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	<updated>2026-10-27T19:51:17Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppondscape&amp;diff=31182</id>
		<title>Gamehelppondscape</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppondscape&amp;diff=31182"/>
		<updated>2026-08-24T02:13:23Z</updated>

		<summary type="html">&lt;p&gt;Drewco: Fixed a lot of errors.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== OBJECTIVE ==&lt;br /&gt;
Achieve the highest score by creating an optimal pond of frogs and habitats in a grid over the course of &#039;&#039;&#039;15 rounds&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== GAMEPLAY ==&lt;br /&gt;
Each player builds their own grid consisting of a total of 15 cards.  (3 rows of 5 cards each)&lt;br /&gt;
&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
&lt;br /&gt;
# Choose one card from the card display (the row of 3 face up frog/&#039;&#039;&#039;habitat cards&#039;&#039;&#039;) and put it in your hand.&lt;br /&gt;
# Move the &#039;&#039;&#039;jumping frog&#039;&#039;&#039; clockwise along the display according to the movement card above the chosen card. (0, 1 or 2 spaces)&lt;br /&gt;
# Play a card from your hand into your grid. Cards can be placed anywhere in the grid. Cards can be placed face down as a &#039;&#039;&#039;water card&#039;&#039;&#039;.&lt;br /&gt;
# Resolve any effect from the card.&lt;br /&gt;
&lt;br /&gt;
=== Card Types and Effects ===&lt;br /&gt;
* &#039;&#039;&#039;Instant Effects:&#039;&#039;&#039; Icons next to a lightning bolt or on a leaf symbol on the bottom right of the card are resolved immediately when played.&lt;br /&gt;
* &#039;&#039;&#039;Jumping Frog Action:&#039;&#039;&#039; Allows you to move the &#039;&#039;&#039;jumping frog&#039;&#039;&#039; around the central &#039;&#039;&#039;food cards&#039;&#039;&#039;. The cards that the &#039;&#039;&#039;jumping frog&#039;&#039;&#039; is touching show which of the your food cards may then each have one card &#039;&#039;&#039;tucked&#039;&#039;&#039; under them from your hand.&lt;br /&gt;
* &#039;&#039;&#039;Water Cards:&#039;&#039;&#039; The symbols on the water card are shown on the top right corner of the face up side as a preview.&lt;br /&gt;
* &#039;&#039;&#039;Food symbols:&#039;&#039;&#039; The food types in the pond are on the top left of each card.&lt;br /&gt;
* &#039;&#039;&#039;Habitat Cards:&#039;&#039;&#039; These have a leaf in the top left of the card.&lt;br /&gt;
&lt;br /&gt;
== END OF GAME ==&lt;br /&gt;
The game ends once all players have placed 15 cards in their grid. In the event of a tie, the player with the most remaining hand cards wins.&lt;br /&gt;
== SCORING ==&lt;br /&gt;
At the end of the game, points for the following conditions:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Frog Clusters:&#039;&#039;&#039; For each group of frogs has its scoring condition met, score points based on the size of the cluster. &lt;br /&gt;
* &#039;&#039;&#039;Solitary Frogs:&#039;&#039;&#039; These frogs don&#039;t score in clusters. They have their own scoring conditions, based on their adjacent cards.&lt;br /&gt;
* &#039;&#039;&#039;Water Cards:&#039;&#039;&#039; The points are shown in a yellow circle on each card.&lt;br /&gt;
* &#039;&#039;&#039;Habitats:&#039;&#039;&#039; Grant points based on the number of unique &#039;&#039;&#039;habitat cards&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Tucked Cards:&#039;&#039;&#039; Each tucked card grants 1 point for every matching &#039;&#039;&#039;food symbol&#039;&#039;&#039; visible throughout your entire pond.&lt;br /&gt;
== FROG SCORING CRITERIA ==&lt;br /&gt;
&lt;br /&gt;
=== Solitary Frogs (Desert Rain Frogs) ===&lt;br /&gt;
These cards have individual conditions checked at the end of the game:&lt;br /&gt;
&lt;br /&gt;
* Either 3 points per adjacent &#039;&#039;&#039;water card&#039;&#039;&#039; or for each &#039;&#039;&#039;water card&#039;&#039;&#039; in the same row.&lt;br /&gt;
* Either 3 points per adjacent &#039;&#039;&#039;habitat card&#039;&#039;&#039; or for each &#039;&#039;&#039;habitat card&#039;&#039;&#039; in the same row.&lt;br /&gt;
* Either 2 points for each adjacent unique &#039;&#039;&#039;food symbol&#039;&#039;&#039; or each adjacent frog card&lt;br /&gt;
&lt;br /&gt;
=== Frog Clusters ===&lt;br /&gt;
Non-solitary frogs are scored in clusters (orthogonally connected groups of the same species). The larger the group, the more points are awarded.&lt;br /&gt;
&lt;br /&gt;
* Ornate Horned Frog: Needs four different food types in the pond.&lt;br /&gt;
* Red-Eyed Tree Frog: Needs 3 species or fewer in the pond.&lt;br /&gt;
* Tomato Frog: Needs at least four water cards in the pond.&lt;br /&gt;
* Blue Poison Dart Frog: The cluster needs to be adjacent to at least two &#039;&#039;&#039;habitat cards&#039;&#039;&#039;.&lt;br /&gt;
* Clown Tree Frog: The cluster needs to be adjacent to at least three other frog species.&lt;br /&gt;
* Panamanian Golden Frog: Needs at least four cards &#039;&#039;&#039;tucked&#039;&#039;&#039; under a single &#039;&#039;&#039;food card&#039;&#039;&#039;.&lt;br /&gt;
* Indian Bullfrog: The cluster needs to be adjacent to a &#039;&#039;&#039;water card&#039;&#039;&#039;, &#039;&#039;&#039;habitat card&#039;&#039;&#039; and a frog card.&lt;/div&gt;</summary>
		<author><name>Drewco</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppondscape&amp;diff=31170</id>
		<title>Gamehelppondscape</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppondscape&amp;diff=31170"/>
		<updated>2026-08-22T10:35:23Z</updated>

		<summary type="html">&lt;p&gt;Drewco: Are these rules AI generated? Because they are wrong.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== OBJECTIVE ==&lt;br /&gt;
Achieve the highest score by creating an optimal pond of plants and animals in a grid over the course of &#039;&#039;&#039;15 rounds&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== GAMEPLAY ==&lt;br /&gt;
The game lasts 15 rounds. Each player builds their own grid consisting of a total of 15 cards.&lt;br /&gt;
&lt;br /&gt;
=== 1. Select a Card ===&lt;br /&gt;
In each round, you choose one card from the central display (&amp;quot;Food Card Row&amp;quot;).&lt;br /&gt;
* The position of the &#039;&#039;&#039;Leaping Frog&#039;&#039;&#039; determines which cards are available.&lt;br /&gt;
* After taking a card, you move the frog clockwise along the display according to the chosen card (or through special effects).&lt;br /&gt;
&lt;br /&gt;
=== 2. Place a Card ===&lt;br /&gt;
Place the chosen card into your grid. &lt;br /&gt;
* Cards can be placed anywhere in the grid.&lt;br /&gt;
* The final grid consists of 15 cards (3 rows of 5 cards each).&lt;br /&gt;
&lt;br /&gt;
=== 3. Card Types and Effects ===&lt;br /&gt;
* &#039;&#039;&#039;Instant Effects (🍃):&#039;&#039;&#039; Cards with a leaf symbol are resolved immediately when played.&lt;br /&gt;
* &#039;&#039;&#039;Frog Action:&#039;&#039;&#039; Allows you to move the Leaping Frog in the central display an additional distance to influence card availability for future turns.&lt;br /&gt;
* &#039;&#039;&#039;Tucking:&#039;&#039;&#039; Certain actions allow you to slide cards from your hand under cards already in your pond. These cards score points during the final tally for every matching symbol visible in the grid.&lt;br /&gt;
&lt;br /&gt;
== SCORING ==&lt;br /&gt;
At the end of the game, points are calculated individually for each card in the pond:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Habitats:&#039;&#039;&#039; Grant points for adjacent cards of the same type or for specific symbol combinations in the same row or column.&lt;br /&gt;
* &#039;&#039;&#039;Food Symbols:&#039;&#039;&#039; Points based on the number of different symbols on adjacent cards.&lt;br /&gt;
* &#039;&#039;&#039;Tucked Cards:&#039;&#039;&#039; Each tucked card grants 1 point for every matching symbol visible throughout your entire pond.&lt;br /&gt;
&lt;br /&gt;
== END OF GAME ==&lt;br /&gt;
The game ends once all players have placed 15 cards in their grid. In the event of a tie, the player with the most remaining hand cards wins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== ANIMAL SCORING CATEGORIES ==&lt;br /&gt;
&lt;br /&gt;
=== 🌿 Habitats (Environment) ===&lt;br /&gt;
These cards have individual conditions checked at the end of the game. Typical examples include:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Kingfisher:&#039;&#039;&#039; Scores points for &#039;&#039;&#039;Water cards&#039;&#039;&#039; (the back of the cards).&lt;br /&gt;
** Usually 3 points per adjacent Water card or for each Water card in the same row.&lt;br /&gt;
* &#039;&#039;&#039;Dragonfly:&#039;&#039;&#039; Rewards food diversity.&lt;br /&gt;
** 2 points for each &#039;&#039;&#039;unique food symbol&#039;&#039;&#039; (spider, beetle, fly, etc.) on all adjacent cards.&lt;br /&gt;
* &#039;&#039;&#039;Snail:&#039;&#039;&#039; Scores based on proximity to other habitats.&lt;br /&gt;
** 3 points for each &#039;&#039;&#039;adjacent Habitat card&#039;&#039;&#039; (other cards with a leaf symbol).&lt;br /&gt;
* &#039;&#039;&#039;Aquatic Plants / Water Lilies:&#039;&#039;&#039;&lt;br /&gt;
** Often 2 points for each &#039;&#039;&#039;adjacent Frog card&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== 🐸 Frog Species (Cluster Scoring) ===&lt;br /&gt;
Frogs are typically scored in &#039;&#039;&#039;clusters&#039;&#039;&#039; (orthogonally connected groups of the same species). The larger the group, the more points are awarded per card.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Blue Poison Dart Frog:&#039;&#039;&#039; Wants habitats nearby. It only counts for scoring if it is adjacent to at least one Habitat.&lt;br /&gt;
* &#039;&#039;&#039;Clown Tree Frog:&#039;&#039;&#039; A &amp;quot;social&amp;quot; frog. It grants bonus points if it is adjacent to &#039;&#039;&#039;other frog species&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Panamanian Golden Frog:&#039;&#039;&#039; Focuses on supplies. It scores heavily based on cards that have been &#039;&#039;&#039;tucked&#039;&#039;&#039; under the food bar.&lt;br /&gt;
* &#039;&#039;&#039;Desert Rain Frog:&#039;&#039;&#039; A loner. It does not form clusters; instead, it usually provides instant points or points based on its specific position in the grid.&lt;br /&gt;
&lt;br /&gt;
=== 🐜 Food Symbols &amp;amp; Tucking ===&lt;br /&gt;
In addition to the animals, tucked cards are counted at the end:&lt;br /&gt;
* Each card tucked under a food category (e.g., Fly) counts as &#039;&#039;&#039;1 point&#039;&#039;&#039; for &#039;&#039;&#039;every matching symbol&#039;&#039;&#039; visible in your entire pond (on the face-up cards).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;Note: Exact point values (2 or 3 points) are listed on the bottom left of each card and depend on whether the condition applies only to adjacent cards or the entire grid.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Drewco</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpyro&amp;diff=30920</id>
		<title>Gamehelpyro</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpyro&amp;diff=30920"/>
		<updated>2026-08-01T14:12:38Z</updated>

		<summary type="html">&lt;p&gt;Drewco: Added line break&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== OBJECTIVE ===&lt;br /&gt;
Recruit adventurers for your guild, optimize your formation, and collect the most &#039;&#039;&#039;Victory Points&#039;&#039;&#039; (VP) through combat, technology, magic, and fulfilling quests.&lt;br /&gt;
&lt;br /&gt;
=== SETUP ===&lt;br /&gt;
* Each player receives a &#039;&#039;&#039;player board&#039;&#039;&#039; and 4 markers (Combat, VP, Technology, Magic).&lt;br /&gt;
* Place the shared &#039;&#039;&#039;Combat and Victory board&#039;&#039;&#039; in the center.&lt;br /&gt;
* Each player starts with &#039;&#039;&#039;3 Money&#039;&#039;&#039; and a starting hand of &#039;&#039;&#039;5 cards&#039;&#039;&#039;.&lt;br /&gt;
* Display the Quest cards face-up.&lt;br /&gt;
&lt;br /&gt;
=== GAMEPLAY ===&lt;br /&gt;
Each round consists of 6 phases, played simultaneously:&lt;br /&gt;
&lt;br /&gt;
1. &#039;&#039;&#039;Discard &amp;amp; Draw Phase:&#039;&#039;&#039;&lt;br /&gt;
* Discard any number of hand cards and draw back up to &#039;&#039;&#039;5 cards&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
2. &#039;&#039;&#039;Recruit Phase:&#039;&#039;&#039;&lt;br /&gt;
* You may play &#039;&#039;&#039;0 /1 / 2 cards&#039;&#039;&#039; from your hand by paying their cost (top left) in gold. Each card not played earns 1 gold.&lt;br /&gt;
* Place it in your 3x3 grid, orthogonally adjacent to an existing card.&lt;br /&gt;
* Complete the recruit effects and link bonuses for the cards that were played.3. &#039;&#039;&#039;Combat Phase:&#039;&#039;&#039;&lt;br /&gt;
* Compare your &#039;&#039;&#039;Combat Power&#039;&#039;&#039; with all other players.&lt;br /&gt;
* The stronger player(s) receives VP based on the player count.&lt;br /&gt;
* &#039;&#039;Example: In a 5-player game, if two players are tied for first place, they each receive 5 VP. Any second place players receive 1 VP instead of 3. Players in third, fourth, and fifth place will receive no VP&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
4. &#039;&#039;&#039;Production Phase:&#039;&#039;&#039;&lt;br /&gt;
* Every Adventurer with the Production symbol activates that line of text now. Most Production involves adding Magic and Technology.&lt;br /&gt;
&lt;br /&gt;
5. &#039;&#039;&#039;Income Phase:&#039;&#039;&#039;&lt;br /&gt;
* Gain 3 Money. Then look for any of your recruited Adventurers with the Income icon ; you gain extra Money as specified on their cards.&lt;br /&gt;
6. &#039;&#039;&#039;Victory Point Phase:&#039;&#039;&#039;&lt;br /&gt;
* Look for any of your recruited Adventurers with the VP icon , and gain that many VPs.&lt;br /&gt;
&lt;br /&gt;
=== KEY CONCEPTS ===&lt;br /&gt;
* &#039;&#039;&#039;Factions:&#039;&#039;&#039; There are 6 different factions (e.g., Floating City, Mining Company) essential for line bonuses.&lt;br /&gt;
* &#039;&#039;&#039;Professions:&#039;&#039;&#039; Warrior, Wizard, Merchant, etc., also determine synergies within the grid.&lt;br /&gt;
* &#039;&#039;&#039;Tech &amp;amp; Magic:&#039;&#039;&#039; These tracks grant additional victory points at the end of the game or via card effects.&lt;br /&gt;
* &#039;&#039;&#039;Resources:&#039;&#039;&#039; Symbols on cards that provide permanent cost reductions for recruiting.&lt;br /&gt;
&lt;br /&gt;
=== END OF GAME ===&lt;br /&gt;
The game ends at the end the round where a player has &#039;&#039;&#039;9 cards&#039;&#039;&#039; in their grid or a player reaches &#039;&#039;&#039;40 VPs&#039;&#039;&#039;.&lt;br /&gt;
* Every 3 remaining money converts to 1 VP.&lt;br /&gt;
* The player with the most VP wins.&lt;/div&gt;</summary>
		<author><name>Drewco</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpyro&amp;diff=30919</id>
		<title>Gamehelpyro</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpyro&amp;diff=30919"/>
		<updated>2026-08-01T14:10:49Z</updated>

		<summary type="html">&lt;p&gt;Drewco: Fixed incorrect rules and added missing phases.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== OBJECTIVE ===&lt;br /&gt;
Recruit adventurers for your guild, optimize your formation, and collect the most &#039;&#039;&#039;Victory Points&#039;&#039;&#039; (VP) through combat, technology, magic, and fulfilling quests.&lt;br /&gt;
&lt;br /&gt;
=== SETUP ===&lt;br /&gt;
* Each player receives a &#039;&#039;&#039;player board&#039;&#039;&#039; and 4 markers (Combat, VP, Technology, Magic).&lt;br /&gt;
* Place the shared &#039;&#039;&#039;Combat and Victory board&#039;&#039;&#039; in the center.&lt;br /&gt;
* Each player starts with &#039;&#039;&#039;3 Money&#039;&#039;&#039; and a starting hand of &#039;&#039;&#039;5 cards&#039;&#039;&#039;.&lt;br /&gt;
* Display the Quest cards face-up.&lt;br /&gt;
&lt;br /&gt;
=== GAMEPLAY ===&lt;br /&gt;
Each round consists of 6 phases, played simultaneously:&lt;br /&gt;
&lt;br /&gt;
1. &#039;&#039;&#039;Discard &amp;amp; Draw Phase:&#039;&#039;&#039;&lt;br /&gt;
* Discard any number of hand cards and draw back up to &#039;&#039;&#039;5 cards&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
2. &#039;&#039;&#039;Recruit Phase:&#039;&#039;&#039;&lt;br /&gt;
* You may play &#039;&#039;&#039;0 /1 / 2 cards&#039;&#039;&#039; from your hand by paying their cost (top left) in gold. Each card not played earns 1 gold.&lt;br /&gt;
* Place it in your 3x3 grid, orthogonally adjacent to an existing card.&lt;br /&gt;
* Complete the recruit effects and link bonuses for the cards that were played.3. &#039;&#039;&#039;Combat Phase:&#039;&#039;&#039;&lt;br /&gt;
* Compare your &#039;&#039;&#039;Combat Power&#039;&#039;&#039; with all other players.&lt;br /&gt;
* The stronger player(s) receives VP based on the player count.&lt;br /&gt;
* &#039;&#039;Example: In a 5-player game, if two players are tied for first place, they each receive 5 VP. Any second place players receive 1 VP instead of 3. Players in third, fourth, and fifth place will receive no VP&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
4. &#039;&#039;&#039;Production Phase:&#039;&#039;&#039;&lt;br /&gt;
* Every Adventurer with the Production symbol activates that line of text now. Most Production involves adding Magic and Technology.&lt;br /&gt;
&lt;br /&gt;
5. &#039;&#039;&#039;Income Phase:&#039;&#039;&#039;&lt;br /&gt;
* Gain 3 Money. Then look for any of your recruited Adventurers with the Income icon ; you gain extra Money as specified on their cards.6. &#039;&#039;&#039;Victory Point Phase:&#039;&#039;&#039;&lt;br /&gt;
* Look for any of your recruited Adventurers with the VP icon , and gain that many VPs.&lt;br /&gt;
&lt;br /&gt;
=== KEY CONCEPTS ===&lt;br /&gt;
* &#039;&#039;&#039;Factions:&#039;&#039;&#039; There are 6 different factions (e.g., Floating City, Mining Company) essential for line bonuses.&lt;br /&gt;
* &#039;&#039;&#039;Professions:&#039;&#039;&#039; Warrior, Wizard, Merchant, etc., also determine synergies within the grid.&lt;br /&gt;
* &#039;&#039;&#039;Tech &amp;amp; Magic:&#039;&#039;&#039; These tracks grant additional victory points at the end of the game or via card effects.&lt;br /&gt;
* &#039;&#039;&#039;Resources:&#039;&#039;&#039; Symbols on cards that provide permanent cost reductions for recruiting.&lt;br /&gt;
&lt;br /&gt;
=== END OF GAME ===&lt;br /&gt;
The game ends at the end the round where a player has &#039;&#039;&#039;9 cards&#039;&#039;&#039; in their grid or a player reaches &#039;&#039;&#039;40 VPs&#039;&#039;&#039;.&lt;br /&gt;
* Every 3 remaining money converts to 1 VP.&lt;br /&gt;
* The player with the most VP wins.&lt;/div&gt;</summary>
		<author><name>Drewco</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpsimilo&amp;diff=26220</id>
		<title>Gamehelpsimilo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpsimilo&amp;diff=26220"/>
		<updated>2025-08-15T10:31:10Z</updated>

		<summary type="html">&lt;p&gt;Drewco: Removed non-rules&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Objective==&lt;br /&gt;
Similo is a cooperative game that all players win by identifying (NOT selecting) the secret character.&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
&lt;br /&gt;
One player is the clue giver and other players are guessers. The clue giver draws a hand of 5 cards.&lt;br /&gt;
&lt;br /&gt;
A 3x4 grid of cards is dealt out, with one card being highlighted (to the clue giver only!) as the secret character (indicated by an explanation point).&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The game consists of 5 rounds. At the start of each round, the clue giver plays a card from their hand either vertically (to convey that the secret card has &amp;quot;something similar&amp;quot; to the secret character) or horizontally (&amp;quot;something different&amp;quot;). Then they draw 1 card.&lt;br /&gt;
&lt;br /&gt;
The guessers discuss and decide which cards are not the secret character. They then remove a number of cards (1 first round, 2 second round, 3 third round, 4 fourth round, 1 last round).&lt;br /&gt;
&lt;br /&gt;
If the removed characters are not the secret character, the next round starts. Otherwise, the game ends.&lt;br /&gt;
&lt;br /&gt;
==End of the Game==&lt;br /&gt;
* If the guessers remove the secret character at any point during the game, all players lose.&lt;br /&gt;
* If the last character remaining is the secret character, all players win.&lt;/div&gt;</summary>
		<author><name>Drewco</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpapplejack&amp;diff=16901</id>
		<title>Gamehelpapplejack</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpapplejack&amp;diff=16901"/>
		<updated>2023-05-12T12:27:30Z</updated>

		<summary type="html">&lt;p&gt;Drewco: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Plant your orchard with gorgeous apple trees, match beehives and get ready for the harvests! &lt;br /&gt;
&lt;br /&gt;
The player with the most honey wins the game. You will collect honey by skillfully placing tree tiles in your orchard and through regular apple harvests. After 19 turns each player will have a full orchard and will participate in final scoring.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
Players take turns in clockwise order, until their orchards are full.&lt;br /&gt;
&lt;br /&gt;
On your turn, you must select a tree tile, then place it in your orchard (either face up by paying its cost or face down to receive honey). The die is then moved to the next spot on the track, sometimes triggering harvests or blossom scoring.&lt;br /&gt;
&lt;br /&gt;
=== 1 Selecting a tree tile ===&lt;br /&gt;
The position of the die dictates where you can pick a tile. You choose 1 tree tile that is located in one of the two troughs next to this space.&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can take a hidden tree tile from the general supply.&lt;br /&gt;
&lt;br /&gt;
=== 2 Placing the selected tile ===&lt;br /&gt;
You must then place the selected tree tile on any free space in your orchard. You can either:&lt;br /&gt;
&lt;br /&gt;
- Place it face up. You must pay the honey cost indicated on any of the beehive on that tile. You can rotate it before placing it.&lt;br /&gt;
&lt;br /&gt;
- Place it face down (pasture side). You immediately receive 2 honey, but the tile will not grant any further advantages.&lt;br /&gt;
&lt;br /&gt;
==== Collecting honey reward ====&lt;br /&gt;
For each beehive on the newly placed tile that directly connects with another beehive, you receive the lower of the two numerical values in honey. Occasionally, when you lay a tree tile, you may have connected multiple beehives. In this case you get the lower number of each connection in honey!&lt;br /&gt;
&lt;br /&gt;
In the corners of your orchard you will also find beehives with numbers in it. You can use these - just like the ones on your tiles to make beehive connections.&lt;br /&gt;
&lt;br /&gt;
=== 3 Die movement, harvest and blossom ===&lt;br /&gt;
Once you have finished your turn, the die moves clockwise to the next spot.&lt;br /&gt;
&lt;br /&gt;
==== Replenishment ====&lt;br /&gt;
If the die would only provide a maximum of 1 tree tile to choose from in the two troughs that are next to it after moving, 1 new tree tile is added to each of the seven troughs. &lt;br /&gt;
&lt;br /&gt;
==== Harvest ====&lt;br /&gt;
Whenever the die crosses one or two of the apples when moving along the harvest board, a harvest is triggered. The colour of the apple shows you which kind of apple is ripe for harvest. If two colours are shown, both varieties are harvested separately, one after the other.&lt;br /&gt;
&lt;br /&gt;
For each apple colour, groups of adjacently connected apples form areas. For each area, you receive the number of coloured apples in that area, minus the die value (1/2/3) in honey. You don&#039;t loose honey for areas which don&#039;t have enough apples.&lt;br /&gt;
&lt;br /&gt;
The amount of honey you would receive for the harvests is shown in your player area.&lt;br /&gt;
&lt;br /&gt;
==== Blossom ====&lt;br /&gt;
Whenever the die reaches the end of the track, it moves back to the beginning and triggers a blossom.&lt;br /&gt;
&lt;br /&gt;
During the first harvest, you receive as much honey as you have pink cherry flowers on your tree tiles. The flowers do not have to be adjacent and form contiguous areas as the apples.&lt;br /&gt;
&lt;br /&gt;
During the second harvest, your receive two time that amount.&lt;br /&gt;
&lt;br /&gt;
After any harvest, the die value is increased by 1.&lt;br /&gt;
&lt;br /&gt;
== End of the game and scoring ==&lt;br /&gt;
The game is over as soon as all players have completely filled their orchard. The die shows 3 pips on it and has reached the space with the autumn leaves.&lt;br /&gt;
&lt;br /&gt;
There is a final scoring phase where:&lt;br /&gt;
&lt;br /&gt;
- each apple colour is scored twice&lt;br /&gt;
&lt;br /&gt;
- you receive a variety bonus if you scored multiple colours during the final harvests (4/11/21/35 honey for scoring 4/5/6/7 different colours)&lt;br /&gt;
&lt;br /&gt;
- you receive 1 honey for each pink flower in your orchard&lt;br /&gt;
&lt;br /&gt;
The player who has the most honey wins. In the event of a tie, tied players share the victory.&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
&lt;br /&gt;
=== Individual orchards ===&lt;br /&gt;
You play with the back sides (side B) of the orchards, which are all different. Instead of only beehives, you will also find apples in the corners, which you can connect with neighbouring tree tiles and count as an apple of the respective colour during harvests.&lt;br /&gt;
&lt;br /&gt;
=== Random apple harvest ===&lt;br /&gt;
Special apple tiles are randomly used to cover the first 7 printed apples on the path of the harvest plan, on the main board. So the order of the first 7 harvests will change from the standard games.&lt;br /&gt;
&lt;br /&gt;
=== Additional tree tile ===&lt;br /&gt;
At the beginning of the game, you receive 1 additional tree tile from the supply, tree side up, which is placed next to your orchard. When it’s your turn to select a tree tile, you are allowed to select this tile instead of a tile from the troughs or a tile blindly drawn. You must pay for the tile as usual or turn it onto the pasture side and place it in your orchard. Then, you immediately take a new tile from the trough adjacent to the die or draw from the supply which is placed next to the orchard. This give you a chance to &amp;quot;store&amp;quot; a tree tile from the troughs for a later turn that you won’t or can’t pay for yet.&lt;/div&gt;</summary>
		<author><name>Drewco</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpzooloretto&amp;diff=10497</id>
		<title>Gamehelpzooloretto</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpzooloretto&amp;diff=10497"/>
		<updated>2021-12-12T11:00:02Z</updated>

		<summary type="html">&lt;p&gt;Drewco: Added all rules&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
The game lasts several rounds.&lt;br /&gt;
On a player’s turn, he must perform one of the following three actions:&lt;br /&gt;
* Add a tile to a delivery truck, or&lt;br /&gt;
* Take a delivery truck and pass for the rest of the round, or&lt;br /&gt;
* 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 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;
=== Add a tile to a delivery truck ===&lt;br /&gt;
The player draws and reveals the topmost tile from any stack and places it in an open space on any delivery truck of his choice. His turn is then over. Each delivery truck has room for maximum 3 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;
The player chooses a delivery truck and places it, along with any tiles on it, in his play area. He must immediately add the tiles from the truck to his zoo. &#039;&#039;Important:&#039;&#039; 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, he passes for the rest of the round and will not get another turn until the next round. Since all passing players will have delivery trucks in front of them, it is easy to tell who has passed in any given round. &lt;br /&gt;
&lt;br /&gt;
When the player adds the tiles to his zoo, he must follow the following placement rules:&lt;br /&gt;
; Animal Tiles&lt;br /&gt;
:An animal tile may be placed either on an empty enclosure space or in the barn. &#039;&#039;&#039;Important:&#039;&#039;&#039; an 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 his barn instead.&lt;br /&gt;
; Vending stalls&lt;br /&gt;
: 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 his barn instead.&lt;br /&gt;
; Coin Tiles&lt;br /&gt;
: A coin tile is added to any other coins the player has. A coin tile is worth one coin. Both are equivalent and may be used interchangeably.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; players may have as many tiles and as many types of tiles (including both animals and vending stalls) as they wish in their barns. Note: a player may choose to place an animal tile in his barn, even if he has an appropriate empty space in one of his enclosures.&lt;br /&gt;
&lt;br /&gt;
=== Carry out one money action ===&lt;br /&gt;
The player may carry out one of the following actions, provided that he can pay for it. The following money actions are possible:&lt;br /&gt;
* Remodel (Move or Exchange)&lt;br /&gt;
* Purchase or Discard a tile&lt;br /&gt;
* Expand the zoo&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;
; Remodel (1 coin)&lt;br /&gt;
: A player may only remodel his own zoo. There are two remodeling options: Move or Exchange.&lt;br /&gt;
:: &#039;&#039;&#039;Move:&#039;&#039;&#039; The player moves a single animal tile from the barn to an empty enclosure space or he moves any one vending stall tile from it&#039;s current location to any eligible space in his zoo.&lt;br /&gt;
:: &#039;&#039;&#039;Exchange:&#039;&#039;&#039; The player takes all tiles of one animal type in either his barn or one of his zoo’s enclosures and exchanges them with all tiles of one other animal type in another of his 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;
; Purchase or Discard a tile (2 coins)&lt;br /&gt;
: 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 his own barn.&lt;br /&gt;
:: &#039;&#039;&#039;Purchase:&#039;&#039;&#039; The player takes the animal or vending stall tile of his choice from the barn of another player and adds it to his 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; The player discards the animal or vending stall tile of his choice from his barn. The tile is removed from the game.&lt;br /&gt;
&lt;br /&gt;
; Expand the zoo (3 coins)&lt;br /&gt;
:: The player pays 3 coins to the bank and turns his expansion board face up. This expands his zoo by one enclosure and one stall space.&lt;br /&gt;
&lt;br /&gt;
== End of a Round ==&lt;br /&gt;
Once each player has taken a delivery truck, the round is over.&lt;br /&gt;
The players return the empty trucks to the middle of the table and the next round begins,&lt;br /&gt;
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;
=== Offspring ===&lt;br /&gt;
There are 2 fertile males and females of each animal type, distinguishable by the small 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 enclosure. 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 his barn instead. Note: 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;
Whenever a player places a tile on the last empty space in one of his enclosures, he receives bonus coins from the bank equal to the number shown in the enclosure (if any are shown). The player may also take coin tiles instead, should there be any in the bank. If the bank is empty, then the player receives nothing. Exception: no bonus is awarded when all enclosure spaces are filled as a result of an Exchange action. There is also no bonus awarded if an offspring produced by the exchange fills the last space.&lt;br /&gt;
&lt;br /&gt;
== Game End ==&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 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;
* For the animals in an enclosure, the player scores points as follows:&lt;br /&gt;
** 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;
** For an enclosure with 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;
** For an enclosure with two or more empty spaces, the player only scores points if he has 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 no vending stall in the stall spaces that are associated with the enclosure, he scores 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;
* For each vending stall type on stall spaces, the player receives 2 points.&lt;br /&gt;
* For each vending stall type in his barn, the player receives minus 2 points.&lt;br /&gt;
* For each animal type in his barn, the player receives minus 2 points. E.g., Claus has 3 elephants in his barn and receives 2 minus 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>Drewco</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpzooloretto&amp;diff=10495</id>
		<title>Gamehelpzooloretto</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpzooloretto&amp;diff=10495"/>
		<updated>2021-12-12T10:16:47Z</updated>

		<summary type="html">&lt;p&gt;Drewco: Added rules&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
The game lasts several rounds.&lt;br /&gt;
On a player’s turn, he must perform one of the following three actions:&lt;br /&gt;
* Add a tile to a delivery truck, or&lt;br /&gt;
* Take a delivery truck and pass for the rest of the round, or&lt;br /&gt;
* 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;
== Turn Actions ==&lt;br /&gt;
===* Add a tile to a delivery truck ===&lt;br /&gt;
The player draws and reveals the topmost tile from any stack and places it in an open space on any delivery truck of his choice. His turn is then over. Each delivery truck has room for maximum 3 tiles. Should all delivery trucks already have 3 tiles on them, then the player cannot choose this action. He must then choose either action B or C.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; tiles from the stack covered by the wooden disc can only be drawn once all other stacks have been exhausted!&lt;br /&gt;
&lt;br /&gt;
=== Take a delivery truck and pass for the rest of the round ===&lt;br /&gt;
The player chooses a delivery truck and places it, along with any tiles on it, in his play area. He must immediately add the tiles from the truck to his zoo. &#039;&#039;Important:&#039;&#039; 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, he passes for the rest of the round and will not get another turn until the next round. Since all passing players will have delivery trucks in front of them, it is easy to tell who has passed in any given round. &lt;br /&gt;
&lt;br /&gt;
When the player adds the tiles to his zoo, he must follow the following placement rules:&lt;br /&gt;
; Animal Tiles&lt;br /&gt;
:An animal tile may be placed either on an empty enclosure space or in the barn.&lt;br /&gt;
: &#039;&#039;&#039;Important:&#039;&#039;&#039; an enclosure may contain a maximum of one type of animal tile. However, a player may have multiple enclosures containing the same animal type.&lt;br /&gt;
: If there aren’t any legal spaces for an animal tile left in the enclosures, then the player must place the animal in his barn instead.&lt;br /&gt;
; Vending stalls&lt;br /&gt;
: A vending stall may be placed on an empty stall space or in the barn.&lt;br /&gt;
: If there aren’t any stall spaces left, then the player must place the tile in his barn instead.&lt;br /&gt;
; Coin Tiles&lt;br /&gt;
: A coin tile is added to any other coins the player has.&lt;br /&gt;
: A coin tile is worth one coin. Both are equivalent and may be used interchangeably.&lt;br /&gt;
; The Barn&lt;br /&gt;
: &#039;&#039;&#039;Important:&#039;&#039;&#039; 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;
Note: a player may choose to place an animal tile in his barn, even if he has an appropriate empty space in one of his enclosures.&lt;br /&gt;
&lt;br /&gt;
=== Carry out one money action ===&lt;br /&gt;
The player may carry out one of the following actions, provided that he can pay for it.&lt;br /&gt;
&lt;br /&gt;
The following money actions are possible:&lt;br /&gt;
I. Remodel (Move or Exchange)&lt;br /&gt;
II. Purchase or Discard a tile&lt;br /&gt;
III. Expand the zoo&lt;br /&gt;
The placement rules described above must be followed when carrying out these actions.&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; A player may never carry out more than one money action per turn. Therefore, a player wishing to carry out more involved remodeling projects will have to choose the action “carry out one money action” on multiple turns.&lt;br /&gt;
&lt;br /&gt;
I. Remodel&lt;br /&gt;
Remodeling costs 1 coin, paid to the bank. A player may only remodel his own zoo.&lt;br /&gt;
There are two remodeling options: Move or Exchange.&lt;br /&gt;
➡ Move&lt;br /&gt;
The player moves a single animal tile from the barn to an empty enclosure space or he&lt;br /&gt;
moves any one vending stall tile from it&#039;s current location to any eligible space in his zoo.&lt;br /&gt;
➡ Exchange&lt;br /&gt;
The player takes all tiles of one animal type in either his barn or one of his zoo’s enclosures&lt;br /&gt;
and exchanges them with all tiles of one other animal type in another of his zoo’s locations.&lt;br /&gt;
An exchange must always involve exactly two areas and the animal types must be&lt;br /&gt;
different. An exchange involving two areas with the same animal type is not allowed.&lt;br /&gt;
Important: an exchange is not permitted when one enclosure is too small to accommodate&lt;br /&gt;
all of the new tiles that would be placed there or when one of the areas is empty.&lt;br /&gt;
Exchanging vending stalls is not permitted.&lt;br /&gt;
&lt;br /&gt;
II. Purchase or Discard a tile&lt;br /&gt;
For 2 coins, the player may either purchase an animal or vending stall tile from an&lt;br /&gt;
opponent’s barn or discard an animal or vending stall tile from his own barn.&lt;br /&gt;
➡ Purchase&lt;br /&gt;
The player takes the animal or vending stall tile of his choice from the barn of&lt;br /&gt;
another player and adds it to his own zoo.&lt;br /&gt;
➡ 1 coin goes to the other player,&lt;br /&gt;
➡ 1 coin goes to the bank.&lt;br /&gt;
Note: The other player may not refuse the purchase.&lt;br /&gt;
➡ Discard&lt;br /&gt;
The player discards the animal or vending stall tile of his choice from his barn. The tile&lt;br /&gt;
is removed from the game.&lt;br /&gt;
➡ Both coins go to the bank.&lt;br /&gt;
III. Expand the zoo&lt;br /&gt;
The player pays 3 coins to the bank and turns his expansion board face up.&lt;br /&gt;
This expands his zoo by one enclosure and one stall space.&lt;br /&gt;
END OF A ROUND&lt;br /&gt;
Once each player has taken a delivery truck, the round is over.&lt;br /&gt;
The players return the empty trucks to the middle of the table and the next round begins,&lt;br /&gt;
starting with the player who took the last delivery truck in the previous round.&lt;br /&gt;
&lt;br /&gt;
TWO SPECIAL SITUATIONS:&lt;br /&gt;
● Offspring&lt;br /&gt;
There are 2 fertile males and females of each animal type, distinguishable&lt;br /&gt;
by the small symbols on their tiles.&lt;br /&gt;
When a player adds the appropriate partner for a fertile male or female is to an enclosure&lt;br /&gt;
where the partner waits, the two immediately produce an offspring. The player takes one of&lt;br /&gt;
the appropriate offspring tiles from the supply and places it onto an empty space in the&lt;br /&gt;
enclosure. Once placed, the offspring tile is treated like any other animal tile.&lt;br /&gt;
If there isn’t any space left in the enclosure, the player must place the offspring in his barn&lt;br /&gt;
instead.&lt;br /&gt;
Note: all that is required is for the male and female to be in the same enclosure –&lt;br /&gt;
they do not need to be next to each other.&lt;br /&gt;
Each male and female can produce an offspring only once. So, for example, no offspring&lt;br /&gt;
is produced when a third fertile animal is added to an enclosure that already has a fertile&lt;br /&gt;
pair. Another offspring would only be produced when another partner, creating a second&lt;br /&gt;
fertile pair, is added to the enclosure.&lt;br /&gt;
Important: pairs only produce offspring in enclosures, not in barns or on delivery trucks.&lt;br /&gt;
● Last enclosure space filled&lt;br /&gt;
Whenever a player places a tile on the last empty space in one of his enclosures, he receives&lt;br /&gt;
bonus coins from the bank equal to the number shown in the enclosure (if any are shown).&lt;br /&gt;
The player may also take coin tiles instead, should there be any in the bank. If the bank is&lt;br /&gt;
empty, then the player receives nothing.&lt;br /&gt;
Exception: no bonus is awarded when all enclosure spaces are filled as a result of&lt;br /&gt;
an Exchange action. There is also no bonus awarded if an offspring produced by the&lt;br /&gt;
exchange fills the last space.&lt;br /&gt;
GAME END&lt;br /&gt;
The end of the game is triggered when a player draws and reveals the first tile from the&lt;br /&gt;
stack covered by the wooden disc. The round is played through the end. Once each player&lt;br /&gt;
has taken a delivery truck, the game is over and scoring takes place.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
Each player determines the positive and negative points he receives for his zoo and adds them up.&lt;br /&gt;
● For the animals in an enclosure, the player scores points as follows:&lt;br /&gt;
a) For a full enclosure (all spaces filled with animals), the player earns the&lt;br /&gt;
higher of the two point values shown in the enclosure.&lt;br /&gt;
b) For an enclosure with 1 empty space (all but 1 space filled with animals),&lt;br /&gt;
the player earns the lower of the two point values shown in the enclosure.&lt;br /&gt;
c) For an enclosure with two or more empty spaces, the player only scores points&lt;br /&gt;
if he has a vending stall on at least one of the stall spaces associated with the&lt;br /&gt;
enclosure. In this case, the player scores 1 point for each animal in the enclosure. If a&lt;br /&gt;
player has an enclosure with two or more empty spaces and no vending stall in the stall&lt;br /&gt;
spaces that are associated with the enclosure, he scores no points for the enclosure.&lt;br /&gt;
Note: when both stall spaces next to a 4-space enclosure are occupied, a player&lt;br /&gt;
still scores only 1 point per tile.&lt;br /&gt;
● For each vending stall type on stall spaces, the player receives 2 points.&lt;br /&gt;
● For each vending stall type in his barn, the player receives minus 2 points.&lt;br /&gt;
● For each animal type in his barn, the player receives minus 2 points.&lt;br /&gt;
Example: Claus has 3 elephants in his barn and receives 2 minus points for them.&lt;br /&gt;
The player with the most points wins.&lt;br /&gt;
In the event of a tie, the tied player with the most coins wins.&lt;br /&gt;
If there is still a tie, the tied players rejoice in their shared victory!&lt;/div&gt;</summary>
		<author><name>Drewco</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_zooloretto&amp;diff=10485</id>
		<title>Tips zooloretto</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_zooloretto&amp;diff=10485"/>
		<updated>2021-12-10T09:08:44Z</updated>

		<summary type="html">&lt;p&gt;Drewco: Created page with &amp;quot;It can be rewarding to take the occasional risk. For example, choosing not to take a partially-filled truck that is only attractive for yourself and revealing another tile ins...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It can be rewarding to take the occasional risk. For example, choosing not to take a partially-filled truck that is only attractive for yourself and revealing another tile instead in the hopes that another useful tile will come of it. Taking animals that you don’t have room for in your enclosures at the moment isn’t the end of the world – especially if you still have the option of expanding your zoo.&lt;br /&gt;
However, you should try to have as few animal types as possible in your barn.&lt;br /&gt;
&lt;br /&gt;
The money actions offer additional possibilities:&lt;br /&gt;
You can sometimes choose to take an ‘undesirable’ tile of an animal type you don’t want when you know that another player wants it. If that player buys it from your barn, not only will you have fewer minus points, you’ll also have made a coin in the process. Above all, don’t underestimate the advantages of ‘remodeling’. You can, for example, use timely exchanges to make money multiple times.&lt;/div&gt;</summary>
		<author><name>Drewco</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpzooloretto&amp;diff=10484</id>
		<title>Gamehelpzooloretto</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpzooloretto&amp;diff=10484"/>
		<updated>2021-12-10T09:05:32Z</updated>

		<summary type="html">&lt;p&gt;Drewco: From the rule book&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It can be rewarding to take the occasional risk. For example, choosing not to take&lt;br /&gt;
a partially-filled truck that is only attractive for yourself and revealing another tile&lt;br /&gt;
instead in the hopes that another useful tile will come of it.&lt;br /&gt;
Taking animals that you don’t have room for in your enclosures at the moment isn’t&lt;br /&gt;
the end of the world – especially if you still have the option of expanding your zoo.&lt;br /&gt;
However, you should try to have as few animal types as possible in your barn.&lt;br /&gt;
The money actions offer additional possibilities:&lt;br /&gt;
You can sometimes choose to take an ‘undesirable’ tile of an animal type you don’t&lt;br /&gt;
want when you know that another player wants it. If that player buys it from your barn,&lt;br /&gt;
not only will you have fewer minus points, you’ll also have made a coin in the process.&lt;br /&gt;
Above all, don’t underestimate the advantages of ‘remodeling’. You can, for example,&lt;br /&gt;
use timely exchanges to make money multiple times&lt;/div&gt;</summary>
		<author><name>Drewco</name></author>
	</entry>
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