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	<title>Board Game Arena - User contributions [en]</title>
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	<updated>2026-09-30T13:49:40Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptheguildofmerchantexplorers&amp;diff=23882</id>
		<title>Gamehelptheguildofmerchantexplorers</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptheguildofmerchantexplorers&amp;diff=23882"/>
		<updated>2025-01-29T14:08:03Z</updated>

		<summary type="html">&lt;p&gt;Duxrppl2: More extensive explanation of discovering villages, trade routes and scoring points. Improved readability on existing content.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Goal =&lt;br /&gt;
The goal of the game is to earn as many coins as possible. Players earn coins by placing explorers on cities, ruins, or discovery towers. Players can also create trade routes between cities, the capital, or other villages.&lt;br /&gt;
&lt;br /&gt;
= Gameplay =&lt;br /&gt;
The game consists of 4 Eras. In each Era, players will take simultaneous turns after revealing Explore Cards until the Exploration Deck is exhausted. &lt;br /&gt;
&lt;br /&gt;
At the end of each Era:&lt;br /&gt;
&lt;br /&gt;
# All explorers (cubes) are removed from the maps. Villages, trading posts, treasure tokens, and discovery towers are left on each player&#039;s maps.&lt;br /&gt;
# The next Era&#039;s Explore Card is added to the Exploration Deck.  &lt;br /&gt;
&lt;br /&gt;
The game ends at the end of the 4th Era and the player with the most coins wins.&lt;br /&gt;
&lt;br /&gt;
== Spaces ==&lt;br /&gt;
There are 4 basic terrains to explore:&lt;br /&gt;
* Grassland&lt;br /&gt;
* Desert&lt;br /&gt;
* Mountain&lt;br /&gt;
* Sea&lt;br /&gt;
Each terrain space can be 1 of 5 different types:&lt;br /&gt;
&lt;br /&gt;
=== Blank Spaces ===&lt;br /&gt;
Empty spaces where &#039;&#039;Villages&#039;&#039; may be placed.&lt;br /&gt;
=== Coin Spaces ===&lt;br /&gt;
Earn coins when explored.&lt;br /&gt;
=== Ruin Spaces ===&lt;br /&gt;
Special sea terrain; earn a Treasure Card when explored.&lt;br /&gt;
=== City Spaces ===&lt;br /&gt;
Connect 2 City Spaces to create a trade route.&lt;br /&gt;
=== Discovery Spaces ===&lt;br /&gt;
Special &amp;quot;wild&amp;quot; terrain; earn coins when explored.&lt;br /&gt;
&lt;br /&gt;
== Placing Explorers ==&lt;br /&gt;
Players may simultaneously place explorers based on the currently revealed Explore Card.&lt;br /&gt;
&lt;br /&gt;
Players must place their explorers directly adjacent to the following:&lt;br /&gt;
* The capital space&lt;br /&gt;
* Previously placed explorers&lt;br /&gt;
* Player villages&lt;br /&gt;
&lt;br /&gt;
== Discovering villages ==&lt;br /&gt;
Discover new villages by fully exploring a region in a single era. &lt;br /&gt;
&lt;br /&gt;
A region is a contiguous group of tiles of the same terrain.&lt;br /&gt;
&lt;br /&gt;
When a region is fully explored for the first time, immediately replace an explorer on one of the blank tiles in that region with a village. Then, score coins equal to the current era.&lt;br /&gt;
&lt;br /&gt;
Each region may only have one village.&lt;br /&gt;
&lt;br /&gt;
Villages will not be removed at the start of each era, as opposed to explorers.&lt;br /&gt;
&lt;br /&gt;
== Creating trade routes ==&lt;br /&gt;
Connecting 2 City Spaces creates a trading route. Cities can be connected with a chain of explorers, villages and/or your capital.&lt;br /&gt;
&lt;br /&gt;
When creating a trade route, multiply the values of the both cities and gain that amount of coins. &lt;br /&gt;
&lt;br /&gt;
Then, cover up one of these cities with a trading post. This city can not be part of a trading route anymore.&lt;br /&gt;
&lt;br /&gt;
== Discovery spaces and towers ==&lt;br /&gt;
Discovery spaces are &amp;quot;wild&amp;quot; terrain, which means it can be explored with any type of exploration action.&lt;br /&gt;
&lt;br /&gt;
When explored, gain coins based on how many other &#039;&#039;Discovery Spaces&#039;&#039; have been explored by the player (6/8/10/14). &lt;br /&gt;
&lt;br /&gt;
Then, cover up the space with a Tower. This space can not be scored again.&lt;/div&gt;</summary>
		<author><name>Duxrppl2</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgrumblestone&amp;diff=21002</id>
		<title>Gamehelpgrumblestone</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgrumblestone&amp;diff=21002"/>
		<updated>2024-05-05T13:13:11Z</updated>

		<summary type="html">&lt;p&gt;Duxrppl2: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== OVERVIEW ===&lt;br /&gt;
Grumble and smash your way to victory to be the last Golem standing!&lt;br /&gt;
&lt;br /&gt;
=== ON YOUR TURN ===&lt;br /&gt;
&lt;br /&gt;
===== &amp;lt;big&amp;gt;Tumble&amp;lt;/big&amp;gt; =====&lt;br /&gt;
Roll two dice and assign them to your grid by number. One must be vertical (column) and the other horizontal (row).&lt;br /&gt;
&lt;br /&gt;
You may spend one heart to reroll a die. You may spend two hearts to move one die to an adjacent space (+1/-1).&lt;br /&gt;
&lt;br /&gt;
===== &amp;lt;big&amp;gt;Rumble&amp;lt;/big&amp;gt; =====&lt;br /&gt;
Activate all the icons in the assigned column and row.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Attack&#039;&#039;&#039; (brown star) symbols deal damage to one rival (minus their active shields).&lt;br /&gt;
* &#039;&#039;&#039;Heart&#039;&#039;&#039; symbols heals you a health point.&lt;br /&gt;
* &#039;&#039;&#039;Shield&#039;&#039;&#039; symbols block incoming attacks.&lt;br /&gt;
* &#039;&#039;&#039;Grumble&#039;&#039;&#039; symbols will allow you to upgrade your golem in the next phase...&lt;br /&gt;
&lt;br /&gt;
===== &amp;lt;big&amp;gt;Grumble&amp;lt;/big&amp;gt; =====&lt;br /&gt;
Spend your grumbles to: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Purchase Polyominoes&#039;&#039;&#039; from the market and add these to your grid. They can cover printed symbols but NOT placed polyominoes. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Purchase Perpetual&#039;&#039;&#039; tokens (shield or attack). These remain active at all times.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Banish Polyominoes&#039;&#039;&#039; (remove them from the game) to heal 1 heart per polyomino banished.&lt;br /&gt;
&lt;br /&gt;
=== GOLEM POWERS ===&lt;br /&gt;
All Golems start without a power.&lt;br /&gt;
&lt;br /&gt;
When you fill EITHER a row OR column, activate your &#039;&#039;&#039;power.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When you fill BOTH a row AND column, activate your &#039;&#039;&#039;superpower&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: You must fill a row or column with polyominoes, there can&#039;t be any original board showing, even if there were icons on the original board in the row or column.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Amber&#039;&#039;&#039; (red)&lt;br /&gt;
&lt;br /&gt;
Power: Any rival who attacks and damages you must lose 1 heart, bypassing active shields.&lt;br /&gt;
&lt;br /&gt;
Superpower: Any rival who attacks and damages you must lose 2 hearts, bypassing active shields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sir Frostbite IV&#039;&#039;&#039; (blue)&lt;br /&gt;
&lt;br /&gt;
Power: FREEZE: During the Tumble phase, roll a light blue die. Rivals may not assign dice to the column or row of that number for this round.  &lt;br /&gt;
&lt;br /&gt;
Superpower: In addition to FREEZE, gains a heart each time a rival rolls the number shown on your light blue die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Green Crumbleclad&#039;&#039;&#039; (green)&lt;br /&gt;
&lt;br /&gt;
Power: You may spend 1 grumble to add an additional attack during your attack.&lt;br /&gt;
&lt;br /&gt;
Superpower: You may spend 2 grumbles to add 3 additional attacks during your attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Purple Hurricules / Cyclonia&#039;&#039;&#039; (purple)&lt;br /&gt;
&lt;br /&gt;
Power: Once per turn, you may reroll a die without spending a heart. &lt;br /&gt;
&lt;br /&gt;
Superpower: Once per turn, you may move one die to an adjacent space (+1/-1) without spending a heart.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rockbottom&#039;&#039;&#039; (green)&lt;br /&gt;
&lt;br /&gt;
Power: CURE! Gain a heart at the beginning of each turn.&lt;br /&gt;
&lt;br /&gt;
Superpower: In addition to CURE! may place both dice in a row or column.&lt;br /&gt;
&lt;br /&gt;
=== GAME END ===&lt;br /&gt;
The last Golem standing (still with any health) wins!&lt;/div&gt;</summary>
		<author><name>Duxrppl2</name></author>
	</entry>
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