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	<id>https://en.doc.boardgamearena.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Elleng5</id>
	<title>Board Game Arena - User contributions [en]</title>
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	<updated>2026-10-18T01:59:19Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpnanatoridori&amp;diff=23066</id>
		<title>Gamehelpnanatoridori</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpnanatoridori&amp;diff=23066"/>
		<updated>2024-10-19T15:05:37Z</updated>

		<summary type="html">&lt;p&gt;Elleng5: /* Setup */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Goal of the game==&lt;br /&gt;
As quickly as possible, discard your cards in hand in Nana Toridori (ナナトリドリ).&lt;br /&gt;
&lt;br /&gt;
Basic game goal: Do not run out of penguins. If you are the last person with cards remaining, you will lose one of your two penguins. You will lose the game if you run out of penguins.&lt;br /&gt;
&lt;br /&gt;
Advanced game goal: Score 10 points first.&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
Every player starts a new round with 8 cards in their hands. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Players are not allowed to reorder their cards in hand, this is the golden rule.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There will be a draw pile made up of the remaining cards.&lt;br /&gt;
&lt;br /&gt;
The last player to give up a penguin will start playing card(s) in the play area. For the first round, a random player is picked.&lt;br /&gt;
&lt;br /&gt;
There are exactly 9 cards of each value, from 1 to 7.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
When it&#039;s your turn, you should either:&lt;br /&gt;
*&#039;&#039;&#039;play&#039;&#039;&#039; card(s) from your hand which are of a higher value than the existing ones in the play area,&lt;br /&gt;
*or &#039;&#039;&#039;pass&#039;&#039;&#039; and draw a card from the draw pile&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Play&#039;&#039;&#039;: You can only &#039;&#039;&#039;play&#039;&#039;&#039; adjacent cards with the same value from your hand. For instance, two consecutive 1s, worth 11. &lt;br /&gt;
&lt;br /&gt;
11 is higher than a single 7 card : 11 &amp;gt; 7. Five 4s (44444) is also higher than 11.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There is no limit regarding how many cards you play, as long they are adjacent and the same value&lt;br /&gt;
&lt;br /&gt;
After playing your cards, you move the cards from the previous player&#039;s turn from the play area to your hand or to the discard pile &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pass&#039;&#039;&#039;: If you can&#039;t or don&#039;t want to play card(s), you can &#039;&#039;&#039;pass&#039;&#039;&#039; and draw a single card from the draw pile; either place it in your hand, or discard it. &lt;br /&gt;
When the draw pile is depleted, you cannot draw anymore, but can still pass.&lt;br /&gt;
&lt;br /&gt;
If all players passed, then the play area is cleared and the player with the highest played value can start a new turn.&lt;br /&gt;
If you don&#039;t have any cards left in your hand, you are out of the current round, and wait for the other players: your penguin is saved!&lt;br /&gt;
&lt;br /&gt;
==End of the game==&lt;br /&gt;
Basic game: When a player loses their final penguin, that players loses the game and the other players win.&lt;br /&gt;
&lt;br /&gt;
Advanced game: When the round ends, if any players have 10 or more points, those players win the game. If one player scores 12 and another player scores 10, each will win.&lt;br /&gt;
&lt;br /&gt;
==Advanced scoring rules==&lt;br /&gt;
With the advance scoring rules, you&#039;ll get &lt;br /&gt;
*• 4 points if you are the first player to clear your hand&lt;br /&gt;
*• 0 points if you are the last player with card(s) in hand&lt;br /&gt;
*• 2 points otherwise&lt;br /&gt;
The first one to reach 10 points wins the game&lt;/div&gt;</summary>
		<author><name>Elleng5</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmountaingoats&amp;diff=22432</id>
		<title>Gamehelpmountaingoats</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmountaingoats&amp;diff=22432"/>
		<updated>2024-09-04T12:17:23Z</updated>

		<summary type="html">&lt;p&gt;Elleng5: /* Turn */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
Race your goats up the mountains as many times as you can whilst trying to scale as many different mountains.&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
Roll the 4 dice.&lt;br /&gt;
&lt;br /&gt;
If more than one die is a 1, you can turn the extra 1s into any number you wish, but must finish adjustments with at least one 1 showing&lt;br /&gt;
&lt;br /&gt;
Sort the dice into group(s) of your choosing.&lt;br /&gt;
&lt;br /&gt;
Each group that sums to a value between 5 and 10 moves your goat on that track; any that sum outside this does nothing.&lt;br /&gt;
&lt;br /&gt;
Multiple goats can share the same space, except at the top of the mountain.  When a player moves a goat to the top of a mountain, they take a Point Token (shown next to the mountain number at the top of the mountain) from that mountain (if available), and return any goat already there to the foot of the mountain, leaving their goat at the top. If a player creates a grouping of dice that would move a goat up a mountain, but their goat is already at the top, they instead claim one Point Token from this mountain&#039;s supply (if available).&lt;br /&gt;
&lt;br /&gt;
When you collect a point token for each mountain, you claim the highest bonus token (shown above the point tokens).  This can be done multiple times - each time you make a new set of all mountains.&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
When the Bonus Token pile runs out, or THREE Mountains run out of normal tokens, finish the current round.&lt;br /&gt;
&lt;br /&gt;
Count up your Mountain and Bonus Tokens, the player with the most points, wins!&lt;br /&gt;
&lt;br /&gt;
If tied, the tied player with the most goats currently on mountains wins!&lt;br /&gt;
&lt;br /&gt;
If still tied, the tied player with the goat on the highest valued mountain wins!&lt;br /&gt;
&lt;br /&gt;
=== Big Mountain Expansion ===&lt;br /&gt;
In the Big Mountain expansion, goats ascend a single-file path with only the &amp;lt;u&amp;gt;highest&amp;lt;/u&amp;gt; climbers earning points. Players must choose between battling for the regular mountains or risking the Big Mountain where &#039;&#039;timing is crucial&#039;&#039;. To place, you select a sum between 11-24 and put a goat on the corresponding Big Mountain spot, sacrificing your ability to score on the regular mountain tracks. You can however, move goats back and forth between the Big Mountain and regular ones during the game.  &lt;br /&gt;
&lt;br /&gt;
At the end of the game, points are awarded based on the &#039;&#039;&#039;number&#039;&#039;&#039; and &#039;&#039;&#039;ranking&#039;&#039;&#039; of your goats on the Big Mountain. In 2-player games, the points are 12/8/4; in 3-player games, 16/12/8/4; and in 4 or 5-player games, 15/12/9/6/3. Players can score &amp;lt;u&amp;gt;multiple times&amp;lt;/u&amp;gt; if they have goats in qualifying spots.  For example, at the end of a 2-player game, if you have a goat on the 23 spot and the 16 spot and your opponent has a goat on the 21 spot, you will get 16 points (12+4) and your opponent will get 8 points. &lt;br /&gt;
&lt;br /&gt;
This expansion gives you more choices as you are now able to move goats to the Big Mountain when there are no more point tokens available at the top of the regular mountains.&lt;/div&gt;</summary>
		<author><name>Elleng5</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmountaingoats&amp;diff=22431</id>
		<title>Gamehelpmountaingoats</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmountaingoats&amp;diff=22431"/>
		<updated>2024-09-04T12:14:49Z</updated>

		<summary type="html">&lt;p&gt;Elleng5: /* Turn */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
Race your goats up the mountains as many times as you can whilst trying to scale as many different mountains.&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
Roll the 4 dice.&lt;br /&gt;
&lt;br /&gt;
If more than one die is a 1, you can turn the extra 1s into any number you wish, but must finish adjustments with at least one 1 showing&lt;br /&gt;
&lt;br /&gt;
Sort the dice into group(s) of your choosing.&lt;br /&gt;
&lt;br /&gt;
Each group that sums to a value between 5 and 10 moves your goat on that track; any that sum outside this does nothing.&lt;br /&gt;
&lt;br /&gt;
Multiple goats can share the same space, except at the top of the mountain.  When a player moves a goat to the top of a mountain, they take a Point Token (shown at the top of the mountain) from that mountain (if available), and return any goat already there to the foot of the mountain, leaving their goat at the top. If a player creates a grouping of dice that would move a goat up a mountain, but their goat is already at the top, they instead claim one Point Token from this mountain&#039;s supply (if available).&lt;br /&gt;
&lt;br /&gt;
When you collect a point token for each mountain, you claim the highest bonus token (shown above the point tokens).  This can be done multiple times - each time you make a new set of all mountains.&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
When the Bonus Token pile runs out, or THREE Mountains run out of normal tokens, finish the current round.&lt;br /&gt;
&lt;br /&gt;
Count up your Mountain and Bonus Tokens, the player with the most points, wins!&lt;br /&gt;
&lt;br /&gt;
If tied, the tied player with the most goats currently on mountains wins!&lt;br /&gt;
&lt;br /&gt;
If still tied, the tied player with the goat on the highest valued mountain wins!&lt;br /&gt;
&lt;br /&gt;
=== Big Mountain Expansion ===&lt;br /&gt;
In the Big Mountain expansion, goats ascend a single-file path with only the &amp;lt;u&amp;gt;highest&amp;lt;/u&amp;gt; climbers earning points. Players must choose between battling for the regular mountains or risking the Big Mountain where &#039;&#039;timing is crucial&#039;&#039;. To place, you select a sum between 11-24 and put a goat on the corresponding Big Mountain spot, sacrificing your ability to score on the regular mountain tracks. You can however, move goats back and forth between the Big Mountain and regular ones during the game.  &lt;br /&gt;
&lt;br /&gt;
At the end of the game, points are awarded based on the &#039;&#039;&#039;number&#039;&#039;&#039; and &#039;&#039;&#039;ranking&#039;&#039;&#039; of your goats on the Big Mountain. In 2-player games, the points are 12/8/4; in 3-player games, 16/12/8/4; and in 4 or 5-player games, 15/12/9/6/3. Players can score &amp;lt;u&amp;gt;multiple times&amp;lt;/u&amp;gt; if they have goats in qualifying spots.  For example, at the end of a 2-player game, if you have a goat on the 23 spot and the 16 spot and your opponent has a goat on the 21 spot, you will get 16 points (12+4) and your opponent will get 8 points. &lt;br /&gt;
&lt;br /&gt;
This expansion gives you more choices as you are now able to move goats to the Big Mountain when there are no more point tokens available at the top of the regular mountains.&lt;/div&gt;</summary>
		<author><name>Elleng5</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelplinx&amp;diff=21806</id>
		<title>Gamehelplinx</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelplinx&amp;diff=21806"/>
		<updated>2024-07-10T16:44:06Z</updated>

		<summary type="html">&lt;p&gt;Elleng5: Removed incorrect use of &amp;quot;orthogonal&amp;quot;.  Made clarifications; fixed grammar and punctuation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
Be the first to win 2 rounds&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
On your turn, you either place a tile face up, place a tile face down, or pass:&lt;br /&gt;
&lt;br /&gt;
If you place face up, the tile goes into an empty space next to or diagonally adjacent to another tile within the boundaries of a 5x5 grid (or 4x4 for two players) and you draw 2 new tiles&lt;br /&gt;
&lt;br /&gt;
To place face down, it must beat the tile it covers (show your tile before placing it). Tiles are beaten in traditional rock-scissors-paper-rock; you do NOT draw new tiles&lt;br /&gt;
&lt;br /&gt;
If you legitimately can&#039;t place a tile, or have no tiles in hand, you pass and draw 2 tiles&lt;br /&gt;
===Round End===&lt;br /&gt;
&lt;br /&gt;
A player wins the round and the round ends then they achieve three tiles in a row horizontally, vertically or diagonally, with all three either face up or face down, not mixed.&lt;br /&gt;
&lt;br /&gt;
If no more tiles can be played, and the above criteria cannot be met, then the player with the most visible tiles wins the round&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
The first player to win 2 rounds wins the game!&lt;/div&gt;</summary>
		<author><name>Elleng5</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpflowers&amp;diff=21528</id>
		<title>Gamehelpflowers</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpflowers&amp;diff=21528"/>
		<updated>2024-06-16T15:16:33Z</updated>

		<summary type="html">&lt;p&gt;Elleng5: /* Scoring */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;blockquote&amp;gt;Arrange the values strategically to score with the colors.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Goal of the game ==&lt;br /&gt;
&lt;br /&gt;
Create your play area by arranging the cards in front of you as strategically as possible.&lt;br /&gt;
&lt;br /&gt;
* Adhere to the conditions associated with the values to maintain your cards.&lt;br /&gt;
* Score points with your color sets.&lt;br /&gt;
&lt;br /&gt;
Be careful, cards that do not meet the conditions will cause you to lose points!&lt;br /&gt;
&lt;br /&gt;
== Materials ==&lt;br /&gt;
&lt;br /&gt;
* Rules&lt;br /&gt;
* 108 cards divided evenly into 4 colors. Yellow, red, blue, green.&lt;br /&gt;
* Cards are numbered 1, 2, 3 or 4:&lt;br /&gt;
** Number 1: 3 cards per color&lt;br /&gt;
** Number 2: 6 cards per color&lt;br /&gt;
** Number 3: 8 cards per color&lt;br /&gt;
** Number 4: 10 cards per color, three of which have a butterfly (see below)&lt;br /&gt;
&lt;br /&gt;
* 4 starting ‘’violet’’ cards for the « Summer » variant&lt;br /&gt;
* A scorebook&lt;br /&gt;
* 1 template card for forming stacks based on the number of players:&lt;br /&gt;
** 1 player: about 40 cards per stack&lt;br /&gt;
** 2 players: about 26 cards per stack&lt;br /&gt;
** 3 players: about 30 cards per stack&lt;br /&gt;
** 4 players: no template, all cards&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
Each person randomly selects a card and places it in their play area, face up. Create three decks by making three identical (or nearly identical) stacks.&lt;br /&gt;
&lt;br /&gt;
For 2 or 3 players, use the appropriate templates.&lt;br /&gt;
&lt;br /&gt;
For 4 players, there is no template; use all the cards in the game.&lt;br /&gt;
&lt;br /&gt;
Flip the top card from two of the three decks.&lt;br /&gt;
&lt;br /&gt;
One deck remains face down.&lt;br /&gt;
&lt;br /&gt;
Designate the player who starts the game.&lt;br /&gt;
&lt;br /&gt;
== Game play ==&lt;br /&gt;
&lt;br /&gt;
FLOWERS is played in turns in a clockwise direction.&lt;br /&gt;
&lt;br /&gt;
On their turn, the player draws a card and places it in their play area.&lt;br /&gt;
&lt;br /&gt;
=== 1. Pick a card ===&lt;br /&gt;
&lt;br /&gt;
The player, whose turn it is, draws a card of their choice from the top of one of the three stacks.&lt;br /&gt;
&lt;br /&gt;
They can draw either one of the two face-up cards or the one face-down. If it&#039;s a face-up card, the next player turns over a new card on that stack so that there are always two visible cards and one hidden.&lt;br /&gt;
&lt;br /&gt;
Note that the face-down stack remains hidden until the end of the game.&lt;br /&gt;
&lt;br /&gt;
=== 2. Place ===&lt;br /&gt;
The player places the card in their play area:&lt;br /&gt;
&lt;br /&gt;
* either next to a card already played (touching on at least 1 side)&lt;br /&gt;
* or on top of a card already played to cover it.&lt;br /&gt;
&lt;br /&gt;
== End of the game ==&lt;br /&gt;
When a player draws the last card from one of the 3 stacks, they finish their turn by placing that card.&lt;br /&gt;
&lt;br /&gt;
The game ends immediately, and the scoring phase begins.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
=== 1. Discarded cards ===&lt;br /&gt;
First you must have formed valid groups of cards by adhering to these conditions:&lt;br /&gt;
&lt;br /&gt;
* A &#039;4&#039; must be part of a group of exactly four &#039;4&#039;s.&lt;br /&gt;
* A &#039;3&#039; must be part of a group of exactly three &#039;3&#039;s.&lt;br /&gt;
* A &#039;2&#039; must be part of a group of exactly two &#039;2&#039;s.&lt;br /&gt;
* A &#039;1&#039; must not be adjacent to another &#039;1&#039; and thus forms a group of one &#039;1&#039;.&lt;br /&gt;
&lt;br /&gt;
Cards which do not adhere to these conditions are discarded and may not score victory points or butterfly points; covered cards are also discarded.&lt;br /&gt;
&lt;br /&gt;
Each discarded card results in a loss of one point.&lt;br /&gt;
&lt;br /&gt;
Note: You can not arrange adjacent groups of the same number. For example, four adjacent cards with &#039;2&#039; do not form two groups of &#039;2&#039;. All four cards will be discarded. Same for two adjacent cards of &#039;1&#039;.&lt;br /&gt;
&lt;br /&gt;
=== 2. Victory points ===&lt;br /&gt;
For each color family with a minimum of 5 adjacent cards, score 1 point per visible card.&lt;br /&gt;
&lt;br /&gt;
=== 3. Butterflies ===&lt;br /&gt;
For each butterfly adjacent to a card of its color, score one point per visible butterfly.&lt;br /&gt;
&lt;br /&gt;
Example: 1 point if the green butterfly on yellow &#039;4&#039; is adjacent to any green card.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT :&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The written values are not points. It&#039;s always 1 point per card.&lt;br /&gt;
&lt;br /&gt;
Covered cards do not count for scoring points; however, they count as -1 per card when discarded along with the one on top.&lt;/div&gt;</summary>
		<author><name>Elleng5</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpazul&amp;diff=17821</id>
		<title>Gamehelpazul</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpazul&amp;diff=17821"/>
		<updated>2023-08-18T01:44:00Z</updated>

		<summary type="html">&lt;p&gt;Elleng5: /* Scoring */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Azul is a game about picking up sets of tiles to build a mosaic wall.&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
* Each player&#039;s board starts on its colored side. Each player starts with 0 points.&lt;br /&gt;
&lt;br /&gt;
* Place 5 factory displays for 2 players/7 for 3 players/9 for 4 players in a circle in the center of the playing area.&lt;br /&gt;
&lt;br /&gt;
* Place 20 tiles of each color (white, red, yellow, blue, black) into the bag. Then fill each display with 4 tiles.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
* The starting player places the starting player marker in the center of the table and starts the first turn of the round.&lt;br /&gt;
&lt;br /&gt;
* On your turn, pick all tiles of the same color from one of the groups in the &amp;quot;display&amp;quot; or the &amp;quot;center&amp;quot;. If you pick from a  group in the display, move the rest of the tiles in that group to the center. If you are the first to pick from the center this round, take the starting player marker and place it on your &amp;quot;floor line&amp;quot; (which will cost you one point during scoring a round).&lt;br /&gt;
&lt;br /&gt;
* Then, add the tiles to a &amp;quot;pattern line&amp;quot; (first line 1 space, second 2 spaces and so on). A line can only hold one color.  When you complete a line it will move from the &amp;quot;pattern line&amp;quot; to the line on its right to the wall.  You can only put one tile of each color into each row of your wall, so you cannot put tiles into your pattern line if you have already completed that color in that row in your wall. If you picked up more tiles than can fit in your pattern line, the rest goes to your floor line (which will cost you points during scoring a round). Once the floor line is full, unusable tiles are discarded.&lt;br /&gt;
&lt;br /&gt;
===Scoring=== &lt;br /&gt;
The end of a round is when all tiles are taken.  At that point check your pattern lines from top to bottom. If a line is complete, move the rightmost tile to the corresponding place, score accordingly and discard the rest from that line. Else, those tiles stay in your pattern lines for the next round.&lt;br /&gt;
&lt;br /&gt;
* Each new tile is immediately scored.&lt;br /&gt;
&lt;br /&gt;
**- If there are no adjacent tiles, score 1 point.&lt;br /&gt;
&lt;br /&gt;
**- If there are adjacent horizontal tiles, score 1 point for each tile in the horizontal row linked to that tile, including the tile you just placed.&lt;br /&gt;
&lt;br /&gt;
**- If there are adjacent vertical tiles, score 1 point for each tile in the vertical column linked to that tile, including the tile you just placed.&lt;br /&gt;
&lt;br /&gt;
**- If there are both adjacent horizontal and vertical tiles, then perform both of the above two scoring steps. In this manner the tile you just placed gets scored twice.&lt;br /&gt;
&lt;br /&gt;
* Next, if you have any tiles in your floor line, lose points accordingly. Remove them (except the starting player tile) afterwards. Your score cannot be less than 0.&lt;br /&gt;
&lt;br /&gt;
=== Prepare for Next Round ===&lt;br /&gt;
If no player has a horizontal line of 5 tiles on their wall, refill each of the displays with 4 tiles from the bag. If the bag is empty, refill the bag with the discarded tiles. In the rare case that insufficient tiles have been discarded, the next round will be played with some unfilled displays.&lt;br /&gt;
&lt;br /&gt;
==End of the Game==&lt;br /&gt;
* The game will finish at the end of the round in which one or more players have completed an horizontal line of 5 tiles.&lt;br /&gt;
&lt;br /&gt;
* Score 2 points for each horizontal line of 5 tiles.&lt;br /&gt;
&lt;br /&gt;
* Score 7 points for each vertical line of 5 tiles.&lt;br /&gt;
&lt;br /&gt;
* Score 10 points for each color with 5 tiles on the wall.&lt;br /&gt;
&lt;br /&gt;
* The player with the most points wins the game. If there is a tie, the player with more completed horizontal lines wins.&lt;br /&gt;
&lt;br /&gt;
==Variant option (gray board)==&lt;br /&gt;
&lt;br /&gt;
The main difference is that in the placing phase you can decide which column of each line to put your tile in. Note that you can&#039;t place tiles of the same color in the same column or line.&lt;/div&gt;</summary>
		<author><name>Elleng5</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpsagani&amp;diff=17531</id>
		<title>Gamehelpsagani</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpsagani&amp;diff=17531"/>
		<updated>2023-07-19T22:16:02Z</updated>

		<summary type="html">&lt;p&gt;Elleng5: /* Game End */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
Each tile is one of four colors (four elements).  Each tile has arrows in the same four colors.  The aim is to places tiles so the arrows correctly point to tiles in matching colors -- without having too many incomplete&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
On your turn, take a tile and place it in your area abutting pre-existing ones in whichever orientation you wish&lt;br /&gt;
&lt;br /&gt;
If there&#039;s only one tile left, you can choose to take it or put it into Intermezzo and take the one at the top of the draw deck&lt;br /&gt;
&lt;br /&gt;
Stack &amp;quot;&#039;&#039;&#039;sound discs&#039;&#039;&#039;&amp;quot; on the new tile equal to the number of arrows it displays. If you do not have enough sound discs, the remaining must be made up of &amp;quot;&#039;&#039;&#039;cacophony discs&#039;&#039;&#039;&amp;quot; (which are bad and cost negative 2 points)&lt;br /&gt;
&lt;br /&gt;
An arrow is fulfilled when it points to a tile of the same color as itself (this doesn&#039;t have to be adjacent directly, just in that required line of sight).  When this happens, a sound disc moves onto the arrow to show it is fulfilled. If all the arrows on a tile are now covered, this tile is complete and now scores. Take back all the Discs from it and flip it.&lt;br /&gt;
&lt;br /&gt;
Check if Intermezzo is now full or not (4 tiles).  If Intermezzo is full, each player can take one tile from those available. Players get to claim tiles in reverse order of &amp;quot;&#039;&#039;&#039;harmony&#039;&#039;&#039;&amp;quot; score. If no one takes anything, all are discarded.&lt;br /&gt;
&lt;br /&gt;
After this, check the Offer Display, if there are 0 tiles, refill with 5, otherwise they stay as they are&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
The game ends when someone reaches or exceeds 75/60/45 points in a 2/3/4 player game&lt;br /&gt;
&lt;br /&gt;
Keep going until all players have had an equal number of turns&lt;br /&gt;
&lt;br /&gt;
Whoever has the most points after this wins&lt;br /&gt;
&lt;br /&gt;
If there&#039;s a tie, the player who reached that many points first (i.e. is lower in the stack) wins&lt;/div&gt;</summary>
		<author><name>Elleng5</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpsagani&amp;diff=17444</id>
		<title>Gamehelpsagani</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpsagani&amp;diff=17444"/>
		<updated>2023-07-14T16:03:09Z</updated>

		<summary type="html">&lt;p&gt;Elleng5: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
Each tile is one of four colors (four elements).  Each tile has arrows in the same four colors.  The aim is to places tiles so the arrows correctly point to tiles in matching colors -- without having too many incomplete&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
On your turn, take a tile and place it in your area abutting pre-existing ones in whichever orientation you wish&lt;br /&gt;
&lt;br /&gt;
If there&#039;s only one tile left, you can choose to take it or put it into Intermezzo and take the one at the top of the draw deck&lt;br /&gt;
&lt;br /&gt;
Stack &amp;quot;&#039;&#039;&#039;sound discs&#039;&#039;&#039;&amp;quot; on the new tile equal to the number of arrows it displays. If you do not have enough sound discs, the remaining must be made up of &amp;quot;&#039;&#039;&#039;cacophony discs&#039;&#039;&#039;&amp;quot; (which are bad and cost negative 2 points)&lt;br /&gt;
&lt;br /&gt;
An arrow is fulfilled when it points to a tile of the same color as itself (this doesn&#039;t have to be adjacent directly, just in that required line of sight).  When this happens, a sound disc moves onto the arrow to show it is fulfilled. If all the arrows on a tile are now covered, this tile is complete and now scores. Take back all the Discs from it and flip it.&lt;br /&gt;
&lt;br /&gt;
Check if Intermezzo is now full or not (4 tiles).  If Intermezzo is full, each player can take one tile from those available. Players get to claim tiles in reverse order of &amp;quot;&#039;&#039;&#039;harmony&#039;&#039;&#039;&amp;quot; score. If no one takes anything, all are discarded.&lt;br /&gt;
&lt;br /&gt;
After this, check the Offer Display, if there are 0 tiles, refill with 5, otherwise they stay as they are&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
The game ends when someone reaches or exceeds 45/60/75 points in a 2/3/4 player game&lt;br /&gt;
&lt;br /&gt;
Keep going until all players have had an equal number of turns&lt;br /&gt;
&lt;br /&gt;
Whoever has the most points after this wins&lt;br /&gt;
&lt;br /&gt;
If there&#039;s a tie, the player who reached that many points first (i.e. is lower in the stack) wins&lt;/div&gt;</summary>
		<author><name>Elleng5</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpsagani&amp;diff=17439</id>
		<title>Gamehelpsagani</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpsagani&amp;diff=17439"/>
		<updated>2023-07-14T13:05:52Z</updated>

		<summary type="html">&lt;p&gt;Elleng5: /* Turn */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
Each tile is one of four colors (four elements).  Each tile has arrows in the same four colors.  The aim is to places tiles so the arrows correctly point to tiles in matching colors -- without having too many incomplete&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
On your turn, take a tile and place it in your area adjacent to pre-existing ones in whichever orientation you wish&lt;br /&gt;
&lt;br /&gt;
If there&#039;s only one tile left, you can choose to take it or put it into Intermezzo and take the one at the top of the draw deck&lt;br /&gt;
&lt;br /&gt;
Stack &amp;quot;&#039;&#039;&#039;sound discs&#039;&#039;&#039;&amp;quot; on the new tile equal to the number of arrows it displays. If you do not have enough sound discs, the remaining must be made up of &amp;quot;&#039;&#039;&#039;cacophony discs&#039;&#039;&#039;&amp;quot; (which are bad and cost negative 2 points)&lt;br /&gt;
&lt;br /&gt;
An arrow is fulfilled when it points to a tile of the same color as itself (this doesn&#039;t have to be adjacent directly, just in that required line of sight).  When this happens, a sound disc moves onto the arrow to show it is fulfilled. If all the arrows on a tile are now covered, this tile is complete and now scores. Take back all the Discs from it and flip it.&lt;br /&gt;
&lt;br /&gt;
Check if Intermezzo is now full or not (4 tiles).  If Intermezzo is full, each player can take one tile from those available. Players get to claim tiles in reverse order of &amp;quot;&#039;&#039;&#039;harmony&#039;&#039;&#039;&amp;quot; score. If no one takes anything, all are discarded.&lt;br /&gt;
&lt;br /&gt;
After this, check the Offer Display, if there are 0 tiles, refill with 5, otherwise they stay as they are&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
The game ends when someone reaches or exceeds 45/60/75 points in a 2/3/4 player game&lt;br /&gt;
&lt;br /&gt;
Keep going until all players have had an equal number of turns&lt;br /&gt;
&lt;br /&gt;
Whoever has the most points after this wins&lt;br /&gt;
&lt;br /&gt;
If there&#039;s a tie, the player who reached that many points first (i.e. is lower in the stack) wins&lt;/div&gt;</summary>
		<author><name>Elleng5</name></author>
	</entry>
</feed>