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	<updated>2026-10-07T20:27:31Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptrektwelve&amp;diff=17436</id>
		<title>Gamehelptrektwelve</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptrektwelve&amp;diff=17436"/>
		<updated>2023-07-14T03:35:40Z</updated>

		<summary type="html">&lt;p&gt;Freemind: /* Retail version */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Gameplay==&lt;br /&gt;
&lt;br /&gt;
Two dice are rolled each turn. (Red die: 1-6, Yellow die: 0-5)&lt;br /&gt;
&lt;br /&gt;
Each player may choose a number to take from those dice, being either the &#039;&#039;&#039;lower value&#039;&#039;&#039;, the &#039;&#039;&#039;higher&#039;&#039;&#039;, the &#039;&#039;&#039;total&#039;&#039;&#039; of the two dice, the &#039;&#039;&#039;difference&#039;&#039;&#039; between them, or their &#039;&#039;&#039;multiplied product&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
They write that number in any circle on their sheet, and tick off that option. (Once you&#039;ve ticked all four boxes for an option, you can&#039;t take it any more.)&lt;br /&gt;
&lt;br /&gt;
Regular circles can take any number from 0-12. Black-outlined circles are &#039;&#039;dangerous terrain&#039;&#039; and can only take numbers from 0-6. If you&#039;re forced to place a number that&#039;s too high, a ☹️ must be drawn there instead.&lt;br /&gt;
&lt;br /&gt;
After the first turn, numbers must be written adjacent to existing numbers.&lt;br /&gt;
&lt;br /&gt;
At the end of the game, each numbered circle which does not form part of a line or zone gets a ☹️.&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
&lt;br /&gt;
* Every &#039;&#039;&#039;line&#039;&#039;&#039; of ascending, connected, &#039;&#039;consecutive&#039;&#039; numbers = the highest number in the line, plus 1 point per other number in the line&lt;br /&gt;
* Every &#039;&#039;&#039;zone&#039;&#039;&#039; of 2+ connected, identical numbers = the number from any of its circles, plus 1 point per other circle in the zone&lt;br /&gt;
* &#039;&#039;&#039;Bonuses&#039;&#039;&#039; for both longest line and largest zone = 1 point for 3, 3 points for 4, 6 points for 5, etc.&lt;br /&gt;
* &#039;&#039;&#039;Malus&#039;&#039;&#039; = -3 points for each ☹️ on your mountain&lt;br /&gt;
&lt;br /&gt;
==Special map rules==&lt;br /&gt;
&amp;lt;u&amp;gt;Special rules for Jampa&amp;lt;/u&amp;gt; from Trek 12 +1:&lt;br /&gt;
&lt;br /&gt;
*You &#039;&#039;&#039;must&#039;&#039;&#039; create a Fixed Line between circles already linked in that manner. There is no constraint when you fill in your first circle.&lt;br /&gt;
When you fill in the second circle, it &#039;&#039;&#039;must&#039;&#039;&#039;  form a Fixed Line with the first. Otherwise, the circle is considered orphaned and you draw an orphan in the circle.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Special rules for Christmas map&amp;lt;/u&amp;gt; :&lt;br /&gt;
&lt;br /&gt;
*Each chain represents a garland. The bonuses of each garland are noted above each Rope Trail and depend on the number of &#039;&#039;&#039;different&#039;&#039;&#039; colored balls in the Rope Trail. The more balls of different colors in your garlands, the more points you will score!&lt;br /&gt;
*Zones represent gifts. Each Zone gives a bonus &#039;&#039;&#039;only&#039;&#039;&#039; if that zone has &#039;&#039;&#039;no&#039;&#039;&#039; balls. The bonus is then equal to the value of the Zone in question and is noted in the line below.&lt;br /&gt;
*Finally, it&#039;s Christmas! So no orphans: each orphan space gives a 5 point penalty.&lt;br /&gt;
*The player or players (if simultaneous) who are the first to fill in the box just below the star get a 10 point bonus.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Extra rules for Zen Trek map &amp;lt;/u&amp;gt;:&lt;br /&gt;
* You MUST start on one of the two sides in one of the three arrowed boxes.&lt;br /&gt;
* Each mountain has its own table for choosing the outcome of the dice. You must necessarily fill in the boxes of a mountain with the table specific to that mountain (for example, it is forbidden to fill in a box of the white mountain using the table of the gray mountain). You can very well have passed from one side to the other without having fully completed one of the two, but you must respect the table of corresponding choices.&lt;br /&gt;
* Under NO circumstances can the &amp;quot;water&amp;quot; boxes be part of a rope path. A &amp;quot;rope path&amp;quot; or &amp;quot;rope trail&amp;quot; is one consisting of linked consecutive numbers. Rope Path Example: 2-3-4-5 (not same numbers as 3-3-3-3).&lt;br /&gt;
&amp;lt;u&amp;gt;Special rules for Containment map:&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Warning&#039;&#039;&#039;, if you place a circle of value higher than 12, you will immediately lose (given a score of -100 points).&lt;br /&gt;
* Each orphan circle is worth its value as a negative score.&lt;br /&gt;
* The value of the circle which is placed at the entrance is counted negative, unless you connect it to the sink.&lt;br /&gt;
* If you connect the Fridge with the sofa using a fixed line, you score that line twice.&lt;br /&gt;
* If there is a zone on the desk, then the desk will score equal to the number of circles in that zone, multiplied by the number in those circles.&lt;br /&gt;
&lt;br /&gt;
==Retail version==&lt;br /&gt;
[[File:Versions.png|link=https://lumberjacks-studio.com/en/trek-12/]]&lt;/div&gt;</summary>
		<author><name>Freemind</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptrektwelve&amp;diff=17350</id>
		<title>Gamehelptrektwelve</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptrektwelve&amp;diff=17350"/>
		<updated>2023-07-02T12:31:53Z</updated>

		<summary type="html">&lt;p&gt;Freemind: Added rules for Containment. Made sectioning a bit more clear for the special map rules.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Gameplay==&lt;br /&gt;
&lt;br /&gt;
Two dice are rolled each turn. (Red die: 1-6, Yellow die: 0-5)&lt;br /&gt;
&lt;br /&gt;
Each player may choose a number to take from those dice, being either the &#039;&#039;&#039;lower value&#039;&#039;&#039;, the &#039;&#039;&#039;higher&#039;&#039;&#039;, the &#039;&#039;&#039;total&#039;&#039;&#039; of the two dice, the &#039;&#039;&#039;difference&#039;&#039;&#039; between them, or their &#039;&#039;&#039;multiplied product&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
They write that number in any circle on their sheet, and tick off that option. (Once you&#039;ve ticked all four boxes for an option, you can&#039;t take it any more.)&lt;br /&gt;
&lt;br /&gt;
Regular circles can take any number from 0-12. Black-outlined circles are &#039;&#039;dangerous terrain&#039;&#039; and can only take numbers from 0-6. If you&#039;re forced to place a number that&#039;s too high, a ☹️ must be drawn there instead.&lt;br /&gt;
&lt;br /&gt;
After the first turn, numbers must be written adjacent to existing numbers.&lt;br /&gt;
&lt;br /&gt;
At the end of the game, each numbered circle which does not form part of a line or zone gets a ☹️.&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
&lt;br /&gt;
* Every &#039;&#039;&#039;line&#039;&#039;&#039; of ascending, connected, &#039;&#039;consecutive&#039;&#039; numbers = the highest number in the line, plus 1 point per other number in the line&lt;br /&gt;
* Every &#039;&#039;&#039;zone&#039;&#039;&#039; of 2+ connected, identical numbers = the number from any of its circles, plus 1 point per other circle in the zone&lt;br /&gt;
* &#039;&#039;&#039;Bonuses&#039;&#039;&#039; for both longest line and largest zone = 1 point for 3, 3 points for 4, 6 points for 5, etc.&lt;br /&gt;
* &#039;&#039;&#039;Malus&#039;&#039;&#039; = -3 points for each ☹️ on your mountain&lt;br /&gt;
&lt;br /&gt;
==Special map rules==&lt;br /&gt;
&amp;lt;u&amp;gt;Special rules for Jampa&amp;lt;/u&amp;gt; from Trek 12 +1:&lt;br /&gt;
&lt;br /&gt;
*You &#039;&#039;&#039;must&#039;&#039;&#039; create a Fixed Line between circles already linked in that manner. There is no constraint when you fill in your first circle.&lt;br /&gt;
When you fill in the second circle, it &#039;&#039;&#039;must&#039;&#039;&#039;  form a Fixed Line with the first. Otherwise, the circle is considered orphaned and you draw an orphan in the circle.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Special rules for Christmas map&amp;lt;/u&amp;gt; :&lt;br /&gt;
&lt;br /&gt;
*Each chain represents a garland. The bonuses of each garland are noted above each Rope Trail and depend on the number of &#039;&#039;&#039;different&#039;&#039;&#039; colored balls in the Rope Trail. The more balls of different colors in your garlands, the more points you will score!&lt;br /&gt;
*Zones represent gifts. Each Zone gives a bonus &#039;&#039;&#039;only&#039;&#039;&#039; if that zone has &#039;&#039;&#039;no&#039;&#039;&#039; balls. The bonus is then equal to the value of the Zone in question and is noted in the line below.&lt;br /&gt;
*Finally, it&#039;s Christmas! So no orphans: each orphan space gives a 5 point penalty.&lt;br /&gt;
*The player or players (if simultaneous) who are the first to fill in the box just below the star get a 10 point bonus.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Extra rules for Zen Trek map &amp;lt;/u&amp;gt;:&lt;br /&gt;
* You MUST start on one of the two sides in one of the three arrowed boxes.&lt;br /&gt;
* Each mountain has its own table for choosing the outcome of the dice. You must necessarily fill in the boxes of a mountain with the table specific to that mountain (for example, it is forbidden to fill in a box of the white mountain using the table of the gray mountain). You can very well have passed from one side to the other without having fully completed one of the two, but you must respect the table of corresponding choices.&lt;br /&gt;
* Under NO circumstances can the &amp;quot;water&amp;quot; boxes be part of a rope path. A &amp;quot;rope path&amp;quot; or &amp;quot;rope trail&amp;quot; is one consisting of linked consecutive numbers. Rope Path Example: 2-3-4-5 (not same numbers as 3-3-3-3).&lt;br /&gt;
&amp;lt;u&amp;gt;Special rules for Containment map:&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Warning&#039;&#039;&#039;, if you place a circle of value higher than 12, you will immediately lose (given a score of -100 points).&lt;br /&gt;
* Each orphan circle is worth its value as a negative score.&lt;br /&gt;
* The value of the circle which is placed at the entrance is counted negative, unless you connect it to the sink.&lt;br /&gt;
* If you connect the Fridge with the sofa using a fixed line, you score that line twice.&lt;br /&gt;
* If there is a zone on the desk, then the desk will score equal to the number of circles in that zone, multiplied by the number in those circles.&lt;br /&gt;
&lt;br /&gt;
==Retail version==&lt;br /&gt;
[[File:Versions.png|link=https://lumberjacks-studio.com/en/project/trek-12_en/]]&lt;/div&gt;</summary>
		<author><name>Freemind</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppiereighteen&amp;diff=15608</id>
		<title>Gamehelppiereighteen</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppiereighteen&amp;diff=15608"/>
		<updated>2022-12-25T09:37:24Z</updated>

		<summary type="html">&lt;p&gt;Freemind: Added how each symbol scores. Still need to add more gamplay description.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Score:&lt;br /&gt;
* 1 point for every 2 poets.&lt;br /&gt;
* 2 points per lover with no other character within 2 spaces.&lt;br /&gt;
* 1 point per fisher on the side of the pier which contains the most fishers.&lt;br /&gt;
* For each group of symbols, if there is a flower there the flower will score one point for each symbol in the group. Multiple flowers in a group will not score multiple times.&lt;br /&gt;
* Completing your &amp;quot;Plan&amp;quot; card objective scores 4 points.&lt;br /&gt;
* 1 point per patron.&lt;/div&gt;</summary>
		<author><name>Freemind</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptickettoride&amp;diff=15074</id>
		<title>Gamehelptickettoride</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptickettoride&amp;diff=15074"/>
		<updated>2022-10-15T15:32:04Z</updated>

		<summary type="html">&lt;p&gt;Freemind: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Goal == &lt;br /&gt;
Score the highest number of points.&lt;br /&gt;
&lt;br /&gt;
== Starting The Game ==&lt;br /&gt;
&lt;br /&gt;
# Each player gets four cards from the train car card deck.&lt;br /&gt;
# Each player is dealt three destination cards and must select at least two to keep. Choose them wisely, as you will have to claim enough routes to connect the two cities. The numbers assigned to the cards are the number of points you will gain at the end of the game. If you don&#039;t complete the destination card by then, you will lose the same amount of points.&lt;br /&gt;
# After selecting your cards, 5 train cards will be dealt in a row face up into the draw area&lt;br /&gt;
&lt;br /&gt;
== Turn Overview ==&lt;br /&gt;
&lt;br /&gt;
Play only one of the following actions:&lt;br /&gt;
* &#039;&#039;&#039;Draw train cards.&#039;&#039;&#039; take 2 in any combination from the deck or the face up cards; or take only 1 locomotive (rainbow colored / wild) card from the face up cards. There is no hand size limit.&lt;br /&gt;
* &#039;&#039;&#039;Claim a route.&#039;&#039;&#039; A route is a rail line from one city to another. To claim a route, you must have the same colored train car card as shown on the map (gray represents any 1 color you like) and enough cards for each car shown on the map. You may use one or more locomotives cards as wild cards. To claim a route, click on the route on the map. The longer the route, the more points you will score, as shown in below.&lt;br /&gt;
* &#039;&#039;&#039;Take more destination cards.&#039;&#039;&#039; If you want more destination cards, take three from the deck, and choose at least one to keep.&lt;br /&gt;
&lt;br /&gt;
== Trains/Cards ==&lt;br /&gt;
&lt;br /&gt;
 * There are 8 types of regular Train Car cards, plus Locomotive cars. The colors of each type of Train Car card match various routes between cities on the board – Purple, Blue, Orange, White, Green, Yellow, Black, and Red. &lt;br /&gt;
 * Locomotives are Multi-colored and act as a wild card that can be part of any set of cards when claiming a route. &lt;br /&gt;
 * If a Locomotive card is one of the five face-up cards, the player who draws it may only draw one card, instead of two.&lt;br /&gt;
 * If, after having drawn one card the replacement card is a Locomotive, the player cannot take it. &lt;br /&gt;
 * If at any time, three of the five face-up cards are Locomotives, all five cards are immediately discarded and five new ones are turned face-up to replace them. &lt;br /&gt;
 * When the deck is exhausted, the discards are reshuffled into a new draw pile deck. The cards should be shuffled thoroughly, since all the cards have been discarded in sets.&lt;br /&gt;
 * The deck contains 12 of each color card, and 14 &amp;quot;Wild&amp;quot; Locomotives. &lt;br /&gt;
 * On the board, each specific color has 27 total spaces, comprised of (1) 2&#039;s, (2) 3&#039;s, (2) 4&#039;s, (1) 5&#039;s, (1) 6&#039;s.  &lt;br /&gt;
 * Winning players typically collect 60-70 points just with the routes.&lt;br /&gt;
&lt;br /&gt;
== Destination Tickets ==&lt;br /&gt;
&lt;br /&gt;
* There are 30 total Destination Tickets, which are kept hidden until the end of the game. &lt;br /&gt;
* If a player successfully completes a series of routes that connect the two cities, they will add the amount of points indicated on the Destination Ticket to their point totals at the end of the game.&lt;br /&gt;
* If they do not successfully connect the two cities, they DEDUCT the amount of points indicated.&lt;br /&gt;
* Destination Tickets are kept secret from other players until the game’s final scoring. These typically account for about 30-50% of the winner&#039;s endgame score! &lt;br /&gt;
* Winning players typically have 40-50pts total in destination tickets.  &lt;br /&gt;
&lt;br /&gt;
== Route scoring ==&lt;br /&gt;
&lt;br /&gt;
When claiming a route, the number of points received depends upon the length of that route, as detailed in the table below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Scoring Values&lt;br /&gt;
|-&lt;br /&gt;
|Route Length&lt;br /&gt;
|Points&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== End Of Game ==&lt;br /&gt;
&lt;br /&gt;
# The last round is triggered as soon as any player has 2 or fewer train cars left. Each player (including the player who triggered the game end) gets a turn; then, scoring begins.&lt;br /&gt;
# Each player then gains (or loses) points according to how many destination cards they completed (or failed to complete).&lt;br /&gt;
# The player(s) with the longest continuous path of train cars on the map gains 10 points for having the longest route. &lt;br /&gt;
# The player with the most points wins!&lt;br /&gt;
#&lt;br /&gt;
# In the case of a tie, the player with the most completed destination tickets is the winner.&lt;br /&gt;
# If the game is  still a tie, the player with the longest continuous path wins.&lt;/div&gt;</summary>
		<author><name>Freemind</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpkami&amp;diff=6751</id>
		<title>Gamehelpkami</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpkami&amp;diff=6751"/>
		<updated>2021-01-06T20:58:17Z</updated>

		<summary type="html">&lt;p&gt;Freemind: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Objective ==&lt;br /&gt;
The game is won by being the first player to score 15 points. Points are earned by being the first player in a round to run out of cards. The last card played determines your score for the round.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
=== Setup ===&lt;br /&gt;
Players are dealt a number of cards based on the number of players in the game.  &lt;br /&gt;
&lt;br /&gt;
For a 4 player game all cards are dealt out, 8 cards to each player. Players will play on teams with the player opposite them When a player scores points those points are for the team as a whole.&lt;br /&gt;
&lt;br /&gt;
For a 3 player game players are dealt 10 cards each. The second and third player are then each given one of the remaining two cards to look at before the round starts. This card is not part of their hands and will not be used during the round.&lt;br /&gt;
&lt;br /&gt;
For a 2 player game each player is dealth 8 cards as in a four player game. The remaining 16 cards are placed as merccenaries (8 face-up on top of 8 face-down) for either player to use during the round. When the top card of a mercenary stack is used the bottom card is turned face up and made available. The last attack card must be played from your hand. Thus if you only have one card left, you must defend ussing the mercenaries and attack using the card in your hand.&lt;br /&gt;
&lt;br /&gt;
=== Defend &amp;amp; Attack or Pass ===&lt;br /&gt;
On the first turn of each round a player may play any card on their defense line, and the card is played face-down. It is merely hidden and does not affect future play. They then choose a card to play face up on their attack line to end their turn.&lt;br /&gt;
&lt;br /&gt;
The next player must then either answer the attack by placing another copy of the same card face up on their defense line. The player then chooses their own card to attack with. If they do not have a card of the same type, or do not wish to play one if they do, they may instead pass. If, after playing an attack card, all other players pass then the current player may again play a card face down on their defence line rather than face up. They then choose an attack card as normal.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
The round ends when a player plays the last card from their hand on their attack line. The player who played that card then score the points for *only *that card and the next round is dealt.  &lt;br /&gt;
&lt;br /&gt;
If, on their last turn, a player placed a card &#039;&#039;&#039;face-down&#039;&#039;&#039; on their defensive line that matches their final, face-up attack card that player scores a &#039;Master Stroke&#039;. The value of their card is doubled when it is scored.&lt;br /&gt;
&lt;br /&gt;
== Game End (Variants) ==&lt;br /&gt;
&#039;&#039;&#039;Soldier:&#039;&#039;&#039; The game ends when a player reaches 15 points or more.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lord:&#039;&#039;&#039; The game ends when a player reaches exactly 15 points. If a player exceeds 15 points the excess is subtracted from their score. (ie. a score of 17 is adjusted to 13 (15-2)).  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kami:&#039;&#039;&#039; The game ends when a player reaches exactly 15 points. If a player exceeds 15 points their score is reset to 0.  &lt;br /&gt;
&lt;br /&gt;
== Cards ==&lt;br /&gt;
There are 32 cards in the Kami deck. Each lists the number of cards of that type in the upper left and the point value earned if it is the last card played in the number of icons at the bottom. For most of the cards that is all the information that is needed. The Empress however has some additional interactions and rules surrounding her play.&lt;br /&gt;
=== Soldier ===&lt;br /&gt;
10 copies, worth 1 point as the last attack card played.  &lt;br /&gt;
&lt;br /&gt;
In the 4 player variant only, if a player is dealt 5 or more soldier cards they are demoralized and  may ask their teammate for a redeal. If their teammate agrees then the cards are shuffled and dealt again without changing who is starting player.&lt;br /&gt;
=== Spear ===&lt;br /&gt;
4 copies, worth 2 points as the last attack card played.&lt;br /&gt;
=== Horseman ===&lt;br /&gt;
4 copies, worth 2 points as the last attack card played.&lt;br /&gt;
=== Silver Dragon ===&lt;br /&gt;
4 copies, worth 3 points as the last attack card played.&lt;br /&gt;
=== Gold Dragon ===&lt;br /&gt;
4 copies, worth 3 points as the last attack card played.&lt;br /&gt;
=== Madman ===&lt;br /&gt;
2 copies, worth 4 points as the last attack card played.&lt;br /&gt;
=== Tower ===&lt;br /&gt;
2 copies, worth 4 points as the last attack card played.&lt;br /&gt;
=== Empress ===&lt;br /&gt;
2 copies, worth 5 points as the last attack card played.&lt;br /&gt;
&lt;br /&gt;
The Empress can be played on a player&#039;s defensive line to counter any of either Horseman, a Silver or Gold Dragon, a Madman, or a Tower. &lt;br /&gt;
&lt;br /&gt;
The Empress cannot be played on the attack line unless either she is the last card in a player&#039;s hand or the other Empress has already been played &#039;&#039;&#039;face-up&#039;&#039;&#039; on any player&#039;s defensive line. In this way the Empress can never be played on a defensive line against another empress, and the Empress on the attack line can never be countered.&lt;/div&gt;</summary>
		<author><name>Freemind</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmarrakech&amp;diff=6271</id>
		<title>Gamehelpmarrakech</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmarrakech&amp;diff=6271"/>
		<updated>2020-11-28T14:16:46Z</updated>

		<summary type="html">&lt;p&gt;Freemind: Added details on player elimination.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
==Object of the Game ==&lt;br /&gt;
&lt;br /&gt;
The rug market in Marrakesh square is on tenterhooks, the best salesperson will soon be named. Each salesperson tries to have the highest number of rugs visible at the end of the game while also amassing the biggest fortune.&lt;br /&gt;
&lt;br /&gt;
The player with the biggest fortune (worked out by adding together the number of visible rugs and the amount of money held by each salesperson) wins.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
Each player begins with 30 Dirhams and 12 rugs of the same colour.&lt;br /&gt;
&lt;br /&gt;
In turn, players make the following three moves:&lt;br /&gt;
#they move Assam,&lt;br /&gt;
#if necessary, they pay their opponent,&lt;br /&gt;
#they then lay one of their own rugs.&lt;br /&gt;
&lt;br /&gt;
=== Moving Assam ===&lt;br /&gt;
The player chooses in which direction they want to move Assam before throwing the dice, Assam can be left alone or turned 90° left or right (he cannot turn 180°). &lt;br /&gt;
&lt;br /&gt;
The player then throws the dice: the number of slippers indicated on the dice determines how many squares Assam is moved. Assam moves in a straight line (not diagonally) in the direction initially selected. The game uses a six sided die with pip faces of &#039;&#039;&#039;1, 2, 2, 3, 3, 4&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If Assam leaves the market, he follows the about-turn signalled by the swirls at the edge of the board (his movement off the board doesn&#039;t count towards the number of steps he takes).&lt;br /&gt;
&lt;br /&gt;
=== Payments between salespeople ===&lt;br /&gt;
If Assam ends his move on an opponent&#039;s rug, the active player must make a payment to that rug&#039;s owner, equal to the total connected area of that rug colour in squares. (Squares are only connected if their sides are touching, it does not count if they only touch diagonally.) For example, in the diagram below, Assam has landed on an area of five yellow squares, and the active player must pay the yellow rug owner 5 dirhams.&lt;br /&gt;
&lt;br /&gt;
[[File:Marrakech example.jpg||||Example move]]&lt;br /&gt;
&lt;br /&gt;
The player makes no payment if Assam ends his move on an empty square or on one of the player&#039;s own rugs.&lt;br /&gt;
&lt;br /&gt;
If a player does not have enough dirhams to pay when required, that player is eliminated from the game.&lt;br /&gt;
&lt;br /&gt;
=== Laying rugs ===&lt;br /&gt;
The player then lays one of their rugs next to the square where Assam has finished, an edge of the rug must be placed against one of the four sides of this square.&lt;br /&gt;
&lt;br /&gt;
A rug cannot be placed to entirely cover an opponent&#039;s rug. (It can only be placed on: two empty squares &#039;&#039;or&#039;&#039; an empty square and half a rug &#039;&#039;or&#039;&#039; two halves of two different rugs.)&lt;br /&gt;
&lt;br /&gt;
== End of the game ==&lt;br /&gt;
The game ends once the last rug is laid. Each half of a rug visible and each Dirham counts as one point, and the player with the most points wins the game. In the case of a tie, the player with the most Dirhams wins.&lt;br /&gt;
&lt;br /&gt;
The game also ends if all players except one have been eliminated by not being able to pay when requested. In this case the remaining player is declared the winner.&lt;br /&gt;
&lt;br /&gt;
==2-player rules==&lt;br /&gt;
In the two-player game, each player receives 24 rugs, in two different colours. These are shuffled into a single draw pile: each turn, a player will be playing a rug of a random colour.&lt;br /&gt;
&lt;br /&gt;
The two colours remain separate for calculating payments: an area of mixed yellow and red rugs is not counted as a single area for scoring, even though they are owned by the same player.&lt;/div&gt;</summary>
		<author><name>Freemind</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Talk:Gamehelpthermopyles&amp;diff=5251</id>
		<title>Talk:Gamehelpthermopyles</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Talk:Gamehelpthermopyles&amp;diff=5251"/>
		<updated>2020-08-12T15:34:26Z</updated>

		<summary type="html">&lt;p&gt;Freemind: Created page with &amp;quot;The link does not work. Is there any other place one can find the rules, or can some one write them here?&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The link does not work. Is there any other place one can find the rules, or can some one write them here?&lt;/div&gt;</summary>
		<author><name>Freemind</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppotionexplosion&amp;diff=4806</id>
		<title>Gamehelppotionexplosion</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppotionexplosion&amp;diff=4806"/>
		<updated>2020-06-27T09:05:29Z</updated>

		<summary type="html">&lt;p&gt;Freemind: Added tiebreaker rules.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Basic gameplay==&lt;br /&gt;
&lt;br /&gt;
Players start by picking two potions that they want to make. Players choose their first potion going clockwise around the table, and their second potion going anticlockwise.&lt;br /&gt;
&lt;br /&gt;
On your turn, take any marble (&amp;quot;ingredient&amp;quot;) from the dispenser. If two marbles (or groups of marbles) of the same colour collide when falling to close the gap in a column left by taking a marble, they explode and are also taken by the player. This will repeat as &amp;quot;exploded&amp;quot; marbles are removed and subsequent groupings collapse.&lt;br /&gt;
&lt;br /&gt;
Taken marbles are placed in the user&#039;s &amp;quot;hand&amp;quot;  (the rectangle above the flasks in the player&#039;s board). One at a time, you can move these marbles to the matching color on the potions in your board and/or to the &amp;quot;pool&amp;quot; holding flask (which can hold at most three but can hold any color). Any marbles left in your hand at the end of your turn are returned to the dispenser.&lt;br /&gt;
&lt;br /&gt;
When all the holes of a potion are filled, that potion is completed and it moves to your potion area, becoming worth its VP at the end of the game.&lt;br /&gt;
&lt;br /&gt;
At any time on your turn (before or after your regular marble pick), you may also:&lt;br /&gt;
* Drink a potion from your potion area, to activate their effect. (You can only drink each potion once, and it still scores VP even after being drunk.) Hover over to see the effect.&lt;br /&gt;
* Once per turn, ask the professor for a Little Help. This costs -2 VP, and lets you take any one marble from the dispenser, without triggering an explosion.&lt;br /&gt;
&lt;br /&gt;
At the very end of the turn, you must draw new potions to replace any that you completed. (You cannot add marbles to these new potions until next turn.)&lt;br /&gt;
&lt;br /&gt;
The game is setup with (#Players + 2) skill tokens from the start. When you make your third potion of a type, or when you have made five different types of potions, take a Skill token for 4VP. When the pile of Skill tokens has been depleted, that round is played out and the game ends. If someone scores a Skill Token even after they have been depleted in the last round they will still get the score for that Skill token.&lt;br /&gt;
&lt;br /&gt;
In the case of a tie, all tied players (starting from the first player in turn order) each one at a time take one marble from the dispenser to try to trigger an explosion. The player who takes the most marbles this way is the winner.&lt;br /&gt;
&lt;br /&gt;
==Potion effects==&lt;br /&gt;
*&#039;&#039;&#039;Potion of Wisdom&#039;&#039;&#039;: Take one Ingredient of your choice from the Dispenser. No Explosions are triggered. &#039;&#039;&amp;quot;Nothing’s out of reach if you think it through.&amp;quot;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Potion of Magnetical Attraction&#039;&#039;&#039;: Take 2 adjacent Ingredients of different colors from the same slide track of the Dispenser. No Explosions are triggered. &#039;&#039;&amp;quot;I don’t think this is what they mean when they say “magnetic personality”.&amp;quot;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sands of Time&#039;&#039;&#039;: Activate again the effect of 1 Potion you already used. &#039;&#039;&amp;quot;We can always learn from our past mistakes... but we can gain even more from our past good moves!&amp;quot;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Elixir of Blind Love&#039;&#039;&#039;: Steal all the Ingredients from 1 opponent’s Pool. &#039;&#039;&amp;quot;Why bother with theft, when all you need to do is unleash your dazzling charm?&amp;quot;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Filter of Lavamancing&#039;&#039;&#039;: Discard up to 5 Ingredients of 1 color from the same slide track of the Dispenser back into the tank. No Explosions are triggered. &#039;&#039;&amp;quot;Not exactly a surgical strike type of thing, but undeniably powerful.&amp;quot;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Potion of Prismatic Joy&#039;&#039;&#039;: You can place all Ingredients in your flask&#039;s ingredient Pool on any holes of your incomplete Potions, regardless of their color. &#039;&#039;&amp;quot;Marbles? Colors? Who cares... let’s party!&amp;quot;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Balm of Uttermost Stickiness&#039;&#039;&#039;: Take 2 or more adjacent Ingredients of the same color from the same slide track of the Dispenser. No Explosions are triggered. &#039;&#039;&amp;quot;This stuff is stickier than molasses! The thing is... how do you unstick this mess?&amp;quot;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Abyssal Draft&#039;&#039;&#039;: Take up to 1 Ingredient of each color from the bottom row of the Dispenser slide tracks. You can only take 1 Ingredient from each slide track. &#039;&#039;&amp;quot;This is what is called &#039;scraping the bottom of the barrel&#039;. A huge barrel.&amp;quot;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Freemind</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppotionexplosion&amp;diff=4770</id>
		<title>Gamehelppotionexplosion</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppotionexplosion&amp;diff=4770"/>
		<updated>2020-06-21T17:55:23Z</updated>

		<summary type="html">&lt;p&gt;Freemind: Added skilltoken seupt clarification and changed the formulation of what happens if you get a skilltoken when the game has ran out.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Basic gameplay==&lt;br /&gt;
&lt;br /&gt;
Players start by picking two potions that they want to make. Players choose their first potion going clockwise around the table, and their second potion going anticlockwise.&lt;br /&gt;
&lt;br /&gt;
On your turn, take any marble (&amp;quot;ingredient&amp;quot;) from the dispenser. If two marbles (or groups of marbles) of the same colour collide when falling to close the gap in a column left by taking a marble, they explode and are also taken by the player. This will repeat as &amp;quot;exploded&amp;quot; marbles are removed and subsequent groupings collapse.&lt;br /&gt;
&lt;br /&gt;
Taken marbles are placed in the user&#039;s &amp;quot;hand&amp;quot;  (the rectangle above the flasks in the player&#039;s board). One at a time, you can move these marbles to the matching color on the potions in your board and/or to the &amp;quot;pool&amp;quot; holding flask (which can hold at most three but can hold any color). Any marbles left in your hand at the end of your turn are returned to the dispenser.&lt;br /&gt;
&lt;br /&gt;
When all the holes of a potion are filled, that potion is completed and it moves to your potion area, becoming worth its VP at the end of the game.&lt;br /&gt;
&lt;br /&gt;
At any time on your turn (before or after your regular marble pick), you may also:&lt;br /&gt;
* Drink a potion from your potion area, to activate their effect. (You can only drink each potion once, and it still scores VP even after being drunk.) Hover over to see the effect.&lt;br /&gt;
* Once per turn, ask the professor for a Little Help. This costs -2 VP, and lets you take any one marble from the dispenser, without triggering an explosion.&lt;br /&gt;
&lt;br /&gt;
At the very end of the turn, you must draw new potions to replace any that you completed. (You cannot add marbles to these new potions until next turn.)&lt;br /&gt;
&lt;br /&gt;
The game is setup with (#Players + 2) skill tokens from the start. When you make your third potion of a type, or when you have made five different types of potions, take a Skill token for 4VP. When the pile of Skill tokens has been depleted, that round is played out and the game ends. If someone scores a Skill Token even after they have been depleted in the last round they will still get the score for that Skill token.&lt;br /&gt;
&lt;br /&gt;
==Potion effects==&lt;br /&gt;
*&#039;&#039;&#039;Potion of Wisdom&#039;&#039;&#039;: Take one Ingredient of your choice from the Dispenser. No Explosions are triggered. &#039;&#039;&amp;quot;Nothing’s out of reach if you think it through.&amp;quot;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Potion of Magnetical Attraction&#039;&#039;&#039;: Take 2 adjacent Ingredients of different colors from the same slide track of the Dispenser. No Explosions are triggered. &#039;&#039;&amp;quot;I don’t think this is what they mean when they say “magnetic personality”.&amp;quot;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sands of Time&#039;&#039;&#039;: Activate again the effect of 1 Potion you already used. &#039;&#039;&amp;quot;We can always learn from our past mistakes... but we can gain even more from our past good moves!&amp;quot;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Elixir of Blind Love&#039;&#039;&#039;: Steal all the Ingredients from 1 opponent’s Pool. &#039;&#039;&amp;quot;Why bother with theft, when all you need to do is unleash your dazzling charm?&amp;quot;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Filter of Lavamancing&#039;&#039;&#039;: Discard up to 5 Ingredients of 1 color from the same slide track of the Dispenser back into the tank. No Explosions are triggered. &#039;&#039;&amp;quot;Not exactly a surgical strike type of thing, but undeniably powerful.&amp;quot;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Potion of Prismatic Joy&#039;&#039;&#039;: You can place all Ingredients in your Pool on any holes of your incomplete Potions, regardless of their color. &#039;&#039;&amp;quot;Marbles? Colors? Who cares... let’s party!&amp;quot;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Balm of Uttermost Stickiness&#039;&#039;&#039;: Take 2 or more adjacent Ingredients of the same color from the same slide track of the Dispenser. No Explosions are triggered. &#039;&#039;&amp;quot;This stuff is stickier than molasses! The thing is... how do you unstick this mess?&amp;quot;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Abyssal Draft&#039;&#039;&#039;: Take up to 1 Ingredient of each color from the bottom row of the Dispenser slide tracks. You can only take 1 Ingredient from each slide track. &#039;&#039;&amp;quot;This is what is called &#039;scraping the bottom of the barrel&#039;. A huge barrel.&amp;quot;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Freemind</name></author>
	</entry>
</feed>