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	<id>https://en.doc.boardgamearena.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Evanvariano</id>
	<title>Board Game Arena - User contributions [en]</title>
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	<updated>2026-11-01T12:30:18Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.11</generator>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpanachrony&amp;diff=16104</id>
		<title>Gamehelpanachrony</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpanachrony&amp;diff=16104"/>
		<updated>2023-02-15T20:35:02Z</updated>

		<summary type="html">&lt;p&gt;Evanvariano: /* Small reminders to avoid scanning the rulebook */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Relevance of the Setup Choices to Gameplay (Symmetry and Asymmetry) ==&lt;br /&gt;
Player color is equivalent to Path (or faction).  Each player chooses a leader (from 2 that are unique to each path) that gives them an asymmetric power.  Each player is given a set of asymmetric goals called their &amp;quot;evacuation condition&amp;quot; (randomly chosen from 2 that are unique to each path).  All player boards are set to symmetric side A or all player boards are set to asymmetric side B.  If side B is chosen, each path will have asymmetric starting resources and some asymmetric gameplay rules.    &lt;br /&gt;
&lt;br /&gt;
=== Double-check your evacuation condition ===&lt;br /&gt;
Your path board will list your evacuation condition. After the asteroid impact, you may use a worker in an exosuit to complete your evacuation action once. If you do, then you receive the points listed on your path board in exchange for the tasks described there.  Small symbols can be difficult to read, so double-check the written evacuation condition.  &lt;br /&gt;
&lt;br /&gt;
== Small reminders to avoid scanning the rulebook ==&lt;br /&gt;
Warping in a worker requires that a water be spent; warped-in water can be used.  To remove a warp tile showing a worker, shift focus to the correct era and then move an alert worker from your player board to the general supply.&lt;br /&gt;
&lt;br /&gt;
Alert workers who are not placed remain alert for the next round.&lt;br /&gt;
&lt;br /&gt;
Geniuses gain the bonus connected to the worker they are emulating.  E.g. Geniuses mining stay motivated like engineers, geniuses constructing are efficient with titanium like engineers.&lt;br /&gt;
&lt;br /&gt;
Power-plant actions are always referenced to the current era, not to the location of the focus token.  Therefore the following is legal.  Use a power plant to shift focus to N eras before the present, remove 1 warp tile, and move up the time-travel track.  Then on a later turn in the same era, use a &#039;&#039;second&#039;&#039; power plant to shift focus to N eras before the present, remove a &#039;&#039;second&#039;&#039; warp tile, and move up the time-travel track &#039;&#039;again&#039;&#039;.  The focus marker does not shift, but it still counts as time travel because power plants actions are always referenced to the current era, not to the location of the focus token.  &lt;br /&gt;
&lt;br /&gt;
== BGA Interface ==&lt;br /&gt;
When you build a superproject, click the single space on your player board that will become the leftmost of the two spaces taken up by the superproject.&lt;/div&gt;</summary>
		<author><name>Evanvariano</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpanachrony&amp;diff=16103</id>
		<title>Gamehelpanachrony</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpanachrony&amp;diff=16103"/>
		<updated>2023-02-15T20:28:41Z</updated>

		<summary type="html">&lt;p&gt;Evanvariano: detail on repaying worker warp tiles&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Relevance of the Setup Choices to Gameplay (Symmetry and Asymmetry) ==&lt;br /&gt;
Player color is equivalent to Path (or faction).  Each player chooses a leader (from 2 that are unique to each path) that gives them an asymmetric power.  Each player is given a set of asymmetric goals called their &amp;quot;evacuation condition&amp;quot; (randomly chosen from 2 that are unique to each path).  All player boards are set to symmetric side A or all player boards are set to asymmetric side B.  If side B is chosen, each path will have asymmetric starting resources and some asymmetric gameplay rules.    &lt;br /&gt;
&lt;br /&gt;
=== Double-check your evacuation condition ===&lt;br /&gt;
Your path board will list your evacuation condition. After the asteroid impact, you may use a worker in an exosuit to complete your evacuation action once. If you do, then you receive the points listed on your path board in exchange for the tasks described there.  Small symbols can be difficult to read, so double-check the written evacuation condition.  &lt;br /&gt;
&lt;br /&gt;
== Small reminders to avoid scanning the rulebook ==&lt;br /&gt;
Warping in a worker requires that a water be spent; warped-in water can be used.  To remove a warp tile showing a worker, shift focus to the correct era and then move an alert worker from your player board to the general supply.&lt;br /&gt;
&lt;br /&gt;
Alert workers who are not placed remain alert for the next round.&lt;br /&gt;
&lt;br /&gt;
Geniuses gain the bonus connected to the worker they are emulating.  E.g. Geniuses mining stay motivated like engineers, geniuses constructing are efficient with titanium like engineers.&lt;br /&gt;
&lt;br /&gt;
You can time travel back N eras and remove 1 warp tile, leaving one there, then use another time travel action to move back 0 eras and remove the remaining warp tile, thus getting 2 time-travel actions.&lt;br /&gt;
&lt;br /&gt;
== BGA Interface ==&lt;br /&gt;
When you build a superproject, click the single space on your player board that will become the leftmost of the two spaces taken up by the superproject.&lt;/div&gt;</summary>
		<author><name>Evanvariano</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpanachrony&amp;diff=16093</id>
		<title>Gamehelpanachrony</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpanachrony&amp;diff=16093"/>
		<updated>2023-02-14T02:13:49Z</updated>

		<summary type="html">&lt;p&gt;Evanvariano: added section on evac&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Relevance of the Setup Choices to Gameplay (Symmetry and Asymmetry) ==&lt;br /&gt;
Player color is equivalent to Path (or faction).  Each player chooses a leader (from 2 that are unique to each path) that gives them an asymmetric power.  Each player is given a set of asymmetric goals called their &amp;quot;evacuation condition&amp;quot; (randomly chosen from 2 that are unique to each path).  All player boards are set to symmetric side A or all player boards are set to asymmetric side B.  If side B is chosen, each path will have asymmetric starting resources and some asymmetric gameplay rules.    &lt;br /&gt;
&lt;br /&gt;
=== Double-check your evacuation condition ===&lt;br /&gt;
Your path board will list your evacuation condition. After the asteroid impact, you may use a worker in an exosuit to complete your evacuation action once. If you do, then you receive the points listed on your path board in exchange for the tasks described there.  Small symbols can be difficult to read, so double-check the written evacuation condition.  &lt;br /&gt;
&lt;br /&gt;
== Small reminders to avoid scanning the rulebook ==&lt;br /&gt;
Warping in a worker requires that a water be spent; warped-in water can be used.&lt;br /&gt;
&lt;br /&gt;
Alert workers who are not placed remain alert for the next round.&lt;br /&gt;
&lt;br /&gt;
Geniuses gain the bonus connected to the worker they are emulating.  E.g. Geniuses mining stay motivated like engineers, geniuses constructing are efficient with titanium like engineers.&lt;br /&gt;
&lt;br /&gt;
You can time travel back N eras and remove 1 warp tile, leaving one there, then use another time travel action to move back 0 eras and remove the remaining warp tile, thus getting 2 time-travel actions.&lt;br /&gt;
&lt;br /&gt;
== BGA Interface ==&lt;br /&gt;
When you build a superproject, click the single space on your player board that will become the leftmost of the two spaces taken up by the superproject.&lt;/div&gt;</summary>
		<author><name>Evanvariano</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpanachrony&amp;diff=15972</id>
		<title>Gamehelpanachrony</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpanachrony&amp;diff=15972"/>
		<updated>2023-02-07T05:23:33Z</updated>

		<summary type="html">&lt;p&gt;Evanvariano: /* Small reminders to avoid scanning the rulebook */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Relevance of the Setup Choices to Gameplay (Symmetry and Asymmetry) ==&lt;br /&gt;
Player color is equivalent to Path (or faction).  Each player chooses a leader (from 2 that are unique to each path) that gives them an asymmetric power.  Each player is given a set of asymmetric goals called their &amp;quot;evacuation condition&amp;quot; (randomly chosen from 2 that are unique to each path).  All player boards are set to symmetric side A or all player boards are set to asymmetric side B.  If side B is chosen, each path will have asymmetric starting resources and some asymmetric gameplay rules.    &lt;br /&gt;
&lt;br /&gt;
== Small reminders to avoid scanning the rulebook ==&lt;br /&gt;
Warping in a worker requires that a water be spent; warped-in water can be used.&lt;br /&gt;
&lt;br /&gt;
Alert workers who are not placed remain alert for the next round.&lt;br /&gt;
&lt;br /&gt;
Geniuses gain the bonus connected to the worker they are emulating.  E.g. Geniuses mining stay motivated like engineers, geniuses constructing are efficient with titanium like engineers.&lt;br /&gt;
&lt;br /&gt;
You can time travel back N eras and remove 1 warp tile, leaving one there, then use another time travel action to move back 0 eras and remove the remaining warp tile, thus getting 2 time-travel actions.&lt;br /&gt;
&lt;br /&gt;
== BGA Interface ==&lt;br /&gt;
When you build a superproject, click the single space on your player board that will become the leftmost of the two spaces taken up by the superproject.&lt;/div&gt;</summary>
		<author><name>Evanvariano</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpanachrony&amp;diff=15911</id>
		<title>Gamehelpanachrony</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpanachrony&amp;diff=15911"/>
		<updated>2023-01-30T20:50:01Z</updated>

		<summary type="html">&lt;p&gt;Evanvariano: Added new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Relevance of the Setup Choices to Gameplay (Symmetry and Asymmetry) ==&lt;br /&gt;
Player color is equivalent to Path (or faction).  Each player chooses a leader (from 2 that are unique to each path) that gives them an asymmetric power.  Each player is given a set of asymmetric goals called their &amp;quot;evacuation condition&amp;quot; (randomly chosen from 2 that are unique to each path).  All player boards are set to symmetric side A or all player boards are set to asymmetric side B.  If side B is chosen, each path will have asymmetric starting resources and some asymmetric gameplay rules.    &lt;br /&gt;
&lt;br /&gt;
== Small reminders to avoid scanning the rulebook ==&lt;br /&gt;
Warping in a worker requires that a water be spent; warped-in water can be used.&lt;br /&gt;
&lt;br /&gt;
Alert workers who are not placed remain alert for the next round.&lt;br /&gt;
&lt;br /&gt;
Geniuses gain the bonus connected to the worker they are emulating.  E.g. Geniuses mining stay motivated like engineers, geniuses constructing are efficient with titanium like engineers.&lt;br /&gt;
&lt;br /&gt;
== BGA Interface ==&lt;br /&gt;
When you build a superproject, click the single space on your player board that will become the leftmost of the two spaces taken up by the superproject.&lt;/div&gt;</summary>
		<author><name>Evanvariano</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpanachrony&amp;diff=15908</id>
		<title>Gamehelpanachrony</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpanachrony&amp;diff=15908"/>
		<updated>2023-01-30T16:59:37Z</updated>

		<summary type="html">&lt;p&gt;Evanvariano: added content to FAQ&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Relevance of the Setup Choices to Gameplay (Symmetry and Asymmetry) ==&lt;br /&gt;
Player color is equivalent to Path (or faction).  Each player chooses a leader (from 2 that are unique to each path) that gives them an asymmetric power.  Each player is given a set of asymmetric goals called their &amp;quot;evacuation condition&amp;quot; (randomly chosen from 2 that are unique to each path).  All player boards are set to symmetric side A or all player boards are set to asymmetric side B.  If side B is chosen, each path will have asymmetric starting resources and some asymmetric gameplay rules.    &lt;br /&gt;
&lt;br /&gt;
== Small reminders to avoid scanning the rulebook ==&lt;br /&gt;
Warping in a worker requires that a water be spent; warped-in water can be used.&lt;br /&gt;
&lt;br /&gt;
Alert workers who are not placed remain alert for the next round.&lt;br /&gt;
&lt;br /&gt;
Geniuses gain the bonus connected to the worker they are emulating.  E.g. Geniuses mining stay motivated like engineers, geniuses constructing are efficient with titanium like engineers.&lt;/div&gt;</summary>
		<author><name>Evanvariano</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpanachrony&amp;diff=15899</id>
		<title>Gamehelpanachrony</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpanachrony&amp;diff=15899"/>
		<updated>2023-01-29T03:22:32Z</updated>

		<summary type="html">&lt;p&gt;Evanvariano: Added headings and cleaned up text&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Relevance of the Setup Choices to Gameplay (Symmetry and Asymmetry) ==&lt;br /&gt;
Player color is equivalent to Path (or faction).  Each player chooses a leader (from 2 that are unique to each path) that gives them an asymmetric power.  Each player is given a set of asymmetric goals called their &amp;quot;evacuation condition&amp;quot; (randomly chosen from 2 that are unique to each path).  All player boards are set to symmetric side A or all player boards are set to asymmetric side B.  If side B is chosen, each path will have asymmetric starting resources and some asymmetric gameplay rules.    &lt;br /&gt;
&lt;br /&gt;
== FAQ ==&lt;br /&gt;
Warping in a worker requires that a water be spent; warped-in water can be used.&lt;br /&gt;
&lt;br /&gt;
Alert workers who are not placed remain alert for the next round.&lt;/div&gt;</summary>
		<author><name>Evanvariano</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpanachrony&amp;diff=15898</id>
		<title>Gamehelpanachrony</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpanachrony&amp;diff=15898"/>
		<updated>2023-01-29T02:58:04Z</updated>

		<summary type="html">&lt;p&gt;Evanvariano: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Player color is equivalent to Path (or faction).  Each player chooses a leader (from 2 that are unique to each path).  Each player is given a set of asymmetric goals called their &amp;quot;evacuation condition&amp;quot; (randomly chosen from 2 that are unique to each path).  All player boards are set to symmetric side A or all player boards are set to asymmetric side B.  If side B is chosen, each path will have asymmetric starting resources and some asymmetric gameplay rules.    &lt;br /&gt;
&lt;br /&gt;
Warping in a worker requires that a water be spent; warped-in water can be used.&lt;br /&gt;
&lt;br /&gt;
Alert workers who are not placed remain alert for the next round.&lt;/div&gt;</summary>
		<author><name>Evanvariano</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpanachrony&amp;diff=15858</id>
		<title>Gamehelpanachrony</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpanachrony&amp;diff=15858"/>
		<updated>2023-01-27T04:54:26Z</updated>

		<summary type="html">&lt;p&gt;Evanvariano: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Player color is equivalent to Path (of faction).  All player boards are set to symmetric side A or all player boards are set to asymmetric side B.  For side B, each path defines asymmetric starting positions, asymmetric gameplay rules, and asymmetric &amp;quot;evacuation conditions.&amp;quot;  Each player further customizes their game by choosing between two leaders that are part of their faction.  &lt;br /&gt;
&lt;br /&gt;
Warping in a worker requires that a water be spent; warped-in water can be used.&lt;br /&gt;
&lt;br /&gt;
Alert workers who are not placed remain alert for the next round.&lt;/div&gt;</summary>
		<author><name>Evanvariano</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpanachrony&amp;diff=15806</id>
		<title>Gamehelpanachrony</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpanachrony&amp;diff=15806"/>
		<updated>2023-01-24T18:35:21Z</updated>

		<summary type="html">&lt;p&gt;Evanvariano: Added discussion of asymmetry and the relevance of A- and B- sides of player board.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Assigned player color determines which Path (faction) the player will have.&lt;br /&gt;
Each path defines asymmetric starting positions, asymmetric gameplay rules, and asymmetric &amp;quot;evacuation conditions.&amp;quot;  All player boards are set to asymmetric side A (which are balanced with each other) or all player boards are set to asymmetric side B (which are balanced with each other).  Each player further customizes their game by choosing between two leaders that are part of their faction.  &lt;br /&gt;
&lt;br /&gt;
Warping in a worker requires that a water be spent; warped-in water can be used.&lt;br /&gt;
&lt;br /&gt;
Alert workers who are not placed remain alert for the next round.&lt;/div&gt;</summary>
		<author><name>Evanvariano</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpanachrony&amp;diff=15805</id>
		<title>Gamehelpanachrony</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpanachrony&amp;diff=15805"/>
		<updated>2023-01-24T18:26:51Z</updated>

		<summary type="html">&lt;p&gt;Evanvariano: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Assigned player color determines which Path (faction) the player will have.&lt;br /&gt;
Each path defines asymmetric starting positions, asymmetric gameplay rules, and asymmetric &amp;quot;evacuation conditions.&amp;quot;  Each player further customizes their game by choosing between two leaders that are part of their faction.  &lt;br /&gt;
&lt;br /&gt;
Alert workers who are not placed remain alert for the next round.&lt;/div&gt;</summary>
		<author><name>Evanvariano</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpanachrony&amp;diff=15765</id>
		<title>Gamehelpanachrony</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpanachrony&amp;diff=15765"/>
		<updated>2023-01-19T18:40:13Z</updated>

		<summary type="html">&lt;p&gt;Evanvariano: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Choosing color is the same as choosing faction.&lt;br /&gt;
A faction is assigned to each player, after which the player can choose between two leaders that are part of that faction.&lt;br /&gt;
&lt;br /&gt;
Alert workers who are not placed during a round remain alert for the next round.&lt;/div&gt;</summary>
		<author><name>Evanvariano</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpanachrony&amp;diff=15758</id>
		<title>Gamehelpanachrony</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpanachrony&amp;diff=15758"/>
		<updated>2023-01-18T20:44:24Z</updated>

		<summary type="html">&lt;p&gt;Evanvariano: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Choosing color is the same as choosing faction.&lt;br /&gt;
A faction is assigned to each player, after which the player can choose between two leaders that are part of that faction.&lt;/div&gt;</summary>
		<author><name>Evanvariano</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpanachrony&amp;diff=15757</id>
		<title>Gamehelpanachrony</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpanachrony&amp;diff=15757"/>
		<updated>2023-01-18T20:43:09Z</updated>

		<summary type="html">&lt;p&gt;Evanvariano: Created page with &amp;quot;A faction is assigned to each player, after which the player can choose between two leaders that are part of that faction.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A faction is assigned to each player, after which the player can choose between two leaders that are part of that faction.&lt;/div&gt;</summary>
		<author><name>Evanvariano</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptigriseuphrates&amp;diff=13994</id>
		<title>Gamehelptigriseuphrates</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptigriseuphrates&amp;diff=13994"/>
		<updated>2022-07-14T23:09:47Z</updated>

		<summary type="html">&lt;p&gt;Evanvariano: /* Monuments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Summary==&lt;br /&gt;
You play as the leader of a civilization in fertile Mesopotamia (which means &amp;quot;between two rivers.&amp;quot;) By laying tiles of different types, you will shape the landscape of this ancient region, fight wars, suppress or lead revolts, and watch cities rise and fall, all while attempting to gain influence in 4 key areas. At the end of the game the winner is the person with the highest influence in their lowest category.&lt;br /&gt;
&lt;br /&gt;
Each player is represented by a specific shape goat/urn/bow/lion) and not a color.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Areas of Influence&lt;br /&gt;
!  &#039;&#039;&#039;Color&#039;&#039;&#039; || &#039;&#039;&#039;Tile&#039;&#039;&#039; || &#039;&#039;&#039;Leader&#039;&#039;&#039; || &#039;&#039;&#039;Leader Ability&#039;&#039;&#039; || &#039;&#039;&#039;Tile Counts&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!   &#039;&#039;&#039;Black&#039;&#039;&#039;&lt;br /&gt;
|| Settlement || King || Scores unclaimed influence on tile lays || 30&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color:green&amp;quot; | &#039;&#039;&#039;Green&#039;&#039;&#039;&lt;br /&gt;
|| Market || Trader || Collects [[#Treasures|treasures]] || 30&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color:red&amp;quot; | &#039;&#039;&#039;Red&#039;&#039;&#039;&lt;br /&gt;
|| Temple || Priest || || 57&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color:blue&amp;quot; | &#039;&#039;&#039;Blue&#039;&#039;&#039;&lt;br /&gt;
|| Farm || Farmer || || 36&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color:gold&amp;quot; | &#039;&#039;&#039;Yellow&#039;&#039;&#039;&lt;br /&gt;
|| Catastrophe ||  || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You have one leader in each sphere of influence (red bow, green bow, etc) and influence (points) will flow through them.&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
You will get 2 actions on each turn, and there are 3 possible actions.&lt;br /&gt;
* [[#Tile Placement|Place a tile]] - Take a tile from your hand and place it anywhere on the board.&lt;br /&gt;
* [[#Leader Positioning|Position a leader]] - Place a leader from your hand, move a leader on the board, or take a leader back to your hand from the board.&lt;br /&gt;
* Discard - Discard any number of tiles from your hand and redraw that many.&lt;br /&gt;
After your two actions you redraw to 6 and the next player goes.&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
Influence points come in 4 colors and are hidden during the game.&lt;br /&gt;
&lt;br /&gt;
Your score at the end of the game is your &#039;&#039;&#039;lowest&#039;&#039;&#039; color of influence, plus any allocated [[#Treasures|treasures]] (wild points).&lt;br /&gt;
&lt;br /&gt;
==Game End==&lt;br /&gt;
The game ends when only 2 treasures remain on the board, or the draw pile runs out (remaining tiles are tracked as progress at the top left).&lt;br /&gt;
&lt;br /&gt;
==Kingdoms==&lt;br /&gt;
A kingdom is a region of tiles and leaders that are adjacent (common edges, not diagonal) to each other. A kingdom may contain leaders of different players as long as they are different colors.&lt;br /&gt;
&lt;br /&gt;
==Tile Placement==&lt;br /&gt;
Tiles can be placed anywhere on the map with the following restrictions:&lt;br /&gt;
* No tiles except for blue may be placed on rivers&lt;br /&gt;
* Blue tiles can &#039;&#039;&#039;only&#039;&#039;&#039; be placed on rivers&lt;br /&gt;
* No tile may be placed on top of a leader or a monument&lt;br /&gt;
* Only [[#Catastrophe Tiles|catastrophes]] can be placed on other tiles&lt;br /&gt;
&lt;br /&gt;
When a tile is placed in a kingdom, the leader of the matching color in that kingdom is awarded an influence point of the tile&#039;s color. If there is no leader of that color, but there is a king (black leader), then the king (black leader) is awarded an influence point of the tile&#039;s color.&lt;br /&gt;
&lt;br /&gt;
If a tile is placed such that it joins two kingdoms, a [[#War|war]] is started and no influence point will be awarded for the tile placement (even if there are no opposing leaders).  A tile may not be placed so as to join more than two kingdoms.&lt;br /&gt;
&lt;br /&gt;
If a tile is placed such that a 2x2 square of like-colored tiles now exists, a [[#Monuments|monument]] of a matching color may be built.&lt;br /&gt;
&lt;br /&gt;
==Leader Positioning==&lt;br /&gt;
A leader may be positioned from your hand to the board, from the board to another spot on the board, or returned from the board to your hand with the following restrictions.&lt;br /&gt;
* A leader must be placed on an empty space&lt;br /&gt;
* A leader must always be adjacent (common edges, not diagonal)  to a temple (red tile)&lt;br /&gt;
* A leader may not be placed to join kingdoms&lt;br /&gt;
* A leader cannot be placed on a river&lt;br /&gt;
&lt;br /&gt;
Placing a leader does not award any points. However, a player may not score any points without having at least one leader on the board.&lt;br /&gt;
&lt;br /&gt;
If a leader is placed in a kingdom containing a similar colored leader, then a [[#Revolts|revolt]] occurs.&lt;br /&gt;
&lt;br /&gt;
==Revolt==&lt;br /&gt;
A revolt occurs when a player places a leader in a kingdom that already contains a leader of that color.&lt;br /&gt;
&lt;br /&gt;
The newly placed leader is the attacking leader and the opposing leader is the defender.&lt;br /&gt;
&lt;br /&gt;
To resolve the revolt strength needs to be determined.&lt;br /&gt;
* First count the number of temples (red tiles) adjacent to each leader, that is their board strength.&lt;br /&gt;
* Then the attacking player may commit temples (red tiles) from their hand as additional support.&lt;br /&gt;
* After seeing the attacking leader&#039;s support the defender may likewise commit temples (red tiles) from their hand as support.&lt;br /&gt;
&lt;br /&gt;
The winner is the leader with the greater total strength (board strength + committed support); the defender always wins ties.&lt;br /&gt;
&lt;br /&gt;
The losing leader is returned to their owners hand, and the winner scores one red. Tiles committed for support tiles are discarded by both attacker and defender.&lt;br /&gt;
&lt;br /&gt;
==War==&lt;br /&gt;
A war occurs when a player places a tile that joins two kingdoms. All leaders that have a like-colored leader in the joined kingdom are in conflict.&lt;br /&gt;
&lt;br /&gt;
Wars are resolved through the following steps.&lt;br /&gt;
* Determine the leader&lt;br /&gt;
The active player may select any color of leaders to resolve first.&lt;br /&gt;
* Determine the attacker/defender&lt;br /&gt;
If the active player selects a color for which they have a leader, they will be the attacker, otherwise the next player in turn order with a participating leader is the attacker.&lt;br /&gt;
* Count board strength for attacker and defender&lt;br /&gt;
In a war, a leader&#039;s board strength is the number of like-colored tiles in their kingdom.&lt;br /&gt;
* Play support from hands&lt;br /&gt;
Starting with the attacker, play tiles from hand matching the attacking/defending leader color as committed support.  Both attacker and defender will discard these committed-support tiles at the end of the conflict.&lt;br /&gt;
* Determine winner &lt;br /&gt;
The winning leader is the leader with greater total strength (support on the board + committed support); the defender always wins ties.&lt;br /&gt;
* Remove tiles and award points&lt;br /&gt;
The loser withdraws from the kingdom their leader and all tiles supporting that leader. This may break apart the kingdom.&lt;br /&gt;
The winner scores one influence of the defending leader&#039;s color plus one influence matching the color of each tile removed from the kingdom.&lt;br /&gt;
&lt;br /&gt;
If the war involved priests (red leaders), then no temples (red tiles) supporting another leader or containing treasures are removed.&lt;br /&gt;
&lt;br /&gt;
If there are still leaders in conflict, continue to the next war, with the original player picking the next color.&lt;br /&gt;
&lt;br /&gt;
==Monuments==&lt;br /&gt;
Whenever a player places the fourth tile in a 2x2 square of the same color, a monument may be built on the spot.&lt;br /&gt;
The tiles are flipped over and a monument is placed on them.&lt;br /&gt;
The monument has 2 colors, and one of those colors must match the flipped tiles.&lt;br /&gt;
Monuments do not have a color of their own for purposes of supporting leaders or counting as board strength.&lt;br /&gt;
&lt;br /&gt;
Monuments regularly provide influence. &lt;br /&gt;
Every monument awards 1 influence to the active player at the end of their turn for each of their like-colored leaders in the monument&#039;s kingdom.&lt;br /&gt;
&lt;br /&gt;
==Treasures==&lt;br /&gt;
Treasures are wild points.&lt;br /&gt;
At the start of the game all 10 temples on the board start with a treasure on them.&lt;br /&gt;
After placing a tile and resolving any wars if a kingdom contains 2 treasures and a green leader, the leader&#039;s owner picks up one of the treasures.&lt;br /&gt;
Some of the starting temples have an extra border around them, those treasures must be taken first if there is an option.&lt;br /&gt;
&lt;br /&gt;
==Catastrophe Tiles==&lt;br /&gt;
Each player starts the game with 2 catastrophe tiles, which cannot be discarded.&lt;br /&gt;
Catastrophe tiles may be played on empty spaces or on top of other tiles, but not on top of on leaders or monuments.&lt;br /&gt;
They destroy the tile under them and do not serve as a part of any kingdom.&lt;br /&gt;
&lt;br /&gt;
==Game Board - Advanced Board==&lt;br /&gt;
Different map with 14 treasures compared to 10 treasures on Standard map.&lt;br /&gt;
&lt;br /&gt;
==War Support - English Variant==&lt;br /&gt;
During a conflict (war or revolt) both the attacker and defender are only able to contribute tiles if the total would exceed the strength of the other. This variant prevents players from using conflicts as a way to simply dump tiles from their hand. &lt;br /&gt;
&lt;br /&gt;
==Advanced Games Rules - Civilization Buildings==&lt;br /&gt;
There are four civilization buildings: Palace (black), Market Hall (green), Library (red), Granary (blue).&lt;br /&gt;
&lt;br /&gt;
When a player places a tile so that there are three or more in a row (horizontal or vertical) they may place the same color building on any of those tiles. &lt;br /&gt;
&lt;br /&gt;
If the building is already on the board, a player may move it to another row if it is longer than the one it is currently on. &lt;br /&gt;
&lt;br /&gt;
Tiles that have a building cannot be destroyed by war, revolt, or catastrophe. They can be flipped to create a monument which takes the building off the board.&lt;br /&gt;
&lt;br /&gt;
Civilization buildings must be placed prior to building a monument or wonder. &lt;br /&gt;
&lt;br /&gt;
Placing a tile into a kingdom that contains a building gives the leader there two cubes instead of one (blue leader receives two blue cubes instead of one, etc.).&lt;br /&gt;
&lt;br /&gt;
==Monuments - Wonder Variant==&lt;br /&gt;
The wonder is a special, single, five-tile monument in a cross-like shape (four orthogonal tiles connected to a center tile). A player may build this wonder when they place a tile that results in a cross-like shape of a single color. All rules for monuments apply.&lt;br /&gt;
&lt;br /&gt;
At the end of a turn in which a player has a King connected to the wonder, they may receive a cube of any color they choose.&lt;br /&gt;
&lt;br /&gt;
== Scoring - Open Scoring==&lt;br /&gt;
Influence is not hidden during the game.&lt;/div&gt;</summary>
		<author><name>Evanvariano</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptigriseuphrates&amp;diff=13993</id>
		<title>Gamehelptigriseuphrates</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptigriseuphrates&amp;diff=13993"/>
		<updated>2022-07-14T23:08:41Z</updated>

		<summary type="html">&lt;p&gt;Evanvariano: /* Scoring */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Summary==&lt;br /&gt;
You play as the leader of a civilization in fertile Mesopotamia (which means &amp;quot;between two rivers.&amp;quot;) By laying tiles of different types, you will shape the landscape of this ancient region, fight wars, suppress or lead revolts, and watch cities rise and fall, all while attempting to gain influence in 4 key areas. At the end of the game the winner is the person with the highest influence in their lowest category.&lt;br /&gt;
&lt;br /&gt;
Each player is represented by a specific shape goat/urn/bow/lion) and not a color.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Areas of Influence&lt;br /&gt;
!  &#039;&#039;&#039;Color&#039;&#039;&#039; || &#039;&#039;&#039;Tile&#039;&#039;&#039; || &#039;&#039;&#039;Leader&#039;&#039;&#039; || &#039;&#039;&#039;Leader Ability&#039;&#039;&#039; || &#039;&#039;&#039;Tile Counts&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!   &#039;&#039;&#039;Black&#039;&#039;&#039;&lt;br /&gt;
|| Settlement || King || Scores unclaimed influence on tile lays || 30&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color:green&amp;quot; | &#039;&#039;&#039;Green&#039;&#039;&#039;&lt;br /&gt;
|| Market || Trader || Collects [[#Treasures|treasures]] || 30&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color:red&amp;quot; | &#039;&#039;&#039;Red&#039;&#039;&#039;&lt;br /&gt;
|| Temple || Priest || || 57&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color:blue&amp;quot; | &#039;&#039;&#039;Blue&#039;&#039;&#039;&lt;br /&gt;
|| Farm || Farmer || || 36&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color:gold&amp;quot; | &#039;&#039;&#039;Yellow&#039;&#039;&#039;&lt;br /&gt;
|| Catastrophe ||  || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You have one leader in each sphere of influence (red bow, green bow, etc) and influence (points) will flow through them.&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
You will get 2 actions on each turn, and there are 3 possible actions.&lt;br /&gt;
* [[#Tile Placement|Place a tile]] - Take a tile from your hand and place it anywhere on the board.&lt;br /&gt;
* [[#Leader Positioning|Position a leader]] - Place a leader from your hand, move a leader on the board, or take a leader back to your hand from the board.&lt;br /&gt;
* Discard - Discard any number of tiles from your hand and redraw that many.&lt;br /&gt;
After your two actions you redraw to 6 and the next player goes.&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
Influence points come in 4 colors and are hidden during the game.&lt;br /&gt;
&lt;br /&gt;
Your score at the end of the game is your &#039;&#039;&#039;lowest&#039;&#039;&#039; color of influence, plus any allocated [[#Treasures|treasures]] (wild points).&lt;br /&gt;
&lt;br /&gt;
==Game End==&lt;br /&gt;
The game ends when only 2 treasures remain on the board, or the draw pile runs out (remaining tiles are tracked as progress at the top left).&lt;br /&gt;
&lt;br /&gt;
==Kingdoms==&lt;br /&gt;
A kingdom is a region of tiles and leaders that are adjacent (common edges, not diagonal) to each other. A kingdom may contain leaders of different players as long as they are different colors.&lt;br /&gt;
&lt;br /&gt;
==Tile Placement==&lt;br /&gt;
Tiles can be placed anywhere on the map with the following restrictions:&lt;br /&gt;
* No tiles except for blue may be placed on rivers&lt;br /&gt;
* Blue tiles can &#039;&#039;&#039;only&#039;&#039;&#039; be placed on rivers&lt;br /&gt;
* No tile may be placed on top of a leader or a monument&lt;br /&gt;
* Only [[#Catastrophe Tiles|catastrophes]] can be placed on other tiles&lt;br /&gt;
&lt;br /&gt;
When a tile is placed in a kingdom, the leader of the matching color in that kingdom is awarded an influence point of the tile&#039;s color. If there is no leader of that color, but there is a king (black leader), then the king (black leader) is awarded an influence point of the tile&#039;s color.&lt;br /&gt;
&lt;br /&gt;
If a tile is placed such that it joins two kingdoms, a [[#War|war]] is started and no influence point will be awarded for the tile placement (even if there are no opposing leaders).  A tile may not be placed so as to join more than two kingdoms.&lt;br /&gt;
&lt;br /&gt;
If a tile is placed such that a 2x2 square of like-colored tiles now exists, a [[#Monuments|monument]] of a matching color may be built.&lt;br /&gt;
&lt;br /&gt;
==Leader Positioning==&lt;br /&gt;
A leader may be positioned from your hand to the board, from the board to another spot on the board, or returned from the board to your hand with the following restrictions.&lt;br /&gt;
* A leader must be placed on an empty space&lt;br /&gt;
* A leader must always be adjacent (common edges, not diagonal)  to a temple (red tile)&lt;br /&gt;
* A leader may not be placed to join kingdoms&lt;br /&gt;
* A leader cannot be placed on a river&lt;br /&gt;
&lt;br /&gt;
Placing a leader does not award any points. However, a player may not score any points without having at least one leader on the board.&lt;br /&gt;
&lt;br /&gt;
If a leader is placed in a kingdom containing a similar colored leader, then a [[#Revolts|revolt]] occurs.&lt;br /&gt;
&lt;br /&gt;
==Revolt==&lt;br /&gt;
A revolt occurs when a player places a leader in a kingdom that already contains a leader of that color.&lt;br /&gt;
&lt;br /&gt;
The newly placed leader is the attacking leader and the opposing leader is the defender.&lt;br /&gt;
&lt;br /&gt;
To resolve the revolt strength needs to be determined.&lt;br /&gt;
* First count the number of temples (red tiles) adjacent to each leader, that is their board strength.&lt;br /&gt;
* Then the attacking player may commit temples (red tiles) from their hand as additional support.&lt;br /&gt;
* After seeing the attacking leader&#039;s support the defender may likewise commit temples (red tiles) from their hand as support.&lt;br /&gt;
&lt;br /&gt;
The winner is the leader with the greater total strength (board strength + committed support); the defender always wins ties.&lt;br /&gt;
&lt;br /&gt;
The losing leader is returned to their owners hand, and the winner scores one red. Tiles committed for support tiles are discarded by both attacker and defender.&lt;br /&gt;
&lt;br /&gt;
==War==&lt;br /&gt;
A war occurs when a player places a tile that joins two kingdoms. All leaders that have a like-colored leader in the joined kingdom are in conflict.&lt;br /&gt;
&lt;br /&gt;
Wars are resolved through the following steps.&lt;br /&gt;
* Determine the leader&lt;br /&gt;
The active player may select any color of leaders to resolve first.&lt;br /&gt;
* Determine the attacker/defender&lt;br /&gt;
If the active player selects a color for which they have a leader, they will be the attacker, otherwise the next player in turn order with a participating leader is the attacker.&lt;br /&gt;
* Count board strength for attacker and defender&lt;br /&gt;
In a war, a leader&#039;s board strength is the number of like-colored tiles in their kingdom.&lt;br /&gt;
* Play support from hands&lt;br /&gt;
Starting with the attacker, play tiles from hand matching the attacking/defending leader color as committed support.  Both attacker and defender will discard these committed-support tiles at the end of the conflict.&lt;br /&gt;
* Determine winner &lt;br /&gt;
The winning leader is the leader with greater total strength (support on the board + committed support); the defender always wins ties.&lt;br /&gt;
* Remove tiles and award points&lt;br /&gt;
The loser withdraws from the kingdom their leader and all tiles supporting that leader. This may break apart the kingdom.&lt;br /&gt;
The winner scores one influence of the defending leader&#039;s color plus one influence matching the color of each tile removed from the kingdom.&lt;br /&gt;
&lt;br /&gt;
If the war involved priests (red leaders), then no temples (red tiles) supporting another leader or containing treasures are removed.&lt;br /&gt;
&lt;br /&gt;
If there are still leaders in conflict, continue to the next war, with the original player picking the next color.&lt;br /&gt;
&lt;br /&gt;
==Monuments==&lt;br /&gt;
Whenever a player places the fourth tile in a 2x2 square of the same color, a monument may be built on the spot.&lt;br /&gt;
The tiles are flipped over and a monument is placed on them.&lt;br /&gt;
The monument has 2 colors, and one of those colors must match the flipped tiles.&lt;br /&gt;
Monuments do not have a color of their own for purposes of supporting leaders or counting as board strength.&lt;br /&gt;
&lt;br /&gt;
Monuments regularly provide influence. &lt;br /&gt;
Every monument awards 1 influence to the active player at the end of the turn for each of their like-colored leaders in the monument&#039;s kingdom.&lt;br /&gt;
&lt;br /&gt;
==Treasures==&lt;br /&gt;
Treasures are wild points.&lt;br /&gt;
At the start of the game all 10 temples on the board start with a treasure on them.&lt;br /&gt;
After placing a tile and resolving any wars if a kingdom contains 2 treasures and a green leader, the leader&#039;s owner picks up one of the treasures.&lt;br /&gt;
Some of the starting temples have an extra border around them, those treasures must be taken first if there is an option.&lt;br /&gt;
&lt;br /&gt;
==Catastrophe Tiles==&lt;br /&gt;
Each player starts the game with 2 catastrophe tiles, which cannot be discarded.&lt;br /&gt;
Catastrophe tiles may be played on empty spaces or on top of other tiles, but not on top of on leaders or monuments.&lt;br /&gt;
They destroy the tile under them and do not serve as a part of any kingdom.&lt;br /&gt;
&lt;br /&gt;
==Game Board - Advanced Board==&lt;br /&gt;
Different map with 14 treasures compared to 10 treasures on Standard map.&lt;br /&gt;
&lt;br /&gt;
==War Support - English Variant==&lt;br /&gt;
During a conflict (war or revolt) both the attacker and defender are only able to contribute tiles if the total would exceed the strength of the other. This variant prevents players from using conflicts as a way to simply dump tiles from their hand. &lt;br /&gt;
&lt;br /&gt;
==Advanced Games Rules - Civilization Buildings==&lt;br /&gt;
There are four civilization buildings: Palace (black), Market Hall (green), Library (red), Granary (blue).&lt;br /&gt;
&lt;br /&gt;
When a player places a tile so that there are three or more in a row (horizontal or vertical) they may place the same color building on any of those tiles. &lt;br /&gt;
&lt;br /&gt;
If the building is already on the board, a player may move it to another row if it is longer than the one it is currently on. &lt;br /&gt;
&lt;br /&gt;
Tiles that have a building cannot be destroyed by war, revolt, or catastrophe. They can be flipped to create a monument which takes the building off the board.&lt;br /&gt;
&lt;br /&gt;
Civilization buildings must be placed prior to building a monument or wonder. &lt;br /&gt;
&lt;br /&gt;
Placing a tile into a kingdom that contains a building gives the leader there two cubes instead of one (blue leader receives two blue cubes instead of one, etc.).&lt;br /&gt;
&lt;br /&gt;
==Monuments - Wonder Variant==&lt;br /&gt;
The wonder is a special, single, five-tile monument in a cross-like shape (four orthogonal tiles connected to a center tile). A player may build this wonder when they place a tile that results in a cross-like shape of a single color. All rules for monuments apply.&lt;br /&gt;
&lt;br /&gt;
At the end of a turn in which a player has a King connected to the wonder, they may receive a cube of any color they choose.&lt;br /&gt;
&lt;br /&gt;
== Scoring - Open Scoring==&lt;br /&gt;
Influence is not hidden during the game.&lt;/div&gt;</summary>
		<author><name>Evanvariano</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptigriseuphrates&amp;diff=13992</id>
		<title>Gamehelptigriseuphrates</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptigriseuphrates&amp;diff=13992"/>
		<updated>2022-07-14T22:58:32Z</updated>

		<summary type="html">&lt;p&gt;Evanvariano: /* Revolt */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Summary==&lt;br /&gt;
You play as the leader of a civilization in fertile Mesopotamia (which means &amp;quot;between two rivers.&amp;quot;) By laying tiles of different types, you will shape the landscape of this ancient region, fight wars, suppress or lead revolts, and watch cities rise and fall, all while attempting to gain influence in 4 key areas. At the end of the game the winner is the person with the highest influence in their lowest category.&lt;br /&gt;
&lt;br /&gt;
Each player is represented by a specific shape goat/urn/bow/lion) and not a color.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Areas of Influence&lt;br /&gt;
!  &#039;&#039;&#039;Color&#039;&#039;&#039; || &#039;&#039;&#039;Tile&#039;&#039;&#039; || &#039;&#039;&#039;Leader&#039;&#039;&#039; || &#039;&#039;&#039;Leader Ability&#039;&#039;&#039; || &#039;&#039;&#039;Tile Counts&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!   &#039;&#039;&#039;Black&#039;&#039;&#039;&lt;br /&gt;
|| Settlement || King || Scores unclaimed influence on tile lays || 30&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color:green&amp;quot; | &#039;&#039;&#039;Green&#039;&#039;&#039;&lt;br /&gt;
|| Market || Trader || Collects [[#Treasures|treasures]] || 30&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color:red&amp;quot; | &#039;&#039;&#039;Red&#039;&#039;&#039;&lt;br /&gt;
|| Temple || Priest || || 57&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color:blue&amp;quot; | &#039;&#039;&#039;Blue&#039;&#039;&#039;&lt;br /&gt;
|| Farm || Farmer || || 36&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color:gold&amp;quot; | &#039;&#039;&#039;Yellow&#039;&#039;&#039;&lt;br /&gt;
|| Catastrophe ||  || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You have one leader in each sphere of influence (red bow, green bow, etc) and influence (points) will flow through them.&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
You will get 2 actions on each turn, and there are 3 possible actions.&lt;br /&gt;
* [[#Tile Placement|Place a tile]] - Take a tile from your hand and place it anywhere on the board.&lt;br /&gt;
* [[#Leader Positioning|Position a leader]] - Place a leader from your hand, move a leader on the board, or take a leader back to your hand from the board.&lt;br /&gt;
* Discard - Discard any number of tiles from your hand and redraw that many.&lt;br /&gt;
After your two actions you redraw to 6 and the next player goes.&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
Influence is hidden during the game.&lt;br /&gt;
&lt;br /&gt;
Your score at the end of the game, is your &#039;&#039;&#039;lowest&#039;&#039;&#039; color of influence, after allocating [[#Treasures|treasures]] (wild points).&lt;br /&gt;
&lt;br /&gt;
==Game End==&lt;br /&gt;
The game ends when only 2 treasures remain on the board, or the draw pile runs out (remaining tiles are tracked as progress at the top left).&lt;br /&gt;
&lt;br /&gt;
==Kingdoms==&lt;br /&gt;
A kingdom is a region of tiles and leaders that are adjacent (common edges, not diagonal) to each other. A kingdom may contain leaders of different players as long as they are different colors.&lt;br /&gt;
&lt;br /&gt;
==Tile Placement==&lt;br /&gt;
Tiles can be placed anywhere on the map with the following restrictions:&lt;br /&gt;
* No tiles except for blue may be placed on rivers&lt;br /&gt;
* Blue tiles can &#039;&#039;&#039;only&#039;&#039;&#039; be placed on rivers&lt;br /&gt;
* No tile may be placed on top of a leader or a monument&lt;br /&gt;
* Only [[#Catastrophe Tiles|catastrophes]] can be placed on other tiles&lt;br /&gt;
&lt;br /&gt;
When a tile is placed in a kingdom, the leader of the matching color in that kingdom is awarded an influence point of the tile&#039;s color. If there is no leader of that color, but there is a king (black leader), then the king (black leader) is awarded an influence point of the tile&#039;s color.&lt;br /&gt;
&lt;br /&gt;
If a tile is placed such that it joins two kingdoms, a [[#War|war]] is started and no influence point will be awarded for the tile placement (even if there are no opposing leaders).  A tile may not be placed so as to join more than two kingdoms.&lt;br /&gt;
&lt;br /&gt;
If a tile is placed such that a 2x2 square of like-colored tiles now exists, a [[#Monuments|monument]] of a matching color may be built.&lt;br /&gt;
&lt;br /&gt;
==Leader Positioning==&lt;br /&gt;
A leader may be positioned from your hand to the board, from the board to another spot on the board, or returned from the board to your hand with the following restrictions.&lt;br /&gt;
* A leader must be placed on an empty space&lt;br /&gt;
* A leader must always be adjacent (common edges, not diagonal)  to a temple (red tile)&lt;br /&gt;
* A leader may not be placed to join kingdoms&lt;br /&gt;
* A leader cannot be placed on a river&lt;br /&gt;
&lt;br /&gt;
Placing a leader does not award any points. However, a player may not score any points without having at least one leader on the board.&lt;br /&gt;
&lt;br /&gt;
If a leader is placed in a kingdom containing a similar colored leader, then a [[#Revolts|revolt]] occurs.&lt;br /&gt;
&lt;br /&gt;
==Revolt==&lt;br /&gt;
A revolt occurs when a player places a leader in a kingdom that already contains a leader of that color.&lt;br /&gt;
&lt;br /&gt;
The newly placed leader is the attacking leader and the opposing leader is the defender.&lt;br /&gt;
&lt;br /&gt;
To resolve the revolt strength needs to be determined.&lt;br /&gt;
* First count the number of temples (red tiles) adjacent to each leader, that is their board strength.&lt;br /&gt;
* Then the attacking player may commit temples (red tiles) from their hand as additional support.&lt;br /&gt;
* After seeing the attacking leader&#039;s support the defender may likewise commit temples (red tiles) from their hand as support.&lt;br /&gt;
&lt;br /&gt;
The winner is the leader with the greater total strength (board strength + committed support); the defender always wins ties.&lt;br /&gt;
&lt;br /&gt;
The losing leader is returned to their owners hand, and the winner scores one red. Tiles committed for support tiles are discarded by both attacker and defender.&lt;br /&gt;
&lt;br /&gt;
==War==&lt;br /&gt;
A war occurs when a player places a tile that joins two kingdoms. All leaders that have a like-colored leader in the joined kingdom are in conflict.&lt;br /&gt;
&lt;br /&gt;
Wars are resolved through the following steps.&lt;br /&gt;
* Determine the leader&lt;br /&gt;
The active player may select any color of leaders to resolve first.&lt;br /&gt;
* Determine the attacker/defender&lt;br /&gt;
If the active player selects a color for which they have a leader, they will be the attacker, otherwise the next player in turn order with a participating leader is the attacker.&lt;br /&gt;
* Count board strength for attacker and defender&lt;br /&gt;
In a war, a leader&#039;s board strength is the number of like-colored tiles in their kingdom.&lt;br /&gt;
* Play support from hands&lt;br /&gt;
Starting with the attacker, play tiles from hand matching the attacking/defending leader color as committed support.  Both attacker and defender will discard these committed-support tiles at the end of the conflict.&lt;br /&gt;
* Determine winner &lt;br /&gt;
The winning leader is the leader with greater total strength (support on the board + committed support); the defender always wins ties.&lt;br /&gt;
* Remove tiles and award points&lt;br /&gt;
The loser withdraws from the kingdom their leader and all tiles supporting that leader. This may break apart the kingdom.&lt;br /&gt;
The winner scores one influence of the defending leader&#039;s color plus one influence matching the color of each tile removed from the kingdom.&lt;br /&gt;
&lt;br /&gt;
If the war involved priests (red leaders), then no temples (red tiles) supporting another leader or containing treasures are removed.&lt;br /&gt;
&lt;br /&gt;
If there are still leaders in conflict, continue to the next war, with the original player picking the next color.&lt;br /&gt;
&lt;br /&gt;
==Monuments==&lt;br /&gt;
Whenever a player places the fourth tile in a 2x2 square of the same color, a monument may be built on the spot.&lt;br /&gt;
The tiles are flipped over and a monument is placed on them.&lt;br /&gt;
The monument has 2 colors, and one of those colors must match the flipped tiles.&lt;br /&gt;
Monuments do not have a color of their own for purposes of supporting leaders or counting as board strength.&lt;br /&gt;
&lt;br /&gt;
Monuments regularly provide influence. &lt;br /&gt;
Every monument awards 1 influence to the active player at the end of the turn for each of their like-colored leaders in the monument&#039;s kingdom.&lt;br /&gt;
&lt;br /&gt;
==Treasures==&lt;br /&gt;
Treasures are wild points.&lt;br /&gt;
At the start of the game all 10 temples on the board start with a treasure on them.&lt;br /&gt;
After placing a tile and resolving any wars if a kingdom contains 2 treasures and a green leader, the leader&#039;s owner picks up one of the treasures.&lt;br /&gt;
Some of the starting temples have an extra border around them, those treasures must be taken first if there is an option.&lt;br /&gt;
&lt;br /&gt;
==Catastrophe Tiles==&lt;br /&gt;
Each player starts the game with 2 catastrophe tiles, which cannot be discarded.&lt;br /&gt;
Catastrophe tiles may be played on empty spaces or on top of other tiles, but not on top of on leaders or monuments.&lt;br /&gt;
They destroy the tile under them and do not serve as a part of any kingdom.&lt;br /&gt;
&lt;br /&gt;
==Game Board - Advanced Board==&lt;br /&gt;
Different map with 14 treasures compared to 10 treasures on Standard map.&lt;br /&gt;
&lt;br /&gt;
==War Support - English Variant==&lt;br /&gt;
During a conflict (war or revolt) both the attacker and defender are only able to contribute tiles if the total would exceed the strength of the other. This variant prevents players from using conflicts as a way to simply dump tiles from their hand. &lt;br /&gt;
&lt;br /&gt;
==Advanced Games Rules - Civilization Buildings==&lt;br /&gt;
There are four civilization buildings: Palace (black), Market Hall (green), Library (red), Granary (blue).&lt;br /&gt;
&lt;br /&gt;
When a player places a tile so that there are three or more in a row (horizontal or vertical) they may place the same color building on any of those tiles. &lt;br /&gt;
&lt;br /&gt;
If the building is already on the board, a player may move it to another row if it is longer than the one it is currently on. &lt;br /&gt;
&lt;br /&gt;
Tiles that have a building cannot be destroyed by war, revolt, or catastrophe. They can be flipped to create a monument which takes the building off the board.&lt;br /&gt;
&lt;br /&gt;
Civilization buildings must be placed prior to building a monument or wonder. &lt;br /&gt;
&lt;br /&gt;
Placing a tile into a kingdom that contains a building gives the leader there two cubes instead of one (blue leader receives two blue cubes instead of one, etc.).&lt;br /&gt;
&lt;br /&gt;
==Monuments - Wonder Variant==&lt;br /&gt;
The wonder is a special, single, five-tile monument in a cross-like shape (four orthogonal tiles connected to a center tile). A player may build this wonder when they place a tile that results in a cross-like shape of a single color. All rules for monuments apply.&lt;br /&gt;
&lt;br /&gt;
At the end of a turn in which a player has a King connected to the wonder, they may receive a cube of any color they choose.&lt;br /&gt;
&lt;br /&gt;
== Scoring - Open Scoring==&lt;br /&gt;
Influence is not hidden during the game.&lt;/div&gt;</summary>
		<author><name>Evanvariano</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptigriseuphrates&amp;diff=13991</id>
		<title>Gamehelptigriseuphrates</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptigriseuphrates&amp;diff=13991"/>
		<updated>2022-07-14T22:55:39Z</updated>

		<summary type="html">&lt;p&gt;Evanvariano: /* War */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Summary==&lt;br /&gt;
You play as the leader of a civilization in fertile Mesopotamia (which means &amp;quot;between two rivers.&amp;quot;) By laying tiles of different types, you will shape the landscape of this ancient region, fight wars, suppress or lead revolts, and watch cities rise and fall, all while attempting to gain influence in 4 key areas. At the end of the game the winner is the person with the highest influence in their lowest category.&lt;br /&gt;
&lt;br /&gt;
Each player is represented by a specific shape goat/urn/bow/lion) and not a color.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Areas of Influence&lt;br /&gt;
!  &#039;&#039;&#039;Color&#039;&#039;&#039; || &#039;&#039;&#039;Tile&#039;&#039;&#039; || &#039;&#039;&#039;Leader&#039;&#039;&#039; || &#039;&#039;&#039;Leader Ability&#039;&#039;&#039; || &#039;&#039;&#039;Tile Counts&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!   &#039;&#039;&#039;Black&#039;&#039;&#039;&lt;br /&gt;
|| Settlement || King || Scores unclaimed influence on tile lays || 30&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color:green&amp;quot; | &#039;&#039;&#039;Green&#039;&#039;&#039;&lt;br /&gt;
|| Market || Trader || Collects [[#Treasures|treasures]] || 30&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color:red&amp;quot; | &#039;&#039;&#039;Red&#039;&#039;&#039;&lt;br /&gt;
|| Temple || Priest || || 57&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color:blue&amp;quot; | &#039;&#039;&#039;Blue&#039;&#039;&#039;&lt;br /&gt;
|| Farm || Farmer || || 36&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color:gold&amp;quot; | &#039;&#039;&#039;Yellow&#039;&#039;&#039;&lt;br /&gt;
|| Catastrophe ||  || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You have one leader in each sphere of influence (red bow, green bow, etc) and influence (points) will flow through them.&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
You will get 2 actions on each turn, and there are 3 possible actions.&lt;br /&gt;
* [[#Tile Placement|Place a tile]] - Take a tile from your hand and place it anywhere on the board.&lt;br /&gt;
* [[#Leader Positioning|Position a leader]] - Place a leader from your hand, move a leader on the board, or take a leader back to your hand from the board.&lt;br /&gt;
* Discard - Discard any number of tiles from your hand and redraw that many.&lt;br /&gt;
After your two actions you redraw to 6 and the next player goes.&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
Influence is hidden during the game.&lt;br /&gt;
&lt;br /&gt;
Your score at the end of the game, is your &#039;&#039;&#039;lowest&#039;&#039;&#039; color of influence, after allocating [[#Treasures|treasures]] (wild points).&lt;br /&gt;
&lt;br /&gt;
==Game End==&lt;br /&gt;
The game ends when only 2 treasures remain on the board, or the draw pile runs out (remaining tiles are tracked as progress at the top left).&lt;br /&gt;
&lt;br /&gt;
==Kingdoms==&lt;br /&gt;
A kingdom is a region of tiles and leaders that are adjacent (common edges, not diagonal) to each other. A kingdom may contain leaders of different players as long as they are different colors.&lt;br /&gt;
&lt;br /&gt;
==Tile Placement==&lt;br /&gt;
Tiles can be placed anywhere on the map with the following restrictions:&lt;br /&gt;
* No tiles except for blue may be placed on rivers&lt;br /&gt;
* Blue tiles can &#039;&#039;&#039;only&#039;&#039;&#039; be placed on rivers&lt;br /&gt;
* No tile may be placed on top of a leader or a monument&lt;br /&gt;
* Only [[#Catastrophe Tiles|catastrophes]] can be placed on other tiles&lt;br /&gt;
&lt;br /&gt;
When a tile is placed in a kingdom, the leader of the matching color in that kingdom is awarded an influence point of the tile&#039;s color. If there is no leader of that color, but there is a king (black leader), then the king (black leader) is awarded an influence point of the tile&#039;s color.&lt;br /&gt;
&lt;br /&gt;
If a tile is placed such that it joins two kingdoms, a [[#War|war]] is started and no influence point will be awarded for the tile placement (even if there are no opposing leaders).  A tile may not be placed so as to join more than two kingdoms.&lt;br /&gt;
&lt;br /&gt;
If a tile is placed such that a 2x2 square of like-colored tiles now exists, a [[#Monuments|monument]] of a matching color may be built.&lt;br /&gt;
&lt;br /&gt;
==Leader Positioning==&lt;br /&gt;
A leader may be positioned from your hand to the board, from the board to another spot on the board, or returned from the board to your hand with the following restrictions.&lt;br /&gt;
* A leader must be placed on an empty space&lt;br /&gt;
* A leader must always be adjacent (common edges, not diagonal)  to a temple (red tile)&lt;br /&gt;
* A leader may not be placed to join kingdoms&lt;br /&gt;
* A leader cannot be placed on a river&lt;br /&gt;
&lt;br /&gt;
Placing a leader does not award any points. However, a player may not score any points without having at least one leader on the board.&lt;br /&gt;
&lt;br /&gt;
If a leader is placed in a kingdom containing a similar colored leader, then a [[#Revolts|revolt]] occurs.&lt;br /&gt;
&lt;br /&gt;
==Revolt==&lt;br /&gt;
A revolt occurs when a player places a leader in a kingdom that already contains a leader of that color.&lt;br /&gt;
&lt;br /&gt;
The newly placed leader is the attacking leader and the opposing leader is the defender.&lt;br /&gt;
&lt;br /&gt;
To resolve the revolt strength needs to be determined.&lt;br /&gt;
* First count the number of temples (red tiles) adjacent to each leader, that is their board strength.&lt;br /&gt;
* Then the attacking player may play temples (red tiles) from their hand as additional support.&lt;br /&gt;
* After seeing the attacking leader&#039;s support the defender may likewise play temples (red tiles) from their hand as support.&lt;br /&gt;
&lt;br /&gt;
The winner is the leader with the greater total strength (board strength + support), defender always wins ties.&lt;br /&gt;
&lt;br /&gt;
The losing leader is returned to their owners hand, and the winner scores one red. All support tiles played from hands are discarded.&lt;br /&gt;
&lt;br /&gt;
==War==&lt;br /&gt;
A war occurs when a player places a tile that joins two kingdoms. All leaders that have a like-colored leader in the joined kingdom are in conflict.&lt;br /&gt;
&lt;br /&gt;
Wars are resolved through the following steps.&lt;br /&gt;
* Determine the leader&lt;br /&gt;
The active player may select any color of leaders to resolve first.&lt;br /&gt;
* Determine the attacker/defender&lt;br /&gt;
If the active player selects a color for which they have a leader, they will be the attacker, otherwise the next player in turn order with a participating leader is the attacker.&lt;br /&gt;
* Count board strength for attacker and defender&lt;br /&gt;
In a war, a leader&#039;s board strength is the number of like-colored tiles in their kingdom.&lt;br /&gt;
* Play support from hands&lt;br /&gt;
Starting with the attacker, play tiles from hand matching the attacking/defending leader color as committed support.  Both attacker and defender will discard these committed-support tiles at the end of the conflict.&lt;br /&gt;
* Determine winner &lt;br /&gt;
The winning leader is the leader with greater total strength (support on the board + committed support); the defender always wins ties.&lt;br /&gt;
* Remove tiles and award points&lt;br /&gt;
The loser withdraws from the kingdom their leader and all tiles supporting that leader. This may break apart the kingdom.&lt;br /&gt;
The winner scores one influence of the defending leader&#039;s color plus one influence matching the color of each tile removed from the kingdom.&lt;br /&gt;
&lt;br /&gt;
If the war involved priests (red leaders), then no temples (red tiles) supporting another leader or containing treasures are removed.&lt;br /&gt;
&lt;br /&gt;
If there are still leaders in conflict, continue to the next war, with the original player picking the next color.&lt;br /&gt;
&lt;br /&gt;
==Monuments==&lt;br /&gt;
Whenever a player places the fourth tile in a 2x2 square of the same color, a monument may be built on the spot.&lt;br /&gt;
The tiles are flipped over and a monument is placed on them.&lt;br /&gt;
The monument has 2 colors, and one of those colors must match the flipped tiles.&lt;br /&gt;
Monuments do not have a color of their own for purposes of supporting leaders or counting as board strength.&lt;br /&gt;
&lt;br /&gt;
Monuments regularly provide influence. &lt;br /&gt;
Every monument awards 1 influence to the active player at the end of the turn for each of their like-colored leaders in the monument&#039;s kingdom.&lt;br /&gt;
&lt;br /&gt;
==Treasures==&lt;br /&gt;
Treasures are wild points.&lt;br /&gt;
At the start of the game all 10 temples on the board start with a treasure on them.&lt;br /&gt;
After placing a tile and resolving any wars if a kingdom contains 2 treasures and a green leader, the leader&#039;s owner picks up one of the treasures.&lt;br /&gt;
Some of the starting temples have an extra border around them, those treasures must be taken first if there is an option.&lt;br /&gt;
&lt;br /&gt;
==Catastrophe Tiles==&lt;br /&gt;
Each player starts the game with 2 catastrophe tiles, which cannot be discarded.&lt;br /&gt;
Catastrophe tiles may be played on empty spaces or on top of other tiles, but not on top of on leaders or monuments.&lt;br /&gt;
They destroy the tile under them and do not serve as a part of any kingdom.&lt;br /&gt;
&lt;br /&gt;
==Game Board - Advanced Board==&lt;br /&gt;
Different map with 14 treasures compared to 10 treasures on Standard map.&lt;br /&gt;
&lt;br /&gt;
==War Support - English Variant==&lt;br /&gt;
During a conflict (war or revolt) both the attacker and defender are only able to contribute tiles if the total would exceed the strength of the other. This variant prevents players from using conflicts as a way to simply dump tiles from their hand. &lt;br /&gt;
&lt;br /&gt;
==Advanced Games Rules - Civilization Buildings==&lt;br /&gt;
There are four civilization buildings: Palace (black), Market Hall (green), Library (red), Granary (blue).&lt;br /&gt;
&lt;br /&gt;
When a player places a tile so that there are three or more in a row (horizontal or vertical) they may place the same color building on any of those tiles. &lt;br /&gt;
&lt;br /&gt;
If the building is already on the board, a player may move it to another row if it is longer than the one it is currently on. &lt;br /&gt;
&lt;br /&gt;
Tiles that have a building cannot be destroyed by war, revolt, or catastrophe. They can be flipped to create a monument which takes the building off the board.&lt;br /&gt;
&lt;br /&gt;
Civilization buildings must be placed prior to building a monument or wonder. &lt;br /&gt;
&lt;br /&gt;
Placing a tile into a kingdom that contains a building gives the leader there two cubes instead of one (blue leader receives two blue cubes instead of one, etc.).&lt;br /&gt;
&lt;br /&gt;
==Monuments - Wonder Variant==&lt;br /&gt;
The wonder is a special, single, five-tile monument in a cross-like shape (four orthogonal tiles connected to a center tile). A player may build this wonder when they place a tile that results in a cross-like shape of a single color. All rules for monuments apply.&lt;br /&gt;
&lt;br /&gt;
At the end of a turn in which a player has a King connected to the wonder, they may receive a cube of any color they choose.&lt;br /&gt;
&lt;br /&gt;
== Scoring - Open Scoring==&lt;br /&gt;
Influence is not hidden during the game.&lt;/div&gt;</summary>
		<author><name>Evanvariano</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptigriseuphrates&amp;diff=13990</id>
		<title>Gamehelptigriseuphrates</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptigriseuphrates&amp;diff=13990"/>
		<updated>2022-07-14T22:55:09Z</updated>

		<summary type="html">&lt;p&gt;Evanvariano: /* War */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Summary==&lt;br /&gt;
You play as the leader of a civilization in fertile Mesopotamia (which means &amp;quot;between two rivers.&amp;quot;) By laying tiles of different types, you will shape the landscape of this ancient region, fight wars, suppress or lead revolts, and watch cities rise and fall, all while attempting to gain influence in 4 key areas. At the end of the game the winner is the person with the highest influence in their lowest category.&lt;br /&gt;
&lt;br /&gt;
Each player is represented by a specific shape goat/urn/bow/lion) and not a color.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Areas of Influence&lt;br /&gt;
!  &#039;&#039;&#039;Color&#039;&#039;&#039; || &#039;&#039;&#039;Tile&#039;&#039;&#039; || &#039;&#039;&#039;Leader&#039;&#039;&#039; || &#039;&#039;&#039;Leader Ability&#039;&#039;&#039; || &#039;&#039;&#039;Tile Counts&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!   &#039;&#039;&#039;Black&#039;&#039;&#039;&lt;br /&gt;
|| Settlement || King || Scores unclaimed influence on tile lays || 30&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color:green&amp;quot; | &#039;&#039;&#039;Green&#039;&#039;&#039;&lt;br /&gt;
|| Market || Trader || Collects [[#Treasures|treasures]] || 30&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color:red&amp;quot; | &#039;&#039;&#039;Red&#039;&#039;&#039;&lt;br /&gt;
|| Temple || Priest || || 57&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color:blue&amp;quot; | &#039;&#039;&#039;Blue&#039;&#039;&#039;&lt;br /&gt;
|| Farm || Farmer || || 36&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color:gold&amp;quot; | &#039;&#039;&#039;Yellow&#039;&#039;&#039;&lt;br /&gt;
|| Catastrophe ||  || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You have one leader in each sphere of influence (red bow, green bow, etc) and influence (points) will flow through them.&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
You will get 2 actions on each turn, and there are 3 possible actions.&lt;br /&gt;
* [[#Tile Placement|Place a tile]] - Take a tile from your hand and place it anywhere on the board.&lt;br /&gt;
* [[#Leader Positioning|Position a leader]] - Place a leader from your hand, move a leader on the board, or take a leader back to your hand from the board.&lt;br /&gt;
* Discard - Discard any number of tiles from your hand and redraw that many.&lt;br /&gt;
After your two actions you redraw to 6 and the next player goes.&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
Influence is hidden during the game.&lt;br /&gt;
&lt;br /&gt;
Your score at the end of the game, is your &#039;&#039;&#039;lowest&#039;&#039;&#039; color of influence, after allocating [[#Treasures|treasures]] (wild points).&lt;br /&gt;
&lt;br /&gt;
==Game End==&lt;br /&gt;
The game ends when only 2 treasures remain on the board, or the draw pile runs out (remaining tiles are tracked as progress at the top left).&lt;br /&gt;
&lt;br /&gt;
==Kingdoms==&lt;br /&gt;
A kingdom is a region of tiles and leaders that are adjacent (common edges, not diagonal) to each other. A kingdom may contain leaders of different players as long as they are different colors.&lt;br /&gt;
&lt;br /&gt;
==Tile Placement==&lt;br /&gt;
Tiles can be placed anywhere on the map with the following restrictions:&lt;br /&gt;
* No tiles except for blue may be placed on rivers&lt;br /&gt;
* Blue tiles can &#039;&#039;&#039;only&#039;&#039;&#039; be placed on rivers&lt;br /&gt;
* No tile may be placed on top of a leader or a monument&lt;br /&gt;
* Only [[#Catastrophe Tiles|catastrophes]] can be placed on other tiles&lt;br /&gt;
&lt;br /&gt;
When a tile is placed in a kingdom, the leader of the matching color in that kingdom is awarded an influence point of the tile&#039;s color. If there is no leader of that color, but there is a king (black leader), then the king (black leader) is awarded an influence point of the tile&#039;s color.&lt;br /&gt;
&lt;br /&gt;
If a tile is placed such that it joins two kingdoms, a [[#War|war]] is started and no influence point will be awarded for the tile placement (even if there are no opposing leaders).  A tile may not be placed so as to join more than two kingdoms.&lt;br /&gt;
&lt;br /&gt;
If a tile is placed such that a 2x2 square of like-colored tiles now exists, a [[#Monuments|monument]] of a matching color may be built.&lt;br /&gt;
&lt;br /&gt;
==Leader Positioning==&lt;br /&gt;
A leader may be positioned from your hand to the board, from the board to another spot on the board, or returned from the board to your hand with the following restrictions.&lt;br /&gt;
* A leader must be placed on an empty space&lt;br /&gt;
* A leader must always be adjacent (common edges, not diagonal)  to a temple (red tile)&lt;br /&gt;
* A leader may not be placed to join kingdoms&lt;br /&gt;
* A leader cannot be placed on a river&lt;br /&gt;
&lt;br /&gt;
Placing a leader does not award any points. However, a player may not score any points without having at least one leader on the board.&lt;br /&gt;
&lt;br /&gt;
If a leader is placed in a kingdom containing a similar colored leader, then a [[#Revolts|revolt]] occurs.&lt;br /&gt;
&lt;br /&gt;
==Revolt==&lt;br /&gt;
A revolt occurs when a player places a leader in a kingdom that already contains a leader of that color.&lt;br /&gt;
&lt;br /&gt;
The newly placed leader is the attacking leader and the opposing leader is the defender.&lt;br /&gt;
&lt;br /&gt;
To resolve the revolt strength needs to be determined.&lt;br /&gt;
* First count the number of temples (red tiles) adjacent to each leader, that is their board strength.&lt;br /&gt;
* Then the attacking player may play temples (red tiles) from their hand as additional support.&lt;br /&gt;
* After seeing the attacking leader&#039;s support the defender may likewise play temples (red tiles) from their hand as support.&lt;br /&gt;
&lt;br /&gt;
The winner is the leader with the greater total strength (board strength + support), defender always wins ties.&lt;br /&gt;
&lt;br /&gt;
The losing leader is returned to their owners hand, and the winner scores one red. All support tiles played from hands are discarded.&lt;br /&gt;
&lt;br /&gt;
==War==&lt;br /&gt;
A war occurs when a player places a tile that joins two kingdoms. All leaders that have a like-colored leader in the joined kingdom are in conflict.&lt;br /&gt;
&lt;br /&gt;
Wars are resolved through the following steps.&lt;br /&gt;
* Determine the leader&lt;br /&gt;
The active player may select any color of leaders to resolve first.&lt;br /&gt;
* Determine the attacker/defender&lt;br /&gt;
If the active player selects a color for which they have a leader, they will be the attacker, otherwise the next player in turn order with a participating leader is the attacker.&lt;br /&gt;
* Count board strength for attacker and defender&lt;br /&gt;
In a war, a leader&#039;s board strength is the number of like-colored tiles in their kingdom.&lt;br /&gt;
* Play support from hands&lt;br /&gt;
Starting with the attacker, play tiles from hand matching the attacking/defending leader color as committed support.  Both attacker and defender will discard these committed-support tiles at the end of the conflict.&lt;br /&gt;
* Determine winner &lt;br /&gt;
The winning leader is the leader with greater total strength (support on the board + committed support), defender always wins ties.&lt;br /&gt;
* Remove tiles and award points&lt;br /&gt;
The loser withdraws from the kingdom their leader and all tiles supporting that leader. This may break apart the kingdom.&lt;br /&gt;
The winner scores one influence of the defending leader&#039;s color plus one influence matching the color of each tile removed from the kingdom.&lt;br /&gt;
&lt;br /&gt;
If the war involved priests (red leaders), then no temples (red tiles) supporting another leader or containing treasures are removed.&lt;br /&gt;
&lt;br /&gt;
If there are still leaders in conflict, continue to the next war, with the original player picking the next color.&lt;br /&gt;
&lt;br /&gt;
==Monuments==&lt;br /&gt;
Whenever a player places the fourth tile in a 2x2 square of the same color, a monument may be built on the spot.&lt;br /&gt;
The tiles are flipped over and a monument is placed on them.&lt;br /&gt;
The monument has 2 colors, and one of those colors must match the flipped tiles.&lt;br /&gt;
Monuments do not have a color of their own for purposes of supporting leaders or counting as board strength.&lt;br /&gt;
&lt;br /&gt;
Monuments regularly provide influence. &lt;br /&gt;
Every monument awards 1 influence to the active player at the end of the turn for each of their like-colored leaders in the monument&#039;s kingdom.&lt;br /&gt;
&lt;br /&gt;
==Treasures==&lt;br /&gt;
Treasures are wild points.&lt;br /&gt;
At the start of the game all 10 temples on the board start with a treasure on them.&lt;br /&gt;
After placing a tile and resolving any wars if a kingdom contains 2 treasures and a green leader, the leader&#039;s owner picks up one of the treasures.&lt;br /&gt;
Some of the starting temples have an extra border around them, those treasures must be taken first if there is an option.&lt;br /&gt;
&lt;br /&gt;
==Catastrophe Tiles==&lt;br /&gt;
Each player starts the game with 2 catastrophe tiles, which cannot be discarded.&lt;br /&gt;
Catastrophe tiles may be played on empty spaces or on top of other tiles, but not on top of on leaders or monuments.&lt;br /&gt;
They destroy the tile under them and do not serve as a part of any kingdom.&lt;br /&gt;
&lt;br /&gt;
==Game Board - Advanced Board==&lt;br /&gt;
Different map with 14 treasures compared to 10 treasures on Standard map.&lt;br /&gt;
&lt;br /&gt;
==War Support - English Variant==&lt;br /&gt;
During a conflict (war or revolt) both the attacker and defender are only able to contribute tiles if the total would exceed the strength of the other. This variant prevents players from using conflicts as a way to simply dump tiles from their hand. &lt;br /&gt;
&lt;br /&gt;
==Advanced Games Rules - Civilization Buildings==&lt;br /&gt;
There are four civilization buildings: Palace (black), Market Hall (green), Library (red), Granary (blue).&lt;br /&gt;
&lt;br /&gt;
When a player places a tile so that there are three or more in a row (horizontal or vertical) they may place the same color building on any of those tiles. &lt;br /&gt;
&lt;br /&gt;
If the building is already on the board, a player may move it to another row if it is longer than the one it is currently on. &lt;br /&gt;
&lt;br /&gt;
Tiles that have a building cannot be destroyed by war, revolt, or catastrophe. They can be flipped to create a monument which takes the building off the board.&lt;br /&gt;
&lt;br /&gt;
Civilization buildings must be placed prior to building a monument or wonder. &lt;br /&gt;
&lt;br /&gt;
Placing a tile into a kingdom that contains a building gives the leader there two cubes instead of one (blue leader receives two blue cubes instead of one, etc.).&lt;br /&gt;
&lt;br /&gt;
==Monuments - Wonder Variant==&lt;br /&gt;
The wonder is a special, single, five-tile monument in a cross-like shape (four orthogonal tiles connected to a center tile). A player may build this wonder when they place a tile that results in a cross-like shape of a single color. All rules for monuments apply.&lt;br /&gt;
&lt;br /&gt;
At the end of a turn in which a player has a King connected to the wonder, they may receive a cube of any color they choose.&lt;br /&gt;
&lt;br /&gt;
== Scoring - Open Scoring==&lt;br /&gt;
Influence is not hidden during the game.&lt;/div&gt;</summary>
		<author><name>Evanvariano</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptigriseuphrates&amp;diff=13989</id>
		<title>Gamehelptigriseuphrates</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptigriseuphrates&amp;diff=13989"/>
		<updated>2022-07-14T22:53:36Z</updated>

		<summary type="html">&lt;p&gt;Evanvariano: /* War */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Summary==&lt;br /&gt;
You play as the leader of a civilization in fertile Mesopotamia (which means &amp;quot;between two rivers.&amp;quot;) By laying tiles of different types, you will shape the landscape of this ancient region, fight wars, suppress or lead revolts, and watch cities rise and fall, all while attempting to gain influence in 4 key areas. At the end of the game the winner is the person with the highest influence in their lowest category.&lt;br /&gt;
&lt;br /&gt;
Each player is represented by a specific shape goat/urn/bow/lion) and not a color.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Areas of Influence&lt;br /&gt;
!  &#039;&#039;&#039;Color&#039;&#039;&#039; || &#039;&#039;&#039;Tile&#039;&#039;&#039; || &#039;&#039;&#039;Leader&#039;&#039;&#039; || &#039;&#039;&#039;Leader Ability&#039;&#039;&#039; || &#039;&#039;&#039;Tile Counts&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!   &#039;&#039;&#039;Black&#039;&#039;&#039;&lt;br /&gt;
|| Settlement || King || Scores unclaimed influence on tile lays || 30&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color:green&amp;quot; | &#039;&#039;&#039;Green&#039;&#039;&#039;&lt;br /&gt;
|| Market || Trader || Collects [[#Treasures|treasures]] || 30&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color:red&amp;quot; | &#039;&#039;&#039;Red&#039;&#039;&#039;&lt;br /&gt;
|| Temple || Priest || || 57&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color:blue&amp;quot; | &#039;&#039;&#039;Blue&#039;&#039;&#039;&lt;br /&gt;
|| Farm || Farmer || || 36&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color:gold&amp;quot; | &#039;&#039;&#039;Yellow&#039;&#039;&#039;&lt;br /&gt;
|| Catastrophe ||  || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You have one leader in each sphere of influence (red bow, green bow, etc) and influence (points) will flow through them.&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
You will get 2 actions on each turn, and there are 3 possible actions.&lt;br /&gt;
* [[#Tile Placement|Place a tile]] - Take a tile from your hand and place it anywhere on the board.&lt;br /&gt;
* [[#Leader Positioning|Position a leader]] - Place a leader from your hand, move a leader on the board, or take a leader back to your hand from the board.&lt;br /&gt;
* Discard - Discard any number of tiles from your hand and redraw that many.&lt;br /&gt;
After your two actions you redraw to 6 and the next player goes.&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
Influence is hidden during the game.&lt;br /&gt;
&lt;br /&gt;
Your score at the end of the game, is your &#039;&#039;&#039;lowest&#039;&#039;&#039; color of influence, after allocating [[#Treasures|treasures]] (wild points).&lt;br /&gt;
&lt;br /&gt;
==Game End==&lt;br /&gt;
The game ends when only 2 treasures remain on the board, or the draw pile runs out (remaining tiles are tracked as progress at the top left).&lt;br /&gt;
&lt;br /&gt;
==Kingdoms==&lt;br /&gt;
A kingdom is a region of tiles and leaders that are adjacent (common edges, not diagonal) to each other. A kingdom may contain leaders of different players as long as they are different colors.&lt;br /&gt;
&lt;br /&gt;
==Tile Placement==&lt;br /&gt;
Tiles can be placed anywhere on the map with the following restrictions:&lt;br /&gt;
* No tiles except for blue may be placed on rivers&lt;br /&gt;
* Blue tiles can &#039;&#039;&#039;only&#039;&#039;&#039; be placed on rivers&lt;br /&gt;
* No tile may be placed on top of a leader or a monument&lt;br /&gt;
* Only [[#Catastrophe Tiles|catastrophes]] can be placed on other tiles&lt;br /&gt;
&lt;br /&gt;
When a tile is placed in a kingdom, the leader of the matching color in that kingdom is awarded an influence point of the tile&#039;s color. If there is no leader of that color, but there is a king (black leader), then the king (black leader) is awarded an influence point of the tile&#039;s color.&lt;br /&gt;
&lt;br /&gt;
If a tile is placed such that it joins two kingdoms, a [[#War|war]] is started and no influence point will be awarded for the tile placement (even if there are no opposing leaders).  A tile may not be placed so as to join more than two kingdoms.&lt;br /&gt;
&lt;br /&gt;
If a tile is placed such that a 2x2 square of like-colored tiles now exists, a [[#Monuments|monument]] of a matching color may be built.&lt;br /&gt;
&lt;br /&gt;
==Leader Positioning==&lt;br /&gt;
A leader may be positioned from your hand to the board, from the board to another spot on the board, or returned from the board to your hand with the following restrictions.&lt;br /&gt;
* A leader must be placed on an empty space&lt;br /&gt;
* A leader must always be adjacent (common edges, not diagonal)  to a temple (red tile)&lt;br /&gt;
* A leader may not be placed to join kingdoms&lt;br /&gt;
* A leader cannot be placed on a river&lt;br /&gt;
&lt;br /&gt;
Placing a leader does not award any points. However, a player may not score any points without having at least one leader on the board.&lt;br /&gt;
&lt;br /&gt;
If a leader is placed in a kingdom containing a similar colored leader, then a [[#Revolts|revolt]] occurs.&lt;br /&gt;
&lt;br /&gt;
==Revolt==&lt;br /&gt;
A revolt occurs when a player places a leader in a kingdom that already contains a leader of that color.&lt;br /&gt;
&lt;br /&gt;
The newly placed leader is the attacking leader and the opposing leader is the defender.&lt;br /&gt;
&lt;br /&gt;
To resolve the revolt strength needs to be determined.&lt;br /&gt;
* First count the number of temples (red tiles) adjacent to each leader, that is their board strength.&lt;br /&gt;
* Then the attacking player may play temples (red tiles) from their hand as additional support.&lt;br /&gt;
* After seeing the attacking leader&#039;s support the defender may likewise play temples (red tiles) from their hand as support.&lt;br /&gt;
&lt;br /&gt;
The winner is the leader with the greater total strength (board strength + support), defender always wins ties.&lt;br /&gt;
&lt;br /&gt;
The losing leader is returned to their owners hand, and the winner scores one red. All support tiles played from hands are discarded.&lt;br /&gt;
&lt;br /&gt;
==War==&lt;br /&gt;
A war occurs when a player places a tile that joins two kingdoms. All leaders that have a like-colored leader in the joined kingdom are in conflict.&lt;br /&gt;
&lt;br /&gt;
Wars are resolved through the following steps.&lt;br /&gt;
* Determine the leader&lt;br /&gt;
The active player may select any color of leaders to resolve first.&lt;br /&gt;
* Determine the attacker/defender&lt;br /&gt;
If the active player selects a color for which they have a leader, they will be the attacker, otherwise the next player in turn order with a participating leader is the attacker.&lt;br /&gt;
* Count board strength for attacker and defender&lt;br /&gt;
In a war, a leader&#039;s board strength is the number of like-colored tiles in their kingdom.&lt;br /&gt;
* Play support from hands&lt;br /&gt;
Starting with the attacker, play tiles from hand matching the attacking/defending leader color as committed support.  Both attacker and defender will discard these committed-support tiles at the end of the conflict.&lt;br /&gt;
* Determine winner and remove tiles&lt;br /&gt;
The winning leader is the leader with greater total strength (board strength + support), defender always wins ties.&lt;br /&gt;
&lt;br /&gt;
The loser withdraws from the kingdom their leader and all tiles supporting that leader. This may break apart the kingdom.&lt;br /&gt;
The winner scores one influence of the defending leader&#039;s color plus one influence matching the color of each tile removed from the kingdom.&lt;br /&gt;
&lt;br /&gt;
If the war involved priests (red leaders), then no temples (red tiles) supporting another leader or containing treasures are removed.&lt;br /&gt;
&lt;br /&gt;
If there are still leaders in conflict, continue to the next war, with the original player picking the next color.&lt;br /&gt;
&lt;br /&gt;
==Monuments==&lt;br /&gt;
Whenever a player places the fourth tile in a 2x2 square of the same color, a monument may be built on the spot.&lt;br /&gt;
The tiles are flipped over and a monument is placed on them.&lt;br /&gt;
The monument has 2 colors, and one of those colors must match the flipped tiles.&lt;br /&gt;
Monuments do not have a color of their own for purposes of supporting leaders or counting as board strength.&lt;br /&gt;
&lt;br /&gt;
Monuments regularly provide influence. &lt;br /&gt;
Every monument awards 1 influence to the active player at the end of the turn for each of their like-colored leaders in the monument&#039;s kingdom.&lt;br /&gt;
&lt;br /&gt;
==Treasures==&lt;br /&gt;
Treasures are wild points.&lt;br /&gt;
At the start of the game all 10 temples on the board start with a treasure on them.&lt;br /&gt;
After placing a tile and resolving any wars if a kingdom contains 2 treasures and a green leader, the leader&#039;s owner picks up one of the treasures.&lt;br /&gt;
Some of the starting temples have an extra border around them, those treasures must be taken first if there is an option.&lt;br /&gt;
&lt;br /&gt;
==Catastrophe Tiles==&lt;br /&gt;
Each player starts the game with 2 catastrophe tiles, which cannot be discarded.&lt;br /&gt;
Catastrophe tiles may be played on empty spaces or on top of other tiles, but not on top of on leaders or monuments.&lt;br /&gt;
They destroy the tile under them and do not serve as a part of any kingdom.&lt;br /&gt;
&lt;br /&gt;
==Game Board - Advanced Board==&lt;br /&gt;
Different map with 14 treasures compared to 10 treasures on Standard map.&lt;br /&gt;
&lt;br /&gt;
==War Support - English Variant==&lt;br /&gt;
During a conflict (war or revolt) both the attacker and defender are only able to contribute tiles if the total would exceed the strength of the other. This variant prevents players from using conflicts as a way to simply dump tiles from their hand. &lt;br /&gt;
&lt;br /&gt;
==Advanced Games Rules - Civilization Buildings==&lt;br /&gt;
There are four civilization buildings: Palace (black), Market Hall (green), Library (red), Granary (blue).&lt;br /&gt;
&lt;br /&gt;
When a player places a tile so that there are three or more in a row (horizontal or vertical) they may place the same color building on any of those tiles. &lt;br /&gt;
&lt;br /&gt;
If the building is already on the board, a player may move it to another row if it is longer than the one it is currently on. &lt;br /&gt;
&lt;br /&gt;
Tiles that have a building cannot be destroyed by war, revolt, or catastrophe. They can be flipped to create a monument which takes the building off the board.&lt;br /&gt;
&lt;br /&gt;
Civilization buildings must be placed prior to building a monument or wonder. &lt;br /&gt;
&lt;br /&gt;
Placing a tile into a kingdom that contains a building gives the leader there two cubes instead of one (blue leader receives two blue cubes instead of one, etc.).&lt;br /&gt;
&lt;br /&gt;
==Monuments - Wonder Variant==&lt;br /&gt;
The wonder is a special, single, five-tile monument in a cross-like shape (four orthogonal tiles connected to a center tile). A player may build this wonder when they place a tile that results in a cross-like shape of a single color. All rules for monuments apply.&lt;br /&gt;
&lt;br /&gt;
At the end of a turn in which a player has a King connected to the wonder, they may receive a cube of any color they choose.&lt;br /&gt;
&lt;br /&gt;
== Scoring - Open Scoring==&lt;br /&gt;
Influence is not hidden during the game.&lt;/div&gt;</summary>
		<author><name>Evanvariano</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptigriseuphrates&amp;diff=13988</id>
		<title>Gamehelptigriseuphrates</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptigriseuphrates&amp;diff=13988"/>
		<updated>2022-07-14T22:46:44Z</updated>

		<summary type="html">&lt;p&gt;Evanvariano: /* Tile Placement */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Summary==&lt;br /&gt;
You play as the leader of a civilization in fertile Mesopotamia (which means &amp;quot;between two rivers.&amp;quot;) By laying tiles of different types, you will shape the landscape of this ancient region, fight wars, suppress or lead revolts, and watch cities rise and fall, all while attempting to gain influence in 4 key areas. At the end of the game the winner is the person with the highest influence in their lowest category.&lt;br /&gt;
&lt;br /&gt;
Each player is represented by a specific shape goat/urn/bow/lion) and not a color.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Areas of Influence&lt;br /&gt;
!  &#039;&#039;&#039;Color&#039;&#039;&#039; || &#039;&#039;&#039;Tile&#039;&#039;&#039; || &#039;&#039;&#039;Leader&#039;&#039;&#039; || &#039;&#039;&#039;Leader Ability&#039;&#039;&#039; || &#039;&#039;&#039;Tile Counts&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!   &#039;&#039;&#039;Black&#039;&#039;&#039;&lt;br /&gt;
|| Settlement || King || Scores unclaimed influence on tile lays || 30&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color:green&amp;quot; | &#039;&#039;&#039;Green&#039;&#039;&#039;&lt;br /&gt;
|| Market || Trader || Collects [[#Treasures|treasures]] || 30&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color:red&amp;quot; | &#039;&#039;&#039;Red&#039;&#039;&#039;&lt;br /&gt;
|| Temple || Priest || || 57&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color:blue&amp;quot; | &#039;&#039;&#039;Blue&#039;&#039;&#039;&lt;br /&gt;
|| Farm || Farmer || || 36&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color:gold&amp;quot; | &#039;&#039;&#039;Yellow&#039;&#039;&#039;&lt;br /&gt;
|| Catastrophe ||  || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You have one leader in each sphere of influence (red bow, green bow, etc) and influence (points) will flow through them.&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
You will get 2 actions on each turn, and there are 3 possible actions.&lt;br /&gt;
* [[#Tile Placement|Place a tile]] - Take a tile from your hand and place it anywhere on the board.&lt;br /&gt;
* [[#Leader Positioning|Position a leader]] - Place a leader from your hand, move a leader on the board, or take a leader back to your hand from the board.&lt;br /&gt;
* Discard - Discard any number of tiles from your hand and redraw that many.&lt;br /&gt;
After your two actions you redraw to 6 and the next player goes.&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
Influence is hidden during the game.&lt;br /&gt;
&lt;br /&gt;
Your score at the end of the game, is your &#039;&#039;&#039;lowest&#039;&#039;&#039; color of influence, after allocating [[#Treasures|treasures]] (wild points).&lt;br /&gt;
&lt;br /&gt;
==Game End==&lt;br /&gt;
The game ends when only 2 treasures remain on the board, or the draw pile runs out (remaining tiles are tracked as progress at the top left).&lt;br /&gt;
&lt;br /&gt;
==Kingdoms==&lt;br /&gt;
A kingdom is a region of tiles and leaders that are adjacent (common edges, not diagonal) to each other. A kingdom may contain leaders of different players as long as they are different colors.&lt;br /&gt;
&lt;br /&gt;
==Tile Placement==&lt;br /&gt;
Tiles can be placed anywhere on the map with the following restrictions:&lt;br /&gt;
* No tiles except for blue may be placed on rivers&lt;br /&gt;
* Blue tiles can &#039;&#039;&#039;only&#039;&#039;&#039; be placed on rivers&lt;br /&gt;
* No tile may be placed on top of a leader or a monument&lt;br /&gt;
* Only [[#Catastrophe Tiles|catastrophes]] can be placed on other tiles&lt;br /&gt;
&lt;br /&gt;
When a tile is placed in a kingdom, the leader of the matching color in that kingdom is awarded an influence point of the tile&#039;s color. If there is no leader of that color, but there is a king (black leader), then the king (black leader) is awarded an influence point of the tile&#039;s color.&lt;br /&gt;
&lt;br /&gt;
If a tile is placed such that it joins two kingdoms, a [[#War|war]] is started and no influence point will be awarded for the tile placement (even if there are no opposing leaders).  A tile may not be placed so as to join more than two kingdoms.&lt;br /&gt;
&lt;br /&gt;
If a tile is placed such that a 2x2 square of like-colored tiles now exists, a [[#Monuments|monument]] of a matching color may be built.&lt;br /&gt;
&lt;br /&gt;
==Leader Positioning==&lt;br /&gt;
A leader may be positioned from your hand to the board, from the board to another spot on the board, or returned from the board to your hand with the following restrictions.&lt;br /&gt;
* A leader must be placed on an empty space&lt;br /&gt;
* A leader must always be adjacent (common edges, not diagonal)  to a temple (red tile)&lt;br /&gt;
* A leader may not be placed to join kingdoms&lt;br /&gt;
* A leader cannot be placed on a river&lt;br /&gt;
&lt;br /&gt;
Placing a leader does not award any points. However, a player may not score any points without having at least one leader on the board.&lt;br /&gt;
&lt;br /&gt;
If a leader is placed in a kingdom containing a similar colored leader, then a [[#Revolts|revolt]] occurs.&lt;br /&gt;
&lt;br /&gt;
==Revolt==&lt;br /&gt;
A revolt occurs when a player places a leader in a kingdom that already contains a leader of that color.&lt;br /&gt;
&lt;br /&gt;
The newly placed leader is the attacking leader and the opposing leader is the defender.&lt;br /&gt;
&lt;br /&gt;
To resolve the revolt strength needs to be determined.&lt;br /&gt;
* First count the number of temples (red tiles) adjacent to each leader, that is their board strength.&lt;br /&gt;
* Then the attacking player may play temples (red tiles) from their hand as additional support.&lt;br /&gt;
* After seeing the attacking leader&#039;s support the defender may likewise play temples (red tiles) from their hand as support.&lt;br /&gt;
&lt;br /&gt;
The winner is the leader with the greater total strength (board strength + support), defender always wins ties.&lt;br /&gt;
&lt;br /&gt;
The losing leader is returned to their owners hand, and the winner scores one red. All support tiles played from hands are discarded.&lt;br /&gt;
&lt;br /&gt;
==War==&lt;br /&gt;
A war occurs when a player places a tile that joins two kingdoms. All leaders that have a like-colored leader in the joined kingdom are in conflict.&lt;br /&gt;
&lt;br /&gt;
Wars are resolved through the following steps.&lt;br /&gt;
* Determine the leader&lt;br /&gt;
The active player may select any color of leaders to resolve first.&lt;br /&gt;
* Determine the attacker/defender&lt;br /&gt;
If the active player selects a color for which they have a leader, they will be the attacker, otherwise the next player in turn order with a participating leader is the attacker.&lt;br /&gt;
* Count board strength for attacker and defender&lt;br /&gt;
In a war a leader&#039;s board strength is the number of like-colored tiles in their kingdom.&lt;br /&gt;
* Play support from hands&lt;br /&gt;
Starting with the attacker, play tiles from hand matching the attacking/defending leader color as support.&lt;br /&gt;
* Determine winner and remove tiles&lt;br /&gt;
The winning leader is the leader with greater total strength (board strength + support), defender always wins ties.&lt;br /&gt;
&lt;br /&gt;
The loser withdraws their leader and all supporting tiles from the board. This may break apart the kingdom.&lt;br /&gt;
The winner scores one influence of the defending leaders color plus one for each tile removed.&lt;br /&gt;
&lt;br /&gt;
If the war involved priests (red leaders), then no temples (red tiles) supporting another leader or containing treasures are removed.&lt;br /&gt;
&lt;br /&gt;
If there are still leaders in conflict continue to the next war, with the original player picking the next color.&lt;br /&gt;
&lt;br /&gt;
==Monuments==&lt;br /&gt;
Whenever a player places the fourth tile in a 2x2 square of the same color, a monument may be built on the spot.&lt;br /&gt;
The tiles are flipped over and a monument is placed on them.&lt;br /&gt;
The monument has 2 colors, and one of those colors must match the flipped tiles.&lt;br /&gt;
Monuments do not have a color of their own for purposes of supporting leaders or counting as board strength.&lt;br /&gt;
&lt;br /&gt;
Monuments regularly provide influence. &lt;br /&gt;
Every monument awards 1 influence to the active player at the end of the turn for each of their like-colored leaders in the monument&#039;s kingdom.&lt;br /&gt;
&lt;br /&gt;
==Treasures==&lt;br /&gt;
Treasures are wild points.&lt;br /&gt;
At the start of the game all 10 temples on the board start with a treasure on them.&lt;br /&gt;
After placing a tile and resolving any wars if a kingdom contains 2 treasures and a green leader, the leader&#039;s owner picks up one of the treasures.&lt;br /&gt;
Some of the starting temples have an extra border around them, those treasures must be taken first if there is an option.&lt;br /&gt;
&lt;br /&gt;
==Catastrophe Tiles==&lt;br /&gt;
Each player starts the game with 2 catastrophe tiles, which cannot be discarded.&lt;br /&gt;
Catastrophe tiles may be played on empty spaces or on top of other tiles, but not on top of on leaders or monuments.&lt;br /&gt;
They destroy the tile under them and do not serve as a part of any kingdom.&lt;br /&gt;
&lt;br /&gt;
==Game Board - Advanced Board==&lt;br /&gt;
Different map with 14 treasures compared to 10 treasures on Standard map.&lt;br /&gt;
&lt;br /&gt;
==War Support - English Variant==&lt;br /&gt;
During a conflict (war or revolt) both the attacker and defender are only able to contribute tiles if the total would exceed the strength of the other. This variant prevents players from using conflicts as a way to simply dump tiles from their hand. &lt;br /&gt;
&lt;br /&gt;
==Advanced Games Rules - Civilization Buildings==&lt;br /&gt;
There are four civilization buildings: Palace (black), Market Hall (green), Library (red), Granary (blue).&lt;br /&gt;
&lt;br /&gt;
When a player places a tile so that there are three or more in a row (horizontal or vertical) they may place the same color building on any of those tiles. &lt;br /&gt;
&lt;br /&gt;
If the building is already on the board, a player may move it to another row if it is longer than the one it is currently on. &lt;br /&gt;
&lt;br /&gt;
Tiles that have a building cannot be destroyed by war, revolt, or catastrophe. They can be flipped to create a monument which takes the building off the board.&lt;br /&gt;
&lt;br /&gt;
Civilization buildings must be placed prior to building a monument or wonder. &lt;br /&gt;
&lt;br /&gt;
Placing a tile into a kingdom that contains a building gives the leader there two cubes instead of one (blue leader receives two blue cubes instead of one, etc.).&lt;br /&gt;
&lt;br /&gt;
==Monuments - Wonder Variant==&lt;br /&gt;
The wonder is a special, single, five-tile monument in a cross-like shape (four orthogonal tiles connected to a center tile). A player may build this wonder when they place a tile that results in a cross-like shape of a single color. All rules for monuments apply.&lt;br /&gt;
&lt;br /&gt;
At the end of a turn in which a player has a King connected to the wonder, they may receive a cube of any color they choose.&lt;br /&gt;
&lt;br /&gt;
== Scoring - Open Scoring==&lt;br /&gt;
Influence is not hidden during the game.&lt;/div&gt;</summary>
		<author><name>Evanvariano</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptigriseuphrates&amp;diff=13987</id>
		<title>Gamehelptigriseuphrates</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptigriseuphrates&amp;diff=13987"/>
		<updated>2022-07-14T22:45:47Z</updated>

		<summary type="html">&lt;p&gt;Evanvariano: /* Tile Placement */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Summary==&lt;br /&gt;
You play as the leader of a civilization in fertile Mesopotamia (which means &amp;quot;between two rivers.&amp;quot;) By laying tiles of different types, you will shape the landscape of this ancient region, fight wars, suppress or lead revolts, and watch cities rise and fall, all while attempting to gain influence in 4 key areas. At the end of the game the winner is the person with the highest influence in their lowest category.&lt;br /&gt;
&lt;br /&gt;
Each player is represented by a specific shape goat/urn/bow/lion) and not a color.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Areas of Influence&lt;br /&gt;
!  &#039;&#039;&#039;Color&#039;&#039;&#039; || &#039;&#039;&#039;Tile&#039;&#039;&#039; || &#039;&#039;&#039;Leader&#039;&#039;&#039; || &#039;&#039;&#039;Leader Ability&#039;&#039;&#039; || &#039;&#039;&#039;Tile Counts&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!   &#039;&#039;&#039;Black&#039;&#039;&#039;&lt;br /&gt;
|| Settlement || King || Scores unclaimed influence on tile lays || 30&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color:green&amp;quot; | &#039;&#039;&#039;Green&#039;&#039;&#039;&lt;br /&gt;
|| Market || Trader || Collects [[#Treasures|treasures]] || 30&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color:red&amp;quot; | &#039;&#039;&#039;Red&#039;&#039;&#039;&lt;br /&gt;
|| Temple || Priest || || 57&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color:blue&amp;quot; | &#039;&#039;&#039;Blue&#039;&#039;&#039;&lt;br /&gt;
|| Farm || Farmer || || 36&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color:gold&amp;quot; | &#039;&#039;&#039;Yellow&#039;&#039;&#039;&lt;br /&gt;
|| Catastrophe ||  || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You have one leader in each sphere of influence (red bow, green bow, etc) and influence (points) will flow through them.&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
You will get 2 actions on each turn, and there are 3 possible actions.&lt;br /&gt;
* [[#Tile Placement|Place a tile]] - Take a tile from your hand and place it anywhere on the board.&lt;br /&gt;
* [[#Leader Positioning|Position a leader]] - Place a leader from your hand, move a leader on the board, or take a leader back to your hand from the board.&lt;br /&gt;
* Discard - Discard any number of tiles from your hand and redraw that many.&lt;br /&gt;
After your two actions you redraw to 6 and the next player goes.&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
Influence is hidden during the game.&lt;br /&gt;
&lt;br /&gt;
Your score at the end of the game, is your &#039;&#039;&#039;lowest&#039;&#039;&#039; color of influence, after allocating [[#Treasures|treasures]] (wild points).&lt;br /&gt;
&lt;br /&gt;
==Game End==&lt;br /&gt;
The game ends when only 2 treasures remain on the board, or the draw pile runs out (remaining tiles are tracked as progress at the top left).&lt;br /&gt;
&lt;br /&gt;
==Kingdoms==&lt;br /&gt;
A kingdom is a region of tiles and leaders that are adjacent (common edges, not diagonal) to each other. A kingdom may contain leaders of different players as long as they are different colors.&lt;br /&gt;
&lt;br /&gt;
==Tile Placement==&lt;br /&gt;
Tiles can be placed anywhere on the map with the following restrictions:&lt;br /&gt;
* No tiles except for blue may be placed on rivers&lt;br /&gt;
* Blue tiles can &#039;&#039;&#039;only&#039;&#039;&#039; be placed on rivers&lt;br /&gt;
* No tile may be placed on top of a leader or a monument&lt;br /&gt;
* Only [[#Catastrophe Tiles|catastrophes]] can be placed on other tiles&lt;br /&gt;
&lt;br /&gt;
When a tile is placed in a kingdom, the leader of the matching color in that kingdom is awarded an influence point of the tile&#039;s color. If there is no leader of that color, but there is a king (black leader), then the king (black leader) is awarded an influence point of the tile&#039;s color.&lt;br /&gt;
&lt;br /&gt;
If a tile is placed such that it joins two kingdom, a [[#War|war]] is started and no influence point will be awarded for the tile placement (even if there are no opposing leaders).&lt;br /&gt;
&lt;br /&gt;
If a tile is placed such that a 2x2 square of like-colored tiles now exists, a [[#Monuments|monument]] of a matching color may be built.&lt;br /&gt;
&lt;br /&gt;
==Leader Positioning==&lt;br /&gt;
A leader may be positioned from your hand to the board, from the board to another spot on the board, or returned from the board to your hand with the following restrictions.&lt;br /&gt;
* A leader must be placed on an empty space&lt;br /&gt;
* A leader must always be adjacent (common edges, not diagonal)  to a temple (red tile)&lt;br /&gt;
* A leader may not be placed to join kingdoms&lt;br /&gt;
* A leader cannot be placed on a river&lt;br /&gt;
&lt;br /&gt;
Placing a leader does not award any points. However, a player may not score any points without having at least one leader on the board.&lt;br /&gt;
&lt;br /&gt;
If a leader is placed in a kingdom containing a similar colored leader, then a [[#Revolts|revolt]] occurs.&lt;br /&gt;
&lt;br /&gt;
==Revolt==&lt;br /&gt;
A revolt occurs when a player places a leader in a kingdom that already contains a leader of that color.&lt;br /&gt;
&lt;br /&gt;
The newly placed leader is the attacking leader and the opposing leader is the defender.&lt;br /&gt;
&lt;br /&gt;
To resolve the revolt strength needs to be determined.&lt;br /&gt;
* First count the number of temples (red tiles) adjacent to each leader, that is their board strength.&lt;br /&gt;
* Then the attacking player may play temples (red tiles) from their hand as additional support.&lt;br /&gt;
* After seeing the attacking leader&#039;s support the defender may likewise play temples (red tiles) from their hand as support.&lt;br /&gt;
&lt;br /&gt;
The winner is the leader with the greater total strength (board strength + support), defender always wins ties.&lt;br /&gt;
&lt;br /&gt;
The losing leader is returned to their owners hand, and the winner scores one red. All support tiles played from hands are discarded.&lt;br /&gt;
&lt;br /&gt;
==War==&lt;br /&gt;
A war occurs when a player places a tile that joins two kingdoms. All leaders that have a like-colored leader in the joined kingdom are in conflict.&lt;br /&gt;
&lt;br /&gt;
Wars are resolved through the following steps.&lt;br /&gt;
* Determine the leader&lt;br /&gt;
The active player may select any color of leaders to resolve first.&lt;br /&gt;
* Determine the attacker/defender&lt;br /&gt;
If the active player selects a color for which they have a leader, they will be the attacker, otherwise the next player in turn order with a participating leader is the attacker.&lt;br /&gt;
* Count board strength for attacker and defender&lt;br /&gt;
In a war a leader&#039;s board strength is the number of like-colored tiles in their kingdom.&lt;br /&gt;
* Play support from hands&lt;br /&gt;
Starting with the attacker, play tiles from hand matching the attacking/defending leader color as support.&lt;br /&gt;
* Determine winner and remove tiles&lt;br /&gt;
The winning leader is the leader with greater total strength (board strength + support), defender always wins ties.&lt;br /&gt;
&lt;br /&gt;
The loser withdraws their leader and all supporting tiles from the board. This may break apart the kingdom.&lt;br /&gt;
The winner scores one influence of the defending leaders color plus one for each tile removed.&lt;br /&gt;
&lt;br /&gt;
If the war involved priests (red leaders), then no temples (red tiles) supporting another leader or containing treasures are removed.&lt;br /&gt;
&lt;br /&gt;
If there are still leaders in conflict continue to the next war, with the original player picking the next color.&lt;br /&gt;
&lt;br /&gt;
==Monuments==&lt;br /&gt;
Whenever a player places the fourth tile in a 2x2 square of the same color, a monument may be built on the spot.&lt;br /&gt;
The tiles are flipped over and a monument is placed on them.&lt;br /&gt;
The monument has 2 colors, and one of those colors must match the flipped tiles.&lt;br /&gt;
Monuments do not have a color of their own for purposes of supporting leaders or counting as board strength.&lt;br /&gt;
&lt;br /&gt;
Monuments regularly provide influence. &lt;br /&gt;
Every monument awards 1 influence to the active player at the end of the turn for each of their like-colored leaders in the monument&#039;s kingdom.&lt;br /&gt;
&lt;br /&gt;
==Treasures==&lt;br /&gt;
Treasures are wild points.&lt;br /&gt;
At the start of the game all 10 temples on the board start with a treasure on them.&lt;br /&gt;
After placing a tile and resolving any wars if a kingdom contains 2 treasures and a green leader, the leader&#039;s owner picks up one of the treasures.&lt;br /&gt;
Some of the starting temples have an extra border around them, those treasures must be taken first if there is an option.&lt;br /&gt;
&lt;br /&gt;
==Catastrophe Tiles==&lt;br /&gt;
Each player starts the game with 2 catastrophe tiles, which cannot be discarded.&lt;br /&gt;
Catastrophe tiles may be played on empty spaces or on top of other tiles, but not on top of on leaders or monuments.&lt;br /&gt;
They destroy the tile under them and do not serve as a part of any kingdom.&lt;br /&gt;
&lt;br /&gt;
==Game Board - Advanced Board==&lt;br /&gt;
Different map with 14 treasures compared to 10 treasures on Standard map.&lt;br /&gt;
&lt;br /&gt;
==War Support - English Variant==&lt;br /&gt;
During a conflict (war or revolt) both the attacker and defender are only able to contribute tiles if the total would exceed the strength of the other. This variant prevents players from using conflicts as a way to simply dump tiles from their hand. &lt;br /&gt;
&lt;br /&gt;
==Advanced Games Rules - Civilization Buildings==&lt;br /&gt;
There are four civilization buildings: Palace (black), Market Hall (green), Library (red), Granary (blue).&lt;br /&gt;
&lt;br /&gt;
When a player places a tile so that there are three or more in a row (horizontal or vertical) they may place the same color building on any of those tiles. &lt;br /&gt;
&lt;br /&gt;
If the building is already on the board, a player may move it to another row if it is longer than the one it is currently on. &lt;br /&gt;
&lt;br /&gt;
Tiles that have a building cannot be destroyed by war, revolt, or catastrophe. They can be flipped to create a monument which takes the building off the board.&lt;br /&gt;
&lt;br /&gt;
Civilization buildings must be placed prior to building a monument or wonder. &lt;br /&gt;
&lt;br /&gt;
Placing a tile into a kingdom that contains a building gives the leader there two cubes instead of one (blue leader receives two blue cubes instead of one, etc.).&lt;br /&gt;
&lt;br /&gt;
==Monuments - Wonder Variant==&lt;br /&gt;
The wonder is a special, single, five-tile monument in a cross-like shape (four orthogonal tiles connected to a center tile). A player may build this wonder when they place a tile that results in a cross-like shape of a single color. All rules for monuments apply.&lt;br /&gt;
&lt;br /&gt;
At the end of a turn in which a player has a King connected to the wonder, they may receive a cube of any color they choose.&lt;br /&gt;
&lt;br /&gt;
== Scoring - Open Scoring==&lt;br /&gt;
Influence is not hidden during the game.&lt;/div&gt;</summary>
		<author><name>Evanvariano</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptigriseuphrates&amp;diff=13986</id>
		<title>Gamehelptigriseuphrates</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptigriseuphrates&amp;diff=13986"/>
		<updated>2022-07-14T22:43:36Z</updated>

		<summary type="html">&lt;p&gt;Evanvariano: /* Tile Placement */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Summary==&lt;br /&gt;
You play as the leader of a civilization in fertile Mesopotamia (which means &amp;quot;between two rivers.&amp;quot;) By laying tiles of different types, you will shape the landscape of this ancient region, fight wars, suppress or lead revolts, and watch cities rise and fall, all while attempting to gain influence in 4 key areas. At the end of the game the winner is the person with the highest influence in their lowest category.&lt;br /&gt;
&lt;br /&gt;
Each player is represented by a specific shape goat/urn/bow/lion) and not a color.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Areas of Influence&lt;br /&gt;
!  &#039;&#039;&#039;Color&#039;&#039;&#039; || &#039;&#039;&#039;Tile&#039;&#039;&#039; || &#039;&#039;&#039;Leader&#039;&#039;&#039; || &#039;&#039;&#039;Leader Ability&#039;&#039;&#039; || &#039;&#039;&#039;Tile Counts&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!   &#039;&#039;&#039;Black&#039;&#039;&#039;&lt;br /&gt;
|| Settlement || King || Scores unclaimed influence on tile lays || 30&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color:green&amp;quot; | &#039;&#039;&#039;Green&#039;&#039;&#039;&lt;br /&gt;
|| Market || Trader || Collects [[#Treasures|treasures]] || 30&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color:red&amp;quot; | &#039;&#039;&#039;Red&#039;&#039;&#039;&lt;br /&gt;
|| Temple || Priest || || 57&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color:blue&amp;quot; | &#039;&#039;&#039;Blue&#039;&#039;&#039;&lt;br /&gt;
|| Farm || Farmer || || 36&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color:gold&amp;quot; | &#039;&#039;&#039;Yellow&#039;&#039;&#039;&lt;br /&gt;
|| Catastrophe ||  || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You have one leader in each sphere of influence (red bow, green bow, etc) and influence (points) will flow through them.&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
You will get 2 actions on each turn, and there are 3 possible actions.&lt;br /&gt;
* [[#Tile Placement|Place a tile]] - Take a tile from your hand and place it anywhere on the board.&lt;br /&gt;
* [[#Leader Positioning|Position a leader]] - Place a leader from your hand, move a leader on the board, or take a leader back to your hand from the board.&lt;br /&gt;
* Discard - Discard any number of tiles from your hand and redraw that many.&lt;br /&gt;
After your two actions you redraw to 6 and the next player goes.&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
Influence is hidden during the game.&lt;br /&gt;
&lt;br /&gt;
Your score at the end of the game, is your &#039;&#039;&#039;lowest&#039;&#039;&#039; color of influence, after allocating [[#Treasures|treasures]] (wild points).&lt;br /&gt;
&lt;br /&gt;
==Game End==&lt;br /&gt;
The game ends when only 2 treasures remain on the board, or the draw pile runs out (remaining tiles are tracked as progress at the top left).&lt;br /&gt;
&lt;br /&gt;
==Kingdoms==&lt;br /&gt;
A kingdom is a region of tiles and leaders that are adjacent (common edges, not diagonal) to each other. A kingdom may contain leaders of different players as long as they are different colors.&lt;br /&gt;
&lt;br /&gt;
==Tile Placement==&lt;br /&gt;
Tiles can be placed anywhere on the map with the following restrictions:&lt;br /&gt;
* No tiles except for blue may be placed on rivers&lt;br /&gt;
* Blue tiles can &#039;&#039;&#039;only&#039;&#039;&#039; be placed on rivers&lt;br /&gt;
* No tile may be placed on top of a leader or a monument&lt;br /&gt;
* Only [[#Catastrophe Tiles|catastrophes]] can be placed on other tiles&lt;br /&gt;
&lt;br /&gt;
When a tile is placed in a kingdom, the leader of the matching color in that kingdom scores a point of the tile&#039;s color. If there is no leader of that color, but there is a king (black leader), then the king (black leader) scores a point of the tile&#039;s color.&lt;br /&gt;
&lt;br /&gt;
If a tile is placed such that it joins two kingdom, a [[#War|war]] is started and no placement point will be scored (even if there are no opposing leaders).&lt;br /&gt;
&lt;br /&gt;
If a tile is placed such that a 2x2 square of like colored tiles now exists, a [[#Monuments|monument]] of a matching color may be built.&lt;br /&gt;
&lt;br /&gt;
==Leader Positioning==&lt;br /&gt;
A leader may be positioned from your hand to the board, from the board to another spot on the board, or returned from the board to your hand with the following restrictions.&lt;br /&gt;
* A leader must be placed on an empty space&lt;br /&gt;
* A leader must always be adjacent (common edges, not diagonal)  to a temple (red tile)&lt;br /&gt;
* A leader may not be placed to join kingdoms&lt;br /&gt;
* A leader cannot be placed on a river&lt;br /&gt;
&lt;br /&gt;
Placing a leader does not award any points. However, a player may not score any points without having at least one leader on the board.&lt;br /&gt;
&lt;br /&gt;
If a leader is placed in a kingdom containing a similar colored leader, then a [[#Revolts|revolt]] occurs.&lt;br /&gt;
&lt;br /&gt;
==Revolt==&lt;br /&gt;
A revolt occurs when a player places a leader in a kingdom that already contains a leader of that color.&lt;br /&gt;
&lt;br /&gt;
The newly placed leader is the attacking leader and the opposing leader is the defender.&lt;br /&gt;
&lt;br /&gt;
To resolve the revolt strength needs to be determined.&lt;br /&gt;
* First count the number of temples (red tiles) adjacent to each leader, that is their board strength.&lt;br /&gt;
* Then the attacking player may play temples (red tiles) from their hand as additional support.&lt;br /&gt;
* After seeing the attacking leader&#039;s support the defender may likewise play temples (red tiles) from their hand as support.&lt;br /&gt;
&lt;br /&gt;
The winner is the leader with the greater total strength (board strength + support), defender always wins ties.&lt;br /&gt;
&lt;br /&gt;
The losing leader is returned to their owners hand, and the winner scores one red. All support tiles played from hands are discarded.&lt;br /&gt;
&lt;br /&gt;
==War==&lt;br /&gt;
A war occurs when a player places a tile that joins two kingdoms. All leaders that have a like-colored leader in the joined kingdom are in conflict.&lt;br /&gt;
&lt;br /&gt;
Wars are resolved through the following steps.&lt;br /&gt;
* Determine the leader&lt;br /&gt;
The active player may select any color of leaders to resolve first.&lt;br /&gt;
* Determine the attacker/defender&lt;br /&gt;
If the active player selects a color for which they have a leader, they will be the attacker, otherwise the next player in turn order with a participating leader is the attacker.&lt;br /&gt;
* Count board strength for attacker and defender&lt;br /&gt;
In a war a leader&#039;s board strength is the number of like-colored tiles in their kingdom.&lt;br /&gt;
* Play support from hands&lt;br /&gt;
Starting with the attacker, play tiles from hand matching the attacking/defending leader color as support.&lt;br /&gt;
* Determine winner and remove tiles&lt;br /&gt;
The winning leader is the leader with greater total strength (board strength + support), defender always wins ties.&lt;br /&gt;
&lt;br /&gt;
The loser withdraws their leader and all supporting tiles from the board. This may break apart the kingdom.&lt;br /&gt;
The winner scores one influence of the defending leaders color plus one for each tile removed.&lt;br /&gt;
&lt;br /&gt;
If the war involved priests (red leaders), then no temples (red tiles) supporting another leader or containing treasures are removed.&lt;br /&gt;
&lt;br /&gt;
If there are still leaders in conflict continue to the next war, with the original player picking the next color.&lt;br /&gt;
&lt;br /&gt;
==Monuments==&lt;br /&gt;
Whenever a player places the fourth tile in a 2x2 square of the same color, a monument may be built on the spot.&lt;br /&gt;
The tiles are flipped over and a monument is placed on them.&lt;br /&gt;
The monument has 2 colors, and one of those colors must match the flipped tiles.&lt;br /&gt;
Monuments do not have a color of their own for purposes of supporting leaders or counting as board strength.&lt;br /&gt;
&lt;br /&gt;
Monuments regularly provide influence. &lt;br /&gt;
Every monument awards 1 influence to the active player at the end of the turn for each of their like-colored leaders in the monument&#039;s kingdom.&lt;br /&gt;
&lt;br /&gt;
==Treasures==&lt;br /&gt;
Treasures are wild points.&lt;br /&gt;
At the start of the game all 10 temples on the board start with a treasure on them.&lt;br /&gt;
After placing a tile and resolving any wars if a kingdom contains 2 treasures and a green leader, the leader&#039;s owner picks up one of the treasures.&lt;br /&gt;
Some of the starting temples have an extra border around them, those treasures must be taken first if there is an option.&lt;br /&gt;
&lt;br /&gt;
==Catastrophe Tiles==&lt;br /&gt;
Each player starts the game with 2 catastrophe tiles, which cannot be discarded.&lt;br /&gt;
Catastrophe tiles may be played on empty spaces or on top of other tiles, but not on top of on leaders or monuments.&lt;br /&gt;
They destroy the tile under them and do not serve as a part of any kingdom.&lt;br /&gt;
&lt;br /&gt;
==Game Board - Advanced Board==&lt;br /&gt;
Different map with 14 treasures compared to 10 treasures on Standard map.&lt;br /&gt;
&lt;br /&gt;
==War Support - English Variant==&lt;br /&gt;
During a conflict (war or revolt) both the attacker and defender are only able to contribute tiles if the total would exceed the strength of the other. This variant prevents players from using conflicts as a way to simply dump tiles from their hand. &lt;br /&gt;
&lt;br /&gt;
==Advanced Games Rules - Civilization Buildings==&lt;br /&gt;
There are four civilization buildings: Palace (black), Market Hall (green), Library (red), Granary (blue).&lt;br /&gt;
&lt;br /&gt;
When a player places a tile so that there are three or more in a row (horizontal or vertical) they may place the same color building on any of those tiles. &lt;br /&gt;
&lt;br /&gt;
If the building is already on the board, a player may move it to another row if it is longer than the one it is currently on. &lt;br /&gt;
&lt;br /&gt;
Tiles that have a building cannot be destroyed by war, revolt, or catastrophe. They can be flipped to create a monument which takes the building off the board.&lt;br /&gt;
&lt;br /&gt;
Civilization buildings must be placed prior to building a monument or wonder. &lt;br /&gt;
&lt;br /&gt;
Placing a tile into a kingdom that contains a building gives the leader there two cubes instead of one (blue leader receives two blue cubes instead of one, etc.).&lt;br /&gt;
&lt;br /&gt;
==Monuments - Wonder Variant==&lt;br /&gt;
The wonder is a special, single, five-tile monument in a cross-like shape (four orthogonal tiles connected to a center tile). A player may build this wonder when they place a tile that results in a cross-like shape of a single color. All rules for monuments apply.&lt;br /&gt;
&lt;br /&gt;
At the end of a turn in which a player has a King connected to the wonder, they may receive a cube of any color they choose.&lt;br /&gt;
&lt;br /&gt;
== Scoring - Open Scoring==&lt;br /&gt;
Influence is not hidden during the game.&lt;/div&gt;</summary>
		<author><name>Evanvariano</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptigriseuphrates&amp;diff=13985</id>
		<title>Gamehelptigriseuphrates</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptigriseuphrates&amp;diff=13985"/>
		<updated>2022-07-14T22:02:51Z</updated>

		<summary type="html">&lt;p&gt;Evanvariano: /* Catastrophe Tiles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Summary==&lt;br /&gt;
You play as the leader of a civilization in fertile Mesopotamia (which means &amp;quot;between two rivers.&amp;quot;) By laying tiles of different types, you will shape the landscape of this ancient region, fight wars, suppress or lead revolts, and watch cities rise and fall, all while attempting to gain influence in 4 key areas. At the end of the game the winner is the person with the highest influence in their lowest category.&lt;br /&gt;
&lt;br /&gt;
Each player is represented by a specific shape goat/urn/bow/lion) and not a color.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Areas of Influence&lt;br /&gt;
!  &#039;&#039;&#039;Color&#039;&#039;&#039; || &#039;&#039;&#039;Tile&#039;&#039;&#039; || &#039;&#039;&#039;Leader&#039;&#039;&#039; || &#039;&#039;&#039;Leader Ability&#039;&#039;&#039; || &#039;&#039;&#039;Tile Counts&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!   &#039;&#039;&#039;Black&#039;&#039;&#039;&lt;br /&gt;
|| Settlement || King || Scores unclaimed influence on tile lays || 30&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color:green&amp;quot; | &#039;&#039;&#039;Green&#039;&#039;&#039;&lt;br /&gt;
|| Market || Trader || Collects [[#Treasures|treasures]] || 30&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color:red&amp;quot; | &#039;&#039;&#039;Red&#039;&#039;&#039;&lt;br /&gt;
|| Temple || Priest || || 57&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color:blue&amp;quot; | &#039;&#039;&#039;Blue&#039;&#039;&#039;&lt;br /&gt;
|| Farm || Farmer || || 36&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color:gold&amp;quot; | &#039;&#039;&#039;Yellow&#039;&#039;&#039;&lt;br /&gt;
|| Catastrophe ||  || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You have one leader in each sphere of influence (red bow, green bow, etc) and influence (points) will flow through them.&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
You will get 2 actions on each turn, and there are 3 possible actions.&lt;br /&gt;
* [[#Tile Placement|Place a tile]] - Take a tile from your hand and place it anywhere on the board.&lt;br /&gt;
* [[#Leader Positioning|Position a leader]] - Place a leader from your hand, move a leader on the board, or take a leader back to your hand from the board.&lt;br /&gt;
* Discard - Discard any number of tiles from your hand and redraw that many.&lt;br /&gt;
After your two actions you redraw to 6 and the next player goes.&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
Influence is hidden during the game.&lt;br /&gt;
&lt;br /&gt;
Your score at the end of the game, is your &#039;&#039;&#039;lowest&#039;&#039;&#039; color of influence, after allocating [[#Treasures|treasures]] (wild points).&lt;br /&gt;
&lt;br /&gt;
==Game End==&lt;br /&gt;
The game ends when only 2 treasures remain on the board, or the draw pile runs out (remaining tiles are tracked as progress at the top left).&lt;br /&gt;
&lt;br /&gt;
==Kingdoms==&lt;br /&gt;
A kingdom is a region of tiles and leaders that are adjacent (common edges, not diagonal) to each other. A kingdom may contain leaders of different players as long as they are different colors.&lt;br /&gt;
&lt;br /&gt;
==Tile Placement==&lt;br /&gt;
Tiles can be placed anywhere on the map with the following restrictions.&lt;br /&gt;
* No tiles except for blue may be placed on rivers&lt;br /&gt;
* Blue tiles can &#039;&#039;&#039;only&#039;&#039;&#039; be placed on rivers&lt;br /&gt;
* No tile may be placed on top of a leader&lt;br /&gt;
* Only [[#Catastrophe Tiles|catastrophes]] can be placed on other tiles&lt;br /&gt;
&lt;br /&gt;
When a tile is placed in a kingdom, the leader of the matching color in that kingdom scores a point of the tile&#039;s color. If there is no leader of that color, but there is a king (black leader), then the king (black leader) scores a point of the tile&#039;s color.&lt;br /&gt;
&lt;br /&gt;
If a tile is placed such that it joins two kingdom, a [[#War|war]] is started and no placement point will be scored (even if there are no opposing leaders).&lt;br /&gt;
&lt;br /&gt;
If a tile is placed such that a 2x2 square of like colored tiles now exists, a [[#Monuments|monument]] of a matching color may be built.&lt;br /&gt;
&lt;br /&gt;
==Leader Positioning==&lt;br /&gt;
A leader may be positioned from your hand to the board, from the board to another spot on the board, or returned from the board to your hand with the following restrictions.&lt;br /&gt;
* A leader must be placed on an empty space&lt;br /&gt;
* A leader must always be adjacent (common edges, not diagonal)  to a temple (red tile)&lt;br /&gt;
* A leader may not be placed to join kingdoms&lt;br /&gt;
* A leader cannot be placed on a river&lt;br /&gt;
&lt;br /&gt;
Placing a leader does not award any points. However, a player may not score any points without having at least one leader on the board.&lt;br /&gt;
&lt;br /&gt;
If a leader is placed in a kingdom containing a similar colored leader, then a [[#Revolts|revolt]] occurs.&lt;br /&gt;
&lt;br /&gt;
==Revolt==&lt;br /&gt;
A revolt occurs when a player places a leader in a kingdom that already contains a leader of that color.&lt;br /&gt;
&lt;br /&gt;
The newly placed leader is the attacking leader and the opposing leader is the defender.&lt;br /&gt;
&lt;br /&gt;
To resolve the revolt strength needs to be determined.&lt;br /&gt;
* First count the number of temples (red tiles) adjacent to each leader, that is their board strength.&lt;br /&gt;
* Then the attacking player may play temples (red tiles) from their hand as additional support.&lt;br /&gt;
* After seeing the attacking leader&#039;s support the defender may likewise play temples (red tiles) from their hand as support.&lt;br /&gt;
&lt;br /&gt;
The winner is the leader with the greater total strength (board strength + support), defender always wins ties.&lt;br /&gt;
&lt;br /&gt;
The losing leader is returned to their owners hand, and the winner scores one red. All support tiles played from hands are discarded.&lt;br /&gt;
&lt;br /&gt;
==War==&lt;br /&gt;
A war occurs when a player places a tile that joins two kingdoms. All leaders that have a like-colored leader in the joined kingdom are in conflict.&lt;br /&gt;
&lt;br /&gt;
Wars are resolved through the following steps.&lt;br /&gt;
* Determine the leader&lt;br /&gt;
The active player may select any color of leaders to resolve first.&lt;br /&gt;
* Determine the attacker/defender&lt;br /&gt;
If the active player selects a color for which they have a leader, they will be the attacker, otherwise the next player in turn order with a participating leader is the attacker.&lt;br /&gt;
* Count board strength for attacker and defender&lt;br /&gt;
In a war a leader&#039;s board strength is the number of like-colored tiles in their kingdom.&lt;br /&gt;
* Play support from hands&lt;br /&gt;
Starting with the attacker, play tiles from hand matching the attacking/defending leader color as support.&lt;br /&gt;
* Determine winner and remove tiles&lt;br /&gt;
The winning leader is the leader with greater total strength (board strength + support), defender always wins ties.&lt;br /&gt;
&lt;br /&gt;
The loser withdraws their leader and all supporting tiles from the board. This may break apart the kingdom.&lt;br /&gt;
The winner scores one influence of the defending leaders color plus one for each tile removed.&lt;br /&gt;
&lt;br /&gt;
If the war involved priests (red leaders), then no temples (red tiles) supporting another leader or containing treasures are removed.&lt;br /&gt;
&lt;br /&gt;
If there are still leaders in conflict continue to the next war, with the original player picking the next color.&lt;br /&gt;
&lt;br /&gt;
==Monuments==&lt;br /&gt;
Whenever a player places the fourth tile in a 2x2 square of the same color, a monument may be built on the spot.&lt;br /&gt;
The tiles are flipped over and a monument is placed on them.&lt;br /&gt;
The monument has 2 colors, and one of those colors must match the flipped tiles.&lt;br /&gt;
Monuments do not have a color of their own for purposes of supporting leaders or counting as board strength.&lt;br /&gt;
&lt;br /&gt;
Monuments regularly provide influence. &lt;br /&gt;
Every monument awards 1 influence to the active player at the end of the turn for each of their like-colored leaders in the monument&#039;s kingdom.&lt;br /&gt;
&lt;br /&gt;
==Treasures==&lt;br /&gt;
Treasures are wild points.&lt;br /&gt;
At the start of the game all 10 temples on the board start with a treasure on them.&lt;br /&gt;
After placing a tile and resolving any wars if a kingdom contains 2 treasures and a green leader, the leader&#039;s owner picks up one of the treasures.&lt;br /&gt;
Some of the starting temples have an extra border around them, those treasures must be taken first if there is an option.&lt;br /&gt;
&lt;br /&gt;
==Catastrophe Tiles==&lt;br /&gt;
Each player starts the game with 2 catastrophe tiles, which cannot be discarded.&lt;br /&gt;
Catastrophe tiles may be played on empty spaces or on top of other tiles, but not on top of on leaders or monuments.&lt;br /&gt;
They destroy the tile under them and do not serve as a part of any kingdom.&lt;br /&gt;
&lt;br /&gt;
==Game Board - Advanced Board==&lt;br /&gt;
Different map with 14 treasures compared to 10 treasures on Standard map.&lt;br /&gt;
&lt;br /&gt;
==War Support - English Variant==&lt;br /&gt;
During a conflict (war or revolt) both the attacker and defender are only able to contribute tiles if the total would exceed the strength of the other. This variant prevents players from using conflicts as a way to simply dump tiles from their hand. &lt;br /&gt;
&lt;br /&gt;
==Advanced Games Rules - Civilization Buildings==&lt;br /&gt;
There are four civilization buildings: Palace (black), Market Hall (green), Library (red), Granary (blue).&lt;br /&gt;
&lt;br /&gt;
When a player places a tile so that there are three or more in a row (horizontal or vertical) they may place the same color building on any of those tiles. &lt;br /&gt;
&lt;br /&gt;
If the building is already on the board, a player may move it to another row if it is longer than the one it is currently on. &lt;br /&gt;
&lt;br /&gt;
Tiles that have a building cannot be destroyed by war, revolt, or catastrophe. They can be flipped to create a monument which takes the building off the board.&lt;br /&gt;
&lt;br /&gt;
Civilization buildings must be placed prior to building a monument or wonder. &lt;br /&gt;
&lt;br /&gt;
Placing a tile into a kingdom that contains a building gives the leader there two cubes instead of one (blue leader receives two blue cubes instead of one, etc.).&lt;br /&gt;
&lt;br /&gt;
==Monuments - Wonder Variant==&lt;br /&gt;
The wonder is a special, single, five-tile monument in a cross-like shape (four orthogonal tiles connected to a center tile). A player may build this wonder when they place a tile that results in a cross-like shape of a single color. All rules for monuments apply.&lt;br /&gt;
&lt;br /&gt;
At the end of a turn in which a player has a King connected to the wonder, they may receive a cube of any color they choose.&lt;br /&gt;
&lt;br /&gt;
== Scoring - Open Scoring==&lt;br /&gt;
Influence is not hidden during the game.&lt;/div&gt;</summary>
		<author><name>Evanvariano</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptigriseuphrates&amp;diff=13984</id>
		<title>Gamehelptigriseuphrates</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptigriseuphrates&amp;diff=13984"/>
		<updated>2022-07-14T22:02:20Z</updated>

		<summary type="html">&lt;p&gt;Evanvariano: /* Catastrophe Tiles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Summary==&lt;br /&gt;
You play as the leader of a civilization in fertile Mesopotamia (which means &amp;quot;between two rivers.&amp;quot;) By laying tiles of different types, you will shape the landscape of this ancient region, fight wars, suppress or lead revolts, and watch cities rise and fall, all while attempting to gain influence in 4 key areas. At the end of the game the winner is the person with the highest influence in their lowest category.&lt;br /&gt;
&lt;br /&gt;
Each player is represented by a specific shape goat/urn/bow/lion) and not a color.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Areas of Influence&lt;br /&gt;
!  &#039;&#039;&#039;Color&#039;&#039;&#039; || &#039;&#039;&#039;Tile&#039;&#039;&#039; || &#039;&#039;&#039;Leader&#039;&#039;&#039; || &#039;&#039;&#039;Leader Ability&#039;&#039;&#039; || &#039;&#039;&#039;Tile Counts&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!   &#039;&#039;&#039;Black&#039;&#039;&#039;&lt;br /&gt;
|| Settlement || King || Scores unclaimed influence on tile lays || 30&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color:green&amp;quot; | &#039;&#039;&#039;Green&#039;&#039;&#039;&lt;br /&gt;
|| Market || Trader || Collects [[#Treasures|treasures]] || 30&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color:red&amp;quot; | &#039;&#039;&#039;Red&#039;&#039;&#039;&lt;br /&gt;
|| Temple || Priest || || 57&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color:blue&amp;quot; | &#039;&#039;&#039;Blue&#039;&#039;&#039;&lt;br /&gt;
|| Farm || Farmer || || 36&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color:gold&amp;quot; | &#039;&#039;&#039;Yellow&#039;&#039;&#039;&lt;br /&gt;
|| Catastrophe ||  || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You have one leader in each sphere of influence (red bow, green bow, etc) and influence (points) will flow through them.&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
You will get 2 actions on each turn, and there are 3 possible actions.&lt;br /&gt;
* [[#Tile Placement|Place a tile]] - Take a tile from your hand and place it anywhere on the board.&lt;br /&gt;
* [[#Leader Positioning|Position a leader]] - Place a leader from your hand, move a leader on the board, or take a leader back to your hand from the board.&lt;br /&gt;
* Discard - Discard any number of tiles from your hand and redraw that many.&lt;br /&gt;
After your two actions you redraw to 6 and the next player goes.&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
Influence is hidden during the game.&lt;br /&gt;
&lt;br /&gt;
Your score at the end of the game, is your &#039;&#039;&#039;lowest&#039;&#039;&#039; color of influence, after allocating [[#Treasures|treasures]] (wild points).&lt;br /&gt;
&lt;br /&gt;
==Game End==&lt;br /&gt;
The game ends when only 2 treasures remain on the board, or the draw pile runs out (remaining tiles are tracked as progress at the top left).&lt;br /&gt;
&lt;br /&gt;
==Kingdoms==&lt;br /&gt;
A kingdom is a region of tiles and leaders that are adjacent (common edges, not diagonal) to each other. A kingdom may contain leaders of different players as long as they are different colors.&lt;br /&gt;
&lt;br /&gt;
==Tile Placement==&lt;br /&gt;
Tiles can be placed anywhere on the map with the following restrictions.&lt;br /&gt;
* No tiles except for blue may be placed on rivers&lt;br /&gt;
* Blue tiles can &#039;&#039;&#039;only&#039;&#039;&#039; be placed on rivers&lt;br /&gt;
* No tile may be placed on top of a leader&lt;br /&gt;
* Only [[#Catastrophe Tiles|catastrophes]] can be placed on other tiles&lt;br /&gt;
&lt;br /&gt;
When a tile is placed in a kingdom, the leader of the matching color in that kingdom scores a point of the tile&#039;s color. If there is no leader of that color, but there is a king (black leader), then the king (black leader) scores a point of the tile&#039;s color.&lt;br /&gt;
&lt;br /&gt;
If a tile is placed such that it joins two kingdom, a [[#War|war]] is started and no placement point will be scored (even if there are no opposing leaders).&lt;br /&gt;
&lt;br /&gt;
If a tile is placed such that a 2x2 square of like colored tiles now exists, a [[#Monuments|monument]] of a matching color may be built.&lt;br /&gt;
&lt;br /&gt;
==Leader Positioning==&lt;br /&gt;
A leader may be positioned from your hand to the board, from the board to another spot on the board, or returned from the board to your hand with the following restrictions.&lt;br /&gt;
* A leader must be placed on an empty space&lt;br /&gt;
* A leader must always be adjacent (common edges, not diagonal)  to a temple (red tile)&lt;br /&gt;
* A leader may not be placed to join kingdoms&lt;br /&gt;
* A leader cannot be placed on a river&lt;br /&gt;
&lt;br /&gt;
Placing a leader does not award any points. However, a player may not score any points without having at least one leader on the board.&lt;br /&gt;
&lt;br /&gt;
If a leader is placed in a kingdom containing a similar colored leader, then a [[#Revolts|revolt]] occurs.&lt;br /&gt;
&lt;br /&gt;
==Revolt==&lt;br /&gt;
A revolt occurs when a player places a leader in a kingdom that already contains a leader of that color.&lt;br /&gt;
&lt;br /&gt;
The newly placed leader is the attacking leader and the opposing leader is the defender.&lt;br /&gt;
&lt;br /&gt;
To resolve the revolt strength needs to be determined.&lt;br /&gt;
* First count the number of temples (red tiles) adjacent to each leader, that is their board strength.&lt;br /&gt;
* Then the attacking player may play temples (red tiles) from their hand as additional support.&lt;br /&gt;
* After seeing the attacking leader&#039;s support the defender may likewise play temples (red tiles) from their hand as support.&lt;br /&gt;
&lt;br /&gt;
The winner is the leader with the greater total strength (board strength + support), defender always wins ties.&lt;br /&gt;
&lt;br /&gt;
The losing leader is returned to their owners hand, and the winner scores one red. All support tiles played from hands are discarded.&lt;br /&gt;
&lt;br /&gt;
==War==&lt;br /&gt;
A war occurs when a player places a tile that joins two kingdoms. All leaders that have a like-colored leader in the joined kingdom are in conflict.&lt;br /&gt;
&lt;br /&gt;
Wars are resolved through the following steps.&lt;br /&gt;
* Determine the leader&lt;br /&gt;
The active player may select any color of leaders to resolve first.&lt;br /&gt;
* Determine the attacker/defender&lt;br /&gt;
If the active player selects a color for which they have a leader, they will be the attacker, otherwise the next player in turn order with a participating leader is the attacker.&lt;br /&gt;
* Count board strength for attacker and defender&lt;br /&gt;
In a war a leader&#039;s board strength is the number of like-colored tiles in their kingdom.&lt;br /&gt;
* Play support from hands&lt;br /&gt;
Starting with the attacker, play tiles from hand matching the attacking/defending leader color as support.&lt;br /&gt;
* Determine winner and remove tiles&lt;br /&gt;
The winning leader is the leader with greater total strength (board strength + support), defender always wins ties.&lt;br /&gt;
&lt;br /&gt;
The loser withdraws their leader and all supporting tiles from the board. This may break apart the kingdom.&lt;br /&gt;
The winner scores one influence of the defending leaders color plus one for each tile removed.&lt;br /&gt;
&lt;br /&gt;
If the war involved priests (red leaders), then no temples (red tiles) supporting another leader or containing treasures are removed.&lt;br /&gt;
&lt;br /&gt;
If there are still leaders in conflict continue to the next war, with the original player picking the next color.&lt;br /&gt;
&lt;br /&gt;
==Monuments==&lt;br /&gt;
Whenever a player places the fourth tile in a 2x2 square of the same color, a monument may be built on the spot.&lt;br /&gt;
The tiles are flipped over and a monument is placed on them.&lt;br /&gt;
The monument has 2 colors, and one of those colors must match the flipped tiles.&lt;br /&gt;
Monuments do not have a color of their own for purposes of supporting leaders or counting as board strength.&lt;br /&gt;
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Monuments regularly provide influence. &lt;br /&gt;
Every monument awards 1 influence to the active player at the end of the turn for each of their like-colored leaders in the monument&#039;s kingdom.&lt;br /&gt;
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==Treasures==&lt;br /&gt;
Treasures are wild points.&lt;br /&gt;
At the start of the game all 10 temples on the board start with a treasure on them.&lt;br /&gt;
After placing a tile and resolving any wars if a kingdom contains 2 treasures and a green leader, the leader&#039;s owner picks up one of the treasures.&lt;br /&gt;
Some of the starting temples have an extra border around them, those treasures must be taken first if there is an option.&lt;br /&gt;
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==Catastrophe Tiles==&lt;br /&gt;
Each player starts the game with 2 catastrophe tiles, which cannot be discarded.&lt;br /&gt;
Catastrophe tiles may be played on empty spaces or on top of other tiles, but not on top of on leaders or on monuments.&lt;br /&gt;
They destroy the tile under them and do not serve as a part of any kingdom.&lt;br /&gt;
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==Game Board - Advanced Board==&lt;br /&gt;
Different map with 14 treasures compared to 10 treasures on Standard map.&lt;br /&gt;
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==War Support - English Variant==&lt;br /&gt;
During a conflict (war or revolt) both the attacker and defender are only able to contribute tiles if the total would exceed the strength of the other. This variant prevents players from using conflicts as a way to simply dump tiles from their hand. &lt;br /&gt;
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==Advanced Games Rules - Civilization Buildings==&lt;br /&gt;
There are four civilization buildings: Palace (black), Market Hall (green), Library (red), Granary (blue).&lt;br /&gt;
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When a player places a tile so that there are three or more in a row (horizontal or vertical) they may place the same color building on any of those tiles. &lt;br /&gt;
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If the building is already on the board, a player may move it to another row if it is longer than the one it is currently on. &lt;br /&gt;
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Tiles that have a building cannot be destroyed by war, revolt, or catastrophe. They can be flipped to create a monument which takes the building off the board.&lt;br /&gt;
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Civilization buildings must be placed prior to building a monument or wonder. &lt;br /&gt;
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Placing a tile into a kingdom that contains a building gives the leader there two cubes instead of one (blue leader receives two blue cubes instead of one, etc.).&lt;br /&gt;
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==Monuments - Wonder Variant==&lt;br /&gt;
The wonder is a special, single, five-tile monument in a cross-like shape (four orthogonal tiles connected to a center tile). A player may build this wonder when they place a tile that results in a cross-like shape of a single color. All rules for monuments apply.&lt;br /&gt;
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At the end of a turn in which a player has a King connected to the wonder, they may receive a cube of any color they choose.&lt;br /&gt;
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== Scoring - Open Scoring==&lt;br /&gt;
Influence is not hidden during the game.&lt;/div&gt;</summary>
		<author><name>Evanvariano</name></author>
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