&gt;
! Ongoing benefit&lt;br /&gt;
|-&lt;br /&gt;
| food, wine, meat&lt;br /&gt;
| 1 deliver immediately + score your hat track position&lt;br /&gt;
| Each of your delivery tokens has +1 donkey and +1 hat&lt;br /&gt;
|-&lt;br /&gt;
| olive, wheat, grapes, coin, pig&lt;br /&gt;
| 2 points immediately&lt;br /&gt;
| When completing a craft building, +2 points&lt;br /&gt;
|-&lt;br /&gt;
| box, box, box&lt;br /&gt;
| Gain a box immediately&lt;br /&gt;
| When taking income each round, also get a box&lt;br /&gt;
|-&lt;br /&gt;
| olive, olive, wheat, wheat, grapes, grapes&lt;br /&gt;
| Gain an olive, wheat, grapes, or pig immediately&lt;br /&gt;
| When taking income each round, also get an olive, wheat, grapes, or pig&lt;br /&gt;
|-&lt;br /&gt;
| pig, pig, pig&lt;br /&gt;
| 1 point per incomplete craft barrow you have now&lt;br /&gt;
| When completing a craft barrow, +1 point&lt;br /&gt;
|-&lt;br /&gt;
| coin, coin, coin, coin, coin, coin&lt;br /&gt;
| Gain 3 coins immediately&lt;br /&gt;
| When taking income each round, also get +3 coins&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Market Barrows===&lt;br /&gt;
A market barrow is a custom order that a player played to their farm, typically contain two to four goods. When a player delivers all the goods in the top row, they get a box (commodity), and however many points are in the hexagon on the second row.&lt;br /&gt;
&lt;br /&gt;
In addition, they place a token on a space with the same number on the central market board. Any tokens opponents have on adjacent spaces with lower numbers get removed, and the current player gets 1 point per removed token.&lt;br /&gt;
&lt;br /&gt;
They also can exchange the box for one of several benefits. See &amp;quot;Use a box (commodity)&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
At the end of each round, players earn some bonus points based on their siesta track position, plus one point per remaining piece on the central market. Then the tokens from the siesta track are stacked to reflect turn order and new roof tiles are dealt out. A new round begins, or after 6 rounds the player with the most points wins!&lt;br /&gt;
&lt;br /&gt;
==Anytime actions==&lt;br /&gt;
Some actions can be taken on any time during a players turn -- meaning they can be taken before or after the usual action. Players can do several if all other conditions are met.&lt;br /&gt;
&lt;br /&gt;
===Sell a good===&lt;br /&gt;
Sell a good at the listed price in coins -- Olive: 1, Wheat: 1, Grapes: 2, Pig: 3&lt;br /&gt;
&lt;br /&gt;
===Buy a good===&lt;br /&gt;
Buy a good at listed price in coins -- Olive: 3, Wheat: 3, Grapes: 4, Pig: 5&lt;br /&gt;
&lt;br /&gt;
===Upgrade a good===&lt;br /&gt;
Upgrade at listed price in coins -- Olive to Food: 2, Wheat to Food: 2, Grapes to Wine: 3, Pig to Meat: 4&lt;br /&gt;
&lt;br /&gt;
===Use a roof tile===&lt;br /&gt;
A roof tile gives a one time benefit when used, such as gaining a pig or upgrading one good. Once used, it is flipped over. Note hat roof tiles can only be used in the farm phase or revenue phase.&lt;br /&gt;
&lt;br /&gt;
===Use a box (commodity)===&lt;br /&gt;
A box (commodity) can be exchanged for any one of several benefits (revenues) listed -- four coins, two different harvest goods, a card play, a card draw, a pig, or up to two immediate upgrades.&lt;br /&gt;
&lt;br /&gt;
===Use a helper===&lt;br /&gt;
Most helpers need to be activated to trigger. If it triggers based on an action (like gaining money, or breeding pigs), then use the helper after using the action to get a benefit.&lt;/div&gt;</summary>
		<author><name>Daniothefish</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelplagranja&amp;diff=4769</id>
		<title>Gamehelplagranja</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelplagranja&amp;diff=4769"/>
		<updated>2020-06-20T23:06:36Z</updated>

		<summary type="html">&lt;p&gt;Daniothefish: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In La Granja, players earn points by getting goods and delivering them to central buildings, or their own personal orders. The game is played over 6 rounds as players try to use their cards effectively, as every card can be played four different ways!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The game revolves around doing 3 main things:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Gathering goods for your personal farm&lt;br /&gt;
# Delivering resources to central buildings (craft buildings) or your own personal orders (market barrows)&lt;br /&gt;
# Getting abilities and improvements for gathering/delivering&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gathering goods (Farm Phase)==&lt;br /&gt;
There are several ways to gather goods during the game. Ultimately, you&#039;ll want to gather goods that correspond to a particular set, as that&#039;s the main way to get victory points. See &amp;quot;Craft Buildings&amp;quot; and &amp;quot;Market Barrows&amp;quot; below for more information on the sets.&lt;br /&gt;
&lt;br /&gt;
The first phase of each round is the farm phase, where your farm produces. &lt;br /&gt;
&lt;br /&gt;
===(1.1) Playing a card===&lt;br /&gt;
&lt;br /&gt;
You&#039;ll start each round by playing a card (or two cards for the first round) to one of 4 places.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Playing a card as a farm extension====&lt;br /&gt;
Cards played as farm extension can increase your hand size, extra delivery limit, income, or pig limit. (See &amp;quot;Delivering Goods&amp;quot; for more info on using extra deliveries)&lt;br /&gt;
&lt;br /&gt;
To play your first farm extension, you first need to pay 1 resource -- either a good, a coin, or a victory point. The next extension costs 2 unique resources, the third costs 3, and so on. Then tuck it on the right side of the board, so only the right side is showing.&lt;br /&gt;
&lt;br /&gt;
====Playing a card as a field====&lt;br /&gt;
To play a card as a field, tuck it under the left side of your personal farm board, so only the left side of the card is showing.&lt;br /&gt;
&lt;br /&gt;
====Playing a card as a helper====&lt;br /&gt;
The middle and bottom of each card shows a special ability you can use once in play. Most helpers can only be used once per round, as shown by the 1x at the bottom.&lt;br /&gt;
&lt;br /&gt;
To play a card as a helper, tuck it at the bottom of the farm, so only the helper text is showing. To use a helper, see &amp;quot;Anytime Action&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Playing a card as a market barrow====&lt;br /&gt;
Market Barrows are special orders you can deliver to. The order is the two to four goods in the top row at the top of the card. For more information, see &amp;quot;Market Barrows&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
To play a card as a market barrow, tuck it at the top of the farm, so only the top two rows are showing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===(1.2) Getting Income===&lt;br /&gt;
After you&#039;ve played your cards, you can get income, depending on how many blue coins you have on the extensions. You&#039;ll also draw up to your hand size.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===(1.3) Producing on your fields ===&lt;br /&gt;
After taking any income, any fields you have will produce. Each card played as a field will fill its slot when your farm produces, but only if the slot is empty. Goods on fields can&#039;t be stored anywhere to make room for new goods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===(1.4) Producing Pig Offspring===&lt;br /&gt;
After your fields produce, if you have at least two pigs, you get another pig for free. (If you don&#039;t have enough room, you&#039;ll have to sell it immediately.) To get additional room, see &amp;quot;Playing a card as a farm extension&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===(1.5) Buying Roof Tiles===&lt;br /&gt;
After taking income, producing in fields, and pig offspring, each player may buy a roof tile. The roof tiles in round 1 always cost 1, in round 2, they cost 2, and so on. (Note buying a roof tile is optional.)&lt;br /&gt;
&lt;br /&gt;
The first roof tile you buy gives you 0 points, but the next gives 1 point, the next gives 2 points, and so on, up to a maximum of 5 roof tiles. Roof tiles also give various one-time abilities -- see &amp;quot;Use a Roof Tile&amp;quot; below for more info.&lt;br /&gt;
&lt;br /&gt;
==Gathering Goods (Revenue Phase)==&lt;br /&gt;
&lt;br /&gt;
After production and roof tiles, players can draft additional goods and benefits. Roll dice equal to two times the number of players plus one -- so 5 dice with two players, 7 dice with three, and 9 dice with four. Then go around in turn order twice, each picking a die and doing its effect. Finally, everyone gets to do the effect on the remaining die.&lt;br /&gt;
&lt;br /&gt;
===Revenue 1 effect===&lt;br /&gt;
Gain a pig. Note if you don&#039;t have room, you will need to sell it immediately.&lt;br /&gt;
&lt;br /&gt;
===Revenue 2 effect===&lt;br /&gt;
Play a card, draw a card, get an olive, get a wheat, or get a grapes. These are kept from round to round. See &amp;quot;Playing a card as __&amp;quot; for more info on playing a card.&lt;br /&gt;
&lt;br /&gt;
===Revenue 3 effect===&lt;br /&gt;
Take olive + wheat, or olive + grapes, or wheat + grapes&lt;br /&gt;
&lt;br /&gt;
===Revenue 4 effect===&lt;br /&gt;
&lt;br /&gt;
Get 4 coins&lt;br /&gt;
&lt;br /&gt;
===Revenue 5 effect===&lt;br /&gt;
Take 2 upgrades, an upgrade + siesta, or 2 siestas. An upgrade (star) allows you to convert a resource into another by following the arrows left or right -- olive into food, wheat into food, grapes into wine, or pig into meat.&lt;br /&gt;
&lt;br /&gt;
A siesta (hat) helps improve turn order, and moves you up the hat track. See &amp;quot;Recalculating turn order&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
===Revenue 6 effect===&lt;br /&gt;
Take a delivery (donkey) or 2 coins. See below &amp;quot;Delivering goods&amp;quot; for more info.&lt;br /&gt;
&lt;br /&gt;
==Delivering goods==&lt;br /&gt;
In order to turn your goods into points, you need to deliver them one by one. Each donkey represents one delivery.&lt;br /&gt;
&lt;br /&gt;
===Selecting a delivery token===&lt;br /&gt;
Each player has 4 delivery tokens, featuring some mix of donkeys and hats. Each player will pick one of the tiles secretly, and reveal once everyone has picked. Then players will do their deliveries in turn order.&lt;br /&gt;
&lt;br /&gt;
Note players must chose a different token in each round for rounds 1, 2, and 3. The tokens refresh at the start of turn 4, but similarly, players must chose a different token for rounds 4, 5, and 6.&lt;br /&gt;
&lt;br /&gt;
===Recalculating turn order===&lt;br /&gt;
In turn order, each player moves up one space on the hat track for every hat on their delivery token, going on top of any tokens on the space they land on. Then redistribute the turn order markers, with tokens on top going earlier than tokens below. Wait to reset the siesta track until later.&lt;br /&gt;
&lt;br /&gt;
===Carrying out deliveries===&lt;br /&gt;
For each donkey a player has, they can move one resource from their farm to a row on the central board, called a craft building, or to a market barrow already on their farm. See &amp;quot;Craft Building&amp;quot; or &amp;quot;Market Barrow&amp;quot; below for more info.&lt;br /&gt;
&lt;br /&gt;
A player does all their deliveries before the next player goes.&lt;br /&gt;
&lt;br /&gt;
===Extra deliveries===&lt;br /&gt;
After all players do their deliveries, each player may buy deliveries up to their extra delivery limit (as listed on their farm extension side) by paying one coin per delivery they want. For example, they could pay 2 coins for 2 extra deliveries.&lt;br /&gt;
&lt;br /&gt;
A player does all their extra deliveries before the next player buys extra deliveries.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Craft Buildings===&lt;br /&gt;
The rows on the main board represent sets called Craft Buildings. There are 6 different sections, each with identical rows. When a player delivers to a craft building, they mark the good they delivered with their color -- each color should be on a separate row. When a player completes a row, they get that section&#039;s craft token indicating both an immediate benefit and an ongoing benefit. (Each player can only complete each section once.)&lt;br /&gt;
&lt;br /&gt;
When a player completes a craft building, they remove tokens from that row and put their token by the building to indicate it&#039;s been completed. They score points equal to turn current round (so completing a craft barrow on round 4 would give 4 points), plus 1 point if they were the first to complete that building, and plus 1 point if another craft building opened up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 10px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Cost&lt;br /&gt;
! Immediate benefit&lt;br /&gt;
! Ongoing benefit&lt;br /&gt;
|-&lt;br /&gt;
| food, wine, meat&lt;br /&gt;
| 1 deliver immediately + score your hat track position&lt;br /&gt;
| Each of your delivery tokens has +1 donkey and +1 hat&lt;br /&gt;
|-&lt;br /&gt;
| olive, wheat, grapes, coin, pig&lt;br /&gt;
| 2 points immediately&lt;br /&gt;
| When completing a craft building, +2 points&lt;br /&gt;
|-&lt;br /&gt;
| box, box, box&lt;br /&gt;
| Gain a box immediately&lt;br /&gt;
| When taking income each round, also get a box&lt;br /&gt;
|-&lt;br /&gt;
| olive, olive, wheat, wheat, grapes, grapes&lt;br /&gt;
| Gain an olive, wheat, grapes, or pig immediately&lt;br /&gt;
| When taking income each round, also get an olive, wheat, grapes, or pig&lt;br /&gt;
|-&lt;br /&gt;
| pig, pig, pig&lt;br /&gt;
| 1 point per incomplete craft barrow you have now&lt;br /&gt;
| When completing a craft barrow, +1 point&lt;br /&gt;
|-&lt;br /&gt;
| coin, coin, coin, coin, coin, coin&lt;br /&gt;
| Gain 3 coins immediately&lt;br /&gt;
| When taking income each round, also get +3 coins&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Market Barrows===&lt;br /&gt;
A market barrow is a custom order that a player played to their farm, typically contain two to four goods. When a player delivers all the goods in the top row, they get a box (commodity), and however many points are in the hexagon on the second row.&lt;br /&gt;
&lt;br /&gt;
In addition, they place a token on a space with the same number on the central market board. Any tokens opponents have on adjacent spaces with lower numbers get removed, and the current player gets 1 point per removed token.&lt;br /&gt;
&lt;br /&gt;
They also can exchange the box for one of several benefits. See &amp;quot;Use a box (commodity)&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
At the end of each round, players earn some bonus points based on their siesta track position, plus one point per remaining piece on the central market. Then the tokens from the siesta track are stacked to reflect turn order and new roof tiles are dealt out. A new round begins, or after 6 rounds the player with the most points wins!&lt;br /&gt;
&lt;br /&gt;
==Anytime actions==&lt;br /&gt;
Some actions can be taken on any time during a players turn -- meaning they can be taken before or after the usual action. Players can do several if all other conditions are met.&lt;br /&gt;
&lt;br /&gt;
===Sell a good===&lt;br /&gt;
Sell a good at the listed price in coins -- Olive: 1, Wheat: 1, Grapes: 2, Pig: 3&lt;br /&gt;
&lt;br /&gt;
===Buy a good===&lt;br /&gt;
Buy a good at listed price in coins -- Olive: 3, Wheat: 3, Grapes: 4, Pig: 5&lt;br /&gt;
&lt;br /&gt;
===Upgrade a good===&lt;br /&gt;
Upgrade at listed price in coins -- Olive to Food: 2, Wheat to Food: 2, Grapes to Wine: 3, Pig to Meat: 4&lt;br /&gt;
&lt;br /&gt;
===Use a roof tile===&lt;br /&gt;
A roof tile gives a one time benefit when used, such as gaining a pig or upgrading one good. Once used, it is flipped over. Note hat roof tiles can only be used in the farm phase or revenue phase.&lt;br /&gt;
&lt;br /&gt;
===Use a box (commodity)===&lt;br /&gt;
A box (commodity) can be exchanged for any one of several benefits (revenues) listed -- four coins, two different harvest goods, a card play, a card draw, a pig, or up to two immediate upgrades.&lt;br /&gt;
&lt;br /&gt;
===Use a helper===&lt;br /&gt;
Most helpers need to be activated to trigger. If it triggers based on an action (like gaining money, or breeding pigs), then use the helper after using the action to get a benefit.&lt;/div&gt;</summary>
		<author><name>Daniothefish</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpeminentdomain&amp;diff=4405</id>
		<title>Gamehelpeminentdomain</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpeminentdomain&amp;diff=4405"/>
		<updated>2020-05-19T22:11:44Z</updated>

		<summary type="html">&lt;p&gt;Daniothefish: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Aim of the game ==&lt;br /&gt;
&lt;br /&gt;
Gain the most influence&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
You have a hand of cards dealt from your deck of cards.&lt;br /&gt;
&lt;br /&gt;
=== Action phase ===&lt;br /&gt;
&lt;br /&gt;
On your go, you may first take an &#039;&#039;Action&#039;&#039;. &lt;br /&gt;
This must be selected from the cards in your hand.&lt;br /&gt;
&lt;br /&gt;
=== Role phase ===&lt;br /&gt;
&lt;br /&gt;
After your action, you then take a &#039;&#039;Role&#039;&#039;.&lt;br /&gt;
You may always select any role, and this will usually give you a card from the role stacks which is added to your deck.&lt;br /&gt;
When you play a role, its strength can be boosted by also playing the cars in your hand.&lt;br /&gt;
&lt;br /&gt;
Once this is done, every other player may either follow your role or &#039;&#039;dissent&#039;&#039; in which case they are dealt one card from their deck into their hand.&lt;br /&gt;
&lt;br /&gt;
=== Cleanup phase ===&lt;br /&gt;
&lt;br /&gt;
After you have played a role, you must discard your hand down to your current card limit (starts at 5) or below.&lt;br /&gt;
If you have less cards than your hand limit you will be dealt new cards from your deck up to your card limit.&lt;br /&gt;
&lt;br /&gt;
== Game end ==&lt;br /&gt;
&lt;br /&gt;
The game ends when a number of role card stacks are depleted (1 stack for 2-3 player game, 2 stacks for 4-5 player game), &#039;&#039;or&#039;&#039; the influence token supply is exhausted.&lt;br /&gt;
&lt;br /&gt;
There is an extended 3 player variant which ends when 2 role stacks (which start smaller) are depleted.&lt;br /&gt;
&lt;br /&gt;
The winner is the player with the most influence, in the case of a tie count the total fighters + resources of each player. If this is still a tie an extra round is played.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
&lt;br /&gt;
=== Survey ===&lt;br /&gt;
&lt;br /&gt;
Draw 2 cards from your deck to your hand.&lt;br /&gt;
&lt;br /&gt;
=== Warfare ===&lt;br /&gt;
&lt;br /&gt;
Collect 1 fighter token &#039;&#039;or&#039;&#039; attack 1 planet (use as many fighters as the planet fighter cost to flip it over).&lt;br /&gt;
&lt;br /&gt;
=== Colonize ===&lt;br /&gt;
&lt;br /&gt;
Place the colonize card on a planet &#039;&#039;or&#039;&#039; settle 1 planet (it must have as many colonies as the planet colonize cost to flip it over).&lt;br /&gt;
&lt;br /&gt;
=== Produce/Trade ===&lt;br /&gt;
&lt;br /&gt;
Once you have flipped planets over you may produce/trade on them.&lt;br /&gt;
Only planets with a resource slot can produce goods.&lt;br /&gt;
&lt;br /&gt;
Add one resource token to an upturned planet of your choice &#039;&#039;or&#039;&#039; trade in one reslurce token from a planet and receive an influence token in return.&lt;br /&gt;
&lt;br /&gt;
=== Research ===&lt;br /&gt;
&lt;br /&gt;
Remove up to 2 cards from your hand.&lt;br /&gt;
&lt;br /&gt;
== Roles ==&lt;br /&gt;
&lt;br /&gt;
When you play a role you may also play cards with that symbol to give more strength to that role.&lt;br /&gt;
&lt;br /&gt;
When you choose a role you also get the &#039;&#039;leader bonus&#039;&#039;.&lt;br /&gt;
The following players just play the normal role.&lt;br /&gt;
&lt;br /&gt;
=== Roles as leader ===&lt;br /&gt;
&lt;br /&gt;
Note that the leader will also get a card from the role stacks which is played on that turn so they gain an additional symbol for the role of their choice.&lt;br /&gt;
For example they only need 2 basic research cards in their hand to buy a 3-cost technology card.&lt;br /&gt;
&lt;br /&gt;
==== Survey ====&lt;br /&gt;
&lt;br /&gt;
Look at one planet card per survey symbol played.&lt;br /&gt;
Choose one planet that will be added face-down to your empire.&lt;br /&gt;
&lt;br /&gt;
==== Warfare ====&lt;br /&gt;
&lt;br /&gt;
Collect one fighter per warfare symbol played &#039;&#039;or&#039;&#039; Attack one planet (in the same way as when done as an action).&lt;br /&gt;
&lt;br /&gt;
==== Colonize ====&lt;br /&gt;
&lt;br /&gt;
Place as many colonize cards as played on a planet &#039;&#039;or&#039;&#039; settle 1 planet (it must have as many colonies as the planet colonize cost to flip it over).&lt;br /&gt;
&lt;br /&gt;
==== Produce/Trade ====&lt;br /&gt;
&lt;br /&gt;
Choose either &#039;&#039;Produce&#039;&#039; or &#039;&#039;Trade&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Produce&#039;&#039; - Add one resource token per production symbol played onto empty resource slots on your planets.&lt;br /&gt;
If the Produce/Trade resource stack is depleted get one extra resource token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Trade&#039;&#039; - Remove one resource token per production symbol in resource slots on your planets and get that many influence tokens in return.&lt;br /&gt;
If the Produce/Trade resource stack is depleted remove one extra resource token.&lt;br /&gt;
&lt;br /&gt;
==== Research ====&lt;br /&gt;
&lt;br /&gt;
Buy a technology card.&lt;br /&gt;
You must have enough research symbols to afford the cost of the technology (3, 5 or 7).&lt;br /&gt;
If the Research stack is depleted get one extra research symbol.&lt;br /&gt;
&lt;br /&gt;
=== Roles for following players ===&lt;br /&gt;
&lt;br /&gt;
==== Survey ====&lt;br /&gt;
&lt;br /&gt;
Look at one planet card per survey symbol played minus one (so you need at least 2 survey symbols to make it worth following a survey role).&lt;br /&gt;
Choose one planet that will be added face-down to your empire.&lt;br /&gt;
&lt;br /&gt;
==== Warfare ====&lt;br /&gt;
&lt;br /&gt;
Collect one fighter per warfare symbol played.&lt;br /&gt;
&lt;br /&gt;
==== Colonize ====&lt;br /&gt;
&lt;br /&gt;
Place as many colonize cards as played on a planet.&lt;br /&gt;
&lt;br /&gt;
==== Produce/Trade ====&lt;br /&gt;
&lt;br /&gt;
You must follow the leaders choice of either &#039;&#039;Produce&#039;&#039; or &#039;&#039;Trade&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Produce&#039;&#039; - Add one resource token per production symbol played onto empty resource slots on your planets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Trade&#039;&#039; - Remove one resource token per production symbol in resource slots on your planets and get that many influence tokens in return.&lt;br /&gt;
&lt;br /&gt;
==== Research ====&lt;br /&gt;
&lt;br /&gt;
Buy a technology card.&lt;br /&gt;
You must have enough research symbols to afford the cost of the technology (3, 5 or 7).&lt;br /&gt;
&lt;br /&gt;
== Planet cards ==&lt;br /&gt;
&lt;br /&gt;
Planet cards have a cost in colonies or warfare.&lt;br /&gt;
You can turn the planet over by paying &#039;&#039;either&#039;&#039; of these costs&#039;&lt;br /&gt;
&lt;br /&gt;
Once a planet is turned over, it may have resource slots(s) which allow you to produce on and trade from it.&lt;br /&gt;
It may also have bonus symbols on it that are added to your symbol count when playing the role for that symbol.&lt;br /&gt;
Some planets have a +1 game effect which increases your hand limit by 1 card.&lt;br /&gt;
&lt;br /&gt;
== Technology cards ==&lt;br /&gt;
&lt;br /&gt;
Technology cards have a cost which is paid with research symbols.&lt;br /&gt;
&lt;br /&gt;
They have actions which can be played for the action phase.&lt;br /&gt;
Note that the action is not related to the symbols on teh cards, so read the action carefully before playing a technology during the action phase.&lt;br /&gt;
&lt;br /&gt;
They have symbols which can be used during the role phase.&lt;br /&gt;
&lt;br /&gt;
Technologies usually go into your hand/deck and can only be used when in your hand, but some technologies are permanent and are added to your empire, where they always have their ability.&lt;br /&gt;
&lt;br /&gt;
The level 2 and 3 technologies also give you influence points.&lt;/div&gt;</summary>
		<author><name>Daniothefish</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpeminentdomain&amp;diff=4404</id>
		<title>Gamehelpeminentdomain</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpeminentdomain&amp;diff=4404"/>
		<updated>2020-05-19T21:59:15Z</updated>

		<summary type="html">&lt;p&gt;Daniothefish: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Aim of the game ==&lt;br /&gt;
&lt;br /&gt;
Gain the most influence&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
You have a hand of cards dealt from your deck of cards.&lt;br /&gt;
&lt;br /&gt;
=== Action phase ===&lt;br /&gt;
&lt;br /&gt;
On your go, you may first take an &#039;&#039;Action&#039;&#039;. &lt;br /&gt;
This must be selected from the cards in your hand.&lt;br /&gt;
&lt;br /&gt;
=== Role phase ===&lt;br /&gt;
&lt;br /&gt;
After your action, you then take a &#039;&#039;Role&#039;&#039;.&lt;br /&gt;
You may always select any role, and this will usually give you a card from the role stacks which is added to your deck.&lt;br /&gt;
When you play a role, its strength can be boosted by also playing the cars in your hand.&lt;br /&gt;
&lt;br /&gt;
Once this is done, every other player may either follow your role or &#039;&#039;dissent&#039;&#039; in which case they are dealt one card from their deck into their hand.&lt;br /&gt;
&lt;br /&gt;
=== Cleanup phase ===&lt;br /&gt;
&lt;br /&gt;
After you have played a role, you must discard your hand down to your current card limit (starts at 5) or below.&lt;br /&gt;
If you have less cards than your hand limit you will be dealt new cards from your deck up to your card limit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Game end ==&lt;br /&gt;
&lt;br /&gt;
The game ends when a number of role card stacks are depleted (1 stack for 2-3 player game, 2 stacks for 4-5 player game), &#039;&#039;or&#039;&#039; the influence token supply is exhausted.&lt;br /&gt;
&lt;br /&gt;
There is an extended 3 player variant which ends when 2 role stacks (which start smaller) are depleted.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
&lt;br /&gt;
=== Survey ===&lt;br /&gt;
&lt;br /&gt;
Draw 2 cards from your deck to your hand.&lt;br /&gt;
&lt;br /&gt;
=== Warfare ===&lt;br /&gt;
&lt;br /&gt;
Collect 1 fighter token &#039;&#039;or&#039;&#039; attack 1 planet (use as many fighters as the planet fighter cost to flip it over).&lt;br /&gt;
&lt;br /&gt;
=== Colonize ===&lt;br /&gt;
&lt;br /&gt;
Place the colonize card on a planet &#039;&#039;or&#039;&#039; settle 1 planet (it must have as many colonies as the planet colonize cost to flip it over).&lt;br /&gt;
&lt;br /&gt;
=== Produce/Trade ===&lt;br /&gt;
&lt;br /&gt;
Once you have flipped planets over you may produce/trade on them.&lt;br /&gt;
Only planets with a resource slot can produce goods.&lt;br /&gt;
&lt;br /&gt;
Add one resource token to an upturned planet of your choice &#039;&#039;or&#039;&#039; trade in one reslurce token from a planet and receive an influence token in return.&lt;br /&gt;
&lt;br /&gt;
=== Research ===&lt;br /&gt;
&lt;br /&gt;
Remove up to 2 cards from your hand.&lt;br /&gt;
&lt;br /&gt;
== Roles ==&lt;br /&gt;
&lt;br /&gt;
When you play a role you may also play cards with that symbol to give more strength to that role.&lt;br /&gt;
&lt;br /&gt;
When you choose a role you also get the &#039;&#039;leader bonus&#039;&#039;.&lt;br /&gt;
The following players just play the normal role.&lt;br /&gt;
&lt;br /&gt;
=== Survey (with leader bonus) ===&lt;br /&gt;
&lt;br /&gt;
Look at one planet card per survey symbol played.&lt;br /&gt;
Choose one planet that will be added face-down to your empire.&lt;br /&gt;
&lt;br /&gt;
=== Warfare (with leader bonus) ===&lt;br /&gt;
&lt;br /&gt;
Collect one fighter per warfare symbol played &#039;&#039;or&#039;&#039; Attack one planet (in the same way as when done as an action).&lt;br /&gt;
&lt;br /&gt;
=== Colonize (with leader bonus) ===&lt;br /&gt;
&lt;br /&gt;
Place as many colonize cards as played on a planet &#039;&#039;or&#039;&#039; settle 1 planet (it must have as many colonies as the planet colonize cost to flip it over).&lt;br /&gt;
&lt;br /&gt;
=== Produce/Trade (with leader bonus) ===&lt;br /&gt;
&lt;br /&gt;
Choose either &#039;&#039;Produce&#039;&#039; or &#039;&#039;Trade&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Produce&#039;&#039; - Add one resource token per production symbol played onto empty resource slots on your planets.&lt;br /&gt;
If the Produce/Trade resource stack is depleted get one extra resource token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Trade&#039;&#039; - Remove one resource token per production symbol in resource slots on your planets and get that many influence tokens in return.&lt;br /&gt;
If the Produce/Trade resource stack is depleted remove one extra resource token.&lt;br /&gt;
&lt;br /&gt;
=== Research (with leader bonus) ===&lt;br /&gt;
&lt;br /&gt;
Buy a research card.&lt;br /&gt;
You must have enough research symbols to afford the cost of the research (3, 5 or 7).&lt;br /&gt;
If the Research stack is depleted get one extra research symbol.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Survey ===&lt;br /&gt;
&lt;br /&gt;
=== Warfare ===&lt;br /&gt;
&lt;br /&gt;
=== Colonize ===&lt;br /&gt;
&lt;br /&gt;
=== Produce/Trade ===&lt;br /&gt;
&lt;br /&gt;
=== Research ===&lt;br /&gt;
&lt;br /&gt;
== Planet cards ==&lt;br /&gt;
&lt;br /&gt;
== Research cards ==&lt;/div&gt;</summary>
		<author><name>Daniothefish</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpeminentdomain&amp;diff=4403</id>
		<title>Gamehelpeminentdomain</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpeminentdomain&amp;diff=4403"/>
		<updated>2020-05-19T21:49:30Z</updated>

		<summary type="html">&lt;p&gt;Daniothefish: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Aim of the game ==&lt;br /&gt;
&lt;br /&gt;
Gain the most influence&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
You have a hand of cards dealt from your deck of cards.&lt;br /&gt;
&lt;br /&gt;
=== Action phase ===&lt;br /&gt;
&lt;br /&gt;
On your go, you may first take an &#039;&#039;Action&#039;&#039;. &lt;br /&gt;
This must be selected from the cards in your hand.&lt;br /&gt;
&lt;br /&gt;
=== Role phase ===&lt;br /&gt;
&lt;br /&gt;
After your action, you then take a &#039;&#039;Role&#039;&#039;.&lt;br /&gt;
You may always select any role, and this will usually give you a card from the role stacks which is added to your deck.&lt;br /&gt;
When you play a role, its strength can be boosted by also playing the cars in your hand.&lt;br /&gt;
&lt;br /&gt;
Once this is done, every other player may either follow your role or &#039;&#039;dissent&#039;&#039; in which case they are dealt one card from their deck into their hand.&lt;br /&gt;
&lt;br /&gt;
=== Cleanup phase ===&lt;br /&gt;
&lt;br /&gt;
After you have played a role, you must discard your hand down to your current card limit (starts at 5) or below.&lt;br /&gt;
If you have less cards than your hand limit you will be dealt new cards from your deck up to your card limit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Game end ==&lt;br /&gt;
&lt;br /&gt;
The game ends when a number of role card stacks are depleted (1 stack for 2-3 player game, 2 stacks for 4-5 player game), &#039;&#039;or&#039;&#039; the influence token supply is exhausted.&lt;br /&gt;
&lt;br /&gt;
There is an extended 3 player variant which ends when 2 role stacks (which start smaller) are depleted.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
&lt;br /&gt;
=== Survey ===&lt;br /&gt;
&lt;br /&gt;
Draw 2 cards from your deck to your hand.&lt;br /&gt;
&lt;br /&gt;
=== Warfare ===&lt;br /&gt;
&lt;br /&gt;
Collect 1 fighter token &#039;&#039;or&#039;&#039; attack 1 planet (use as many fighters as the planet fighter cost to flip it over).&lt;br /&gt;
&lt;br /&gt;
=== Colonize ===&lt;br /&gt;
&lt;br /&gt;
Place the colonize card on a planet &#039;&#039;or&#039;&#039; settle 1 planet (it must have as many colonies as the planet colonize cost to flip it over).&lt;br /&gt;
&lt;br /&gt;
=== Produce/Trade ===&lt;br /&gt;
&lt;br /&gt;
Once you have flipped planets over you may produce/trade on them.&lt;br /&gt;
Only planets with a resource slot can produce goods.&lt;br /&gt;
&lt;br /&gt;
Add one resource token to an upturned planet of your choice &#039;&#039;or&#039;&#039; trade in one reslurce token from a planet and receive an influence token in return.&lt;br /&gt;
&lt;br /&gt;
=== Research ===&lt;br /&gt;
&lt;br /&gt;
Remove up to 2 cards from your hand.&lt;br /&gt;
&lt;br /&gt;
== Roles ==&lt;br /&gt;
&lt;br /&gt;
When you play a role you may also play cards with that symbol to give more strength to that role.&lt;br /&gt;
&lt;br /&gt;
=== Survey ===&lt;br /&gt;
&lt;br /&gt;
=== Warfare ===&lt;br /&gt;
&lt;br /&gt;
=== Colonize ===&lt;br /&gt;
&lt;br /&gt;
=== Produce/Trade ===&lt;br /&gt;
&lt;br /&gt;
=== Research ===&lt;br /&gt;
&lt;br /&gt;
== Planet cards ==&lt;br /&gt;
&lt;br /&gt;
== Research cards ==&lt;/div&gt;</summary>
		<author><name>Daniothefish</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpeminentdomain&amp;diff=4402</id>
		<title>Gamehelpeminentdomain</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpeminentdomain&amp;diff=4402"/>
		<updated>2020-05-19T21:40:46Z</updated>

		<summary type="html">&lt;p&gt;Daniothefish: /* Game end */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Aim of the game ==&lt;br /&gt;
&lt;br /&gt;
Gain the most influence&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
You have a hand of cards dealt from your deck of cards.&lt;br /&gt;
&lt;br /&gt;
On your go, you may first take an &#039;&#039;Action&#039;&#039;. &lt;br /&gt;
This must be selected from the cards in your hand.&lt;br /&gt;
&lt;br /&gt;
After your action, you then take a &#039;&#039;Role&#039;&#039;.&lt;br /&gt;
You may always select any role, and this will usually give you a card which is added to your deck.&lt;br /&gt;
When you play a role, its strength can be boosted by also playing the cars in your hand.&lt;br /&gt;
&lt;br /&gt;
After you have played a role, you must discard your hand down to your current card limit (starts at 5) or below.&lt;br /&gt;
If you have less cards than your hand limit you will be dealt new cards from your deck up to your card limit.&lt;br /&gt;
&lt;br /&gt;
Once this is done, every other player may either follow your role or &#039;&#039;dissent&#039;&#039; in which case they are dealt one card from thir deck into their hand.&lt;br /&gt;
&lt;br /&gt;
== Game end ==&lt;br /&gt;
&lt;br /&gt;
The game ends when a number of role card stacks are depleted (1 stack for 2-3 player game, 2 stacks for 4-5 player game), &#039;&#039;or&#039;&#039; the influence token supply is exhausted.&lt;br /&gt;
&lt;br /&gt;
There is an extended 3 player variant which ends when 2 role stacks (which start smaller) are depleted.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
&lt;br /&gt;
== Roles ==&lt;/div&gt;</summary>
		<author><name>Daniothefish</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpeminentdomain&amp;diff=4401</id>
		<title>Gamehelpeminentdomain</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpeminentdomain&amp;diff=4401"/>
		<updated>2020-05-19T21:37:03Z</updated>

		<summary type="html">&lt;p&gt;Daniothefish: created&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Aim of the game ==&lt;br /&gt;
&lt;br /&gt;
Gain the most influence&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
You have a hand of cards dealt from your deck of cards.&lt;br /&gt;
&lt;br /&gt;
On your go, you may first take an &#039;&#039;Action&#039;&#039;. &lt;br /&gt;
This must be selected from the cards in your hand.&lt;br /&gt;
&lt;br /&gt;
After your action, you then take a &#039;&#039;Role&#039;&#039;.&lt;br /&gt;
You may always select any role, and this will usually give you a card which is added to your deck.&lt;br /&gt;
When you play a role, its strength can be boosted by also playing the cars in your hand.&lt;br /&gt;
&lt;br /&gt;
After you have played a role, you must discard your hand down to your current card limit (starts at 5) or below.&lt;br /&gt;
If you have less cards than your hand limit you will be dealt new cards from your deck up to your card limit.&lt;br /&gt;
&lt;br /&gt;
Once this is done, every other player may either follow your role or &#039;&#039;dissent&#039;&#039; in which case they are dealt one card from thir deck into their hand.&lt;br /&gt;
&lt;br /&gt;
== Game end ==&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
&lt;br /&gt;
== Roles ==&lt;/div&gt;</summary>
		<author><name>Daniothefish</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpniagara&amp;diff=4090</id>
		<title>Gamehelpniagara</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpniagara&amp;diff=4090"/>
		<updated>2020-04-22T19:26:27Z</updated>

		<summary type="html">&lt;p&gt;Daniothefish: add titles as it was really hard to see the game end rules&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Players paddle canoes along the Niagara river to collect gems of five different colors and bring them safely back to shore without being swept over the waterfall. &lt;br /&gt;
&lt;br /&gt;
==Game end==&lt;br /&gt;
&lt;br /&gt;
To win, a player must return either:&lt;br /&gt;
* 5 different colored gems (1 of each)&lt;br /&gt;
* 4 gems of the same color&lt;br /&gt;
* 7 gems of any color&lt;br /&gt;
The tie break is the value of the gems - the gems closer to the waterfall have a higher value. In order the gems are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! align=&amp;quot;left&amp;quot;| Gem&lt;br /&gt;
! Color&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
|Amethyst&lt;br /&gt;
|Violet&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Diamond&lt;br /&gt;
|Clear&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Amber&lt;br /&gt;
|Yellow&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|Sapphire&lt;br /&gt;
|Blue&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|Ruby&lt;br /&gt;
|Pink&lt;br /&gt;
|5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Cards==&lt;br /&gt;
&lt;br /&gt;
Players have a set of 7 paddle cards which they play to determine the speed of their canoes and the speed of the river. All players must select the card they will play before the players then move their canoes in turn order. Once a card has been played it is not available to play again until all 7 cards have been played.&lt;br /&gt;
&lt;br /&gt;
==River movement==&lt;br /&gt;
&lt;br /&gt;
After all the players have moved their canoes the river moves causing all the canoes on the river to be swept downstream. The river moves the same number of places as the lowest value paddle card played plus or minus a modifier depending on the weather. At the beginning of the game the weather is set to 0 so there is no modification but each player also has a cloud card as part of their set of paddle cards that allows them to adjust the weather and hence make the river speed up or slow down. &lt;br /&gt;
&lt;br /&gt;
==Canoe movement==&lt;br /&gt;
&lt;br /&gt;
The number on the paddle card determines the number of spaces that the canoe moves - it costs 2 paddle points to pick up (or offload) a gem. Thus if a player chose their 5 card they could move their canoe 5 spaces *or* they could move their canoe 3 spaces and pick up a gem (or they could offload a gem and move their canoe 3 spaces). Both canoes may be moved with the same paddle card - both canoes are moved the same amount, the paddles points are not split between the canoes. &lt;br /&gt;
&lt;br /&gt;
When both canoes are out of the water only one can be launched in that turn. If both canoes are in the water they must both be moved using the full value of the paddle points - a player cannot chose not to move one canoe and must always use the full value of the paddle points. However if one of the canoes is out of the water a player may choose not to launch it. Canoes may only move upstream or downstream in a single turn - it is not permitted to change direction in the middle of the turn. However one canoe could move upstream and the second one downstream.&lt;br /&gt;
&lt;br /&gt;
==Stealing==&lt;br /&gt;
&lt;br /&gt;
Players may steal gems from other canoes, but only after moving upstream and only if they finish on the same space as the other player (and only if they have an empty canoes and hence space to load the gem). Turn order is therefore crucial for stealing.&lt;/div&gt;</summary>
		<author><name>Daniothefish</name></author>
	</entry>
</feed>