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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelparnak&amp;diff=20713</id>
		<title>Gamehelparnak</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelparnak&amp;diff=20713"/>
		<updated>2024-04-10T16:13:13Z</updated>

		<summary type="html">&lt;p&gt;FiatLuce: Clarified that compass costs are only paid when discovering new locations&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
== Theme ==&lt;br /&gt;
&lt;br /&gt;
In Lost Ruins of Arnak, you&#039;ll be trying to uncover the titular lost ruins and the area around it. You&#039;ll do this by sending out your team of archaeologists to various locations to gather resources, collect cards for various effects, and advance on a research track to further find the lost ruins. The player with the most points at the end wins the game!&lt;br /&gt;
&lt;br /&gt;
== Components and Resources ==&lt;br /&gt;
&lt;br /&gt;
In Lost Ruins of Arnak, each player has their own board, mostly to track their own resources and pieces. To gain resources a player can use their explorers, cards, idols, or guardians, as well as any resources they&#039;ve acquired.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Components&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Two explorers&#039;&#039;&#039;, which can be placed on the main board to activate revealed locations or investigate new spaces.&lt;br /&gt;
* &#039;&#039;&#039;Cards&#039;&#039;&#039;, which can be used for various effects. Each player has a hand of cards they can play, a draw pile that can be drawn from, and a discard pile for previously used cards.&lt;br /&gt;
* &#039;&#039;&#039;Idols&#039;&#039;&#039;, earned as a reward for being the first to explore new locations, and can be spent for a few bonus effects. Each idol is also worth 3 points, and bonus effects that were never invoked also award points.&lt;br /&gt;
* &#039;&#039;&#039;Defeated guardians&#039;&#039;&#039;, which can be overcome from the main board. Each guardian is worth 5 points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Coins&#039;&#039;&#039;, used to buy more item cards and sometimes used to advance on the research track.&lt;br /&gt;
* &#039;&#039;&#039;Compasses&#039;&#039;&#039;, used to explore new locations and buy artifact cards.&lt;br /&gt;
* &#039;&#039;&#039;Tablets&#039;&#039;&#039;, used to activate artifact cards or advance on the research track.&lt;br /&gt;
* &#039;&#039;&#039;Arrowheads&#039;&#039;&#039;, used to advance on the research track.&lt;br /&gt;
* &#039;&#039;&#039;Jewels&#039;&#039;&#039;, used to advance on the research track.&lt;br /&gt;
&lt;br /&gt;
== Game Board ==&lt;br /&gt;
In game setup, players can choose between the Bird Temple, or a more complex Snake Temple. Each has its own temple and research tracks. On the game board there are:&lt;br /&gt;
* On the top: a &#039;&#039;&#039;market&#039;&#039;&#039; with cards for purchase, with artifacts costing compasses on the left and items costing coins on the right  This also serves as a round tracker that advances to the right each round, increasing the ratio of artifacts to items.&lt;br /&gt;
* The &#039;&#039;&#039;map&#039;&#039;&#039;, which contains various actions that explorers can activate by visiting, ranging from advanced at the top to basic at the bottom.&lt;br /&gt;
* The &#039;&#039;&#039;research track&#039;&#039;&#039;, where players can advance their tokens (magnifying glass and book) by spending certain resources, thus gaining the rewards on the right side and possibly tokens from that space as well.&lt;br /&gt;
&lt;br /&gt;
== Structure Of A Round ==&lt;br /&gt;
&lt;br /&gt;
Lost Ruins of Arnak takes place across &#039;&#039;&#039;five rounds&#039;&#039;&#039;. Each round essentially lasts until all other players have passed, then end of round/ start of round effects happen before the next round starts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round Phases:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Start:&#039;&#039;&#039; At the beginning of each round, each player draws cards from their deck to fill their hand up to 5 cards.&lt;br /&gt;
* &#039;&#039;&#039;Turns&#039;&#039;&#039;: starting with the player with the clock token and proceeding around the table, each player takes a turn until all players have passed. Possible actions during a turn are described later.&lt;br /&gt;
* &#039;&#039;&#039;Cleanup&#039;&#039;&#039;: Once all players have passed, all players do the following:&lt;br /&gt;
** Return Explorers: For each explorer that ended their turn on a space with a guardian, the owner adds a Fear card to their discard pile. Then they collect all explorers on the board back to their supply.&lt;br /&gt;
** Discard and Cycle Cards: If any cards remain in a player&#039;s hand, they may discard any of them. Then all players shuffle their discard piles and place them underneath their draw piles (so that any cards not drawn last round will be drawn again first).&lt;br /&gt;
** Refresh Assistants: Make all of your assistants right side up so that they may be used again.&lt;br /&gt;
** Pass Token: The first player token passes one player to the left.&lt;br /&gt;
** Refresh Shop: The artifact and item card closest to the round marker are both exiled. The round marker advances one space to the right, then both card markets are refilled.&lt;br /&gt;
&lt;br /&gt;
== Actions on your turn ==&lt;br /&gt;
&lt;br /&gt;
During each turn, a player takes one main action, which can be preceded or followed by any number of optional free actions. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main actions:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Play a card&#039;&#039;&#039; from your hand (unless it has a lightning bolt symbol, in which case it&#039;s a free action). Do what the card says, then discard it. If the card is an artifact, &#039;&#039;&#039;you need to pay one tablet first&#039;&#039;&#039; to activate its effect.&lt;br /&gt;
* &#039;&#039;&#039;Use an assistant&#039;&#039;&#039; (unless it has a lightning bolt symbol, in which case it&#039;s a free action). Follow the instructions on the assistant and turn it sideways to indicate that it was used this round.&lt;br /&gt;
* &#039;&#039;&#039;Buy a card from the market&#039;&#039;&#039;. The cost for any given card is in the bottom left corner. If it&#039;s an item, put the card at the bottom of your deck. If it&#039;s an artifact, immediately use its effect as if you played it, then put it in your discard pile. Either way, refill the market by moving all cards of that type towards the round tracker, then add a new card from its deck.&lt;br /&gt;
* &#039;&#039;&#039;Send an explorer to a location&#039;&#039;&#039; by paying its travel cost (circular icon(s) at the location depicting vehicles). If it is an undiscovered location, you will need to pay its compass cost as well (green compass icons below the location level area, if any) [see below]. You will gain the resource or bonus pictured on the space. In addition, if it was an undiscovered level 1 or 2 location, you will gain an idol (2 for a level 2), reveal and apply the location&#039;s action and then reveal a guardian as well.&lt;br /&gt;
** &#039;&#039;&#039;Sending an explorer - Travel Cost&#039;&#039;&#039;: Typically this is paid by discarding a card or cards from your hand with the required symbol(s) or higher ranked symbol(s), but there are other effects that accomplish this. &lt;br /&gt;
*** Travel Icon Hierarchy:&lt;br /&gt;
**** Boot symbol can be paid with any travel symbol&lt;br /&gt;
**** Boat symbol can be paid with a boat or plane symbol&lt;br /&gt;
**** Car symbol can be paid with a car or plane symbol&lt;br /&gt;
**** Plane symbol can only be paid with a plane symbol&lt;br /&gt;
**&#039;&#039;&#039;Sending an explorer - Compass costs&#039;&#039;&#039; &#039;&#039;&#039;(undiscovered locations only)&#039;&#039;&#039;:&lt;br /&gt;
***Level 0 locations (bottom of the board) do not cost compasses&lt;br /&gt;
***Level 1 locations cost 3 compasses&lt;br /&gt;
***Level 2 locations cost 6 compasses&lt;br /&gt;
* &#039;&#039;&#039;Overcome a guardian&#039;&#039;&#039;, if you have an explorer on a space that contains one. Pay the resources and symbols on the guardian to claim it. This will be worth 5 points at the end of the game, prevents you from gaining Fear cards, and gives you another bonus that can be used once per game as a free action or travel symbol.&lt;br /&gt;
* &#039;&#039;&#039;Advance on the research track&#039;&#039;&#039; by paying the cost between the spaces. If you&#039;re the first player to reach a space, remove the bonus token on the space and remove it. Either way, you&#039;ll also get the bonus listed on the right side of the track. You can move either the notebook or magnifying glass, but the notebook can never advance further than the magnifying glass.&lt;br /&gt;
* &#039;&#039;&#039;Gain a temple tile&#039;&#039;&#039; if your magnifying glass is at the top of the research track. You may pay any combination of symbols listed at the space - the more you pay, the better tile you will get. You&#039;ll gain a brown tile worth 2 points for one set of symbols, a silver symbol worth 6 symbols for two, or a gold tile worth 11 points for all three.&lt;br /&gt;
* &#039;&#039;&#039;Pass&#039;&#039;&#039;. This means that you will take no more turns for the round. Generally you will want to use all of your cards before you do this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Free Actions:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Play a&#039;&#039;&#039; &#039;&#039;&#039;free action card&#039;&#039;&#039; from your hand. Many of these give you resources.&lt;br /&gt;
* &#039;&#039;&#039;Use a&#039;&#039;&#039; &#039;&#039;&#039;free action assistant&#039;&#039;&#039;. Many of these give you resources.&lt;br /&gt;
* &#039;&#039;&#039;Spend an idol&#039;&#039;&#039; for a bonus effect, choosing one of the five bonus options pictured to the left of the idols. Keep in mind each uncovered space gives points at game end.&lt;br /&gt;
* &#039;&#039;&#039;Use the effect of an overcome guardian&#039;&#039;&#039;. Each guardian&#039;s effect can be used only once per game.&lt;br /&gt;
&lt;br /&gt;
== End of the Game ==&lt;br /&gt;
&lt;br /&gt;
The game ends after &#039;&#039;&#039;five rounds.&#039;&#039;&#039; When the game ends, you&#039;ll score &#039;&#039;&#039;points&#039;&#039;&#039;, which will come from:&lt;br /&gt;
* &#039;&#039;&#039;The cards in your deck&#039;&#039;&#039;. Lose 1 point for each Fear card, but gain points for all other cards as indicated by their point values in the bottom right corner. (All other starting cards are not worth any points.)&lt;br /&gt;
* &#039;&#039;&#039;Idols&#039;&#039;&#039;. Each idol is worth 3 points, whether it was spent or not. In addition, score points for each unused idol bonus slot.&lt;br /&gt;
* &#039;&#039;&#039;Guardians&#039;&#039;&#039;. Each guardian you overcame is worth 5 points, whether you used its bonus effect or not.&lt;br /&gt;
* &#039;&#039;&#039;Research track positions&#039;&#039;&#039;. Gain points for the position of your magnifying glass and notebook, as noted on the right side of the research track.&lt;br /&gt;
* &#039;&#039;&#039;Temple Tiles gained in the lost ruins&#039;&#039;&#039;. Each bronze tile is worth 2 points, silver is worth 6, and gold is worth 11.&lt;br /&gt;
&lt;br /&gt;
The player with the most points wins! &#039;&#039;&#039;Ties&#039;&#039;&#039; are broken with preference towards the player who reached the top of the research track first, or was closest to doing so.&lt;/div&gt;</summary>
		<author><name>FiatLuce</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelparnak&amp;diff=20692</id>
		<title>Gamehelparnak</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelparnak&amp;diff=20692"/>
		<updated>2024-04-08T21:28:03Z</updated>

		<summary type="html">&lt;p&gt;FiatLuce: Changed formatting and rearranged a few sentences to try and improve how the page shows up in the game&amp;#039;s &amp;quot;How to Play&amp;quot; tab&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
== Theme ==&lt;br /&gt;
&lt;br /&gt;
In Lost Ruins of Arnak, you&#039;ll be trying to uncover the titular lost ruins and the area around it. You&#039;ll do this by sending out your team of archaeologists to various locations to gather resources, collect cards for various effects, and advance on a research track to further find the lost ruins. The player with the most points at the end wins the game!&lt;br /&gt;
&lt;br /&gt;
== Components and Resources ==&lt;br /&gt;
&lt;br /&gt;
In Lost Ruins of Arnak, each player has their own board, mostly to track their own resources and pieces. To gain resources a player can use their explorers, cards, idols, or guardians, as well as any resources they&#039;ve acquired.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Components&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Two explorers&#039;&#039;&#039;, which can be placed on the main board to activate revealed locations or investigate new spaces.&lt;br /&gt;
* &#039;&#039;&#039;Cards&#039;&#039;&#039;, which can be used for various effects. Each player has a hand of cards they can play, a draw pile that can be drawn from, and a discard pile for previously used cards.&lt;br /&gt;
* &#039;&#039;&#039;Idols&#039;&#039;&#039;, earned as a reward for being the first to explore new locations, and can be spent for a few bonus effects. Each idol is also worth 3 points, and bonus effects that were never invoked also award points.&lt;br /&gt;
* &#039;&#039;&#039;Defeated guardians&#039;&#039;&#039;, which can be overcome from the main board. Each guardian is worth 5 points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Coins&#039;&#039;&#039;, used to buy more item cards and sometimes used to advance on the research track.&lt;br /&gt;
* &#039;&#039;&#039;Compasses&#039;&#039;&#039;, used to explore new locations and buy artifact cards.&lt;br /&gt;
* &#039;&#039;&#039;Tablets&#039;&#039;&#039;, used to activate artifact cards or advance on the research track.&lt;br /&gt;
* &#039;&#039;&#039;Arrowheads&#039;&#039;&#039;, used to advance on the research track.&lt;br /&gt;
* &#039;&#039;&#039;Jewels&#039;&#039;&#039;, used to advance on the research track.&lt;br /&gt;
&lt;br /&gt;
== Game Board ==&lt;br /&gt;
In game setup, players can choose between the Bird Temple, or a more complex Snake Temple. Each has its own temple and research tracks. On the game board there are:&lt;br /&gt;
* On the top: a &#039;&#039;&#039;market&#039;&#039;&#039; with cards for purchase, with artifacts costing compasses on the left and items costing coins on the right  This also serves as a round tracker that advances to the right each round, increasing the ratio of artifacts to items.&lt;br /&gt;
* The &#039;&#039;&#039;map&#039;&#039;&#039;, which contains various actions that explorers can activate by visiting, ranging from advanced at the top to basic at the bottom.&lt;br /&gt;
* The &#039;&#039;&#039;research track&#039;&#039;&#039;, where players can advance their tokens (magnifying glass and book) by spending certain resources, thus gaining the rewards on the right side and possibly tokens from that space as well.&lt;br /&gt;
&lt;br /&gt;
== Structure Of A Round ==&lt;br /&gt;
&lt;br /&gt;
Lost Ruins of Arnak takes place across &#039;&#039;&#039;five rounds&#039;&#039;&#039;. Each round essentially lasts until all other players have passed, then end of round/ start of round effects happen before the next round starts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round Phases:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Start:&#039;&#039;&#039; At the beginning of each round, each player draws cards from their deck to fill their hand up to 5 cards.&lt;br /&gt;
* &#039;&#039;&#039;Turns&#039;&#039;&#039;: starting with the player with the clock token and proceeding around the table, each player takes a turn until all players have passed. Possible actions during a turn are described later.&lt;br /&gt;
* &#039;&#039;&#039;Cleanup&#039;&#039;&#039;: Once all players have passed, all players do the following:&lt;br /&gt;
** Return Explorers: For each explorer that ended their turn on a space with a guardian, the owner adds a Fear card to their discard pile. Then they collect all explorers on the board back to their supply.&lt;br /&gt;
** Discard and Cycle Cards: If any cards remain in a player&#039;s hand, they may discard any of them. Then all players shuffle their discard piles and place them underneath their draw piles (so that any cards not drawn last round will be drawn again first).&lt;br /&gt;
** Refresh Assistants: Make all of your assistants right side up so that they may be used again.&lt;br /&gt;
** Pass Token: The first player token passes one player to the left.&lt;br /&gt;
** Refresh Shop: The artifact and item card closest to the round marker are both exiled. The round marker advances one space to the right, then both card markets are refilled.&lt;br /&gt;
&lt;br /&gt;
== Actions on your turn ==&lt;br /&gt;
&lt;br /&gt;
During each turn, a player takes one main action, which can be preceded or followed by any number of optional free actions. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main actions:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Play a card&#039;&#039;&#039; from your hand (unless it has a lightning bolt symbol, in which case it&#039;s a free action). Do what the card says, then discard it. If the card is an artifact, &#039;&#039;&#039;you need to pay one tablet first&#039;&#039;&#039; to activate its effect.&lt;br /&gt;
* &#039;&#039;&#039;Use an assistant&#039;&#039;&#039; (unless it has a lightning bolt symbol, in which case it&#039;s a free action). Follow the instructions on the assistant and turn it sideways to indicate that it was used this round.&lt;br /&gt;
* &#039;&#039;&#039;Buy a card from the market&#039;&#039;&#039;. The cost for any given card is in the bottom left corner. If it&#039;s an item, put the card at the bottom of your deck. If it&#039;s an artifact, immediately use its effect as if you played it, then put it in your discard pile. Either way, refill the market by moving all cards of that type towards the round tracker, then add a new card from its deck.&lt;br /&gt;
* &#039;&#039;&#039;Send an explorer to a location&#039;&#039;&#039; by paying its travel cost (circular icon(s) at the location depicting vehicles) and compass cost (green compass icons below the location level area, if any) [see below]. You will gain the resource or bonus pictured on the space. In addition, if it was an undiscovered level 1 or 2 location, you will gain an idol (2 for a level 2), reveal and apply the location&#039;s action and then reveal a guardian as well.&lt;br /&gt;
** &#039;&#039;&#039;Sending an explorer - Travel Cost&#039;&#039;&#039;: Typically this is paid by discarding a card or cards from your hand with the required symbol(s) or higher ranked symbol(s), but there are other effects that accomplish this. &lt;br /&gt;
*** Travel Icon Hierarchy:&lt;br /&gt;
**** Boot symbol can be paid with any travel symbol&lt;br /&gt;
**** Boat symbol can be paid with a boat or plane symbol&lt;br /&gt;
**** Car symbol can be paid with a car or plane symbol&lt;br /&gt;
**** Plane symbol can only be paid with a plane symbol&lt;br /&gt;
**&#039;&#039;&#039;Sending an explorer - Compass costs&#039;&#039;&#039;:&lt;br /&gt;
***Level 0 locations (bottom of the board) do not cost compasses&lt;br /&gt;
***Level 1 locations cost 3 compasses&lt;br /&gt;
***Level 2 locations cost 6 compasses&lt;br /&gt;
* &#039;&#039;&#039;Overcome a guardian&#039;&#039;&#039;, if you have an explorer on a space that contains one. Pay the resources and symbols on the guardian to claim it. This will be worth 5 points at the end of the game, prevents you from gaining Fear cards, and gives you another bonus that can be used once per game as a free action or travel symbol.&lt;br /&gt;
* &#039;&#039;&#039;Advance on the research track&#039;&#039;&#039; by paying the cost between the spaces. If you&#039;re the first player to reach a space, remove the bonus token on the space and remove it. Either way, you&#039;ll also get the bonus listed on the right side of the track. You can move either the notebook or magnifying glass, but the notebook can never advance further than the magnifying glass.&lt;br /&gt;
* &#039;&#039;&#039;Gain a temple tile&#039;&#039;&#039; if your magnifying glass is at the top of the research track. You may pay any combination of symbols listed at the space - the more you pay, the better tile you will get. You&#039;ll gain a brown tile worth 2 points for one set of symbols, a silver symbol worth 6 symbols for two, or a gold tile worth 11 points for all three.&lt;br /&gt;
* &#039;&#039;&#039;Pass&#039;&#039;&#039;. This means that you will take no more turns for the round. Generally you will want to use all of your cards before you do this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Free Actions:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Play a&#039;&#039;&#039; &#039;&#039;&#039;free action card&#039;&#039;&#039; from your hand. Many of these give you resources.&lt;br /&gt;
* &#039;&#039;&#039;Use a&#039;&#039;&#039; &#039;&#039;&#039;free action assistant&#039;&#039;&#039;. Many of these give you resources.&lt;br /&gt;
* &#039;&#039;&#039;Spend an idol&#039;&#039;&#039; for a bonus effect, choosing one of the five bonus options pictured to the left of the idols. Keep in mind each uncovered space gives points at game end.&lt;br /&gt;
* &#039;&#039;&#039;Use the effect of an overcome guardian&#039;&#039;&#039;. Each guardian&#039;s effect can be used only once per game.&lt;br /&gt;
&lt;br /&gt;
== End of the Game ==&lt;br /&gt;
&lt;br /&gt;
The game ends after &#039;&#039;&#039;five rounds.&#039;&#039;&#039; When the game ends, you&#039;ll score &#039;&#039;&#039;points&#039;&#039;&#039;, which will come from:&lt;br /&gt;
* &#039;&#039;&#039;The cards in your deck&#039;&#039;&#039;. Lose 1 point for each Fear card, but gain points for all other cards as indicated by their point values in the bottom right corner. (All other starting cards are not worth any points.)&lt;br /&gt;
* &#039;&#039;&#039;Idols&#039;&#039;&#039;. Each idol is worth 3 points, whether it was spent or not. In addition, score points for each unused idol bonus slot.&lt;br /&gt;
* &#039;&#039;&#039;Guardians&#039;&#039;&#039;. Each guardian you overcame is worth 5 points, whether you used its bonus effect or not.&lt;br /&gt;
* &#039;&#039;&#039;Research track positions&#039;&#039;&#039;. Gain points for the position of your magnifying glass and notebook, as noted on the right side of the research track.&lt;br /&gt;
* &#039;&#039;&#039;Temple Tiles gained in the lost ruins&#039;&#039;&#039;. Each bronze tile is worth 2 points, silver is worth 6, and gold is worth 11.&lt;br /&gt;
&lt;br /&gt;
The player with the most points wins! &#039;&#039;&#039;Ties&#039;&#039;&#039; are broken with preference towards the player who reached the top of the research track first, or was closest to doing so.&lt;/div&gt;</summary>
		<author><name>FiatLuce</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpresarcana&amp;diff=17059</id>
		<title>Gamehelpresarcana</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpresarcana&amp;diff=17059"/>
		<updated>2023-05-31T21:14:29Z</updated>

		<summary type="html">&lt;p&gt;FiatLuce: Undo revision 17058 by FiatLuce (talk): accidental submit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
&lt;br /&gt;
As a mage, use your magical essences and items to build artifacts, &lt;br /&gt;
activate their powers, and command dragons. The mage with the &lt;br /&gt;
most points wins!&lt;br /&gt;
&lt;br /&gt;
At the start of the game you receive eight artifacts and one of each essence, and then choose a mage and a magic item. &lt;br /&gt;
&lt;br /&gt;
During a round, you’ll collect essences and then do 1 action each &lt;br /&gt;
turn, until everyone passes. The goal is to have the most points, &lt;br /&gt;
10 or more, when victory is checked.&lt;br /&gt;
&lt;br /&gt;
==Starting the Game ==&lt;br /&gt;
* There are five colored resources (Essences): Elan (Red), Life (Green), Calm (Blue), Death (Black), and Gold (Yellow) &lt;br /&gt;
&lt;br /&gt;
* A gray pentagon means any resource can be used. &lt;br /&gt;
&lt;br /&gt;
* Each player gets 1 of each type of essence, 2 mages, and a deck of 8 artifacts. &lt;br /&gt;
* Draw 3 artifacts as your starting hand, inspect your overall artifact deck, and select 1 mage for the game.&lt;br /&gt;
* In counter-clockwise order, each player chooses 1 magic item for the first round, starting from the player to the right of the first player.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
Each game usually consists of 4-6 rounds. Each round has 3 phases:&lt;br /&gt;
&lt;br /&gt;
===Phase 1: Collect===&lt;br /&gt;
* Collect items for your mage, magic item, and, optionally, that you have stored on an artifact.&lt;br /&gt;
&lt;br /&gt;
===Phase 2: Actions===&lt;br /&gt;
* Starting with the first player, each player resolves one of 5 possible actions, until everyone has passed:&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Play an artifact:&#039;&#039;&#039;&#039;&#039; place an artifact from your hand onto the table, paying its cost.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Claim a monument/Place of Power:&#039;&#039;&#039;&#039;&#039; place the one you claimed in front of you, paying its cost. You may claim either monument showing or the top one from the deck.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Discard an artifact:&#039;&#039;&#039;&#039;&#039; discard an artifact from your hand to your discard pile to gain 1 gold or any 2 other essences (either the same or different).&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Activate a power:&#039;&#039;&#039;&#039;&#039; use a power on one of your components, paying its cost (left of the triangle icon) and resolving its effect (right of the triangle).&lt;br /&gt;
:: Each use of a card&#039;s power is a separate action. Reactions are used out of turn and are not actions.&lt;br /&gt;
:: If a card is turned, its powers (except some reactions) cannot be used.&lt;br /&gt;
&lt;br /&gt;
:: You must pay all of the required cost to use a power.&lt;br /&gt;
:: If there is an equal sign on the pentagon, you have to pay identical essences.&lt;br /&gt;
&lt;br /&gt;
:: If you need to choose an opponent, you may choose an opponent who has passed.&lt;br /&gt;
&lt;br /&gt;
:: Life loss is only inflicted on opponents that haven&#039;t passed. For each Life an opponent cannot pay, lose 2 other essences instead (of the opponent&#039;s choice). If an opponent has no essences left to lose in their pool, nothing happens.&lt;br /&gt;
&lt;br /&gt;
:: React powers are used out of turn turn, when their activating conditions occur. It can be done if its card is turned, unless turning the card is part of the react power&#039;s cost.&lt;br /&gt;
&lt;br /&gt;
:: Discarding is from your hand, while destroying is from play. Either way, the card is put into your discard pile. When destroying a card, return any essences on it to the supply.&lt;br /&gt;
:: If you have no cards in your deck when you need to draw a card, shuffle your discard pile to form a new deck.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Pass:&#039;&#039;&#039;&#039;&#039; if you are the first to pass, take the first player token. Then, swap your magic item for another in the supply and draw 1 card. You then need to wait for the other players to finish and all pass before continuing to Phase 3.&lt;br /&gt;
:: Once you pass, you cannot do any actions or be affected by life loss, but can still be targeted by rivals&#039; other powers (such as powers that gain essences by copying those in an another player&#039;s pool).&lt;br /&gt;
&lt;br /&gt;
===Phase 3: Victory===&lt;br /&gt;
* After all players pass, check if anyone has 10 or more points (in red circles on cards) &lt;br /&gt;
* If nobody has 10 or more points, straighten all components and begin the next round.&lt;br /&gt;
* If at least 1 player has 10 or more points, the game ends and the player with the most points wins.&lt;br /&gt;
:: If several players tie for most points, count the number of remaining essences, with gold counted as double. The tied player with the most essences wins.&lt;br /&gt;
:: If any players are still tied, they share the victory.&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
===First Game===&lt;br /&gt;
* Use the starting sides of the places of power.&lt;br /&gt;
* Give each player a preset 3-card hand, with 5 random artifacts in the deck and the matching mage.&lt;br /&gt;
&lt;br /&gt;
===Draft===&lt;br /&gt;
* Instead of drawing 8 artifacts, deal 4 artifacts to each player. &lt;br /&gt;
* Each player keeps 1 and passes the rest clockwise. Repeat 4 times. &lt;br /&gt;
* Each player draws 4 artifacts again and repeats the passing process 4 times counter-clockwise.&lt;br /&gt;
* These 8 artifacts become your deck. Shuffle and draw 3 for your starting hand.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Lux and Tenebrae Expansion #1==&lt;br /&gt;
&lt;br /&gt;
Lux and Tenebrae expands Res Arcana to 5 players, adds a new artifact type -Demons- and introduces Scrolls: special one use powers that can be gained one round and used or saved for future rounds.&lt;br /&gt;
&lt;br /&gt;
===Setup===&lt;br /&gt;
Res Arcana now supports 2-5 players, with the number of Places of Power and monuments varying with the number of players.  All magic items are always available.&lt;br /&gt;
* 2 players: 7 Monuments, 4 Places of Power&lt;br /&gt;
* 3 players: 10 Monuments, 5 Places of Power&lt;br /&gt;
* 4 players: 12 Monuments, 6 Places of Power&lt;br /&gt;
* 5 players: 14 Monuments, 7 Places of Power&lt;br /&gt;
&lt;br /&gt;
===Play===&lt;br /&gt;
Play proceeds normally except for some added abilities:&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Scrolls:&#039;&#039;&#039;&#039;&#039; Scrolls are claimed from the center using the magic item Inscription&#039;s power.  Once claimed, a scroll can be saved until its owner decides to use it (via the &amp;quot;use a power&amp;quot; action or as a Shield&#039;s reaction power).&lt;br /&gt;
After using a scroll&#039;s power, it is returned to the center (where it can be claimed again by Inscription).&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Retrieve:&#039;&#039;&#039;&#039;&#039;  The Revivify scroll and the Demonologist&#039;s first power allow a player to retrieve any one card from their discard pile, placing it in their hand. If a player has no discarded cards, these powers produce no effect.&lt;br /&gt;
&lt;br /&gt;
===Mages===&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Bard:&#039;&#039;&#039;&#039;&#039;  Discarding an artifact with multiple types (Sea Serpent, Hound of Death) produces only 2, not 4 gold.&lt;br /&gt;
&lt;br /&gt;
===Artifacts===&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Infernal Engine:&#039;&#039;&#039;&#039;&#039; Its first power can be used to effectively &amp;quot;hide&amp;quot; some essences from life loss (by removing them from your essence pool). Its second power can be used to shift all essences from one of your components (e.g. itself or the Windup Man or Vault) to your essence pool during the action step of a round.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Possessed Demon Slayer:&#039;&#039;&#039;&#039;&#039; When using its first power, it does not matter if the rival&#039;s Demons are turned or straightened; they all count.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Shadowy Figure:&#039;&#039;&#039;&#039;&#039; Before using its first power, if your deck and discard pile together consist of a single card, then draw 1 and discard 0 cards.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Vial of Light:&#039;&#039;&#039;&#039;&#039; It&#039;s React power applies whether or not the Vial is turned.&lt;br /&gt;
&lt;br /&gt;
===Magic Items===&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Illusion:&#039;&#039;&#039;&#039;&#039; Both of this item&#039;s powers are React powers, allowing it to be used with one of your powers.  This item acts for that power as if it was a Creature, Demon or Dragon. However the item itself is not a Creature, Demon or Dragon and cannot be straightened using the Druid&#039;s or Temple of the Abyss&#039;s powers.&lt;br /&gt;
&lt;br /&gt;
===Scrolls===&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Projection:&#039;&#039;&#039;&#039;&#039; A player may spend any number of one essence at a rate of 3:1 (round down) for Gold (e.g. spend 15 Calm to gain 5 gold).&lt;br /&gt;
&lt;br /&gt;
===Places of Power===&lt;br /&gt;
The last powers of the Dragon Aerie and the Temple of the Abyss do not involve turning those Places of Power, allowing them to potentially be used several times during a round.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Temple of the Abyss:&#039;&#039;&#039;&#039;&#039; the first power straightens all turned demons in play (yours and other players&#039; demons).&lt;/div&gt;</summary>
		<author><name>FiatLuce</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpresarcana&amp;diff=17058</id>
		<title>Gamehelpresarcana</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpresarcana&amp;diff=17058"/>
		<updated>2023-05-31T21:13:26Z</updated>

		<summary type="html">&lt;p&gt;FiatLuce: /* Gameplay */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
&lt;br /&gt;
As a mage, use your magical essences and items to build artifacts, &lt;br /&gt;
activate their powers, and command dragons. The mage with the &lt;br /&gt;
most points wins!&lt;br /&gt;
&lt;br /&gt;
At the start of the game you receive eight artifacts and one of each essence, and then choose a mage and a magic item. &lt;br /&gt;
&lt;br /&gt;
During a round, you’ll collect essences and then do 1 action each &lt;br /&gt;
turn, until everyone passes. The goal is to have the most points, &lt;br /&gt;
10 or more, when victory is checked.&lt;br /&gt;
&lt;br /&gt;
==Starting the Game ==&lt;br /&gt;
* There are five colored resources (Essences): Elan (Red), Life (Green), Calm (Blue), Death (Black), and Gold (Yellow) &lt;br /&gt;
&lt;br /&gt;
* A gray pentagon means any resource can be used. &lt;br /&gt;
&lt;br /&gt;
* Each player gets 1 of each type of essence, 2 mages, and a deck of 8 artifacts. &lt;br /&gt;
* Draw 3 artifacts as your starting hand, inspect your overall artifact deck, and select 1 mage for the game.&lt;br /&gt;
* In counter-clockwise order, each player chooses 1 magic item for the first round, starting from the player to the right of the first player.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
Each game usually consists of 4-6 rounds. Each round has 3 phases:&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
===Phase 1: Collect===&lt;br /&gt;
* Collect items for your mage, magic item, and, optionally, that you have stored on an artifact.&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
===Phase 2: Actions===&lt;br /&gt;
* Starting with the first player, each player resolves one of 5 possible actions, until everyone has passed:&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Play an artifact:&#039;&#039;&#039;&#039;&#039; place an artifact from your hand onto the table, paying its cost.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Claim a monument/Place of Power:&#039;&#039;&#039;&#039;&#039; place the one you claimed in front of you, paying its cost. You may claim either monument showing or the top one from the deck.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Discard an artifact:&#039;&#039;&#039;&#039;&#039; discard an artifact from your hand to your discard pile to gain 1 gold or any 2 other essences (either the same or different).&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Activate a power:&#039;&#039;&#039;&#039;&#039; use a power on one of your components, paying its cost (left of the triangle icon) and resolving its effect (right of the triangle).&lt;br /&gt;
:: Each use of a card&#039;s power is a separate action. Reactions are used out of turn and are not actions.&lt;br /&gt;
:: If a card is turned, its powers (except some reactions) cannot be used.&lt;br /&gt;
&lt;br /&gt;
:: You must pay all of the required cost to use a power.&lt;br /&gt;
:: If there is an equal sign on the pentagon, you have to pay identical essences.&lt;br /&gt;
&lt;br /&gt;
:: If you need to choose an opponent, you may choose an opponent who has passed.&lt;br /&gt;
&lt;br /&gt;
:: Life loss is only inflicted on opponents that haven&#039;t passed. For each Life an opponent cannot pay, lose 2 other essences instead (of the opponent&#039;s choice). If an opponent has no essences left to lose in their pool, nothing happens.&lt;br /&gt;
&lt;br /&gt;
:: React powers are used out of turn turn, when their activating conditions occur. It can be done if its card is turned, unless turning the card is part of the react power&#039;s cost.&lt;br /&gt;
&lt;br /&gt;
:: Discarding is from your hand, while destroying is from play. Either way, the card is put into your discard pile. When destroying a card, return any essences on it to the supply.&lt;br /&gt;
:: If you have no cards in your deck when you need to draw a card, shuffle your discard pile to form a new deck.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Pass:&#039;&#039;&#039;&#039;&#039; if you are the first to pass, take the first player token. Then, swap your magic item for another in the supply and draw 1 card. You then need to wait for the other players to finish and all pass before continuing to Phase 3.&lt;br /&gt;
:: Once you pass, you cannot do any actions or be affected by life loss, but can still be targeted by rivals&#039; other powers (such as powers that gain essences by copying those in an another player&#039;s pool).&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
===Phase 3: Victory===&lt;br /&gt;
* After all players pass, check if anyone has 10 or more points (in red circles on cards) &lt;br /&gt;
* If nobody has 10 or more points, straighten all components and begin the next round.&lt;br /&gt;
* If at least 1 player has 10 or more points, the game ends and the player with the most points wins.&lt;br /&gt;
:: If several players tie for most points, count the number of remaining essences, with gold counted as double. The tied player with the most essences wins.&lt;br /&gt;
:: If any players are still tied, they share the victory.&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
===First Game===&lt;br /&gt;
* Use the starting sides of the places of power.&lt;br /&gt;
* Give each player a preset 3-card hand, with 5 random artifacts in the deck and the matching mage.&lt;br /&gt;
&lt;br /&gt;
===Draft===&lt;br /&gt;
* Instead of drawing 8 artifacts, deal 4 artifacts to each player. &lt;br /&gt;
* Each player keeps 1 and passes the rest clockwise. Repeat 4 times. &lt;br /&gt;
* Each player draws 4 artifacts again and repeats the passing process 4 times counter-clockwise.&lt;br /&gt;
* These 8 artifacts become your deck. Shuffle and draw 3 for your starting hand.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Lux and Tenebrae Expansion #1==&lt;br /&gt;
&lt;br /&gt;
Lux and Tenebrae expands Res Arcana to 5 players, adds a new artifact type -Demons- and introduces Scrolls: special one use powers that can be gained one round and used or saved for future rounds.&lt;br /&gt;
&lt;br /&gt;
===Setup===&lt;br /&gt;
Res Arcana now supports 2-5 players, with the number of Places of Power and monuments varying with the number of players.  All magic items are always available.&lt;br /&gt;
* 2 players: 7 Monuments, 4 Places of Power&lt;br /&gt;
* 3 players: 10 Monuments, 5 Places of Power&lt;br /&gt;
* 4 players: 12 Monuments, 6 Places of Power&lt;br /&gt;
* 5 players: 14 Monuments, 7 Places of Power&lt;br /&gt;
&lt;br /&gt;
===Play===&lt;br /&gt;
Play proceeds normally except for some added abilities:&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Scrolls:&#039;&#039;&#039;&#039;&#039; Scrolls are claimed from the center using the magic item Inscription&#039;s power.  Once claimed, a scroll can be saved until its owner decides to use it (via the &amp;quot;use a power&amp;quot; action or as a Shield&#039;s reaction power).&lt;br /&gt;
After using a scroll&#039;s power, it is returned to the center (where it can be claimed again by Inscription).&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Retrieve:&#039;&#039;&#039;&#039;&#039;  The Revivify scroll and the Demonologist&#039;s first power allow a player to retrieve any one card from their discard pile, placing it in their hand. If a player has no discarded cards, these powers produce no effect.&lt;br /&gt;
&lt;br /&gt;
===Mages===&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Bard:&#039;&#039;&#039;&#039;&#039;  Discarding an artifact with multiple types (Sea Serpent, Hound of Death) produces only 2, not 4 gold.&lt;br /&gt;
&lt;br /&gt;
===Artifacts===&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Infernal Engine:&#039;&#039;&#039;&#039;&#039; Its first power can be used to effectively &amp;quot;hide&amp;quot; some essences from life loss (by removing them from your essence pool). Its second power can be used to shift all essences from one of your components (e.g. itself or the Windup Man or Vault) to your essence pool during the action step of a round.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Possessed Demon Slayer:&#039;&#039;&#039;&#039;&#039; When using its first power, it does not matter if the rival&#039;s Demons are turned or straightened; they all count.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Shadowy Figure:&#039;&#039;&#039;&#039;&#039; Before using its first power, if your deck and discard pile together consist of a single card, then draw 1 and discard 0 cards.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Vial of Light:&#039;&#039;&#039;&#039;&#039; It&#039;s React power applies whether or not the Vial is turned.&lt;br /&gt;
&lt;br /&gt;
===Magic Items===&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Illusion:&#039;&#039;&#039;&#039;&#039; Both of this item&#039;s powers are React powers, allowing it to be used with one of your powers.  This item acts for that power as if it was a Creature, Demon or Dragon. However the item itself is not a Creature, Demon or Dragon and cannot be straightened using the Druid&#039;s or Temple of the Abyss&#039;s powers.&lt;br /&gt;
&lt;br /&gt;
===Scrolls===&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Projection:&#039;&#039;&#039;&#039;&#039; A player may spend any number of one essence at a rate of 3:1 (round down) for Gold (e.g. spend 15 Calm to gain 5 gold).&lt;br /&gt;
&lt;br /&gt;
===Places of Power===&lt;br /&gt;
The last powers of the Dragon Aerie and the Temple of the Abyss do not involve turning those Places of Power, allowing them to potentially be used several times during a round.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Temple of the Abyss:&#039;&#039;&#039;&#039;&#039; the first power straightens all turned demons in play (yours and other players&#039; demons).&lt;/div&gt;</summary>
		<author><name>FiatLuce</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=First_steps_with_BGA_Studio&amp;diff=15851</id>
		<title>First steps with BGA Studio</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=First_steps_with_BGA_Studio&amp;diff=15851"/>
		<updated>2023-01-25T16:01:45Z</updated>

		<summary type="html">&lt;p&gt;FiatLuce: Main site update: menu is now a hamburger not a gear&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Studio_Framework_Navigation}}&lt;br /&gt;
&lt;br /&gt;
== Connect to the BGA Studio website ==&lt;br /&gt;
&lt;br /&gt;
Go to BGA Studio website:&lt;br /&gt;
http://studio.boardgamearena.com&lt;br /&gt;
&lt;br /&gt;
Use your first dev account (ex: myusername0, password was sent in welcome email), and login into the website - as you would do for Board Game Arena.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t have account see [[How to join BGA developer team?]]&lt;br /&gt;
&lt;br /&gt;
== Create a new game project ==&lt;br /&gt;
&lt;br /&gt;
You can do most of the projects-related operations from &amp;quot;Control Panel / Manage games&amp;quot;. In particular, you can create a new project automatically from there.&lt;br /&gt;
&lt;br /&gt;
Your first &amp;quot;game&amp;quot; should be one of the tutorials, so your project name should be something like &amp;quot;tutorialbob&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
At this stage it is too early to create a real game but if you really don&#039;t want to start until you have a game in mind, check [[Create a game in BGA Studio: Complete Walkthrough]]&lt;br /&gt;
section &amp;quot;Select a First Game&amp;quot;&lt;br /&gt;
&lt;br /&gt;
For reference top bar studio links&lt;br /&gt;
* AVAILABLE LICENSES - list of all available licenses (not public domain) -  https://studio.boardgamearena.com/licensing&lt;br /&gt;
* STUDIO PROJECTS - list of all registered studio projects - https://studio.boardgamearena.com/projects &lt;br /&gt;
* CONTROL PANEL - manage projects - https://studio.boardgamearena.com/controlpanel. &amp;lt;br&amp;gt;Note: the control panel is accessible from the player popup menu (top right), with the gear and bargraph blue icon next to the player icon.&lt;br /&gt;
&lt;br /&gt;
== Connect to your SFTP folder == &lt;br /&gt;
&lt;br /&gt;
From the initial email from the Studio you get:&lt;br /&gt;
* the name of the SFTP server to connect to&lt;br /&gt;
* your SFTP login and password&lt;br /&gt;
&lt;br /&gt;
Using this information:&lt;br /&gt;
# Connect to the SFTP server using your SFTP login and password, through your favourite SFTP client software (such as [http://winscp.net/ WinSCP], see [[Tools_and_tips_of_BGA_Studio#File_Sync_on_Windows|File Sync]])&lt;br /&gt;
# Check that your remote home folder contains one folder for two example games (reversi, hearts). If you have already created a new game project, one additional folder should be in your &amp;quot;home&amp;quot; folder.&lt;br /&gt;
# Note: You have to setup AUTOMATED sync between your folder and remote folder, manually ftp&#039;ing files would be no-starter. For WinSCP you can do this from the file menu (Commands-&amp;gt;Keep remote directories up to Date...)&lt;br /&gt;
# Note: You can also upload your ssh key via studio control panel to avoid password exchange&lt;br /&gt;
&lt;br /&gt;
== Let&#039;s code! ==&lt;br /&gt;
&lt;br /&gt;
Now, you can try to launch a new game on BGA Studio from the &amp;quot;Play now&amp;quot; menu entry, as you would do on Board Game Arena website.&lt;br /&gt;
&lt;br /&gt;
# To launch your game from Studio go to CONTROL PANEL -&amp;gt; Manage games -&amp;gt; &amp;lt;your_game&amp;gt; -&amp;gt; &amp;lt;your_game_page&amp;gt; -&amp;gt; Play (see how to access control panel above)&lt;br /&gt;
# Press Create to create a table&lt;br /&gt;
# Select number of players and select Training mode in game configuration panel&lt;br /&gt;
# Click &#039;&#039;&#039;Express start&#039;&#039;&#039;. Do not use &amp;quot;Start game&amp;quot; buttons in studio - it adds unnecessary complexity of logging it from multiple accounts. When using &#039;&#039;&#039;Express start&#039;&#039;&#039; your game launches with the maximum number of players specified using your own dev player accounts (dev0, dev1, dev2, etc). If you don&#039;t see &#039;&#039;&#039;Express start&#039;&#039;&#039; button make sure you are in Manual mode for game creation.&lt;br /&gt;
# Game will open with an empty canvas: in the game zone you just have a sentence &#039;This is your game interface. You can edit this HTML in your &amp;quot;.tpl&amp;quot; file.&#039;. &lt;br /&gt;
# Switch to your SFTP home folder, go into your game folder. Edit the game_game.tpl file, and change this sentence to &#039;Hey, this is my first game!&#039;, then save (this assumes you mount or sync the folder).&lt;br /&gt;
# Go back to your browser and refresh, check that the game zone has updated.&lt;br /&gt;
# Click the red arrow next to a test account&#039;s name in the player panel to view the game from that player&#039;s account &amp;lt;br/&amp;gt;[[File:Change_active_player.jpg]]&lt;br /&gt;
# Open the menu (three-line &amp;quot;hamburger&amp;quot; icon at the upper right) and choose &#039;Express STOP&#039;. The game ends automatically and you are brought back to the table screen for this ended game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Then you can modify the provided skeleton and begin to develop your game :)&lt;br /&gt;
&lt;br /&gt;
== Commit your changes ==&lt;br /&gt;
&lt;br /&gt;
Committing uploads your changes on BGA&#039;s [http://en.wikipedia.org/wiki/Revision_control revision control] system. This is an extra assurance not to lose your code, and to have the possibility to get a previous version of your code if you need to backtrack. It also helps us to follow your progress (we get an email when you commit). So you should commit from time to time, when you hit some landmark in your development.&lt;br /&gt;
&lt;br /&gt;
You can automatically commit your sources in the repository from &amp;quot;Control Panel / Manage Games / Your game / Commit my modifications now&amp;quot;. Then:&lt;br /&gt;
&lt;br /&gt;
# Enter your commit comment (such as &#039;My first commit&#039;) then hit the &#039;Submit&#039; button;&lt;br /&gt;
# Check the log for errors, it should end with the following lines:&lt;br /&gt;
&lt;br /&gt;
  Transmitting file data .&lt;br /&gt;
  Committed revision #revision number#.&lt;br /&gt;
  HAL says: done.&lt;br /&gt;
&lt;br /&gt;
NOTE: committing the code is currently not working until admin commits it manually the first time. Even if it does you cannot automatically deal with this version control system except for committing. Therefore its recommended to use another means of storing the code in version control system, such as local git repo or github, see [[Tools_and_tips_of_BGA_Studio#Version_Control|Version Control]]&lt;br /&gt;
&lt;br /&gt;
== That&#039;s all! ==&lt;br /&gt;
&lt;br /&gt;
Now you know about the basics of updating your game on BGA Studio and testing your changes.&lt;br /&gt;
&lt;br /&gt;
Now you can select one of the tutorials to play with and start coding.&lt;br /&gt;
&lt;br /&gt;
For links to tutorials and ALL studio documentation see [[Studio]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Studio]]&lt;/div&gt;</summary>
		<author><name>FiatLuce</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpautomobiles&amp;diff=9219</id>
		<title>Gamehelpautomobiles</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpautomobiles&amp;diff=9219"/>
		<updated>2021-08-25T20:25:12Z</updated>

		<summary type="html">&lt;p&gt;FiatLuce: [Setup] Add specific starting pool cube count&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Automobiles is a car racing deck management game, where each player&#039;s &amp;quot;deck&amp;quot; is actually a bag of different coloured cubes!&lt;br /&gt;
&lt;br /&gt;
== Cubes ==&lt;br /&gt;
&lt;br /&gt;
There are 10 types of cubes in the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gear and Wear Cubes ===&lt;br /&gt;
&lt;br /&gt;
These cubes are the same every game.&lt;br /&gt;
&lt;br /&gt;
3rd Gear (White) - These allow you to move onto a white space on the board.&lt;br /&gt;
&lt;br /&gt;
4th Gear (Light Gray) - These allow you to move onto a light gray space on the board. The light gray spaces are typically longer than white spaces, so these are more powerful than 3rd Gear cubes.&lt;br /&gt;
&lt;br /&gt;
5th Gear (Dark Gray) - These allow you to move onto a dark gray space on the board. The dark gray spaces are typically longer than white and light gray spaces, so these are more powerful than 3rd and 4th Gear cubes.&lt;br /&gt;
&lt;br /&gt;
6th Gear (Black) - These allow you to move onto a black space on the board. The black spaces are the longest, so these are the most powerful cube.&lt;br /&gt;
&lt;br /&gt;
Wear (Brown) - These cubes are useless! They perform no function and every one that you draw is one less useful cube that you&#039;ve missed out on. Powerful cards and travelling at high speed will gain you wear, so you will need to take steps to keep removing it or you may become overwhelmed!&lt;br /&gt;
&lt;br /&gt;
=== Other Cubes ===&lt;br /&gt;
&lt;br /&gt;
The other 5 cubes may perform different actions each game. In each game a card is used to determine the function of each cube colour, and playing a cube will perform the action on the card of the same colour.&lt;br /&gt;
&lt;br /&gt;
The cards used in a game can come from a pre-chosen set or it can be random.&lt;br /&gt;
&lt;br /&gt;
Garage (Yellow) - Garage cards are generally used to manage your cube supply.&lt;br /&gt;
&lt;br /&gt;
Handling (Red) - Handling cards are generally used to give you movement bonuses,&lt;br /&gt;
&lt;br /&gt;
Pit (Purple) - Pit cards are generally used to remove cubes that you own, particularly wear cubes.&lt;br /&gt;
&lt;br /&gt;
Engine (Blue) - Engine cards will usually move your car forward a significant distance.&lt;br /&gt;
&lt;br /&gt;
Performance (Green) - Performance cards can have big impacts on the game, often favouring players at the back of the field.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
The game will randomly choose the starting order from amongst the players.&lt;br /&gt;
&lt;br /&gt;
Each player starts with a small pool of five 3rd Gear (White), two 4th Gear (Light Gray) and five Garage (Handling) cubes.&lt;br /&gt;
&lt;br /&gt;
Each player will have the opportunity to buy additional cubes before the game begins. Players towards the back of the starting grid will have slightly more money to spend on cubes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Quick Summary of a Turn ==&lt;br /&gt;
&lt;br /&gt;
=== Action Phase ===&lt;br /&gt;
&lt;br /&gt;
To start with, you will have drawn 7 cubes and these will form your Active pile.&lt;br /&gt;
&lt;br /&gt;
You can play as many cubes as you like from your Active pile, one at a time, to use the effect shown on their matching card.&lt;br /&gt;
&lt;br /&gt;
When you play a cube, it moves from your Active pile to your Used pile.&lt;br /&gt;
&lt;br /&gt;
Your car never moves during the Action phase, but where playing a cube will move your car, you place the cube onto the board in the appropriate space, planning out your move. Your car will move along the planned route at the end of the turn.&lt;br /&gt;
&lt;br /&gt;
If you wish, you can skip your entire turn and have a Pit Stop. If you take a Pit Stop, you will not perform the Action Phase, Buy Phase or Movement Phase, but you will remove all wear from your Active pile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Buy Phase ===&lt;br /&gt;
&lt;br /&gt;
In the Buy phase, you add up the Value (the yellow dollar signs) of any cubes that you have not played and are still in your Active pile. You may then spend that money to buy any number of cubes.&lt;br /&gt;
&lt;br /&gt;
Any money unspent does not carry over until later turns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Car Phase ===&lt;br /&gt;
&lt;br /&gt;
This is where you car actually moves. If you have placed any cubes on the board in the Action phase, your car will move to the last cube that you placed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Decline Phase ===&lt;br /&gt;
&lt;br /&gt;
If your car moved this turn, you will gain wear cubes.&lt;br /&gt;
&lt;br /&gt;
The number that you get will be based on the color of the darkest space your car moved into or through this turn.&lt;br /&gt;
&lt;br /&gt;
White -&amp;gt; 1 Wear cube&lt;br /&gt;
Light Gray -&amp;gt; 2 Wear cubes&lt;br /&gt;
Dark Gray -&amp;gt; 3 Wear cubes&lt;br /&gt;
Black -&amp;gt; 4 Wear cubes&lt;br /&gt;
&lt;br /&gt;
BUT! Wear in the Decline phase can be avoided. If you finish your move immediately behind another car then you are drafting, and will receive no Wear from movement this turn. You will still receive Wear described on action cards whose cubes you played during the Action phase.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== End Phase ===&lt;br /&gt;
&lt;br /&gt;
This is the cleanup phase. All cubes on your board and on the track are moved into your Discard pile.&lt;br /&gt;
&lt;br /&gt;
You then randomly draw 7 new cubes from your bag and put them into your Active pile for next turn.&lt;br /&gt;
&lt;br /&gt;
If your bag is emptied before you have drawn 7 cubes, all cubes from your Discard pile are returned into your bag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The End of the Game ==&lt;br /&gt;
&lt;br /&gt;
A race lasts a number of laps chosen at the beginning of the game.&lt;br /&gt;
&lt;br /&gt;
All players will have the same number of turns, so the game will end after the final player&#039;s turn if anyone has completed the required number of laps and crosses the finish line.&lt;br /&gt;
&lt;br /&gt;
Once at least someone has finished the race and all players have had the same number of turns, the winner is the car that has travelled the furthest, so even if you cross the finish line first it is worth travelling as far as you can before you turn ends.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Advanced Rules ==&lt;br /&gt;
&lt;br /&gt;
Once you have played the basic game, there are additional rules you may choose to explore.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Weaving ===&lt;br /&gt;
&lt;br /&gt;
Normally, cubes are simply placed on spaces during your Action phase, and if a space is made up of multiple segments then the cube is placed as far forward as is available.&lt;br /&gt;
&lt;br /&gt;
If you use the Weaving option, then cubes can be placed anywhere within a square. This allows you to &amp;quot;cut across&amp;quot; a space by landing on one of the squares further back in order to reach a space on the far side before it disappears.&lt;br /&gt;
&lt;br /&gt;
The result is movement where there a far more options for each move (making moves far less simple to plan) but providing for more sophisticated movement paths.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Driver Cards ===&lt;br /&gt;
&lt;br /&gt;
If you play with Driver Cards, then before play begins, each player will be able to choose one driver who will grant them a unique ability they can use each turn throughout the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Seasons ===&lt;br /&gt;
&lt;br /&gt;
A Season is a game made up of a series of 3 or more races, with points being awarded for each race.&lt;br /&gt;
&lt;br /&gt;
Between races, players may choose a Sponsor to give them a unique advantage that will modify their cube pool.&lt;br /&gt;
&lt;br /&gt;
The winner of a race has first choice from the pool of available Sponsors. A player may keep their Sponsor from the previous race if they have one, instead of taking a new one. If they do so, they must choose to discard one of the existing available Sponsors.&lt;br /&gt;
&lt;br /&gt;
The starting positions in the first race are random as usual, but from the second race onwards players will start based on their finishing position in the previous race.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Action Card Clarifications ===&lt;br /&gt;
&lt;br /&gt;
==== 3rd Gear ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Move 1 white space&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Place this white cube on a white space on the track. This white space must be adjacent to your race car, or adjacent to the last cube previously placed on the track earlier this turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 4th Gear ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Move 1 light gray space&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Place this light gray cube on a light gray space on the track. This light gray space must be adjacent to your race car, or adjacent to the last cube previously placed on the track earlier this turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 5th Gear ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Move 1 dark gray space&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Place this dark gray cube on a dark gray space on the track. This dark gray space must be adjacent to your race car, or adjacent to the last cube previously placed on the track earlier this turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 6th Gear ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Move 1 black space&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Place this black cube on a black space on the track. This black space must be adjacent to your race car, or adjacent to the last cube previously placed on the track earlier this turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Wear ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Place this cube from your used pile into your discard pile&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In general, you do not want wear cubes in your bag. This effect gets you a step closer to removing it, by allowing you to place it directly into your discard pile. Keep in mind, only wear cubes originating from your active pile may use this effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Car Chief (Garage) ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remove 1 gear cube from your discard pile. Gain 1 gear cube of 1 gear higher.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Remove any white, light gray, dark gray, or black gear cube from your discard pile. If you removed a white cube, then gain a light gray cube. If you removed a light gray cube, then gain a dark gray cube. If you removed a dark gray cube, then gain a black cube. If you removed a black cube, then you don’t gain anything.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Engineer (Garage) ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Place up to 3 cubes from your active pile into your discard pile. Then remove the same number of cubes from your discard pile.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Choose up to 3 cubes from your active pile. Place the chosen cubes into your discard pile. If you chose 1 cube, then remove 1 cube from your discard pile. If you chose 2 cubes, then remove 2 cubes from your discard pile. If you chose 3 cubes, then remove 3 cubes from your discard pile. Keep in mind, the removed cubes may be the very cubes you just placed in your discard pile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Manager (Garage) ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;May remove 1 cube from your active pile AND/OR Put 1 cube from your active pile or discard pile back into your bag.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You have the option of removing a cube from your active pile. Whether you opt to remove a cube or not, you may choose 1 cube from your active pile, or your discard pile, and place it back into your bag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Mechanic (Garage) ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Place 1 other cube from your active pile into your used pile. Then remove up to 2 cubes from your discard pile.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Choose a cube from your active pile and place it in your used pile. This chosen cube’s effect will not be applied. Then remove up to 2 cubes from your discard pile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Factory Support (Garage) ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Draw 1 cube. Remove 1 cube from your active pile or discard pile.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Draw 1 cube from your bag. After this, you must remove 1 cube from your active pile or discard pile. Keep in mind, the 1 removed cube may be the cube you just drew out of your bag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Maintenance Staff (Garage) ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remove any number of cubes from your active pile. Then remove up to twice that amount from your discard pile.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Choose any number of cubes to remove from your active pile. These cubes can be any combination of cubes, including but not limited to, wear cubes. Then you may remove up to twice that amount of cubes from your discard pile. For example, if you removed 3 cubes from your active pile, you may remove up to 6 cubes from your discard pile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Performance Testing (Garage) ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remove this cube. Then draw up to 3 cubes.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
First, you must remove this very cube. Then, you may draw up to 3 cubes from your bag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Aerodynamics (Handling) ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;During your Decline Phase this turn, you are considered drafting and will not take any wear during that phase.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When you get to the Decline Phase of your turn you will not gain any wear despite what color spaces you moved on, because you are considered to be drafting. Note that this card does not prevent you from gaining wear cubes during your Action Phase.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Steering (Handling) ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gain 1 wear.&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Discard 1 gear from your active pile. Move up to 3 spaces of the color 1 lower than the discarded gear.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gain 1 wear cube from the stock. Then choose 1 gear cube from your active pile to place into your discard pile. Move your red cube up to 3 spaces on the board matching the color 1 lower than the chosen gear cube. For example, if you chose to discard a black cube from your active pile, then you could move up to 3 consecutive dark gray spaces with your red cube. Note: the chosen gear cube stays in your discard pile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Suspension (Handling) ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gain 1 wear.&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Move 1 space matching 1 gear in your discard pile.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gain 1 wear cube from the stock. Then place your red cube onto a space on the board matching the color of a gear cube in your discard pile. For example, if you have a dark gray cube in your discard pile, then you could move on a dark gray space with your red cube. Note, the matching gear cube stays in your discard pile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Tires (Handling) ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Select 1 gear in your active pile. Move 1 space on any color lower than the selected gear.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Place your red cube onto a space on the board matching any color lower than a gear cube in your active pile. For example, if you have a dark gray cube in your active pile, then you could move on a light gray space or a white space with your red cube. Note, the matching gear cube stays in your active pile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Burnout (Handling) ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gain 1 wear.&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Select 1 gear cube in your discard pile. Move up to 2 spaces of the color 1 lower than the selected gear.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gain 1 wear cube from the stock. Then choose 1 gear cube in your discard pile. Move your red cube up to 2 spaces on the board matching the color 1 lower than the chosen gear cube. For example, if you chose a black cube in your discard pile, then you could move up to 2 consecutive dark gray spaces with your red cube. Note, the chosen gear cube stays in your discard pile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Camber &amp;amp; Toe (Handling) ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discard 1 gear cube from your active pile. Move 1 space on any color.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Choose 1 gear cube from your active pile to place into your discard pile. Then, move your red cube 1 space on any color on the board. For example, if you chose to discard a light gray cube from your active pile, then you could move on white, light gray, dark gray, or black with your red cube. Note, the chosen gear cube stays in your discard pile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Redline (Handling) ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;During your Action Phase, you may use white gear cubes to move on any color space. Gain 1 wear for each white gear cube used this way.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
During your Action Phase, you may use any number of white gear cubes that you have in your active pile as if they were any color gear cube. Place these white gear cubes onto the board on color(s) of your choice. Use 1 white gear cube per space. Gain 1 wear cube from the stock for each white cube that you used with this effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Crew Chief (Pit) ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Draw cubes until you draw 1 non-wear. Then remove all wear from your discard pile.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Draw 1 cube from your bag. If you draw a wear cube, then draw again. Stop drawing cubes when you draw any cube other than a wear cube. After this, remove all wear cubes from your discard pile. Keep in mind any wear cubes that you drew during this card’s effect will not be able to be removed with this card’s effect, since those wear cubes are placed in your active pile, not your discard pile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Pit Captain (Pit) ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remove up to 6 cubes from your discard pile.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Choose up to 6 cubes to remove from your discard pile. These cubes can be any combination of cubes including, but not limited to, wear cubes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Pit Crew (Pit) ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Either remove all wear from your discard pile, OR remove any 2 cubes from your discard pile.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Choose one of the following. You may either remove all of the wear cubes in your discard pile, or you may remove any 2 cubes of your choice from your discard pile including, but not limited to, wear cubes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Pit Team (Pit) ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remove up to 3 cubes from your discard pile. Then gain 1 new cube costing less than, or equal to, the total cost of the removed cubes.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Choose up to 3 cubes to remove from your discard pile. These cubes can be any combination of cubes including, but not limited to, wear cubes. Add the costs, not the value, of the removed cubes. Use that total cost as money to buy exactly 1 cube from the stock. After this, any leftover money gained from this card’s effect is lost.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Air Jacks (Pit) ==== &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remove as many cubes from your discard pile as you have unique colors in your discard pile.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Count how many unique colors of cubes you currently have in your discard pile. Then remove up to that many cubes from your discard pile. For example, if you had 1 yellow cube, 2 dark gray cubes, 3 blue cubes, 1 green cube, and 2 wear cubes in your discard pile, then you could remove up to 5 of those cubes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Impact Wrench (Pit) ==== &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remove up to 4 cubes from your discard pile. Then remove all wear from your used pile.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Choose up to 4 cubes to remove from your discard pile. These cubes can be any combination of cubes, including but not limited to, wear cubes. Then, remove all wear cubes currently in your used pile. This means all wear cubes gained during your Action Phase up to this point, including those placed on the track, are removed. Keep in mind, this does not allow you to remove wear gained by any future action, nor does it allow you to ignore gaining wear during your Decline Phase.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Pit Mechanic (Pit) ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remove up to 6 wear from your discard pile. Then, if you have fewer cubes in your discard pile than all other players&#039; discard piles, remove up to 2 more cubes of any color.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Remove up to 6 wear cubes from your discard pile. After this, count how many cubes you currently have in your discard pile. Compare your total with each other player individually, not all other players as a group. If you have less cubes in your discard pile than each of the other players’ discard piles, you get to remove up to 2 additional cubes from your discard pile. These additional cubes can be any combination of cubes, including but not limited to, wear cubes. For example, if you had 5 cubes left in your discard pile after removing up to 6 wear cubes, then you could remove up to 2 more cubes as long as no other player had 5 or fewer cubes in their discard pile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Diesel Engine (Engine) ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gain 2 wear.&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Move up to as many dark gray spaces as you have dark gray cubes in your discard pile.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gain 2 wear cubes from the stock. Count how many dark gray cubes you currently have in your discard pile. Then move your blue cube up to that many consecutive dark gray spaces on the board. For example, if you had 3 dark gray cubes in your discard pile, then you could move up to 3 consecutive dark gray spaces with your blue cube.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Hybrid Engine (Engine) ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gain 1 wear.&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;If you have more blue cubes on your player sheet than in any other player&#039;s discard pile, move up to 2 spaces in any 1 color.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gain 1 wear cube from the stock. Count how many blue cubes you currently have in your active pile, used pile, and discard pile collectively. Compare that total against blue cubes found in each other player’s discard pile. Make this comparison with each other player individually, not all other players as a group. If you have more than any other player, then move your blue cube up to 2 consecutive spaces on the board. These 2 spaces must be the same color. For example, if you had 1 blue cube in your active pile, 1 on the track, and 2 blue cubes in your discard pile, then you could move 2 spaces of any color as long as no other player had 4 or more blue cubes in their discard pile.&lt;br /&gt;
&lt;br /&gt;
==== Rotary Engine (Engine) ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gain 1 wear.&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Move up to as many white spaces as you have unique colors in your discard pile.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gain 1 wear cube from the stock. Count how many unique colors of cubes you currently have in your discard pile. Then move your blue cube up to that many consecutive white spaces on the board. For example, if you had 1 white cube, 3 light gray cubes, 1 blue cube, and 2 wear cubes in your discard pile, then you could move up to 4 consecutive white spaces with your blue cube.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Supercharged (Engine) ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gain 1 wear.&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Place up to 2 cubes from your discard pile to your active pile.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gain 1 wear cube from the stock. Choose up to 2 cubes in your discard pile. Place these chosen cubes into your active pile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Crate Motor (Engine) ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Move up to 3 spaces on any 1 color. Then after your End Phase, each other player in a lower position than you may move 1 space on any color.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Move your blue cube up to 3 spaces on any 1 color on the board. Then, after your End Phase, determine what position in the race each player’s race car is currently in. Each player that is in a lower position in the race than you, may move 1 space on any color. This movement takes place in position order, not turn order, and those other players do not gain wear for their movement. Additionally, after each player moves, including you, momentum must be updated and positions may change due to this momentum. Keep in mind, if more than one of these blue cubes is used in a single turn, player positions are not determined until after your End Phase. In this situation, each player in a lower position moves all awarded spaces before moving onto the next player. For example, if you used 2 blues cubes this turn, and ended up in 1st position after your End Phase, the player in 2nd position would get to move up to 2 spaces on any color(s) without gaining any wear. After the 2nd position player moved, and momentum updated, then the 3rd position player would move up to 2 spaces on any color(s), and so on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Fuel Injection Engine (Engine) ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gain 2 wear. During your Action Phase, each of your gear cubes moves twice as many spaces as they normally do.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gain 2 wear cubes from the stock. During your Action Phase this turn, each of your activated gear cubes may move twice as many spaces as they would normally move. This means that for each gear cube that you use this turn, you may move 2 spaces instead of 1 on its respective color. Keep in mind, this effect can combine with cards like Redline, but does not have any effect on cards like Camber &amp;amp; Toe. Furthermore, activating more than one of these blue cubes is superfluous, as it does not compound the effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Internal Combustion Engine (Engine) ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discard 1 cube from your active pile. Then place up to 3 cubes from your discard pile into your active pile. Gain 1 wear for each cube placed this way.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Choose 1 cube from your active pile to place into your discard pile. Then choose up to 3 cubes from your discard pile. Place these chosen cubes into your active pile. Gain 1 wear cube from the stock for each cube that you brought from your discard pile to your active pile with this effect. Keep in mind, one of the cubes that you bring from your discard pile back to your active pile may be the very cube you just placed in your discard pile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Boost (Performance) ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Draw up to 3 cubes. Gain 1 wear for each cube drawn. All other players may draw 1 cube.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Draw up to 3 cubes from your bag. You may draw these cubes one at a time and may stop when satisfied. Gain 1 wear cube from the stock for each cube that you drew. After this, all other players have the choice to draw 1 cube from their bag or not. The other players do not gain wear for this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Gearbox (Performance) ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gain 1 wear.&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Move up to as many light gray spaces as your current position in the race. If in last position, you may move 1 additional light gray space.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gain 1 wear cube from the stock. Determine what position in the race your race car is currently in. Remember, your position is always determined by where your race car is at the beginning of the Action Phase, not where it will be during your Car Phase. If tied for a position, the innermost lane is leading. Then move your green cube up to that many consecutive light gray spaces on the board. You may move 1 more light gray space, if you are currently in last place. For example, if your race car is currently in 3rd place of a 4 player game, then you could move up to 3 consecutive light gray spaces with your green cube. Alternatively, if you were in 4th place of a 4 player game, then you could move up to 5 consecutive light gray spaces.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Nitro (Performance) ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Draw 2 cubes. Place 1 in your active pile and the other in your discard pile.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You must draw exactly 2 cubes from your bag. After drawing these 2 cubes, choose 1 to place in your active pile and 1 to place into your discard pile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Turbo (Performance) ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gain 2 wear.&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Move up to 2 light gray spaces. Then move up to 1 light gray space for each green cube that every player collectively has in their discard piles.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gain 2 wear cubes from the stock. Move your green cube up to 2 consecutive light gray spaces on the board. Then you may continue moving up to 1 more light gray space for each green cube that every player, including you, has in their discard piles. For example, if you had 2 green cubes in your discard pile, and two other players had 1 green cube each in their discard piles, then you could move up to 6 consecutive light gray spaces with a green cube from your active pile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Adrenaline (Performance) ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Move 1 light gray space OR during your Car Phase move up to 2 light gray spaces per position you advanced this turn.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Choose one of the following. You may either move your green cube 1 light gray space OR during your Car Phase this turn, you may move up to 2 light gray spaces per position you advanced. In order to do the second option, take note of what position in the race your race car is in at the beginning of your Car Phase. Then note what position your race car ends up in at the end of your Car Phase. Finally, move up to 2 light gray spaces per position you advanced. For example, if you chose the second option and started your Car Phase in fourth position of a 5 player game, but ended your Car Phase by passing 2 other cars to move into second Position. Then you could move up to 4 light gray spaces.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Bump &amp;amp; Run (Performance) ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gain 1 wear.&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;If not in first position, move up to 2 dark gray spaces. if in last position, you may move one additional dark gray space.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gain 1 wear cube from the stock. Determine what position in the race your race car is currently in. Then, as long as you are not in first position, move your green cube up to 2 dark gray spaces on the board. If you are currently in last place, you may move 1 more dark gray space. For example, if your race car is currently in 4th place of a 4 player game, then you could move up to 3 consecutive dark gray spaces with your green cube.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Overdrive (Performance) ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gain 1 wear.&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;According to your current position in the race, move up to 3 spaces on the following color or lower:&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;First = white,&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Last = dark gray&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Other = light gray&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gain 1 wear cube from the stock. Determine what position in the race your race car is currently in. Then, move your green cube up to 3 spaces according to your position. If you are in first place, move on white. If you are in last place, move on dark gray or lower. For all other positions in the race, move on light gray or lower. Keep in mind, you may move on more than 1 color with each green cube. For example, if your race car is currently in 2nd place of a 3 player game, you could move 1 white space and 2 light gray spaces with 1 green cube.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Driver Card Clarifications ===&lt;br /&gt;
&lt;br /&gt;
==== 01 - Josh Trin ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For each wear gained during your Decline Phase, move up to 1 light grey space.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
During your Decline Phase, you may move your race car up to 1 light gray space for each wear you gained. Keep in mind, this is only for wear gained during your Decline Phase, not your Action Phase. For example, if you gained 3 wear during your Decline Phase, then you can move up to 3 light gray spaces. For another example, if you would have gained 2 wear during your Decline Phase, but ended up drafting, you will not get a benefit from this driver.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 02 - David Bird ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Place 1 cube from your discard pile into your active pile.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
During your Action Phase, you may choose 1 cube from your discard pile. Place this chosen cube into your active pile. That cube may now be used like any other cube in your active pile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 03 - Eileen Pi ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Place up to 3 cubes from your discard pile into your bag.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
During your Action Phase, you may choose up to 3 cubes from your discard pile. These chosen cubes can be any combination of colors. Place these chosen cubes back into your bag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 04 - Mag Matthews ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Draw up to 3 cubes at once. For each cube drawn, choose one: remove it, place it in your active pile, or put it back into your bag.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
During your Buy Phase, you may draw up to 3 cubes at once. After you have drawn all required cubes, decide to do one of the following options with each cube: remove it by putting it back in stock, place it in your active pile, OR put it back into your bag. You may decide to do any of the three options with each cube. Keep in mind, any cube added to your active pile may only be used for its value to buy new cubes, since you are in your Buy Phase.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 05 - Kali Farmer ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remove any number of cubes from your discard pile. Pay \$1 for each cube removed.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
During your Buy Phase, you may remove any number of cubes from your discard pile. These removed cubes can be any combination of cubes, including but not limited to, wear cubes. For each cube that you decide to remove this way, you must pay $1. If you have no money during your Buy Phase, you will not get a benefit from this driver.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 06 - Juan Goody ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;At the end of the Car Phase, move 1 space on any color.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
During your Car Phase, after you finish your normal move with your race car, you may move 1 additional space on any color. Like normal, you could be subject to wear for this movement during your Decline Phase, if you don’t end up drafting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 07 - Mike Skipjack ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For each wear gained during your Decline phase, draw up to 1 additional cube during your End Phase.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
During your Decline Phase, take note of how many wear cubes you gained. For each of those wear cubes, you may draw up to 1 additional cube during your End Phase. For example, if you gained 3 wear during your Decline Phase, then you will draw 10 cubes during your End Phase, instead of just 7. This means, you will start your next turn’s Action Phase with those 10 cubes. If you gained no wear during your Decline Phase, for instance if you ended up drafting, you will not get a benefit from this driver.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 08 - Micah Conner ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Before drawing, remove up to 3 wear from your player sheet.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
During your End Phase, before drawing new cubes for your active pile, you may remove up to 3 wear cubes from your player board. Keep in mind, these wear cubes can be located in any pile on your player board or on the track.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 09 - Nathan Emery ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;After drawing, draw up to 2 more cubes.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
During your End Phase, after drawing new cubes for your active pile, you may draw up to 2 additional cubes. Of course, these cubes may be used like any other cube in your active pile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 10 - Kaia Lin ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;After drawing, discard any number of cubes. Draw cubes equal to the number you discarded.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
During your End Phase, after drawing new cubes for your active pile, you may choose any number of those cubes to place in your discard pile. Then, draw cubes equal to the number that you chose to discard. You may only do this once. For example, after drawing 7 cubes for your active pile, you could decide to discard 4 cubes, so that you can draw 4 new cubes to add to your active pile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sponsor Clarifications ===&lt;br /&gt;
&lt;br /&gt;
==== Sponsors A1-A3 ====&lt;br /&gt;
&lt;br /&gt;
Spend the specified amount of money to buy new cubes from the stock. Keep in mind, the stock does not replenish from race to race during the season, so some cubes may be in short supply. Any money not spent is lost.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Sponsors B1-B3 ====&lt;br /&gt;
&lt;br /&gt;
Remove the specified amount of additional cubes from your bag and/or player board. These cubes can be any combination of cubes, including but not limited to, wear cubes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Sponsors C1-C3 ====&lt;br /&gt;
&lt;br /&gt;
Remove the specified amount of wear cubes from your bag and/or player board. These cubes must be wear cubes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Sponsors D1-D3 ====&lt;br /&gt;
&lt;br /&gt;
Gain the specific cubes stated from the stock for free. If the stock does not have adequate supply, then take as many as available.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Sponsors E1-E3 ====&lt;br /&gt;
&lt;br /&gt;
Take note of how many non-wear cubes you removed with your sponsor’s standard remove ability. Then, for each non-wear you removed, remove up to 4 wear cubes from your bag and/or player board. For example, if you had Sponsor E1, finished in first position, and decided to remove 2 white cubes and 1 wear cube, then you’d be allowed to remove up to 8 wear cubes from your bag and/or player board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Note:&#039;&#039;&#039; Sponsor E3’s last place effect does not have an ability beyond its standard remove ability.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Sponsors F1-F3 ====&lt;br /&gt;
&lt;br /&gt;
Remove the specified amount of additional cubes from your bag and/or player board. Then, for each additional cube removed, you may spend up to $2. For example, if you had Sponsor F2, and finished 3rd in a 4 player game, then using the middle place effect would let you remove up to 3 additional cubes. If you removed all 3 additional cubes, then you’d be able to spend $6. Any money not spent is lost.&lt;/div&gt;</summary>
		<author><name>FiatLuce</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpinnovation&amp;diff=9218</id>
		<title>Gamehelpinnovation</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpinnovation&amp;diff=9218"/>
		<updated>2021-08-25T19:23:15Z</updated>

		<summary type="html">&lt;p&gt;FiatLuce: /* Actions */  Added some formatting and corrected/referenced starting turns&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
==Beginning of the game==&lt;br /&gt;
At the beginning of the game you have two cards of age 1 in your hand. You choose one to meld immediately and keep the other in your hand. The player who melded the first card in English alphabetical order plays first.&lt;br /&gt;
The first player gets only one action to start with, so does the second player in a four player game. After that, everybody gets two actions on their turn.&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
Except for the starting player(s) on the first turn of the game (see &#039;&#039;Beginning of the Game&#039;&#039;, above), you &#039;&#039;&#039;must&#039;&#039;&#039; take &#039;&#039;&#039;two actions&#039;&#039;&#039; each turn, from the following four (you may take the same action twice):&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DRAW:&#039;&#039;&#039; take a card of value equal to the highest top card on your board from the supply deck. If this deck is empty, draw from the next available higher deck. This rule for drawing is also applicable for any effect with the &amp;quot;draw&amp;quot; keyword.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MELD:&#039;&#039;&#039; play a card from your hand to your board. It is played on the existing stack on the same color if it exists, otherwise this card starts a new one. If a stack is splayed (spread to one side) that splay is continued by the new card.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DOGMA:&#039;&#039;&#039; each opponent with fewer of the featured icon (visible on their board) than you must obey the &amp;quot;I demand&amp;quot; effects. Each opponent with at least as many of the feature shares the non-demand effects. Effects are executed clockwise, finishing with you. If sharing an effect with one or several opponents has had &#039;&#039;any&#039;&#039; consequence on the game situation, you take a single free Draw action at the end of your dogma action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ACHIEVE:&#039;&#039;&#039; You can take an action to claim any available age achievement if you have at least 5 times the value of that age in your score pile AND a top card on your board of equal or higher value. For example to achieve age 1 you need 5 points and any card on your board. To achieve age 2, 10 points and at least a 2 as a top card and so on... Points are kept, not spent. The five special achievement cards do not require any action to claim them and are won &#039;&#039;as soon as&#039;&#039; the conditions are met.&lt;br /&gt;
&lt;br /&gt;
==End of the game==&lt;br /&gt;
The game can end in three ways:&lt;br /&gt;
&lt;br /&gt;
===By achievements===&lt;br /&gt;
The game ends &#039;&#039;immediately&#039;&#039; (even inside a dogma effect) when a player reaches a required number of achievements:&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;2 players:&#039;&#039; 6 achievements&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;3 players:&#039;&#039; 5 achievements&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;4 players:&#039;&#039; 4 achievements&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;4 players &#039;&#039;&#039;(team game variant)&#039;&#039;&#039;:&#039;&#039; 6 achievements combined by the teammates&lt;br /&gt;
&lt;br /&gt;
===By score===&lt;br /&gt;
This happens if someone tries to draw an 11 or higher. The game ends &#039;&#039;immediately&#039;&#039; (even inside a dogma effect) and the winner is the player who has the greatest score in his score pile. (If tied, the number of achievements is a tie-breaker; if still tied, the concerned players both win.) In a team game, the teammates combine their score. (If tied, they combine their achievements.)&lt;br /&gt;
&lt;br /&gt;
===By dogma===&lt;br /&gt;
Dogma effects of a few cards awards a win if some conditions are met. If more than one player is eligible (except teammates in a team game), the game continues.&lt;br /&gt;
&lt;br /&gt;
==The golden rule==&lt;br /&gt;
&#039;&#039;&#039;Do as many as you can and ignore the rest.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This rule will help you to leverage ambiguities.&lt;br /&gt;
&lt;br /&gt;
This has many consequences:&lt;br /&gt;
&lt;br /&gt;
-Exchanges do not need to be symmetrical. According to the situation, 2 cards can be exchanged with 2, 1 card with 4, or even 0 card with 10.&lt;br /&gt;
&lt;br /&gt;
-If you don&#039;t have enough cards to fulfill the effect requirement, you can process all the cards that you do have.&lt;br /&gt;
&lt;br /&gt;
-However, if a &amp;quot;you may&amp;quot; effect requires you to return 3 cards to trigger an effect, and you have less than 3 cards, you have to pass.&lt;br /&gt;
&lt;br /&gt;
You can hover on the memo to have a reminder of the actions and keywords.&lt;br /&gt;
&lt;br /&gt;
==Game editions and differences==&lt;br /&gt;
The game was first published by Asmadi Games in 2010.&lt;br /&gt;
&lt;br /&gt;
Then Iello published another edition of the game in 2011 with the same mechanics and card effects, but using a different terminology.&lt;br /&gt;
&lt;br /&gt;
More recently, Asmadi Games gather the original game and all its expansions in a new box &amp;quot;Innovation Deluxe&amp;quot; with new graphics, and also made some slight modifications on nine cards for balancing purposes.&lt;br /&gt;
&lt;br /&gt;
The online adaptation is based on the first edition of Asmadi games for the artwork. For the rules, you can choose between:&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;Last edition&#039;&#039;&#039; (this is the default): these are the rules of the &#039;&#039;&#039;Asmadi &amp;quot;Innovation Deluxe&amp;quot;&#039;&#039;&#039; pack.&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;First edition&#039;&#039;&#039;: these are the rules of the &#039;&#039;&#039;original Asmadi game&#039;&#039;&#039;. These rules are consistent with the &#039;&#039;&#039;Iello edition too&#039;&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>FiatLuce</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpbeyondthesun&amp;diff=8107</id>
		<title>Gamehelpbeyondthesun</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpbeyondthesun&amp;diff=8107"/>
		<updated>2021-04-29T17:21:06Z</updated>

		<summary type="html">&lt;p&gt;FiatLuce: Reformat and expand Income Phase section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Technologies ==&lt;br /&gt;
&lt;br /&gt;
The 4 types of Technologies have different characteristics, summarized below. A hybrid Technology generally contains&lt;br /&gt;
characteristics of both of its types.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Scientific (blue):&#039;&#039;&#039; Ore production automation, research actions, and Ore bonuses&lt;br /&gt;
* &#039;&#039;&#039;Economic (green):&#039;&#039;&#039; Food production automation, Population collection, and Ore collection&lt;br /&gt;
* &#039;&#039;&#039;Military (red):&#039;&#039;&#039; Shipbuilding, movements, and upgrades&lt;br /&gt;
* &#039;&#039;&#039;Commercial (yellow):&#039;&#039;&#039; Colonization actions, ship movements, and flexible actions&lt;br /&gt;
&lt;br /&gt;
== Income Phase ==&lt;br /&gt;
&lt;br /&gt;
In the income phase, you may choose one of the following three options.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Population:&#039;&#039;&#039; From each Supply Column above an uncovered space on the Population track, take one Supply and convert it to a Population&lt;br /&gt;
* &#039;&#039;&#039;Ore:&#039;&#039;&#039; Gain a quantity of Ore equal to the sum of uncovered Ore quantities on the Ore track.&lt;br /&gt;
* &#039;&#039;&#039;Resource trade:&#039;&#039;&#039; You may make as many of the following trades as you wish. &lt;br /&gt;
** Spend 3 Ore to turn your leftmost Supply Column into a Population. &lt;br /&gt;
** Pay 1 ore to take 1 Spaceship from anywhere and turn it into a Population cube. &lt;br /&gt;
** Return a Population to the rightmost Supply Column with an empty space to gain an ore.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Triggering the end of the game and end game points==&lt;br /&gt;
&lt;br /&gt;
When enough discs have been placed on Achievements, the next round will be the final round of the game:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;2 or 3 players:&#039;&#039;&#039; 3 Achievements claimed&lt;br /&gt;
* &#039;&#039;&#039;4 players:&#039;&#039;&#039; 4 Achievements claimed&lt;br /&gt;
&lt;br /&gt;
Points are scored for the following:&lt;br /&gt;
* Each Faction scores 1 vp for each of their Level I Technologies&lt;br /&gt;
* Each Faction scores 2 vp for each of their Level II Technologies&lt;br /&gt;
* Each Faction scores 3 vp for each of their Level III Technologies&lt;br /&gt;
*“Private Technologies” (from card bonuses) are worth 2 vp or 3 vp based on their level (Level II or III, respectively).&lt;br /&gt;
* Each Faction scores a number of vp as specified on their Level IIII Technologies&lt;br /&gt;
* Each Faction scores a number of vp as specified on their Automation track (add all vp showing, up to the level reached). After level 7,&lt;br /&gt;
each additional level is 1 vp each.&lt;br /&gt;
* Each Faction scores a numer of vp for each of their colonized Systems, as indicated at the bottom of the System card.&lt;br /&gt;
* Each Faction scores 1 vp for each of their uncolonized Outpost discs (on System cards or Shipyard Systems).&lt;br /&gt;
* Each non-controllable location (Sol and Deep Space) scores 1 vp for the Faction(s) with the highest military power&lt;br /&gt;
(tied players get the same vp).&lt;br /&gt;
* Each Faction scores a number of vp for each Event card that provides vp. They are usually found near the Achievement cards,&lt;br /&gt;
or they can be attached to certain locations or Factions.&lt;br /&gt;
* Each Faction scores a number of vp for each of their Achievements.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Tie breaker:&#039;&#039;&#039; Combined production level (Food and Ore) / Highest remaining Population cubes / Highest remaining Ore)&lt;br /&gt;
&lt;br /&gt;
== Changes in BGA adaptation ==&lt;br /&gt;
&lt;br /&gt;
Minor changes were necessary to allow the game to work smoothly on BGA. Special thanks to the designer, Dennis Chan, for consulting on how best to adapt the game to the BGA framework.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spacetime Anomaly Studies:&#039;&#039;&#039; The research portion of the action is optional.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Galactic HQ, Black Market Industries, Giga-Corporations, Cygni 61, Mind/Machine Assimilation:&#039;&#039;&#039; You cannot use these in the middle of another action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Giga-Corporations:&#039;&#039;&#039; You may only replace discs on your turn; however, at the end of the game, any remaining star discs on achievements are automatically replaced.&lt;/div&gt;</summary>
		<author><name>FiatLuce</name></author>
	</entry>
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