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	<updated>2026-11-01T06:56:29Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcastlesofburgundy&amp;diff=28208</id>
		<title>Gamehelpcastlesofburgundy</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcastlesofburgundy&amp;diff=28208"/>
		<updated>2026-01-22T00:25:51Z</updated>

		<summary type="html">&lt;p&gt;Dindane: Insert missing words describing building-specific placement restriction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Phases and Rounds ==&lt;br /&gt;
Each game consists of 5 phases (A, B, C, D, and E). Each phase consists of 5 rounds. During each round, the white die is rolled. The number determines which numbered depot the top good is placed in. Then each player takes a turn, carrying out two actions with each of their dice.&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
The two actions a player may perform are associated with each rolled die. The action is associated with the number shown on the die&lt;br /&gt;
&lt;br /&gt;
You may buy a tile from the central board at any time (provided you have sufficient funds).&lt;br /&gt;
&lt;br /&gt;
To perform an action, first select the die, then do one of the following:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|Click on a tile from the numbered depot that matches the selected die to add it to your inventory.||[[File:CoB_takeTile.jpg|right]]&lt;br /&gt;
|-&lt;br /&gt;
|Click on a tile in your inventory to place it on the player board. The tile must match the selected die and the color of the tile.||[[File:CoB_placeTile.jpg|right]]&lt;br /&gt;
|-&lt;br /&gt;
|Click on a good(s) matching the selected die to sell it for 1 Silverling and 2, 3, or 4 victory points (depending on number of players).||[[File:CoB_sellGoods.jpg|right]]&lt;br /&gt;
|-&lt;br /&gt;
| Click on the worker icon on your player board to add 2 workers to your supply.||[[File:CoB_takeWorkers.jpg|right]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Workers can be used to increase or decrease the number of the selected die. The &#039;&#039;Display workers needed&#039;&#039; user preference can be used to display how many workers are needed to perform an action. &lt;br /&gt;
&lt;br /&gt;
==Display==&lt;br /&gt;
[[File:CoB_moveUpPlayerBoard.jpg]]You can click on the button next to a player&#039;s name (under the order track discs on the main game board) to move this player&#039;s board to the top of player boards. This can reduce scrolling.&lt;br /&gt;
&lt;br /&gt;
[[File:CoB_castle-mine.jpg]] In 3-player games, one of the spaces for tiles on depot 6 is half-green, half-grey. In phases A, C, and E, this space gets a castle tile. In phases B, and D, this space gets a mine tile.&lt;br /&gt;
&lt;br /&gt;
==Scoring/End of Game==&lt;br /&gt;
The game ends after completion of the fifth phase. Players receive the following victory points:&lt;br /&gt;
&lt;br /&gt;
*1 point for each unsold goods tile&lt;br /&gt;
*1 point for each remaining Silverling&lt;br /&gt;
*1 point for every 2 workers&lt;br /&gt;
*Points according to placed yellow (knowledge) tiles&lt;br /&gt;
&lt;br /&gt;
For ties, the player with the most* empty spaces on their board wins. If still tied, the player who went later in turn order wins.&lt;br /&gt;
&lt;br /&gt;
{{Text|The physical game&#039;s rulebook has an error in the English translation. It says, &#039;&#039;&amp;quot;In the case of a tie, the winning player is the tied player with the &#039;&#039;&#039;fewest&#039;&#039;&#039; empty estate spaces.&amp;quot;&#039;&#039; This should be the opposite, as a player should be rewarded for having the most efficient duchy.|yellow}}&lt;br /&gt;
&lt;br /&gt;
== Tiles==&lt;br /&gt;
Each tile triggers a different effect when placed.&lt;br /&gt;
&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;margin:1em 0;padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;[[File:CoB_animalTile.png]]&#039;&#039;&#039;Animal:&#039;&#039;&#039; Player receives victory points according to how many animals of the same type are in the pasture (they do not need to be adjacent).&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;[[File:CoB_buildingTile.png]]&#039;&#039;&#039;Building (beige):&#039;&#039;&#039; Each building has a different effect, which is used immediately and only once. Only one of each type of building is allowed in each city (region of connected beige spaces). Mouse over each to see what they do. &amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;[[File:CoB_castleTile.png]]&#039;&#039;&#039;Castle:&#039;&#039;&#039; Gives player an immediate additional action. &amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;[[File:CoB_mineTile.png]]&#039;&#039;&#039;Mine:&#039;&#039;&#039; At the end of each phase, player receives 1 Silverling for each mine placed.&lt;br /&gt;
    &amp;lt;li&amp;gt;[[File:CoB_shipTile.png]]&#039;&#039;&#039;Ship&#039;&#039;&#039; When placed, two things happen...&lt;br /&gt;
        &amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
          &amp;lt;li&amp;gt;Take all the goods tiles from any numbered depot and add them to your board.&amp;lt;/li&amp;gt;&lt;br /&gt;
          &amp;lt;li&amp;gt;Move your player piece one space on the order track. This determines who starts in each round.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;/ul&amp;gt;&lt;br /&gt;
    &amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;[[File:CoB_yellowTile.png]]&#039;&#039;&#039;Knowledge:&#039;&#039;&#039; Each knowledge tile gives a different effect for scoring victory points at game&#039;s end.&amp;lt;/li&amp;gt;&lt;br /&gt;
 &amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bonus tiles====&lt;br /&gt;
&lt;br /&gt;
The first player to cover all spaces of one color in the entire estate takes the corresponding &#039;&#039;large&#039;&#039; bonus tile from the board and immediately scores points based on the number of players. The second player receives the smaller tile.&lt;br /&gt;
&lt;br /&gt;
==Differences Between First Edition and 2019 Edition ==&lt;br /&gt;
&lt;br /&gt;
♦ Two of the yellow tiles (&amp;quot;knowledge tiles&amp;quot; in 1st edition, &amp;quot;monasteries&amp;quot; in 2019 edition) award a different number of points.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|+[[File:CoB_diff_15-26.png]]&lt;br /&gt;
!&lt;br /&gt;
!&#039;&#039;&#039;&amp;lt;u&amp;gt;1st Edition&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;&amp;lt;u&amp;gt;2019 Edition&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;#15 (Goods Variety)&#039;&#039;&#039;&lt;br /&gt;
|3 points for each type of good sold&lt;br /&gt;
|2 points for each type of good sold&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;#26 (Bonus Tiles)&#039;&#039;&#039;&lt;br /&gt;
|2 points for each bonus tile (large or small)&lt;br /&gt;
|3 points for each bonus tile (large or small) &lt;br /&gt;
|}&lt;br /&gt;
♦ The 2019 edition of yellow tile #6 adds the option of buying any tile from any depot (central or numbered) with either two Silverlings &#039;&#039;&#039;or two Workers&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
♦ In the 2019 edition, you may buy a tile &#039;&#039;during&#039;&#039; your action. &lt;br /&gt;
&lt;br /&gt;
♦ In the physical game, the 2019 edition includes an additional player board, labelled #2, and the board originally labelled #2 was renamed #10 in the 2019 edition (on BGA, it is #10 in both editions). &lt;br /&gt;
&lt;br /&gt;
♦ Some terms were changed&lt;br /&gt;
&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;quot;Estate&amp;quot; was renamed to &amp;quot;duchy&amp;quot;&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;quot;Yellow tiles&amp;quot; were termed &amp;quot;monasteries&amp;quot;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==BGA Game Setup==&lt;br /&gt;
On BGA, the default game mode is &#039;&#039;&#039;Random board without board #8&#039;&#039;&#039; instead of &#039;&#039;&#039;Beginner setup&#039;&#039;&#039;. This is because beginners can be disadvantaged if they choose a poor space for their starting castle. Beginner setups do not allow a choice of castle placement (it&#039;s always in the center), which makes it a better choice for beginners.&lt;br /&gt;
&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;margin:1em 0;padding-inline-start:40px;&amp;quot;&amp;gt; &lt;br /&gt;
  &amp;lt;li&amp;gt;&#039;&#039;&#039;Classical&#039;&#039;&#039;: Each player is given a choice of two estate/duchy configurations. This simulates the physical game, where a player would be given a random two-sided player board and have the choice of which side to play. This means &#039;&#039;no&#039;&#039; players will have the same estate/duchy configuration.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt; &#039;&#039;&#039;One random board per player&#039;&#039;&#039;: Each player is given a random duchy/estate. This means players &#039;&#039;might&#039;&#039; receive the same estate/duchy configuration.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt; &#039;&#039;&#039;Random board without board 8&#039;&#039;&#039;: Same as &amp;quot;One random board per player&amp;quot;, but board #8 is never selected as many players consider this board unbalanced.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&#039;&#039;&#039;Identical (random) board for all players&#039;&#039;&#039;: All players play with the same randomly chosen board.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&#039;&#039;&#039;Beginner setup&#039;&#039;&#039;: All players play with the same board with the first castle placed in the middle. The board may be #1, #2, or randomly chosen from between the two.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;/div&gt;</summary>
		<author><name>Dindane</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpfibonachos&amp;diff=23143</id>
		<title>Gamehelpfibonachos</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpfibonachos&amp;diff=23143"/>
		<updated>2024-11-03T01:53:19Z</updated>

		<summary type="html">&lt;p&gt;Dindane: /* Turn */ clarify equal-rank trump interaction based on rulebook text&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
Gain Spicy through tricks across Three Rounds, but gaining a prescribed number of Spicy or no Spicy will score you bonus points&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
The lead player can play any card from their hand&lt;br /&gt;
&lt;br /&gt;
The follow players must play the same suit if possible, otherwise can play any card&lt;br /&gt;
&lt;br /&gt;
The player who played the highest value card in the lead suit wins the trick and also claims the visible Spicy card as a reward before starting the next trick&lt;br /&gt;
&lt;br /&gt;
Fibonacho cards can be used as Trumps, which beat the Lead suit, but only if TWO Fibonachos are played in a round&lt;br /&gt;
&lt;br /&gt;
In case two Fibonacho cards are tied for the highest, the last one played will take the trick.&lt;br /&gt;
===Round End===&lt;br /&gt;
&lt;br /&gt;
The round ends when everyone is out of cards&lt;br /&gt;
&lt;br /&gt;
At which point, sum up all the Spicy you&#039;ve won&lt;br /&gt;
&lt;br /&gt;
Normally, the quantity of Spicy is your score&lt;br /&gt;
&lt;br /&gt;
If you meet a number of Spicy equal to a quantity shown on the Spicy table, score that value instead e.g. 5 Spicy scores 8 points&lt;br /&gt;
&lt;br /&gt;
If you have 0 Spicy, your score is that of the highest scorer&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
At the end of Round 3, add up your score for each round, the player with the most points wins!&lt;/div&gt;</summary>
		<author><name>Dindane</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpundergrove&amp;diff=21009</id>
		<title>Gamehelpundergrove</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpundergrove&amp;diff=21009"/>
		<updated>2024-05-06T13:37:10Z</updated>

		<summary type="html">&lt;p&gt;Dindane: /* Overview */ clarify that flavor is that you&amp;#039;re a tree helping your seedlings grow&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
You are a tree trying to help your seedlings grow throughout the forest&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Setup===&lt;br /&gt;
&lt;br /&gt;
In turn order, place a seedling on a corner of the central Earthlover tile with a root facing inwards&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
On your turn, perform one action between: Activate, Absorb, Reproduce, Partner, Photosynthesize&lt;br /&gt;
&lt;br /&gt;
After which, if you absorb at least one carbon, move up a space on the carbon track (a single space regardless of how many you absorbed)&lt;br /&gt;
&lt;br /&gt;
If you made progress on a goal, mark it with a goal counter&lt;br /&gt;
&lt;br /&gt;
Draw back up to 3 Mushroom tiles&lt;br /&gt;
&lt;br /&gt;
Note: Pieces are limited, once you run out of the associated piece you can no longer perform the associated action&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Activate===&lt;br /&gt;
&lt;br /&gt;
To activate a Mushroom you must have a root on the tile and be able to pay the cost on the left side of the box, which usually involves at least 1 Carbon. It may also require you to flip a matching token to the symbol to the left of its name, if you already flipped that type to its used side you cannot use it again until it is flipped back to its ready side by other effects. It may show a P/N/K resource, or it may show a multicoloured box to let you choose which of PNK to pay with.&lt;br /&gt;
&lt;br /&gt;
After payment is made, activate the mushroom&#039;s effect.&lt;br /&gt;
&lt;br /&gt;
Some Mushrooms have ongoing abilities, if this is the case then as long as you have a root on their tile then you can make use of their effect in addition to your main action if applicable&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Absorb===&lt;br /&gt;
&lt;br /&gt;
Pick a tile you wish to absorb Carbon from which you have a root on, if there is no Carbon there then you may first pay to move Carbon to that tile but ONLY if you plan to absorb that Carbon (i.e. you can&#039;t move Carbon and leave it there)&lt;br /&gt;
&lt;br /&gt;
If you need to take the optional movement action, you must either flip one activation token or pay one PNK for each tile it needs to move orthogonally to reach it e.g. if the nearest Carbon is 3 tiles away, you need to pay a mix of activation tokens and PNK to the value of 3&lt;br /&gt;
&lt;br /&gt;
Once the Carbon is on the tile, or if it were there already, pay 1 activation token AND 1 PNK to Absorb it&lt;br /&gt;
&lt;br /&gt;
Place the carbon directly on your Seedling and move up 1 on the carbon track, taking any rewards&lt;br /&gt;
&lt;br /&gt;
If this is the third Carbon that Seedling has absorbed, discard all Carbon on it and place a Tree on the space (however you can only make 4 trees in the game)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Reproduce===&lt;br /&gt;
&lt;br /&gt;
Pay a Carbon and 2 Ps, and optionally you may pay 1 PNK to also add 1 new Mushroom from your hand at the same time&lt;br /&gt;
&lt;br /&gt;
Place a new Seedling on an unclaimed corner, this does not in any way have to be adjacent to previous Seedlings&lt;br /&gt;
&lt;br /&gt;
Add 1 Root to the new Seedling reaching out into a Mushroom tile of your choice&lt;br /&gt;
&lt;br /&gt;
If you optionally paid to play a new Mushroom tile, this can happen before the Seedling placement, and must be placed orthogonally adjacent to another Mushroom tile already out&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Partner===&lt;br /&gt;
&lt;br /&gt;
Pay a Carbon and 2 Ks, and optionally you may pay 1 PNK to also add 1 new Mushroom from your hand at the same time (Mushroom placement rules are the same as above)&lt;br /&gt;
&lt;br /&gt;
Place 2 new roots onto your existing Seedlings or Trees, these can be the same or different, but must point out into a Mushroom tile the plant hasn&#039;t already grown Root into (i.e. don&#039;t stack roots)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Photosynthesize===&lt;br /&gt;
&lt;br /&gt;
This action has no forced cost, but to take the optional action it costs 1 N per extra Carbon you wish to receive&lt;br /&gt;
&lt;br /&gt;
Gain 2 Carbon&lt;br /&gt;
&lt;br /&gt;
Flip all used Activation Tokens to their ready side&lt;br /&gt;
&lt;br /&gt;
Discard as many Mushroom tiles from your hand as you wish, this may be 0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Goal Cards===&lt;br /&gt;
&lt;br /&gt;
Each game will randomly produce 3 goal cards that you can aim for&lt;br /&gt;
&lt;br /&gt;
As you do actions which contribute towards the goal, move your marker along the quantity track to show how you are doing compared to everyone else&lt;br /&gt;
&lt;br /&gt;
Some Goal Cards will score everyone based on the quantity of something whilst others will score based on how well each player achieves it&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
The game ends when a player has reached the end of the carbon track, finish the round, and take one more full round&lt;br /&gt;
&lt;br /&gt;
Each player who reaches the end of the carbon track, in the order they reach it, can choose one final unique reward&lt;br /&gt;
&lt;br /&gt;
Each Root MAY score based on the number of white Seed Cones shown on the associated Mushroom&lt;br /&gt;
&lt;br /&gt;
A Seedling with 1 Carbon score one associated root of the player&#039;s choice&lt;br /&gt;
&lt;br /&gt;
A Seedling with 2 Carbon score two associated roots of the player&#039;s choice&lt;br /&gt;
&lt;br /&gt;
Trees score all Roots&lt;br /&gt;
&lt;br /&gt;
Seedlings with 3 or 4 Carbon (due to lack of Trees) score 3 or 4 Roots respectively&lt;br /&gt;
&lt;br /&gt;
If a player collected Bonus Tiles from the Carbon Track, score these&lt;br /&gt;
&lt;br /&gt;
Every 2 Carbon AND PNK leftover scores a point (i.e. 1 Carbon &amp;amp; 1 K = 1 point OR KP = 1 point or 2 Carbon = 1 point)&lt;br /&gt;
&lt;br /&gt;
The player with the most points wins!&lt;br /&gt;
&lt;br /&gt;
If tied, the player with the most trees wins!&lt;br /&gt;
&lt;br /&gt;
If still tied, the player with the most Absorbed Carbon wins!&lt;/div&gt;</summary>
		<author><name>Dindane</name></author>
	</entry>
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