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	<title>Board Game Arena - User contributions [en]</title>
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	<updated>2026-10-06T15:48:34Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelplivingforest&amp;diff=26266</id>
		<title>Gamehelplivingforest</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelplivingforest&amp;diff=26266"/>
		<updated>2025-08-21T20:12:23Z</updated>

		<summary type="html">&lt;p&gt;Fishercat: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Summary==&lt;br /&gt;
&#039;&#039;&#039;Draw phase&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Draw Guardian Animals. If you draw 3 solitary symbols [[File:Solitary1.PNG]] (top-left of the Guardian Animals cards) you cannot draw any more (unless you&#039;ve drawn gregarious symbols). You only get to use 1 standard Action (there are ways in the next phase to get bonus Actions). If you stop at a point where you have less than 3 solitary symbols, you get to use 2 standard different Actions. Solitary symbols can be canceled by gregarious symbols [[File:Gregarious.png]]. So 3 solitary symbols - 1 gregarious symbol = 2 solitary symbols = 2 different standard Actions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Action phase&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Choose one or more of the following Actions:&lt;br /&gt;
* &#039;&#039;Take a Fragment tile&#039;&#039;: Take a Fragment tile. It can be played in a future Guardian Animal Phase to destroy a Fire Varan (fire card) or place a Guardian Animal card that you have just drawn back to your personal discard stack, regardless of its type.&lt;br /&gt;
* &#039;&#039;Attract one or more Guardian Animals&#039;&#039;: Add up the amount of suns [[File:Sun.PNG]] you have to take one or more Guardian Animal cards visible in the reserve of Guardian Animals, for a total cost equal to or lower than your number of suns. The cost of a Guardian Animal is visible in the right-bottom corner of the card.&lt;br /&gt;
* &#039;&#039;Extinguish the Fire&#039;&#039;: Add up the amount of water [[File:Water.PNG]] you have and pick one or more Fire tiles from the Circle of Spirits for a total cost equal to or lower than your number of water.&lt;br /&gt;
* &#039;&#039;Move forward on the Circle of Spirits&#039;&#039;: Add up the number of spirals [[File:Spiral.PNG]] and move your Spirit of Nature standee clockwise on the Circle of Spirits by a number of rocks equal to or lower than your number of spirals. Gain the bonus of the rock you land on (may give specific extra Action), take a Victory tile of every player you jump over.&lt;br /&gt;
* &#039;&#039;Plant one and only one Protective Tree&#039;&#039;: Add up the amount of leaves [[File:Leaf.PNG]] and take one, and only one, Protective Tree for a total cost equal to or lower than your number of leaves. By placing a Protective Tree on specific corners you gain a specific extra Action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;End of Game turn&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It&#039;s fully automated, so you don&#039;t have to do a thing. Next turn starts after this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Goal of the game ==&lt;br /&gt;
The winner is the player that fulfills at least one of these 3 objectives:&lt;br /&gt;
* Plant 12 &#039;&#039;&#039;different&#039;&#039;&#039; Protective Trees&lt;br /&gt;
* Collect 12 Sacred Flowers&lt;br /&gt;
* Extinguish 12 Fires&lt;br /&gt;
&lt;br /&gt;
The game stops at the end of a complete Action phase when one of the players has managed to complete one of these. If several players complete one of the three victory conditions at the end of a turn, then they add up the values of all three victory conditions. The player with the highest total wins.&lt;br /&gt;
&lt;br /&gt;
== Game turn ==&lt;br /&gt;
Each Game turn includes 3 phases:&lt;br /&gt;
&lt;br /&gt;
1. Guardian Animals (draw phase)&lt;br /&gt;
&lt;br /&gt;
2. Action(s)&lt;br /&gt;
&lt;br /&gt;
3. End of Game turn (&#039;&#039;automated in BGA&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
=== 1. Guardian Animals ===&lt;br /&gt;
During this phase, all the Spirits of Nature (= players) play at the same time.&lt;br /&gt;
&lt;br /&gt;
You draw and turn face up the Guardian Animals cards from your personal draw stack. This way you form your &#039;&#039;&#039;Guardian Animal Help Line&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If you want to draw a new Guardian Animal card to place in your Help Line , but your draw stack runs empty, then your discard stack gets shuffled to make a new draw stack. It is when you want to draw, and not when your draw stack turns empty, that you can make a new one.&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;&#039;can&#039;&#039;&#039; stop drawing cards whenever you want. However, if you reveal a card showing a third solitary symbol [[File:Solitary1.PNG]], then you &#039;&#039;&#039;must&#039;&#039;&#039; stop drawing cards. This card closes your Help Line.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important!&#039;&#039;&#039; A gregarious symbol [[File:Gregarious.png]] cancels a solitary symbol. It will therefore be possible to play more than 3 solitary Guardian Animals in the same turn, provided that you have already revealed one or more gregarious Guardian Animals. Note that only the symbol of the solitary Guardian Animal is canceled, the Elements will be taken into account in the Action phase.&lt;br /&gt;
&lt;br /&gt;
You can find both the solitary and gregarious symbol in the top left corner of a Guardian Animals card.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fragment tiles&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Fragment.PNG]]&lt;br /&gt;
&lt;br /&gt;
Whenever you want during this phase, you can discard a Fragment tile in order to, at choice:&lt;br /&gt;
* Destroy a Fire Varan card that you have just drawn. It is put back in the Fire Varan stack.&lt;br /&gt;
* Place a Guardian Animal card that you have just drawn back to your personal discard stack, regardless of its type.&lt;br /&gt;
&lt;br /&gt;
After playing a Fragment, you can either stop or continue to draw.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once all players have finished drawing their cards, the guardian Animals phase ends and you can move on to the Action phase.&lt;br /&gt;
&lt;br /&gt;
===2. Action Phase===&lt;br /&gt;
During this phase, the players play &#039;&#039;&#039;in turn&#039;&#039;&#039;, starting with the player possessing the Sacred Tree. At the start of the game the Sacred Tree is given to a random player. After every Game turn it is given to the next player clockwise.&lt;br /&gt;
&lt;br /&gt;
If your Help Line shows &#039;&#039;&#039;less than 3 solitary symbols&#039;&#039;&#039; (not counting the ones canceled by gregarious symbols), you can then perform &#039;&#039;&#039;2 different Actions&#039;&#039;&#039;. For example, in your Help Line are 3 solitary symbols and 1 gregarious symbol, then only 2 solitary symbols count and you get 2 Actions.&lt;br /&gt;
&lt;br /&gt;
If your Help Line shows &#039;&#039;&#039;3 solitary symbols&#039;&#039;&#039; (not canceled by gregarious symbols), you can then perform &#039;&#039;&#039;only 1 Action&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The different Actions:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Take a Fragment tile&#039;&#039;: Take a Fragment tile. It can be played in a future Guardian Animal Phase.&lt;br /&gt;
* &#039;&#039;Attract one or more Guardian Animals&#039;&#039;: Add up the amount of suns [[File:Sun.PNG]] you have to take one or more Guardian Animal cards visible in the reserve of Guardian Animals, for a total cost equal to or lower than your number of suns. Place the card(s) &#039;&#039;&#039;on top&#039;&#039;&#039; of your personal draw stack. The cost of a Guardian Animal is visible in the right-bottom corner of the card.&lt;br /&gt;
* &#039;&#039;Extinguish the Fire&#039;&#039;: Add up the amount of water [[File:Water.PNG]] you have and pick one or more Fire tiles from the Circle of Spirits for a total cost equal to or lower than your number of water. Reminder: having 12 Fire tiles (tiles, not the number on the Fire tile) is a way to win the game.&lt;br /&gt;
* &#039;&#039;Move forward on the Circle of Spirits&#039;&#039;: Add up the number of spirals [[File:Spiral.PNG]] and move your Spirit of Nature standee clockwise on the Circle of Spirits by a number of rocks equal to or lower than your number of spirals. &lt;br /&gt;
If one or more Spirits of Nature are on a rock ahead of you, jump over them without counting their rocks and take one of their Victory tiles of your choice, whether it originally belongs to them or was taken from another player.&lt;br /&gt;
&lt;br /&gt;
The rock you land on triggers a bonus. This an additional Action, it is added and may be different from or identical to the other Actions you take in your turn.&lt;br /&gt;
* &#039;&#039;Plant one and only one Protective Tree&#039;&#039;: Add up the amount of leaves [[File:Leaf.PNG]] and take one, and only one, Protective Tree for a total cost equal to or lower than your number of leaves. Place it in your Forest, on a space adjacent to a Protective Tree already planted. Diagonal spaces do not count. Reminder: having 12 different Protective Trees is a way to win the game.&lt;br /&gt;
By completing specific rows or columns you gain extra permanent bonuses on top of the permanent bonuses provided by the Protective Trees. You can take it into account for your second Action and in following Game turns.&lt;br /&gt;
&lt;br /&gt;
Planting a Protective Tree in a corner triggers an immediate bonus Action. This can only be used once per corner.&lt;br /&gt;
&lt;br /&gt;
===3. End of Game turn===&lt;br /&gt;
&#039;&#039;This phase is fully automated in BGA.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 1: Onibi attacks!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If some Fire tiles remain at the center of the Circle of Spirits, add up their values. Then, each player adds up their value in water [[File:Water.PNG]]. If this value in water is strictly lower than the strength of the Fire, add as many Fire Varan cards to your discard stack as there are Fire tiles at the center of the Circle of Spirits.  Fire Varan cards count as solitary animals when drawn with no benefit - you do not want these.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 2: Onibi is attacking the Sacred Tree&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For each Guardian Animals card taken this turn, a Fire of a corresponding value is added to the Circle of Spirits:&lt;br /&gt;
&lt;br /&gt;
*Level 1: Fire of value 2&lt;br /&gt;
*Level 2: Fire of value 3&lt;br /&gt;
*Level 3: Fire of value 4&lt;br /&gt;
&lt;br /&gt;
There can never be more than 7 Fires in the center of the Circle of Spirits. If there are no more Fire tiles in the Circle of Spirits after stage 1, a Fire tile of value 2 is added, even if no Guardian Animals have been taken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 3: The arrival of new Guardian Animals&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Guardian Animals reserve is refilled by revealing as many new cards per level as there were cards taken this turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 4: The Return of Guardian Animals&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All Guardian Animals cards from your Help Line are moved to your personal discard stack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 5: Giving the Sacred Tree&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Sacred Tree (the starting token) is given to the next player clockwise.&lt;br /&gt;
&lt;br /&gt;
The next Game turn begins.&lt;br /&gt;
&lt;br /&gt;
== Kodama Expansion ==&lt;br /&gt;
The Kodama expansion adds a Kodama market and symbols, new trees, new guardian spirits, the Onibi standee, and new element tiles. Mainly, this expansion gives a new use for the pink flower symbol aside from the win condition. Additionally, the new win condition is set to 13, and not 12.&lt;br /&gt;
&lt;br /&gt;
=== Kodama Symbols ===&lt;br /&gt;
Each player starts with 1 card with a solitary Kodama symbol in their deck. They can get more Kodama symbol cards from the market or one of the new trees available in the expansion. During a player&#039;s Guardian Animal draw phase, the receive bonuses when they reveal a certain number of Kodama symbols.&lt;br /&gt;
&lt;br /&gt;
* 2 Kodama symbols can net you a (x) Fragment tile.&lt;br /&gt;
* 3 Kodama symbols can net you a (2Water/2Sun/2Tree) or (1Wind/1Flower) tile. Each of these tiles can only count as one of the listed element bonuses.&lt;br /&gt;
* 4 Kodama symbols can net you an additional action. This additional action cannot be the same as your other actions unless a new lvl 2 Guardian Animal Card or the 11 tree is in your play area.&lt;br /&gt;
&lt;br /&gt;
=== New Kodama Trees ===&lt;br /&gt;
Except for the tree that says +1 Kodama, the other trees are bonuses multiplied by the Kodama symbols in your Guardian Animal run. e.g. the (Kodama) Water tree counts as 3 water if you pull 3 Kodama symbols in your Guardian Animal Run.&lt;br /&gt;
&lt;br /&gt;
=== New Guardian Animals ===&lt;br /&gt;
There are 5 new lvl 2 and lvl 3 Guardian Animals in the market. The new lvl 2 animals allow you to take the action listed twice in the same turn (like the 11 tree, but temporary and specifically for one listed action.) The new lvl 3 Guardian Animals allow you to take an additional action of the listed type.&lt;br /&gt;
&lt;br /&gt;
=== Kodama Market ===&lt;br /&gt;
The Kodama market is where you can add Kodama cards to your deck, using pink flower symbols as currency. Much like buying with sun, the new Kodama card is added face down to the top of your deck. You cannot buy more than 1 Kodama card even if you have a lot of flower symbols. When a Kodama card is purchased, the new Onibi standee will go around the wind board, jumping over any players tokens. Whenever Onibi jumps a player&#039;s token, a fire 2 is added to the center. Onibi will move:&lt;br /&gt;
&lt;br /&gt;
* 3 wind spaces for a 2 player game;&lt;br /&gt;
* 2 wind spaces for a 3 player game; or&lt;br /&gt;
* 1 wind space for a 4 player game.&lt;/div&gt;</summary>
		<author><name>Fishercat</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpdraftandwriterecords&amp;diff=22590</id>
		<title>Gamehelpdraftandwriterecords</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpdraftandwriterecords&amp;diff=22590"/>
		<updated>2024-09-15T22:29:13Z</updated>

		<summary type="html">&lt;p&gt;Fishercat: Fixed some typos.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
Draft &amp;amp; Write Records is a game where you draft cards to score points and gain bonuses on your player sheet. The game is played over a series of weeks and weekends.&lt;br /&gt;
&lt;br /&gt;
In a week, players draft 4 out of 5 cards to check spaces on their player sheets. After a week comes the weekend where players can claim objectives to score points and gain bonuses.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
In the setup, players choose a color linked to the lead singer. Then, public goals are revealed and players must choose one private goal out of 2 goals.&lt;br /&gt;
&lt;br /&gt;
== Week ==&lt;br /&gt;
&lt;br /&gt;
At the start of each week, players draw 5 play cards each from the play deck, or from their shuffled private discard if the play deck is empty. Then, players choose 1 card to play.&lt;br /&gt;
&lt;br /&gt;
Once all players choose, all players must mark their player sheets. Players can always choose to Fail a card. Then play cards are passed clockwise or counterclockwise (this alternates each week) and the same steps are done. The last card is then discarded in a private discard for each player. So each player chooses 4 cards and discard one card.&lt;br /&gt;
&lt;br /&gt;
There are 3 types of play cards:&lt;br /&gt;
&lt;br /&gt;
*• Crew: Each crew has a subsection: Singer, Musician, Producer and Backstage. They can only be placed in their subsection. Some spaces requires that a cash restriction be lifted before a crew can be placed. Crew can have harmonies between them if their color matches.&lt;br /&gt;
&lt;br /&gt;
*• Agenda: Agenda must be marked in the Agenda section on the player sheet.&lt;br /&gt;
&lt;br /&gt;
*• Asset: Assets must be marked in the Assets section on the player sheet.&lt;br /&gt;
&lt;br /&gt;
== Weekend ==&lt;br /&gt;
&lt;br /&gt;
Each public goal is checked. If one or multiple players can claim the goal, they can choose to claim it or pass. If at least one player claims the goal, the goal is discarded. Multiple players can claim the same goal. When a goal is claimed, the players score points and can gain bonuses that they must mark on their player sheet. If a public goal is impossible to be claimed by any players, it’s discarded.&lt;br /&gt;
&lt;br /&gt;
Once all 4 public goals have been checked, players can do the same with their private goal.&lt;br /&gt;
&lt;br /&gt;
== Player Sheets ==&lt;br /&gt;
&lt;br /&gt;
There are 10 sections on the player sheets:&lt;br /&gt;
&lt;br /&gt;
*• Fail: If you cannot place a play card or if you choose not to place it, you can fail. You check spaces from left to right and you will lose points based on the rightmost checked space. You gain a cash restriction bonus on your second fail.&lt;br /&gt;
&lt;br /&gt;
*• Goals: When you claim a goal, you write its score in these spaces. You can claim a maximum of 6 goals.&lt;br /&gt;
&lt;br /&gt;
*• Agenda: You can check these spaces in any order with a play card or with some bonuses. You gain bonuses if you check all spaces in a row, a column or a diagonal.&lt;br /&gt;
&lt;br /&gt;
*• Release: You can release Album or Singles. In either case, you check spaces from left to right. Some spaces give you bonuses. You score points based on the number of Album multiplied by the number of Singles.&lt;br /&gt;
&lt;br /&gt;
*• Crew: You place the score of a crew play card and you color each of the 4 spaces around. You can use a multiplier on the score if you have unused multiplier in your multiplier section. If the color matches the color of another crew, you gain a bonus. You cannot place crews in spaces where there’s a cash restriction, you must check the cash restriction first. You lose points at the end of the game if your crew is not full.&lt;br /&gt;
&lt;br /&gt;
*• Tour: You start checking spaces from the top-left. You must check a space before to be able to go further. Some spaces are protected by cash restriction which must be checked before you can go further. Some spaces give you bonuses.&lt;br /&gt;
&lt;br /&gt;
*• Multiplier: When you gain a multiplier, you check a space. You can use a multiplier when you place crews to gain a bigger score.&lt;br /&gt;
&lt;br /&gt;
*• Assets: You can check these spaces in any order with a play card or with some bonuses. You gain bonuses if you check the two spaces around a bonus.&lt;br /&gt;
&lt;br /&gt;
*• Harmonies: You can check these spaces in any order when you gain an harmony bonus for a specific color for the crews. You can also gain harmony bonuses for any color. Some spaces give you bonuses. You score points if you check all spaces in a row or a column.&lt;br /&gt;
&lt;br /&gt;
*• Scores: This section only contains the total of the score of each sections.&lt;br /&gt;
&lt;br /&gt;
== End game ==&lt;br /&gt;
&lt;br /&gt;
When one player has checked all Fails, or placed all Crews or claimed the maximum number of goals on their player sheet, the end of the game is triggered.&lt;br /&gt;
&lt;br /&gt;
If the end game is trigged in a week, the week ends and there is one last weekend. If the end game is trigged in a weekend, the game ends at the end of that weekend.&lt;br /&gt;
&lt;br /&gt;
At the end of the game, check one Fail for each missing crew.&lt;br /&gt;
&lt;br /&gt;
== Solo Mode ==&lt;br /&gt;
&lt;br /&gt;
In Solo, you do not have a private goal. The turn structure is also different:&lt;br /&gt;
&lt;br /&gt;
On your turn, you draw two play cards. You then choose:&lt;br /&gt;
&lt;br /&gt;
*• Option A: you play one of the two cards and discard the other. You then start another turn.&lt;br /&gt;
&lt;br /&gt;
*• Option B: You draw a third card. If all cards are of the same section or if no cards are of the same section, you can play any one card. If not, then there are two cards with the same section and you must play the other card. Then, you can claim or pass a single goal. If you pass or cannot claim a goal, you discard the 4th goal. If you claim a goal, you discard the 4th goal, except if you claimed the 4th goal. You then slide all goals right and draw a new goal. You then start another turn.&lt;br /&gt;
&lt;br /&gt;
The game ends when you cannot draw two play cards or if you checked all Fails, or placed all Crews or claimed the maximum number of goals on your player sheet.&lt;/div&gt;</summary>
		<author><name>Fishercat</name></author>
	</entry>
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