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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpsevenknightsbewitched&amp;diff=21116</id>
		<title>Gamehelpsevenknightsbewitched</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpsevenknightsbewitched&amp;diff=21116"/>
		<updated>2024-05-12T03:05:00Z</updated>

		<summary type="html">&lt;p&gt;Dezo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Overview=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Seven Knights Bewitched&#039;&#039;&#039; is a deduction game with hidden identities.&lt;br /&gt;
In 3 rounds a team of &#039;&#039;&#039;Knights&#039;&#039;&#039; numbered from 1 to 7 attempt to arrange themselves into a file in an increasing order. Depending on the game variant, a &#039;&#039;&#039;Witch&#039;&#039;&#039; trying to disrupt the formation may or may not be present among the &#039;&#039;&#039;Knights&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=Game Progression=&lt;br /&gt;
&lt;br /&gt;
{{infoBox&lt;br /&gt;
|title=Note&lt;br /&gt;
|body=For the duration of the game please refrain from sharing information about tiles in any way not covered by these rules (see &#039;&#039;&#039;Inspection Phase&#039;&#039;&#039; and &#039;&#039;&#039;Question Phase&#039;&#039;&#039;).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Each round consists of the following phases:&lt;br /&gt;
&lt;br /&gt;
==⚙ Setup==&lt;br /&gt;
&lt;br /&gt;
Each player is dealt a single tile face down, which can be either a &#039;&#039;&#039;Knight tile&#039;&#039;&#039; or the &#039;&#039;&#039;Witch tile&#039;&#039;&#039;. A round token inserted into the tile corresponds to the player color to help easily identify the tile&#039;s owner.&lt;br /&gt;
&lt;br /&gt;
If playing with less than 6 players, some extra tiles not belonging to any player are dealt to the table as well (these tiles are referred to as &#039;&#039;&#039;Knight-errant&#039;s tiles&#039;&#039;&#039;). The first player additionally receives the &#039;&#039;&#039;Sword&#039;&#039;&#039; (which only serves as the &#039;&#039;&#039;first player marker&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
==🔍 Inspection Phase==&lt;br /&gt;
&lt;br /&gt;
Starting with the first player and going clockwise, each player looks at any other tile. The obtained information still stays hidden from other players who haven&#039;t inspected this particular tile.&lt;br /&gt;
&lt;br /&gt;
Any player who sees the Witch becomes &#039;&#039;&#039;bewitched&#039;&#039;&#039;, and joins the &#039;&#039;&#039;Witch team&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==❓ Question Phase==&lt;br /&gt;
&lt;br /&gt;
Starting with the first player and going clockwise, each player asks another player a single &#039;&#039;&#039;yes/no question&#039;&#039;&#039; about the tiles&#039; contents. It&#039;s only allowed to ask about tiles that have been inspected by the answering player, but not by the asking player.&lt;br /&gt;
&lt;br /&gt;
The answering player must tell the truth unless they are a member of the &#039;&#039;&#039;Witch team&#039;&#039;&#039; (the &#039;&#039;&#039;Witch&#039;&#039;&#039; herself or a &#039;&#039;&#039;bewitched Knight&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
When asking about a single tile, the game allows to select a set numbers to form a question like &#039;&#039;&#039;&amp;quot;is your tile&#039;s number one of these numbers?&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When asking about multiple tiles, the game allows forming a mathematical expression with corresponding tiles(represented by their tokens) as variables. The available forms of expressions are&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;value1 = value2&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;value1 &amp;lt; value2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The expression is formed by filling all ❔ placeholders with numbers, tile variables and operators.&lt;br /&gt;
&lt;br /&gt;
==👉 Recommendation Phase==&lt;br /&gt;
&lt;br /&gt;
Each player recommend someone(including themselves) to become a captain and carry on the arrangement of the tiles. The only restrictions are that the Witch cannot recommend the bewitched Knights, and the bewitched Knights cannot recommend the Witch.&lt;br /&gt;
&lt;br /&gt;
The player with the most recommendations becomes the captain. The ties are broken first by the player who has not recommended themselves, then the player farthest from the first player in the turn order.&lt;br /&gt;
&lt;br /&gt;
If the captain belongs to the Witch team, the Witch team immediately wins and the Deployment phase is skipped.&lt;br /&gt;
&lt;br /&gt;
==⚔ Deployment phase==&lt;br /&gt;
&lt;br /&gt;
The captain first asks one more question following the usual rules, and then arranges the tiles in the center of the table. &lt;br /&gt;
&lt;br /&gt;
If the captain believes the Witch is not present in the current round, they arrange all tiles, otherwise all tiles except for one. The tiles are then revealed, and the Knights team wins if all Knights(including bewitched) and no Witch are arranged in increasing order. Otherwise, the Witch team wins.&lt;br /&gt;
&lt;br /&gt;
==🏆 Resolution phase==&lt;br /&gt;
&lt;br /&gt;
The winning team receives score according to the table below&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Winners&#039;&#039;&#039;||&#039;&#039;&#039;Rounds 1&amp;amp;2 Score&#039;&#039;&#039;||&#039;&#039;&#039;Round 3 Score&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Knights team&#039;&#039;&#039;||&#039;&#039;&#039;{{card|2|color=black}}&#039;&#039;&#039;||&#039;&#039;&#039;{{card|7|color=goldenrod}}&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Witch team&#039;&#039;&#039;||&#039;&#039;&#039;{{card|3|color=purple}}&#039;&#039;&#039;||&#039;&#039;&#039;{{card|7|color=goldenrod}}&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If this was the last round, the game ends. Otherwise, the game proceeds to the next round, with the player having the lowest numbered tile becoming the first player.&lt;br /&gt;
&lt;br /&gt;
=Variants=&lt;br /&gt;
&lt;br /&gt;
The game has 3 variants which can be played either competitively or cooperatively. In cooperative mode the Witch tile is always absent no matter which variant is used.&lt;br /&gt;
&lt;br /&gt;
==Standard==&lt;br /&gt;
&lt;br /&gt;
Can be played with {{player|4}} to {{player|8}} players.&lt;br /&gt;
Only the lowest numbered tiles are dealt according to the player number. 1 tile is dealt to &#039;&#039;&#039;Knight-errant&#039;&#039;&#039; when playing with {{player|4}} or {{player|5}} players. &lt;br /&gt;
&lt;br /&gt;
In competitive mode &#039;&#039;&#039;the Witch&#039;&#039;&#039; is present each round. Cooperative mode maximum player count is limited to {{player|7}} players.&lt;br /&gt;
&lt;br /&gt;
==Advanced==&lt;br /&gt;
&lt;br /&gt;
Can be played with {{player|4}} to {{player|7}} players.&lt;br /&gt;
Same as &#039;&#039;&#039;Standard&#039;&#039;&#039; variant, except that the tiles are dealt uniformly, meaning that &#039;&#039;&#039;the Witch&#039;&#039;&#039; is present at random, and &#039;&#039;&#039;the Knights&#039;&#039;&#039;&#039; numbers might not be consecutive.&lt;br /&gt;
&lt;br /&gt;
==Groping in the Dark==&lt;br /&gt;
&lt;br /&gt;
Can be played with {{player|3}} or {{player|4}} players.&lt;br /&gt;
Knight-errant is dealt 3 tiles in competitive mode, and 4 tiles in cooperative mode. &#039;&#039;&#039;The Witch&#039;&#039;&#039; is only ever dealt to &#039;&#039;&#039;Knight-errant&#039;&#039;&#039;.&lt;br /&gt;
The inspection phase is performed twice - during the first one, the players can only inspect each other&#039;s tiles; during the second one, only the &#039;&#039;&#039;Knight-errant&#039;s&#039;&#039;&#039; tiles.&lt;/div&gt;</summary>
		<author><name>Dezo</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpformulad&amp;diff=20376</id>
		<title>Gamehelpformulad</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpformulad&amp;diff=20376"/>
		<updated>2024-03-09T09:52:23Z</updated>

		<summary type="html">&lt;p&gt;Dezo: Typo fixes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= 10-Second Explainer of Formula D =&lt;br /&gt;
New to Formula D?&lt;br /&gt;
&lt;br /&gt;
This 10-second explainer will get you started:&lt;br /&gt;
&lt;br /&gt;
# Your car will start in 1st gear.&lt;br /&gt;
# At the start of your turn, your first decision is whether to stay on your current gear, or go up 1 gear or go down. You can go down 1 gear without penalty.&lt;br /&gt;
# After choosing a gear, you will roll the appropriate &amp;quot;gear die&amp;quot;. The higher the gear, the bigger the die.&lt;br /&gt;
# Once you have rolled, you must move the number of spaces rolled, although you may choose which path you take.&lt;br /&gt;
# Corners are areas marked in red. To drive around corners without penalty, you must finish at least 1 turn in them.&lt;br /&gt;
# Some corners are particularly slow and may require that you finish at least 2 or even 3 turns in them.&lt;br /&gt;
&lt;br /&gt;
That&#039;s it! There&#039;s a lot more to it than that, but this covers the absolute basics of driving safely around the track.&lt;br /&gt;
&lt;br /&gt;
= Important: BGA Rule Variations =&lt;br /&gt;
&lt;br /&gt;
The BGA Adaptation of Formula D uses a number of variations from the Masters (Tournament) rules.&lt;br /&gt;
&lt;br /&gt;
[[Gamehelpformulad#BGA Rule Variations|At the end of these rules]], you will find a list of all differences from the published game rules.&lt;br /&gt;
&lt;br /&gt;
=Basic Rules=&lt;br /&gt;
&lt;br /&gt;
== Aim of the game ==&lt;br /&gt;
&lt;br /&gt;
FORMULA D is a car race. The aim is to win a race (of one lap) and be the first to cross the finishing line. There are all sorts of risks involved and you have to anticipate what will happen during the course of the race. You must decide on your strategy, trust to luck, keep to the rules and always keep an eye on the technical condition of your car.&lt;br /&gt;
&lt;br /&gt;
== The gears ==&lt;br /&gt;
&lt;br /&gt;
The cars have 6 gears. Each gear has its own die. The numbers on the dice tell you how many spaces to move the car. The higher the gear you choose, the faster and further the corresponding die will allow the car to travel. You are not allowed to skip gears when accelerating (e.g. changing straight from 1st to 3rd gear). You are allowed to skip 1, 2 or 3 gears when braking (e.g. from 6th to 4th or from 4th to 1st gear); however there is a penalty for doing this.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Gear!! Die||Movement (Number of spaces)&lt;br /&gt;
|-&lt;br /&gt;
|1||Yellow d4||1-2&lt;br /&gt;
|-&lt;br /&gt;
|2||Orange d6||2-4&lt;br /&gt;
|-&lt;br /&gt;
|3|| Red d8||4-8&lt;br /&gt;
|-&lt;br /&gt;
|4||Green d12||7-12&lt;br /&gt;
|-&lt;br /&gt;
|5||Purple d20||11-20&lt;br /&gt;
|-&lt;br /&gt;
|6||Blue d30||21-30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Driving ==&lt;br /&gt;
&lt;br /&gt;
As in real life the car starts in 1st gear. Then you shift up to 2nd gear and so on up to 6th gear, in order to move as fast as possible. When it is a driver’s turn they announce which gear they have chosen, move the gear stick on their dashboard accordingly and then rolls the die which corresponds to the chosen speed. They then moves their car forward the number of spaces indicated on the die. When the move is finished the car “stops”. This notion is important especially in the corners.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Order of play&#039;&#039;&#039;: In each round the drivers play according to their car position on the track.&lt;br /&gt;
&lt;br /&gt;
Example: During a round of play car A overtakes car B which was in 1st position. When the next round starts, car A, now in 1st position, will play before car B.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Driving Code ==&lt;br /&gt;
&lt;br /&gt;
The cars drive in the track lanes. Different driving codes apply to corners and straights. It is generally not allowed to go over other cars – they must be driven round. Driving backwards is also not allowed.&lt;br /&gt;
&lt;br /&gt;
===Driving code in the corners ===&lt;br /&gt;
&lt;br /&gt;
To drive through a corner a car must stop a minimum number of times (indicated in the yellow box) within the limits of the corner. After the requisite number of stops, the car may proceed and exit the corner on its next move.&lt;br /&gt;
&lt;br /&gt;
To make it easier to drive through the corner, the driver should consider the indicated number of spaces. The number in the green box refer to the longest path, the numbers in the red box refer to the shortest path.&lt;br /&gt;
&lt;br /&gt;
===Driving code on the straights ===&lt;br /&gt;
&lt;br /&gt;
Straights are the portions of track between corners. Depending on the length of each straight, cars may need several rounds before entering the next corner.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important&#039;&#039;&#039;: The maneuver must be completed using the smallest number of spaces possible.&lt;br /&gt;
&lt;br /&gt;
==Wear points (WP) ==&lt;br /&gt;
&lt;br /&gt;
They reflect the capability of the car to stay on the track and survive events during the race. In the Basic Game, each car has 18 WP at the beginning of the race. The players use these points to survive various incidents and risky maneuvers.&lt;br /&gt;
&lt;br /&gt;
==Preparation for play ==&lt;br /&gt;
&lt;br /&gt;
===Start formation ===&lt;br /&gt;
&lt;br /&gt;
Every player rolls the black die in order to determine the starting position of his car. Whoever rolls the highest number gains pole position. The other cars are positioned in decreasing order according to the numbers rolled. In the case of a tie, all involved players re-roll the die.&lt;br /&gt;
&lt;br /&gt;
===Start ===&lt;br /&gt;
&lt;br /&gt;
Before engaging 1st gear, every player rolls the black die to see how successfully he can start.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Number rolled: 1 – poor start&#039;&#039;&#039;. The player has stalled the motor of his car. He cannot engage 1st gear and so he has to wait till the next round. Then he can start in 1st gear without having to roll the black die again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Number rolled: between 2 and 16&#039;&#039;&#039; – normal start. The player can start normally. He rolls the die for 1st gear and moves his car forward according to the number rolled.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Number rolled: between 17 and 20&#039;&#039;&#039; – great start! The player makes a fantastic start. He moves his car forward 4 spaces immediately, although he is still in 1st gear. The car can change one or two lanes to avoid other cars. The driver may shift to 2nd gear in the next round.&lt;br /&gt;
==Overshooting==&lt;br /&gt;
&lt;br /&gt;
If a car passes through a corner at the end of its turn without making the required number of stops, it overshoots the corner. The number of spaces the car overshot the corner by is deducted from the car’s WP as a penalty.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corner with 2 stops&#039;&#039;&#039;: If the car has made no stops, it is automatically removed from play.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corner with 3 stops&#039;&#039;&#039;: If the car has made no stops, or only one stop, it is automatically removed from play.&lt;br /&gt;
&lt;br /&gt;
When coming out of a corner the car may not change lane, but must stay in the same lane. If the move ends in another corner, this stop does not count for the new corner. If the car is blocked by another car, he cannot drive round it and has to brake.&lt;br /&gt;
&lt;br /&gt;
==Braking==&lt;br /&gt;
&lt;br /&gt;
A player may use his WP at any time to avoid having to advance the full number of spaces shown on the die. In this way he can control his progress better, for example when the lanes are blocked by other cars.&lt;br /&gt;
&lt;br /&gt;
==Changing down==&lt;br /&gt;
&lt;br /&gt;
A driver can skip one, two or three gears when changing down, however this wears out his gearbox. The number of gears skipped equates to the number of WP his car loses as a result. Note: It is not possible to skip four gears (from 6th to 1st gear).&lt;br /&gt;
&lt;br /&gt;
==Collision==&lt;br /&gt;
&lt;br /&gt;
Whenever a car ends its move on a space next to or behind one or several cars, there is a risk of collision. A driver in this situation must roll the black die to see whether there is a collision or not. If he rolls a number between 1 and 4 his car loses 1 WP.&lt;br /&gt;
&lt;br /&gt;
==Motor damage==&lt;br /&gt;
&lt;br /&gt;
If a player rolls a 20 in 5th gear or a 30 in 6th gear, this puts a strain on his engine. After his car has finished moving he must therefore roll the black die to test whether his engine has withstood the strain. All players who are driving in 5th or 6th gear at this moment must also roll the black die. If a number between 1 and 4 is rolled, the corresponding car loses 1 WP.&lt;br /&gt;
&lt;br /&gt;
==Finish==&lt;br /&gt;
&lt;br /&gt;
The player whose car passes the finishing line first has won the race. The race ends when all cars have crossed the finishing line, in order to enable ranking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Two-lap race==&lt;br /&gt;
&lt;br /&gt;
For players who have already played several single-lap games.&lt;br /&gt;
&lt;br /&gt;
Whoever crosses the finishing line first after two laps wins the game. Players may make a pit stop between the first and second laps to regain the WP points they lost during the first round.&lt;br /&gt;
&lt;br /&gt;
==Pit stop==&lt;br /&gt;
&lt;br /&gt;
At the end of the first lap a player may decide to make a pit stop to regain all the WP he has lost. There is no speed limit in the pit lanes. It is also not necessary to roll the exact number needed to reach one’s own pit.&lt;br /&gt;
&lt;br /&gt;
===Entering pits===&lt;br /&gt;
&lt;br /&gt;
To enter the pits it is sufficient to roll the minimum number required or higher using the die corresponding to the selected gear. The car receives all 18 WP back and awaits his next turn to start from the pits in 4th gear (maximum).&lt;br /&gt;
&lt;br /&gt;
The rules for changing down gear, collision, braking and engine damage do not apply in the pit lane. Overtaking is not possible as it is a single lane. Drivers have to be patient and wait until the car ahead of them moves forward, regardless of selected gear and with no effect on the WP.&lt;br /&gt;
&lt;br /&gt;
Cars in the pit lane must wait for their turn, until the cars on the circuit between pit exit and entry have had their turn.&lt;br /&gt;
&lt;br /&gt;
=Advanced Rules=&lt;br /&gt;
&lt;br /&gt;
==Basics==&lt;br /&gt;
&lt;br /&gt;
===The gears===&lt;br /&gt;
&lt;br /&gt;
The cars have 6 gears, each gear has its own die. The numbers on the dice tell you how many spaces to move the car. The higher the gear you choose, the faster and further the corresponding die will allow the car to travel. You are not allowed to skip gears when accelerating (e.g. changing straight from 1st to 3rd gear). You are allowed to skip 1, 2, or 3 gears when braking (e.g. from 6th to 4th or from 4th to 1st gear); however there is a penalty for doing this.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Gear!! Die||Movement (Number of spaces)&lt;br /&gt;
|-&lt;br /&gt;
|1||Yellow d4||1-2&lt;br /&gt;
|-&lt;br /&gt;
|2||Orange d6||2-4&lt;br /&gt;
|-&lt;br /&gt;
|3|| Red d8||4-8&lt;br /&gt;
|-&lt;br /&gt;
|4||Green d12||7-12&lt;br /&gt;
|-&lt;br /&gt;
|5||Purple d20||11-20&lt;br /&gt;
|-&lt;br /&gt;
|6||Blue d30||21-30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Driving===&lt;br /&gt;
&lt;br /&gt;
As in real life, the car starts in 1st gear. Then you up shift to 2nd gear and so on up to 6th gear, in order to move as fast as possible. When it is a driver’s turn they announce which gear they have chosen, move the gear stick on their dashboard accordingly and then rolls the die which corresponds to the chosen speed. They then moves their car forward the number of spaces indicated on the die. When the move is finished the car “stops”. This notion is important especially in the corners.&lt;br /&gt;
&lt;br /&gt;
====Order of play====&lt;br /&gt;
&lt;br /&gt;
In each round the drivers play according to their car position on the track.&lt;br /&gt;
&lt;br /&gt;
Example: During a round of play car A overtakes car B which was in 1st position. When the next round starts, car A, now in 1st position, will play before car B.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Same position====&lt;br /&gt;
&lt;br /&gt;
If two cars on the track are level with each other, the driver with the highest gear plays first.&lt;br /&gt;
&lt;br /&gt;
If both cars are in the same gear, the car nearest the inside with reference to the next (or the current) corner plays first.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Driving Code===&lt;br /&gt;
&lt;br /&gt;
The cars drive in the track lanes. Different driving codes apply to corners and straights. It is generally not allowed to go over other cars – they must be driven round. Driving backwards is also not allowed.&lt;br /&gt;
&lt;br /&gt;
====Driving code in the corners====&lt;br /&gt;
&lt;br /&gt;
To drive through a corner a car must stop a minimum number of times (indicated in the yellow box) within the limits of the corner. After the requisite number of stops, the car may proceed and exit the corner on its next move.&lt;br /&gt;
&lt;br /&gt;
To make it easier to drive through the corner, the driver should consider the indicated number of spaces. The number in the green box refer to the longest path, the numbers in the red box refer to the shortest path.&lt;br /&gt;
&lt;br /&gt;
====Driving code on the straights====&lt;br /&gt;
&lt;br /&gt;
Straights are the portions of track between corners. Depending on the length of each straight, cars may need several rounds before entering the next corner.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important&#039;&#039;&#039;: The maneuver must be completed using the smallest number of spaces possible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Wear points (WP)===&lt;br /&gt;
&lt;br /&gt;
Wear Points reflect the ability of the car to stay on the track and survive events during the race. Each car has a certain number of WP at the beginning of the race, which are divided up between six different categories. These points are distributed as follows in the game for advanced players:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|WP tires:||6&lt;br /&gt;
|-&lt;br /&gt;
|WP brakes:||3&lt;br /&gt;
|-&lt;br /&gt;
|WP gearbox:||3&lt;br /&gt;
|-&lt;br /&gt;
|WP car body:||3&lt;br /&gt;
|-&lt;br /&gt;
|WP engine:||3&lt;br /&gt;
|-&lt;br /&gt;
|WP road handling:||2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Preparation for play==&lt;br /&gt;
&lt;br /&gt;
===Start formation===&lt;br /&gt;
&lt;br /&gt;
Every player rolls the black die in order to determine the starting position of his car. Whoever rolls the highest number gains pole position. The other cars are positioned in decreasing order according to the numbers rolled. (ln the case of a tie, all concerned players re-roll the die.)&lt;br /&gt;
&lt;br /&gt;
===Start===&lt;br /&gt;
&lt;br /&gt;
Before engaging 1st gear, every player rolls the black die to see how successfully he can start.&lt;br /&gt;
&lt;br /&gt;
====Number rolled, 1 - poor start====&lt;br /&gt;
&lt;br /&gt;
The player has stalled the motor of their car. They cannot engage 1st gear and so have to wait till the next round. Then they can start in 1st gear without having to roll the black die again.&lt;br /&gt;
&lt;br /&gt;
====Number rolled: between 2 and 19 - normal start====&lt;br /&gt;
&lt;br /&gt;
The player can start normally. He rolls the die for 1st gear and moves his car forward according to the number rolled.&lt;br /&gt;
&lt;br /&gt;
====Number rolled: 2O - great start!====&lt;br /&gt;
&lt;br /&gt;
The player makes a fantastic start. He moves his car forward 4 spaces immediately, although he is still in 1st gear. The car can change one or two lanes to avoid other cars. The driver may shift to 2nd gear in the next round.&lt;br /&gt;
&lt;br /&gt;
==Overshooting==&lt;br /&gt;
&lt;br /&gt;
If a car passes through a corner at the end of its turn without making the required number of stops, it overshoots the corner. The number of spaces the car overshot the corner by is deducted from the car’s tire WP as a penalty.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corner with 2 stops&#039;&#039;&#039;: If the car has made no stops, it is automatically removed from play.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corner with 3 stops&#039;&#039;&#039;: If the car has made no stops, or only one stop, it is automatically removed from play.&lt;br /&gt;
&lt;br /&gt;
When coming out of a corner the car may not change lane, but must stay in the same lane. If the move ends in another corner, this stop does not count for the new corner. If the car is blocked by another car, he cannot drive round it and has to brake.&lt;br /&gt;
&lt;br /&gt;
When a car loses his last tire WP by overshooting a corner, he spins round in a circle. The car is placed on the space where his move ended, pointing backwards. The player must turn his car round again and drive off in 1st gear when it is his next turn. If he overshoots a corner again, he will again spin round in a circle. If the car overshoots the corner by more than one space, he is out of the race.&lt;br /&gt;
&lt;br /&gt;
If a car loses more tire WP than it possesses, it is eliminated from the race.&lt;br /&gt;
&lt;br /&gt;
==Braking==&lt;br /&gt;
&lt;br /&gt;
A player may use their brake WP at any time to avoid having to advance the full number of spaces shown on the die. This can help to prevent losing tire WP if they would otherwise overshoot a corner.&lt;br /&gt;
&lt;br /&gt;
A driver can find themselves blocked by one or more cars which they are unable to overtake. After the driver has moved their car forward as many spaces as possible, they counts how many spaces they would have moved if they had not been blocked.&lt;br /&gt;
&lt;br /&gt;
If the number of spaces short of the full number 4 or greater, they may use Emergency Braking. In this case, their first 3 spaces must be paid for with Brake WP. Each additional space after that may be paid by either Brake or Tire WP.&lt;br /&gt;
&lt;br /&gt;
Braking is paid for *after* Overshooting, so any Tire WPs lost to Overshooting will not be available for Emergency Braking.&lt;br /&gt;
&lt;br /&gt;
If a car doesn&#039;t have enough brake WP and tire WP to stop before a blockage, it is eliminated from the race.&lt;br /&gt;
==Gearing down==&lt;br /&gt;
&lt;br /&gt;
A driver can skip one, two or three gears when changing down, however this wears out his gearbox.&lt;br /&gt;
&lt;br /&gt;
As a result, the car then loses a certain number of brake WP, engine WP and gearbox WP. The table below lists the corresponding wear. Note: It is not possible to skip four gears (from 6th to 1st gear).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Gears skipped!!Gearbox WP!!Brake WP!!Engine WP&lt;br /&gt;
|-&lt;br /&gt;
|1 gear||1||0||0&lt;br /&gt;
|-&lt;br /&gt;
|2 gears||1||1||0&lt;br /&gt;
|-&lt;br /&gt;
|3 gears||1||1||1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If a car has no gearbox WP left, the driver can only change clown one gear at a time until the game is over.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Collision==&lt;br /&gt;
&lt;br /&gt;
Whenever a car ends its move on a space next to or behind one or several cars, there is a risk of collision. A driver in this situation must roll the black die to see whether there is a collision or not. If he rolls a 1, his car loses 1 WP.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;In this adaptation&#039;&#039;&#039; the car that did not just move rolls first. If it fails the roll and is eliminated from the race as a result, the car that moved will automatically fail its roll.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If a car loses its last car body WP, it is eliminated&#039;&#039;&#039; from the race.&lt;br /&gt;
&lt;br /&gt;
==Motor damage==&lt;br /&gt;
&lt;br /&gt;
If a player rolls a 20 in 5th gear or a 30 in 6th gear, this puts a strain on his engine. After his car has finished moving he must therefore roll the black die to test whether his engine has withstood the strain. All players who are driving in 5th or 6th gear at this moment must also roll the black die. If a number between 1 and 4 is rolled, the corresponding car loses 1 engine WP.&lt;br /&gt;
&lt;br /&gt;
If a car loses its last engine WP, it is eliminated from the race.&lt;br /&gt;
&lt;br /&gt;
==Damage and road handling==&lt;br /&gt;
&lt;br /&gt;
Each time a car loses a car body WP or an engine WP, a damage marker is placed on the space where the move ended.&lt;br /&gt;
&lt;br /&gt;
The same applies whenever a car is eliminated from the race for whatever reason. These spaces are judged to be &amp;quot;dangerous&amp;quot; from then on.&lt;br /&gt;
&lt;br /&gt;
If a car passes over one of these spaces or lands on it, the driver must roll the black die. If the result is between 1 and 4, the car loses one road handling WP. The dangerous spaces can be avoided by changing lanes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If a car loses its last road handling WP, it is eliminated from the race.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Slipstreaming==&lt;br /&gt;
&lt;br /&gt;
If a car drives in the wake of another car, this is called slipstreaming.&lt;br /&gt;
&lt;br /&gt;
For the two concerned drivers, slipstreaming is possible from the 4th gear on.&lt;br /&gt;
&lt;br /&gt;
The car must be driving as fast or faster than the car in front.&lt;br /&gt;
&lt;br /&gt;
If a car wants to profit from slipstreaming after moving, it has to stop directly behind another car. From this position he can then add 3 spaces onto his last move. He can move forward 3 spaces in the following way:&lt;br /&gt;
&lt;br /&gt;
*change a lane, overtake the car in front and return to the original lane.&lt;br /&gt;
*change a lane and move two spaces in a straight line.&lt;br /&gt;
*change two lanes and move one space in a straight line.&lt;br /&gt;
&lt;br /&gt;
The player must move a total of three spaces in any case. (However, the driver may use brake WP in order to reduce this number of spaces.) If slipstreaming brings a car up immediately behind another car, he can carry on slipstreaming (and so on).&lt;br /&gt;
&lt;br /&gt;
IF a car is carried into a corner by slipstreaming, he loses a brake WP (without the number of spaces being reduced).&lt;br /&gt;
&lt;br /&gt;
In a corner, a slipstreaming car must follow normal driving code (eg. following the arrows).&lt;br /&gt;
&lt;br /&gt;
Braking in order to take advantage of slipstreaming in the wake of another player&#039;s car is not allowed.&lt;br /&gt;
&lt;br /&gt;
Drivers do not have to slipstream!&lt;br /&gt;
&lt;br /&gt;
==Pit stop==&lt;br /&gt;
&lt;br /&gt;
At the end of the first lap, a player may decide to make a pit stop to regain all the tire WP he has lost. There is no speed limit in the pit lanes. It is also not necessary to roll the exact number needed to reach one&#039;s own pit.&lt;br /&gt;
&lt;br /&gt;
To enter the pits it is necessary to roll the minimum number required or higher using the die corresponding to the selected gear. As soon as the car enters the pits, it receives all its tire WP back. The player now rolls the black die, in order to see how fast his mechanics work.&lt;br /&gt;
&lt;br /&gt;
===Result between 1 and 10: quick pit stop===&lt;br /&gt;
&lt;br /&gt;
The player divides the number shown on the black die by two (rounding it up if necessary). The result is the number of spaces the car is allowed to move when the car leaves the pit in 4th gear.&lt;br /&gt;
&lt;br /&gt;
===Result between 11 and 20: slow pit stop===&lt;br /&gt;
&lt;br /&gt;
The car remains in the pit until the next round. Then the car moves on in 4th gear (or a lower gear).&lt;br /&gt;
&lt;br /&gt;
The rules for gearing down, collision, braking and engine damage do not apply in the pit lane. Overtaking is not possible as it is a single lane. Drivers have to be patient and wait until the car ahead of them moves forward, regardless of selected gear and with no effect on the WP.&lt;br /&gt;
&lt;br /&gt;
Cars in the pit lane must wait for their turn, until the cars on the circuit between pit exit and entry have had their turn.&lt;br /&gt;
&lt;br /&gt;
==Finish==&lt;br /&gt;
&lt;br /&gt;
The player whose car passes the finishing line first has won the race. The race ends when all cars have crossed the finishing line, in order to enable ranking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Optional Rules=&lt;br /&gt;
&lt;br /&gt;
All the following rules can be used of one another.&lt;br /&gt;
&lt;br /&gt;
==Construction of one&#039;s own car==&lt;br /&gt;
&lt;br /&gt;
Every player can distribute his 20 WP between the six zones of his car at his own discretion. However, the following restrictions must be observed:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|WP tires||between 1 and 14&lt;br /&gt;
|-&lt;br /&gt;
|WP brakes||between 1 and 7&lt;br /&gt;
|-&lt;br /&gt;
|WP gearbox||between 1 and 7&lt;br /&gt;
|-&lt;br /&gt;
|WP car body||between 1 and 7&lt;br /&gt;
|-&lt;br /&gt;
|WP engine||between 1 and 7&lt;br /&gt;
|-&lt;br /&gt;
|WP road handling||between 1 and 7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In this adaptation, if &#039;&#039;&#039;Construction of one&#039;s own car&#039;&#039;&#039; is used alongside &#039;&#039;&#039;Technical pit stops&#039;&#039;&#039;, then players will have 22 WPs to distribute, and may assign 0 or more points to WP repairs.&lt;br /&gt;
&lt;br /&gt;
==Qualifying lap with a stopwatch==&lt;br /&gt;
All players drive a qualifying lap with stopwatch consecutively, in order to determine their start positions. The rules for moves and driving code remain unchanged during the qualifier, however the WP are not taken into account. The only exception is if a car overshoots a corner - this is penalized.&lt;br /&gt;
&lt;br /&gt;
* The player whose turn it is to drive a qualifying lap places his car in the middle lane in front of the starting line.&lt;br /&gt;
* You may not apply the brakes at all during Qualifying. If a roll forces you to overshoot a corner, it cannot be avoided.&lt;br /&gt;
* You may freely Gear down any number of gears during Qualifying, with no cost or penalty.&lt;br /&gt;
* The player receives a total number of points over their lap: &lt;br /&gt;
**1 point for each round the player takes to complete the lap&lt;br /&gt;
**1 point for each space the player overshoots a corner by (soft tires will have their points doubled)&lt;br /&gt;
**1 point for every full real-time minute it takes the player to complete the lap&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The qualifying lap is over if the driver does not stop at all in corners where two or three stops are required. They then have to start the race at the back of the field from the last start position.&lt;br /&gt;
&lt;br /&gt;
After that the order of starting is determined: the car which has completed the qualifying lap with the fewest points takes first position. The other cars follow on in decreasing order of points. If two drivers have the same number of points, the real time taken to complete the lap decides: the fastest player gets the better start position.&lt;br /&gt;
&lt;br /&gt;
==Nitro Fuel==&lt;br /&gt;
All cars have a nitro Fuel injection, which allows instant acceleration. Players can use their nitro once a lap after rolling the corresponding gear die. They receive a movement bonus according to the gear they are using at that moment (1 space in 1st gear, 2 spaces in 2nd gear, etc.). This bonus must be used completely.&lt;br /&gt;
&lt;br /&gt;
= BGA Rule Variations=&lt;br /&gt;
&lt;br /&gt;
The BGA Adaptation of Formula D uses a number of variations from the Masters (Tournament) rules.&lt;br /&gt;
&lt;br /&gt;
The differences from the rules you will find in your own copy of Formula D are:&lt;br /&gt;
&lt;br /&gt;
==Braking ==&lt;br /&gt;
&lt;br /&gt;
The original rules provide a table that describes the outcome of &amp;quot;Emergency Braking&amp;quot; (when a car is blocked by one or more cars which they are unable to overtake). The table does not take Constructed Cars into account, so to clarify, the implemented rules are:&lt;br /&gt;
&lt;br /&gt;
If a player performs Emergency Braking, they must move their car forward as many spaces as possible. If they need to brake more than 3 spaces, they are required to use Brake WPs for the first 3 spaces, and each subsequent space may be paid for using Brake WP *or* Tire WPs.&lt;br /&gt;
&lt;br /&gt;
Braking is paid for *after* Overshooting, so any Tire WPs lost to Overshooting will not be available for Emergency Braking.&lt;br /&gt;
&lt;br /&gt;
==Qualifying ==&lt;br /&gt;
&lt;br /&gt;
Players do not roll the black starting die at the beginning of Qualifying: they just start in 1st gear.&lt;br /&gt;
&lt;br /&gt;
The original rules simply state that &amp;quot;WP are not taken into account&amp;quot; during qualifying. However, the effect of this is clarified in this adaptation:&lt;br /&gt;
&lt;br /&gt;
* You may not apply the brakes at all during Qualifying. If a roll forces you to overshoot a corner, it cannot be avoided.&lt;br /&gt;
* You may freely Gear down any number of gears during Qualifying, with no cost or penalty.&lt;br /&gt;
&lt;br /&gt;
==Collision Checks ==&lt;br /&gt;
&lt;br /&gt;
In this adaptation, the active player checks for collisions only after all adjacent players have rolled. If an adjacent player fails their roll and is eliminated as a result, the active player will automatically fail their roll against that player.&lt;br /&gt;
&lt;br /&gt;
==Weather Rolls ==&lt;br /&gt;
&lt;br /&gt;
In the original rules, the Weather die is thrown immediately when a player rolls the maximum number in 5th or 6th gear. In this adaptation, this roll still occurs but it is deferred until the end of the round. This way, weather can only change between rounds and not in the middle of a player&#039;s turn. If multiple players roll the maximum number, the weather die will be rolled multiple times.&lt;br /&gt;
&lt;br /&gt;
==Changeable Weather ==&lt;br /&gt;
&lt;br /&gt;
The original rules have 4 steps for Changeable Weather (Good, Good - Changeable, Rain - Changeable, Rain).&lt;br /&gt;
&lt;br /&gt;
In this adaptation, there are 5 steps: Good, Good - Temporary, Changeable, Rain - Temporary, Rain.&lt;br /&gt;
&lt;br /&gt;
When the weather changes from one of the Temporary steps to Changeable, it continues raining or not raining as per the previous step.&lt;br /&gt;
&lt;br /&gt;
The net effect of this variation is that in a Changeable race, it takes 2 full changes in the same direction to lock in either Good weather or Rain. In the original rules, it takes 2 changes to lock in Rain but only 1 to lock in Good weather.&lt;br /&gt;
&lt;br /&gt;
==Spinning ==&lt;br /&gt;
&lt;br /&gt;
The original rules state that if a car on 0 Tire WP overshoots a corner then it &amp;quot;will again spin round in a circle. If the car overshoots the corner by more than one space, it is out of the race&amp;quot;. In this adaptation, a car with 0 Tire WP is eliminated if it overshoots a corner by more than 1 WP. Hence, even a single space overshoot will eliminate a 0 Tire WP car on soft tires.&lt;br /&gt;
&lt;br /&gt;
==Skidding on Corners in the Rain ==&lt;br /&gt;
&lt;br /&gt;
The original rules state that cars will skid in the rain &amp;quot;provided at least one space of the move lies within the limits of a corner&amp;quot;. In this adaptation, skidding will only occur on any turn that counts towards a corner&#039;s completion. That means:&lt;br /&gt;
&lt;br /&gt;
* Driving through a corner that you have already completed will &#039;&#039;not&#039;&#039; cause you to skid&lt;br /&gt;
* If you are on the final space in a corner and still need to land in it 1 more turn, you will skid on your next move even though you are driving into a straight&lt;br /&gt;
&lt;br /&gt;
==Braking in the Pit Lane ==&lt;br /&gt;
&lt;br /&gt;
The original rules state that the rules for braking do not apply in the pit lane. In this adaptation, there is no braking cost for stopping immediately behind another car, or in your pit box. However, there is a brake cost for travelling any distance shorter than that.&lt;br /&gt;
&lt;br /&gt;
== Pit Lane ==&lt;br /&gt;
&lt;br /&gt;
The rules for gearing down DO apply in the pit lane.&lt;br /&gt;
&lt;br /&gt;
== Pit Stops ==&lt;br /&gt;
&lt;br /&gt;
The soft tire bonus may not be used when moving after a Quick Pit Stop.&lt;br /&gt;
&lt;br /&gt;
If Technical Pit Stops are enabled, players may always choose to take one (and thus finish their turn) even if they have no repair points or repairs to perform.&lt;br /&gt;
&lt;br /&gt;
==Construction of one&#039;s own car ==&lt;br /&gt;
&lt;br /&gt;
In this adaptation, if players have selected the option to Construct their own car then there are no limits to how many points they may assign to any given area.&lt;br /&gt;
&lt;br /&gt;
In games that have also selected the Technical Pit Stop rules, then instead of having a fixed 2 WPs available for Pit repairs, a player will have 22 WPs to use in Construction and can choose how many repair points to make available, with a maximum of 2.&lt;br /&gt;
&lt;br /&gt;
==Road Races ==&lt;br /&gt;
&lt;br /&gt;
The Road Race rules, including Drivers with special abilities, are not used.&lt;br /&gt;
&lt;br /&gt;
Where Road Race circuits are used, all non-standard rules are ignored.&lt;br /&gt;
&lt;br /&gt;
Nitro Fuel Injection is available as an option for all races.&lt;br /&gt;
&lt;br /&gt;
==Elimination ==&lt;br /&gt;
&lt;br /&gt;
When a player is eliminated, the outcome is slightly different from the immediate rules. &lt;br /&gt;
&lt;br /&gt;
*If the elimination was caused by the player overshooting corners or driving over a damage marker, the car is immediately removed from the board and &#039;&#039;&#039;no damage marker is placed&#039;&#039;&#039;&lt;br /&gt;
*If the elimination was caused by the player failing a motor damage test, the car is immediately removed from the board and a damage marker is added.&lt;br /&gt;
*If the player is eliminated by any other reason, a damage marker is added and the car remains on the board until the end of the round, when it is removed.&lt;/div&gt;</summary>
		<author><name>Dezo</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_mlem&amp;diff=20253</id>
		<title>Tips mlem</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_mlem&amp;diff=20253"/>
		<updated>2024-02-27T02:21:12Z</updated>

		<summary type="html">&lt;p&gt;Dezo: page creation, Usability tips&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Usability tips==&lt;br /&gt;
&lt;br /&gt;
Unable to see the rolled dice? Click/touch the thumbtack icon to the right of the panel that is blocking your view.&lt;br /&gt;
&lt;br /&gt;
If you are playing in real time, it&#039;s recommended that you change your preference to display game logs &amp;quot;below player panels&amp;quot;. This will keep the dice in view, with the side effect that you cannot see the game log. You can toggle this preference at any time.&lt;/div&gt;</summary>
		<author><name>Dezo</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmrjack&amp;diff=19160</id>
		<title>Gamehelpmrjack</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmrjack&amp;diff=19160"/>
		<updated>2023-12-11T20:56:11Z</updated>

		<summary type="html">&lt;p&gt;Dezo: If Jack escapes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For tips on how to play Mr Jack, see &amp;lt;b&amp;gt;[[Tips_mrjack]]&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
* All characters are placed suspect side up on the board, along with manholes, lit gaslights and police cordons.&lt;br /&gt;
* Mr Jack draws an alibi. That is his identity.&lt;br /&gt;
** The rest of the alibis are placed in a stack next to the board.&lt;br /&gt;
* Mr Jack starts visible.&lt;br /&gt;
&lt;br /&gt;
== Game play ==&lt;br /&gt;
&lt;br /&gt;
* On odd rounds, the detective starts first. On even rounds, Mr Jack starts first.&lt;br /&gt;
* Draw 4 character cards from the deck and place them next to the board. On odd rounds, shuffle the deck first.&lt;br /&gt;
* The starting player chooses a character and activates their ability.&lt;br /&gt;
** Then the opposite player chooses two characters and activates their abilities one by one.&lt;br /&gt;
** Finally, the starting player activates the last ability.&lt;br /&gt;
* Then, Jack must declare whether he is visible.&lt;br /&gt;
** He is visible if he is next to a gaslight or another character.&lt;br /&gt;
** According to his answer, the detective clears some people.&lt;br /&gt;
* After that, some gaslights maybe shut off. Remove the lit token equal to the round number from the game.&lt;br /&gt;
* Some special tiles have different effects. Obstacles cannot be crossed by anyone except Stealthy.&lt;br /&gt;
** Police cordons block exits from available to escaping. Manholes can be used to travel to another manhole if not covered.&lt;br /&gt;
&lt;br /&gt;
== End of the Game ==&lt;br /&gt;
&lt;br /&gt;
* Once per game, the detective can move another character onto Jack and confronts him.&lt;br /&gt;
** If the detective is right, they win. Otherwise, Jack wins.&lt;br /&gt;
* If Jack escapes when he is invisible, he wins. To escape, Jack must move their hidden identity off the board via one of the exits at the four corners of the board where a police cordon is not present.&lt;br /&gt;
* If eight rounds have passed and Jack is not caught, he wins.&lt;br /&gt;
&lt;br /&gt;
== Character Powers ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Sherlock Holmes&#039;&#039;&#039;: Move 1 to 3 spaces, then draw the first card from the alibi deck and look at it secretly.&lt;br /&gt;
* &#039;&#039;&#039;John Watson&#039;&#039;&#039;: Move 1 to 3 spaces then choose his final direction. All characters on the line (except Watson) are visible.&lt;br /&gt;
* &#039;&#039;&#039;John Smith&#039;&#039;&#039;: Move 1 to 3 spaces. Must move a lit gaslight before or after moving.&lt;br /&gt;
* &#039;&#039;&#039;Inspector Lestrade&#039;&#039;&#039;: Move 1 to 3 spaces. Must move a cordon before or after moving.&lt;br /&gt;
* &#039;&#039;&#039;Miss Stealthy&#039;&#039;&#039;: Move 1 to 4 spaces. May cross any hex while moving, but must stop on a street hex.&lt;br /&gt;
* &#039;&#039;&#039;Sergeant Goodley&#039;&#039;&#039;: Move 1 to 3 spaces. Must use 3 moves to move any characters towards him before or after moving.&lt;br /&gt;
* &#039;&#039;&#039;Sir William Gull&#039;&#039;&#039;: Move 1 to 3 spaces. May swap places with any other character instead.&lt;br /&gt;
* &#039;&#039;&#039;Jeremy Bert&#039;&#039;&#039;: Move 1 to 3 spaces. Must move a manhole cover before or after moving.&lt;/div&gt;</summary>
		<author><name>Dezo</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpwelcometo&amp;diff=19026</id>
		<title>Gamehelpwelcometo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpwelcometo&amp;diff=19026"/>
		<updated>2023-11-30T01:34:06Z</updated>

		<summary type="html">&lt;p&gt;Dezo: /* Bis (Symbol is a Red Mailbox with &amp;quot;Bis&amp;quot; Written on It) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Purpose of the Game ==&lt;br /&gt;
&lt;br /&gt;
Architects gradually develop their three streets by building houses, identified by their numbers.&lt;br /&gt;
&lt;br /&gt;
Houses will be grouped into housing estates, but only fully-completed estates count at the end of the game.&lt;br /&gt;
&lt;br /&gt;
Parks and pools help to improve the neighborhood.&lt;br /&gt;
&lt;br /&gt;
Architects can raise the quality of their constructions in order to promote their estates’ value.&lt;br /&gt;
&lt;br /&gt;
All of this while trying to be the first to complete the City Plans!&lt;br /&gt;
&lt;br /&gt;
Finally, by increasing recruitment through temp agencies, architects can hasten the construction and get in the mayor’s good graces.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
At the beginning of each turn, three pairs of cards will be drawn. These pairs create three combinations, comprised of a House Number and an Effect. These combinations are used to perform actions.&lt;br /&gt;
&lt;br /&gt;
Players take turns simultaneously. Each player individually chooses one of the three combinations available to perform an action on their sheet. Multiple players can pick the same combination. &lt;br /&gt;
&lt;br /&gt;
Each player must write the number from the chosen combination in a house on one of the three streets on their sheet. Numbers must always be written in an empty house and must be written in ascending order from left to right.&lt;br /&gt;
The same number can never appear twice in the same street (except for the &amp;quot;Bis&amp;quot; effect).&lt;br /&gt;
&lt;br /&gt;
When filling in houses, players may leave as many empty houses between two built houses, and then fill them in later. Numbers must still be in ascending order. Also, players may skip numbers when filling in houses, like placing a 10 directly after a 7.&lt;br /&gt;
&lt;br /&gt;
If a chosen house number cannot be played because it cannot fit anywhere while preserving ascending order, this is marked as a &#039;&#039;&#039;building permit refusal&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The player’s chosen combination also allows them to perform an &#039;&#039;&#039;effect&#039;&#039;&#039;. Players may perform the effect only if they did not receive a building permit refusal. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; performing an effect is optional.&lt;br /&gt;
&lt;br /&gt;
Once all players have built their houses and carried out effects, a new turn begins. &lt;br /&gt;
&lt;br /&gt;
=== EFFECTS: ===&lt;br /&gt;
&lt;br /&gt;
==== Surveyor (Symbol is a White Fence) ====&lt;br /&gt;
&lt;br /&gt;
Allows the player to build a fence between two houses on the same street. To build a fence, choose any available, white-dotted space and draw a line on it.&lt;br /&gt;
 &lt;br /&gt;
Permanent fences are present on both sides of each street. Fences determine the boundaries of housing estates. A completed housing estate is a row of 1 to 6 neighboring houses, all numbered (no blank spaces between them) and built between two fences. Completed housing estates may be split further, as long as they have not previously fulfilled a City Plan.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Score:&#039;&#039;&#039; Completed housing estates score two ways. The first is that completed housing estates are necessary to fulfill City Plans which provide points—see that section below. The second is when scoring is done for the Real Estate Agent—the Real Estate Agent’s scoring (see its section below) is only applied to completed housing estates. &lt;br /&gt;
&lt;br /&gt;
==== Real Estate Agent (Symbol is Purple Three Stacks of Money with an Upward-Pointing Arrow Behind) ====&lt;br /&gt;
&lt;br /&gt;
Promotes and increases the value of completed housing estates. To use the Real Estate Agent, choose a  Real Estate column and mark off the top-most (also lowest-numbered) unmarked space.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Score:&#039;&#039;&#039; At the end of the game, each completed housing estate (size 1, 2, 3, etc...) scores as many points as the top-most unmarked number from the column corresponding to that completed housing estate size.&lt;br /&gt;
&lt;br /&gt;
==== Landscaper (Symbol is a Green Background with Two Palm Trees) ====&lt;br /&gt;
&lt;br /&gt;
Allows the player to build a park. To use the Landscaper, the player marks off the left-most (also lowest-numbered) unmarked of the nine-sided “trees/parks” number-spaces just above the right end of the same street that the player used their chosen house number.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Score:&#039;&#039;&#039;  At the end of the game, each street scores as many points as the number on the left-most unmarked number on the nine-sided “trees/parks” number-spaces for that street. &lt;br /&gt;
&lt;br /&gt;
==== Pool Manufacturer (Symbol is a Blue Pool Area) ====&lt;br /&gt;
&lt;br /&gt;
Allows a player to score points when building houses that have a planned pool. To use the Pool Manufacturer, a player must write their chosen house number on a house with a planned pool, in which case the pool is then built. Also then the player marks off lowest-numbered unmarked number in their pools scoring area. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Score:&#039;&#039;&#039; At the end of the game, score as many points as the lowest-numbered unmarked number in the pools scoring area. &lt;br /&gt;
&lt;br /&gt;
==== Temp Agency (Symbol is an Orange Background Construction Zone Barricade) ====&lt;br /&gt;
&lt;br /&gt;
Allows the player to add or subtract 1 or 2 to the house number they are building. The Temp Agency allows the player to write numbers from 0 to 17. For each use of the Temp Agency, mark off one space in the Temp Agency scoring area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Score:&#039;&#039;&#039; At the end of the game, the player who marked off the most Temp Agency spaces in their scoring area scores 7 points. The player with the second most marked off scores 4 points, and the third-highest scores 1 point. In case of a tie, players score the same amount of points.&lt;br /&gt;
&lt;br /&gt;
==== Bis (Symbol is a Red Mailbox labelled &amp;quot;Bis&amp;quot;) ====&lt;br /&gt;
&lt;br /&gt;
Allows the player to duplicate a house number on any street. Select any empty house that is adjacent to an existing house and on the same street. Duplicated house numbering can never be separated by fences. &lt;br /&gt;
&lt;br /&gt;
A house number can be duplicated multiple times, and the duplicated number does NOT have to be associated with the chosen number-effect combination. Mark off the lowest-numbered space in the Bis scoring area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Score:&#039;&#039;&#039; At the end of the game, SUBTRACT the lowest-numbered, unmarked number in the Bis scoring area from the final score.&lt;br /&gt;
&lt;br /&gt;
You are not required to build the second house, and will only have to pay the Bis penalty if you did build it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(The word &amp;quot;bis&amp;quot; means &amp;quot;again&amp;quot;, as in using the address number again.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== City Plans (The Three Off-White and Gray Cards with “n•1”, “n•2”, etc. in Red on Them) ===&lt;br /&gt;
&lt;br /&gt;
A City Plan presents a goal set by the City to its architects, as in building a certain number of completed housing estates with mandated sizes. Points are awarded for accomplishing a City Plan, and the most points are given to the first player who accomplishes it. &lt;br /&gt;
&lt;br /&gt;
The first player who completes a goal can choose to reshuffle the 81 Construction cards and deal three new stacks of cards as in game setup.&lt;br /&gt;
&lt;br /&gt;
When a completed housing estate or a house has been used for a Plan, it cannot fulfill another City Plan. The player marks out the fence above each house to indicate it has already fulfilled a City Plan. However, a pool used for a City Plan does not invalidate its corresponding house for another City Plan.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Score:&#039;&#039;&#039; The first player(s) who meet the required conditions of a City Plan during the same turn immediately score the points indicated. Write the higher amount from the &amp;quot;Project&amp;quot; side of the City Plan card in the corresponding box (n°1, 2, or 3) in their Plans scoring area. Turn over the City Plan to its &amp;quot;Approved&amp;quot; side. &lt;br /&gt;
&lt;br /&gt;
A player can only score each City Plan once.&lt;br /&gt;
&lt;br /&gt;
Other players who later achieve the same City Plan score the lower point amount.&lt;br /&gt;
&lt;br /&gt;
==== Housing Estates Plans ====&lt;br /&gt;
&lt;br /&gt;
To fulfill these City Plans, the player must complete all of the required housing estates.&lt;br /&gt;
&lt;br /&gt;
The estates do not have to be in the same street. There is no restriction to the location of a Plan’s estates.&lt;br /&gt;
&lt;br /&gt;
=== The game ends immediately when: === &lt;br /&gt;
&lt;br /&gt;
* A player crosses off their third Building Permit Refusal&lt;br /&gt;
* A player achieves all three City Plans&lt;br /&gt;
* A player has built all of the houses on their streets.&lt;br /&gt;
&lt;br /&gt;
Add up the points for City Plans, parks on each street, pools, temps, and real estate agents’ completed housing estates. Then subtract the points from the BIS scoring area and the Building Permit Refusal column.&lt;br /&gt;
&lt;br /&gt;
The player with the most points wins!&lt;br /&gt;
&lt;br /&gt;
In case of a tie, the player with the most completed estates wins. In case of another tie, the player with the most 1-house estates wins, then 2-house, etc... In case of another tie, (seriously?) players play another game of Welcome To.&lt;br /&gt;
&lt;br /&gt;
== Additional Info ==&lt;br /&gt;
&lt;br /&gt;
=== Distribution of cards ===&lt;br /&gt;
&lt;br /&gt;
==== Effect side of cards: ====&lt;br /&gt;
&lt;br /&gt;
*9x Pool Manufacturer cards&lt;br /&gt;
*9x Temp Agency cards&lt;br /&gt;
*9x &amp;quot;Bis&amp;quot; cards&lt;br /&gt;
*18x Landscaper cards&lt;br /&gt;
*18x Real Estate cards&lt;br /&gt;
*18x Surveyor cards&lt;br /&gt;
&lt;br /&gt;
==== House Number side of cards: ====&lt;br /&gt;
&lt;br /&gt;
*3x 1,2,14,15&lt;br /&gt;
*4x 3,13&lt;br /&gt;
*5x 4,12&lt;br /&gt;
*6x 5,11&lt;br /&gt;
*7x 6,10&lt;br /&gt;
*8x 7,9&lt;br /&gt;
*9x 8&lt;br /&gt;
&lt;br /&gt;
=== Expert Rules and Advanced Variant: ===&lt;br /&gt;
&lt;br /&gt;
Optionally, games can be set up to use Expert Rules, Advanced Variant, or both.&lt;br /&gt;
&lt;br /&gt;
1. With the Advanced Variant, there are additional city plans with requirements involving parks and pools. Players may also build a roundabout as an additional action. By placing a roundabout on your street, you can have one set of numbers to the right of the roundabout (0 to 17) and one set to the left (0 to 17). Creating a roundabout uses a house space, and automatically adds a fence to the right and left of the roundabout. You can build up to two roundabouts, and fill in the lowest scored circle in the red section of the scorepad marked with an asterisk (unused in the normal version) — roundabouts cost points.&lt;br /&gt;
&lt;br /&gt;
2. With Expert Rules, rather than all players collectively using the same cards, each player gets dealt three cards of his own, and chooses a number from one, and an action from another. The third, unused, card gets passed to the next player. On each subsequent turn, each player gets dealt two new cards, and again chooses a number from one, an action from another, and passes the third.&lt;br /&gt;
&lt;br /&gt;
== Expansions ==&lt;br /&gt;
&lt;br /&gt;
=== Ice Cream Truck ===&lt;br /&gt;
&lt;br /&gt;
Own the best ice cream truck in the neighborhood! Score the most points by filling house numbers in the order that the truck moves.&lt;br /&gt;
&lt;br /&gt;
There is one ice cream truck for each street; any truck can move on a turn. The top street&#039;s truck moves from right to left. The middle street&#039;s truck moves from left to right. The first time you number a house on the bottom street, you can choose which direction the bottom street&#039;s truck moves. &lt;br /&gt;
&lt;br /&gt;
==== Movement ====&lt;br /&gt;
&lt;br /&gt;
An ice cream truck drives only once through their street, and all missed ice cream orders are therefore lost.&lt;br /&gt;
&lt;br /&gt;
When you write a number in a house, the truck drives from its current location to that house, unless it has already passed it. This is represented by a line in the street from the ice cream truck&#039;s starting point to that house. If the house just numbered has an ice cream cone, circle it and cross off any other ice cream cones passed on the truck’s trip.&lt;br /&gt;
&lt;br /&gt;
==== Scoring ====&lt;br /&gt;
&lt;br /&gt;
You earn one point for each scoop of ice cream circled during the game.&lt;br /&gt;
&lt;br /&gt;
If you are the first to circle or cross off the last ice cream cone on a street, you earn a bonus of one point for each ice cream cone circled in that street. All other players must cross off this bonus, but can keep selling ice cream cones on that street.&lt;br /&gt;
&lt;br /&gt;
When you start numbering the bottom street, pick the ice cream truck you want on either side and cross off the other. Only one bonus applies for this street, even if different players move in opposite directions.&lt;br /&gt;
&lt;br /&gt;
=== Christmas Lights ===&lt;br /&gt;
&lt;br /&gt;
Decorate the streets for Christmas with the longest lights possible.&lt;br /&gt;
&lt;br /&gt;
==== Gameplay ====&lt;br /&gt;
&lt;br /&gt;
To decorate the houses, you must write numbers in consecutive order in the streets. When two adjacent numbers are consecutive, you can connect them with a string of Christmas lights.&lt;br /&gt;
&lt;br /&gt;
A Bis number is considered consecutive to the identical number next to it.&lt;br /&gt;
&lt;br /&gt;
==== Scoring ====&lt;br /&gt;
&lt;br /&gt;
You can have multiples strings of lights in one street but at the end of the game, only the longest string of lights in each street will score additional points.&lt;br /&gt;
&lt;br /&gt;
For each street, earn as many points as there are houses connected by the longest string of lights.&lt;br /&gt;
&lt;br /&gt;
==== Example ====&lt;br /&gt;
&lt;br /&gt;
2 4 [empty] 6-7-8-8bis-9 11-12-13&lt;br /&gt;
&lt;br /&gt;
This would end up scoring five points for the six through nine chain of lights and nothing for the 11-13.&lt;br /&gt;
&lt;br /&gt;
==== City Plans ====&lt;br /&gt;
&lt;br /&gt;
Build two estates of three houses without any string of lights.&lt;br /&gt;
&lt;br /&gt;
Build two estates of six houses connected to each other by a single string of lights.&lt;br /&gt;
&lt;br /&gt;
Connect all the houses of one street with a single string of lights.&lt;br /&gt;
&lt;br /&gt;
=== Spring (Easter Eggs) ===&lt;br /&gt;
&lt;br /&gt;
Find eggs and circle them with a number to collect them.&lt;br /&gt;
&lt;br /&gt;
6,9,16 - circle one egg&lt;br /&gt;
&lt;br /&gt;
0,8,10 - circle (up to) two eggs&lt;br /&gt;
&lt;br /&gt;
==== Gameplay ====&lt;br /&gt;
&lt;br /&gt;
To collect an egg, write a 0, 6, 8, 9, 10, or 16 on the house containing the egg(s). &lt;br /&gt;
&lt;br /&gt;
==== Scoring ====&lt;br /&gt;
&lt;br /&gt;
Count the total number of eggs collected:&lt;br /&gt;
: 6 eggs: 5 points&lt;br /&gt;
: 10 eggs: 10 points&lt;br /&gt;
: 14 eggs: 20 points&lt;br /&gt;
: 18 eggs: 35 points&lt;/div&gt;</summary>
		<author><name>Dezo</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcentury&amp;diff=19012</id>
		<title>Gamehelpcentury</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcentury&amp;diff=19012"/>
		<updated>2023-11-28T15:24:40Z</updated>

		<summary type="html">&lt;p&gt;Dezo: formatting for Claiming a point card section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Setup==&lt;br /&gt;
The first player gets 3 turmeric, the second and third player get 4 turmeric, the fourth and fifth get 3 turmeric and a saffron.&lt;br /&gt;
&lt;br /&gt;
Five cards from the purple point deck are placed in a line, with the deck to the right of the cards. Gold coins equal to twice the number of players are placed on the leftmost point card, and the same number of silver coins on the second point card. &lt;br /&gt;
&lt;br /&gt;
Six cards from the orange merchant card deck are placed in a line below the point cards.&lt;br /&gt;
&lt;br /&gt;
Each player gets a &#039;collect 2 turmeric&#039; and an &#039;upgrade 2&#039; card as starting hand. &lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
On your turn, you can either &#039;&#039;&#039;play a card&#039;&#039;&#039; from your hand, &#039;&#039;&#039;acquire&#039;&#039;&#039; a merchant card, &#039;&#039;&#039;claim&#039;&#039;&#039; a point card or &#039;&#039;&#039;rest&#039;&#039;&#039; (pick up all cards you have played).&lt;br /&gt;
&lt;br /&gt;
====Playing cards from your hand====&lt;br /&gt;
&lt;br /&gt;
The first type of merchant card you can play from your hand are &#039;&#039;&#039;resource&#039;&#039;&#039; cards. These allow you to gain spices shown on the card. &lt;br /&gt;
&lt;br /&gt;
The second type is &#039;&#039;&#039;upgrade&#039;&#039;&#039; cards, which allows you to upgrade spices twice, whether it be one spice upgraded twice or two upgraded once each. For the &#039;Upgrade 3&#039; merchant card, you can upgrade three times. You can upgrade only once as well if you wish.&lt;br /&gt;
&lt;br /&gt;
The last type is a &#039;&#039;&#039;trade&#039;&#039;&#039; card, which allows the player to exchange spices for other spices (usually stronger ones). The trade can be done multiple times if the player desires to do so. All merchant cards can only be played again if you rest. &lt;br /&gt;
&lt;br /&gt;
====Acquiring a merchant card====&lt;br /&gt;
&lt;br /&gt;
Merchant cards can be bought for an increasing price, the further to the right the card is. The first card on the left is free, but any cards further along require more spices. To buy a &#039;deeper&#039; card, you must place a spice cube on each of the cards left of the card to buy. Any merchant cards will go straight into your hand after buying. If a card you buy has spice cubes on it, you gain them instantly. &lt;br /&gt;
&lt;br /&gt;
====Claiming a point card====&lt;br /&gt;
&lt;br /&gt;
To claim a point card, pay the spices indicated and take it. You will also receive one coin from the corresponding pile if there are any coins above the card you purchased. If the gold coins are ever depleted, the silver coins shift to the leftmost position. After a point card is purchased, immediately replace it and move any old cards to the left to fill the gap. The new card goes on the far right.&lt;br /&gt;
&lt;br /&gt;
====Resting====&lt;br /&gt;
&lt;br /&gt;
If you rest, take back &#039;&#039;&#039;all&#039;&#039;&#039; the merchant cards played by you. No other action can be taken after this on your turn.&lt;br /&gt;
&lt;br /&gt;
====Spices====&lt;br /&gt;
&lt;br /&gt;
You can only have at most 10 spices at the end of your turn, and must discard any excess. You can choose which spices you want to discard from your hand.&lt;br /&gt;
&lt;br /&gt;
The spice ranks from low to high are: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#f5dd4f;&amp;quot; | Turmeric &lt;br /&gt;
| style=&amp;quot;background:#fff;&amp;quot; | ➔&lt;br /&gt;
| style=&amp;quot;background:#f3634f;&amp;quot; | Saffron &lt;br /&gt;
| style=&amp;quot;background:#fff;&amp;quot; | ➔&lt;br /&gt;
| style=&amp;quot;background:#73d20e;&amp;quot; | Cardamom &lt;br /&gt;
| style=&amp;quot;background:#fff;&amp;quot; | ➔&lt;br /&gt;
| style=&amp;quot;background:#7b3707; color:#fff&amp;quot; | Cinnamon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
When a player buys their 5th point card (or 6th in a 2 to 3 player game) the game will end at the end of that round. &lt;br /&gt;
&lt;br /&gt;
Players score points on their point cards, 3 points for each gold coin, 1 point for each silver coin and 1 point for each spice higher than turmeric (yellow). &lt;br /&gt;
&lt;br /&gt;
The player with the most points wins. If there is a tie, the tied player who took the most recent turn wins.&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
Golem Edition: Players can also play with the golem edition. In that case, the crystal ranks from low to high are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ee0;&amp;quot; | Yellow&lt;br /&gt;
| style=&amp;quot;background:#fff;&amp;quot; | ➔&lt;br /&gt;
| style=&amp;quot;background:#0d0;&amp;quot; | Green &lt;br /&gt;
| style=&amp;quot;background:#fff;&amp;quot; | ➔&lt;br /&gt;
| style=&amp;quot;background:#5af;&amp;quot; | Blue &lt;br /&gt;
| style=&amp;quot;background:#fff;&amp;quot; | ➔&lt;br /&gt;
| style=&amp;quot;background:#e09;&amp;quot; | Pink&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All card distributions are the same.&lt;/div&gt;</summary>
		<author><name>Dezo</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcentury&amp;diff=19011</id>
		<title>Gamehelpcentury</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcentury&amp;diff=19011"/>
		<updated>2023-11-28T15:22:45Z</updated>

		<summary type="html">&lt;p&gt;Dezo: /* Acquiring/claiming cards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Setup==&lt;br /&gt;
The first player gets 3 turmeric, the second and third player get 4 turmeric, the fourth and fifth get 3 turmeric and a saffron.&lt;br /&gt;
&lt;br /&gt;
Five cards from the purple point deck are placed in a line, with the deck to the right of the cards. Gold coins equal to twice the number of players are placed on the leftmost point card, and the same number of silver coins on the second point card. &lt;br /&gt;
&lt;br /&gt;
Six cards from the orange merchant card deck are placed in a line below the point cards.&lt;br /&gt;
&lt;br /&gt;
Each player gets a &#039;collect 2 turmeric&#039; and an &#039;upgrade 2&#039; card as starting hand. &lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
On your turn, you can either &#039;&#039;&#039;play a card&#039;&#039;&#039; from your hand, &#039;&#039;&#039;acquire&#039;&#039;&#039; a merchant card, &#039;&#039;&#039;claim&#039;&#039;&#039; a point card or &#039;&#039;&#039;rest&#039;&#039;&#039; (pick up all cards you have played).&lt;br /&gt;
&lt;br /&gt;
====Playing cards from your hand====&lt;br /&gt;
&lt;br /&gt;
The first type of merchant card you can play from your hand are &#039;&#039;&#039;resource&#039;&#039;&#039; cards. These allow you to gain spices shown on the card. &lt;br /&gt;
&lt;br /&gt;
The second type is &#039;&#039;&#039;upgrade&#039;&#039;&#039; cards, which allows you to upgrade spices twice, whether it be one spice upgraded twice or two upgraded once each. For the &#039;Upgrade 3&#039; merchant card, you can upgrade three times. You can upgrade only once as well if you wish.&lt;br /&gt;
&lt;br /&gt;
The last type is a &#039;&#039;&#039;trade&#039;&#039;&#039; card, which allows the player to exchange spices for other spices (usually stronger ones). The trade can be done multiple times if the player desires to do so. All merchant cards can only be played again if you rest. &lt;br /&gt;
&lt;br /&gt;
====Acquiring a merchant card====&lt;br /&gt;
&lt;br /&gt;
Merchant cards can be bought for an increasing price, the further to the right the card is. The first card on the left is free, but any cards further along require more spices. To buy a &#039;deeper&#039; card, you must place a spice cube on each of the cards left of the card to buy. Any merchant cards will go straight into your hand after buying. If a card you buy has spice cubes on it, you gain them instantly. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Claiming a point card&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To claim a point card, pay the spices indicated and take it. You will also receive one coin from the corresponding pile if there are any coins above the card you purchased. If the gold coins are ever depleted, the silver coins shift to the leftmost position. After a point card is purchased, immediately replace it and move any old cards to the left to fill the gap. The new card goes on the far right.&lt;br /&gt;
&lt;br /&gt;
====Resting====&lt;br /&gt;
&lt;br /&gt;
If you rest, take back &#039;&#039;&#039;all&#039;&#039;&#039; the merchant cards played by you. No other action can be taken after this on your turn.&lt;br /&gt;
&lt;br /&gt;
====Spices====&lt;br /&gt;
&lt;br /&gt;
You can only have at most 10 spices at the end of your turn, and must discard any excess. You can choose which spices you want to discard from your hand.&lt;br /&gt;
&lt;br /&gt;
The spice ranks from low to high are: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#f5dd4f;&amp;quot; | Turmeric &lt;br /&gt;
| style=&amp;quot;background:#fff;&amp;quot; | ➔&lt;br /&gt;
| style=&amp;quot;background:#f3634f;&amp;quot; | Saffron &lt;br /&gt;
| style=&amp;quot;background:#fff;&amp;quot; | ➔&lt;br /&gt;
| style=&amp;quot;background:#73d20e;&amp;quot; | Cardamom &lt;br /&gt;
| style=&amp;quot;background:#fff;&amp;quot; | ➔&lt;br /&gt;
| style=&amp;quot;background:#7b3707; color:#fff&amp;quot; | Cinnamon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
When a player buys their 5th point card (or 6th in a 2 to 3 player game) the game will end at the end of that round. &lt;br /&gt;
&lt;br /&gt;
Players score points on their point cards, 3 points for each gold coin, 1 point for each silver coin and 1 point for each spice higher than turmeric (yellow). &lt;br /&gt;
&lt;br /&gt;
The player with the most points wins. If there is a tie, the tied player who took the most recent turn wins.&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
Golem Edition: Players can also play with the golem edition. In that case, the crystal ranks from low to high are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ee0;&amp;quot; | Yellow&lt;br /&gt;
| style=&amp;quot;background:#fff;&amp;quot; | ➔&lt;br /&gt;
| style=&amp;quot;background:#0d0;&amp;quot; | Green &lt;br /&gt;
| style=&amp;quot;background:#fff;&amp;quot; | ➔&lt;br /&gt;
| style=&amp;quot;background:#5af;&amp;quot; | Blue &lt;br /&gt;
| style=&amp;quot;background:#fff;&amp;quot; | ➔&lt;br /&gt;
| style=&amp;quot;background:#e09;&amp;quot; | Pink&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All card distributions are the same.&lt;/div&gt;</summary>
		<author><name>Dezo</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcentury&amp;diff=19010</id>
		<title>Gamehelpcentury</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcentury&amp;diff=19010"/>
		<updated>2023-11-28T15:11:09Z</updated>

		<summary type="html">&lt;p&gt;Dezo: end of game rewording&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Setup==&lt;br /&gt;
The first player gets 3 turmeric, the second and third player get 4 turmeric, the fourth and fifth get 3 turmeric and a saffron.&lt;br /&gt;
&lt;br /&gt;
Five cards from the purple point deck are placed in a line, with the deck to the right of the cards. Gold coins equal to twice the number of players are placed on the leftmost point card, and the same number of silver coins on the second point card. &lt;br /&gt;
&lt;br /&gt;
Six cards from the orange merchant card deck are placed in a line below the point cards.&lt;br /&gt;
&lt;br /&gt;
Each player gets a &#039;collect 2 turmeric&#039; and an &#039;upgrade 2&#039; card as starting hand. &lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
On your turn, you can either &#039;&#039;&#039;play a card&#039;&#039;&#039; from your hand, &#039;&#039;&#039;acquire&#039;&#039;&#039; a merchant card, &#039;&#039;&#039;claim&#039;&#039;&#039; a point card or &#039;&#039;&#039;rest&#039;&#039;&#039; (pick up all cards you have played).&lt;br /&gt;
&lt;br /&gt;
====Playing cards====&lt;br /&gt;
&lt;br /&gt;
The first type of merchant card you can play from your hand are &#039;&#039;&#039;resource&#039;&#039;&#039; cards. These allow you to gain spices shown on the card. &lt;br /&gt;
&lt;br /&gt;
The second type is &#039;&#039;&#039;upgrade&#039;&#039;&#039; cards, which allows you to upgrade spices twice, whether it be one spice upgraded twice or two upgraded once each. For the &#039;Upgrade 3&#039; merchant card, you can upgrade three times. You can upgrade only once as well if you wish.&lt;br /&gt;
&lt;br /&gt;
The last type is a &#039;&#039;&#039;trade&#039;&#039;&#039; card, which allows the player to exchange spices for other spices (usually stronger ones). The trade can be done multiple times if the player desires to do so. All merchant cards can only be played again if you rest. &lt;br /&gt;
&lt;br /&gt;
====Acquiring/claiming cards====&lt;br /&gt;
&lt;br /&gt;
Merchant cards can be bought for an increasing price, the further to the right the card is. The first card on the left is free, but any cards further along require more spices. To buy a &#039;deeper&#039; card, you must place a spice cube on each of the cards left of the card to buy. Any merchant cards will go straight into your hand after buying. If a card you buy has spice cubes on it, you gain them &#039;&#039;&#039;instantly&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
If you buy a point card, pay the spices indicated and take it. If there are any coins on the top left of the card, you will get one of the coins as well. If the gold coins are depleted, the silver coins move to the leftmost position instead of the second position along.&lt;br /&gt;
&lt;br /&gt;
If a card is taken, immediately replace it and move any old cards to the left to fill the gap. The new card goes on the far right.&lt;br /&gt;
&lt;br /&gt;
====Resting====&lt;br /&gt;
&lt;br /&gt;
If you rest, take back &#039;&#039;&#039;all&#039;&#039;&#039; the merchant cards played by you. No other action can be taken after this on your turn.&lt;br /&gt;
&lt;br /&gt;
====Spices====&lt;br /&gt;
&lt;br /&gt;
You can only have at most 10 spices at the end of your turn, and must discard any excess. You can choose which spices you want to discard from your hand.&lt;br /&gt;
&lt;br /&gt;
The spice ranks from low to high are: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#f5dd4f;&amp;quot; | Turmeric &lt;br /&gt;
| style=&amp;quot;background:#fff;&amp;quot; | ➔&lt;br /&gt;
| style=&amp;quot;background:#f3634f;&amp;quot; | Saffron &lt;br /&gt;
| style=&amp;quot;background:#fff;&amp;quot; | ➔&lt;br /&gt;
| style=&amp;quot;background:#73d20e;&amp;quot; | Cardamom &lt;br /&gt;
| style=&amp;quot;background:#fff;&amp;quot; | ➔&lt;br /&gt;
| style=&amp;quot;background:#7b3707; color:#fff&amp;quot; | Cinnamon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
When a player buys their 5th point card (or 6th in a 2 to 3 player game) the game will end at the end of that round. &lt;br /&gt;
&lt;br /&gt;
Players score points on their point cards, 3 points for each gold coin, 1 point for each silver coin and 1 point for each spice higher than turmeric (yellow). &lt;br /&gt;
&lt;br /&gt;
The player with the most points wins. If there is a tie, the tied player who took the most recent turn wins.&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
Golem Edition: Players can also play with the golem edition. In that case, the crystal ranks from low to high are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ee0;&amp;quot; | Yellow&lt;br /&gt;
| style=&amp;quot;background:#fff;&amp;quot; | ➔&lt;br /&gt;
| style=&amp;quot;background:#0d0;&amp;quot; | Green &lt;br /&gt;
| style=&amp;quot;background:#fff;&amp;quot; | ➔&lt;br /&gt;
| style=&amp;quot;background:#5af;&amp;quot; | Blue &lt;br /&gt;
| style=&amp;quot;background:#fff;&amp;quot; | ➔&lt;br /&gt;
| style=&amp;quot;background:#e09;&amp;quot; | Pink&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All card distributions are the same.&lt;/div&gt;</summary>
		<author><name>Dezo</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelprollforthegalaxy&amp;diff=18975</id>
		<title>Gamehelprollforthegalaxy</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelprollforthegalaxy&amp;diff=18975"/>
		<updated>2023-11-23T15:59:33Z</updated>

		<summary type="html">&lt;p&gt;Dezo: &amp;quot;In case of a tie&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basics ==&lt;br /&gt;
Use your dice (workers/citizens) to complete various actions with the goal of building the best civilisation. &lt;br /&gt;
&lt;br /&gt;
‎&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You start the game with:&lt;br /&gt;
*a player mat with the credit marker starting on 1&lt;br /&gt;
*one faction token &lt;br /&gt;
*one home world&lt;br /&gt;
*one development zone card &lt;br /&gt;
*one construction zone card &lt;br /&gt;
*three white dice in your cup&lt;br /&gt;
*two white dice in your citizenry&lt;br /&gt;
*extra dice as shown on your home planet card &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
‎&amp;lt;br/&amp;gt;&lt;br /&gt;
Warning: the BGA version is coded to play fast. It will do a lot of actions automatically when they do not require choices. So you might be surprised the first times...&lt;br /&gt;
&lt;br /&gt;
== The 5 Actions ==&lt;br /&gt;
&lt;br /&gt;
The game has five phases that everyone does at the same time until the end game condition reached. &lt;br /&gt;
&lt;br /&gt;
*roll&lt;br /&gt;
*assign &lt;br /&gt;
*reveal &lt;br /&gt;
*resolve &lt;br /&gt;
*manage &lt;br /&gt;
&lt;br /&gt;
‎&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You start by rolling all your *Worker* dice (those in the cup). They are automatically assigned to the phase matching the face rolled.&lt;br /&gt;
&lt;br /&gt;
‎&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All dice with the * symbol are wild. &lt;br /&gt;
&lt;br /&gt;
‎&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Choose one of the dice and put it on the black phase strip of the phase you want to play. Only phases that you or one of your opponents select to activate will happen this round. (in a two player game an extra third phase is selected randomly). The dice you use to select a phase doesn&#039;t have to match the phase you want to play. The dice underneath the phase strip will be used as resources for that phase. &lt;br /&gt;
&lt;br /&gt;
‎&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dictate &lt;br /&gt;
*return one worker to the cup to reassign another worker to a different phase &lt;br /&gt;
&lt;br /&gt;
‎&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some cards may also let you reassign. &lt;br /&gt;
&lt;br /&gt;
‎&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each reassign action can only be used once per turn.&lt;br /&gt;
&lt;br /&gt;
‎&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Perform actions ==&lt;br /&gt;
&lt;br /&gt;
Next, phases happen in order. Dice you have under each chosen phase (and the die on the black strip) will be used to perform that phase&#039;s action(s) and sent back to Citizenry. Any dice under phases not chosen, or unused ones, go back into your cup, automatically.&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=5 |&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Face/Phase&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Action&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Explore&lt;br /&gt;
|Scout&lt;br /&gt;
|Discard 0 or more tiles, then draw that many plus 1.&lt;br /&gt;
|Repeated for each die spent.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Stock&lt;br /&gt;
|Get 2 Money &lt;br /&gt;
|(max 10 money)&lt;br /&gt;
|-&lt;br /&gt;
|Develop&lt;br /&gt;
|Develop&lt;br /&gt;
|Add a die to a development. Automatically built if it has enough dice during develop.&lt;br /&gt;
|(Possibly several developments per round.)&lt;br /&gt;
|-&lt;br /&gt;
|Settle&lt;br /&gt;
|Settle&lt;br /&gt;
|Add a die to a world. Automatically built if it has enough dice during settle.&lt;br /&gt;
|(Possibly several world per round.)&lt;br /&gt;
|-&lt;br /&gt;
|Produce&lt;br /&gt;
|Produce&lt;br /&gt;
|Add a die to a settled, non-gray world.&lt;br /&gt;
|Maximum of 1 die on each world. See &amp;quot;Consume&amp;quot; for importance of color.&lt;br /&gt;
|-&lt;br /&gt;
|Ship&lt;br /&gt;
|Trade&lt;br /&gt;
|Remove another die on a settled world; gain money equal to the &#039;&#039;&#039;world color&#039;&#039;&#039; it is on.&lt;br /&gt;
|Blue = 3, Brown = 4, Green = 5, Yellow = 6&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Consume&lt;br /&gt;
|Remove another die on a settled world. Get 1 VP.&lt;br /&gt;
|Bonus 1 (+1 VP): If the die removed from the planet is purple or matches the planet&#039;s color.&lt;br /&gt;
Bonus 2 (+1 VP): If the ship die used is purple or matches the planet&#039;s color&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== End of turn: manage and recruit citizens ==&lt;br /&gt;
&lt;br /&gt;
All used dice were sent back to your citizenry. During this phase you can reactivate them as worker by paying 1$ per die.&lt;br /&gt;
This is the only use of your money, so you rarely need to keep money.&lt;br /&gt;
If you spend all your money, you get 1 money at the end of the round.&lt;br /&gt;
&lt;br /&gt;
You can also freely retrieve any dice that are stuck on developments or worlds, to reassign them later.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Game setup ==&lt;br /&gt;
&lt;br /&gt;
Each player receives a random double tile with a special ability, and a random starter tile next to it.&lt;br /&gt;
Then you receive two tiles from the shared supply, to form your unbuilt tile stacks. Each tile has two faces: a development or a world. For the first two tiles, one must be a world, the other a development, and you choose which is which. &lt;br /&gt;
&lt;br /&gt;
You also start with 5 white dice.&lt;br /&gt;
&lt;br /&gt;
== Game end ==&lt;br /&gt;
When anyone has 12 tiles built, or if all VP chips are used up. The player with the most VPs wins! &lt;br /&gt;
&lt;br /&gt;
If two or more players tie for VPs, each tied player adds (the number of dice in their cup) + (their Galactic Credits). If this cannot break the tie, those players are considered tied.&lt;br /&gt;
&lt;br /&gt;
== Watch out! ==&lt;br /&gt;
&lt;br /&gt;
If you happen to have the Alien Archeology starting tile/ability, ($4 instead of $2 when stocking using a yellow die,) note that the first die used in the Explore phase will always be a yellow die, if possible, regardless of the die you select. Be sure to stock first to get the $4, then scout afterward.&lt;br /&gt;
&lt;br /&gt;
== Die Side Summary ==&lt;br /&gt;
[[File:Home.png||||Home (White) - 2 Explore, 1 Develop, 1 Settle, 1 Produce, 1 Ship]]&lt;br /&gt;
&lt;br /&gt;
[[File:Military.png||||Military (Red) - 1 Explore, 2 Develop, 2 Settle, 1 Wild]]&lt;br /&gt;
&lt;br /&gt;
[[File:Consumption.png||||Consumption (Purple) - 1 Explore, 1 Develop, 3 Ship, 1 Wild]]&lt;br /&gt;
&lt;br /&gt;
[[File:Novelty.png||||Novelty (Blue) - 1 Explore, 2 Produce, 2 Ship, 1 Wild]]&lt;br /&gt;
&lt;br /&gt;
[[File:RareElement.png||||Rare Element (Brown) - 1 Explore, 2 Develop, 1 Produce, 1 Ship, 1 Wild]]&lt;br /&gt;
&lt;br /&gt;
[[File:Genes.png||||Genes (Green) - 1 Explore, 2 Settle, 1 Produce, 2 Wild]]&lt;br /&gt;
&lt;br /&gt;
[[File:AlienTechnology.png||||Alien Technology (Yellow) - 1 Develop, 1 Settle, 1 Produce, 3 Wild]]&lt;br /&gt;
&lt;br /&gt;
== Strategy Tips ==&lt;br /&gt;
[[Tips_rollforthegalaxy | Strategy Tips]]&lt;/div&gt;</summary>
		<author><name>Dezo</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpzooloretto&amp;diff=18884</id>
		<title>Gamehelpzooloretto</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpzooloretto&amp;diff=18884"/>
		<updated>2023-11-15T04:04:10Z</updated>

		<summary type="html">&lt;p&gt;Dezo: formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
The game lasts several rounds. On a player’s turn, they must perform one of the following three actions:&lt;br /&gt;
&lt;br /&gt;
1) Draw a new tile and add it to a delivery truck&lt;br /&gt;
&lt;br /&gt;
2) Take a delivery truck and pass for the rest of the round&lt;br /&gt;
&lt;br /&gt;
3) Carry out one money action&lt;br /&gt;
&lt;br /&gt;
Once each player has taken a delivery truck, the round is over and a new round begins.&lt;br /&gt;
&lt;br /&gt;
The game ends when a player draws and reveals the first tile from the stack covered by the purple wooden disc. The round is played through to the end. Points are scored based on the number of animals and stalls. The player with the most points wins.&lt;br /&gt;
&lt;br /&gt;
== Turn Actions ==&lt;br /&gt;
&lt;br /&gt;
=== Draw a new tile and add it to a delivery truck ===&lt;br /&gt;
&lt;br /&gt;
The player draws and reveals the topmost tile from the stack and places it in an open space on a delivery truck of their choice. Their turn is then over. &lt;br /&gt;
&lt;br /&gt;
Each delivery truck has room for up to three tiles. Should all delivery trucks already have 3 tiles on them, then the player cannot choose this action.&lt;br /&gt;
&lt;br /&gt;
=== Take a delivery truck and pass for the rest of the round ===&lt;br /&gt;
&lt;br /&gt;
The player chooses a delivery truck and places it, along with any tiles on it, in their play area. They must immediately add the tiles from the truck to their zoo. A player may only choose a delivery truck on which there is at least one tile.&lt;br /&gt;
&lt;br /&gt;
Once a player has taken a truck, they pass for the rest of the round and will not get another turn until the next round. &lt;br /&gt;
&lt;br /&gt;
When the player adds the tiles to their zoo, they must follow the following placement rules:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Animal Tiles:&#039;&#039;&#039; An animal tile may be placed either on an empty enclosure space or in the barn. Each enclosure may contain a maximum of one type of animal tile. However, a player may have multiple enclosures containing the same animal type. If there aren’t any legal spaces for an animal tile left in the enclosures, then the player must place the animal in their barn instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vending Stalls:&#039;&#039;&#039; A vending stall may be placed on an empty stall space or in the barn. If there aren’t any stall spaces left, then the player must place the tile in their barn instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Coin Tiles:&#039;&#039;&#039; A coin tile is added to any other coins the player has.&lt;br /&gt;
&lt;br /&gt;
Players may have as many tiles and as many types of tiles (including both animals and vending stalls) as they wish in their barns. &lt;br /&gt;
&lt;br /&gt;
Note: a player may choose to place an animal tile in their barn, even if they have an appropriate empty space in one of their enclosures.&lt;br /&gt;
&lt;br /&gt;
=== Carry out one money action ===&lt;br /&gt;
&lt;br /&gt;
The player may carry out one of the following money actions, provided that they can pay for it.&lt;br /&gt;
&lt;br /&gt;
1) Remodel (Move or Exchange)&lt;br /&gt;
&lt;br /&gt;
2) Purchase or Discard a tile&lt;br /&gt;
&lt;br /&gt;
3) Expand the zoo&lt;br /&gt;
&lt;br /&gt;
The placement rules described above must be followed when carrying out these actions. A player may never carry out more than one money action per turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remodel:&#039;&#039;&#039; (1 coin) A player may only remodel their own zoo. There are two remodeling options: Move or Exchange.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Move&#039;&#039;&#039;&#039;&#039;:&#039;&#039; The player moves a single animal tile from their barn to an eligible enclosure space in their zoo, or they move any one vending stall tile from its current location to any eligible space in their zoo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exchange&#039;&#039;&#039;&#039;&#039;:&#039;&#039; The player takes &#039;&#039;all&#039;&#039; tiles of one animal type in either their barn or one of their zoo’s enclosures and exchanges them with &#039;&#039;all&#039;&#039; tiles of one other animal type in another of their zoo’s locations. An exchange must always involve exactly two areas and the animal types must be different. An exchange involving two areas with the same animal type is not allowed. Exchanging vending stalls is not permitted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Purchase or Discard a tile:&#039;&#039;&#039; (2 coins) The player may either purchase an animal or vending stall tile from an opponent’s barn or discard an animal or vending stall tile from their own barn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Purchase&#039;&#039;&#039;&#039;&#039;:&#039;&#039; The player takes the animal or vending stall tile of their choice from the barn of another player and adds it to their own zoo. The other player may not refuse the purchase. 1 coin goes to the other player, 1 coin goes to the bank.&lt;br /&gt;
* &#039;&#039;&#039;Discard&#039;&#039;&#039;&#039;&#039;:&#039;&#039; The player discards a single animal or vending stall tile of their choice from their barn. The tile is removed from the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Expand their zoo:&#039;&#039;&#039; (3 coins) The player pays three coins to the bank and turns their expansion board face up. This expands their zoo by one enclosure and one stall space.&lt;br /&gt;
&lt;br /&gt;
== End of a Round ==&lt;br /&gt;
&lt;br /&gt;
Once each player has taken a delivery truck, the round is over.&lt;br /&gt;
&lt;br /&gt;
The players return the empty trucks to the middle of the table and the next round begins, starting with the player who took the last delivery truck in the previous round.&lt;br /&gt;
&lt;br /&gt;
== Additional Rules ==&lt;br /&gt;
&lt;br /&gt;
=== Offspring ===&lt;br /&gt;
&lt;br /&gt;
There are two fertile males and two fertile females of each animal type, distinguishable by the small (M) &amp;amp; (F) symbols on their tiles. When a player adds the partner for a fertile male or female to an enclosure where the partner waits, the two immediately produce an offspring. The player places the offspring tile onto an empty space in the same enclosure. &lt;br /&gt;
&lt;br /&gt;
Once placed, the offspring tile is treated like any other animal tile. If there isn’t any space left in the enclosure, the player must place the offspring in their barn instead. &lt;br /&gt;
&lt;br /&gt;
Notes: All that is required is for the male and female to be in the same enclosure – they do not need to be next to each other. Each male and female can produce an offspring only once. So, for example, no offspring is produced when a third fertile animal is added to an enclosure that already has a fertile pair. Another offspring would only be produced when another partner, creating a second fertile pair, is added to the enclosure. Pairs only produce offspring in enclosures, not in barns or on delivery trucks.&lt;br /&gt;
&lt;br /&gt;
=== Last enclosure space filled ===&lt;br /&gt;
&lt;br /&gt;
Some enclosures provide a bonus (in coins) whenever a player places a tile on the last empty space of the enclosure. They receive bonus coins from the bank equal to the number shown in the enclosure (if any are shown). &lt;br /&gt;
&lt;br /&gt;
Exceptions: No bonus is awarded when all enclosure spaces are filled as a result of an &#039;&#039;Exchange&#039;&#039; money action. There is also no bonus awarded if an offspring produced by an Exchange action fills the last space.&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
The end of the game is triggered when a player draws and reveals the first tile from the stack covered by the purple wooden disc. The round is played through to the end. Once each player has taken a delivery truck, the game is over and scoring takes place.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
For the animals in an enclosure, the player scores points as follows:&lt;br /&gt;
&lt;br /&gt;
1) For a full enclosure (all spaces filled with animals), the player earns the higher of the two point values shown in the enclosure.&lt;br /&gt;
&lt;br /&gt;
2) For an enclosure with exactly 1 empty space (all but 1 space filled with animals), the player earns the lower of the two point values shown in the enclosure.&lt;br /&gt;
&lt;br /&gt;
3) For an enclosure with two or more empty spaces, the player only scores points if they have a vending stall on at least one of the stall spaces associated with the enclosure. In this case, the player scores 1 point for each animal in the enclosure. If a player has an enclosure with two or more empty spaces and &#039;&#039;no&#039;&#039; vending stall in the stall spaces that are associated with the enclosure, they score no points for the enclosure. (Note: When both stall spaces next to a 4-space enclosure are occupied, a player still scores only 1 point per tile.)&lt;br /&gt;
&lt;br /&gt;
For each vending stall &#039;&#039;type&#039;&#039; on stall spaces, the player receives 2 points.&lt;br /&gt;
&lt;br /&gt;
For each vending stall &#039;&#039;type&#039;&#039; in their barn, the player receives minus 2 points.&lt;br /&gt;
&lt;br /&gt;
For each animal &#039;&#039;type&#039;&#039; in their barn, the player receives minus 2 points. &lt;br /&gt;
&lt;br /&gt;
For example: Claus has 3 elephants in their barn and receives minus 2 points for them.&lt;br /&gt;
&lt;br /&gt;
The player with the most points wins. In the event of a tie, the tied player with the most coins wins.&lt;/div&gt;</summary>
		<author><name>Dezo</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelparcticscavengers&amp;diff=18489</id>
		<title>Gamehelparcticscavengers</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelparcticscavengers&amp;diff=18489"/>
		<updated>2023-10-22T02:52:04Z</updated>

		<summary type="html">&lt;p&gt;Dezo: /* Module #1 – Medics, Tools, and Gangs */ clarified Pharmers gang condition.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Objective==&lt;br /&gt;
&lt;br /&gt;
The player with the largest tribe (most people) at the end of the game is the winner.&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
&lt;br /&gt;
Each player starts with:&lt;br /&gt;
*4 refugee cards&lt;br /&gt;
*3 scavenger cards&lt;br /&gt;
*1 brawler card&lt;br /&gt;
*1 spear card&lt;br /&gt;
*1 shovel card&lt;br /&gt;
&lt;br /&gt;
==Playing the Game==&lt;br /&gt;
&lt;br /&gt;
Each round of Arctic Scavengers has three phases, played in the order shown below:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawing Phase&#039;&#039;&#039;&lt;br /&gt;
*1) Discard all cards from the previous round.&lt;br /&gt;
*2) Each player draws 5 cards from the top of their deck, shuffling the discard pile and adding it to the deck when their deck becomes exhausted.&lt;br /&gt;
*3) Beginning with the third round, and continuing for the remainder of the game, the initiator peeks at the top card on the contested resources pile and then returns it to the pile.&lt;br /&gt;
&#039;&#039;&#039;Resource Gathering Phase&#039;&#039;&#039;&lt;br /&gt;
*4) The initiator takes the first action and uses any number of cards to gather resources.&lt;br /&gt;
*5) The initiator announces how many of their cards will remain for the skirmish.&lt;br /&gt;
*6) Play continues with the other players, in clockwise order, and they execute steps 4 and 5.&lt;br /&gt;
&#039;&#039;&#039;Skirmish Phase (Round 3 and following)&#039;&#039;&#039;&lt;br /&gt;
*7) Once all players have taken their resource gathering actions, players reveal their remaining cards for the skirmish and a winner is determined.&lt;br /&gt;
*8) The winner of the skirmish takes the top card from the contested resources pile and adds it to their discard pile.&lt;br /&gt;
*9) The initiator passes the initiator card to their left-hand opponent, starting a new round.&lt;br /&gt;
&lt;br /&gt;
The game continues like this until the contested resource pile is depleted.&lt;br /&gt;
&lt;br /&gt;
==Resource Gathering==&lt;br /&gt;
&lt;br /&gt;
During this phase, each player plays any number of cards from their hand in order to add more resources (cards) to their deck. Gathering starts with the player that has the initiator card (lying in their play area) and play continues in clockwise order.&lt;br /&gt;
There is no limit to the number of actions that a player can take during the resource gathering phase, although no action may be taken more than once. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dig&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The player draws one or more cards from the top of the junkyard pile. The player may choose one to place in their discard pile and returns any other cards to the bottom of the junkyard pile. The number of cards is determined by the sum of all the dig numbers displayed on the card(s) played from the player’s hand. As with other actions, dig may only be used once per round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Draw&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The player draws one or more cards from their deck, adding them to their hand. Multiple cards may be combined to draw several cards. As with other actions, draw may only be used once per round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hire&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The hire ability is a free action (no card is needed to grant this action) in which a player takes a mercenary card from the face-up piles of cards. The player must be able to pay the cost displayed on the card. There are two currencies: food and medicine. Food is created in real-time using the hunt action (described below). Meds are provided in the form of medicine cards that must be played from the players hand in order to complete the hiring of a&lt;br /&gt;
mercenary. Medicine cards do not require an associated person to spend. Each player may only hire one mercenary per round, and the player immediately adds the card to their discard pile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hunt&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The hunt ability generates food during the round that can then be used as currency for hiring a single mercenary card. The amount of food generated is determined by summing all hunt abilities played from the player’s hand. The player can assign tools to the mercenaries to improve their hunt abilities. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trash&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The trash ability is a free action (no card is needed to grant this action) that allows a player to take any number of cards from their hand and add them to the junkyard supply pile. The player does not draw cards from their deck to replace these cards. The junkyard pile is shuffled any time new cards are added.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Actions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some cards may grant special actions that can be used in place of or to enhance a standard action. Examples include saboteur (disarm another player’s tool) and sniper team (snipe another player’s tribe member).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Using Tools&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each player starts with two tools – a spear and a shovel. Players can find additional tools by digging in the junkyard. Tools cannot perform actions on their own (these are inanimate, objects after all). A tribe member can use a single tool that enhances the ability of the action the tribe member is performing. Using a tool does not grant a tribe member an ability that they cannot inherently perform.&lt;br /&gt;
&lt;br /&gt;
==Skirmish==&lt;br /&gt;
&lt;br /&gt;
The game begins with two rounds of resource gathering (digging in the junkyard, hunting for food, and hiring mercenaries). In the first two rounds, there is no skirmishing. This allows each player to get a solid foundation prior to skirmishing over the contested resources. The initiator card remains with the first player for rounds 1-3. Thereafter, it moves to the initiator’s left at the start of each subsequent round.&lt;br /&gt;
&lt;br /&gt;
Once all the players have completed their resource gathering actions, the skirmish phase begins. All players simultaneously reveal the cards that they have saved for the skirmish. The sum of the fight values from all of a player’s cards represents the strength of that player’s attack. All rules related to tool usage also apply to tools used as weapons during the skirmish phase (see ‘Using Tools’ above).&lt;br /&gt;
Skirmishes are resolved by starting with the initiator and having their declare any actions performed by their units (including saboteurs and sniper teams). Play then passes to the next player in clockwise order to declare actions for their units (provided that they were not sniped or disarmed by the previous player). This continues until all skirmish actions have been resolved. Then the total remaining fight values are summed and the player with the highest fight value wins. The winning player draws the top card from the contested resources supply pile and adds it to their discard pile without revealing it to the other players. When cards are played during the Resource Gathering phase, they are discarded after use. During the Skirmish Phase, all cards remain until the end of the round, even if a special power is activated (e.g. saboteur or sniper team).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resolving ties&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the event of a tie, each player sums the number of people involved in the skirmish (this includes refugees and tribe families that may not be directly contributing to the fight score) and the player with the most people involved wins the skirmish. If players are still tied, then the skirmish is considered a deadlock. In this case, the players place the top card from the contested resources pile into the junkyard pile without looking at it. The players shuffle the junkyard and the round ends. The player with the initiator card passes it to the left to begin a new round.&lt;br /&gt;
&lt;br /&gt;
==2 Player Variant==&lt;br /&gt;
&lt;br /&gt;
*Remove two cards of each kind from the junkyard (i.e. 2 junk, 2 medkit, 2 pickaxe, etc.)&lt;br /&gt;
*Eliminate all contested resources peeking&lt;br /&gt;
*The number of tribe members a player brings to a skirmish is no longer relevant&lt;br /&gt;
*Skirmishes must be won by 2. If not, then it is a tie and the players place the contested resource on top of the junkyard and then shuffle the junkyard&lt;br /&gt;
&lt;br /&gt;
==HQ expansion==&lt;br /&gt;
&lt;br /&gt;
====Module #1 – Medics, Tools, and Gangs====&lt;br /&gt;
&lt;br /&gt;
Adds &lt;br /&gt;
*• 8 Medic mercenaries (can draw, hire for 1 med (like pills) or stop a sniper attack)&lt;br /&gt;
*• 8 Junkyard cards (4 Rifle for +2 hunting and fighting, 4 Toolkit)&lt;br /&gt;
*• 2 Gangs - go to relevant player at the end of the game. Worth 5 people.&lt;br /&gt;
&lt;br /&gt;
The Gearheads gang go to the player with the most cards with the tool icon. Ties broken by most tools that are contested resources.&lt;br /&gt;
&lt;br /&gt;
The Pharmers gang go to the player with the highest total med value from pills and medkits. Ties are broken by most Medics.&lt;br /&gt;
&lt;br /&gt;
====Module #2 – Engineers and Buildings====&lt;br /&gt;
&lt;br /&gt;
Adds &lt;br /&gt;
*• 8 Engineer mercenaries&lt;br /&gt;
*• 12 buildings (3 each of bunkers, armories, pharmacies, hydroponic gardens)&lt;br /&gt;
*• 1 Gang, The Masons - goes to the player with the most completed and enabled buildings cards at the end of the game. Ties are broken by most Engineers. Worth 5 people.&lt;br /&gt;
&lt;br /&gt;
Engineers can dig in the engineering schematics pile (12 building cards as above). The process of constructing a building is as follows:&lt;br /&gt;
#• Play an engineer card&lt;br /&gt;
#• Use the engineer’s dig (combined with any modifiers) to draw cards from the engineering schematics pile equal to the dig value&lt;br /&gt;
#• Select a maximum of 1 card to build and return the others to the bottom of the engineering schematics pile&lt;br /&gt;
#• Place the new building card face-up in your play area&lt;br /&gt;
#• Draw cards from the player’s deck equal to the building’s build time and place those facedown on top of the new building&lt;br /&gt;
#• Discard the engineer card&lt;br /&gt;
#• At the start of the player’s next round, remove 1 card from each building that is under construction&lt;br /&gt;
#• Starting with the round following the initial building placement, additional tribe members (and toolkits) may be played from the player’s hand to accelerate construction on one or more buildings. Each tribe member played can remove 1 card from a building that is under construction. If wielding a toolkit, then 2 additional cards may be removed. Tribe members that work on construction projects may not take any other actions that round and are immediately discarded.&lt;br /&gt;
#• Once a building has zero cards stacked on it, it is complete and immediately goes into effect.&lt;br /&gt;
&lt;br /&gt;
====Module #3 – Tribal Leaders====&lt;br /&gt;
&lt;br /&gt;
Adds 10 Tribal Leaders, each with a unique power.&lt;br /&gt;
&lt;br /&gt;
Each player selects one of two leaders at the start of the game.&lt;br /&gt;
&lt;br /&gt;
====Module #4 – Dirty Deeds====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Saboteur Ability&#039;&#039;&#039;: A saboteur may attack a building that is completed and disable it, rendering it unusable (flip the building’s card over to reveal its back, indicating that the building is disabled). If a building is disabled, its abilities cannot be used and cards cannot be added or removed from the building. To repair the building, a tribe member card must be played from the player’s hand to work on the building and then immediately discarded.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Sniper Ability&#039;&#039;&#039;: A sniper team may attack a tribal leader, wounding him (turn the leader’s card over to indicate the tribal leader is injured). This removes the leader’s advantage until a med is applied to the leader to heal him.&lt;br /&gt;
&lt;br /&gt;
== Recon expansion ==&lt;br /&gt;
&lt;br /&gt;
====Module 1 – Spy Hunter====&lt;br /&gt;
&lt;br /&gt;
Adds &lt;br /&gt;
*•4 binoculars to junkyard&lt;br /&gt;
*•8(?) Spies to the mercenaries&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recon Action&#039;&#039;&#039; - Enables you to peek at cards and gain essential information. Recon rules:&lt;br /&gt;
*•Only you may see cards as a result of your recon action. You may not share this information with any other player.&lt;br /&gt;
*•Cards are returned in their original order.&lt;br /&gt;
*•It may be possible for your recon action to be interrupted through a cancel action or as a result of a snipe attack.&lt;br /&gt;
&lt;br /&gt;
====Module 2 – Liars and Thieves====&lt;br /&gt;
&lt;br /&gt;
Adds assassin, provocateur, rogue, and guard mercenaries (select 6 other mercenaries for a total of 10 in the market)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Assassin&#039;&#039;&#039;: Like the sniper team, this mercenary has the ability to snipe an opponent’s tribe members during resource gathering or the skirmish. Unlike the sniper team, the assassin is restricted to only attacking single-unit tribe members (cards that represent only 1 tribe member).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Provocateur&#039;&#039;&#039;: Grants a special means of fighting through intimidation. During your turn of the skirmish resolution phase, you may announce an intent to use the number of tribe members you brought to the skirmish as your fight score. Count the total size of your force (tribe members you brought, even if they are not fighters) ignoring any tools or other combat modifiers, but including leader and building abilities that increase the size of your force. Use the total force size as your fight score. If your provocateur gets sniped, your fight score reverts back to its natural score. The Gangster leader ability does not count toward the provocateur ability. A player in later turn order can snipe a provocateur in earlier turn order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rogue&#039;&#039;&#039;: Grants a special skirmish win condition. If a skirmish ends with a tie for highest fight score, the first player in turn order with a rogue in the skirmish automatically wins the contested resource. Only a tie for highest fight score is considered, not the number of tribe members. The rogue ability constitutes a higher order of precedence than the number of tribe members brought to the skirmish. It is not necessary that the player using the rogue be involved in the tie. Any two players with identical fight scores trigger the potential for a rogue win condition for ANY player in the skirmish. At this point, the number of tribe members in the skirmish is not relevant. The rogue’s ability to steal the CR is passive. You do not need to give up the rogue’s fight in order to steal the CR. Your rogue can be targeted by a snipe action. Only the first rogue action can be successful per round (resolved in turn order). Multiple players cannot successfully use this action. A player in lower turn order can snipe a rogue in higher turn order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guard&#039;&#039;&#039;: An inexpensive fighter, similar to a brawler. Can be used to cancel any action outside of the skirmish which targets your card(s). Examples include spying, sniping or disarming while you gather resources, attacks against your buildings, and etc. If you do use the guard for his cancel ability, discard him and draw a new card from the top of your deck.&lt;br /&gt;
&lt;br /&gt;
====Module 3 – Expanding the Ranks====&lt;br /&gt;
&lt;br /&gt;
Adds courier, drill sergeant, scrappers, and tinker (select 6 other mercenaries for a total of 10 in the market)&lt;br /&gt;
&lt;br /&gt;
====Module 4 – Randomized Contested Resources====&lt;br /&gt;
&lt;br /&gt;
Adds 14 contested resources (cargo sled, combat medic, demolition team, tear gas, tribal hunters)&lt;br /&gt;
&lt;br /&gt;
The new contested resources are shuffled with the 14 base game contested resources and 14 are drawn for this game.&lt;br /&gt;
&lt;br /&gt;
====Module 5 – The Kitchen Sink====&lt;br /&gt;
&lt;br /&gt;
Adds&lt;br /&gt;
*•Humanitarians gang&lt;br /&gt;
*•Map&lt;br /&gt;
*•2 Leaders (Swindler and Yardmaster)&lt;/div&gt;</summary>
		<author><name>Dezo</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpwelcometo&amp;diff=18422</id>
		<title>Gamehelpwelcometo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpwelcometo&amp;diff=18422"/>
		<updated>2023-10-16T04:08:09Z</updated>

		<summary type="html">&lt;p&gt;Dezo: /* BIS (Symbol is a Red Mailbox with BIS Written on It) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Purpose of the Game ==&lt;br /&gt;
&lt;br /&gt;
Architects gradually develop their three streets by building houses, identified by their numbers.&lt;br /&gt;
&lt;br /&gt;
Houses will be grouped into housing estates, but only fully-completed estates count at the end of the game.&lt;br /&gt;
&lt;br /&gt;
Parks and pools help to improve the neighborhood.&lt;br /&gt;
&lt;br /&gt;
Architects can raise the quality of their constructions in order to promote their estates’ value.&lt;br /&gt;
&lt;br /&gt;
All of this while trying to be the first to complete the City Plans!&lt;br /&gt;
&lt;br /&gt;
Finally, by increasing recruitment through temp agencies, architects can hasten the construction and get in the mayor’s good graces.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
At the beginning of each turn, three pairs of cards will be drawn. These pairs create three combinations, comprised of a House Number and an Effect. These combinations are used to perform actions.&lt;br /&gt;
&lt;br /&gt;
Players take turns simultaneously. Each player individually chooses one of the three combinations available to perform an action on their sheet. Multiple players can pick the same combination. &lt;br /&gt;
&lt;br /&gt;
Each player must write the number from the chosen combination in a house on one of the three streets on their sheet. Numbers must always be written in an empty house and must be written in ascending order from left to right.&lt;br /&gt;
The same number can never appear twice in the same street (except for the &amp;quot;Bis&amp;quot; effect).&lt;br /&gt;
&lt;br /&gt;
When filling in houses, players may leave as many empty houses between two built houses, and then fill them in later. Numbers must still be in ascending order. Also, players may skip numbers when filling in houses, like placing a 10 directly after a 7.&lt;br /&gt;
&lt;br /&gt;
If a chosen house number cannot be played because it cannot fit anywhere while preserving ascending order, this is marked as a &#039;&#039;&#039;building permit refusal&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The player’s chosen combination also allows them to perform an &#039;&#039;&#039;effect&#039;&#039;&#039;. Players may perform the effect only if they did not receive a building permit refusal. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; performing an effect is optional.&lt;br /&gt;
&lt;br /&gt;
Once all players have built their houses and carried out effects, a new turn begins. &lt;br /&gt;
&lt;br /&gt;
=== EFFECTS: ===&lt;br /&gt;
&lt;br /&gt;
==== Surveyor (Symbol is a White Fence) ====&lt;br /&gt;
&lt;br /&gt;
Allows the player to build a fence between two houses on the same street. To build a fence, choose any available, white-dotted space and draw a line on it.&lt;br /&gt;
 &lt;br /&gt;
Permanent fences are present on both sides of each street. Fences determine the boundaries of housing estates. A completed housing estate is a row of 1 to 6 neighboring houses, all numbered (no blank spaces between them) and built between two fences. Completed housing estates may be split further, as long as they have not previously fulfilled a City Plan.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Score:&#039;&#039;&#039; Completed housing estates score two ways. The first is that completed housing estates are necessary to fulfill City Plans which provide points—see that section below. The second is when scoring is done for the Real Estate Agent—the Real Estate Agent’s scoring (see its section below) is only applied to completed housing estates. &lt;br /&gt;
&lt;br /&gt;
==== Real Estate Agent (Symbol is Purple Three Stacks of Money with an Upward-Pointing Arrow Behind) ====&lt;br /&gt;
&lt;br /&gt;
Promotes and increases the value of completed housing estates. To use the Real Estate Agent, choose a  Real Estate column and mark off the top-most (also lowest-numbered) unmarked space.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Score:&#039;&#039;&#039; At the end of the game, each completed housing estate (size 1, 2, 3, etc...) scores as many points as the top-most unmarked number from the column corresponding to that completed housing estate size.&lt;br /&gt;
&lt;br /&gt;
==== Landscaper (Symbol is a Green Background with Two Palm Trees) ====&lt;br /&gt;
&lt;br /&gt;
Allows the player to build a park. To use the Landscaper, the player marks off the left-most (also lowest-numbered) unmarked of the nine-sided “trees/parks” number-spaces just above the right end of the same street that the player used their chosen house number.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Score:&#039;&#039;&#039;  At the end of the game, each street scores as many points as the number on the left-most unmarked number on the nine-sided “trees/parks” number-spaces for that street. &lt;br /&gt;
&lt;br /&gt;
==== Pool Manufacturer (Symbol is a Blue Pool Area) ====&lt;br /&gt;
&lt;br /&gt;
Allows a player to score points when building houses that have a planned pool. To use the Pool Manufacturer, a player must write their chosen house number on a house with a planned pool, in which case the pool is then built. Also then the player marks off lowest-numbered unmarked number in their pools scoring area. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Score:&#039;&#039;&#039; At the end of the game, score as many points as the lowest-numbered unmarked number in the pools scoring area. &lt;br /&gt;
&lt;br /&gt;
==== Temp Agency (Symbol is an Orange Background Construction Zone Barricade) ====&lt;br /&gt;
&lt;br /&gt;
Allows the player to add or subtract 1 or 2 to the house number they are building. The Temp Agency allows the player to write numbers from 0 to 17. For each use of the Temp Agency, mark off one space in the Temp Agency scoring area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Score:&#039;&#039;&#039; At the end of the game, the player who marked off the most Temp Agency spaces in their scoring area scores 7 points. The player with the second most marked off scores 4 points, and the third-highest scores 1 point. In case of a tie, players score the same amount of points.&lt;br /&gt;
&lt;br /&gt;
==== Bis (Symbol is a Red Mailbox with &amp;quot;Bis&amp;quot; Written on It) ====&lt;br /&gt;
&lt;br /&gt;
Allows the player to duplicate a house number on any street. The new house must be directly adjacent (to the left or right) of the house with the same number. Duplicate houses can never be separated by fences. When duplicating a number, write &amp;quot;bis&amp;quot; next to the number in the new house. &lt;br /&gt;
&lt;br /&gt;
A house can be duplicated multiple times, and the duplicated number does NOT have to be associated with the chosen number-effect combination. When used, mark off the lowest-numbered space in the BIS scoring area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Score:&#039;&#039;&#039; At the end of the game, SUBTRACT the lowest-numbered, unmarked number in the BIS scoring area from the final score.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(The word &amp;quot;bis&amp;quot; means &amp;quot;again&amp;quot;, as in using the address number again.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== City Plans (The Three Off-White and Gray Cards with “n•1”, “n•2”, etc. in Red on Them) ===&lt;br /&gt;
&lt;br /&gt;
A City Plan presents a goal set by the City to its architects, as in building a certain number of completed housing estates with mandated sizes. Points are awarded for accomplishing a City Plan, and the most points are given to the first player who accomplishes it. &lt;br /&gt;
&lt;br /&gt;
The first player who completes a goal can choose to reshuffle the 81 Construction cards and deal three new stacks of cards as in game setup.&lt;br /&gt;
&lt;br /&gt;
When a completed housing estate or a house has been used for a Plan, it cannot fulfill another City Plan. The player marks out the fence above each house to indicate it has already fulfilled a City Plan. However, a pool used for a City Plan does not invalidate its corresponding house for another City Plan.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Score:&#039;&#039;&#039; The first player(s) who meet the required conditions of a City Plan during the same turn immediately score the points indicated. Write the higher amount from the &amp;quot;Project&amp;quot; side of the City Plan card in the corresponding box (n°1, 2, or 3) in their Plans scoring area. Turn over the City Plan to its &amp;quot;Approved&amp;quot; side. &lt;br /&gt;
&lt;br /&gt;
A player can only score each City Plan once.&lt;br /&gt;
&lt;br /&gt;
Other players who later achieve the same City Plan score the lower point amount.&lt;br /&gt;
&lt;br /&gt;
==== Housing Estates Plans ====&lt;br /&gt;
&lt;br /&gt;
To fulfill these City Plans, the player must complete all of the required housing estates.&lt;br /&gt;
&lt;br /&gt;
The estates do not have to be in the same street. There is no restriction to the location of a Plan’s estates.&lt;br /&gt;
&lt;br /&gt;
=== The game ends immediately when: === &lt;br /&gt;
&lt;br /&gt;
* A player crosses off their third Building Permit Refusal&lt;br /&gt;
* A player achieves all three City Plans&lt;br /&gt;
* A player has built all of the houses on their streets.&lt;br /&gt;
&lt;br /&gt;
Add up the points for City Plans, parks on each street, pools, temps, and real estate agents’ completed housing estates. Then subtract the points from the BIS scoring area and the Building Permit Refusal column.&lt;br /&gt;
&lt;br /&gt;
The player with the most points wins!&lt;br /&gt;
&lt;br /&gt;
In case of a tie, the player with the most completed estates wins. In case of another tie, the player with the most 1-house estates wins, then 2-house, etc... In case of another tie, (seriously?) players play another game of Welcome To.&lt;br /&gt;
&lt;br /&gt;
== Additional Info ==&lt;br /&gt;
&lt;br /&gt;
=== Distribution of cards ===&lt;br /&gt;
&lt;br /&gt;
==== Effect side of cards: ====&lt;br /&gt;
&lt;br /&gt;
*9x Pool Manufacturer cards&lt;br /&gt;
*9x Temp Agency cards&lt;br /&gt;
*9x &amp;quot;Bis&amp;quot; cards&lt;br /&gt;
*18x Landscaper cards&lt;br /&gt;
*18x Real Estate cards&lt;br /&gt;
*18x Surveyor cards&lt;br /&gt;
&lt;br /&gt;
==== House Number side of cards: ====&lt;br /&gt;
&lt;br /&gt;
*3x 1,2,14,15&lt;br /&gt;
*4x 3,13&lt;br /&gt;
*5x 4,12&lt;br /&gt;
*6x 5,11&lt;br /&gt;
*7x 6,10&lt;br /&gt;
*8x 7,9&lt;br /&gt;
*9x 8&lt;br /&gt;
&lt;br /&gt;
=== Expert Rules and Advanced Variant: ===&lt;br /&gt;
&lt;br /&gt;
Optionally, games can be set up to use Expert Rules, Advanced Variant, or both.&lt;br /&gt;
&lt;br /&gt;
1. With the Advanced Variant, there are additional city plans with requirements involving parks and pools. Players may also build a roundabout as an additional action. By placing a roundabout on your street, you can have one set of numbers to the right of the roundabout (0 to 17) and one set to the left (0 to 17). Creating a roundabout uses a house space, and automatically adds a fence to the right and left of the roundabout. You can build up to two roundabouts, and fill in the lowest scored circle in the red section of the scorepad marked with an asterisk (unused in the normal version) — roundabouts cost points.&lt;br /&gt;
&lt;br /&gt;
2. With Expert Rules, rather than all players collectively using the same cards, each player gets dealt three cards of his own, and chooses a number from one, and an action from another. The third, unused, card gets passed to the next player. On each subsequent turn, each player gets dealt two new cards, and again chooses a number from one, an action from another, and passes the third.&lt;br /&gt;
&lt;br /&gt;
== Expansions ==&lt;br /&gt;
&lt;br /&gt;
=== Ice Cream Truck ===&lt;br /&gt;
&lt;br /&gt;
Own the best ice cream truck in the neighborhood! Score the most points by filling house numbers in the order that the truck moves.&lt;br /&gt;
&lt;br /&gt;
There is one ice cream truck for each street; any truck can move on a turn. The top street&#039;s truck moves from right to left. The middle street&#039;s truck moves from left to right. The first time you number a house on the bottom street, you can choose which direction the bottom street&#039;s truck moves. &lt;br /&gt;
&lt;br /&gt;
==== Movement ====&lt;br /&gt;
&lt;br /&gt;
An ice cream truck drives only once through their street, and all missed ice cream orders are therefore lost.&lt;br /&gt;
&lt;br /&gt;
When you write a number in a house, the truck drives from its current location to that house, unless it has already passed it. This is represented by a line in the street from the ice cream truck&#039;s starting point to that house. If the house just numbered has an ice cream cone, circle it and cross off any other ice cream cones passed on the truck’s trip.&lt;br /&gt;
&lt;br /&gt;
==== Scoring ====&lt;br /&gt;
&lt;br /&gt;
You earn one point for each scoop of ice cream circled during the game.&lt;br /&gt;
&lt;br /&gt;
If you are the first to circle or cross off the last ice cream cone on a street, you earn a bonus of one point for each ice cream cone circled in that street. All other players must cross off this bonus, but can keep selling ice cream cones on that street.&lt;br /&gt;
&lt;br /&gt;
When you start numbering the bottom street, pick the ice cream truck you want on either side and cross off the other. Only one bonus applies for this street, even if different players move in opposite directions.&lt;br /&gt;
&lt;br /&gt;
=== Christmas Lights ===&lt;br /&gt;
&lt;br /&gt;
Decorate the streets for Christmas with the longest lights possible.&lt;br /&gt;
&lt;br /&gt;
==== Gameplay ====&lt;br /&gt;
&lt;br /&gt;
To decorate the houses, you must write numbers in consecutive order in the streets. When two adjacent numbers are consecutive, you can connect them with a string of Christmas lights.&lt;br /&gt;
&lt;br /&gt;
A Bis number is considered consecutive to the identical number next to it.&lt;br /&gt;
&lt;br /&gt;
==== Scoring ====&lt;br /&gt;
&lt;br /&gt;
You can have multiples strings of lights in one street but at the end of the game, only the longest string of lights in each street will score additional points.&lt;br /&gt;
&lt;br /&gt;
For each street, earn as many points as there are houses connected by the longest string of lights.&lt;br /&gt;
&lt;br /&gt;
==== Example ====&lt;br /&gt;
&lt;br /&gt;
2 4 [empty] 6-7-8-8bis-9 11-12-13&lt;br /&gt;
&lt;br /&gt;
This would end up scoring five points for the six through nine chain of lights and nothing for the 11-13.&lt;br /&gt;
&lt;br /&gt;
==== City Plans ====&lt;br /&gt;
&lt;br /&gt;
Build two estates of three houses without any string of lights.&lt;br /&gt;
&lt;br /&gt;
Build two estates of six houses connected to each other by a single string of lights.&lt;br /&gt;
&lt;br /&gt;
Connect all the houses of one street with a single string of lights.&lt;br /&gt;
&lt;br /&gt;
=== Spring (Easter Eggs) ===&lt;br /&gt;
&lt;br /&gt;
Find eggs and circle them with a number to collect them.&lt;br /&gt;
&lt;br /&gt;
6,9,16 - circle one egg&lt;br /&gt;
&lt;br /&gt;
0,8,10 - circle (up to) two eggs&lt;br /&gt;
&lt;br /&gt;
==== Gameplay ====&lt;br /&gt;
&lt;br /&gt;
To collect an egg, write a 0, 6, 8, 9, 10, or 16 on the house containing the egg(s). &lt;br /&gt;
&lt;br /&gt;
==== Scoring ====&lt;br /&gt;
&lt;br /&gt;
Count the total number of eggs collected:&lt;br /&gt;
: 6 eggs: 5 points&lt;br /&gt;
: 10 eggs: 10 points&lt;br /&gt;
: 14 eggs: 20 points&lt;br /&gt;
: 18 eggs: 35 points&lt;/div&gt;</summary>
		<author><name>Dezo</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_cardiceo&amp;diff=18139</id>
		<title>Tips cardiceo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_cardiceo&amp;diff=18139"/>
		<updated>2023-09-21T05:18:00Z</updated>

		<summary type="html">&lt;p&gt;Dezo: new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;u&amp;gt;Which cards to play first&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Choosing which cards to play is important. &#039;&#039;&#039;Cards which match another number in your hand are a priority to play&#039;&#039;&#039;. This is because the more variety of numbers in your hand that you have, the more types of dice rolls there are that will benefit you. A different priority is to &#039;&#039;&#039;play the biggest numbers from your hand&#039;&#039;&#039;. For example, you probably know that when someone rolls two six-sided dice, the least common outcomes are 2 and 12. The same principle applies here. In Cardiceo, the least common dice rolls are 15, 14, and 13, due to the unequal size of the three dice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Which die to use&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Which die you choose to use affects the next player&#039;s options.&lt;br /&gt;
&lt;br /&gt;
Remember, that unused die are &amp;quot;locked&amp;quot; and the next player can&#039;t roll them. If you have a choice of more than one die with the same value, keep this in mind. For instance, if you had a 3 on all dice, and you have a 3 card, then use the 4 sided die. This locks the 8 and 12 sided die to a value of 3 for the next player, and they can only roll the 4 sided die you used. The maximum total that they can get will be 10, and only if they manage to get a 4 on the 4 sided die.&lt;/div&gt;</summary>
		<author><name>Dezo</name></author>
	</entry>
</feed>