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	<updated>2026-10-30T20:09:05Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpviticulture&amp;diff=31926</id>
		<title>Gamehelpviticulture</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpviticulture&amp;diff=31926"/>
		<updated>2026-10-20T15:27:55Z</updated>

		<summary type="html">&lt;p&gt;Flipsidestx: /* End Of The Game */ Adding score to reach when playing Tuscany.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
Welcome to wine country! In Viticulture, players manage a vineyard over the course of several years/rounds, attempting to make more valuable wines and fulfill orders. Players use their workers for various actions, but with the twist that actions are restricted to specific seasons. The player with the most points once any player has 20 or more points wins!&lt;br /&gt;
&lt;br /&gt;
== Game Anatomy ==&lt;br /&gt;
Each player has the following components:&lt;br /&gt;
* Workers. These are further divided into regular workers and a grande worker, which is larger than the others and has a G on it. These can be placed on various spaces to perform actions, but the grande worker can be placed even if that action space is otherwise full.&lt;br /&gt;
* Lira, the game&#039;s currency. These are usually spent to build structures, train new workers, and some other visitor cards.&lt;br /&gt;
* A hand of cards, which may contain the following types of cards:&lt;br /&gt;
* * Vines and grapes, represented by green cards. These represent the types of wines you can make. These contain a wine color (red or white), a starting value, and building prerequisites.&lt;br /&gt;
* * Wine orders, represented by purple cards. These show the types of wine you need, and a reward in both points and residual income once completed.&lt;br /&gt;
* * Summer visitors, represented by yellow cards. These can be played for a one-time effect.&lt;br /&gt;
* * Winter visitors, represented by blue cards. These can also be played for a one-time effect. The primary difference between these is when they can be played.&lt;br /&gt;
&lt;br /&gt;
Each player also has a game board showing the following things:&lt;br /&gt;
* Three fields. These show all planted vines. Each of these fields has a maximum value - the total value of all vines can never be larger than this number.&lt;br /&gt;
* The crush pad, showing the value of all grapes you have access to.&lt;br /&gt;
* The wine cellar, showing the value of all wine available.&lt;br /&gt;
* All built structures. These each have different abilities and will be discussed on an individual basis.&lt;br /&gt;
&lt;br /&gt;
The main game board has the following things:&lt;br /&gt;
* The turn order, with bonuses. Players choose when to act on this, but the later players choose to act, the bigger bonus they will get.&lt;br /&gt;
* Actions available, each divided into summer (yellow, on the left half of the board) and winter (blue, on the right half) actions. Note that the number of these that are available for use depends on the number of players in the game.&lt;br /&gt;
* The score track. Players usually score points by completing wine orders, but can also score using certain visitor cards or actions.&lt;br /&gt;
* Residual income. At the end of each round, players earn lira based on this amount. This is usually increased by completing wine orders.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
Each player, in addition to the items automated by BGA, does the following:&lt;br /&gt;
* Choose a mama and papa combination. This will determine what you start the game with, and usually guarantees you an assortment of cards, money, and three workers, one of which is a grande worker.&lt;br /&gt;
* Your papa also gives an additional choice - starting the game with a building or comparable bonus, or starting with more money. Choose whichever option you prefer.&lt;br /&gt;
&lt;br /&gt;
A first player will randomly be selected. You are now ready to begin.&lt;br /&gt;
&lt;br /&gt;
== What To Do On Your Turn ==&lt;br /&gt;
&lt;br /&gt;
A round in Viticulture consists of one year, which is further broken into four seasons and an end-of-round cleanup phase.&lt;br /&gt;
&lt;br /&gt;
=== Spring ===&lt;br /&gt;
In spring, players plan for the upcoming year by choosing turn order. Starting with the first player (designated by the grapes) and proceeding around the table, players choose one of the seven spaces on the turn order track and place their rooster there. This designates the turn order for the round. Players also get a bonus when placing their rooster on the track; in general, the later in the turn order they choose, the better the bonus.&lt;br /&gt;
1st: No bonus&lt;br /&gt;
2nd: Gain 1 green card&lt;br /&gt;
3rd: Gain 1 purple card&lt;br /&gt;
4th: Gain 1 lira&lt;br /&gt;
5th: Gain 1 yellow card or 1 blue card&lt;br /&gt;
6th: Gain 1 point&lt;br /&gt;
7th: Gain an additional worker this round; this can be used as if it were a worker of your color, but is lost at the end of the year&lt;br /&gt;
&lt;br /&gt;
=== Summer ===&lt;br /&gt;
In summer, players take actions related to building their vineyard. Players take actions by placing a worker on any unoccupied space, then immediately taking that action. Note that the number of spaces for each action scales with the number of players in the game:&lt;br /&gt;
* In a 2 player game, only one worker can be placed on each action.&lt;br /&gt;
* In a 3 or 4 player game, two workers can be placed on each action, one of which has a bonus action attached to it.&lt;br /&gt;
* In a 5 or 6 player game, three workers can be placed on each action, one of which has a bonus action attached to it.&lt;br /&gt;
&lt;br /&gt;
The actions available are:&lt;br /&gt;
* Draw a green card: Draw 1 green card and add it to your hand. (Bonus: Draw a second green card.)&lt;br /&gt;
* Give a tour: Gain 2 lira. (Bonus: Gain 1 extra lira.)&lt;br /&gt;
* Build a structure: Build one of your structures for the indicated cost. You now have the bonus attached to it for the rest of the game.(Bonus: Gain 1 lira - this is gained before building, so it can effectively act as a discount.) See the Structures section for a summary of what these do.&lt;br /&gt;
* Play a yellow card: Play one of your visitor cards from your hand. Do what it says, then discard it. (Bonus: Play a second yellow card afterwards.)&lt;br /&gt;
* Sell a grape/field: Choose one: Sell one of your grapes to gain lira based on its value, or sell a field to gain lira based on its maximum value, or buy a field for its maximum value in lira. You may only sell a field if it is empty, and cannot interact with a sold field unless you buy it back. (Bonus: Gain 1 point.)&lt;br /&gt;
* Plant a green card: Put one of your green cards in a field. You must have the building prerequisites listed on the card (if any exist), and this can&#039;t cause the total value of all vines to exceed the maximum value of the field. (Bonus: Plant a second green card afterwards.)&lt;br /&gt;
* Gain 1L: Gain 1 lira. This action can be taken by any number of workers and during any season.&lt;br /&gt;
&lt;br /&gt;
If a player no longer wishes to take actions, they may pass, and all of their remaining workers are usable in the winter. Once all players have passed or have no available workers, players proceed to autumn.&lt;br /&gt;
&lt;br /&gt;
=== Autumn ===&lt;br /&gt;
&lt;br /&gt;
During autumn, players host visitors. Each player draws either a yellow or blue card (players who have built the Cottage may take two cards).&lt;br /&gt;
&lt;br /&gt;
=== Winter ===&lt;br /&gt;
&lt;br /&gt;
During winter, players take actions related to making wine and fulfilling orders. The turn structure here is identical to the summer phase.&lt;br /&gt;
&lt;br /&gt;
The actions are:&lt;br /&gt;
* Gain 1 purple card: Draw a purple card. (Bonus: Draw a second purple card.)&lt;br /&gt;
* Harvest a field: Gain grapes from a field. Add up all red vines in your selected field and gain a red grape of that value, then do the same for white vines/grapes. You may never have two grapes of the same value at any given moment; if something would cause this, the grape goes down to the next lowest value. This does not consume green cards on the field. (Bonus: Harvest a second field.)&lt;br /&gt;
* Train a new worker: Pay 4 lira to gain a new worker. This worker will be available to take actions for the next and all subsequent years. (Bonus: Gain 1 lira - this functionally acts as a discount.)&lt;br /&gt;
* Play a blue card: Play one of your visitor cards from your hand. (Bonus: Play a second visitor card after the first.)&lt;br /&gt;
* Make wine: Make up to two wine tokens. To make red or white wine, just move the tokens on the grapes to their corresponding wines. To make blush wine, add the values from a red and white grape together. To make a sparkling wine, add the values from two red and one white grapes. Wine values are restricted by your cellar size - if you attempt to make a wine your cellar can&#039;t hold, it will be downgraded to the highest value it can accommodate. (Bonus: Make a third wine token.)&lt;br /&gt;
* Fill an order: Discard a purple card and wine tokens equal to or higher than the value shown on them, and gain points and residual income on the card. (Bonus: Gain 1 point.)&lt;br /&gt;
* Gain 1L: Gain 1 lira. This action can be taken by any number of workers and during any season.&lt;br /&gt;
&lt;br /&gt;
Once all players have used all workers they have available, the round ends.&lt;br /&gt;
&lt;br /&gt;
=== Year End ===&lt;br /&gt;
At the end of each year, the following things happen:&lt;br /&gt;
* All grapes and wine age. Move each to the next highest available space (keeping in mind wine can&#039;t age past what the cellar can hold - in this case, the tokens remain where they are)&lt;br /&gt;
* Return all workers to their respective players.&lt;br /&gt;
* Collect residual income.&lt;br /&gt;
* Discard down to 7 cards total. This only includes cards in your hand, not cards in fields.&lt;br /&gt;
* Rotate the first player token to the right (that is, in the opposite order players would normally choose turn order).&lt;br /&gt;
&lt;br /&gt;
If any player has 20 or more points, the game ends here. Otherwise, start a new year.&lt;br /&gt;
&lt;br /&gt;
== Structures ==&lt;br /&gt;
The structures you can build for various bonuses are:&lt;br /&gt;
* Trellis (2L): Allows you to plant more valuable vines&lt;br /&gt;
* Irrigation (3L): Allows you to plant more valuable vines&lt;br /&gt;
* Windmill (5L): Once per year, whenever you plant a new vine, gain 1 point&lt;br /&gt;
* Yoke (2L): Unlocks an additional worker space, allowing you to harvest 1 field or uproot and return a planted green card to your hand&lt;br /&gt;
* Tasting Room (6L): Once per year, when you give a tour and you have at least one wine in your cellar, gain 1 point&lt;br /&gt;
* Medium Cellar (4L): Your wine cellar can hold wines up to value 6. (Without this, you can only have wine up to value 3.)&lt;br /&gt;
* Large Cellar (6L): Your wine cellar can hold wines up to value 9. You must have the Medium Cellar to build this.&lt;br /&gt;
* Cottage (4L): Allows you to draw a second visitor card each autumn.&lt;br /&gt;
&lt;br /&gt;
== End Of The Game ==&lt;br /&gt;
The game ends at the end of any year in which any player has at least 20 points (25 with the Tuscany Expansion). The player with the most points wins the game! If there&#039;s a tie, the player with the most leftover lira wins. If there&#039;s still a tie, the player with the highest combined value of all their wines wins. If there&#039;s still a tie, the player with the highest combined value of all grapes wins. If there&#039;s still a tie after that, the victory is shared!&lt;br /&gt;
&lt;br /&gt;
== Tuscany Expansion ==&lt;br /&gt;
The Tuscany Expansion introduces the Influence action.  Influence is denoted by stars.  When you place star in a region, you get the bonus associated with that region--but not victory points.  At the end of the game, the person with the majority of stars gets the victory points associated with the region.  Ties are unfriendly; if there is a tie no one gets the victory points.&lt;br /&gt;
&lt;br /&gt;
[[File:Viticulture Card Symbols Reference Guide.png]]&lt;/div&gt;</summary>
		<author><name>Flipsidestx</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcaboodle&amp;diff=18436</id>
		<title>Gamehelpcaboodle</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcaboodle&amp;diff=18436"/>
		<updated>2023-10-16T17:24:16Z</updated>

		<summary type="html">&lt;p&gt;Flipsidestx: Spelling errors corrected.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Objective ===&lt;br /&gt;
The goal of the game is to connect tiles with matching shapes to score points based on the count of the connected shapes.&lt;br /&gt;
&lt;br /&gt;
=== Setup ===&lt;br /&gt;
There are 40 tiles in the game&lt;br /&gt;
&lt;br /&gt;
* 2-player remove 1 tile&lt;br /&gt;
* 3-player remove 0 tiles&lt;br /&gt;
* 4-player remove 3 tiles&lt;br /&gt;
&lt;br /&gt;
Each player will then draw 6 tiles&lt;br /&gt;
&lt;br /&gt;
=== On Your Turn ===&lt;br /&gt;
Place a tile so that the shapes on that tile match the other shapes on tiles already placed. The tiles need to be placed with the side touching a full side of another tile. (They cannot be offset or staggered) You must match up the shapes on all sides touching other tiles. This might mean that you are unable to place a tile on your turn. If you are unable to place a tile you will be forced to pass.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
When you place a new tile, all shapes that you connect to will score. You will count the total number of each shape in the grouping (contiguously connected). If you were able to connect all four of your shapes on your tile, you would score for all four of those groups.&lt;br /&gt;
&lt;br /&gt;
=== Ending the Game ===&lt;br /&gt;
When a person plays their last tile, play continues until that round has completed and everyone has had an equal number of turns. The game also ends if none of the players can place a tile. &lt;br /&gt;
&lt;br /&gt;
=== Final Scoring ===&lt;br /&gt;
At the end of the game any tile still in a players hand is -4 per tile. Subtract that from the players score they have been accumulating and that is the final score. The player with the highest score wins.&lt;/div&gt;</summary>
		<author><name>Flipsidestx</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcaboodle&amp;diff=18435</id>
		<title>Gamehelpcaboodle</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcaboodle&amp;diff=18435"/>
		<updated>2023-10-16T17:23:14Z</updated>

		<summary type="html">&lt;p&gt;Flipsidestx: Formatting changes to make it cleaner.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Objective ===&lt;br /&gt;
The goal of the game is to connect tiles with matching shapes to score points based on the count of the connected shapes.&lt;br /&gt;
&lt;br /&gt;
=== Setup ===&lt;br /&gt;
There are 40 tiles in the game&lt;br /&gt;
&lt;br /&gt;
* 2-player remove 1 tile&lt;br /&gt;
* 3-player remove 0 tiles&lt;br /&gt;
* 4-player remove 3 tiles&lt;br /&gt;
&lt;br /&gt;
Each player will then draw 6 tiles&lt;br /&gt;
&lt;br /&gt;
=== On Your Turn ===&lt;br /&gt;
Place a tile so that the shapes on that tile match the other shapes on tiles already placed. The tiles need to be placed with the side touching a full side of another tile. (They cannot be offset or staggered) You must match up the shapes on all sides touching other tiles. This might mean that you are unable to place a tile on your turn. If you are unable to place a tile you will be forced to pass.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
When you place a new tile, all shapes that you connect to will score. You will count the total number of each shape in the grouping (contiguously connected). If you were able to connect all four of your shapes on your tile, you would score for all four of those groups.&lt;br /&gt;
&lt;br /&gt;
=== Ending the Game ===&lt;br /&gt;
When a person plays their last tile, play contiues until that round has completed and everyone has had an equal number of turns. The game also ends if none of the players can place a tile. &lt;br /&gt;
&lt;br /&gt;
=== Final Scoring ===&lt;br /&gt;
At the end of the game any tile still in a players had is -4 per tile. Subtract that from the players score they have been accumulating and that is the final score. The player with the highest score wins.&lt;/div&gt;</summary>
		<author><name>Flipsidestx</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcaboodle&amp;diff=18434</id>
		<title>Gamehelpcaboodle</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcaboodle&amp;diff=18434"/>
		<updated>2023-10-16T17:15:44Z</updated>

		<summary type="html">&lt;p&gt;Flipsidestx: Creating an initial rules page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Objective&lt;br /&gt;
&lt;br /&gt;
The goal of the game is to connect tiles with matching shapes to score points based on the count of the connected shapes.&lt;br /&gt;
&lt;br /&gt;
Setup&lt;br /&gt;
&lt;br /&gt;
There are 40 tiles in the game&lt;br /&gt;
2-player remove 1 tile&lt;br /&gt;
3-player remove 0 tiles&lt;br /&gt;
4-player remove 3 tiles&lt;br /&gt;
&lt;br /&gt;
Each player will then draw 6 tiles&lt;br /&gt;
&lt;br /&gt;
On Your Turn&lt;br /&gt;
&lt;br /&gt;
Place a tile so that the shapes on that tile match the other shapes on tiles already placed. The tiles need to be placed with the side touching a full side of another tile. (They cannot be offset or staggered) You must match up the shapes on all sides touching other tiles. This might mean that you are unable to place a tile on your turn. If you are unable to place a tile you will be forced to pass.&lt;br /&gt;
&lt;br /&gt;
Scoring&lt;br /&gt;
&lt;br /&gt;
When you place a new tile, all shapes that you connect to will score. You will count the total number of each shape in the grouping (contiguously connected). If you were able to connect all four of your shapes on your tile, you would score for all four of those groups.&lt;br /&gt;
&lt;br /&gt;
Ending the Game&lt;br /&gt;
&lt;br /&gt;
When a person plays their last tile, play contiues until that round has completed and everyone has had an equal number of turns. The game also ends if none of the players can place a tile. &lt;br /&gt;
&lt;br /&gt;
Final Scoring&lt;br /&gt;
&lt;br /&gt;
At the end of the game any tile still in a players had is -4 per tile. Subtract that from the players score they have been accumulating and that is the final score. The player with the highest score wins.&lt;/div&gt;</summary>
		<author><name>Flipsidestx</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelplineit&amp;diff=16587</id>
		<title>Gamehelplineit</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelplineit&amp;diff=16587"/>
		<updated>2023-04-13T04:27:32Z</updated>

		<summary type="html">&lt;p&gt;Flipsidestx: Removed Gamble Card reference and replaced it with Bet Card to be consistent.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;GOAL OF THE GAME&lt;br /&gt;
&lt;br /&gt;
The object of the game is to make a line of cards, increasing or decreasing, to score points. It&#039;s up to you to estimate if it&#039;s time to pocket your points and start a new line or wait a little longer to win a jackpot!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
WHAT IS A LINE?&lt;br /&gt;
&lt;br /&gt;
A line consists of several number cards and a maximum of one bet card.  You can only have one line in front of you.  To start a line, you must play a card in front of you (Number or Bet). This card can come from the “market” or from your hand.&lt;br /&gt;
&lt;br /&gt;
When you play a second Number card in your line (the Bet card does not count), this defines whether your line is ascending or descending.&lt;br /&gt;
&lt;br /&gt;
• Ascending: each card played must be higher than the previous one.&lt;br /&gt;
&lt;br /&gt;
• Descending: each card played must be lower than the previous one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NUMBER CARDS&lt;br /&gt;
&lt;br /&gt;
A number card has a color and a number. The numbers range from 1 to 100 and are divided into 4 colors. Each number is unique and there are 25 cards in each of the 4 colors. Each color is associated with a symbol : heart, leaf, diamond, star.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BET CARDS&lt;br /&gt;
&lt;br /&gt;
A Bet card has a number between +3 and +5. This number tells you how many points you can win (or lose) when you close your line. To earn the points for a Bet card, you must have, in your line, as many or more Number cards as the indicated figure, after your Bet card. If you do not have enough number cards, you lose the same number of points.&lt;br /&gt;
&lt;br /&gt;
Reminder: you can only have one Bet card in your row.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
COURSE OF THE GAME&lt;br /&gt;
&lt;br /&gt;
In Line-it, you play until the draw pile runs out. In each game round, you draw cards to best complete your line, try to win a jackpot, or validate your bet.&lt;br /&gt;
&lt;br /&gt;
Each game round takes place in 3 stages:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1. BUILD THE MARKET&lt;br /&gt;
&lt;br /&gt;
At the start of the round, draw as many cards as players plus two.  Then place the drawn cards face up in the center of the table.  These cards constitute the market.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2. PLAYER TURN&lt;br /&gt;
&lt;br /&gt;
Starting with the first player, then clockwise, each player takes turns.  During your turn, you must:&lt;br /&gt;
&lt;br /&gt;
• Choose a market card (compulsory).&lt;br /&gt;
&lt;br /&gt;
When you choose a card from the market, you can play it immediately into your line or add it to your hand.  Your hand is limited to two cards.&lt;br /&gt;
&lt;br /&gt;
Important: If you cannot play a market card or add one to your hand, you must close your line in order to play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can also:&lt;br /&gt;
&lt;br /&gt;
• Play a card from your hand (optional).  &lt;br /&gt;
&lt;br /&gt;
At any time during your turn, you may play one, and only one, card from your hand into your line.&lt;br /&gt;
&lt;br /&gt;
When you place the third card of the same color in your line, you add all jackpot cards of the associated suit to your score pile.&lt;br /&gt;
&lt;br /&gt;
Important: you can only win each jackpot color once in the same line.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
• Close your line (optional).&lt;br /&gt;
&lt;br /&gt;
You can close your line at any time during your turn.  Start by checking if you have played a Bet card:&lt;br /&gt;
&lt;br /&gt;
• If successful, exchange your Bet card with the corresponding bonus: +3 +4 +5&lt;br /&gt;
&lt;br /&gt;
• If unsuccessful, exchange your Bet card with the corresponding penalty: -3 -4 -5&lt;br /&gt;
&lt;br /&gt;
Then you must discard 3 cards from your row and each remaining card is added to your score pile, face down.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3. END OF ROUND&lt;br /&gt;
&lt;br /&gt;
At the end of the round, each Market Number card that has not been chosen is placed under the Jackpot token corresponding to its color. The First Player token is given to the player to the left of the First Player and the players begin a new round.&lt;br /&gt;
&lt;br /&gt;
Note: Bet cards are discarded.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
END OF GAME&lt;br /&gt;
&lt;br /&gt;
When there are not enough cards to play a new turn, the game ends.  The last cards in the draw pile are placed under their Jackpot token. Starting with the first player, you can play a first card of your hand. Then you repeat this step with the second. Finally, each player must close their last line and you count the points.&lt;br /&gt;
&lt;br /&gt;
Each Number card in your score pile is worth 1 point, to which you add the bonuses or penalties of your Bet tokens.&lt;br /&gt;
&lt;br /&gt;
The player with the highest score wins the game! In the event of a tie, the victory is shared.&lt;/div&gt;</summary>
		<author><name>Flipsidestx</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpforbiddenisland&amp;diff=14411</id>
		<title>Gamehelpforbiddenisland</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpforbiddenisland&amp;diff=14411"/>
		<updated>2022-08-19T21:57:53Z</updated>

		<summary type="html">&lt;p&gt;Flipsidestx: /* Treasure Cards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
In Forbidden Island, you play as a cooperative team. Your goal is to collect all the four treasure items hidden on the sinking island: the Earth stone, the Crystal of Fire, the Ocean&#039;s Chalice, and the Statue of the Wind. If someone from your team acquires 4 of one treasure card in their hand they must then go to the treasures lair to collect it. When your team have secured all four treasures you all make a desperate helicopter escape via Fools Landing.&lt;br /&gt;
&lt;br /&gt;
This game is in a cooperative game series with Forbidden Desert and Forbidden Sky.&lt;br /&gt;
The game is for 2 to 4 players.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
Each player has three actions which they may take on their turn. If it is advantageous, a player may choose to take fewer than three actions. After taking their actions players draw two cards from the treasure card deck. After resolving any Waters Rise cards they then draw the appropriate number of cards from the flood card deck, according to the current water level. It is then the next player&#039;s turn.&lt;br /&gt;
&lt;br /&gt;
The game is won by the players capturing all four of the treasures and returning to the Fools&#039; Landing tile. Once all pawns are on that tile someone can play a Helicopter Lift card to win the game, regardless of whose turn it is or what phase of play it is.&lt;br /&gt;
&lt;br /&gt;
The game is lost immediately:&lt;br /&gt;
* if Fools&#039; Landing sinks at any point, or&lt;br /&gt;
* if both tiles for a treasure that has not yet been captured sink, or&lt;br /&gt;
* if a tile with a pawn on it sinks and that pawn cannot be rescued, or&lt;br /&gt;
* if the Waters Rise to the tenth water mark (indicated on the water meter with a red skull)&lt;br /&gt;
&lt;br /&gt;
=== Actions ===&lt;br /&gt;
Adjacent here means tiles sharing an edge. tiles that touch only at corners are not considered to be adjacent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Move:&#039;&#039;&#039; Any player may move to an adjacent tile&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shore Up:&#039;&#039;&#039; Any player may flip one adjacent flooded tile (or the tile they are on if it is flooded) to its unflooded side.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Give Card:&#039;&#039;&#039; Any player may give any card to another player on the &#039;&#039;same&#039;&#039; tile. You may only give regular treasure cards, not special action cards. You also cannot &#039;&#039;take&#039;&#039; a card from another player during your turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capture Treasure:&#039;&#039;&#039; If a player has four matching treasure cards, and is on a tile with the same matching symbol, they may capture that treasure. The player discards the four matching cards and matching treasure is taken from the board into the player&#039;s play area. The team is now one step closer to winning the game!&lt;br /&gt;
&lt;br /&gt;
=== Roles ===&lt;br /&gt;
Each player plays a different role on the expedition team. Depending on their role they have abilities that make it easier to win the game. A role is assigned randomly to each player at the start of each game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diver:&#039;&#039;&#039; &#039;&#039;(Black)&#039;&#039; May move through flooded or sunk tiles for one action, but must end their movement on a tile. (i.e. not in a sunk tile square) Note this movement is still only through adjacent tiles, and it does not allow moving through spaces where there was never a tile, such as the open ocean around the island, or any holes in the initial setup, such as the lava in the volcano island setup.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineer:&#039;&#039;&#039; &#039;&#039;(Red)&#039;&#039; May shore up two tiles in a single action, provided they can reach both flooded tiles normally.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Explorer:&#039;&#039;&#039; &#039;&#039;(Green)&#039;&#039; Tiles that touch at corners only are considered to be adjacent for the explorer. Thus they may both move and shore up tiles diagonally.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Messenger:&#039;&#039;&#039; &#039;&#039;(White)&#039;&#039; May give treasures to any player, regardless of where their pawns are.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Navigator:&#039;&#039;&#039; &#039;&#039;(Yellow)&#039;&#039; May move another player&#039;s pawn up to two adjacent tiles for a single action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot:&#039;&#039;&#039; &#039;&#039;(Blue)&#039;&#039; May move to any tile, not just adjacent tiles but only once per turn.&lt;br /&gt;
&lt;br /&gt;
=== Treasure Cards ===&lt;br /&gt;
There are four treasure cards with five copies of each type: the Earth stone, the Crystal of Fire, the Ocean&#039;s Chalice, and the Statue of the Wind; which match the four treasures the team needs to find. There are also five special action cards, two sandbags and three helicopter lifts. Finally there are three Waters Rise cards, for a total of 28 cards in the treasure deck. As soon as the treasure card draw pile is empty, the treasure card discard pile is shuffled to form the new draw pile.&lt;br /&gt;
&lt;br /&gt;
The Hand Limit is 5 cards. Immediately after a player has more than 5 cards, the player must discard down to 5 cards, even if it not on their turn.&lt;br /&gt;
&lt;br /&gt;
Special action cards can be played at any time, whether it is that player&#039;s turn or not. Indeed it is often necessary to play a special action card during another player&#039;s turn to win the game. Also, if required to discard, a player may instead immediately play a special action card instead of discarding.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sandbags (2):&#039;&#039;&#039; When played allows the player to shore up any flooded tile anywhere on the island.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Helicopter Lift (2):&#039;&#039;&#039; When played during the bulk of the game it allows a player to move any number of pawns from a single tile to any other tile on the board. Note the start and end tiles must be the same for all pawns moved, but you need not move all pawns from the start tile.&lt;br /&gt;
The Helicopter Lift card is also necessary at the end of the game in order to win, in which case it lifts all players off of the sinking island with their treasures, but only if all pawns are on the &amp;quot;Fool&#039;s Landing&amp;quot; tile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Waters Rise (3):&#039;&#039;&#039; This card does not go into the players hand but is immediately discarded. The water level is then increased to the next water mark (possibly increasing the number of flood cards to be drawn) and any cards in the flood card discard pile are shuffled and placed on &#039;&#039;top&#039;&#039; of the flood card draw pile.&lt;br /&gt;
&lt;br /&gt;
= Implementation =&lt;br /&gt;
&lt;br /&gt;
=== Player Actions ===&lt;br /&gt;
The implementation provides a limited &#039;&#039;&#039;Undo&#039;&#039;&#039; feature. The undo is provided for &#039;moves&#039; only and only if another player has not played a special action card (Sandbags or Helicopter Lift).&lt;br /&gt;
&lt;br /&gt;
=== ELO ===&lt;br /&gt;
&lt;br /&gt;
ELO is awarded for winning based on a fictitious game opponent with an experience level determined by the &#039;&#039;&#039;Difficulty&#039;&#039;&#039; level of the game and the &#039;&#039;&#039;Number of Players&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
The following table provides the reference values:&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Novice&#039;&#039;&#039;&lt;br /&gt;
:* 2-players =&amp;gt; 1350&lt;br /&gt;
:* 3-players =&amp;gt; 1400&lt;br /&gt;
:* 4-players =&amp;gt; 1450&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Normal&#039;&#039;&#039;&lt;br /&gt;
:* 2-players =&amp;gt; 1550&lt;br /&gt;
:* 3-players =&amp;gt; 1600&lt;br /&gt;
:* 4-players =&amp;gt; 1650&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Elite&#039;&#039;&#039;&lt;br /&gt;
:* 2-players =&amp;gt; 1750&lt;br /&gt;
:* 3-players =&amp;gt; 1800&lt;br /&gt;
:* 4-players =&amp;gt; 1850&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Legendary&#039;&#039;&#039;&lt;br /&gt;
:* 2-players =&amp;gt; 1950&lt;br /&gt;
:* 3-players =&amp;gt; 2200&lt;br /&gt;
:* 4-players =&amp;gt; 2500&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
[[Tips_forbiddenisland|Strategy Page]]&lt;/div&gt;</summary>
		<author><name>Flipsidestx</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpnidavellir&amp;diff=12950</id>
		<title>Gamehelpnidavellir</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpnidavellir&amp;diff=12950"/>
		<updated>2022-05-02T21:01:54Z</updated>

		<summary type="html">&lt;p&gt;Flipsidestx: Updating color for Warriors in End of Age 2 Section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
For tips on how to play nidavellir, see &amp;lt;b&amp;gt;[[Tips_nidavellir]]&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Game Components==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cards:&#039;&#039;&#039;&lt;br /&gt;
* 20 &amp;lt;b style=&amp;quot;color:#554696&amp;quot;&amp;gt;Blacksmith&amp;lt;/b&amp;gt; cards&lt;br /&gt;
* 16 &amp;lt;b style=&amp;quot;color:#158353&amp;quot;&amp;gt;Hunter&amp;lt;/b&amp;gt; cards&lt;br /&gt;
* 16 &amp;lt;b style=&amp;quot;color:#3e9bd6&amp;quot;&amp;gt;Explorer&amp;lt;/b&amp;gt; cards&lt;br /&gt;
* 18 &amp;lt;b style=&amp;quot;color:#923425&amp;quot;&amp;gt;Warrior&amp;lt;/b&amp;gt; cards&lt;br /&gt;
* 16 &amp;lt;b style=&amp;quot;color:#ef7926&amp;quot;&amp;gt;Miner&amp;lt;/b&amp;gt; cards&lt;br /&gt;
* 1 Special Blacksmith card (Blacksmith Distinction)&lt;br /&gt;
* 5 Distinction cards&lt;br /&gt;
* 5 Royal Offering cards&lt;br /&gt;
* 21 Hero cards&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gold Coins:&#039;&#039;&#039;&lt;br /&gt;
* Base coins: &#039;&#039;&#039;0&#039;&#039;&#039;&amp;lt;small&amp;gt;×5&amp;lt;/small&amp;gt; &#039;&#039;&#039;2&#039;&#039;&#039;&amp;lt;small&amp;gt;×5&amp;lt;/small&amp;gt; &#039;&#039;&#039;3&#039;&#039;&#039;&amp;lt;small&amp;gt;×5&amp;lt;/small&amp;gt; &#039;&#039;&#039;4&#039;&#039;&#039;&amp;lt;small&amp;gt;×5&amp;lt;/small&amp;gt; &#039;&#039;&#039;5&#039;&#039;&#039;&amp;lt;small&amp;gt;×5&amp;lt;/small&amp;gt;&lt;br /&gt;
* 1 special coin &#039;&#039;&#039;3&#039;&#039;&#039; (Hunter Distinction)&lt;br /&gt;
* 34 Royal Treasure coins: &#039;&#039;&#039;5&#039;&#039;&#039;&amp;lt;small&amp;gt;×2&amp;lt;/small&amp;gt; &#039;&#039;&#039;6&#039;&#039;&#039;&amp;lt;small&amp;gt;×2&amp;lt;/small&amp;gt; &#039;&#039;&#039;7&#039;&#039;&#039;&amp;lt;small&amp;gt;×3&amp;lt;/small&amp;gt; &#039;&#039;&#039;8&#039;&#039;&#039;&amp;lt;small&amp;gt;×2&amp;lt;/small&amp;gt; &#039;&#039;&#039;9&#039;&#039;&#039;&amp;lt;small&amp;gt;×3&amp;lt;/small&amp;gt; &#039;&#039;&#039;10&#039;&#039;&#039;&amp;lt;small&amp;gt;×2&amp;lt;/small&amp;gt; &#039;&#039;&#039;11&#039;&#039;&#039;&amp;lt;small&amp;gt;×3&amp;lt;/small&amp;gt; &#039;&#039;&#039;12&#039;&#039;&#039;&amp;lt;small&amp;gt;×2&amp;lt;/small&amp;gt; &#039;&#039;&#039;13&#039;&#039;&#039;&amp;lt;small&amp;gt;×2&amp;lt;/small&amp;gt; &#039;&#039;&#039;14&#039;&#039;&#039;&amp;lt;small&amp;gt;×2&amp;lt;/small&amp;gt; &#039;&#039;&#039;15&#039;&#039;&#039;&amp;lt;small&amp;gt;×1&amp;lt;/small&amp;gt; &#039;&#039;&#039;16&#039;&#039;&#039;&amp;lt;small&amp;gt;×1&amp;lt;/small&amp;gt; &#039;&#039;&#039;17&#039;&#039;&#039;&amp;lt;small&amp;gt;×1&amp;lt;/small&amp;gt; &#039;&#039;&#039;18&#039;&#039;&#039;&amp;lt;small&amp;gt;×1&amp;lt;/small&amp;gt; &#039;&#039;&#039;19&#039;&#039;&#039;&amp;lt;small&amp;gt;×1&amp;lt;/small&amp;gt; &#039;&#039;&#039;20&#039;&#039;&#039;&amp;lt;small&amp;gt;×1&amp;lt;/small&amp;gt; &#039;&#039;&#039;21&#039;&#039;&#039;&amp;lt;small&amp;gt;×1&amp;lt;/small&amp;gt; &#039;&#039;&#039;22&#039;&#039;&#039;&amp;lt;small&amp;gt;×1&amp;lt;/small&amp;gt; &#039;&#039;&#039;23&#039;&#039;&#039;&amp;lt;small&amp;gt;×1&amp;lt;/small&amp;gt; &#039;&#039;&#039;24&#039;&#039;&#039;&amp;lt;small&amp;gt;×1&amp;lt;/small&amp;gt; &#039;&#039;&#039;25&#039;&#039;&#039;&amp;lt;small&amp;gt;×1&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gems:&#039;&#039;&#039;&lt;br /&gt;
* 5 Basic gems: &#039;&#039;&#039;1&#039;&#039;&#039;, &#039;&#039;&#039;2&#039;&#039;&#039;, &#039;&#039;&#039;3&#039;&#039;&#039;, &#039;&#039;&#039;4&#039;&#039;&#039;, &#039;&#039;&#039;5&#039;&#039;&#039;&lt;br /&gt;
* 1 Special gem &#039;&#039;&#039;6&#039;&#039;&#039; (Miner Distinction)&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
# each player gets the 5 basic coins&lt;br /&gt;
# gems are distributed randomly&lt;br /&gt;
## 5 players → gems: &#039;&#039;&#039;1&#039;&#039;&#039; &#039;&#039;&#039;2&#039;&#039;&#039; &#039;&#039;&#039;3&#039;&#039;&#039; &#039;&#039;&#039;4&#039;&#039;&#039; &#039;&#039;&#039;5&#039;&#039;&#039;&lt;br /&gt;
## 4 players → gems: &#039;&#039;&#039;2&#039;&#039;&#039; &#039;&#039;&#039;3&#039;&#039;&#039; &#039;&#039;&#039;4&#039;&#039;&#039; &#039;&#039;&#039;5&#039;&#039;&#039;&lt;br /&gt;
## 3 players → gems: &#039;&#039;&#039;3&#039;&#039;&#039; &#039;&#039;&#039;4&#039;&#039;&#039; &#039;&#039;&#039;5&#039;&#039;&#039;&lt;br /&gt;
## 2 players → gems: &#039;&#039;&#039;4&#039;&#039;&#039; &#039;&#039;&#039;5&#039;&#039;&#039;&lt;br /&gt;
# tavern signs are placed on the table&lt;br /&gt;
# Hero cards can be viewed by clicking on the 6 colored arrow like stripe on the left&lt;br /&gt;
# Distinction cards can be viewed by ...&lt;br /&gt;
# coins are put in the Royal Treasure&lt;br /&gt;
# cards marked with (5) are removed from the game, if there are less then 5 players&lt;br /&gt;
# Age 1 cards are shuffled&lt;br /&gt;
# Age 2 cards are shuffled&lt;br /&gt;
&lt;br /&gt;
== Player Turn ==&lt;br /&gt;
# &#039;&#039;&#039;Enter the Dwarves:&#039;&#039;&#039; Dwarf cards equal to the number of players are placed below each tavern sign (this is automatic)&lt;br /&gt;
# &#039;&#039;&#039;Bids:&#039;&#039;&#039; Assign one of your 5 coins - face down - to each of the 3 taverns.&lt;br /&gt;
# &#039;&#039;&#039;Resolve each tavern one by one:&#039;&#039;&#039; Turn over only the coins assigned to the tavern currently being resolved.&lt;br /&gt;
## &#039;&#039;&#039;Bid Revelation:&#039;&#039;&#039; The tokens placed by each player to the current tavern is revealed automatically.&lt;br /&gt;
## &#039;&#039;&#039;Choose a card:&#039;&#039;&#039; The active player takes a Dwarf or Royal Offering card.&lt;br /&gt;
## &#039;&#039;&#039;Recruit a Hero:&#039;&#039;&#039; If active player just filled up a new row, they can take a hero card.&lt;br /&gt;
## &#039;&#039;&#039;Replace coins:&#039;&#039;&#039; If active player played &#039;&#039;&#039;0&#039;&#039;&#039;, add up the values of the 2 coins in your pouch, and replace the bigger with the coin showing the sum.&lt;br /&gt;
## &#039;&#039;&#039;Royal Offering:&#039;&#039;&#039; Add the offering value to any one of your non-zero coins - including one assigned to a tavern that has not yet been resolved - and replace that coin with one of the resulting value from the Royal Treasure chest. If the replaced coin originally came from the chest, put it back there, otherwise return it to the game box. If you change the coin that you assigned to the current tavern, the original coin value still applies when deciding whether and how to swap jewels.&lt;br /&gt;
&lt;br /&gt;
==End of Age 1: Troop Evaluation==&lt;br /&gt;
Majorities for the different classes are awarded the Distinction cards.  If two or more players tie for a class, then no-one is awarded the Distinction:&lt;br /&gt;
# &#039;&#039;&#039;The King&#039;s Hand:&#039;&#039;&#039; &amp;lt;b style=&amp;quot;color:#923425&amp;quot;&amp;gt;Majority of Warriors&amp;lt;/b&amp;gt; Add +5 to one of your coins.&lt;br /&gt;
# &#039;&#039;&#039;Hunting Master:&#039;&#039;&#039; &amp;lt;b style=&amp;quot;color:#158353&amp;quot;&amp;gt;Majority of Hunters&amp;lt;/b&amp;gt; Trade your 0 coin for a special coin with a value of 3.&lt;br /&gt;
# &#039;&#039;&#039;Crown Jeweler:&#039;&#039;&#039; &amp;lt;b style=&amp;quot;color:#ef7926&amp;quot;&amp;gt;Majority of Miners&amp;lt;/b&amp;gt; Gain special value 6 Gem. Does not get traded, you will always win ties. +3 to Final Bravery Value.&lt;br /&gt;
# &#039;&#039;&#039;King&#039;s Great Armorer:&#039;&#039;&#039; &amp;lt;b style=&amp;quot;color:#554696&amp;quot;&amp;gt;Majority of Blacksmiths&amp;lt;/b&amp;gt; Gain special Blacksmith worth 2 ranks. May trigger recruitment of a Hero card.&lt;br /&gt;
# &#039;&#039;&#039;Pioneer of the Kingdom:&#039;&#039;&#039; &amp;lt;b style=&amp;quot;color:#3e9bd6&amp;quot;&amp;gt;Majority of Explorers&amp;lt;/b&amp;gt; Draw 3 cards from Age 2 deck, keep 1. Gain benefit accordingly.&lt;br /&gt;
&lt;br /&gt;
==End of Age 2: End of Game==&lt;br /&gt;
When all Age 2 cards have been taken total your Final Bravery Value:&lt;br /&gt;
# Your Bravery Value for each class&lt;br /&gt;
# The Bravery Value on each Neutral Hero in your Command Zone&lt;br /&gt;
# The total value of your gold coins.&lt;br /&gt;
# Specific Bonuses:&lt;br /&gt;
## Special value 6 gem gains +3 to Bravery Value&lt;br /&gt;
## Having the most ranks in &amp;lt;b style=&amp;quot;color:#923425&amp;quot;&amp;gt;Warriors&amp;lt;/b&amp;gt; will allow you to add your highest value coin a second time.&lt;br /&gt;
&lt;br /&gt;
==List of Heroes==&lt;br /&gt;
===Basic Game (Neutral Heroes)===&lt;br /&gt;
* Astrid: Worth points equal to your highest coin.&lt;br /&gt;
* Dwerg: Worth 13, 40, 81, 108 or 135 points depend on the numbers.&lt;br /&gt;
* Grid: Worth 7 points. Add 7 to one of your coins.&lt;br /&gt;
* Skaa: Worth 17 points.&lt;br /&gt;
* Thrud: Worth 13 points. Move her to any column when she is about to be covered. Remove from columns before scoring.&lt;br /&gt;
* Uline: Worth 9 points. Place coins last. When trading, choose any 2 coins from your hand.&lt;br /&gt;
* Ylud: 11 points if explorer, 7 points if warrior and 1 point if miner. Move him to any column after each round.&lt;br /&gt;
&lt;br /&gt;
===Basic Game (Ranked Heroes)===&lt;br /&gt;
* Aegur (Blacksmith): 2 ranks.&lt;br /&gt;
* Bonfur (Blacksmith): 3 ranks. Discard a dwarf.&lt;br /&gt;
* Hourya (Explorer): Worth 20 points. Can only be recruited with at least 5 explorer ranks.&lt;br /&gt;
* Idunn (Explorer): Worth 7 points plus 2 points for each explorer rank.&lt;br /&gt;
* Aral (Hunter): 2 ranks.&lt;br /&gt;
* Dagda (Hunter) 3 ranks. Discard 2 dwarves of different ranks.&lt;br /&gt;
* Lokdur (Miner): 1 rank of 3.&lt;br /&gt;
* Zoral (Miner): 3 ranks of 1, 0 and 0.&lt;br /&gt;
* Kraal (Warrior): 2 ranks of 7 and 0.&lt;br /&gt;
* Tarah (Warrior): 1 rank of 14.&lt;br /&gt;
&lt;br /&gt;
===Thingvellir===&lt;br /&gt;
* Andumia: Worth 12 points. You can take a card from the discard pile.&lt;br /&gt;
* Holda: Worth 12 points. Choose an artifact or a mercenary from the camp.&lt;br /&gt;
* Khrad: Worth 4 points. Immediately add 10 to your lowest value coin (except trading coin).&lt;br /&gt;
* Jarika: Worth 8 points. Add 2 for all coin tradings or transformations.&lt;br /&gt;
* Olwyn: Worth 9 points. Put his two doubles in your army. They are 0 points but worth 1 rank.&lt;br /&gt;
* Zolkur: Worth 10 points. Trade the lower coin instead of the higher in your next coin trade.&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
* First Game: Remove Uline, Ylud and Thrud.&lt;br /&gt;
&lt;br /&gt;
===Thingvellir Expansion=== &lt;br /&gt;
* Instead of recruiting a dwarf, the highest bidder can take a magic artifact or a mercenary from the camp.&lt;br /&gt;
* All magic artifacts apply immediately, including any bad effects.&lt;br /&gt;
* All merceniaries are placed in the command zone when bought. It can take either of the 2 classes listed on it.&lt;br /&gt;
* At the end of each tavern resolvation, discard any dwarves left.&lt;br /&gt;
* At the end of each round, the player with the lowest gem can choose to place mercenaries first or last. &lt;br /&gt;
* Then, each player places all of their merceniaries in their army, potentially recruiting heroes.&lt;br /&gt;
&lt;br /&gt;
===List of Thingvellir Artifacts===&lt;br /&gt;
* Brisingamens: Immediately take 2 cards from the discard pile. At the end of the game, discard a dwarf.&lt;br /&gt;
* Draupnir: Score 6 points for each coin value at least 15.&lt;br /&gt;
* Fafnir Baleygr: You can go to the camp if the highest bidder didn&#039;t go to the camp.&lt;br /&gt;
* Gjallarhorn: Immediately recruit a hero. However, it counts towards your hero count.&lt;br /&gt;
* Hofud: All opponents choose a warrior to discard.&lt;br /&gt;
* Megingjord: Score 28 points. You can no longer recuit heroes by making rank lines.&lt;br /&gt;
* Hrafnsmerki: Score 5 points for each mercenary.&lt;br /&gt;
* Jarnglofi: Score 24 points. Immediately discard your trading coin. If it is placed in an unresolved tavern, take no cards in it.&lt;br /&gt;
* Mjollnir: At the end of the game, choose a class. Score 2 points for each rank in that class.&lt;br /&gt;
* Svalinn: Score 5 points for each hero.&lt;br /&gt;
* Vegvisir: Counts as a 13 point explorer.&lt;br /&gt;
* Vidofnir &amp;amp; Vedrfolnir: Add 2 and 3 to each of the coins in your pouch. If one of them is the trading coin, add 5 to the other.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Card Distribution==&lt;br /&gt;
&lt;br /&gt;
The Age I and Age II decks contain the following card distribution. The parts in [] are only used in a 5 player game.&lt;br /&gt;
* 8 [10] &amp;lt;b style=&amp;quot;color:#554696&amp;quot;&amp;gt;Blacksmith&amp;lt;/b&amp;gt; cards:  x, x, x, x, x, x, x, x, [x, x]&lt;br /&gt;
* 6 [8] &amp;lt;b style=&amp;quot;color:#158353&amp;quot;&amp;gt;Hunter&amp;lt;/b&amp;gt; cards: x, x, x, x, x, x, [x, x]&lt;br /&gt;
* 6 [8] &amp;lt;b style=&amp;quot;color:#3e9bd6&amp;quot;&amp;gt;Explorer&amp;lt;/b&amp;gt; cards: 5, 6, 7, 8, 9, 10, 11, [12]&lt;br /&gt;
* 8 [9] &amp;lt;b style=&amp;quot;color:#923425&amp;quot;&amp;gt;Warrior&amp;lt;/b&amp;gt; cards: 3, 4, 5, 6, 6, 7, 8, 9, [10]&lt;br /&gt;
* 6 [8] &amp;lt;b style=&amp;quot;color:#ef7926&amp;quot;&amp;gt;Miner&amp;lt;/b&amp;gt; cards: 0, 0, 1, 1, 2, 2, [0, 1]&lt;br /&gt;
&lt;br /&gt;
There are also cards that allow you to add value to a coin (except your trading coin):&lt;br /&gt;
&lt;br /&gt;
*Age I has 1 [2] cards which give +3 to any coin&lt;br /&gt;
*Age II has 2 [3] cards which give +5 to any coin&lt;/div&gt;</summary>
		<author><name>Flipsidestx</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmemoir&amp;diff=12540</id>
		<title>Gamehelpmemoir</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmemoir&amp;diff=12540"/>
		<updated>2022-04-06T17:34:34Z</updated>

		<summary type="html">&lt;p&gt;Flipsidestx: /* Resolving battles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==GAME TURN==&lt;br /&gt;
# Play a command card&lt;br /&gt;
# Order Announce all units you intend to order, within the limits of the command card played.&lt;br /&gt;
# Move Move ordered units.&lt;br /&gt;
# Battle Battle one ordered unit at a time. Select target and:&lt;br /&gt;
## Check range and line of sight&lt;br /&gt;
## Check potential terrain effects&lt;br /&gt;
## Resolve battle&lt;br /&gt;
# Draw a command card&lt;br /&gt;
&lt;br /&gt;
==PLAY A COMMAND CARD &amp;amp; ORDER==&lt;br /&gt;
Play one command card at the start of a your turn, then announce which corresponding unit(s) you intend to order.&amp;lt;br /&amp;gt;&lt;br /&gt;
Units on a hex straddling sections may be ordered from either section.&amp;lt;br /&amp;gt;&lt;br /&gt;
Only those units that are issued an order may move, battle, or take a special action that turn.&lt;br /&gt;
&lt;br /&gt;
===MOVE===&lt;br /&gt;
Move units one at a time and only once per unit per turn. Movement for one unit must be completed before moving the next unit.&amp;lt;br /&amp;gt;&lt;br /&gt;
An ordered unit does not have to move.&amp;lt;br /&amp;gt;&lt;br /&gt;
Two units cannot occupy the same hex.&amp;lt;br /&amp;gt;&lt;br /&gt;
Units may not move onto or through a hex occupied by a friendly or enemy unit.&amp;lt;br /&amp;gt;&lt;br /&gt;
Individual figures of a unit always stay together and move as a group.&lt;br /&gt;
* &#039;&#039;&#039;Infantry&#039;&#039;&#039; - Move up to 1 hex and battle or 2 hexes and not battle. Special Forces (except French Resistance) may move up to 2 hexes and battle.&lt;br /&gt;
* &#039;&#039;&#039;Armor&#039;&#039;&#039; - Move up to 3 hexes and battle.&lt;br /&gt;
* &#039;&#039;&#039;Artillery&#039;&#039;&#039; - Move up to 1 hex or battle.&lt;br /&gt;
&lt;br /&gt;
===BATTLE===&lt;br /&gt;
Resolve battles one at a time and only once per unit per turn. One unit’s battle must be completed before the next battle. An ordered unit does not have to battle.&amp;lt;br /&amp;gt;&lt;br /&gt;
Casualties do not affect a unit’s battle effectiveness.&amp;lt;br /&amp;gt;&lt;br /&gt;
A unit attacking an adjacent unit is in &#039;&#039;&#039;close assault&#039;&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
A unit attacking a unit more than 1 hex away is &#039;&#039;&#039;firing&#039;&#039;&#039; at that unit.&amp;lt;br /&amp;gt;&lt;br /&gt;
A unit adjacent to an enemy must close assault that unit if it chooses to battle; it cannot fire on a more distant enemy.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Range and hit dice rolled====&lt;br /&gt;
: &#039;&#039;&#039;Infantry&#039;&#039;&#039; 3 2 1&lt;br /&gt;
: &#039;&#039;&#039;Armor&#039;&#039;&#039; 3 3 3&lt;br /&gt;
: &#039;&#039;&#039;Artillery&#039;&#039;&#039; 3 3 2 2 1 1&lt;br /&gt;
&lt;br /&gt;
====Line of sight====&lt;br /&gt;
All units require line of sight (LOS) to the enemy except artillery. Draw a line between the centres of the hexes; LOS is blocked if any part of a hex containing an obstruction or unit crosses this line. If the line runs along the edge of one or more hexes it is only blocked if they stand along both sides of the line segment.&lt;br /&gt;
&lt;br /&gt;
====Resolving battles====&lt;br /&gt;
The attacker scores 1 hit for each dice symbol rolled that matches the unit type targeted.&lt;br /&gt;
For each hit scored 1 figure is removed from the target unit. When the last figure is removed place it on one of the medal stands on the attacker’s side of the board.&lt;br /&gt;
&lt;br /&gt;
* Infantry (2 sides of dice) - &#039;&#039;&#039;HIT&#039;&#039;&#039;: Score 1 hit on infantry.&lt;br /&gt;
* Armor - &#039;&#039;&#039;HIT&#039;&#039;&#039;: Score 1 hit on armor.&lt;br /&gt;
* Grenade - &#039;&#039;&#039;HIT&#039;&#039;&#039;: Score 1 hit on infantry, armor or artillery.&lt;br /&gt;
* Star - &#039;&#039;&#039;MISS&#039;&#039;&#039;: This is a miss, unless used in a limited number of tactical command cards.&lt;br /&gt;
* Flag - &#039;&#039;&#039;RETREAT&#039;&#039;&#039;: After all hits and casualties have been resolved, for each flag rolled the target unit must move one hex back towards its side of the battlefield.&lt;br /&gt;
&lt;br /&gt;
===RETREATING===&lt;br /&gt;
Terrain has no effect on retreat moves; however impassable terrain cannot be moved through. A unit may not move onto or through a hex with any other unit in it.&amp;lt;br /&amp;gt;&lt;br /&gt;
If a unit cannot retreat, is forced to retreat off the battlefield, or would be pushed back onto a sea hex, one figure must be removed for each uncompleted retreat move.&amp;lt;br /&amp;gt;&lt;br /&gt;
Some obstacles allow some units to ignore the first flag rolled against them.&lt;br /&gt;
&lt;br /&gt;
===TAKING GROUND &amp;amp; ARMOR OVERRUN===&lt;br /&gt;
An ordered &#039;&#039;&#039;infantry&#039;&#039;&#039; unit in close assault may advance into a hex from which it has eliminated a unit or forced it to retreat.&amp;lt;br /&amp;gt;&lt;br /&gt;
An &#039;&#039;&#039;artillery&#039;&#039;&#039; unit may not take ground.&amp;lt;br /&amp;gt;&lt;br /&gt;
An &#039;&#039;&#039;armor&#039;&#039;&#039; unit may take the ground and claim an &#039;&#039;&#039;armor overrun&#039;&#039;&#039; combat. It may move into the vacated hex and then battle again. If the hex is adjacent to an enemy unit, this new combat must be close assault, otherwise, you may fire at a distant unit.&amp;lt;br /&amp;gt;&lt;br /&gt;
A unit may &#039;&#039;&#039;take ground&#039;&#039;&#039; again after a successful &#039;&#039;&#039;overrun&#039;&#039;&#039; combat, but may only make one overrun combat per turn.&amp;lt;br /&amp;gt;&lt;br /&gt;
All battles, close assault and &#039;&#039;&#039;overrun&#039;&#039;&#039; combats must be completed before the next unit may battle.&lt;br /&gt;
&lt;br /&gt;
===SPECIAL FORCES===&lt;br /&gt;
Use Special Forces badge tokens to indicate which units are Special Forces.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;French resistance&#039;&#039;&#039; - Forces start with 3 figures per unit. They may always battle when they penetrate a new terrain type but cannot battle if they move 2 hexes. They may also retreat up to 3 hexes instead of the standard 1 on any retreat flag rolled.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Elite armor&#039;&#039;&#039; - Units start with 4 tank figures.&lt;br /&gt;
&lt;br /&gt;
===TERRAIN TYPES===&lt;br /&gt;
The terrain help cards summarize the effects of terrain. &#039;&#039;&#039;Soldier and tank icons show modifications to the number of dice rolled when that type of unit is attacking units within the terrain.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fixed obstacles&#039;&#039;&#039;&lt;br /&gt;
When an obstacle is on a terrain hex, only the best of the battle dice reductions matters.&lt;/div&gt;</summary>
		<author><name>Flipsidestx</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptheisleofcats&amp;diff=10147</id>
		<title>Gamehelptheisleofcats</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptheisleofcats&amp;diff=10147"/>
		<updated>2021-11-11T18:05:22Z</updated>

		<summary type="html">&lt;p&gt;Flipsidestx: Creating Page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Anytime cards==&lt;br /&gt;
Anytime cards cannot be played at any moment. They can always be played on your turn in the Rescue and Rare Finds phases. They can also be played before or after specific points in the game. You can change when the game will ask you to play Anytime cards by clicking on the &amp;quot;When to play&amp;quot; button. The button is only displayed on some Anytime cards that can impact other players. You can click on the gear icon in your player panel for more options related to this button.&lt;br /&gt;
&lt;br /&gt;
==Passing==&lt;br /&gt;
Like in the real game, you must tell other players that you pass. When passing, you can also play Anytime cards if you wish. If you do not want to be asked to pass, you can click on the gear icon in your player panel and enable the &amp;quot;Auto pass&amp;quot; option.&lt;br /&gt;
&lt;br /&gt;
==Scrolling==&lt;br /&gt;
There can be a lot of information to view at the same time. You can reduce the amount of scrolling you have to do by showing (above your player boat) small shapes that represents cats and treasures. Those small shapes are shown when you have to place a cat or a treasure but you can enable an option so that they are always shown.&lt;/div&gt;</summary>
		<author><name>Flipsidestx</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcarcassonne&amp;diff=8468</id>
		<title>Gamehelpcarcassonne</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcarcassonne&amp;diff=8468"/>
		<updated>2021-06-07T15:10:57Z</updated>

		<summary type="html">&lt;p&gt;Flipsidestx: Adding number of Goods tokens for the Traders and Builders Expansion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Gameplay==&lt;br /&gt;
The game board is a medieval landscape built by the players as the game progresses. The game starts with a single terrain tile face up and 71 others shuffled face down for the players to draw from. On each turn a player draws a new terrain tile and places it adjacent to tiles that are already face up.  The new tile must be placed in a way that extends features on the tiles it touches: roads must connect to roads, fields to fields, and cities to cities.&lt;br /&gt;
&lt;br /&gt;
After placing each new tile, the placing player may opt to station a piece (called a &amp;quot;follower&amp;quot; or &amp;quot;meeple&amp;quot;) on a feature of that newly placed tile. The placing player may not use a follower to claim any features of the tile that extend or connect features already claimed by another player. However, it is possible for terrain features claimed by opposing players to become &amp;quot;shared&amp;quot; by the subsequent placement of tiles connecting them. For example, two field tiles, each having a follower, can become connected by another terrain tile into a single field shared by each follower&#039;s player. If a shared feature is connected to yet another feature of the same type claimed by one of the same players, said player, now having more followers in that feature, gains full claim over the feature.&lt;br /&gt;
&lt;br /&gt;
When a feature other than a field is completed, all meeples in the completed feature are returned to the players who placed them, and can be reused. The player(s) with the most meeples in the feature score points immediately (see below).&lt;br /&gt;
&lt;br /&gt;
The game ends when the last tile has been placed. At that time, all features (including fields) score points for the players with the most followers on them. The player with the most points wins the game.&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
During the players&#039; turns, cities, cloisters, and roads (but not fields) are scored when they are completed—cities and roads when they are completed (i.e. contain no unfinished edges from which they may be expanded), and cloisters when surrounded by eight tiles. At the end of the game, when there are no tiles remaining, all incomplete features are scored. Points are awarded to the players with the most followers in a feature. &lt;br /&gt;
&lt;br /&gt;
If there is a tie for the most followers in any given feature, all of the tied players are awarded the full number of points. In general (see table), points are awarded for the number of tiles covered by a feature; cloisters score for neighboring tiles; and fields score based on the number of connected &#039;&#039;completed&#039;&#039; cities.&lt;br /&gt;
&lt;br /&gt;
Once a feature is scored, all of the followers in that feature are returned to their owners.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;white-space:nowrap;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Completed during play !! Game end&lt;br /&gt;
|-&lt;br /&gt;
| City&lt;br /&gt;
| 2 points per tile + 2 points per pennant&lt;br /&gt;
| 1 point per tile + 1 point per pennant&lt;br /&gt;
|-&lt;br /&gt;
| Road&lt;br /&gt;
| 1 point per tile&lt;br /&gt;
| 1 point per tile&lt;br /&gt;
|-&lt;br /&gt;
| Cloister&lt;br /&gt;
| 1 point + 1 point per surrounding tile&lt;br /&gt;
| 1 point + 1 point per surrounding tile&lt;br /&gt;
|-&lt;br /&gt;
| Fields&lt;br /&gt;
| (Not scored)&lt;br /&gt;
| 3 points for each completed city bordering the field.&lt;br /&gt;
|-&lt;br /&gt;
| Monastery&lt;br /&gt;
| 1 point per tile surrounding the Monastery. Must be completely surrounded in order to return meeple.&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Expansions==&lt;br /&gt;
&lt;br /&gt;
===The River===&lt;br /&gt;
This expansion features a river which replaces the starting tile. The river starts from the source to the lake and cannot turn twice in the same direction.&lt;br /&gt;
&lt;br /&gt;
===Inns and Cathedrals===&lt;br /&gt;
This expansion features inns (next to roads) and cathedrals (next to cities). Also, a large meeple of each colour is featured.&lt;br /&gt;
* Inns: If a road is completed with one or more inns, each tile scores 2 points instead of 1. However, an incompleted road with inns in the end does not score any points.&lt;br /&gt;
* Cathedrals: If a city is completed with one or more cathedrals. each tile and cost of arms scores 3 points instead of 2. However, an incompleted city with cathedrals in the end does not score any points.&lt;br /&gt;
* Large meeple: A large meeple is worth 2 meeples instead of 1.&lt;br /&gt;
&lt;br /&gt;
===Traders and Builders===&lt;br /&gt;
This expansion features goods tokens, builders and pigs.&lt;br /&gt;
* Goods tokens: The person who finishes a city with goods collects the goods in the city. The goods are wine(9), grain(6) and cloth(5). At the end of the game, the player with the most goods token of a type scores 10 points. If multiple players tie, all get the full points.&lt;br /&gt;
* Builder: Each player has a builder. It can be placed on a road or city with at least one of your meeples. If you continue the feature with your builder on it, you get a double turn.&lt;br /&gt;
* Pig: Each player has a pig. It can be placed on a field with your farmer. The pig scores 1 point for each completed city in the field.&lt;br /&gt;
&lt;br /&gt;
===The Princess and the Dragon===&lt;br /&gt;
This expansion features the dragon, the fairy and the magic portal.&lt;br /&gt;
* The volcano: The dragon appears on it. After the dragon appears, dragon tiles can be placed. No meeples can be placed on a volcano tile.&lt;br /&gt;
* Dragon tiles: Each player take turns to move the dragon until the dragon moves 6 spaces or is unable to move. All figures on the spaces it visits returns to their owners without scoring.&lt;br /&gt;
* The princess: Instead of placing a meeple, you can return a meeple in the city to his owner.&lt;br /&gt;
* The magic portal: You can place a meeple on any previous placed tile instead on the tile you placed.&lt;br /&gt;
* The fairy: It belongs to nobody. It can be assigned to one of your meeples in replace of your placing. If it is still next to you at the start of your turn, you score 1 point. All figures on it are protected from the dragon. You score 3 points when any feature is scored if the fairy is next to one of your meeples.&lt;br /&gt;
&lt;br /&gt;
===Strategic Variant===&lt;br /&gt;
Each player has 3 tiles at the start. On each turn, a tile is drawn and added to the player&#039;s hand. They choose which one to place each time.&lt;/div&gt;</summary>
		<author><name>Flipsidestx</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelparnak&amp;diff=7895</id>
		<title>Gamehelparnak</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelparnak&amp;diff=7895"/>
		<updated>2021-04-09T21:23:56Z</updated>

		<summary type="html">&lt;p&gt;Flipsidestx: Creating Page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Flipsidestx</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpnidavellir&amp;diff=7834</id>
		<title>Gamehelpnidavellir</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpnidavellir&amp;diff=7834"/>
		<updated>2021-04-02T18:39:05Z</updated>

		<summary type="html">&lt;p&gt;Flipsidestx: Adding End of age 1 and End of Game sections&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Game Components==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cards:&#039;&#039;&#039;&lt;br /&gt;
* 18 &amp;lt;b style=&amp;quot;color:#923425&amp;quot;&amp;gt;Warrior&amp;lt;/b&amp;gt; cards&lt;br /&gt;
* 16 &amp;lt;b style=&amp;quot;color:#158353&amp;quot;&amp;gt;Hunter&amp;lt;/b&amp;gt; cards&lt;br /&gt;
* 16 &amp;lt;b style=&amp;quot;color:#ef7926&amp;quot;&amp;gt;Miner&amp;lt;/b&amp;gt; cards&lt;br /&gt;
* 20 &amp;lt;b style=&amp;quot;color:#554696&amp;quot;&amp;gt;Blacksmith&amp;lt;/b&amp;gt; cards&lt;br /&gt;
* 16 &amp;lt;b style=&amp;quot;color:#3e9bd6&amp;quot;&amp;gt;Explorer&amp;lt;/b&amp;gt; cards&lt;br /&gt;
* 1 Special Blacksmith card (Blacksmith Distinction)&lt;br /&gt;
* 5 Distinction cards&lt;br /&gt;
* 5 Royal Offering cards&lt;br /&gt;
* 21 Hero cards&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gold Coins:&#039;&#039;&#039;&lt;br /&gt;
* Base coins: &#039;&#039;&#039;0&#039;&#039;&#039;&amp;lt;small&amp;gt;×5&amp;lt;/small&amp;gt; &#039;&#039;&#039;2&#039;&#039;&#039;&amp;lt;small&amp;gt;×5&amp;lt;/small&amp;gt; &#039;&#039;&#039;3&#039;&#039;&#039;&amp;lt;small&amp;gt;×5&amp;lt;/small&amp;gt; &#039;&#039;&#039;4&#039;&#039;&#039;&amp;lt;small&amp;gt;×5&amp;lt;/small&amp;gt; &#039;&#039;&#039;5&#039;&#039;&#039;&amp;lt;small&amp;gt;×5&amp;lt;/small&amp;gt;&lt;br /&gt;
* 1 special coin &#039;&#039;&#039;3&#039;&#039;&#039; (Hunter Distinction)&lt;br /&gt;
* 34 Royal Treasure coins: &#039;&#039;&#039;5&#039;&#039;&#039;&amp;lt;small&amp;gt;×2&amp;lt;/small&amp;gt; &#039;&#039;&#039;6&#039;&#039;&#039;&amp;lt;small&amp;gt;×2&amp;lt;/small&amp;gt; &#039;&#039;&#039;7&#039;&#039;&#039;&amp;lt;small&amp;gt;×3&amp;lt;/small&amp;gt; &#039;&#039;&#039;8&#039;&#039;&#039;&amp;lt;small&amp;gt;×2&amp;lt;/small&amp;gt; &#039;&#039;&#039;9&#039;&#039;&#039;&amp;lt;small&amp;gt;×3&amp;lt;/small&amp;gt; &#039;&#039;&#039;10&#039;&#039;&#039;&amp;lt;small&amp;gt;×2&amp;lt;/small&amp;gt; &#039;&#039;&#039;11&#039;&#039;&#039;&amp;lt;small&amp;gt;×3&amp;lt;/small&amp;gt; &#039;&#039;&#039;12&#039;&#039;&#039;&amp;lt;small&amp;gt;×2&amp;lt;/small&amp;gt; &#039;&#039;&#039;13&#039;&#039;&#039;&amp;lt;small&amp;gt;×2&amp;lt;/small&amp;gt; &#039;&#039;&#039;14&#039;&#039;&#039;&amp;lt;small&amp;gt;×2&amp;lt;/small&amp;gt; &#039;&#039;&#039;15&#039;&#039;&#039;&amp;lt;small&amp;gt;×1&amp;lt;/small&amp;gt; &#039;&#039;&#039;16&#039;&#039;&#039;&amp;lt;small&amp;gt;×1&amp;lt;/small&amp;gt; &#039;&#039;&#039;17&#039;&#039;&#039;&amp;lt;small&amp;gt;×1&amp;lt;/small&amp;gt; &#039;&#039;&#039;18&#039;&#039;&#039;&amp;lt;small&amp;gt;×1&amp;lt;/small&amp;gt; &#039;&#039;&#039;19&#039;&#039;&#039;&amp;lt;small&amp;gt;×1&amp;lt;/small&amp;gt; &#039;&#039;&#039;20&#039;&#039;&#039;&amp;lt;small&amp;gt;×1&amp;lt;/small&amp;gt; &#039;&#039;&#039;21&#039;&#039;&#039;&amp;lt;small&amp;gt;×1&amp;lt;/small&amp;gt; &#039;&#039;&#039;22&#039;&#039;&#039;&amp;lt;small&amp;gt;×1&amp;lt;/small&amp;gt; &#039;&#039;&#039;23&#039;&#039;&#039;&amp;lt;small&amp;gt;×1&amp;lt;/small&amp;gt; &#039;&#039;&#039;24&#039;&#039;&#039;&amp;lt;small&amp;gt;×1&amp;lt;/small&amp;gt; &#039;&#039;&#039;25&#039;&#039;&#039;&amp;lt;small&amp;gt;×1&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gems:&#039;&#039;&#039;&lt;br /&gt;
* 5 Basic gems: &#039;&#039;&#039;1&#039;&#039;&#039;, &#039;&#039;&#039;2&#039;&#039;&#039;, &#039;&#039;&#039;3&#039;&#039;&#039;, &#039;&#039;&#039;4&#039;&#039;&#039;, &#039;&#039;&#039;5&#039;&#039;&#039;&lt;br /&gt;
* 1 Special gem &#039;&#039;&#039;6&#039;&#039;&#039; (Miner Distinction)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
# each player gets the 5 basic coins&lt;br /&gt;
# gems are distributed randomly&lt;br /&gt;
## 5 players → gems: &#039;&#039;&#039;1&#039;&#039;&#039; &#039;&#039;&#039;2&#039;&#039;&#039; &#039;&#039;&#039;3&#039;&#039;&#039; &#039;&#039;&#039;4&#039;&#039;&#039; &#039;&#039;&#039;5&#039;&#039;&#039;&lt;br /&gt;
## 4 players → gems: &#039;&#039;&#039;2&#039;&#039;&#039; &#039;&#039;&#039;3&#039;&#039;&#039; &#039;&#039;&#039;4&#039;&#039;&#039; &#039;&#039;&#039;5&#039;&#039;&#039;&lt;br /&gt;
## 3 players → gems: &#039;&#039;&#039;3&#039;&#039;&#039; &#039;&#039;&#039;4&#039;&#039;&#039; &#039;&#039;&#039;5&#039;&#039;&#039;&lt;br /&gt;
## 2 players → gems: &#039;&#039;&#039;4&#039;&#039;&#039; &#039;&#039;&#039;5&#039;&#039;&#039;&lt;br /&gt;
# tavern signs are placed on the table&lt;br /&gt;
# Hero cards can be viewed by clicking on the 6 colored arrow like stripe on the left&lt;br /&gt;
# Distinction cards can be viewed by ...&lt;br /&gt;
# coins are put in the Royal Treasure&lt;br /&gt;
# cards marked with (5) are removed from the game, if there are less then 5 players&lt;br /&gt;
# Age 1 cards are shuffled&lt;br /&gt;
# Age 2 cards are shuffled&lt;br /&gt;
&lt;br /&gt;
== Player Turn ==&lt;br /&gt;
# &#039;&#039;&#039;Enter the Dwarves:&#039;&#039;&#039; Dwarf cards equal to the number of players are placed below each tavern sign (this is automatic)&lt;br /&gt;
# &#039;&#039;&#039;Bids:&#039;&#039;&#039; Place one of your 5 coins to each of the 3 taverns.&lt;br /&gt;
# &#039;&#039;&#039;Resolve each tavern one by one&#039;&#039;&#039;&lt;br /&gt;
## &#039;&#039;&#039;Bid Revelation:&#039;&#039;&#039; The tokens placed by each player to the current tavern is revealed automatically.&lt;br /&gt;
## &#039;&#039;&#039;Choose a card:&#039;&#039;&#039; The active player takes a Dwarf or Royal Offering card.&lt;br /&gt;
## &#039;&#039;&#039;Recruit a Hero:&#039;&#039;&#039; If active player just filled up a new row, (s)he can take a hero card.&lt;br /&gt;
## &#039;&#039;&#039;Replace coins:&#039;&#039;&#039; If active player played &#039;&#039;&#039;0&#039;&#039;&#039;, add up the values of the 2 unused tokens, and replace the bigger with the coin showing the sum.&lt;br /&gt;
&lt;br /&gt;
==End of Age 1: Troop Evaluation==&lt;br /&gt;
Majorities for the different classes are awarded the Distinction cards:&lt;br /&gt;
# &#039;&#039;&#039;The King&#039;s Hand:&#039;&#039;&#039; &amp;lt;b style=&amp;quot;color:#923425&amp;quot;&amp;gt;Majority of Warriors&amp;lt;/b&amp;gt; Add +5 to one of your coins. Count your highest coin a second time at end scoring.&lt;br /&gt;
# &#039;&#039;&#039;Hunting Master:&#039;&#039;&#039; &amp;lt;b style=&amp;quot;color:#158353&amp;quot;&amp;gt;Majority of Hunters&amp;lt;/b&amp;gt; Trade your 0 coin for a special coin with a value of 3.&lt;br /&gt;
# &#039;&#039;&#039;Crown Jeweler:&#039;&#039;&#039; &amp;lt;b style=&amp;quot;color:#ef7926&amp;quot;&amp;gt;Majority of Miners&amp;lt;/b&amp;gt; Gain special value 6 Gem. Does not get traded, you will always win ties. +3 to Final Bravery Value.&lt;br /&gt;
# &#039;&#039;&#039;King&#039;s Great Armorer:&#039;&#039;&#039; &amp;lt;b style=&amp;quot;color:#554696&amp;quot;&amp;gt;Majority of Blacksmiths&amp;lt;/b&amp;gt; Gain special Blacksmith worth 2 ranks. May trigger recruitment of a Hero card.&lt;br /&gt;
# &#039;&#039;&#039;Pioneer of the Kingdom:&#039;&#039;&#039; &amp;lt;b style=&amp;quot;color:#3e9bd6&amp;quot;&amp;gt;Majority of Explores&amp;lt;/b&amp;gt; Draw 3 cards from Age 2 deck, keep 1. Gain benefit accordingly.&lt;br /&gt;
&lt;br /&gt;
==End of Age 2 and End of Game==&lt;br /&gt;
When all Age 2 cards have been taken total your Final Bravery Value:&lt;br /&gt;
# Your Bravery Value for each class&lt;br /&gt;
# The Bravery Value on each Neutral Hero in your Command Zone&lt;br /&gt;
# The total value of your gold coins.&lt;br /&gt;
# Specific Bonuses:&lt;br /&gt;
## Special value 6 gem gains +3 to Bravery Value&lt;br /&gt;
## &#039;&#039;&#039;The King&#039;s Hand&#039;&#039;&#039; will allow you to add your highest value coin a second time.&lt;/div&gt;</summary>
		<author><name>Flipsidestx</name></author>
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