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	<id>https://en.doc.boardgamearena.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=DerickS</id>
	<title>Board Game Arena - User contributions [en]</title>
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	<updated>2026-09-24T17:55:08Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptobago&amp;diff=6256</id>
		<title>Gamehelptobago</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptobago&amp;diff=6256"/>
		<updated>2020-11-26T03:33:20Z</updated>

		<summary type="html">&lt;p&gt;DerickS: /* 1) Play a clue card from his hand */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Goal ==&lt;br /&gt;
&lt;br /&gt;
Be the player with the most gold coins by locating treasures on the Tobago island and/or sharing them with other players.&lt;br /&gt;
&lt;br /&gt;
== Rules summary ==&lt;br /&gt;
&lt;br /&gt;
On their turn, each player can choose one of two actions:&lt;br /&gt;
&lt;br /&gt;
===1) Play a clue card from your hand===&lt;br /&gt;
&lt;br /&gt;
The clue cards give the positioning of a treasure for a map of a given color relative to a land type (jungle, mountains, beach, scrubland, river, lake or sea) or to a landmark (palm tree, hut or statue).&lt;br /&gt;
&lt;br /&gt;
Positioning clues are as follows: in, next to, in sight of, not in, not next to, not in sight of.&lt;br /&gt;
&lt;br /&gt;
When the position is given relative to a land type, if there are red brackets above and below the land type it means that the land to use for this clue is the largest of this type.&lt;br /&gt;
&lt;br /&gt;
The player can decide which treasure map he wants to play his clue card on. In order to play a clue card on a map you must make sure that:&lt;br /&gt;
*The new clue card mustn&#039;t contradicted any present clue cards of the specific treasure map.&lt;br /&gt;
*The new clue card must reduce at least one marker from the current amount of markers of the specific treasure map (if there are markers on the board. If there are no markers on the board, you can still put a clue card even if it doesn&#039;t change anything).&lt;br /&gt;
*The new clue card must keep it possible for at least one marker to stay on the board (a treasure cannot disappear from the board).&lt;br /&gt;
&lt;br /&gt;
When less than 17 spaces on the island match the clues for a treasure map, markers of the color of the map are placed on the island, indicating where the treasure might be.&lt;br /&gt;
&lt;br /&gt;
When there is only one of these markers left, the treasure is located and can be raised.&lt;br /&gt;
&lt;br /&gt;
===2) Move ATV from 1 to 3 legs===&lt;br /&gt;
&lt;br /&gt;
A leg is a move of:&lt;br /&gt;
&lt;br /&gt;
* either as many spaces as you want in the same land type&lt;br /&gt;
* or only one space when moving from one land type to another.&lt;br /&gt;
&lt;br /&gt;
===3) Treasure sharing and amulets===&lt;br /&gt;
&lt;br /&gt;
When a player&#039;s ATV is on an island space containing an amulet, the player can pick it up. If the ATV is on a space containing a treasure that has been located, he can raise it, and then players have to share it. Raising a treasure will end a player&#039;s turn, even if the player has not used all 3 legs.&lt;br /&gt;
&lt;br /&gt;
Sharing of the treasure happens solely between the players who took part in its discovery, either by playing clue cards on the treasure map, or by raising the treasure.&lt;br /&gt;
&lt;br /&gt;
Each player is presented with as many treasure cards as they have windroses of their color representing their participation in the discovery of the treasure (a windrose is placed on each clue card that is played, and a windrose is also placed under the last clue card of the map for the player who raises the treasure). The other players do not see these cards.&lt;br /&gt;
&lt;br /&gt;
An additional card is taken from the deck and the cards are shuffled.&lt;br /&gt;
&lt;br /&gt;
Each player in turn, in the reverse order of placement of windroses on the treasure map, draws a card amidst those belonging to this treasure and chooses either to take it and withdraw his windrose from the map, or to give it to the next player (in the order set by the windroses as described before) who is then presented with the same choice. If no player accepts it, the treasure card is discarded.&lt;br /&gt;
&lt;br /&gt;
Two curse cards can be found among the treasure cards. If a curse card is drawn, treasure sharing is over, and all players who are still involved in sharing the treasure (ie players with windroses on the map for the treasure being shared) can either protect themselves by sacrificing an amulet, or lose their most valuable treasure card.&lt;br /&gt;
&lt;br /&gt;
When the treasure sharing is over, the last player to have been granted a treasure card must reopen the treasure hunt by playing one clue card for the now empty treasure map.&lt;br /&gt;
&lt;br /&gt;
Then, mysterious amulets appear where the gaze of statues strikes the coast, and statues rotate clockwise on their base.&lt;br /&gt;
&lt;br /&gt;
Once collected, an amulet can be spent at any time during a player&#039;s turn to do one of 4 possible actions:&lt;br /&gt;
&lt;br /&gt;
* play a clue card&lt;br /&gt;
* remove a treasure marker&lt;br /&gt;
* move his ATV three legs (NB: it is not possible to collect other amulets while moving thanks to an amulet.. BUT you can RAISE a treasure!)&lt;br /&gt;
* exchange the clue cards from his hand with clue cards from the deck&lt;br /&gt;
&lt;br /&gt;
Proper use of amulet power is critical to ensure victory!&lt;br /&gt;
&lt;br /&gt;
===End of the game===&lt;br /&gt;
The game ends when the treasure card pile runs out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Have a good game !&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>DerickS</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpofftherails&amp;diff=5487</id>
		<title>Gamehelpofftherails</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpofftherails&amp;diff=5487"/>
		<updated>2020-09-07T04:04:29Z</updated>

		<summary type="html">&lt;p&gt;DerickS: /* Move Minecart&amp;#039;s Phase */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Objective ==&lt;br /&gt;
The objective of the game is to collect jewels and leave their minecarts underailed while escaping the chasm.&lt;br /&gt;
&lt;br /&gt;
Options in game setup are&lt;br /&gt;
Bumper Carts : don&#039;t loose gems when hit&lt;br /&gt;
Calapse die : token determines which mine die determines space adjacent to that mine&lt;br /&gt;
&lt;br /&gt;
== Player&#039;s turn ==&lt;br /&gt;
&lt;br /&gt;
=== Action Phase ===&lt;br /&gt;
Each turn, players can perform up to 4 of the following actions:&lt;br /&gt;
&lt;br /&gt;
* Place a straight or corner track tile&lt;br /&gt;
* Upgrade a track tile&lt;br /&gt;
* Place a new minecart on the board&lt;br /&gt;
* Increase or decrease a minecart&#039;s speed&lt;br /&gt;
&lt;br /&gt;
=== Move Minecart&#039;s Phase ===&lt;br /&gt;
After a player completes his/her action phase, he/she must move each of their minecarts on the board a number of connected tracks equal to their speed.&lt;br /&gt;
* If the minecart passes one or more deposits, he/she must pick up one gem per space. Rocks must be collected first.&lt;br /&gt;
* If the minecart ends its movement on a deposit, he/she must pick up two gems to fill their minecart. The minecart can only hold at most 5 gems at a time.&lt;br /&gt;
* If the minecart causes a collision, the movement ends immediately. Minecarts carrying no gems are derailed. Opposing minecarts must drop half of their gems. The front-first minecarts faces opposite the collision.&lt;br /&gt;
* If a minecart cannot move onto a connected track or move into the mine, it derails.&lt;br /&gt;
* If a minecart enters any square on the surface, its hold is transferred into the player&#039;s stockpile and counts towards the score.&lt;br /&gt;
* If a player finished a mission, he/she may take a mission card, which counts towards the score.&lt;br /&gt;
&lt;br /&gt;
=== Deposits Phase ===&lt;br /&gt;
The active player draws the top deposit card and generate deposit accordingly. If the chasm card is drawn, every player gets a final normal turn, then the chasm begins.&lt;br /&gt;
&lt;br /&gt;
== The Chasm ==&lt;br /&gt;
This is the beginning of the end game! Your goblins have disturbed too many deposits and the mines are going to collapse into the chasm!&lt;br /&gt;
* The player who draws the chasm card puts it next to them.&lt;br /&gt;
* After each player gets a final normal turn, that player draws the chasm deck to see which mines have collasped. Place a chasm token on each of them.&lt;br /&gt;
* No player can move onto or place tracks on the chasm spaces.&lt;br /&gt;
* During each deposit phase, players draw and place chasm tokens instead. If a chasm token is placed on a minecart, the minecart and the gems in it is removed from the game.&lt;br /&gt;
* The game is over when all minecarts have left the board or all chasm tokens have been placed. Any minecarts still on the board after the final token is placed are derailed.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
* Each rock is worth 0 points, ruby 1, emerald 2, gold 3 and diamonds are 4.&lt;br /&gt;
* The player with the most rubies gain 5 points. If multiple players are tied, they all get the points.&lt;br /&gt;
* Each underailed minecart is worth 3 points.&lt;br /&gt;
* Each mission card is worth 4 points.&lt;br /&gt;
* The player with the most points wins. If there is a tie, the player with the most gems is the winner. If there is still a tie, the player with the least number of rocks wins. If there is still a tie, the players share the victory.&lt;br /&gt;
&lt;br /&gt;
== Solo Rules ==&lt;br /&gt;
* The aim of the game is to deliver at least one gems of each type in the stage of chasm.&lt;br /&gt;
* Every mine square has a single gem. You also have one minecart of each colour. &lt;br /&gt;
* The game is simliar to the chasm phase, except when the chasm card is drawn, the chasm stop collasping for a turn. The card is shuffle back into the deck.&lt;br /&gt;
* The jewels should be deliver to the matching colour exit, if possible.&lt;br /&gt;
* The game ends with a major victory if two or more jewels of each type are delivered to the matching exit.&lt;br /&gt;
* A victory is achieved if one of each type of jewel are delivered to the matching exit.&lt;br /&gt;
* You get a partial victory if one of each type of jewel are delivered to the wrong exit.&lt;br /&gt;
* You lose when all the minecarts are derailed or all chasm tokens are on the board.&lt;/div&gt;</summary>
		<author><name>DerickS</name></author>
	</entry>
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