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	<updated>2026-10-04T03:44:42Z</updated>
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		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpscythe&amp;diff=21858</id>
		<title>Gamehelpscythe</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpscythe&amp;diff=21858"/>
		<updated>2024-07-15T00:29:22Z</updated>

		<summary type="html">&lt;p&gt;Grazzamatic: /* Deploy */ Clarified that coin benefit is 0-3 depending on Faction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
Score the most points when someone places their 6th Star&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
On your turn, move your action piece to a space other than where you were&lt;br /&gt;
&lt;br /&gt;
On the new location, first resolve the upper ability if desired&lt;br /&gt;
&lt;br /&gt;
After, resolve the lower ability if desired&lt;br /&gt;
&lt;br /&gt;
This means you can perform no actions if you wish, but still have to move to a new location than where you were at start of turn&lt;br /&gt;
&lt;br /&gt;
In addition to taking up to 2 actions, you can resolve objectives if they apply&lt;br /&gt;
&lt;br /&gt;
Any effect which is red is a cost you must pay, any effect which is green is a benefit you will gain&lt;br /&gt;
&lt;br /&gt;
Every player board has slightly different pairings of top and lower actions, but everyone can perform the same actions in some combination. Also, the Cost of the lower actions vary per player, but all have something that costs 2/3/4/4&lt;br /&gt;
&lt;br /&gt;
Upper action benefits start with cubes on them which stops you from gaining the full benefit, lower action costs have some of the cost in a broken black border which forms part of the cost at start of game, but there are ways of moving cubes from blocking benefits to blocking costs as long as they have that broken black border&lt;br /&gt;
&lt;br /&gt;
Each player is a Faction, and this brings with it unique bonuses and abilities&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Actions===&lt;br /&gt;
&lt;br /&gt;
As mentioned, each player board is configured differently, but all the available actions can be found somewhere&lt;br /&gt;
&lt;br /&gt;
The Upper actions are:&lt;br /&gt;
&lt;br /&gt;
Move&lt;br /&gt;
&lt;br /&gt;
Bolster&lt;br /&gt;
&lt;br /&gt;
Trade&lt;br /&gt;
&lt;br /&gt;
Produce&lt;br /&gt;
&lt;br /&gt;
The Lower actions are:&lt;br /&gt;
&lt;br /&gt;
Upgrade&lt;br /&gt;
&lt;br /&gt;
Deploy&lt;br /&gt;
&lt;br /&gt;
Build&lt;br /&gt;
&lt;br /&gt;
Enlist&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Move===&lt;br /&gt;
&lt;br /&gt;
To start, this action lets you either move 2 different units or gain 1 coin&lt;br /&gt;
&lt;br /&gt;
A point of movement allows a unit to move to an adjacent hex&lt;br /&gt;
&lt;br /&gt;
Units moved can carry resources from their start hex to destination hex if desired&lt;br /&gt;
&lt;br /&gt;
Mechs can carry Workers from their start hex to destination hex, and this only counts as moving the Mech, not the Workers&lt;br /&gt;
&lt;br /&gt;
Rivers and Lakes are impassible terrain at the start with the exception of certain abilities&lt;br /&gt;
&lt;br /&gt;
All Tunnels are adjacent, so a single move can take a unit from one Tunnel to any other Tunnel&lt;br /&gt;
&lt;br /&gt;
If an opponent has Workers occupying a Hex, your Workers cannot move in alone, whilst your Mech and Character scare them off to their Faction Home Base however you cannot move any further with that unit and lose 1 Popularity for each opponent Worker removed this way&lt;br /&gt;
&lt;br /&gt;
If an opponent has just a Structure occupying a Hex, you a free to move into it and then are considered controlling it once you do&lt;br /&gt;
&lt;br /&gt;
If an opponent has a Character or Mech occupying a Hex, your Workers cannot move in alone. Your Character and Mechs can move in, but nothing happens until all your movements have completed, then battle occurs.&lt;br /&gt;
&lt;br /&gt;
A Home Base, including your own, cannot voluntarily be moved into.&lt;br /&gt;
&lt;br /&gt;
Some spaces have Encounter tokens, if you end the movement phase with your Character occupying a space with one of these tokens, resolve an Encounter.&lt;br /&gt;
&lt;br /&gt;
Each Hex has unlimited space for units of the same player.&lt;br /&gt;
&lt;br /&gt;
===Bolster===&lt;br /&gt;
&lt;br /&gt;
You have to pay one coin, then at the start you can gain either 2 Power or 1 Combat card, both of these features will help you in a Combat&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Trade===&lt;br /&gt;
&lt;br /&gt;
You have to pay one coin, then at the start you can either gain 2 Resources to place on Hexes where you have Workers or gain 1 Popularity&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Produce===&lt;br /&gt;
&lt;br /&gt;
At the start, this action is free. At the start, you can choose two different Hexes where you have Workers, and produce the resource depicted on the Hex multiplied by the number of Workers you have there, these resources are placed on the Hex chosen to produce&lt;br /&gt;
&lt;br /&gt;
There is no limit to the quantity of resources which a Hex can hold&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Upgrade===&lt;br /&gt;
&lt;br /&gt;
This costs a stated amount of Oil, gives you 0-3 coins (depending on Faction), and lets you move a blocking cube from a green space to a red space with a broken black border, the two spaces do not have to be from the same segment.&lt;br /&gt;
&lt;br /&gt;
Going forward, now something has an additional benefit and something else has a reduced cost.&lt;br /&gt;
&lt;br /&gt;
===Deploy===&lt;br /&gt;
&lt;br /&gt;
This costs a stated amount of Metal, gives you 0-3 coins (depending on Faction), and lets you place a Mech into a Hex where you have at least one Worker.&lt;br /&gt;
&lt;br /&gt;
Choose which Mech you deploy carefully, as each Mech covers a space which gives you a new Mech ability. These do not have to be unlocked in a specific order, so its up to you which ability you wish to gain first.&lt;br /&gt;
&lt;br /&gt;
It is important to note that the different Factions will provide different Mech abilities.&lt;br /&gt;
&lt;br /&gt;
===Build===&lt;br /&gt;
&lt;br /&gt;
This costs a stated amount of Wood, gives you 0-3 coins (depending on Faction), and lets you place a Structure into a Hex with no other Structures and at least one of your Workers&lt;br /&gt;
&lt;br /&gt;
Like Mechs, the different Structures will provide different benefits as shown on the space on the action board they come from, so choose carefully which you wish to place when&lt;br /&gt;
&lt;br /&gt;
Structures are never destroyed, but if an opponent occupies a Hex with your Structure, then they control the Hex, but you still get your Structure bonus&lt;br /&gt;
&lt;br /&gt;
The Structure Bonus goal card will give points at end game if you place your Structures in certain ways e.g. adjacent to certain other features&lt;br /&gt;
&lt;br /&gt;
===Enlist===&lt;br /&gt;
&lt;br /&gt;
This costs a stated amount of Food, gives you 0-3 coins (depending on Faction), and lets you take a cylindrical Recruit from any action segment you wish and place it on the one time bonus and take that bonus.&lt;br /&gt;
&lt;br /&gt;
The space the Recruit came from is now revealed, any time you or the player to your left or right takes the associated action, you gain the bonus listed.&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
&lt;br /&gt;
Whenever a Combat is triggered, resolve each Combat separately before moving on to another&lt;br /&gt;
&lt;br /&gt;
Each player involved in the Combat takes the power dial and can secretly choose an amount of power they wish to spend, they can only pick a value which they can actually afford to spend on the Power Track&lt;br /&gt;
&lt;br /&gt;
In addition, for each Character &amp;amp; Mech, a player can secretly add combat cards to this&lt;br /&gt;
&lt;br /&gt;
When each player is ready, reveal the dials and any chosen cards&lt;br /&gt;
&lt;br /&gt;
The player with the highest total value wins the combat, ties are won by the attacker&lt;br /&gt;
&lt;br /&gt;
Each player pays the power they chose to set on their dials and discards used combat cards&lt;br /&gt;
&lt;br /&gt;
The winner gains control of the Hex, places a star on the Combat space of the Triumph track if a space is available, and resolve any Encounters which may have been present. If the attacker won, they also lose Popularity for each opponent Worker forced to retreat.&lt;br /&gt;
&lt;br /&gt;
The loser retreats all their units on that Hex to their Home Base, if they used at least 1 power via the dial or cards, they gain 1 combat card as compensation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Encounters===&lt;br /&gt;
&lt;br /&gt;
At the start of game, Encounter Tokens were scattered across the map&lt;br /&gt;
&lt;br /&gt;
If you move your Character onto one of these spaces, and if Combat is successful if applicable, the Encounter triggers&lt;br /&gt;
&lt;br /&gt;
A Character cannot move beyond an Encounter Token space, they must end their move on it and cannot pass through it&lt;br /&gt;
&lt;br /&gt;
Draw an Encounter card and select one of the options, as long as you can afford the cost of an option then it is available to you to select&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Factory===&lt;br /&gt;
&lt;br /&gt;
The Factory is the central purple Hex, it provides no resources during game but is worth 3 Hexes for end game purposes&lt;br /&gt;
&lt;br /&gt;
When your Character enters the Factory for the first time, look through the available Factory cards and pick one to add to your action board, this becomes a new space which you can move to with your action pawn and use on any future turn like a regular action space&lt;br /&gt;
&lt;br /&gt;
All Factory Cards have the same Lower Action, move one unit two spaces, but the Upper Action will vary&lt;br /&gt;
&lt;br /&gt;
You can never have more than one Factory Card, and cannot exchange it later&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Objectives===&lt;br /&gt;
&lt;br /&gt;
Each player starts with two objectives, you can only complete one of these and when you do gain a star for completing the objective and discard the one you didn&#039;t&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stars===&lt;br /&gt;
&lt;br /&gt;
A few ways to gain a Star have already been mentioned, but the full list is as follows:&lt;br /&gt;
&lt;br /&gt;
Complete all 6 Upgrades&lt;br /&gt;
&lt;br /&gt;
Deploy all 4 Mechs&lt;br /&gt;
&lt;br /&gt;
Build all 4 Structures&lt;br /&gt;
&lt;br /&gt;
Enlist all 4 Recruits&lt;br /&gt;
&lt;br /&gt;
Deploy all 8 Workers&lt;br /&gt;
&lt;br /&gt;
Complete one of your two starting Objectives&lt;br /&gt;
&lt;br /&gt;
Win Combat (x2)&lt;br /&gt;
&lt;br /&gt;
Have 18 Popularity&lt;br /&gt;
&lt;br /&gt;
Have 16 Power&lt;br /&gt;
&lt;br /&gt;
There are 10 ways to gain a Star, but you only have 6 Stars to place&lt;br /&gt;
&lt;br /&gt;
Once a Star is gained, you cannot lose it even if game state changes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
The game ends when any player places their 6th Star, the rest of their turn is voided&lt;br /&gt;
&lt;br /&gt;
Count up the number of actual coins held&lt;br /&gt;
&lt;br /&gt;
Gain the Structure Bonus if you achieve it&lt;br /&gt;
&lt;br /&gt;
Then gain coins for your Stars, Controlled Hexes (remember The Factory counts as 3), and pairs of resources. The coins you gain for these areas depends on your Popularity, as follows:&lt;br /&gt;
&lt;br /&gt;
0-6 Popularity scores 3 (Stars), 2 (Hexes), 1 (Resource Pairs)&lt;br /&gt;
&lt;br /&gt;
7-12 Popularity scores 4 (Stars), 3 (Hexes), 2 (Resource Pairs)&lt;br /&gt;
&lt;br /&gt;
13-18 Popularity scores 5 (Stars), 4 (Hexes), 3 (Resource Pairs)&lt;br /&gt;
&lt;br /&gt;
The player with the most points, wins!&lt;/div&gt;</summary>
		<author><name>Grazzamatic</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpscythe&amp;diff=21857</id>
		<title>Gamehelpscythe</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpscythe&amp;diff=21857"/>
		<updated>2024-07-15T00:26:42Z</updated>

		<summary type="html">&lt;p&gt;Grazzamatic: /* Enlist */ Clarified that coin benefit is 0-3 depending on Faction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
Score the most points when someone places their 6th Star&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
On your turn, move your action piece to a space other than where you were&lt;br /&gt;
&lt;br /&gt;
On the new location, first resolve the upper ability if desired&lt;br /&gt;
&lt;br /&gt;
After, resolve the lower ability if desired&lt;br /&gt;
&lt;br /&gt;
This means you can perform no actions if you wish, but still have to move to a new location than where you were at start of turn&lt;br /&gt;
&lt;br /&gt;
In addition to taking up to 2 actions, you can resolve objectives if they apply&lt;br /&gt;
&lt;br /&gt;
Any effect which is red is a cost you must pay, any effect which is green is a benefit you will gain&lt;br /&gt;
&lt;br /&gt;
Every player board has slightly different pairings of top and lower actions, but everyone can perform the same actions in some combination. Also, the Cost of the lower actions vary per player, but all have something that costs 2/3/4/4&lt;br /&gt;
&lt;br /&gt;
Upper action benefits start with cubes on them which stops you from gaining the full benefit, lower action costs have some of the cost in a broken black border which forms part of the cost at start of game, but there are ways of moving cubes from blocking benefits to blocking costs as long as they have that broken black border&lt;br /&gt;
&lt;br /&gt;
Each player is a Faction, and this brings with it unique bonuses and abilities&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Actions===&lt;br /&gt;
&lt;br /&gt;
As mentioned, each player board is configured differently, but all the available actions can be found somewhere&lt;br /&gt;
&lt;br /&gt;
The Upper actions are:&lt;br /&gt;
&lt;br /&gt;
Move&lt;br /&gt;
&lt;br /&gt;
Bolster&lt;br /&gt;
&lt;br /&gt;
Trade&lt;br /&gt;
&lt;br /&gt;
Produce&lt;br /&gt;
&lt;br /&gt;
The Lower actions are:&lt;br /&gt;
&lt;br /&gt;
Upgrade&lt;br /&gt;
&lt;br /&gt;
Deploy&lt;br /&gt;
&lt;br /&gt;
Build&lt;br /&gt;
&lt;br /&gt;
Enlist&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Move===&lt;br /&gt;
&lt;br /&gt;
To start, this action lets you either move 2 different units or gain 1 coin&lt;br /&gt;
&lt;br /&gt;
A point of movement allows a unit to move to an adjacent hex&lt;br /&gt;
&lt;br /&gt;
Units moved can carry resources from their start hex to destination hex if desired&lt;br /&gt;
&lt;br /&gt;
Mechs can carry Workers from their start hex to destination hex, and this only counts as moving the Mech, not the Workers&lt;br /&gt;
&lt;br /&gt;
Rivers and Lakes are impassible terrain at the start with the exception of certain abilities&lt;br /&gt;
&lt;br /&gt;
All Tunnels are adjacent, so a single move can take a unit from one Tunnel to any other Tunnel&lt;br /&gt;
&lt;br /&gt;
If an opponent has Workers occupying a Hex, your Workers cannot move in alone, whilst your Mech and Character scare them off to their Faction Home Base however you cannot move any further with that unit and lose 1 Popularity for each opponent Worker removed this way&lt;br /&gt;
&lt;br /&gt;
If an opponent has just a Structure occupying a Hex, you a free to move into it and then are considered controlling it once you do&lt;br /&gt;
&lt;br /&gt;
If an opponent has a Character or Mech occupying a Hex, your Workers cannot move in alone. Your Character and Mechs can move in, but nothing happens until all your movements have completed, then battle occurs.&lt;br /&gt;
&lt;br /&gt;
A Home Base, including your own, cannot voluntarily be moved into.&lt;br /&gt;
&lt;br /&gt;
Some spaces have Encounter tokens, if you end the movement phase with your Character occupying a space with one of these tokens, resolve an Encounter.&lt;br /&gt;
&lt;br /&gt;
Each Hex has unlimited space for units of the same player.&lt;br /&gt;
&lt;br /&gt;
===Bolster===&lt;br /&gt;
&lt;br /&gt;
You have to pay one coin, then at the start you can gain either 2 Power or 1 Combat card, both of these features will help you in a Combat&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Trade===&lt;br /&gt;
&lt;br /&gt;
You have to pay one coin, then at the start you can either gain 2 Resources to place on Hexes where you have Workers or gain 1 Popularity&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Produce===&lt;br /&gt;
&lt;br /&gt;
At the start, this action is free. At the start, you can choose two different Hexes where you have Workers, and produce the resource depicted on the Hex multiplied by the number of Workers you have there, these resources are placed on the Hex chosen to produce&lt;br /&gt;
&lt;br /&gt;
There is no limit to the quantity of resources which a Hex can hold&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Upgrade===&lt;br /&gt;
&lt;br /&gt;
This costs a stated amount of Oil, gives you 0-3 coins (depending on Faction), and lets you move a blocking cube from a green space to a red space with a broken black border, the two spaces do not have to be from the same segment.&lt;br /&gt;
&lt;br /&gt;
Going forward, now something has an additional benefit and something else has a reduced cost.&lt;br /&gt;
&lt;br /&gt;
===Deploy===&lt;br /&gt;
&lt;br /&gt;
This costs a stated amount of Metal, you gain 2 coins, and can place a Mech into a Hex where you have at least one Worker&lt;br /&gt;
&lt;br /&gt;
Choose which Mech you deploy carefully, as each Mech covers a space which gives you a new Mech ability, these do not have to be unlocked in a specific order, so its up to you which ability you wish to gain first&lt;br /&gt;
&lt;br /&gt;
It is important to note that the different Factions will provide different Mech abilities&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Build===&lt;br /&gt;
&lt;br /&gt;
This costs a stated amount of Wood, gives you 0-3 coins (depending on Faction), and lets you place a Structure into a Hex with no other Structures and at least one of your Workers&lt;br /&gt;
&lt;br /&gt;
Like Mechs, the different Structures will provide different benefits as shown on the space on the action board they come from, so choose carefully which you wish to place when&lt;br /&gt;
&lt;br /&gt;
Structures are never destroyed, but if an opponent occupies a Hex with your Structure, then they control the Hex, but you still get your Structure bonus&lt;br /&gt;
&lt;br /&gt;
The Structure Bonus goal card will give points at end game if you place your Structures in certain ways e.g. adjacent to certain other features&lt;br /&gt;
&lt;br /&gt;
===Enlist===&lt;br /&gt;
&lt;br /&gt;
This costs a stated amount of Food, gives you 0-3 coins (depending on Faction), and lets you take a cylindrical Recruit from any action segment you wish and place it on the one time bonus and take that bonus.&lt;br /&gt;
&lt;br /&gt;
The space the Recruit came from is now revealed, any time you or the player to your left or right takes the associated action, you gain the bonus listed.&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
&lt;br /&gt;
Whenever a Combat is triggered, resolve each Combat separately before moving on to another&lt;br /&gt;
&lt;br /&gt;
Each player involved in the Combat takes the power dial and can secretly choose an amount of power they wish to spend, they can only pick a value which they can actually afford to spend on the Power Track&lt;br /&gt;
&lt;br /&gt;
In addition, for each Character &amp;amp; Mech, a player can secretly add combat cards to this&lt;br /&gt;
&lt;br /&gt;
When each player is ready, reveal the dials and any chosen cards&lt;br /&gt;
&lt;br /&gt;
The player with the highest total value wins the combat, ties are won by the attacker&lt;br /&gt;
&lt;br /&gt;
Each player pays the power they chose to set on their dials and discards used combat cards&lt;br /&gt;
&lt;br /&gt;
The winner gains control of the Hex, places a star on the Combat space of the Triumph track if a space is available, and resolve any Encounters which may have been present. If the attacker won, they also lose Popularity for each opponent Worker forced to retreat.&lt;br /&gt;
&lt;br /&gt;
The loser retreats all their units on that Hex to their Home Base, if they used at least 1 power via the dial or cards, they gain 1 combat card as compensation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Encounters===&lt;br /&gt;
&lt;br /&gt;
At the start of game, Encounter Tokens were scattered across the map&lt;br /&gt;
&lt;br /&gt;
If you move your Character onto one of these spaces, and if Combat is successful if applicable, the Encounter triggers&lt;br /&gt;
&lt;br /&gt;
A Character cannot move beyond an Encounter Token space, they must end their move on it and cannot pass through it&lt;br /&gt;
&lt;br /&gt;
Draw an Encounter card and select one of the options, as long as you can afford the cost of an option then it is available to you to select&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Factory===&lt;br /&gt;
&lt;br /&gt;
The Factory is the central purple Hex, it provides no resources during game but is worth 3 Hexes for end game purposes&lt;br /&gt;
&lt;br /&gt;
When your Character enters the Factory for the first time, look through the available Factory cards and pick one to add to your action board, this becomes a new space which you can move to with your action pawn and use on any future turn like a regular action space&lt;br /&gt;
&lt;br /&gt;
All Factory Cards have the same Lower Action, move one unit two spaces, but the Upper Action will vary&lt;br /&gt;
&lt;br /&gt;
You can never have more than one Factory Card, and cannot exchange it later&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Objectives===&lt;br /&gt;
&lt;br /&gt;
Each player starts with two objectives, you can only complete one of these and when you do gain a star for completing the objective and discard the one you didn&#039;t&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stars===&lt;br /&gt;
&lt;br /&gt;
A few ways to gain a Star have already been mentioned, but the full list is as follows:&lt;br /&gt;
&lt;br /&gt;
Complete all 6 Upgrades&lt;br /&gt;
&lt;br /&gt;
Deploy all 4 Mechs&lt;br /&gt;
&lt;br /&gt;
Build all 4 Structures&lt;br /&gt;
&lt;br /&gt;
Enlist all 4 Recruits&lt;br /&gt;
&lt;br /&gt;
Deploy all 8 Workers&lt;br /&gt;
&lt;br /&gt;
Complete one of your two starting Objectives&lt;br /&gt;
&lt;br /&gt;
Win Combat (x2)&lt;br /&gt;
&lt;br /&gt;
Have 18 Popularity&lt;br /&gt;
&lt;br /&gt;
Have 16 Power&lt;br /&gt;
&lt;br /&gt;
There are 10 ways to gain a Star, but you only have 6 Stars to place&lt;br /&gt;
&lt;br /&gt;
Once a Star is gained, you cannot lose it even if game state changes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
The game ends when any player places their 6th Star, the rest of their turn is voided&lt;br /&gt;
&lt;br /&gt;
Count up the number of actual coins held&lt;br /&gt;
&lt;br /&gt;
Gain the Structure Bonus if you achieve it&lt;br /&gt;
&lt;br /&gt;
Then gain coins for your Stars, Controlled Hexes (remember The Factory counts as 3), and pairs of resources. The coins you gain for these areas depends on your Popularity, as follows:&lt;br /&gt;
&lt;br /&gt;
0-6 Popularity scores 3 (Stars), 2 (Hexes), 1 (Resource Pairs)&lt;br /&gt;
&lt;br /&gt;
7-12 Popularity scores 4 (Stars), 3 (Hexes), 2 (Resource Pairs)&lt;br /&gt;
&lt;br /&gt;
13-18 Popularity scores 5 (Stars), 4 (Hexes), 3 (Resource Pairs)&lt;br /&gt;
&lt;br /&gt;
The player with the most points, wins!&lt;/div&gt;</summary>
		<author><name>Grazzamatic</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpscythe&amp;diff=21856</id>
		<title>Gamehelpscythe</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpscythe&amp;diff=21856"/>
		<updated>2024-07-15T00:19:56Z</updated>

		<summary type="html">&lt;p&gt;Grazzamatic: /* Build */ Clarified that coin benefit is 0-3 depending on Faction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
Score the most points when someone places their 6th Star&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
On your turn, move your action piece to a space other than where you were&lt;br /&gt;
&lt;br /&gt;
On the new location, first resolve the upper ability if desired&lt;br /&gt;
&lt;br /&gt;
After, resolve the lower ability if desired&lt;br /&gt;
&lt;br /&gt;
This means you can perform no actions if you wish, but still have to move to a new location than where you were at start of turn&lt;br /&gt;
&lt;br /&gt;
In addition to taking up to 2 actions, you can resolve objectives if they apply&lt;br /&gt;
&lt;br /&gt;
Any effect which is red is a cost you must pay, any effect which is green is a benefit you will gain&lt;br /&gt;
&lt;br /&gt;
Every player board has slightly different pairings of top and lower actions, but everyone can perform the same actions in some combination. Also, the Cost of the lower actions vary per player, but all have something that costs 2/3/4/4&lt;br /&gt;
&lt;br /&gt;
Upper action benefits start with cubes on them which stops you from gaining the full benefit, lower action costs have some of the cost in a broken black border which forms part of the cost at start of game, but there are ways of moving cubes from blocking benefits to blocking costs as long as they have that broken black border&lt;br /&gt;
&lt;br /&gt;
Each player is a Faction, and this brings with it unique bonuses and abilities&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Actions===&lt;br /&gt;
&lt;br /&gt;
As mentioned, each player board is configured differently, but all the available actions can be found somewhere&lt;br /&gt;
&lt;br /&gt;
The Upper actions are:&lt;br /&gt;
&lt;br /&gt;
Move&lt;br /&gt;
&lt;br /&gt;
Bolster&lt;br /&gt;
&lt;br /&gt;
Trade&lt;br /&gt;
&lt;br /&gt;
Produce&lt;br /&gt;
&lt;br /&gt;
The Lower actions are:&lt;br /&gt;
&lt;br /&gt;
Upgrade&lt;br /&gt;
&lt;br /&gt;
Deploy&lt;br /&gt;
&lt;br /&gt;
Build&lt;br /&gt;
&lt;br /&gt;
Enlist&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Move===&lt;br /&gt;
&lt;br /&gt;
To start, this action lets you either move 2 different units or gain 1 coin&lt;br /&gt;
&lt;br /&gt;
A point of movement allows a unit to move to an adjacent hex&lt;br /&gt;
&lt;br /&gt;
Units moved can carry resources from their start hex to destination hex if desired&lt;br /&gt;
&lt;br /&gt;
Mechs can carry Workers from their start hex to destination hex, and this only counts as moving the Mech, not the Workers&lt;br /&gt;
&lt;br /&gt;
Rivers and Lakes are impassible terrain at the start with the exception of certain abilities&lt;br /&gt;
&lt;br /&gt;
All Tunnels are adjacent, so a single move can take a unit from one Tunnel to any other Tunnel&lt;br /&gt;
&lt;br /&gt;
If an opponent has Workers occupying a Hex, your Workers cannot move in alone, whilst your Mech and Character scare them off to their Faction Home Base however you cannot move any further with that unit and lose 1 Popularity for each opponent Worker removed this way&lt;br /&gt;
&lt;br /&gt;
If an opponent has just a Structure occupying a Hex, you a free to move into it and then are considered controlling it once you do&lt;br /&gt;
&lt;br /&gt;
If an opponent has a Character or Mech occupying a Hex, your Workers cannot move in alone. Your Character and Mechs can move in, but nothing happens until all your movements have completed, then battle occurs.&lt;br /&gt;
&lt;br /&gt;
A Home Base, including your own, cannot voluntarily be moved into.&lt;br /&gt;
&lt;br /&gt;
Some spaces have Encounter tokens, if you end the movement phase with your Character occupying a space with one of these tokens, resolve an Encounter.&lt;br /&gt;
&lt;br /&gt;
Each Hex has unlimited space for units of the same player.&lt;br /&gt;
&lt;br /&gt;
===Bolster===&lt;br /&gt;
&lt;br /&gt;
You have to pay one coin, then at the start you can gain either 2 Power or 1 Combat card, both of these features will help you in a Combat&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Trade===&lt;br /&gt;
&lt;br /&gt;
You have to pay one coin, then at the start you can either gain 2 Resources to place on Hexes where you have Workers or gain 1 Popularity&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Produce===&lt;br /&gt;
&lt;br /&gt;
At the start, this action is free. At the start, you can choose two different Hexes where you have Workers, and produce the resource depicted on the Hex multiplied by the number of Workers you have there, these resources are placed on the Hex chosen to produce&lt;br /&gt;
&lt;br /&gt;
There is no limit to the quantity of resources which a Hex can hold&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Upgrade===&lt;br /&gt;
&lt;br /&gt;
This costs a stated amount of Oil, gives you 0-3 coins (depending on Faction), and lets you move a blocking cube from a green space to a red space with a broken black border, the two spaces do not have to be from the same segment.&lt;br /&gt;
&lt;br /&gt;
Going forward, now something has an additional benefit and something else has a reduced cost.&lt;br /&gt;
&lt;br /&gt;
===Deploy===&lt;br /&gt;
&lt;br /&gt;
This costs a stated amount of Metal, you gain 2 coins, and can place a Mech into a Hex where you have at least one Worker&lt;br /&gt;
&lt;br /&gt;
Choose which Mech you deploy carefully, as each Mech covers a space which gives you a new Mech ability, these do not have to be unlocked in a specific order, so its up to you which ability you wish to gain first&lt;br /&gt;
&lt;br /&gt;
It is important to note that the different Factions will provide different Mech abilities&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Build===&lt;br /&gt;
&lt;br /&gt;
This costs a stated amount of Wood, gives you 0-3 coins (depending on Faction), and lets you place a Structure into a Hex with no other Structures and at least one of your Workers&lt;br /&gt;
&lt;br /&gt;
Like Mechs, the different Structures will provide different benefits as shown on the space on the action board they come from, so choose carefully which you wish to place when&lt;br /&gt;
&lt;br /&gt;
Structures are never destroyed, but if an opponent occupies a Hex with your Structure, then they control the Hex, but you still get your Structure bonus&lt;br /&gt;
&lt;br /&gt;
The Structure Bonus goal card will give points at end game if you place your Structures in certain ways e.g. adjacent to certain other features&lt;br /&gt;
&lt;br /&gt;
===Enlist===&lt;br /&gt;
&lt;br /&gt;
This costs a stated amount of Food, take a cylindrical Recruit from any action segment you wish and place it on the one time bonus and take that bonus.&lt;br /&gt;
&lt;br /&gt;
The space the Recruit came from is now revealed, any time you or the player to your left or right takes the associated action, you gain the bonus listed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
&lt;br /&gt;
Whenever a Combat is triggered, resolve each Combat separately before moving on to another&lt;br /&gt;
&lt;br /&gt;
Each player involved in the Combat takes the power dial and can secretly choose an amount of power they wish to spend, they can only pick a value which they can actually afford to spend on the Power Track&lt;br /&gt;
&lt;br /&gt;
In addition, for each Character &amp;amp; Mech, a player can secretly add combat cards to this&lt;br /&gt;
&lt;br /&gt;
When each player is ready, reveal the dials and any chosen cards&lt;br /&gt;
&lt;br /&gt;
The player with the highest total value wins the combat, ties are won by the attacker&lt;br /&gt;
&lt;br /&gt;
Each player pays the power they chose to set on their dials and discards used combat cards&lt;br /&gt;
&lt;br /&gt;
The winner gains control of the Hex, places a star on the Combat space of the Triumph track if a space is available, and resolve any Encounters which may have been present. If the attacker won, they also lose Popularity for each opponent Worker forced to retreat.&lt;br /&gt;
&lt;br /&gt;
The loser retreats all their units on that Hex to their Home Base, if they used at least 1 power via the dial or cards, they gain 1 combat card as compensation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Encounters===&lt;br /&gt;
&lt;br /&gt;
At the start of game, Encounter Tokens were scattered across the map&lt;br /&gt;
&lt;br /&gt;
If you move your Character onto one of these spaces, and if Combat is successful if applicable, the Encounter triggers&lt;br /&gt;
&lt;br /&gt;
A Character cannot move beyond an Encounter Token space, they must end their move on it and cannot pass through it&lt;br /&gt;
&lt;br /&gt;
Draw an Encounter card and select one of the options, as long as you can afford the cost of an option then it is available to you to select&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Factory===&lt;br /&gt;
&lt;br /&gt;
The Factory is the central purple Hex, it provides no resources during game but is worth 3 Hexes for end game purposes&lt;br /&gt;
&lt;br /&gt;
When your Character enters the Factory for the first time, look through the available Factory cards and pick one to add to your action board, this becomes a new space which you can move to with your action pawn and use on any future turn like a regular action space&lt;br /&gt;
&lt;br /&gt;
All Factory Cards have the same Lower Action, move one unit two spaces, but the Upper Action will vary&lt;br /&gt;
&lt;br /&gt;
You can never have more than one Factory Card, and cannot exchange it later&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Objectives===&lt;br /&gt;
&lt;br /&gt;
Each player starts with two objectives, you can only complete one of these and when you do gain a star for completing the objective and discard the one you didn&#039;t&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stars===&lt;br /&gt;
&lt;br /&gt;
A few ways to gain a Star have already been mentioned, but the full list is as follows:&lt;br /&gt;
&lt;br /&gt;
Complete all 6 Upgrades&lt;br /&gt;
&lt;br /&gt;
Deploy all 4 Mechs&lt;br /&gt;
&lt;br /&gt;
Build all 4 Structures&lt;br /&gt;
&lt;br /&gt;
Enlist all 4 Recruits&lt;br /&gt;
&lt;br /&gt;
Deploy all 8 Workers&lt;br /&gt;
&lt;br /&gt;
Complete one of your two starting Objectives&lt;br /&gt;
&lt;br /&gt;
Win Combat (x2)&lt;br /&gt;
&lt;br /&gt;
Have 18 Popularity&lt;br /&gt;
&lt;br /&gt;
Have 16 Power&lt;br /&gt;
&lt;br /&gt;
There are 10 ways to gain a Star, but you only have 6 Stars to place&lt;br /&gt;
&lt;br /&gt;
Once a Star is gained, you cannot lose it even if game state changes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
The game ends when any player places their 6th Star, the rest of their turn is voided&lt;br /&gt;
&lt;br /&gt;
Count up the number of actual coins held&lt;br /&gt;
&lt;br /&gt;
Gain the Structure Bonus if you achieve it&lt;br /&gt;
&lt;br /&gt;
Then gain coins for your Stars, Controlled Hexes (remember The Factory counts as 3), and pairs of resources. The coins you gain for these areas depends on your Popularity, as follows:&lt;br /&gt;
&lt;br /&gt;
0-6 Popularity scores 3 (Stars), 2 (Hexes), 1 (Resource Pairs)&lt;br /&gt;
&lt;br /&gt;
7-12 Popularity scores 4 (Stars), 3 (Hexes), 2 (Resource Pairs)&lt;br /&gt;
&lt;br /&gt;
13-18 Popularity scores 5 (Stars), 4 (Hexes), 3 (Resource Pairs)&lt;br /&gt;
&lt;br /&gt;
The player with the most points, wins!&lt;/div&gt;</summary>
		<author><name>Grazzamatic</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpscythe&amp;diff=21855</id>
		<title>Gamehelpscythe</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpscythe&amp;diff=21855"/>
		<updated>2024-07-15T00:17:37Z</updated>

		<summary type="html">&lt;p&gt;Grazzamatic: /* Upgrade */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
Score the most points when someone places their 6th Star&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
On your turn, move your action piece to a space other than where you were&lt;br /&gt;
&lt;br /&gt;
On the new location, first resolve the upper ability if desired&lt;br /&gt;
&lt;br /&gt;
After, resolve the lower ability if desired&lt;br /&gt;
&lt;br /&gt;
This means you can perform no actions if you wish, but still have to move to a new location than where you were at start of turn&lt;br /&gt;
&lt;br /&gt;
In addition to taking up to 2 actions, you can resolve objectives if they apply&lt;br /&gt;
&lt;br /&gt;
Any effect which is red is a cost you must pay, any effect which is green is a benefit you will gain&lt;br /&gt;
&lt;br /&gt;
Every player board has slightly different pairings of top and lower actions, but everyone can perform the same actions in some combination. Also, the Cost of the lower actions vary per player, but all have something that costs 2/3/4/4&lt;br /&gt;
&lt;br /&gt;
Upper action benefits start with cubes on them which stops you from gaining the full benefit, lower action costs have some of the cost in a broken black border which forms part of the cost at start of game, but there are ways of moving cubes from blocking benefits to blocking costs as long as they have that broken black border&lt;br /&gt;
&lt;br /&gt;
Each player is a Faction, and this brings with it unique bonuses and abilities&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Actions===&lt;br /&gt;
&lt;br /&gt;
As mentioned, each player board is configured differently, but all the available actions can be found somewhere&lt;br /&gt;
&lt;br /&gt;
The Upper actions are:&lt;br /&gt;
&lt;br /&gt;
Move&lt;br /&gt;
&lt;br /&gt;
Bolster&lt;br /&gt;
&lt;br /&gt;
Trade&lt;br /&gt;
&lt;br /&gt;
Produce&lt;br /&gt;
&lt;br /&gt;
The Lower actions are:&lt;br /&gt;
&lt;br /&gt;
Upgrade&lt;br /&gt;
&lt;br /&gt;
Deploy&lt;br /&gt;
&lt;br /&gt;
Build&lt;br /&gt;
&lt;br /&gt;
Enlist&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Move===&lt;br /&gt;
&lt;br /&gt;
To start, this action lets you either move 2 different units or gain 1 coin&lt;br /&gt;
&lt;br /&gt;
A point of movement allows a unit to move to an adjacent hex&lt;br /&gt;
&lt;br /&gt;
Units moved can carry resources from their start hex to destination hex if desired&lt;br /&gt;
&lt;br /&gt;
Mechs can carry Workers from their start hex to destination hex, and this only counts as moving the Mech, not the Workers&lt;br /&gt;
&lt;br /&gt;
Rivers and Lakes are impassible terrain at the start with the exception of certain abilities&lt;br /&gt;
&lt;br /&gt;
All Tunnels are adjacent, so a single move can take a unit from one Tunnel to any other Tunnel&lt;br /&gt;
&lt;br /&gt;
If an opponent has Workers occupying a Hex, your Workers cannot move in alone, whilst your Mech and Character scare them off to their Faction Home Base however you cannot move any further with that unit and lose 1 Popularity for each opponent Worker removed this way&lt;br /&gt;
&lt;br /&gt;
If an opponent has just a Structure occupying a Hex, you a free to move into it and then are considered controlling it once you do&lt;br /&gt;
&lt;br /&gt;
If an opponent has a Character or Mech occupying a Hex, your Workers cannot move in alone. Your Character and Mechs can move in, but nothing happens until all your movements have completed, then battle occurs.&lt;br /&gt;
&lt;br /&gt;
A Home Base, including your own, cannot voluntarily be moved into.&lt;br /&gt;
&lt;br /&gt;
Some spaces have Encounter tokens, if you end the movement phase with your Character occupying a space with one of these tokens, resolve an Encounter.&lt;br /&gt;
&lt;br /&gt;
Each Hex has unlimited space for units of the same player.&lt;br /&gt;
&lt;br /&gt;
===Bolster===&lt;br /&gt;
&lt;br /&gt;
You have to pay one coin, then at the start you can gain either 2 Power or 1 Combat card, both of these features will help you in a Combat&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Trade===&lt;br /&gt;
&lt;br /&gt;
You have to pay one coin, then at the start you can either gain 2 Resources to place on Hexes where you have Workers or gain 1 Popularity&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Produce===&lt;br /&gt;
&lt;br /&gt;
At the start, this action is free. At the start, you can choose two different Hexes where you have Workers, and produce the resource depicted on the Hex multiplied by the number of Workers you have there, these resources are placed on the Hex chosen to produce&lt;br /&gt;
&lt;br /&gt;
There is no limit to the quantity of resources which a Hex can hold&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Upgrade===&lt;br /&gt;
&lt;br /&gt;
This costs a stated amount of Oil, gives you 0-3 coins (depending on Faction), and lets you move a blocking cube from a green space to a red space with a broken black border, the two spaces do not have to be from the same segment.&lt;br /&gt;
&lt;br /&gt;
Going forward, now something has an additional benefit and something else has a reduced cost.&lt;br /&gt;
&lt;br /&gt;
===Deploy===&lt;br /&gt;
&lt;br /&gt;
This costs a stated amount of Metal, you gain 2 coins, and can place a Mech into a Hex where you have at least one Worker&lt;br /&gt;
&lt;br /&gt;
Choose which Mech you deploy carefully, as each Mech covers a space which gives you a new Mech ability, these do not have to be unlocked in a specific order, so its up to you which ability you wish to gain first&lt;br /&gt;
&lt;br /&gt;
It is important to note that the different Factions will provide different Mech abilities&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Build===&lt;br /&gt;
&lt;br /&gt;
This costs a stated amount of Wood, you gain 1 coin, and can place a Structure into a Hex with no other Structures and at least one of your Workers&lt;br /&gt;
&lt;br /&gt;
Like Mechs, the different Structures will provide different benefits as shown on the space on the action board they come from, so choose carefully which you wish to place when&lt;br /&gt;
&lt;br /&gt;
Structures are never destroyed, but if an opponent occupies a Hex with your Structure, then they control the Hex, but you still get your Structure bonus&lt;br /&gt;
&lt;br /&gt;
The Structure Bonus goal card will give points at end game if you place your Structures in certain ways e.g. adjacent to certain other features&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Enlist===&lt;br /&gt;
&lt;br /&gt;
This costs a stated amount of Food, take a cylindrical Recruit from any action segment you wish and place it on the one time bonus and take that bonus.&lt;br /&gt;
&lt;br /&gt;
The space the Recruit came from is now revealed, any time you or the player to your left or right takes the associated action, you gain the bonus listed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
&lt;br /&gt;
Whenever a Combat is triggered, resolve each Combat separately before moving on to another&lt;br /&gt;
&lt;br /&gt;
Each player involved in the Combat takes the power dial and can secretly choose an amount of power they wish to spend, they can only pick a value which they can actually afford to spend on the Power Track&lt;br /&gt;
&lt;br /&gt;
In addition, for each Character &amp;amp; Mech, a player can secretly add combat cards to this&lt;br /&gt;
&lt;br /&gt;
When each player is ready, reveal the dials and any chosen cards&lt;br /&gt;
&lt;br /&gt;
The player with the highest total value wins the combat, ties are won by the attacker&lt;br /&gt;
&lt;br /&gt;
Each player pays the power they chose to set on their dials and discards used combat cards&lt;br /&gt;
&lt;br /&gt;
The winner gains control of the Hex, places a star on the Combat space of the Triumph track if a space is available, and resolve any Encounters which may have been present. If the attacker won, they also lose Popularity for each opponent Worker forced to retreat.&lt;br /&gt;
&lt;br /&gt;
The loser retreats all their units on that Hex to their Home Base, if they used at least 1 power via the dial or cards, they gain 1 combat card as compensation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Encounters===&lt;br /&gt;
&lt;br /&gt;
At the start of game, Encounter Tokens were scattered across the map&lt;br /&gt;
&lt;br /&gt;
If you move your Character onto one of these spaces, and if Combat is successful if applicable, the Encounter triggers&lt;br /&gt;
&lt;br /&gt;
A Character cannot move beyond an Encounter Token space, they must end their move on it and cannot pass through it&lt;br /&gt;
&lt;br /&gt;
Draw an Encounter card and select one of the options, as long as you can afford the cost of an option then it is available to you to select&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Factory===&lt;br /&gt;
&lt;br /&gt;
The Factory is the central purple Hex, it provides no resources during game but is worth 3 Hexes for end game purposes&lt;br /&gt;
&lt;br /&gt;
When your Character enters the Factory for the first time, look through the available Factory cards and pick one to add to your action board, this becomes a new space which you can move to with your action pawn and use on any future turn like a regular action space&lt;br /&gt;
&lt;br /&gt;
All Factory Cards have the same Lower Action, move one unit two spaces, but the Upper Action will vary&lt;br /&gt;
&lt;br /&gt;
You can never have more than one Factory Card, and cannot exchange it later&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Objectives===&lt;br /&gt;
&lt;br /&gt;
Each player starts with two objectives, you can only complete one of these and when you do gain a star for completing the objective and discard the one you didn&#039;t&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stars===&lt;br /&gt;
&lt;br /&gt;
A few ways to gain a Star have already been mentioned, but the full list is as follows:&lt;br /&gt;
&lt;br /&gt;
Complete all 6 Upgrades&lt;br /&gt;
&lt;br /&gt;
Deploy all 4 Mechs&lt;br /&gt;
&lt;br /&gt;
Build all 4 Structures&lt;br /&gt;
&lt;br /&gt;
Enlist all 4 Recruits&lt;br /&gt;
&lt;br /&gt;
Deploy all 8 Workers&lt;br /&gt;
&lt;br /&gt;
Complete one of your two starting Objectives&lt;br /&gt;
&lt;br /&gt;
Win Combat (x2)&lt;br /&gt;
&lt;br /&gt;
Have 18 Popularity&lt;br /&gt;
&lt;br /&gt;
Have 16 Power&lt;br /&gt;
&lt;br /&gt;
There are 10 ways to gain a Star, but you only have 6 Stars to place&lt;br /&gt;
&lt;br /&gt;
Once a Star is gained, you cannot lose it even if game state changes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
The game ends when any player places their 6th Star, the rest of their turn is voided&lt;br /&gt;
&lt;br /&gt;
Count up the number of actual coins held&lt;br /&gt;
&lt;br /&gt;
Gain the Structure Bonus if you achieve it&lt;br /&gt;
&lt;br /&gt;
Then gain coins for your Stars, Controlled Hexes (remember The Factory counts as 3), and pairs of resources. The coins you gain for these areas depends on your Popularity, as follows:&lt;br /&gt;
&lt;br /&gt;
0-6 Popularity scores 3 (Stars), 2 (Hexes), 1 (Resource Pairs)&lt;br /&gt;
&lt;br /&gt;
7-12 Popularity scores 4 (Stars), 3 (Hexes), 2 (Resource Pairs)&lt;br /&gt;
&lt;br /&gt;
13-18 Popularity scores 5 (Stars), 4 (Hexes), 3 (Resource Pairs)&lt;br /&gt;
&lt;br /&gt;
The player with the most points, wins!&lt;/div&gt;</summary>
		<author><name>Grazzamatic</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpscythe&amp;diff=21854</id>
		<title>Gamehelpscythe</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpscythe&amp;diff=21854"/>
		<updated>2024-07-15T00:16:59Z</updated>

		<summary type="html">&lt;p&gt;Grazzamatic: /* Upgrade */ Clarified that coin benefit is 0-3 coins depending on faction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
Score the most points when someone places their 6th Star&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
On your turn, move your action piece to a space other than where you were&lt;br /&gt;
&lt;br /&gt;
On the new location, first resolve the upper ability if desired&lt;br /&gt;
&lt;br /&gt;
After, resolve the lower ability if desired&lt;br /&gt;
&lt;br /&gt;
This means you can perform no actions if you wish, but still have to move to a new location than where you were at start of turn&lt;br /&gt;
&lt;br /&gt;
In addition to taking up to 2 actions, you can resolve objectives if they apply&lt;br /&gt;
&lt;br /&gt;
Any effect which is red is a cost you must pay, any effect which is green is a benefit you will gain&lt;br /&gt;
&lt;br /&gt;
Every player board has slightly different pairings of top and lower actions, but everyone can perform the same actions in some combination. Also, the Cost of the lower actions vary per player, but all have something that costs 2/3/4/4&lt;br /&gt;
&lt;br /&gt;
Upper action benefits start with cubes on them which stops you from gaining the full benefit, lower action costs have some of the cost in a broken black border which forms part of the cost at start of game, but there are ways of moving cubes from blocking benefits to blocking costs as long as they have that broken black border&lt;br /&gt;
&lt;br /&gt;
Each player is a Faction, and this brings with it unique bonuses and abilities&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Actions===&lt;br /&gt;
&lt;br /&gt;
As mentioned, each player board is configured differently, but all the available actions can be found somewhere&lt;br /&gt;
&lt;br /&gt;
The Upper actions are:&lt;br /&gt;
&lt;br /&gt;
Move&lt;br /&gt;
&lt;br /&gt;
Bolster&lt;br /&gt;
&lt;br /&gt;
Trade&lt;br /&gt;
&lt;br /&gt;
Produce&lt;br /&gt;
&lt;br /&gt;
The Lower actions are:&lt;br /&gt;
&lt;br /&gt;
Upgrade&lt;br /&gt;
&lt;br /&gt;
Deploy&lt;br /&gt;
&lt;br /&gt;
Build&lt;br /&gt;
&lt;br /&gt;
Enlist&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Move===&lt;br /&gt;
&lt;br /&gt;
To start, this action lets you either move 2 different units or gain 1 coin&lt;br /&gt;
&lt;br /&gt;
A point of movement allows a unit to move to an adjacent hex&lt;br /&gt;
&lt;br /&gt;
Units moved can carry resources from their start hex to destination hex if desired&lt;br /&gt;
&lt;br /&gt;
Mechs can carry Workers from their start hex to destination hex, and this only counts as moving the Mech, not the Workers&lt;br /&gt;
&lt;br /&gt;
Rivers and Lakes are impassible terrain at the start with the exception of certain abilities&lt;br /&gt;
&lt;br /&gt;
All Tunnels are adjacent, so a single move can take a unit from one Tunnel to any other Tunnel&lt;br /&gt;
&lt;br /&gt;
If an opponent has Workers occupying a Hex, your Workers cannot move in alone, whilst your Mech and Character scare them off to their Faction Home Base however you cannot move any further with that unit and lose 1 Popularity for each opponent Worker removed this way&lt;br /&gt;
&lt;br /&gt;
If an opponent has just a Structure occupying a Hex, you a free to move into it and then are considered controlling it once you do&lt;br /&gt;
&lt;br /&gt;
If an opponent has a Character or Mech occupying a Hex, your Workers cannot move in alone. Your Character and Mechs can move in, but nothing happens until all your movements have completed, then battle occurs.&lt;br /&gt;
&lt;br /&gt;
A Home Base, including your own, cannot voluntarily be moved into.&lt;br /&gt;
&lt;br /&gt;
Some spaces have Encounter tokens, if you end the movement phase with your Character occupying a space with one of these tokens, resolve an Encounter.&lt;br /&gt;
&lt;br /&gt;
Each Hex has unlimited space for units of the same player.&lt;br /&gt;
&lt;br /&gt;
===Bolster===&lt;br /&gt;
&lt;br /&gt;
You have to pay one coin, then at the start you can gain either 2 Power or 1 Combat card, both of these features will help you in a Combat&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Trade===&lt;br /&gt;
&lt;br /&gt;
You have to pay one coin, then at the start you can either gain 2 Resources to place on Hexes where you have Workers or gain 1 Popularity&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Produce===&lt;br /&gt;
&lt;br /&gt;
At the start, this action is free. At the start, you can choose two different Hexes where you have Workers, and produce the resource depicted on the Hex multiplied by the number of Workers you have there, these resources are placed on the Hex chosen to produce&lt;br /&gt;
&lt;br /&gt;
There is no limit to the quantity of resources which a Hex can hold&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Upgrade===&lt;br /&gt;
&lt;br /&gt;
This costs a stated amount of Oil, gives you 0-3 coins (depending on faction), and lets you move a blocking cube from a green space to a red space with a broken black border, the two spaces do not have to be from the same segment.&lt;br /&gt;
&lt;br /&gt;
Going forward, now something has an additional benefit and something else has a reduced cost.&lt;br /&gt;
&lt;br /&gt;
===Deploy===&lt;br /&gt;
&lt;br /&gt;
This costs a stated amount of Metal, you gain 2 coins, and can place a Mech into a Hex where you have at least one Worker&lt;br /&gt;
&lt;br /&gt;
Choose which Mech you deploy carefully, as each Mech covers a space which gives you a new Mech ability, these do not have to be unlocked in a specific order, so its up to you which ability you wish to gain first&lt;br /&gt;
&lt;br /&gt;
It is important to note that the different Factions will provide different Mech abilities&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Build===&lt;br /&gt;
&lt;br /&gt;
This costs a stated amount of Wood, you gain 1 coin, and can place a Structure into a Hex with no other Structures and at least one of your Workers&lt;br /&gt;
&lt;br /&gt;
Like Mechs, the different Structures will provide different benefits as shown on the space on the action board they come from, so choose carefully which you wish to place when&lt;br /&gt;
&lt;br /&gt;
Structures are never destroyed, but if an opponent occupies a Hex with your Structure, then they control the Hex, but you still get your Structure bonus&lt;br /&gt;
&lt;br /&gt;
The Structure Bonus goal card will give points at end game if you place your Structures in certain ways e.g. adjacent to certain other features&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Enlist===&lt;br /&gt;
&lt;br /&gt;
This costs a stated amount of Food, take a cylindrical Recruit from any action segment you wish and place it on the one time bonus and take that bonus.&lt;br /&gt;
&lt;br /&gt;
The space the Recruit came from is now revealed, any time you or the player to your left or right takes the associated action, you gain the bonus listed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
&lt;br /&gt;
Whenever a Combat is triggered, resolve each Combat separately before moving on to another&lt;br /&gt;
&lt;br /&gt;
Each player involved in the Combat takes the power dial and can secretly choose an amount of power they wish to spend, they can only pick a value which they can actually afford to spend on the Power Track&lt;br /&gt;
&lt;br /&gt;
In addition, for each Character &amp;amp; Mech, a player can secretly add combat cards to this&lt;br /&gt;
&lt;br /&gt;
When each player is ready, reveal the dials and any chosen cards&lt;br /&gt;
&lt;br /&gt;
The player with the highest total value wins the combat, ties are won by the attacker&lt;br /&gt;
&lt;br /&gt;
Each player pays the power they chose to set on their dials and discards used combat cards&lt;br /&gt;
&lt;br /&gt;
The winner gains control of the Hex, places a star on the Combat space of the Triumph track if a space is available, and resolve any Encounters which may have been present. If the attacker won, they also lose Popularity for each opponent Worker forced to retreat.&lt;br /&gt;
&lt;br /&gt;
The loser retreats all their units on that Hex to their Home Base, if they used at least 1 power via the dial or cards, they gain 1 combat card as compensation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Encounters===&lt;br /&gt;
&lt;br /&gt;
At the start of game, Encounter Tokens were scattered across the map&lt;br /&gt;
&lt;br /&gt;
If you move your Character onto one of these spaces, and if Combat is successful if applicable, the Encounter triggers&lt;br /&gt;
&lt;br /&gt;
A Character cannot move beyond an Encounter Token space, they must end their move on it and cannot pass through it&lt;br /&gt;
&lt;br /&gt;
Draw an Encounter card and select one of the options, as long as you can afford the cost of an option then it is available to you to select&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Factory===&lt;br /&gt;
&lt;br /&gt;
The Factory is the central purple Hex, it provides no resources during game but is worth 3 Hexes for end game purposes&lt;br /&gt;
&lt;br /&gt;
When your Character enters the Factory for the first time, look through the available Factory cards and pick one to add to your action board, this becomes a new space which you can move to with your action pawn and use on any future turn like a regular action space&lt;br /&gt;
&lt;br /&gt;
All Factory Cards have the same Lower Action, move one unit two spaces, but the Upper Action will vary&lt;br /&gt;
&lt;br /&gt;
You can never have more than one Factory Card, and cannot exchange it later&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Objectives===&lt;br /&gt;
&lt;br /&gt;
Each player starts with two objectives, you can only complete one of these and when you do gain a star for completing the objective and discard the one you didn&#039;t&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stars===&lt;br /&gt;
&lt;br /&gt;
A few ways to gain a Star have already been mentioned, but the full list is as follows:&lt;br /&gt;
&lt;br /&gt;
Complete all 6 Upgrades&lt;br /&gt;
&lt;br /&gt;
Deploy all 4 Mechs&lt;br /&gt;
&lt;br /&gt;
Build all 4 Structures&lt;br /&gt;
&lt;br /&gt;
Enlist all 4 Recruits&lt;br /&gt;
&lt;br /&gt;
Deploy all 8 Workers&lt;br /&gt;
&lt;br /&gt;
Complete one of your two starting Objectives&lt;br /&gt;
&lt;br /&gt;
Win Combat (x2)&lt;br /&gt;
&lt;br /&gt;
Have 18 Popularity&lt;br /&gt;
&lt;br /&gt;
Have 16 Power&lt;br /&gt;
&lt;br /&gt;
There are 10 ways to gain a Star, but you only have 6 Stars to place&lt;br /&gt;
&lt;br /&gt;
Once a Star is gained, you cannot lose it even if game state changes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
The game ends when any player places their 6th Star, the rest of their turn is voided&lt;br /&gt;
&lt;br /&gt;
Count up the number of actual coins held&lt;br /&gt;
&lt;br /&gt;
Gain the Structure Bonus if you achieve it&lt;br /&gt;
&lt;br /&gt;
Then gain coins for your Stars, Controlled Hexes (remember The Factory counts as 3), and pairs of resources. The coins you gain for these areas depends on your Popularity, as follows:&lt;br /&gt;
&lt;br /&gt;
0-6 Popularity scores 3 (Stars), 2 (Hexes), 1 (Resource Pairs)&lt;br /&gt;
&lt;br /&gt;
7-12 Popularity scores 4 (Stars), 3 (Hexes), 2 (Resource Pairs)&lt;br /&gt;
&lt;br /&gt;
13-18 Popularity scores 5 (Stars), 4 (Hexes), 3 (Resource Pairs)&lt;br /&gt;
&lt;br /&gt;
The player with the most points, wins!&lt;/div&gt;</summary>
		<author><name>Grazzamatic</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpscythe&amp;diff=21853</id>
		<title>Gamehelpscythe</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpscythe&amp;diff=21853"/>
		<updated>2024-07-15T00:13:15Z</updated>

		<summary type="html">&lt;p&gt;Grazzamatic: /* Move */ added that *Character* movement resolves Encounters&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
Score the most points when someone places their 6th Star&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
On your turn, move your action piece to a space other than where you were&lt;br /&gt;
&lt;br /&gt;
On the new location, first resolve the upper ability if desired&lt;br /&gt;
&lt;br /&gt;
After, resolve the lower ability if desired&lt;br /&gt;
&lt;br /&gt;
This means you can perform no actions if you wish, but still have to move to a new location than where you were at start of turn&lt;br /&gt;
&lt;br /&gt;
In addition to taking up to 2 actions, you can resolve objectives if they apply&lt;br /&gt;
&lt;br /&gt;
Any effect which is red is a cost you must pay, any effect which is green is a benefit you will gain&lt;br /&gt;
&lt;br /&gt;
Every player board has slightly different pairings of top and lower actions, but everyone can perform the same actions in some combination. Also, the Cost of the lower actions vary per player, but all have something that costs 2/3/4/4&lt;br /&gt;
&lt;br /&gt;
Upper action benefits start with cubes on them which stops you from gaining the full benefit, lower action costs have some of the cost in a broken black border which forms part of the cost at start of game, but there are ways of moving cubes from blocking benefits to blocking costs as long as they have that broken black border&lt;br /&gt;
&lt;br /&gt;
Each player is a Faction, and this brings with it unique bonuses and abilities&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Actions===&lt;br /&gt;
&lt;br /&gt;
As mentioned, each player board is configured differently, but all the available actions can be found somewhere&lt;br /&gt;
&lt;br /&gt;
The Upper actions are:&lt;br /&gt;
&lt;br /&gt;
Move&lt;br /&gt;
&lt;br /&gt;
Bolster&lt;br /&gt;
&lt;br /&gt;
Trade&lt;br /&gt;
&lt;br /&gt;
Produce&lt;br /&gt;
&lt;br /&gt;
The Lower actions are:&lt;br /&gt;
&lt;br /&gt;
Upgrade&lt;br /&gt;
&lt;br /&gt;
Deploy&lt;br /&gt;
&lt;br /&gt;
Build&lt;br /&gt;
&lt;br /&gt;
Enlist&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Move===&lt;br /&gt;
&lt;br /&gt;
To start, this action lets you either move 2 different units or gain 1 coin&lt;br /&gt;
&lt;br /&gt;
A point of movement allows a unit to move to an adjacent hex&lt;br /&gt;
&lt;br /&gt;
Units moved can carry resources from their start hex to destination hex if desired&lt;br /&gt;
&lt;br /&gt;
Mechs can carry Workers from their start hex to destination hex, and this only counts as moving the Mech, not the Workers&lt;br /&gt;
&lt;br /&gt;
Rivers and Lakes are impassible terrain at the start with the exception of certain abilities&lt;br /&gt;
&lt;br /&gt;
All Tunnels are adjacent, so a single move can take a unit from one Tunnel to any other Tunnel&lt;br /&gt;
&lt;br /&gt;
If an opponent has Workers occupying a Hex, your Workers cannot move in alone, whilst your Mech and Character scare them off to their Faction Home Base however you cannot move any further with that unit and lose 1 Popularity for each opponent Worker removed this way&lt;br /&gt;
&lt;br /&gt;
If an opponent has just a Structure occupying a Hex, you a free to move into it and then are considered controlling it once you do&lt;br /&gt;
&lt;br /&gt;
If an opponent has a Character or Mech occupying a Hex, your Workers cannot move in alone. Your Character and Mechs can move in, but nothing happens until all your movements have completed, then battle occurs.&lt;br /&gt;
&lt;br /&gt;
A Home Base, including your own, cannot voluntarily be moved into.&lt;br /&gt;
&lt;br /&gt;
Some spaces have Encounter tokens, if you end the movement phase with your Character occupying a space with one of these tokens, resolve an Encounter.&lt;br /&gt;
&lt;br /&gt;
Each Hex has unlimited space for units of the same player.&lt;br /&gt;
&lt;br /&gt;
===Bolster===&lt;br /&gt;
&lt;br /&gt;
You have to pay one coin, then at the start you can gain either 2 Power or 1 Combat card, both of these features will help you in a Combat&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Trade===&lt;br /&gt;
&lt;br /&gt;
You have to pay one coin, then at the start you can either gain 2 Resources to place on Hexes where you have Workers or gain 1 Popularity&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Produce===&lt;br /&gt;
&lt;br /&gt;
At the start, this action is free. At the start, you can choose two different Hexes where you have Workers, and produce the resource depicted on the Hex multiplied by the number of Workers you have there, these resources are placed on the Hex chosen to produce&lt;br /&gt;
&lt;br /&gt;
There is no limit to the quantity of resources which a Hex can hold&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Upgrade===&lt;br /&gt;
&lt;br /&gt;
This costs a stated amount of Oil, gives you 3 coins, and lets you move a blocking cube from a green space to a red space with a broken black border, the two spaces do not have to be from the same segment&lt;br /&gt;
&lt;br /&gt;
Going forward, now something has an additional benefit and something else has a reduced cost&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Deploy===&lt;br /&gt;
&lt;br /&gt;
This costs a stated amount of Metal, you gain 2 coins, and can place a Mech into a Hex where you have at least one Worker&lt;br /&gt;
&lt;br /&gt;
Choose which Mech you deploy carefully, as each Mech covers a space which gives you a new Mech ability, these do not have to be unlocked in a specific order, so its up to you which ability you wish to gain first&lt;br /&gt;
&lt;br /&gt;
It is important to note that the different Factions will provide different Mech abilities&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Build===&lt;br /&gt;
&lt;br /&gt;
This costs a stated amount of Wood, you gain 1 coin, and can place a Structure into a Hex with no other Structures and at least one of your Workers&lt;br /&gt;
&lt;br /&gt;
Like Mechs, the different Structures will provide different benefits as shown on the space on the action board they come from, so choose carefully which you wish to place when&lt;br /&gt;
&lt;br /&gt;
Structures are never destroyed, but if an opponent occupies a Hex with your Structure, then they control the Hex, but you still get your Structure bonus&lt;br /&gt;
&lt;br /&gt;
The Structure Bonus goal card will give points at end game if you place your Structures in certain ways e.g. adjacent to certain other features&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Enlist===&lt;br /&gt;
&lt;br /&gt;
This costs a stated amount of Food, take a cylindrical Recruit from any action segment you wish and place it on the one time bonus and take that bonus.&lt;br /&gt;
&lt;br /&gt;
The space the Recruit came from is now revealed, any time you or the player to your left or right takes the associated action, you gain the bonus listed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
&lt;br /&gt;
Whenever a Combat is triggered, resolve each Combat separately before moving on to another&lt;br /&gt;
&lt;br /&gt;
Each player involved in the Combat takes the power dial and can secretly choose an amount of power they wish to spend, they can only pick a value which they can actually afford to spend on the Power Track&lt;br /&gt;
&lt;br /&gt;
In addition, for each Character &amp;amp; Mech, a player can secretly add combat cards to this&lt;br /&gt;
&lt;br /&gt;
When each player is ready, reveal the dials and any chosen cards&lt;br /&gt;
&lt;br /&gt;
The player with the highest total value wins the combat, ties are won by the attacker&lt;br /&gt;
&lt;br /&gt;
Each player pays the power they chose to set on their dials and discards used combat cards&lt;br /&gt;
&lt;br /&gt;
The winner gains control of the Hex, places a star on the Combat space of the Triumph track if a space is available, and resolve any Encounters which may have been present. If the attacker won, they also lose Popularity for each opponent Worker forced to retreat.&lt;br /&gt;
&lt;br /&gt;
The loser retreats all their units on that Hex to their Home Base, if they used at least 1 power via the dial or cards, they gain 1 combat card as compensation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Encounters===&lt;br /&gt;
&lt;br /&gt;
At the start of game, Encounter Tokens were scattered across the map&lt;br /&gt;
&lt;br /&gt;
If you move your Character onto one of these spaces, and if Combat is successful if applicable, the Encounter triggers&lt;br /&gt;
&lt;br /&gt;
A Character cannot move beyond an Encounter Token space, they must end their move on it and cannot pass through it&lt;br /&gt;
&lt;br /&gt;
Draw an Encounter card and select one of the options, as long as you can afford the cost of an option then it is available to you to select&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Factory===&lt;br /&gt;
&lt;br /&gt;
The Factory is the central purple Hex, it provides no resources during game but is worth 3 Hexes for end game purposes&lt;br /&gt;
&lt;br /&gt;
When your Character enters the Factory for the first time, look through the available Factory cards and pick one to add to your action board, this becomes a new space which you can move to with your action pawn and use on any future turn like a regular action space&lt;br /&gt;
&lt;br /&gt;
All Factory Cards have the same Lower Action, move one unit two spaces, but the Upper Action will vary&lt;br /&gt;
&lt;br /&gt;
You can never have more than one Factory Card, and cannot exchange it later&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Objectives===&lt;br /&gt;
&lt;br /&gt;
Each player starts with two objectives, you can only complete one of these and when you do gain a star for completing the objective and discard the one you didn&#039;t&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stars===&lt;br /&gt;
&lt;br /&gt;
A few ways to gain a Star have already been mentioned, but the full list is as follows:&lt;br /&gt;
&lt;br /&gt;
Complete all 6 Upgrades&lt;br /&gt;
&lt;br /&gt;
Deploy all 4 Mechs&lt;br /&gt;
&lt;br /&gt;
Build all 4 Structures&lt;br /&gt;
&lt;br /&gt;
Enlist all 4 Recruits&lt;br /&gt;
&lt;br /&gt;
Deploy all 8 Workers&lt;br /&gt;
&lt;br /&gt;
Complete one of your two starting Objectives&lt;br /&gt;
&lt;br /&gt;
Win Combat (x2)&lt;br /&gt;
&lt;br /&gt;
Have 18 Popularity&lt;br /&gt;
&lt;br /&gt;
Have 16 Power&lt;br /&gt;
&lt;br /&gt;
There are 10 ways to gain a Star, but you only have 6 Stars to place&lt;br /&gt;
&lt;br /&gt;
Once a Star is gained, you cannot lose it even if game state changes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
The game ends when any player places their 6th Star, the rest of their turn is voided&lt;br /&gt;
&lt;br /&gt;
Count up the number of actual coins held&lt;br /&gt;
&lt;br /&gt;
Gain the Structure Bonus if you achieve it&lt;br /&gt;
&lt;br /&gt;
Then gain coins for your Stars, Controlled Hexes (remember The Factory counts as 3), and pairs of resources. The coins you gain for these areas depends on your Popularity, as follows:&lt;br /&gt;
&lt;br /&gt;
0-6 Popularity scores 3 (Stars), 2 (Hexes), 1 (Resource Pairs)&lt;br /&gt;
&lt;br /&gt;
7-12 Popularity scores 4 (Stars), 3 (Hexes), 2 (Resource Pairs)&lt;br /&gt;
&lt;br /&gt;
13-18 Popularity scores 5 (Stars), 4 (Hexes), 3 (Resource Pairs)&lt;br /&gt;
&lt;br /&gt;
The player with the most points, wins!&lt;/div&gt;</summary>
		<author><name>Grazzamatic</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgravitysuperstar&amp;diff=21200</id>
		<title>Gamehelpgravitysuperstar</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgravitysuperstar&amp;diff=21200"/>
		<updated>2024-05-16T23:15:22Z</updated>

		<summary type="html">&lt;p&gt;Grazzamatic: /* On your turn */ Improved move descriptions, including that your pawn falls after moving according to the played card, and that the Open Door marker moves.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==On your turn==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Place your Superstar pawn into play (mandatory)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The pawn goes to the door with the Open Door marker. The Open Door marker then moves to the next door clockwise.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Play an action (mandatory)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
a) Play a simple move: Play a card face down and move your pawn 1 space left or right, then your pawn falls to the next platform below its feet.&lt;br /&gt;
&lt;br /&gt;
b) Play a special move: Play a card face up and move your pawn according to the action indicated on the card:&lt;br /&gt;
&lt;br /&gt;
- Long Jump: Move your pawn 2 spaces left or right – then your pawn falls to the next platform below its feet.&lt;br /&gt;
&lt;br /&gt;
- High Jump: Move your pawn 1 space up, then 1 space left or right – then your pawn falls to the next platform below its feet.&lt;br /&gt;
&lt;br /&gt;
- Drop: Your pawn slides through the platform under its feet – then falls to the next platform.&lt;br /&gt;
&lt;br /&gt;
- Rotate: Pivot your pawn a quarter turn (90º), half turn (180º) or three-quarter turn (270º) – then your pawn falls to the next platform below its feet.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Spend a Replay token (optional)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can use a maximum of one Replay token per turn, and play a second action using one of your remaining cards.&lt;br /&gt;
&lt;br /&gt;
==What you can do during a move==&lt;br /&gt;
&lt;br /&gt;
* Collect one or more stars.&lt;br /&gt;
* Collect one or more Replay tokens.&lt;br /&gt;
* Eject one or more opponents’ Superstar pawns.&lt;br /&gt;
* Force the Open Door pawn to move to the next unoccupied&lt;br /&gt;
* Door space clockwise.&lt;br /&gt;
* Leave the board and reappear on the opposite side.&lt;br /&gt;
&lt;br /&gt;
==Refreshing your cards==&lt;br /&gt;
&lt;br /&gt;
You take all your cards back into your hand if:&lt;br /&gt;
&lt;br /&gt;
a) You choose the Complete Your Hand action.&lt;br /&gt;
&lt;br /&gt;
b) Your Superstar pawn is ejected by an opponent.&lt;br /&gt;
&lt;br /&gt;
c) You play the fifth and final card from your hand.&lt;br /&gt;
&lt;br /&gt;
==Game end==&lt;br /&gt;
&lt;br /&gt;
The game ends at the end of the round when the board has:&lt;br /&gt;
&lt;br /&gt;
* 4 stars or fewer in a 2-player game.&lt;br /&gt;
* 8 stars or fewer in a 3- or 4-player game.&lt;br /&gt;
* 12 stars or fewer in a 5- or 6-player game.&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
&lt;br /&gt;
* 1 Replay token = 1 point.&lt;br /&gt;
* 1 star = 1 point.&lt;br /&gt;
* Each pair of stars of the same color = +1 bonus point&lt;br /&gt;
&lt;br /&gt;
==Expert variant==&lt;br /&gt;
&lt;br /&gt;
When a player reaches or exceeds a certain number of points, this immediately triggers the end of the game to take place at the end of the current round, such that everyone gets the same number of turns. The number of points required depends on the number of players:&lt;br /&gt;
* 2-player game: 18 points.&lt;br /&gt;
* 3-player game: 24 points.&lt;br /&gt;
* 4-player game: 18 points.&lt;br /&gt;
* 5-player game: 24 points.&lt;br /&gt;
* 6-player game: 18 points.&lt;br /&gt;
Note: The player who triggers the end of the game might still lose a point or two if someone steals a star or Replay token by ejecting their pawn. Counting points, winning the game, and tiebreakers all remain the same.&lt;/div&gt;</summary>
		<author><name>Grazzamatic</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpjaipur&amp;diff=17869</id>
		<title>Gamehelpjaipur</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpjaipur&amp;diff=17869"/>
		<updated>2023-08-24T02:09:16Z</updated>

		<summary type="html">&lt;p&gt;Grazzamatic: /* Overview */ Added info about the game start&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
For tips on how to play jaipur, see &amp;lt;b&amp;gt;[[Tips_jaipur]]&amp;lt;/b&amp;gt;&lt;br /&gt;
[[Category:Card games]]&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
* In Jaipur, each player has a hand of cards with various (colour-coded) goods on them. At the start of the game, each player is dealt a 5 cards. The hand-limit is 7 cards.&lt;br /&gt;
* Each player may also have camel cards (their &amp;quot;herd&amp;quot;) which is not considered part of their hand. Camel cards are placed in a pile face-up in front of each player.&lt;br /&gt;
* There are five cards face-up between the players that are available for the players to take or trade. At the start of the game, these 5 cards consist of 3 camel cards plus two from the deck. &lt;br /&gt;
&lt;br /&gt;
There are 55 goods cards:&lt;br /&gt;
* Diamonds x6&lt;br /&gt;
* Gold x6&lt;br /&gt;
* Silver x6&lt;br /&gt;
* Cloth x8&lt;br /&gt;
* Spice x8&lt;br /&gt;
* Leather x10&lt;br /&gt;
* Camels x11&lt;br /&gt;
&lt;br /&gt;
There are 18 bonus tokens:&lt;br /&gt;
* 3 sale bonus tokens: 1, 1, 2, 2, 2, 3, 3&lt;br /&gt;
* 4 sale bonus tokens: 4, 4, 5, 5, 6, 6&lt;br /&gt;
* 5 sale bonus tokens: 8, 8, 9, 10, 10&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
&lt;br /&gt;
On your turn, you take one of three actions:&lt;br /&gt;
# &#039;&#039;&#039;Take&#039;&#039;&#039; a single card or all the camels in the face up row.&lt;br /&gt;
#: You may take any single goods card from the card row and add it to your hand, or take all the camels in the row and add them to your herd.&lt;br /&gt;
#: You are limited to having 7 goods cards in your hand, so you may not take a goods card if you already have 7 goods cards in your hand. (Again, your herd does not count toward this limit.)&lt;br /&gt;
#: The card row is then replenished from the deck so it always has 5 cards at the start of a turn.&lt;br /&gt;
# &#039;&#039;&#039;Trade&#039;&#039;&#039; for 2 or more goods cards from the row.&lt;br /&gt;
#: You may trade goods cards from your hand or camels from your herd for goods cards from the card row. For every one card you trade from your hand or herd, you may pick up one goods card from the row and add it to your hand. &lt;br /&gt;
#: The goods cards you trade must be of a &#039;&#039;different type&#039;&#039; from those you take from the card row. (For example, trading a Silk and a Spice for a Silk and a Gold would not be permitted)&lt;br /&gt;
#: The cards you traded are added to the card row, so it will still have 5 cards.&lt;br /&gt;
# &#039;&#039;&#039;Sell&#039;&#039;&#039; cards to earn points.&lt;br /&gt;
#: You may sell one or more cards to earn points, but all the cards you sell must be the same colour.&lt;br /&gt;
#: If you are selling Diamonds, Gold, or Silver (the red, yellow, and grey cards) you MUST sell at least two cards.&lt;br /&gt;
#: Regardless of the type of good, each card you sell lets you take one token of the corresponding colour from the bank, starting from the most valuable token.&lt;br /&gt;
#: If you sell 3 or more goods, you also earn a bonus token from the corresponding pile (for sales of 3,4, or 5+ goods).&lt;br /&gt;
#: The sold goods cards are discarded.&lt;br /&gt;
&lt;br /&gt;
== Round End ==&lt;br /&gt;
&lt;br /&gt;
The game continues until either:&lt;br /&gt;
* Three piles of goods tokens are depleted; OR&lt;br /&gt;
* The card row cannot be replenished.&lt;br /&gt;
&lt;br /&gt;
At this point, players total the points they have on their earned goods tokens and bonus tokens.&lt;br /&gt;
* In addition, whichever player has more camels in their herd at the end of the round earns the camel bonus token, worth 5 points.&lt;br /&gt;
&lt;br /&gt;
* Whichever player earns more points total wins the round.&lt;br /&gt;
* After the round, the game resets and new hands are dealt.&lt;br /&gt;
&lt;br /&gt;
=== Tie-breaks ===&lt;br /&gt;
&lt;br /&gt;
# The most bonus tokens&lt;br /&gt;
# The most goods tokens&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
The first player to win two rounds wins the game.&lt;/div&gt;</summary>
		<author><name>Grazzamatic</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpsplendor&amp;diff=17343</id>
		<title>Gamehelpsplendor</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpsplendor&amp;diff=17343"/>
		<updated>2023-06-30T04:02:24Z</updated>

		<summary type="html">&lt;p&gt;Grazzamatic: Added information about how a player gains prestige points to the sections &amp;#039;Buying a development card&amp;#039; and &amp;#039;The nobles&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Setup==&lt;br /&gt;
&lt;br /&gt;
Each development card deck is shuffled separately, and then placed in a column in the middle of the table in increasing order from bottom to top (◯;◯◯;◯◯◯).&lt;br /&gt;
&lt;br /&gt;
4 cards are revealed from each level.&lt;br /&gt;
&lt;br /&gt;
The noble tiles are shuffled, and as many of them are revealed as there are players plus one (example: 5 tiles for a 4 player game).&lt;br /&gt;
&lt;br /&gt;
The remaining tiles are removed from the game; they will not be used during the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;With 2 players&#039;&#039;: 3 tokens of each gem color except gold are removed (there should be only 4 of each remaining).&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;With 3 players&#039;&#039;: 2 tokens of each gem color except gold are removed (there should be only 5 of each remaining). &lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
Play then proceeds clockwise.&lt;br /&gt;
&lt;br /&gt;
On their turn, a player must choose to perform only one of the following four actions.&lt;br /&gt;
*•  Take 3 gem tokens of different colors.&lt;br /&gt;
*•  Take 2 gem tokens of the same color. &#039;&#039;&#039;This action is only possible if there are at least 4 tokens of the chosen color left when the player takes them.&#039;&#039;&#039;&lt;br /&gt;
*•  Reserve 1 development card and take 1 gold token (joker).&lt;br /&gt;
*•  Purchase 1 face-up development card from the middle of the table or a previously reserved one.&lt;br /&gt;
&lt;br /&gt;
===Selecting tokens===&lt;br /&gt;
A player can never have more than 10 tokens at the end of their turn (including jokers). If this happens, they must return tokens until they only have 10 left. A player can return all or some of those they’ve just drawn&lt;br /&gt;
&lt;br /&gt;
===Reserve a development card===&lt;br /&gt;
To reserve a card, a player simply needs to take a face-up development from the middle of the table or (if you’re feeling lucky) draw the first card from one of the three decks (level ◯;◯◯;◯◯◯) without showing it to the other players.&lt;br /&gt;
&lt;br /&gt;
The reserved cards are kept in hand and cannot be discarded.&lt;br /&gt;
&lt;br /&gt;
Players may not have more than three reserved cards in hand, and the only way to get rid of a card is to buy it.&lt;br /&gt;
&lt;br /&gt;
Reserving a card is also the only way to get a gold token (joker). If there is no gold left, you can still reserve a card, but you won’t get any gold.&lt;br /&gt;
&lt;br /&gt;
===Buying a development card===&lt;br /&gt;
To purchase a card, a player must spend the number of tokens indicated on the card. A joker token can replace any color. The spent tokens (including any jokers) are returned to the middle of the table. &lt;br /&gt;
&lt;br /&gt;
Once you purchase a development card, it will reduce the cost of buying new development cards. For example, if you have purchased 2 development cards that have red tokens in the top-right corner, you can buy a card that requires 3 red tokens at a cost of 1 red token. Purchased development cards can be used over and over again.&lt;br /&gt;
&lt;br /&gt;
A player may purchase one of the face-up development cards in the middle of the table or a card in their hand that was reserved on a previous turn.&lt;br /&gt;
&lt;br /&gt;
Purchased development cards are placed face-up in front of the player, and give that player prestige points equal to the number in the top-left corner of the card.&lt;br /&gt;
&lt;br /&gt;
===The nobles===&lt;br /&gt;
At the end of their turn, each player checks the noble tiles in order to determine if they’re receiving a visit from one of them.&lt;br /&gt;
&lt;br /&gt;
A player can be visited if they have (at least) the quantity and type of bonuses indicated on the noble tile.&lt;br /&gt;
&lt;br /&gt;
It is impossible to refuse the visit from a noble, which is not considered to be an action.&lt;br /&gt;
&lt;br /&gt;
If a player has enough bonuses to be visited by more than one noble at the end of their turn, that player chooses the noble to be received.&lt;br /&gt;
&lt;br /&gt;
The tile obtained is placed face-up in front of the player, and give that player prestige points equal to the number in the top-right corner of the tile.&lt;br /&gt;
&lt;br /&gt;
==End of the game==&lt;br /&gt;
When a player reaches 15 prestige points, complete the current round so that each player has played the same number of turns.&lt;br /&gt;
&lt;br /&gt;
The player who then has the highest number of prestige points is declared the winner (don’t forget to count your nobles).&lt;br /&gt;
&lt;br /&gt;
In case of a tie, the player who has purchased the fewest development cards wins!&lt;/div&gt;</summary>
		<author><name>Grazzamatic</name></author>
	</entry>
</feed>