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	<id>https://en.doc.boardgamearena.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=FroggerWimsey</id>
	<title>Board Game Arena - User contributions [en]</title>
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	<updated>2026-09-28T03:07:42Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelprivervalleyglassworks&amp;diff=29651</id>
		<title>Gamehelprivervalleyglassworks</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelprivervalleyglassworks&amp;diff=29651"/>
		<updated>2026-05-01T19:17:59Z</updated>

		<summary type="html">&lt;p&gt;FroggerWimsey: /* Game End */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
Collect glass from the River and add it to your Glassworks to score the most points!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
On your turn, either place glass on the River OR draw from the Lake.&lt;br /&gt;
&lt;br /&gt;
If you place on the River, move a glass piece from your Satchel to the River segment that matches its shape.  Then collect &#039;&#039;all&#039;&#039; the glass from one &#039;&#039;adjacent&#039;&#039; River segment and place the collected pieces on your Glassworks. Alternatively, you may move 2 pieces of the same shape from your Satchel and place both of those pieces together onto &#039;&#039;any&#039;&#039; River segment and then collect &#039;&#039;all&#039;&#039; the glass from an adjacent River segment.  It may help to think of the &#039;2 pieces of the same shape&#039; option as a single wild piece for this purpose.&lt;br /&gt;
&lt;br /&gt;
The River segment that you collected pieces from is then moved to the left side of the River and new glass is added to it from the supply based on the number of stone icons on the adjacent River segment (the segment to the right determines how many glass pieces are placed on the newly left-most River segment).&lt;br /&gt;
&lt;br /&gt;
If you choose to draw from the Lake (instead of placing on the River), take 4 glass pieces from the Lake, place them on your Satchel, then refill the lake. Your Satchel can hold a maximum of 5 glass pieces.  If you ever have more than 5 glass pieces on your Satchel, remove one at a time until only 5 remain in your Satchel.  Place any pieces removed from your Satchel onto your Overflow area.  These pieces will each deduct 3 points from your score at the end of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Glassworks===&lt;br /&gt;
&lt;br /&gt;
During the &#039;place on River&#039; action, you add the new glass pieces that you collect from the River on to your Glassworks display.&lt;br /&gt;
&lt;br /&gt;
Each column accommodates a single color. If the glass color you gathered is already present on your Glassworks, add it to that same corresponding column. If the column is full, extra glass of that color must go to the Overflow area.&lt;br /&gt;
&lt;br /&gt;
If the glass you gathered is NOT already present in your Glassworks, add it to the next available (empty) column.  Glass is always placed on the lowest row (from the bottom up). If you have multiple new colors of glass pieces to add, you can choose which order to place them. If you run out of available columns then the last color must go to the overflow area.  Their are usually 8 different colors of glass pieces, although there are 9 colors (Black is added) in 5 player games.&lt;br /&gt;
&lt;br /&gt;
On the side of your Glassworks, there is a chart to show how common or rare a particular color of glass is.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
When any player has placed at least 17 pieces of glass in their Glassworks (not including Overflow), the game moves into the last stage.&lt;br /&gt;
&lt;br /&gt;
During the last stage, any player with less than three glass in their Satchel immediately draws from the bag (NOT the Lake) until they have three glass.  No more glass is drawn from the bag (or the Lake) after this.&lt;br /&gt;
&lt;br /&gt;
Finish the current round, then complete one more round.  Drawing glass from Lake is NOT an option anymore.&lt;br /&gt;
&lt;br /&gt;
After all players have played their final turn, scoring occurs.&lt;br /&gt;
&lt;br /&gt;
First, score points for each row based on how many consecutive spaces are filled. Rows must be filled from the left; any row without a piece in the leftmost column does not score. **Row points are listed along the bottom of the board**.&lt;br /&gt;
&lt;br /&gt;
Second, score your 2 highest columns, gaining the points listed on the highest filled space of each of those 2 columns.  If the 2nd and 3rd+ tallest columns are tied, then the tied column that is leftmost is scored. If the 1st through 3rd+ tallest columns are tied, then the 2 leftmost columns of those are scored.&lt;br /&gt;
&lt;br /&gt;
Finally, subtract 3 points for each piece of glass in your Overflow area.&lt;br /&gt;
&lt;br /&gt;
The player with the most points wins!  In the case of a tie, the tied players share the victory.&lt;/div&gt;</summary>
		<author><name>FroggerWimsey</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelprivervalleyglassworks&amp;diff=29543</id>
		<title>Gamehelprivervalleyglassworks</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelprivervalleyglassworks&amp;diff=29543"/>
		<updated>2026-04-22T15:22:54Z</updated>

		<summary type="html">&lt;p&gt;FroggerWimsey: /* Turn */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
Collect glass from the River and add it to your Glassworks to score the most points!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
On your turn, either place glass on the River OR draw from the Lake.&lt;br /&gt;
&lt;br /&gt;
If you place on the River, move a glass piece from your Satchel to the River segment that matches its shape.  Then collect &#039;&#039;all&#039;&#039; the glass from one &#039;&#039;adjacent&#039;&#039; River segment and place the collected pieces on your Glassworks. Alternatively, you may move 2 pieces of the same shape from your Satchel and place both of those pieces together onto &#039;&#039;any&#039;&#039; River segment and then collect &#039;&#039;all&#039;&#039; the glass from an adjacent River segment.  It may help to think of the &#039;2 pieces of the same shape&#039; option as a single wild piece for this purpose.&lt;br /&gt;
&lt;br /&gt;
The River segment that you collected pieces from is then moved to the left side of the River and new glass is added to it from the supply based on the number of stone icons on the adjacent River segment (the segment to the right determines how many glass pieces are placed on the newly left-most River segment).&lt;br /&gt;
&lt;br /&gt;
If you choose to draw from the Lake (instead of placing on the River), take 4 glass pieces from the Lake, place them on your Satchel, then refill the lake. Your Satchel can hold a maximum of 5 glass pieces.  If you ever have more than 5 glass pieces on your Satchel, remove one at a time until only 5 remain in your Satchel.  Place any pieces removed from your Satchel onto your Overflow area.  These pieces will each deduct 3 points from your score at the end of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Glassworks===&lt;br /&gt;
&lt;br /&gt;
During the &#039;place on River&#039; action, you add the new glass pieces that you collect from the River on to your Glassworks display.&lt;br /&gt;
&lt;br /&gt;
Each column accommodates a single color. If the glass color you gathered is already present on your Glassworks, add it to that same corresponding column. If the column is full, extra glass of that color must go to the Overflow area.&lt;br /&gt;
&lt;br /&gt;
If the glass you gathered is NOT already present in your Glassworks, add it to the next available (empty) column.  Glass is always placed on the lowest row (from the bottom up). If you have multiple new colors of glass pieces to add, you can choose which order to place them. If you run out of available columns then the last color must go to the overflow area.  Their are usually 8 different colors of glass pieces, although there are 9 colors (Black is added) in 5 player games.&lt;br /&gt;
&lt;br /&gt;
On the side of your Glassworks, there is a chart to show how common or rare a particular color of glass is.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
When any player has placed at least 17 pieces of glass in their Glassworks (not including Overflow), the game moves into the last stage.&lt;br /&gt;
&lt;br /&gt;
During the last stage, any player with less than three glass in their Satchel immediately draws from the bag (NOT the Lake) until they have three glass.  No more glass is drawn from the bag (or the Lake) after this.&lt;br /&gt;
&lt;br /&gt;
Finish the current round, then complete one more round.  Drawing glass from Lake is NOT an option anymore.&lt;br /&gt;
&lt;br /&gt;
After all players have played their final turn, scoring occurs.&lt;br /&gt;
&lt;br /&gt;
First, score points for each row based on how many consecutive spaces are filled. Rows must be filled from the left; any row without a piece in the leftmost column does not score. **Row points are listed along the bottom of the board**.&lt;br /&gt;
&lt;br /&gt;
Secondly, score your 2 highest columns, gaining the points listed on the highest filled space of each of those 2 columns.  If the 2nd and 3rd+ tallest columns are tied, then the tied column that is leftmost is scored. If the 1st through 3rd+ tallest columns are tied, then the 2 leftmost columns of those are scored.&lt;br /&gt;
&lt;br /&gt;
Finally, subtract 3 points for each piece of glass in your Overflow area.&lt;br /&gt;
&lt;br /&gt;
The player with the most points wins!  In the case of a tie, the tied players share the victory.&lt;/div&gt;</summary>
		<author><name>FroggerWimsey</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelprivervalleyglassworks&amp;diff=29542</id>
		<title>Gamehelprivervalleyglassworks</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelprivervalleyglassworks&amp;diff=29542"/>
		<updated>2026-04-22T15:16:24Z</updated>

		<summary type="html">&lt;p&gt;FroggerWimsey: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
Collect glass from the River and add it to your Glassworks to score the most points!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
On your turn, either place glass on the River OR draw from the Lake.&lt;br /&gt;
&lt;br /&gt;
If you place on the River, take a glass piece from your satchel and place it on the River segment that matches its shape.  Then collect &#039;&#039;all&#039;&#039; the glass from one &#039;&#039;adjacent&#039;&#039; River segment and put the collected pieces in your Glassworks. Alternatively, you may take 2 pieces of the same shape from your satchel and place both of those pieces together onto &#039;&#039;any&#039;&#039; River segment and then collect &#039;&#039;all&#039;&#039; the glass from an adjacent River segment.  It may help to think of the &#039;2 pieces of the same shape&#039; option as a single wild piece for this purpose.&lt;br /&gt;
&lt;br /&gt;
The River segment that you collected from is then moved to the left of the River and new glass is added to it from the supply based on the number of stone icons on the adjacent River segment (the segment to the right determines how many glass pieces are placed on the newly left-most River segment).&lt;br /&gt;
&lt;br /&gt;
If you choose to draw from the Lake (instead of placing on the River), take 4 glass pieces from the Lake, place them on your satchel, then refill the lake. Your satchel can hold a maximum of 5 glass pieces.  If you ever have more than 5 glass pieces on your Satchel, remove one at a time until only 5 remain in your Satchel.  Place any pieces removed from your Satchel onto your Overflow area.  These pieces will each deduct 3 points from your score at the end of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Glassworks===&lt;br /&gt;
&lt;br /&gt;
During the &#039;place on River&#039; action, you add the new glass pieces that you collect from the River on to your Glassworks display.&lt;br /&gt;
&lt;br /&gt;
Each column accommodates a single color. If the glass color you gathered is already present on your Glassworks, add it to that same corresponding column. If the column is full, extra glass of that color must go to the Overflow area.&lt;br /&gt;
&lt;br /&gt;
If the glass you gathered is NOT already present in your Glassworks, add it to the next available (empty) column.  Glass is always placed on the lowest row (from the bottom up). If you have multiple new colors of glass pieces to add, you can choose which order to place them. If you run out of available columns then the last color must go to the overflow area.  Their are usually 8 different colors of glass pieces, although there are 9 colors (Black is added) in 5 player games.&lt;br /&gt;
&lt;br /&gt;
On the side of your Glassworks, there is a chart to show how common or rare a particular color of glass is.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
When any player has placed at least 17 pieces of glass in their Glassworks (not including Overflow), the game moves into the last stage.&lt;br /&gt;
&lt;br /&gt;
During the last stage, any player with less than three glass in their Satchel immediately draws from the bag (NOT the Lake) until they have three glass.  No more glass is drawn from the bag (or the Lake) after this.&lt;br /&gt;
&lt;br /&gt;
Finish the current round, then complete one more round.  Drawing glass from Lake is NOT an option anymore.&lt;br /&gt;
&lt;br /&gt;
After all players have played their final turn, scoring occurs.&lt;br /&gt;
&lt;br /&gt;
First, score points for each row based on how many consecutive spaces are filled. Rows must be filled from the left; any row without a piece in the leftmost column does not score. **Row points are listed along the bottom of the board**.&lt;br /&gt;
&lt;br /&gt;
Secondly, score your 2 highest columns, gaining the points listed on the highest filled space of each of those 2 columns.  If the 2nd and 3rd+ tallest columns are tied, then the tied column that is leftmost is scored. If the 1st through 3rd+ tallest columns are tied, then the 2 leftmost columns of those are scored.&lt;br /&gt;
&lt;br /&gt;
Finally, subtract 3 points for each piece of glass in your Overflow area.&lt;br /&gt;
&lt;br /&gt;
The player with the most points wins!  In the case of a tie, the tied players share the victory.&lt;/div&gt;</summary>
		<author><name>FroggerWimsey</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelprivervalleyglassworks&amp;diff=29475</id>
		<title>Gamehelprivervalleyglassworks</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelprivervalleyglassworks&amp;diff=29475"/>
		<updated>2026-04-19T19:59:54Z</updated>

		<summary type="html">&lt;p&gt;FroggerWimsey: /* Glasswork */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
Collect Glass from the River and add it to your Glassworks to score the most points!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
On your turn, either place glass on the River OR draw from the Lake.&lt;br /&gt;
&lt;br /&gt;
If you place on the River, take a glass piece from your satchel and place it on the River segment that matches its shape.  Then collect &#039;&#039;all&#039;&#039; the glass from one &#039;&#039;adjacent&#039;&#039; River segment and put the collected pieces in your Glassworks. Alternatively, you may take 2 pieces of the same shape from your satchel and place both of those pieces together onto &#039;&#039;any&#039;&#039; River segment and then collect &#039;&#039;all&#039;&#039; the glass from an adjacent River segment.  It may help to think of the &#039;2 pieces of the same shape&#039; option as a single wild piece for this purpose.&lt;br /&gt;
&lt;br /&gt;
The River segment that you collected from is then moved to the left of the River and new glass is added to it from the supply based on the number of stone icons on the adjacent River segment (the segment to the right determines how many glass pieces are placed on the newly left-most River segment).&lt;br /&gt;
&lt;br /&gt;
If you choose to draw from the Lake (instead of placing on the River), take 4 glass pieces from the Lake, place them on your satchel, then refill the lake. Your satchel can hold a maximum of 5 glass pieces.  If you ever have more than 5 glass pieces on your Satchel, remove one at a time until only 5 remain in your Satchel.  Place any pieces removed from your Satchel onto your Overflow area.  These pieces will each deduct 3 points from your score at the end of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Glassworks===&lt;br /&gt;
&lt;br /&gt;
During the &#039;place on River&#039; action, you add the new glass pieces that you collect from the River on to your Glassworks display.&lt;br /&gt;
&lt;br /&gt;
Each column accommodates a single color. If the glass color you gathered is already present on your Glassworks, add it to that same corresponding column. If the column is full, extra glass of that color must go to the Overflow area.&lt;br /&gt;
&lt;br /&gt;
If the glass you gathered is NOT already present in your Glassworks, add it to the next available (empty) column.  Glass is always placed on the lowest row (from the bottom up). If you have multiple new colors of glass pieces to add, you can choose which order to place them. If you run out of available columns then the last color must go to the overflow area.  Their are usually 8 different colors of glass pieces, although there are 9 colors (Black is added) in 5 player games.&lt;br /&gt;
&lt;br /&gt;
On the side of your Glassworks, there is a chart to show how common or rare a particular color of glass is.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
When any player has placed at least 17 pieces of glass in their Glassworks (not including Overflow), the game moves into the last stage.&lt;br /&gt;
&lt;br /&gt;
During the last stage, any player with less than three glass in their Satchel immediately draws from the bag (NOT the Lake) until they have three glass.  No more glass is drawn from the bag (or the Lake) after this.&lt;br /&gt;
&lt;br /&gt;
Finish the current round, then complete one more round.  Drawing glass from Lake is NOT an option anymore.&lt;br /&gt;
&lt;br /&gt;
After all players have played their final turn, scoring occurs.&lt;br /&gt;
&lt;br /&gt;
First, score points for each row based on how many consecutive spaces are filled. Rows must be filled from the left; any row without a piece in the leftmost column does not score. **Row points are listed along the bottom of the board**.&lt;br /&gt;
&lt;br /&gt;
Secondly, score your 2 highest columns, gaining the points listed on the highest filled space of each of those 2 columns.  If the 2nd and 3rd+ tallest columns are tied, then the tied column that is leftmost is scored. If the 1st through 3rd+ tallest columns are tied, then the 2 leftmost columns of those are scored.&lt;br /&gt;
&lt;br /&gt;
Finally, subtract 3 points for each piece of glass in your Overflow area.&lt;br /&gt;
&lt;br /&gt;
The player with the most points wins!  In the case of a tie, the tied players share the victory.&lt;/div&gt;</summary>
		<author><name>FroggerWimsey</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelprivervalleyglassworks&amp;diff=29473</id>
		<title>Gamehelprivervalleyglassworks</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelprivervalleyglassworks&amp;diff=29473"/>
		<updated>2026-04-19T19:53:43Z</updated>

		<summary type="html">&lt;p&gt;FroggerWimsey: Overview, Turn, Game End&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
Collect Glass from the River and add it to your Glassworks to score the most points!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
On your turn, either place glass on the River OR draw from the Lake.&lt;br /&gt;
&lt;br /&gt;
If you place on the River, take a glass piece from your satchel and place it on the River segment that matches its shape.  Then collect &#039;&#039;all&#039;&#039; the glass from one &#039;&#039;adjacent&#039;&#039; River segment and put the collected pieces in your Glassworks. Alternatively, you may take 2 pieces of the same shape from your satchel and place both of those pieces together onto &#039;&#039;any&#039;&#039; River segment and then collect &#039;&#039;all&#039;&#039; the glass from an adjacent River segment.  It may help to think of the &#039;2 pieces of the same shape&#039; option as a single wild piece for this purpose.&lt;br /&gt;
&lt;br /&gt;
The River segment that you collected from is then moved to the left of the River and new glass is added to it from the supply based on the number of stone icons on the adjacent River segment (the segment to the right determines how many glass pieces are placed on the newly left-most River segment).&lt;br /&gt;
&lt;br /&gt;
If you choose to draw from the Lake (instead of placing on the River), take 4 glass pieces from the Lake, place them on your satchel, then refill the lake. Your satchel can hold a maximum of 5 glass pieces.  If you ever have more than 5 glass pieces on your Satchel, remove one at a time until only 5 remain in your Satchel.  Place any pieces removed from your Satchel onto your Overflow area.  These pieces will each deduct 3 points from your score at the end of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Glasswork===&lt;br /&gt;
&lt;br /&gt;
During the Place in River action, you add the new glass to your Glasswork display.&lt;br /&gt;
&lt;br /&gt;
Each column accommodates a single colour. If the glass color you gathered is present in your Glasswork, add it to the corresponding column. If the column is full, extra glass of that color must go to the overflow area.&lt;br /&gt;
&lt;br /&gt;
If the glass you gathered is NOT present in your Glasswork, add it to the next available column on the lowest row. If you have multiple new colors to add, you can choose which order to place them. If you run out of columns (there are seven columns but eight colors) then the last color must go to the overflow area.&lt;br /&gt;
&lt;br /&gt;
On the side of your Glasswork, there is a chart to show how common or rare a particular color of Glass is.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
When a player has placed at least 17 pieces of glass in their Glasswork (not including Overflow), the game moves into the last stage.&lt;br /&gt;
&lt;br /&gt;
During the last stage, any player with less than three glass in their Satchel immediately draws from the bag (NOT the Lake) until they have three glass.  No more glass is drawn from the bag (or the Lake) after this.&lt;br /&gt;
&lt;br /&gt;
Finish the current round, then complete one more round.  Drawing glass from Lake is NOT an option anymore.&lt;br /&gt;
&lt;br /&gt;
After all players have played their final turn, scoring occurs.&lt;br /&gt;
&lt;br /&gt;
First, score points for each row based on how many consecutive spaces are filled. Rows must be filled from the left; any row without a piece in the leftmost column does not score. **Row points are listed along the bottom of the board**.&lt;br /&gt;
&lt;br /&gt;
Secondly, score your 2 highest columns, gaining the points listed on the highest filled space of each of those 2 columns.  If the 2nd and 3rd+ tallest columns are tied, then the tied column that is leftmost is scored. If the 1st through 3rd+ tallest columns are tied, then the 2 leftmost columns of those are scored.&lt;br /&gt;
&lt;br /&gt;
Finally, subtract 3 points for each piece of glass in your Overflow area.&lt;br /&gt;
&lt;br /&gt;
The player with the most points wins!  In the case of a tie, the tied players share the victory.&lt;/div&gt;</summary>
		<author><name>FroggerWimsey</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelprivervalleyglassworks&amp;diff=29472</id>
		<title>Gamehelprivervalleyglassworks</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelprivervalleyglassworks&amp;diff=29472"/>
		<updated>2026-04-19T19:14:35Z</updated>

		<summary type="html">&lt;p&gt;FroggerWimsey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
Collect Glass out of the River and Lake to add to your Glasswork to accumulate sets of the same colour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
On your turn, either Place in the River OR Draw from the Lake.&lt;br /&gt;
&lt;br /&gt;
If you Place in River, put a glass from your satchel in the river segment that matches its shape, then collect all the glass from an &#039;&#039;adjacent&#039;&#039; segment and put those in your Glassworks. Alternatively, place two pieces of the same shape in &#039;&#039;any&#039;&#039; river segment and collect from an adjacent segment.&lt;br /&gt;
&lt;br /&gt;
The segment collected from is moved to the start of the river and new glass is added to it from the supply based on the number of stone icons on the adjacent segment.&lt;br /&gt;
&lt;br /&gt;
If you Draw from the Lake, take 4 glass from the lake into your satchel, then refill the lake. Your satchel can only hold 5 glass; any extra are put in your overflow area and deduct points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Glasswork===&lt;br /&gt;
&lt;br /&gt;
During the Place in River action, you add the new glass to your Glasswork display.&lt;br /&gt;
&lt;br /&gt;
Each column accommodates a single colour. If the glass color you gathered is present in your Glasswork, add it to the corresponding column. If the column is full, extra glass of that color must go to the overflow area.&lt;br /&gt;
&lt;br /&gt;
If the glass you gathered is NOT present in your Glasswork, add it to the next available column on the lowest row. If you have multiple new colors to add, you can choose which order to place them. If you run out of columns (there are seven columns but eight colors) then the last color must go to the overflow area.&lt;br /&gt;
&lt;br /&gt;
On the side of your Glasswork, there is a chart to show how common or rare a particular color of Glass is.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
When a player has placed at least 17 pieces of glass in their Glasswork (not including Overflow), the end game triggers.&lt;br /&gt;
&lt;br /&gt;
At this point, any player with less than three glass in their Satchel draws from the bag (NOT the Lake) until they have three glass.&lt;br /&gt;
&lt;br /&gt;
Finish the current round, then take one more round.&lt;br /&gt;
&lt;br /&gt;
During this time, Draw from Lake is NOT an option anymore.&lt;br /&gt;
&lt;br /&gt;
After all have finished, scoring occurs.&lt;br /&gt;
&lt;br /&gt;
First, score points for each row based on how many consecutive spaces are filled. Rows must be filled from the left; any row without a piece in the leftmost column does not score. **Row points are listed along the bottom of the board**.&lt;br /&gt;
&lt;br /&gt;
Secondly, score your 2 highest columns, gaining listed points at their highest filled space. If two columns are the same height, score the leftmost one (i.e. if tied, you&#039;ll always score the lower scoring tower).&lt;br /&gt;
&lt;br /&gt;
Finally, lose 3 points for each glass in overflow.&lt;br /&gt;
&lt;br /&gt;
The player with the most points wins!  In the case of a tie, the tied players share the victory.&lt;/div&gt;</summary>
		<author><name>FroggerWimsey</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptwinkletwinkle&amp;diff=27510</id>
		<title>Gamehelptwinkletwinkle</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptwinkletwinkle&amp;diff=27510"/>
		<updated>2025-12-06T20:32:11Z</updated>

		<summary type="html">&lt;p&gt;FroggerWimsey: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Overview ===&lt;br /&gt;
Twinkle Twinkle is a tile placement game where your main goal is to score the most points as you fill out the night sky. &lt;br /&gt;
&lt;br /&gt;
=== On Your Turn ===&lt;br /&gt;
&lt;br /&gt;
Select a tile and place it anywhere in your sky. You may rotate and flip the tile.&lt;br /&gt;
&lt;br /&gt;
The tile you take will also be your turn order for the next round. The next round&#039;s tiles are below the current round tiles.&lt;br /&gt;
&lt;br /&gt;
In a Two Player game you will place twice.&lt;br /&gt;
&lt;br /&gt;
Your goal is to &amp;quot;connect the dots&amp;quot; to create 2 large clusters of stars. A constellation can have all sorts of turns but any 2 stars are only connected by a straight&amp;quot;ish&amp;quot; line.  &amp;quot;V&amp;quot; shaped connections are not valid. &lt;br /&gt;
&lt;br /&gt;
=== Base Scoring ===&lt;br /&gt;
&lt;br /&gt;
2 Largest Constellations:&lt;br /&gt;
&lt;br /&gt;
Count up the number of stars in your largest and 2nd-largest constellations and score the points listed under your star chart&lt;br /&gt;
&lt;br /&gt;
Number of Constellations:&lt;br /&gt;
&lt;br /&gt;
Count how many constellations of at least 2 stars you have and score the points listed under your star chart&lt;br /&gt;
&lt;br /&gt;
NOVA STARS&lt;br /&gt;
&lt;br /&gt;
Nova stars are the same as regular stars, except that they are each worth 1 point at the end of the game. Nova stars can be included in constellations&lt;br /&gt;
&lt;br /&gt;
=== Variable Scoring ===&lt;br /&gt;
&lt;br /&gt;
Follow the directions on the scoring tiles. Any scoring tiles that say adjacenct only score for orthogonally adjacent tiles. Adjacent tiles never include diagonal tiles.&lt;/div&gt;</summary>
		<author><name>FroggerWimsey</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptwinkletwinkle&amp;diff=27392</id>
		<title>Gamehelptwinkletwinkle</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptwinkletwinkle&amp;diff=27392"/>
		<updated>2025-11-21T17:24:03Z</updated>

		<summary type="html">&lt;p&gt;FroggerWimsey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Overview ===&lt;br /&gt;
Twinkle Twinkle is a tile placement game where your main goal is to draw out the night sky. &lt;br /&gt;
&lt;br /&gt;
=== On Your Turn ===&lt;br /&gt;
&lt;br /&gt;
Select a tile and place it anywhere in your sky. You may rotate and flip the tile.&lt;br /&gt;
&lt;br /&gt;
The tile you take will also be your turn order for the next round. The next round&#039;s tiles are below the current round tiles.&lt;br /&gt;
&lt;br /&gt;
In a Two Player game you will place twice.&lt;br /&gt;
&lt;br /&gt;
Your goal is to &amp;quot;connect the dots&amp;quot; to create 2 large clusters of stars. A constellation can have all sorts of turns but any 2 stars are only connected by a straight&amp;quot;ish&amp;quot; line.  &amp;quot;V&amp;quot; shaped connections are not valid. &lt;br /&gt;
&lt;br /&gt;
=== Base Scoring ===&lt;br /&gt;
&lt;br /&gt;
2 Largest Constellations:&lt;br /&gt;
&lt;br /&gt;
Count up the number of stars in your largest and 2nd-largest constellations and score the points listed under your star chart&lt;br /&gt;
&lt;br /&gt;
Number of Constellations:&lt;br /&gt;
&lt;br /&gt;
Count how many constellations of at least 2 stars you have and score the points listed under your star chart&lt;br /&gt;
&lt;br /&gt;
NOVA STARS&lt;br /&gt;
&lt;br /&gt;
Nova stars are the same as regular stars, except that they are each worth 1 point at the end of the game. Nova stars can be included in constellations&lt;br /&gt;
&lt;br /&gt;
=== Variable Scoring ===&lt;br /&gt;
&lt;br /&gt;
Follow the directions on the scoring tiles. Any scoring tiles that say adjacenct only score for orthogonally adjacent tiles. Adjacent tiles never include diagonal tiles.&lt;/div&gt;</summary>
		<author><name>FroggerWimsey</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcastleofmadkingludwig&amp;diff=26178</id>
		<title>Gamehelpcastleofmadkingludwig</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcastleofmadkingludwig&amp;diff=26178"/>
		<updated>2025-08-13T01:05:26Z</updated>

		<summary type="html">&lt;p&gt;FroggerWimsey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Castles of Mad King Ludwig is a tile-laying game where players compete to build the most impressive and point-scoring castle for the eccentric King Ludwig II of Bavaria.&lt;br /&gt;
Here&#039;s a breakdown of the core mechanics:&lt;br /&gt;
Objective:&lt;br /&gt;
The goal is to score the most &amp;quot;Castle Points&amp;quot; by building rooms, completing objectives, and managing your money.&lt;br /&gt;
Components:&lt;br /&gt;
 * Room Tiles: These are the heart of the game, coming in various shapes, sizes, and room types (e.g., Living, Sleeping, Utility, Outdoor, Food, Corridor, Downstairs). Each has a point value, connection bonuses/penalties, and sometimes a completion reward.&lt;br /&gt;
 * Foyer Tiles: Each player starts with one of these.&lt;br /&gt;
 * Money (Coins/Marks): Used to buy room tiles.&lt;br /&gt;
 * Favor Tiles (King&#039;s Favors): These are public objectives that award points at the end of the game based on meeting certain criteria (e.g., having the most of a certain room type, largest square footage of a type, etc.).&lt;br /&gt;
 * Bonus Cards (Secret Objectives): Each player gets a few of these at the start, providing secret ways to score extra points at the end.&lt;br /&gt;
 * Scoreboard: To track points and money.&lt;br /&gt;
 * Master Builder Token: This token passes around, indicating who is the &amp;quot;Master Builder&amp;quot; for the round.&lt;br /&gt;
Gameplay Overview:&lt;br /&gt;
The game is played over several rounds, with each round having distinct phases:&lt;br /&gt;
 * Master Builder Phase:&lt;br /&gt;
   * One player is designated as the &amp;quot;Master Builder&amp;quot; for the round.&lt;br /&gt;
   * The Master Builder draws a certain number of room tiles from stacks (sorted by size) and places them in a &amp;quot;market&amp;quot; or &amp;quot;contract display&amp;quot; at varying prices. They set these prices strategically. The prices typically range from very cheap to very expensive.&lt;br /&gt;
 * Buying Phase:&lt;br /&gt;
   * Starting with the player to the Master Builder&#039;s left and going clockwise, each player (except the Master Builder) chooses one room tile from the market to purchase.&lt;br /&gt;
   * They pay the set price for the room to the Master Builder.&lt;br /&gt;
   * If a player cannot or chooses not to buy a room, they can &amp;quot;pass&amp;quot; and take a fixed amount of money from the bank instead.&lt;br /&gt;
   * Finally, the Master Builder gets to buy one of the remaining rooms, paying the bank instead of another player.&lt;br /&gt;
 * Building Phase (Adding a Tile to Your Castle):&lt;br /&gt;
   * After purchasing a room, players immediately add it to their personal castle blueprint.&lt;br /&gt;
   * Placement Rules:&lt;br /&gt;
     * Rooms must connect to an existing room (or your starting Foyer) via a doorway.&lt;br /&gt;
     * Tiles can be rotated in 90-degree increments.&lt;br /&gt;
     * Rooms cannot overlap.&lt;br /&gt;
     * Downstairs rooms can only be connected to upstairs rooms via stairs tiles.&lt;br /&gt;
     * Basement rooms often have special scoring rules that apply to all rooms of a certain type in your castle, not just adjacent ones.&lt;br /&gt;
   * Immediate Scoring:&lt;br /&gt;
     * When placing a room, you immediately score points for its base value.&lt;br /&gt;
     * You also score points (or sometimes lose points) based on adjacency bonuses/penalties with rooms it connects to. For example, a Food room might give bonus points if adjacent to a Living room.&lt;br /&gt;
     * Room Completion: If all entranceways of a newly placed room (or a previously placed room that now has all its entrances connected) are connected to other rooms, the room is &amp;quot;completed.&amp;quot; Completing a room often awards a special reward, such as money, a bonus card, a Favor tile, or points.&lt;br /&gt;
 * End of Round:&lt;br /&gt;
   * The Master Builder token passes to the next player in clockwise order.&lt;br /&gt;
   * Any remaining room tiles from the market are discarded, and new ones are drawn for the next round.&lt;br /&gt;
Game End:&lt;br /&gt;
The game ends immediately after the round in which a specific number of room tile stacks (depending on player count) have been completely depleted.&lt;br /&gt;
Final Scoring:&lt;br /&gt;
At the end of the game, players score additional points for:&lt;br /&gt;
 * Favor Tiles (King&#039;s Favors): Players check how well they met the criteria of the public Favor Tiles and score points based on their ranking for each.&lt;br /&gt;
 * Bonus Cards: Players reveal their secret bonus cards and score points for any objectives met.&lt;br /&gt;
 * Money: Players typically score 1 point for every 10000 coins they have left.&lt;br /&gt;
 * Depleted Room Stacks: Some versions give points for each room you have from a stack that was completely depleted during the game.&lt;/div&gt;</summary>
		<author><name>FroggerWimsey</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpheat&amp;diff=26142</id>
		<title>Gamehelpheat</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpheat&amp;diff=26142"/>
		<updated>2025-08-09T13:59:34Z</updated>

		<summary type="html">&lt;p&gt;FroggerWimsey: /* Heat Cards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Starting Hand ==&lt;br /&gt;
Players start with 12 Basic Cards (3 x 1s, 3 x 2s, 3 x 3s, 3 x 4s), Stress and Heat cards based on the current track, and Upgrade Cards determined by the play options (Basic Game, Garage Mode, etc).  See Upgrade Cards below. For the base game, players will get a speed 0 and a speed 5 card.&lt;br /&gt;
&lt;br /&gt;
== Playing a Round ==&lt;br /&gt;
&#039;&#039;Heat: Pedal to the Metal&#039;&#039; is played over several rounds. Some steps are compulsory, the rest (4-8) are all situational and only sometimes apply to your turn.&lt;br /&gt;
&lt;br /&gt;
All players complete steps 1 and 2 at the same time (do them in order, but without waiting for each other). Then, starting with the frontmost car, closest to the Race Line, complete steps 3 through 9. Once a car has completed step 9 and ended their turn, proceed back through the positions completing one car’s turn at a time. Repeat this sequence until all cars have finished the race (check the number of laps on the board for the track you are using).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;text-align:center;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! # !! Effect !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Shift Gears || &#039;&#039;Compulsory&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Play Cards || &#039;&#039;Compulsory&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Reveal and Move || &#039;&#039;Compulsory&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Adrenaline || &lt;br /&gt;
|-&lt;br /&gt;
| 5 || React || &lt;br /&gt;
|-&lt;br /&gt;
| 6 || Slipstream ||&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Check Corner || &#039;&#039;Compulsory&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Discard || &lt;br /&gt;
|-&lt;br /&gt;
| 9 || Replenish Hand || &#039;&#039;Compulsory&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shift Gears ===&lt;br /&gt;
First, check which gear your car is in, and decide if you want to leave it there or shift it one gear up or down from that position.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: You can choose to shift your gear up/down two positions, but doing so will require that you pay one Heat&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Play Cards ===&lt;br /&gt;
Your current gear determines exactly how many cards you play from your hand. 1st gear means you must play 1 card, 2nd gear is 2 cards, and so on. &lt;br /&gt;
&lt;br /&gt;
In this step you can play all types of cards except for Heat cards. Keep the 1-4 played cards facedown in your own Play Area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Reveal and Move ===&lt;br /&gt;
Reveal the cards in your Play Area, then add all values together to determine your Speed. You also add values from Upgrades (see below) and Stress cards (each resolving to a random value from 1 to 4, drawn from your deck - see the &amp;quot;+ Symbol&amp;quot; section). Move your car forward by exactly that many Spaces on the track. Always put your car on the Spot closest to the Race Line if available.&lt;br /&gt;
&lt;br /&gt;
Cars never prevent you from passing through them, even when it looks like the race track is blocked. However, if you would end your move in a Space where there are cars on all Spots, then you are blocked and must put your car in the first Space with a free Spot behind the cars that blocked you (as close to the Race Line as possible).&lt;br /&gt;
&lt;br /&gt;
If there are 2 cars next to each other, the car closest to the Race Line is considered ahead for all purposes.&lt;br /&gt;
&lt;br /&gt;
=== Adrenaline ===&lt;br /&gt;
&lt;br /&gt;
Adrenaline helps the last car to move each round (or in a 5-6 car game, the last two cars to move). It is not really a step of its own, but gives those players extra symbols that they may use in the React step. Players with Adrenaline may move 1 extra Space while adding 1 to their Speed value and/or gain 1 extra Cooldown.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: Adrenaline cannot be saved for future rounds.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== React ===&lt;br /&gt;
In this step you get to activate symbols you have access to in ANY order you want.&lt;br /&gt;
&lt;br /&gt;
In the core game you have access to symbols from your current gear (Boost and/or Cooldown) and Adrenaline if last. Each symbol is activated and completed individually.&lt;br /&gt;
&lt;br /&gt;
==== Cooldown ====&lt;br /&gt;
Cooldown is an important aspect of the game because it allows you to take a Heat card from your hand and put it back in your Engine (so you can use the Heat card again). The number in the Cooldown symbol indicates how many Heat you can move in this way. You gain access to Cooldown in a few ways but the most common is from driving in 1st gear (Cooldown 3) and 2nd gear (Cooldown 1).&lt;br /&gt;
&lt;br /&gt;
==== Boost ====&lt;br /&gt;
Regardless of which gear you are in you may pay 1 Heat to boost once per turn. Boosting gives you a &amp;lt;b&amp;gt;+&amp;lt;/b&amp;gt; symbol as reminded on the player mats. Move your car accordingly, you may still be blocked.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: &amp;lt;b&amp;gt;+&amp;lt;/b&amp;gt; symbols always increase your Speed value for the purpose of the Check Corner step. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Adrenaline ====&lt;br /&gt;
May use your +1 Speed and/or 1 extra Cooldown&lt;br /&gt;
&lt;br /&gt;
==== Garage Module Icons ====&lt;br /&gt;
Apply any of the icons on Garage Cards during the react step&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Slipstream ===&lt;br /&gt;
Only applies if you are next to or behind another car at this point. &lt;br /&gt;
&lt;br /&gt;
Slipstreaming is optional if you land next to another car, or in a Space behind a car or cars. If you choose to Slipstream, you move 2 Spaces forward. You can only Slipstream once per turn and if all the Spots in the final Space are occupied, place your car in the first Space with a free Spot behind the blocking cars.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: Slipstreaming does NOT increase your Speed value for the purpose of the Check Corner step.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Check Corner ===&lt;br /&gt;
If at any point this turn you crossed a Corner Line, you must now check if your total Speed for the round exceeds the Speed Limit of that corner (Speed = Sum of the values of all the cards in your Play Area, +1 if you used the Adrenaline Bonus).&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;• If your total Speed for the round is equal to or lower than the Speed Limit, nothing happens.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;• Otherwise, you pay Heat equal to the difference between your total Speed and the Speed Limit.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: If you drive through several corners on the same turn, you must pay for each of them separately, starting with the first Corner Line you crossed.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Spin Out ====&lt;br /&gt;
If you do not have enough Heat to pay for your excess Speed,&lt;br /&gt;
you pay all the Heat you have and immediately spin out:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;• Move the car back to the first available Space before the Corner Line that caused the spin out.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;• Take 1 extra Stress card into your hand if you are in 1st/2nd gear, or 2 extra Stress cards if you are in 3rd/4th gear.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;• Move your Gear pawn to 1st gear.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Discard ===&lt;br /&gt;
You may discard cards from your hand if you do not want to save them for future rounds. Do so by placing them face up into your discard pile. However, nobody can browse through the discard piles (including their own); only the top card is public knowledge.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: You can never choose to discard Stress or Heat cards (even the Upgrade ones).&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Replenish Hand ===&lt;br /&gt;
Take all cards from your Play Area and put them onto your discard pile. Draw back up to 7 cards (or a hand limit specified by the Event card), then the next player can proceed with steps 3-9.&lt;br /&gt;
&lt;br /&gt;
== Heat Cards ==&lt;br /&gt;
As you race around the track you should use Heat to drive faster on straights and in corners. As a consequence, Heat cards will move from your Engine to your discard pile. Later on they will be shuffled into your draw deck and drawn into your hand. The only way to get Heat cards out of your hand and back into the Engine is to cool down, typically by shifting to lower gears. This cycle means the same Heat card could be used several times during a race, depending on how fast you use it, draw it and cool it down again. Heat cards can never be discarded or played from your hand. They effectively reduce your hand size by filling it up with useless cards.&lt;br /&gt;
&lt;br /&gt;
==== Paying Heat ====&lt;br /&gt;
Every time you are asked to pay 1 Heat, you must take 1 Heat card from your Engine and move it to your discard pile. If you do not have a Heat card available, you cannot choose to Boost. If you went through a corner exceeding the Speed Limit and do not have enough Heat to pay, you spin out.&lt;br /&gt;
&lt;br /&gt;
==== Shifting up/down 2 positions ====&lt;br /&gt;
If you want to move your Gear pawn an extra step up or down (e.g. between gears 1&amp;amp;3 or 2&amp;amp;4) during step 1: Shift Gears, you have to pay 1 Heat immediately. As everyone shifts gears at the same time, just announce you are doing it, pay the Heat and move your Gear pawn accordingly.&lt;br /&gt;
&lt;br /&gt;
== Cluttered Hand ==&lt;br /&gt;
In rare circumstances you can get stuck with so many Heat cards in your hand that you don’t have enough playable cards for the gear you’re in. If this happens, use as many playable cards as possible and cover the difference with Heat cards. In this case, your car does not move this turn. Instead, when you reveal your played cards, immediately move your Gear pawn to 1st gear, place the cards that are in your Play Area in your Discard pile, and skip straight to step 9 (Replenish Hand).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== + Symbol ==&lt;br /&gt;
For each &amp;lt;b&amp;gt;+&amp;lt;/b&amp;gt; symbol played you will add an unknown value between 1 and 4 to your Speed. This is done by flipping the top card of your draw deck:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;• If it is a Basic card (Speed symbol), add it to your Play Area.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;• Otherwise, immediately put it in the discard pile and keep flipping until you find a Basic card (Speed symbol).&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== How to Win ==&lt;br /&gt;
You win the race (and the game) by being the first player to cross the finish line after the number of laps indicated in the player area. If two or more cars finish in the same round, the winner is the player whose car is furthest ahead (the spot closest to the Race Line is the tiebreaker if two cars end up side by side).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;• Slipstreaming can never be used to cross the finish line nor after having crossed the finish line. &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;• Disregard any Speed Limits in corners after the finish line, simply move as far as you can.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At the end of the &amp;lt;b&amp;gt;round&amp;lt;/b&amp;gt;, all the cars that crossed the finish line are removed from the track and placed in order on the Hall of Fame Space on the board. The remaining cars continue playing until all cars make it to the finish. The Adrenaline bonuses are still applied based on the number of cars that started the race, not remaining on the board.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Upgrade Cards ==&lt;br /&gt;
&amp;lt;i&amp;gt;Note: All Upgrade Cards are discarded when resolving a &amp;lt;b&amp;gt;+&amp;lt;/b&amp;gt; symbol.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Basic Upgrade Cards ====&lt;br /&gt;
The Basic Game provides three upgrade cards. They all have 3 chevrons (^) and match your car color. They also do not have the Speed Symbol that your basic cards do. &lt;br /&gt;
* • &#039;&#039;&#039;Heat&#039;&#039;&#039;: Works just like other Heat cards, though it starts shuffled in your deck.&lt;br /&gt;
* • &#039;&#039;&#039;0&#039;&#039;&#039;: Zero speed movement card.&lt;br /&gt;
* • &#039;&#039;&#039;5&#039;&#039;&#039;: 5 speed movement card.&lt;br /&gt;
&lt;br /&gt;
==== Garage Module Upgrade Cards ====&lt;br /&gt;
&lt;br /&gt;
* • &#039;&#039;&#039;Accelerate&#039;&#039;&#039;: You may increase your Speed by 1 for every &amp;lt;b&amp;gt;+&amp;lt;/b&amp;gt; symbol used by you this turn (from Upgrades, Stress, Boost, etc). If you do, you must increase it for all &amp;lt;b&amp;gt;+&amp;lt;/b&amp;gt; symbols used and this counts for corner &lt;br /&gt;
* • &#039;&#039;&#039;Adjust Speed Limit&#039;&#039;&#039;: (Mandatory) If you cross Corner Lines this turn, their Speed Limit is modified by the number indicated for you; “+” means you can move faster, “-” means you must move slower.&lt;br /&gt;
* • &#039;&#039;&#039;Direct Play&#039;&#039;&#039;: You may play this card from your hand in the React step (step 5). If you do, it applies as if you had revealed it in step 3, including Speed value and mandatory/optional icons.&lt;br /&gt;
checks (step 7).&lt;br /&gt;
* • &#039;&#039;&#039;Reduce Stress&#039;&#039;&#039;: You may immediately discard up to the number indicated of Stress cards from your hand to the discard pile.&lt;br /&gt;
* • &#039;&#039;&#039;Refresh&#039;&#039;&#039;: You may place this card back on top of your draw deck instead of discarding it in step 9.&lt;br /&gt;
* • &#039;&#039;&#039;Salvage&#039;&#039;&#039;: You may look through your discard pile and choose up to the number indicated cards there. These cards are shuffled into your draw deck.&lt;br /&gt;
* • &#039;&#039;&#039;Scrap&#039;&#039;&#039;: (Mandatory) Discard the top card of your draw deck the number of times indicated&lt;br /&gt;
* • &#039;&#039;&#039;Slipstream boost&#039;&#039;&#039;: If you choose to Slipstream in step 6, your typical 2 Spaces may be increased by the number indicated.&lt;br /&gt;
* • &#039;&#039;&#039;Super Cool&#039;&#039;&#039;: This symbol is an Optional Symbol to be used in Step 5. You may look through your discard pile and remove up to # Heat cards from it. Return these cards to your Engine spot. &amp;lt;i&amp;gt;Note, this can be used in a section of the track where no Cooldown is allowed. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Championship Mode ==&lt;br /&gt;
Key differences in Championship mode are that &lt;br /&gt;
&lt;br /&gt;
* there are a group of races each with its own event. Look at the TV screen style card next to the track name to find the unique rules for this course&#039;s event.&lt;br /&gt;
* you will get one new garage upgrade per race. You don&#039;t get to find out the weather or track condition until AFTER you&#039;ve chosen upgrades.&lt;br /&gt;
* You can get single use &amp;quot;upgrades&amp;quot; during the race in the form of sponsorship cards. See details about Press corners below. Discarding them will put them back in your deck but if you use the card then it will leave the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Press Corner&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You will receive a sponsorship card for either a) passing the corner at a speed two higher than the corner speed after taking into account road condition markers, or b) slip-streaming across the corner line at any speed. If you spin out in either case you won&#039;t get your sponsorship this time. If you slip-stream and go two speed faster than the corner speed you still only get one sponsorship card per corner each lap.&lt;br /&gt;
&lt;br /&gt;
== Heavy Rain Expansion ==&lt;br /&gt;
&#039;&#039;&#039;Flooded Spaces&#039;&#039;&#039;&lt;br /&gt;
In various places of the Japan Track, water is flowing onto the track. If you start the Round on a flooded Space, Shifting down a gear in Step 1 costs 1 extra Heat. This means that shifting down a single gear will cost a total of 1 Heat, shifting down two gears will cost 2 Heat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chicanes&#039;&#039;&#039;&lt;br /&gt;
Chicanes are a new Feature that can be found on both Tracks in this expansion. They are composed of 2 consecutive Corner Lines with the same Speed Limit and 1 or more Spaces between them. Blue curbs are featured on both sides of the track to help recognize them. &lt;br /&gt;
&lt;br /&gt;
If you play with the Weather and Road Conditions Module, the Sector Symbol modifies the sector after the Chicane. Otherwise it modifies both Corner Lines.&lt;br /&gt;
&lt;br /&gt;
In Championship Mode, the Press Corner is placed on the last Corner Line (when exiting the Chicane).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aggressive Legends&#039;&#039;&#039;&lt;br /&gt;
Legends can be more aggressive on some portions of the tracks, getting the opportunity to clear two corners in the same round. If a Legend starts its turn on a space with a chevron above the diamond on the track, it can cross one extra Corner Line this Round. &amp;lt;i&amp;gt;Note: This rule can be used on the Great Britain Track in the base game as well in the corners that show a Speed limit of 6, 5 and 4.&amp;lt;/i&amp;gt;&lt;/div&gt;</summary>
		<author><name>FroggerWimsey</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelprevive&amp;diff=24647</id>
		<title>Gamehelprevive</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelprevive&amp;diff=24647"/>
		<updated>2025-04-12T18:08:24Z</updated>

		<summary type="html">&lt;p&gt;FroggerWimsey: /* Paying for range */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Revive, you explore the land, so that you can populate and build on it. Each player has a tribe with a special ability and technologies that can be unlocked by populating.&lt;br /&gt;
&lt;br /&gt;
They also have 3 machine tracks. Advancing on them can unlock free actions(machines) and other bonuses.&lt;br /&gt;
&lt;br /&gt;
There are 3 basic Resources (gear, book, and food) and crystals which can be converted into any of the 3. The resources you can have are limited (max 3 crystals and 6 of each of the others). But when you get more crystals you can just convert them to any other.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Turn overview&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;During your turn may either&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A) Take 2 Main Actions (different or the same):&lt;br /&gt;
&lt;br /&gt;
• Play a card&lt;br /&gt;
&lt;br /&gt;
• Use your Switch&lt;br /&gt;
&lt;br /&gt;
• Explore&lt;br /&gt;
&lt;br /&gt;
• Build&lt;br /&gt;
&lt;br /&gt;
• Populate&lt;br /&gt;
&lt;br /&gt;
or &lt;br /&gt;
&lt;br /&gt;
B) Hibernate&lt;br /&gt;
&lt;br /&gt;
At any point during your turn (before between or after your 2 Actions, even before, during or after hibernating) you may&lt;br /&gt;
&lt;br /&gt;
• use a machine&lt;br /&gt;
&lt;br /&gt;
• use a crate&lt;br /&gt;
&lt;br /&gt;
• use a special trade action that you unlocked with one of your technologies&lt;br /&gt;
&lt;br /&gt;
The Main Actions in detail:&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Play a card&#039;&#039;&#039; ==&lt;br /&gt;
At the start of the game (after the setup is complete) you have 6 citizen cards. 3 of them are in your active area visible for all. The other 3 form your rest area (facedown but accessible for all) on the right of your player board.&lt;br /&gt;
&lt;br /&gt;
Each card has 2 parts: One at the top and one at the bottom. On your player board you have 5 Card slots. 2 at the top, 2 at the bottom and one the the right. This last one is only available once you unlocked the middle technology in the second row of your tribe.&lt;br /&gt;
&lt;br /&gt;
When you play a card you have to put it in a slot that is either empty or contains only cards with a symbol at the visible border. If you put it in a top slot you get the top effect and visa versa. If you have unlocked the side slot you can put a card in there in any orientation to get the part you want.&lt;br /&gt;
&lt;br /&gt;
Each card slots also has space for 2-3 slot modules. Whenever you gain a slot module, put in any of these slots. They all have 1 or 2 colors. Whenever you play a card into slot, also gain the effect of all modules in this slots containing the color of the card.&lt;br /&gt;
&lt;br /&gt;
As mentioned above some cards have a slot symbol at the top or bottom border. if you play those cards with this part visible, you can later play a card in the same slot. The previous cards then works like a slot module, i.e. if it matches the new card, you get it&#039;s effect again.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Use your Switch&#039;&#039;&#039; ==&lt;br /&gt;
On your player board there is a switch. As long as it is unused(the green part is visible) you can use it once to get any resource. The switch will be reset when you hibernate.&lt;br /&gt;
&lt;br /&gt;
With the optional rule &amp;quot;advanced switch action&amp;quot; (introduced during campaign and enabled per default) you can alternatively copy the top effect of the card of another player. The player&#039;s card has to played into that a slot with its top part visible. You gain only the effect of that card, not slot modules. However the owner usually benefits as well, since the copied card is then put into their rest area, freeing the slot and coming back with the next hibernation&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Explore&#039;&#039;&#039; ==&lt;br /&gt;
To Explore one of the facedown tiles you need to pay the range(see below) and the cost depicted on the tiles top. You get the rewards depicted on the bottom part.(Usually points and a new card). The tile is then flipped and you can choose its orientation.&lt;br /&gt;
&lt;br /&gt;
When you get a card you can either pick one from the market or draw a facedown one from the deck. The gained card goes directly to your active area and is immediately available.&lt;br /&gt;
&lt;br /&gt;
The only tiles where you don&#039;t get a card are the vast crystals introduced during the campaign&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Build&#039;&#039;&#039; ==&lt;br /&gt;
You have 5 normal building(cost 3 gears) and 3 large buildings(cost 5 gears) that you can build. They can only be built on desert spaces and each desert space can only hold 1 building. In addition to the gears you need to pay for range (see below)&lt;br /&gt;
&lt;br /&gt;
You then get bonuses for the spaces adjacent to the building:&lt;br /&gt;
&lt;br /&gt;
* for forest, mountain and field spaces you get 1 advancement on the respective machine track&lt;br /&gt;
* for printed crystal spaces you get 1 crystal&lt;br /&gt;
* for water spaces you get the depicted bonus as long as you haven&#039;t built next to this water space before. You can only get the bonus from each water space once (exception: tribe ability of Hofstadterians moon side)&lt;br /&gt;
* for vast crystals (introduced in the campaign) you get 1 crystal and 1 point. Note that these tiles each count as 1 large space.&lt;br /&gt;
&lt;br /&gt;
Large buildings double these rewards, except for the water spaces&lt;br /&gt;
&lt;br /&gt;
If you build next to an unexplored tile, and that tile is explored later, you will then get the bonuses from the spaces placed next to your building, no matter who explored it.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Populate&#039;&#039;&#039; ==&lt;br /&gt;
On your tribe board there are 7 technologies, that you can unlock by populating with the meeple placed next to them.&lt;br /&gt;
&lt;br /&gt;
The first time you populate, you must use meeple from the bottommost technology. After that you can unlock any technologies that are connected to an already unlocked technology.&lt;br /&gt;
&lt;br /&gt;
You can populate on any city space or large location (5-spaces-tiles at the corners). You have to pay for range (see below) and 2/3/4 books depending on the row the meeple comes from.&lt;br /&gt;
&lt;br /&gt;
Each city and large location can hold 1 meeple from each player, but you have to pay an additional book to each player who is already on the city or large location you populate.&lt;br /&gt;
&lt;br /&gt;
The technologies can be immediate one-time effects, continuous effects, trade actions which can be used any time during your turn or machines.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Hibernate&#039;&#039;&#039; ==&lt;br /&gt;
Instead of doing 2 main actions, you can hibernate. If you that the following happens:&lt;br /&gt;
&lt;br /&gt;
# All cards in your rest area go to your active area&lt;br /&gt;
# All played cards (tucked behind your board) go into your rest area&lt;br /&gt;
# Your switch is reset&lt;br /&gt;
# You get all used energy back&lt;br /&gt;
# You advance on the hibernation track (bottom right of the main board) and get the bonus of the new row or any below. If it was the 4th time you hibernated, you have to choose on artifact still available on the board and discard it&lt;br /&gt;
&lt;br /&gt;
You can still do free action before, after or during the hibernation&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Paying for range&#039;&#039;&#039; ==&lt;br /&gt;
Most actions that happen on the main board require you to pay for range. As long as you have not build or populated you can count range from the starting space at the center.&lt;br /&gt;
&lt;br /&gt;
As soon as you have buildings or meeples on the board you can no longer count range from the starting space. instead you can count range from any building or meeple. Some Tribes have additional stuff they can count range from.&lt;br /&gt;
&lt;br /&gt;
The distance is determined by the number of spaces between the starting point and the target space. You can always take the shortest route, but you cannot count through vast crystals, lakes (expansion only), or unexplored tiles. If the target is a complete tile (for ex. when exploring) the space of that tile with smallest distance counts.&lt;br /&gt;
&lt;br /&gt;
Range is paid with food in the amount of the distance. There are effects that can increase your range (permanently or for 1 action) so that you pay less for the distance.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Machines and the machine track&#039;&#039;&#039; ==&lt;br /&gt;
On your player board there a machine spaces (Round spaces with a progress marker on it at the start of the game)&lt;br /&gt;
&lt;br /&gt;
They are linked to 1-2 spaces of your machine tracks you once you have reach all linked spaces of a machine you unlock it. You place the progress marker on the next free space of the track that starts at the bottom left of the player board. On some spaces you get a bonus for that(A new energy or an artifact)&lt;br /&gt;
&lt;br /&gt;
The first one of each track is pre-printed. For the others you can choose one of the 3 machines of the respective color from the market.&lt;br /&gt;
&lt;br /&gt;
Machines can be used with energy. You start the game with only 1 energy, but you can gain more (mainly from unlocking progress marker or water spaces) during the game. When using a machine you put an energy token on it. &lt;br /&gt;
&lt;br /&gt;
You can only put 1 energy token each machine. Until you get it back (by hibernating or other effects) you can not use that machine again.&lt;br /&gt;
&lt;br /&gt;
The machine track has other spaces to unlock (hexagonal): On 3 spaces you get an artifact on the other 3 you get 2 points at the end of the game for each card of a certain color that you gained during the game(not counting your start cards)&lt;br /&gt;
&lt;br /&gt;
If you advance beyond the last space of a machine track, you get the respective resource instead.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Tribe abilities&#039;&#039;&#039; ==&lt;br /&gt;
Each tribe has a special ability at the bottom of their tribe board. Whenever you get the star-symbol somehow (from cards, slot modules or machines) you can execute that ability.&lt;br /&gt;
&lt;br /&gt;
The first 5 times, you do that, remove one of the discs next to it and place it on the track on your player board as described above.&lt;br /&gt;
&lt;br /&gt;
When they are empty you can still use the ability (unless your tribe needs certain tiles/tokens for it that you ran out of), but get no more discs.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Points&#039;&#039;&#039; ==&lt;br /&gt;
Of course the main goal is to score points. Some points you get during the game (points with a blue marble in the background) and some at the end of the game (purple background). For points during the game you get bonuses when you reach certain spaces on the point track.&lt;br /&gt;
&lt;br /&gt;
You do not get these bonuses when score end-game points.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Artifacts and Artifact cards&#039;&#039;&#039; ==&lt;br /&gt;
depending on the game variant each player has an artifact card or there is 1 common artifact card for all players.&lt;br /&gt;
&lt;br /&gt;
This card provides points at the end of the game.&lt;br /&gt;
&lt;br /&gt;
For each of the 3 colors count the number of your artifacts of that color &#039;&#039;&#039;PLUS 1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Then count whatever the part of the card needs and multiply it with that number an with the the depicted points.&lt;br /&gt;
&lt;br /&gt;
For example, if the yellow artifacts score 1 point for each energy and you have 6 energy and 3 yellow artifacts, score 6x4x1=24 points&lt;br /&gt;
&lt;br /&gt;
Whenever you get an artifact choose any available artifact from the board. There no effect that gives you an artifact of a specific color.&lt;br /&gt;
&lt;br /&gt;
The player who takes(or removes) the last artifact also gets the 4-Point token and triggers the game end. after his turn all other players get one more turn.&lt;br /&gt;
&lt;br /&gt;
If anyone else would get an artifact now, they get a 2-point token instead.&lt;br /&gt;
&lt;br /&gt;
In the variant &amp;quot;long game&amp;quot; with 4 players 2 additional 2-point tokens are placed on the board that will be taken after the artifacts have been the depleted. The game end is triggered by the 2nd being taken&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;End of the game&#039;&#039;&#039; ==&lt;br /&gt;
The game end is triggered when the last artifact is taken(see above).&lt;br /&gt;
&lt;br /&gt;
At the end of the game each player scores points:&lt;br /&gt;
&lt;br /&gt;
* the lowest visible points on their progress track(see machine tracks)&lt;br /&gt;
* points for gained cards if they have unlocked the respective spaces on the machine tracks&lt;br /&gt;
* Points from each large location they have populated&lt;br /&gt;
* 2/4-point markers (see artifacts)&lt;br /&gt;
* points for each 5 remaining resources&lt;br /&gt;
* points from the artifacts + artifact card&lt;br /&gt;
&lt;br /&gt;
Ties are broken by the number of unscored resources and then by the total advancement of the machine tracks.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Expansion Rules&#039;&#039;&#039; ==&lt;br /&gt;
The expansion &amp;quot;Call of the abyss&amp;quot; introduces several new parts:&lt;br /&gt;
&lt;br /&gt;
=== Devotion Points ===&lt;br /&gt;
Devotion points are points that have a separate score track. At the end of the game they are just added to your victory points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Whenever you get points or devotion points you can convert all or parts of them in a 2:1 ratio into the other.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The devotion track also provides rewards on certain spaces:&lt;br /&gt;
&lt;br /&gt;
on some spaces you get a scyphoz card(see below). You draw 2 and choose which one to keep.&lt;br /&gt;
&lt;br /&gt;
on one space you can populate for free(even if already populated) to a separate large location that is randomly drawn during setup. Normally it would be placed next to the track, but here, in order to save space, it is placed with the player panels (at the top or right of the screen)&lt;br /&gt;
&lt;br /&gt;
That location is scored as usual at the end of the game&lt;br /&gt;
&lt;br /&gt;
=== Scyphoz Cards ===&lt;br /&gt;
You get scyphoz cards only by getting devotion points(see above) these cards work like citizen cards, but don&#039;t have any of the 3 colors. Instead you can choose their color each round and even at the end of the game(happens automatically here)&lt;br /&gt;
&lt;br /&gt;
They usually have stronger effects than normal citizen cards&lt;br /&gt;
&lt;br /&gt;
=== Journey Cards ===&lt;br /&gt;
The switch action now has an additional option. Instead of using it as before, you can now use it to get a journey card. For each journey card you have to destroy (remove from the game) a card of a certain color from your active area.&lt;br /&gt;
&lt;br /&gt;
Once you have it, you can resolve it at any time as a free action. When you do that, you get devotion points according to the level that you fulfilled and the flip the journey card facedown. From now on it counts as an additional flask symbol.&lt;br /&gt;
&lt;br /&gt;
=== Lakes ===&lt;br /&gt;
Lakes are tiles that being placed on the board during setup. They cannot be explored.&lt;br /&gt;
&lt;br /&gt;
When you build next to it you immediately get devotion points depending on the building type(1 for normal, 3 for large building) &#039;&#039;&#039;if you don&#039;t already have a building of that type next to that lake&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Whenever you hibernate you get the rewards from the right column of the table on each lake if you have at least 1 of the respective building type next to it. Additional buildings of the same type next to it don&#039;t provide additional bonuses.&lt;/div&gt;</summary>
		<author><name>FroggerWimsey</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpformulad&amp;diff=24539</id>
		<title>Gamehelpformulad</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpformulad&amp;diff=24539"/>
		<updated>2025-04-01T18:37:25Z</updated>

		<summary type="html">&lt;p&gt;FroggerWimsey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= 10-Second Explainer of Formula D =&lt;br /&gt;
New to Formula D?&lt;br /&gt;
&lt;br /&gt;
This 10-second explainer will get you started:&lt;br /&gt;
&lt;br /&gt;
# Your car will start in 1st gear.&lt;br /&gt;
# At the start of your turn, your first decision is whether to stay on your current gear, or go up 1 gear or go down. You can go down 1 gear without penalty.&lt;br /&gt;
# After choosing a gear, you will roll the appropriate &amp;quot;gear die&amp;quot;. The higher the gear, the bigger the die.&lt;br /&gt;
# Once you have rolled, you must move the number of spaces rolled, although you may choose which path you take.&lt;br /&gt;
# Corners are areas marked in red. To drive around corners without penalty, you must finish at least 1 turn in them.&lt;br /&gt;
# Some corners are particularly slow and may require that you finish at least 2 or even 3 turns in them.&lt;br /&gt;
&lt;br /&gt;
That&#039;s it! There&#039;s a lot more to it than that, but this covers the absolute basics of driving safely around the track.&lt;br /&gt;
&lt;br /&gt;
= Important: BGA Rule Variations =&lt;br /&gt;
&lt;br /&gt;
The BGA Adaptation of Formula D uses a number of variations from the Masters (Tournament) rules.&lt;br /&gt;
&lt;br /&gt;
[[Gamehelpformulad#BGA Rule Variations|At the end of these rules]], you will find a list of all differences from the published game rules.&lt;br /&gt;
&lt;br /&gt;
=Adaptation Notes/Common Mistakes=&lt;br /&gt;
&lt;br /&gt;
# The central area of your car is the colour of the pit box you must use (and your team if playing a team game)&lt;br /&gt;
# Your sidepods are your unique player color&lt;br /&gt;
# To enter the pitbox, you must move out of the pit lane and onto the coloured pit box. Stopping in the pit lane in front of your box is not a pit stop.&lt;br /&gt;
# To zoom the circuit in and out with a mouse, use Ctrl+Wheelmouse.&lt;br /&gt;
&lt;br /&gt;
=Basic Rules=&lt;br /&gt;
&lt;br /&gt;
== Aim of the game ==&lt;br /&gt;
&lt;br /&gt;
FORMULA D is a car race. The aim is to win a race (of one lap) and be the first to cross the finishing line. There are all sorts of risks involved and you have to anticipate what will happen during the course of the race. You must decide on your strategy, trust to luck, keep to the rules and always keep an eye on the technical condition of your car.&lt;br /&gt;
&lt;br /&gt;
== The gears ==&lt;br /&gt;
&lt;br /&gt;
The cars have 6 gears. Each gear has its own die. The numbers on the dice tell you how many spaces to move the car. The higher the gear you choose, the faster and further the corresponding die will allow the car to travel. You are not allowed to skip gears when accelerating (e.g. changing straight from 1st to 3rd gear). You are allowed to skip 1, 2 or 3 gears when braking (e.g. from 6th to 4th or from 4th to 1st gear); however there is a penalty for doing this.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Gear!! Color||Die||Movement (Number of spaces)&lt;br /&gt;
!Face distribution&lt;br /&gt;
|-&lt;br /&gt;
|1||Yellow||d4||1-2&lt;br /&gt;
|1,1,2,2&lt;br /&gt;
|-&lt;br /&gt;
|2||Orange||d6||2-4&lt;br /&gt;
|2,3,3,4,4,4&lt;br /&gt;
|-&lt;br /&gt;
|3||Red||d8||4-8&lt;br /&gt;
|4,5,6,6,7,7,8,8&lt;br /&gt;
|-&lt;br /&gt;
|4||Green||d12||7-12&lt;br /&gt;
|2 of each&lt;br /&gt;
|-&lt;br /&gt;
|5||Purple||d20||11-20&lt;br /&gt;
|2 of each&lt;br /&gt;
|-&lt;br /&gt;
|6||Blue||d20||21-30&lt;br /&gt;
|2 of each&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Driving ==&lt;br /&gt;
&lt;br /&gt;
As in real life the car starts in 1st gear. Then you shift up to 2nd gear and so on up to 6th gear, in order to move as fast as possible. When it is a driver’s turn they announce which gear they have chosen, move the gear stick on their dashboard accordingly and then roll the die which corresponds to the chosen speed. They then move their car forward the number of spaces indicated on the die. When the move is finished the car “stops”. This notion is important especially in the corners.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Order of play&#039;&#039;&#039;: In each round the drivers play according to their car position on the track.&lt;br /&gt;
&lt;br /&gt;
Example: During a round of play car A overtakes car B which was in 1st position. When the next round starts, car A, now in 1st position, will play before car B.&lt;br /&gt;
&lt;br /&gt;
Cars in the straight outside the pit lane will always move before cars in the pit lane. When two cars are level, the car in the highest gear goes first. When cars are level and in the same gear, the car that arrived in their current space first will go first.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Driving Code ==&lt;br /&gt;
&lt;br /&gt;
The cars drive in the track lanes. Different driving codes apply to corners and straights. It is generally not allowed to go over other cars – they must be driven round. Driving backwards is also not allowed.&lt;br /&gt;
&lt;br /&gt;
===Driving code in the corners ===&lt;br /&gt;
&lt;br /&gt;
To drive through a corner a car must stop a minimum number of times (indicated in the yellow box) within the limits of the corner. After the requisite number of stops, the car may proceed and exit the corner on its next move.&lt;br /&gt;
&lt;br /&gt;
To make it easier to drive through the corner, the driver should consider the indicated number of spaces. The number in the green box refer to the longest path, the numbers in the red box refer to the shortest path.&lt;br /&gt;
&lt;br /&gt;
===Driving code on the straights ===&lt;br /&gt;
&lt;br /&gt;
Straights are the portions of track between corners. Depending on the length of each straight, cars may need several rounds before entering the next corner.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important&#039;&#039;&#039;: The maneuver must be completed using the smallest number of spaces possible.&lt;br /&gt;
&lt;br /&gt;
==Wear points (WP) ==&lt;br /&gt;
&lt;br /&gt;
They reflect the capability of the car to stay on the track and survive events during the race. In the Basic Game, each car has 18 WP at the beginning of the race. The players use these points to survive various incidents and risky maneuvers.&lt;br /&gt;
&lt;br /&gt;
==Preparation for play ==&lt;br /&gt;
&lt;br /&gt;
===Start formation ===&lt;br /&gt;
&lt;br /&gt;
Every player rolls the black die in order to determine the starting position of their car. Whoever rolls the highest number gains pole position. The other cars are positioned in decreasing order according to the numbers rolled. In the case of a tie, all involved players re-roll the die.&lt;br /&gt;
&lt;br /&gt;
===Start ===&lt;br /&gt;
&lt;br /&gt;
Before engaging 1st gear, every player rolls the black die to see how successfully they can start.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Number rolled: 1 – poor start&#039;&#039;&#039;. The player has stalled the motor of their car. They cannot engage 1st gear and so they have to wait till the next round. Then they can start in 1st gear without having to roll the black die again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Number rolled: between 2 and 16&#039;&#039;&#039; – normal start. The player can start normally. They roll the die for 1st gear and moves their car forward according to the number rolled.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Number rolled: between 17 and 20&#039;&#039;&#039; – great start! The player makes a fantastic start. They moves their car forward 4 spaces immediately, although they is still in 1st gear. The car can change one or two lanes to avoid other cars. The driver may shift to 2nd gear in the next round.&lt;br /&gt;
==Overshooting==&lt;br /&gt;
&lt;br /&gt;
If a car passes through a corner at the end of its turn without making the required number of stops, it overshoots the corner. The number of spaces the car overshot the corner by is deducted from the car’s WP as a penalty.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corner with 2 stops&#039;&#039;&#039;: If the car has made no stops, it is automatically removed from play.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corner with 3 stops&#039;&#039;&#039;: If the car has made no stops, or only one stop, it is automatically removed from play.&lt;br /&gt;
&lt;br /&gt;
When coming out of a corner the car may not change lane, but must stay in the same lane. If the move ends in another corner, this stop does not count for the new corner. If the car is blocked by another car, they cannot drive round it and has to brake.&lt;br /&gt;
&lt;br /&gt;
==Braking==&lt;br /&gt;
&lt;br /&gt;
A player may use their WP at any time to avoid having to advance the full number of spaces shown on the die. In this way they can control their progress better, for example when the lanes are blocked by other cars.&lt;br /&gt;
&lt;br /&gt;
==Changing down==&lt;br /&gt;
&lt;br /&gt;
A driver can skip one, two or three gears when changing down, however this wears out their gearbox. The number of gears skipped equates to the number of WP their car loses as a result. Note: It is not possible to skip four gears (from 6th to 1st gear).&lt;br /&gt;
&lt;br /&gt;
==Collision==&lt;br /&gt;
&lt;br /&gt;
Whenever a car ends its move on a space next to or behind one or several cars, there is a risk of collision. A driver in this situation must roll the black die to see whether there is a collision or not. If they roll a number between 1 and 4 their car loses 1 WP.&lt;br /&gt;
&lt;br /&gt;
==Motor damage==&lt;br /&gt;
&lt;br /&gt;
If a player rolls a 20 in 5th gear or a 30 in 6th gear, this puts a strain on their engine. After their car has finished moving they must therefore roll the black die to test whether their engine has withstood the strain. All players who are driving in 5th or 6th gear at this moment must also roll the black die. If a number between 1 and 4 is rolled, the corresponding car loses 1 WP.&lt;br /&gt;
&lt;br /&gt;
==Finish==&lt;br /&gt;
&lt;br /&gt;
The player whose car passes the finishing line first has won the race. The race ends when all cars have crossed the finishing line, in order to enable ranking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Two-lap race==&lt;br /&gt;
&lt;br /&gt;
For players who have already played several single-lap games.&lt;br /&gt;
&lt;br /&gt;
Whoever crosses the finishing line first after two laps wins the game. Players may make a pit stop between the first and second laps to regain the WP points they lost during the first round.&lt;br /&gt;
&lt;br /&gt;
==Pit stop==&lt;br /&gt;
&lt;br /&gt;
At the end of the first lap a player may decide to make a pit stop to regain all the WP they have lost. There is no speed limit in the pit lanes. It is also not necessary to roll the exact number needed to reach one’s own pit.&lt;br /&gt;
&lt;br /&gt;
In the BGA adaptation, your pit box matches the colour of your car&#039;s central strip.&lt;br /&gt;
&lt;br /&gt;
===Entering pits===&lt;br /&gt;
&lt;br /&gt;
To enter the pits it is sufficient to roll the minimum number required or higher using the die corresponding to the selected gear. The car receives all 18 WP back and awaits their next turn to start from the pits in 4th gear (maximum).&lt;br /&gt;
&lt;br /&gt;
The rules for changing down gear, collision, braking and engine damage do not apply in the pit lane. Overtaking is not possible as it is a single lane. Drivers have to be patient and wait until the car ahead of them moves forward, regardless of selected gear and with no effect on the WP.&lt;br /&gt;
&lt;br /&gt;
Cars in the pit lane must wait for their turn, until the cars on the circuit between pit exit and entry have had their turn.&lt;br /&gt;
&lt;br /&gt;
=Advanced Rules=&lt;br /&gt;
&lt;br /&gt;
==Basics==&lt;br /&gt;
&lt;br /&gt;
===The gears===&lt;br /&gt;
&lt;br /&gt;
The cars have 6 gears, each gear has its own die. The numbers on the dice tell you how many spaces to move the car. The higher the gear you choose, the faster and further the corresponding die will allow the car to travel. You are not allowed to skip gears when accelerating (e.g. changing straight from 1st to 3rd gear). You are allowed to skip 1, 2, or 3 gears when braking (e.g. from 6th to 4th or from 4th to 1st gear); however there is a penalty for doing this.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Gear!! Die Color||Die Size||Movement (Number of spaces)&lt;br /&gt;
|-&lt;br /&gt;
|1||Yellow||d4||1-2&lt;br /&gt;
|-&lt;br /&gt;
|2||Orange||d6||2-4&lt;br /&gt;
|-&lt;br /&gt;
|3||Red||d8||4-8&lt;br /&gt;
|-&lt;br /&gt;
|4||Green||d12||7-12&lt;br /&gt;
|-&lt;br /&gt;
|5||Purple||d20||11-20&lt;br /&gt;
|-&lt;br /&gt;
|6||Blue||d20||21-30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Driving===&lt;br /&gt;
&lt;br /&gt;
As in real life, the car starts in 1st gear. Then you up shift to 2nd gear and so on up to 6th gear, in order to move as fast as possible. When it is a driver’s turn they announce which gear they have chosen, move the gear stick on their dashboard accordingly and then rolls the die which corresponds to the chosen speed. They then moves their car forward the number of spaces indicated on the die. When the move is finished the car “stops”. This notion is important especially in the corners.&lt;br /&gt;
&lt;br /&gt;
====Order of play====&lt;br /&gt;
&lt;br /&gt;
In each round the drivers play according to their car position on the track.&lt;br /&gt;
&lt;br /&gt;
Example: During a round of play car A overtakes car B which was in 1st position. When the next round starts, car A, now in 1st position, will play before car B.&lt;br /&gt;
&lt;br /&gt;
Cars in the straight outside the pit lane will always move before cars in the pit lane. When two cars are level, the car in the highest gear goes first. When cars are level and in the same gear, the car that arrived in their current space first will go first.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Same position====&lt;br /&gt;
&lt;br /&gt;
If two cars on the track are level with each other, the driver with the highest gear plays first.&lt;br /&gt;
&lt;br /&gt;
If both cars are in the same gear, the car that arrived first at their current space plays first.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Driving Code===&lt;br /&gt;
&lt;br /&gt;
The cars drive in the track lanes. Different driving codes apply to corners and straights. It is generally not allowed to go over other cars – they must be driven round. Driving backwards is also not allowed.&lt;br /&gt;
&lt;br /&gt;
====Driving code in the corners====&lt;br /&gt;
&lt;br /&gt;
To drive through a corner a car must stop a minimum number of times (indicated in the yellow box) within the limits of the corner. After the requisite number of stops, the car may proceed and exit the corner on its next move.&lt;br /&gt;
&lt;br /&gt;
To make it easier to drive through the corner, the driver should consider the indicated number of spaces. The number in the green box refer to the longest path, the numbers in the red box refer to the shortest path.&lt;br /&gt;
&lt;br /&gt;
====Driving code on the straights====&lt;br /&gt;
&lt;br /&gt;
Straights are the portions of track between corners. Depending on the length of each straight, cars may need several rounds before entering the next corner.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important&#039;&#039;&#039;: The maneuver must be completed using the smallest number of spaces possible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Wear points (WP)===&lt;br /&gt;
&lt;br /&gt;
Wear Points reflect the ability of the car to stay on the track and survive events during the race. Each car has a certain number of WP at the beginning of the race, which are divided up between six different categories. These points are distributed as follows in the game for advanced players:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|WP tires:||6&lt;br /&gt;
|-&lt;br /&gt;
|WP brakes:||3&lt;br /&gt;
|-&lt;br /&gt;
|WP gearbox:||3&lt;br /&gt;
|-&lt;br /&gt;
|WP car body:||3&lt;br /&gt;
|-&lt;br /&gt;
|WP engine:||3&lt;br /&gt;
|-&lt;br /&gt;
|WP road handling:||2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Preparation for play==&lt;br /&gt;
&lt;br /&gt;
===Start formation===&lt;br /&gt;
&lt;br /&gt;
Every player rolls the black die in order to determine the starting position of their car. Whoever rolls the highest number gains pole position. The other cars are positioned in decreasing order according to the numbers rolled. (ln the case of a tie, all concerned players re-roll the die.)&lt;br /&gt;
&lt;br /&gt;
===Start===&lt;br /&gt;
&lt;br /&gt;
Before engaging 1st gear, every player rolls the black die to see how successfully they can start.&lt;br /&gt;
&lt;br /&gt;
====Number rolled, 1 - poor start====&lt;br /&gt;
&lt;br /&gt;
The player has stalled the motor of their car. They cannot engage 1st gear and so have to wait till the next round. Then they can start in 1st gear without having to roll the black die again.&lt;br /&gt;
&lt;br /&gt;
====Number rolled: between 2 and 19 - normal start====&lt;br /&gt;
&lt;br /&gt;
The player can start normally. They roll the die for 1st gear and moves their car forward according to the number rolled.&lt;br /&gt;
&lt;br /&gt;
====Number rolled: 2O - great start!====&lt;br /&gt;
&lt;br /&gt;
The player makes a fantastic start. They move their car forward 4 spaces immediately, although they is still in 1st gear. The car can change one or two lanes to avoid other cars. The driver may shift to 2nd gear in the next round.&lt;br /&gt;
&lt;br /&gt;
==Overshooting==&lt;br /&gt;
&lt;br /&gt;
If a car passes through a corner at the end of its turn without making the required number of stops, it overshoots the corner. The number of spaces the car overshot the corner by is deducted from the car’s tire WP as a penalty.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corner with 2 stops&#039;&#039;&#039;: If the car has made no stops, it is automatically removed from play.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corner with 3 stops&#039;&#039;&#039;: If the car has made no stops, or only one stop, it is automatically removed from play.&lt;br /&gt;
&lt;br /&gt;
When coming out of a corner the car may not change lane, but must stay in the same lane. If the move ends in another corner, this stop does not count for the new corner. If the car is blocked by another car, they cannot drive round it and has to brake.&lt;br /&gt;
&lt;br /&gt;
When a car loses their last tire WP by overshooting a corner, they spin round in a circle. The car is placed on the space where their move ended, pointing backwards. The player must turn their car round again and drive off in 1st gear when it is their next turn. In this adaptation, their Tire WPs are reset to 1.&lt;br /&gt;
&lt;br /&gt;
If a car loses more tire WP than it possesses, it is eliminated from the race.&lt;br /&gt;
&lt;br /&gt;
==Braking==&lt;br /&gt;
&lt;br /&gt;
A player may use their brake WP at any time to avoid having to advance the full number of spaces shown on the die. This can help to prevent losing tire WP if they would otherwise overshoot a corner.&lt;br /&gt;
&lt;br /&gt;
A driver can find themselves blocked by one or more cars which they are unable to overtake. After the driver has moved their car forward as many spaces as possible, they counts how many spaces they would have moved if they had not been blocked.&lt;br /&gt;
&lt;br /&gt;
If the number of spaces short of the full number 4 or greater, they may use Emergency Braking. In this case, their first 3 spaces must be paid for with Brake WP. Each additional space after that may be paid by either Brake or Tire WP.&lt;br /&gt;
&lt;br /&gt;
Braking is paid for *after* Overshooting, so any Tire WPs lost to Overshooting will not be available for Emergency Braking.&lt;br /&gt;
&lt;br /&gt;
If a car doesn&#039;t have enough brake WP and tire WP to stop before a blockage, it is eliminated from the race.&lt;br /&gt;
&lt;br /&gt;
==Gearing down==&lt;br /&gt;
&lt;br /&gt;
A driver can skip one, two or three gears when changing down, however this wears out their gearbox.&lt;br /&gt;
&lt;br /&gt;
As a result, the car then loses a certain number of brake WP, engine WP and gearbox WP. The table below lists the corresponding wear. Note: It is not possible to skip four gears (from 6th to 1st gear).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Gears skipped!!Gearbox WP!!Brake WP!!Engine WP&lt;br /&gt;
|-&lt;br /&gt;
|1 gear||1||0||0&lt;br /&gt;
|-&lt;br /&gt;
|2 gears||1||1||0&lt;br /&gt;
|-&lt;br /&gt;
|3 gears||1||1||1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If a car has no gearbox WP left, the driver can only change clown one gear at a time until the game is over.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Collision==&lt;br /&gt;
&lt;br /&gt;
Whenever a car ends its move on a space next to or behind one or several cars, there is a risk of collision. A driver in this situation must roll the black die to see whether there is a collision or not. If they rolls a 1, their car loses 1 WP.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;In this adaptation&#039;&#039;&#039; the car that did not just move rolls first. If it fails the roll and is eliminated from the race as a result, the car that moved will automatically fail its roll.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If a car loses its last car body WP, it is eliminated&#039;&#039;&#039; from the race.&lt;br /&gt;
&lt;br /&gt;
==Motor damage==&lt;br /&gt;
&lt;br /&gt;
If a player rolls a 20 in 5th gear or a 30 in 6th gear, this puts a strain on their engine. After their car has finished moving they must therefore roll the black die to test whether their engine has withstood the strain. All players who are driving in 5th or 6th gear at this moment must also roll the black die. If a number between 1 and 4 is rolled, the corresponding car loses 1 engine WP.&lt;br /&gt;
&lt;br /&gt;
If a car loses its last engine WP, it is eliminated from the race.&lt;br /&gt;
&lt;br /&gt;
==Damage and road handling==&lt;br /&gt;
&lt;br /&gt;
Each time a car loses a car body WP or an engine WP, a damage marker is placed on the space where the move ended.&lt;br /&gt;
&lt;br /&gt;
The same applies whenever a car is eliminated from the race for whatever reason. These spaces are judged to be &amp;quot;dangerous&amp;quot; from then on.&lt;br /&gt;
&lt;br /&gt;
If a car passes over one of these spaces or lands on it, the driver must roll the black die. If the result is between 1 and 4, the car loses one road handling WP. The dangerous spaces can be avoided by changing lanes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If a car loses its last road handling WP, it is eliminated from the race.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Slipstreaming==&lt;br /&gt;
&lt;br /&gt;
If a car drives in the wake of another car, this is called slipstreaming.&lt;br /&gt;
&lt;br /&gt;
For the two concerned drivers, slipstreaming is possible from the 4th gear on.&lt;br /&gt;
&lt;br /&gt;
The car must be driving as fast or faster than the car in front.&lt;br /&gt;
&lt;br /&gt;
If a car wants to profit from slipstreaming after moving, it has to stop directly behind another car. From this position they can then add 3 spaces onto their last move. They can move forward 3 spaces in the following way:&lt;br /&gt;
&lt;br /&gt;
*change a lane, overtake the car in front and return to the original lane.&lt;br /&gt;
*change a lane and move two spaces in a straight line.&lt;br /&gt;
*change two lanes and move one space in a straight line.&lt;br /&gt;
&lt;br /&gt;
The player must move a total of three spaces in any case. (However, the driver may use brake WP in order to reduce this number of spaces.) If slipstreaming brings a car up immediately behind another car, they can carry on slipstreaming (and so on).&lt;br /&gt;
&lt;br /&gt;
IF a car is carried into a corner by slipstreaming, they lose a brake WP (without the number of spaces being reduced).&lt;br /&gt;
&lt;br /&gt;
In a corner, a slipstreaming car must follow normal driving code (eg. following the arrows).&lt;br /&gt;
&lt;br /&gt;
Braking in order to take advantage of slipstreaming in the wake of another player&#039;s car is not allowed.&lt;br /&gt;
&lt;br /&gt;
Drivers do not have to slipstream!&lt;br /&gt;
&lt;br /&gt;
Note that in this implementation, if your car has soft tires and you slipstream at the end of a move where you did not use them (but could have), you may move one additional space during your slipstream.&lt;br /&gt;
&lt;br /&gt;
==Pit stop==&lt;br /&gt;
&lt;br /&gt;
At the end of the first lap, a player may decide to make a pit stop to regain all the tire WP they have lost. There is no speed limit in the pit lanes. It is also not necessary to roll the exact number needed to reach one&#039;s own pit.&lt;br /&gt;
&lt;br /&gt;
In the BGA adaptation, your pit box matches the central colour of your car.&lt;br /&gt;
&lt;br /&gt;
To enter the pits it is necessary to roll the minimum number required or higher using the die corresponding to the selected gear. As soon as the car enters the pits, it receives all its tire WP back. The player now rolls the black die, in order to see how fast their mechanics work.&lt;br /&gt;
&lt;br /&gt;
===Result between 1 and 10: quick pit stop===&lt;br /&gt;
&lt;br /&gt;
The player divides the number shown on the black die by two (rounding it up if necessary). The result is the number of spaces the car is allowed to move when the car leaves the pit in 4th gear.&lt;br /&gt;
&lt;br /&gt;
===Result between 11 and 20: slow pit stop===&lt;br /&gt;
&lt;br /&gt;
The car remains in the pit until the next round. Then the car moves on in 4th gear (or a lower gear).&lt;br /&gt;
&lt;br /&gt;
The rules for gearing down, collision, braking and engine damage do not apply in the pit lane. Overtaking is not possible as it is a single lane. Drivers have to be patient and wait until the car ahead of them moves forward, regardless of selected gear and with no effect on the WP.&lt;br /&gt;
&lt;br /&gt;
Cars in the pit lane must wait for their turn, until the cars on the circuit between pit exit and entry have had their turn.&lt;br /&gt;
&lt;br /&gt;
==Finish==&lt;br /&gt;
&lt;br /&gt;
The player whose car passes the finishing line first has won the race. The race ends when all cars have crossed the finishing line, in order to enable ranking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Optional Rules=&lt;br /&gt;
&lt;br /&gt;
All the following rules can be used of one another.&lt;br /&gt;
&lt;br /&gt;
==Construction of one&#039;s own car==&lt;br /&gt;
&lt;br /&gt;
Every player can distribute their 20 WP between the zones of their car at their own discretion. At least 1 WP must be assigned to each zone.&lt;br /&gt;
&lt;br /&gt;
If using the Technical Pit Stops option, 2 addition WPs are available to assign, and players may assign 0-2 points to Repair points.&lt;br /&gt;
&lt;br /&gt;
==Qualifying lap with a stopwatch==&lt;br /&gt;
&lt;br /&gt;
All players drive a qualifying lap with stopwatch consecutively, in order to determine their start positions. The rules for moves and driving code remain unchanged during the qualifier, however the WP are not taken into account. The only exception is if a car overshoots a corner - this is penalized.&lt;br /&gt;
&lt;br /&gt;
* The player whose turn it is to drive a qualifying lap places their car in the middle lane in front of the starting line.&lt;br /&gt;
* You may not apply the brakes at all during Qualifying. If a roll forces you to overshoot a corner, it cannot be avoided.&lt;br /&gt;
* You may freely Gear down any number of gears during Qualifying, with no cost or penalty.&lt;br /&gt;
* The player receives a total number of points over their lap: &lt;br /&gt;
**1 point for each round the player takes to complete the lap&lt;br /&gt;
**1 point for each space the player overshoots a corner by (soft tires will have their points doubled)&lt;br /&gt;
**1 point for every full real-time minute it takes the player to complete the lap&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The qualifying lap is over if the driver does not stop at all in corners where two or three stops are required. They then have to start the race at the back of the field from the last start position.&lt;br /&gt;
&lt;br /&gt;
After that the order of starting is determined: the car which has completed the qualifying lap with the fewest points takes first position. The other cars follow on in decreasing order of points. If two drivers have the same number of points, the real time taken to complete the lap decides: the fastest player gets the better start position.&lt;br /&gt;
&lt;br /&gt;
== Weather Conditions ==&lt;br /&gt;
&lt;br /&gt;
There is a weather chart for each &amp;quot;Formula D&amp;quot; racing circuit, which is available to all players before the game so that they can inform themselves about weather conditions during the race and qualifying laps.&lt;br /&gt;
&lt;br /&gt;
lf the weather rules are used, it is strongly recommended that the tire selection rules be used as well.&lt;br /&gt;
&lt;br /&gt;
Before the qualifying laps begin, the black die is rolled and the weather chart consulted:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Good weather&#039;&#039;&#039; or &#039;&#039;&#039;Changable&#039;&#039;&#039;: no problems for drivers&lt;br /&gt;
&#039;&#039;&#039;Rain&#039;&#039;&#039;: The qualifying laps for all players take place in rain (see below).&lt;br /&gt;
&lt;br /&gt;
Before the actual race begins, the black die is rolled again and the weather chart consulted:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Good weather&#039;&#039;&#039;: no problem.&lt;br /&gt;
&#039;&#039;&#039;Changeable&#039;&#039;&#039;: The sky is overcast at the beginning of the race, but is does not rain &#039;&#039;&#039;unless&#039;&#039;&#039; it rained during qualifying. Either way, this can change during the course of the race. Whenever a player in 5th gear throws a 20 or a 3O in 6th gear, at the end of the round they have to roll the black die and consult the weather chart:&lt;br /&gt;
&lt;br /&gt;
If &amp;quot;good weather&amp;quot; comes up. the weather conditions are shifted one line upwards.&lt;br /&gt;
If &amp;quot;rain&amp;quot; is the result, the weather conditions are shifted one line downwards.&lt;br /&gt;
If the result is &amp;quot;changeable&amp;quot;, the weather stays the same.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|&#039;&#039;&#039;Weather&#039;&#039;&#039;||&#039;&#039;&#039;Effect on race&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Good||None. The weather will no longer change.&lt;br /&gt;
|-&lt;br /&gt;
|Good (Temporary)||None.&lt;br /&gt;
|-&lt;br /&gt;
|Changable||This is the starting step and once the weather conditions shift up or down off Changeable, it will be skipped for the rest of the game.&lt;br /&gt;
|-&lt;br /&gt;
|Rain (Temporary)||Rain.&lt;br /&gt;
|-&lt;br /&gt;
|Rain||Rain. The weather will no longer change.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Effect of rain ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Collision&#039;&#039;&#039;: A result of 1 or 2 (instead of just a 1, as in good weather) means a collision occurs.&lt;br /&gt;
* &#039;&#039;&#039;Engine damage&#039;&#039;&#039;: Occurs when result is between 1 and 3 (instead of between 1 and 4, as in good weather).&lt;br /&gt;
* &#039;&#039;&#039;Road hanclling&#039;&#039;&#039;: The car loses one road handling WP for a result between 1 and 5 (instead of between 1 and 4, as in good weather)&lt;br /&gt;
* &#039;&#039;&#039;Skidding on corners&#039;&#039;&#039;: Cars will skid on corners depending on their tire selection. See &amp;quot;Selection of tires&amp;quot;, below.&lt;br /&gt;
&lt;br /&gt;
== Selection of tires ==&lt;br /&gt;
&lt;br /&gt;
The choice of tires is crucial not just for qualifying lap, but for the race itself. When weather conditions have been determined, each player can fit their car with special tires (see below). It is also possible to change tires between qualifying lap and the race.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Hard Tires ===&lt;br /&gt;
&lt;br /&gt;
They are recommencled on a dry track and inefficient on a wet track.&lt;br /&gt;
&lt;br /&gt;
* The game rules apply unchanged if the weather is good or changeable.&lt;br /&gt;
* If it is raining, the car moves three additional spaces on any turn which contributes to advancing a corner.&lt;br /&gt;
&lt;br /&gt;
=== Soft Tires ===&lt;br /&gt;
&lt;br /&gt;
They are recommended on a dry track and inefficient - if not handicapping - on a wet track.&lt;br /&gt;
&lt;br /&gt;
* If the weather is changeable or good, the car can move one additional space during each move in the qualifying or race laps. This additional move is not compulsory. But if a car overshoots a corner, the penalty is doubled (loss of tire WP). if a driver does not change their tires during a pit stop after the first lap, they lose the bonus. If a driver does not change their tires during a pit stop after the second lap, the penalties for overshooting a corner are trebled.&lt;br /&gt;
* If it is raining, the car travels three spaces further on any turn which contributes to advancing a corner. If a driver cloes not change their tires during a pit stop before beginning the third lap, the penalties For overshooting  a corner are trebled.&lt;br /&gt;
&lt;br /&gt;
Note that in this implementation, if your car has soft tires and you slipstream at the end of a move where you did not use them (but could have), you may move one additional space during your slipstream.&lt;br /&gt;
&lt;br /&gt;
=== Rain Tires ===&lt;br /&gt;
&lt;br /&gt;
They are highly recommended if it is raining, but are otherwise very sensitive.&lt;br /&gt;
&lt;br /&gt;
* If the weather is changeable or good, the penalties for overshooting a corner are doubled (loss of tire WP) for qualifying and the first two laps of the race. If a driver does not change their tires before the third race lap, the&lt;br /&gt;
penalties are trebled.&lt;br /&gt;
* If it is raining, the car travels one space further on any turn which contributes to advancing a corner.&lt;br /&gt;
&lt;br /&gt;
== Technical Pit Stops ==&lt;br /&gt;
&lt;br /&gt;
Your pit has 2 WP which can be used during the race to regain lost WP (with the exception of tire WP). Every time a driver makes a pit stop they can choose between two options:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Tire pit stop&#039;&#039;&#039;: As in the rules for advanced players, except that the driver may change the type of tire whenever they changes tires.&lt;br /&gt;
* &#039;&#039;&#039;Technlcal pit stop&#039;&#039;&#039;: The driver can change their tires (see above) and in addition regain up to two WP in one or two zones (except the tires). This &amp;quot;reservoir&amp;quot; of 2 WP applies for the entire duration of the race, even if it lasts for more than two laps. In the next round, the car may not start higher than 4th gear. A car with soft tires does not profit from the bonus of an additional space when leaving the pits.&lt;br /&gt;
&lt;br /&gt;
== Team Race ==&lt;br /&gt;
&lt;br /&gt;
A game using these rules is appropriate for a large group with an even number of players. The players form teams each with two players; each colour corresponds to a racing team. Apart from the following two exceptions, the rules apply unchanged:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pit stop&#039;&#039;&#039;: Each team has 4 WP to repair the cars. Both players must decide together how they want to use these points.&lt;br /&gt;
* &#039;&#039;&#039;Winner by points&#039;&#039;&#039;: A team race is not necessarily won by the first car to cross the finishing line. Each car receives a certain number of winning points. The team with the highest number of total points wins the race.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|&#039;&#039;&#039;Ranking&#039;&#039;||&#039;&#039;&#039;No. of point&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|1||1000&lt;br /&gt;
|-&lt;br /&gt;
|2||720&lt;br /&gt;
|-&lt;br /&gt;
|3||600&lt;br /&gt;
|-&lt;br /&gt;
|4||480&lt;br /&gt;
|-&lt;br /&gt;
|5||400&lt;br /&gt;
|-&lt;br /&gt;
|6||320&lt;br /&gt;
|-&lt;br /&gt;
|7||240&lt;br /&gt;
|-&lt;br /&gt;
|8||160&lt;br /&gt;
|-&lt;br /&gt;
|9||80&lt;br /&gt;
|-&lt;br /&gt;
|10||40&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that these points differ from the published rules. If qualifying is enabled, qualifying points are also awarded equally to both members of the team.&lt;br /&gt;
&lt;br /&gt;
== Nitro Fuel ==&lt;br /&gt;
&lt;br /&gt;
When this option is chosen, all cars have a nitro Fuel injection, which allows instant acceleration. Players can use their nitro once a lap after rolling the corresponding gear die. They receive a movement bonus according to the gear they are using at that moment (1 space in 1st gear, 2 spaces in 2nd gear, etc.). This bonus must be used completely.&lt;br /&gt;
&lt;br /&gt;
When a car completes a lap, it replenishes its nitro fuel and may use it again.&lt;br /&gt;
&lt;br /&gt;
Nitro may only be used if it is available when rolling the gear die. It does not become available during the same move where you complete a lap.&lt;br /&gt;
&lt;br /&gt;
= BGA Rule Variations=&lt;br /&gt;
&lt;br /&gt;
The BGA Adaptation of Formula D uses a number of variations from the Masters (Tournament) rules.&lt;br /&gt;
&lt;br /&gt;
The differences from the rules you will find in your own copy of Formula D are:&lt;br /&gt;
&lt;br /&gt;
==Round Order ==&lt;br /&gt;
&lt;br /&gt;
In the original rules, if two cars are level with each other, the driver with the highest gear plays first. If both cars are in the same gear, the car nearest the inside with reference to the next (or the current) corner plays first.&lt;br /&gt;
&lt;br /&gt;
In this adaptation, the higher gear continues to be first but if both cars are in the same gear *then the player who first arrived at their space* goes first. Corners no longer affect who goes first.&lt;br /&gt;
&lt;br /&gt;
==Points ==&lt;br /&gt;
&lt;br /&gt;
In this adaptation, points are awarded for race completion &#039;&#039;&#039;and&#039;&#039;&#039; for Qualifying (if enabled). The Qualifying points are minor by comparison and serve as a tie-break if two players are both eliminated and score 0 in the race.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|&#039;&#039;&#039;Ranking&#039;&#039;&#039;||&#039;&#039;&#039;Race Points&#039;&#039;&#039;||&#039;&#039;&#039;Qualifying Points&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|1||1000||10&lt;br /&gt;
|-&lt;br /&gt;
|2||720||9&lt;br /&gt;
|-&lt;br /&gt;
|3||600||8&lt;br /&gt;
|-&lt;br /&gt;
|4||480||7&lt;br /&gt;
|-&lt;br /&gt;
|5||400||6&lt;br /&gt;
|-&lt;br /&gt;
|6||320||5&lt;br /&gt;
|-&lt;br /&gt;
|7||240||4&lt;br /&gt;
|-&lt;br /&gt;
|8||160||3&lt;br /&gt;
|-&lt;br /&gt;
|9||80||2&lt;br /&gt;
|-&lt;br /&gt;
|10||40||1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To cover multiple players being eliminated during a game where there is not Qualifying, their distance travelled before being eliminated is used as the final tie-break (only in non-team games). If a player overshoots a corner or crashes into the back of other cars, their position at the &#039;&#039;&#039;start&#039;&#039;&#039; of the turn is used.&lt;br /&gt;
&lt;br /&gt;
==Braking ==&lt;br /&gt;
&lt;br /&gt;
The original rules provide a table that describes the outcome of &amp;quot;Emergency Braking&amp;quot; (when a car is blocked by one or more cars which they are unable to overtake). The table does not take Constructed Cars into account, so to clarify, the implemented rules are:&lt;br /&gt;
&lt;br /&gt;
If a player performs Emergency Braking, they must move their car forward as many spaces as possible. If they need to brake more than 3 spaces, they are required to use Brake WPs for the first 3 spaces, and each subsequent space may be paid for using Brake WP *or* Tire WPs.&lt;br /&gt;
&lt;br /&gt;
Braking is paid for *after* Overshooting, so any Tire WPs lost to Overshooting will not be available for Emergency Braking.&lt;br /&gt;
&lt;br /&gt;
==Qualifying ==&lt;br /&gt;
&lt;br /&gt;
Players do not roll the black starting die at the beginning of Qualifying: they just start in 1st gear.&lt;br /&gt;
&lt;br /&gt;
The original rules simply state that &amp;quot;WP are not taken into account&amp;quot; during qualifying. However, the effect of this is clarified in this adaptation:&lt;br /&gt;
&lt;br /&gt;
* You may not apply the brakes at all during Qualifying. If a roll forces you to overshoot a corner, it cannot be avoided.&lt;br /&gt;
* You may freely Gear down any number of gears during Qualifying, with no cost or penalty.&lt;br /&gt;
&lt;br /&gt;
In this version, Qualifying awards points as long as you complete your lap:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|&#039;&#039;&#039;Ranking&#039;&#039;||&#039;&#039;&#039;No. of point&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|1||10&lt;br /&gt;
|-&lt;br /&gt;
|2||9&lt;br /&gt;
|-&lt;br /&gt;
|3||8&lt;br /&gt;
|-&lt;br /&gt;
|4||7&lt;br /&gt;
|-&lt;br /&gt;
|5||6&lt;br /&gt;
|-&lt;br /&gt;
|6||5&lt;br /&gt;
|-&lt;br /&gt;
|7||4&lt;br /&gt;
|-&lt;br /&gt;
|8||3&lt;br /&gt;
|-&lt;br /&gt;
|9||2&lt;br /&gt;
|-&lt;br /&gt;
|10||1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Collision Checks ==&lt;br /&gt;
&lt;br /&gt;
In this adaptation, the active player checks for collisions only after all adjacent players have rolled. If an adjacent player fails their roll and is eliminated as a result, the active player will automatically fail their roll against that player.&lt;br /&gt;
&lt;br /&gt;
==Weather Rolls ==&lt;br /&gt;
&lt;br /&gt;
In the original rules, the Weather die is thrown immediately when a player rolls the maximum number in 5th or 6th gear. In this adaptation, this roll still occurs but it is deferred until the end of the round. This way, weather can only change between rounds and not in the middle of a player&#039;s turn. If multiple players roll the maximum number, the weather die will be rolled multiple times.&lt;br /&gt;
&lt;br /&gt;
==Changeable Weather ==&lt;br /&gt;
&lt;br /&gt;
The original rules have 4 steps for Changeable Weather (Good, Good - Changeable, Rain - Changeable, Rain).&lt;br /&gt;
&lt;br /&gt;
In this adaptation, there are 5 steps: Good, Good - Temporary, Changeable, Rain - Temporary, Rain.&lt;br /&gt;
&lt;br /&gt;
Changeable is only ever used at the start of a race, and by default is Good - with one exception: if it rained in qualifying then a changeable feature race will start Changeable but raining.&lt;br /&gt;
&lt;br /&gt;
Weather will never be changeable in qualifying: it will be Good unless Rain is rolled.&lt;br /&gt;
&lt;br /&gt;
==Spinning ==&lt;br /&gt;
&lt;br /&gt;
The original rules state that if a car on 0 Tire WP overshoots a corner then it &amp;quot;will again spin round in a circle. If the car overshoots the corner by more than one space, it is out of the race&amp;quot;. In this adaptation, a car with 0 Tire WP is eliminated if it overshoots a corner by more than 1 WP. Hence, even a single space overshoot will eliminate a 0 Tire WP car on soft tires.&lt;br /&gt;
&lt;br /&gt;
Additionally, in this adaptation when you spin, your Tire WP are reset to 1 WP (instead of remaining at 0 WP).&lt;br /&gt;
&lt;br /&gt;
==Skidding on Corners in the Rain ==&lt;br /&gt;
&lt;br /&gt;
The original rules state that cars will skid in the rain &amp;quot;provided at least one space of the move lies within the limits of a corner&amp;quot;. In this adaptation, skidding will only occur on any turn that counts towards a corner&#039;s completion. That means:&lt;br /&gt;
&lt;br /&gt;
* Driving through a corner that you have already completed will &#039;&#039;not&#039;&#039; cause you to skid&lt;br /&gt;
* If you are on the final space in a corner and still need to land in it 1 more turn, you will skid on your next move even though you are driving into a straight&lt;br /&gt;
&lt;br /&gt;
==Slipstreaming==&lt;br /&gt;
&lt;br /&gt;
If your car has soft tires and you slipstream at the end of a move where you did not use them (but could have), you may move one additional space during your slipstream.&lt;br /&gt;
&lt;br /&gt;
==Motor Damage Checks==&lt;br /&gt;
&lt;br /&gt;
Motor damage checks are always performed in round order.&lt;br /&gt;
&lt;br /&gt;
==Braking in the Pit Lane ==&lt;br /&gt;
&lt;br /&gt;
The original rules state that the rules for braking do not apply in the pit lane. In this adaptation, there is no braking cost for stopping immediately behind another car, or in your pit box. However, there is a brake cost for travelling any distance shorter than that.&lt;br /&gt;
&lt;br /&gt;
== Pit Lane ==&lt;br /&gt;
&lt;br /&gt;
The rules for gearing down DO apply in the pit lane.&lt;br /&gt;
&lt;br /&gt;
== Pit Stops ==&lt;br /&gt;
&lt;br /&gt;
The soft tire bonus may not be used when moving after a Quick Pit Stop.&lt;br /&gt;
&lt;br /&gt;
If Technical Pit Stops are enabled, players may always choose to take one (and thus finish their turn) even if they have no repair points or repairs to perform.&lt;br /&gt;
&lt;br /&gt;
==Construction of one&#039;s own car ==&lt;br /&gt;
&lt;br /&gt;
In this adaptation, if players have selected the option to Construct their own car then there are no limits to how many points they may assign to any given area.&lt;br /&gt;
&lt;br /&gt;
In games that have also selected the Technical Pit Stop rules, then instead of having a fixed 2 WPs available for Pit repairs, a player will have 22 WPs to use in Construction and can choose how many repair points to make available, with a maximum of 2.&lt;br /&gt;
&lt;br /&gt;
==Road Races ==&lt;br /&gt;
&lt;br /&gt;
The Road Race rules, including Drivers with special abilities, are not used.&lt;br /&gt;
&lt;br /&gt;
Where Road Race circuits are used, all non-standard rules are ignored.&lt;br /&gt;
&lt;br /&gt;
Nitro Fuel Injection is available as an option for all races.&lt;br /&gt;
&lt;br /&gt;
==Elimination ==&lt;br /&gt;
&lt;br /&gt;
When a player is eliminated, the outcome is slightly different from the published rules. &lt;br /&gt;
&lt;br /&gt;
*If the elimination was caused by the player overshooting corners or driving over a damage marker, the car is immediately removed from the board and &#039;&#039;&#039;no damage marker is placed&#039;&#039;&#039;&lt;br /&gt;
*If the elimination was caused by the player failing a motor damage test, the car is immediately removed from the board and a damage marker is added.&lt;br /&gt;
*If the player is eliminated by any other reason, a damage marker is added and the car remains on the board until the end of the round, when it is removed.&lt;/div&gt;</summary>
		<author><name>FroggerWimsey</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelprivervalleyglassworks&amp;diff=24519</id>
		<title>Gamehelprivervalleyglassworks</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelprivervalleyglassworks&amp;diff=24519"/>
		<updated>2025-03-29T06:50:16Z</updated>

		<summary type="html">&lt;p&gt;FroggerWimsey: /* Game End */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
Collect Glass out of the River and Lake to add to your Glasswork to accumulate sets of the same colour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
On your turn, either Place in the River OR Draw from the Lake&lt;br /&gt;
&lt;br /&gt;
If you Place in River, place a glass from your Satchel that matches the shape of the River segment then collect all the glass from an adjacent segment (thus possibly collecting a different shape) and put those in your Glassworks. The segment collected from is moved to the start of the River and new Glass is added to it from the supply based on the number of stone icons on the adjacent segment&lt;br /&gt;
&lt;br /&gt;
Special Rule: You can place two of the same shape Glass to count as one of any other Glass for the purposes of Place in River, e.g. You can count two triangles as a heart&lt;br /&gt;
&lt;br /&gt;
If you Draw from the Lake, take 4 Glass from the Lake into your Satchel which can hold at most 5 Glass, so any extra are put in your Overflow area, then refill the lake&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Glasswork===&lt;br /&gt;
&lt;br /&gt;
During the Place in River action, you add the new Glass to your Glasswork display&lt;br /&gt;
&lt;br /&gt;
Each column accommodates a single colour&lt;br /&gt;
&lt;br /&gt;
If the Glass you gathered is NOT present in your Glasswork, add it to the next available column on the lowest row (if you have multiple Glass, you can choose which order they go in at this point)&lt;br /&gt;
&lt;br /&gt;
If the Glass you gathered is present in your Glasswork, add it to the corresponding column, but if there is no room then add it to your Overflow area (negative points)&lt;br /&gt;
&lt;br /&gt;
On the side of your Glasswork, there is a chart to show how common or rare a particular piece of Glass is&lt;br /&gt;
&lt;br /&gt;
Each of the columns give different amount of points for accumulating glass there&lt;br /&gt;
&lt;br /&gt;
Any time you add to your Glasswork OR Overflow area, increase your inventory count by 1&lt;br /&gt;
&lt;br /&gt;
Note: There are more colours in the game than columns, if you collect new colours after you have fully commenced all columns of your Glasswork they will definitely go into Overflow&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
When a player has an inventory count of 17 i.e. has obtained 17 pieces of Glass to their Glasswork (not including Overflow), the end game triggers&lt;br /&gt;
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At this point, all players check their Satchel, if they have less than 3 glass, they draw up to 3 glass straight from the bag blind (NOT the Lake)&lt;br /&gt;
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Finish the current round, then take one more round&lt;br /&gt;
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During this time, Draw from Lake is NOT an option anymore&lt;br /&gt;
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After all have finished, scoring occurs&lt;br /&gt;
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First, score points for each row based on how many consecutive spaces are filled and score the amount shown on the lower track e.g. if in a row you filled space 123 you gain 4 points, in another you filled 234 you score 0 as you have to fill from space 1 (leftmost)&lt;br /&gt;
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Secondly, score your 2 highest columns at their highest space filled, if there&#039;s a third or more column which is tied, to find the two highest take the two highest leftmost columns of the same height (i.e. if tied, you&#039;ll always score the lower scoring tower)&lt;br /&gt;
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Finally, lose 3 points for each Glass in Overflow&lt;br /&gt;
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The player with the most points wins!&lt;/div&gt;</summary>
		<author><name>FroggerWimsey</name></author>
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