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	<updated>2026-09-17T03:54:26Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpbonsai&amp;diff=30084</id>
		<title>Gamehelpbonsai</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpbonsai&amp;diff=30084"/>
		<updated>2026-06-04T14:55:42Z</updated>

		<summary type="html">&lt;p&gt;HappyNoodle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
Build your Bonsai with Tiles whilst collecting cards in order to play different and more tiles per turn, meanwhile decide which goals you wish to pursue and which you want to permanently ignore&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
On your turn, either Meditate or Cultivate, then check if you&#039;ve Completed a Goal&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Meditate===&lt;br /&gt;
&lt;br /&gt;
Take a faceup card of your choice&lt;br /&gt;
&lt;br /&gt;
Below the card&#039;s position are symbols depicting how many and what type or tile you can additionally take&lt;br /&gt;
&lt;br /&gt;
Some positions give no tiles, some an option between one and another tile, and some give multiple tiles&lt;br /&gt;
&lt;br /&gt;
All remaining cards are slid to the right, and a new card is drawn from the deck to refill the market&lt;br /&gt;
&lt;br /&gt;
• Growth cards are played to the right of your Seishi, fanned out to keep the symbol on the sidebar visible&lt;br /&gt;
&lt;br /&gt;
• Tool cards are played to the left of your Seishi, fanned out to keep the symbol on the sidebar visible.&lt;br /&gt;
&lt;br /&gt;
• Helpers and Masters have instant one off effects, then are placed facedown next to you in a pile&lt;br /&gt;
&lt;br /&gt;
• Parchments have end game effects, and are placed facedown in the same pile as Helpers and Masters&lt;br /&gt;
&lt;br /&gt;
Regardless of how many tiles you gained, you can only retain 5 tiles at the end of your turn. You can extend this limit by acquiring Tool cards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cultivate===&lt;br /&gt;
&lt;br /&gt;
Based on what cards are in your display, including your starting Seishi card, you are allowed to play certain tiles as depicted&lt;br /&gt;
&lt;br /&gt;
Each depicted tile lets you place one of its type, the starting Seishi allows a player to place 1 Wood, 1 Leaf, &amp;amp;/or 1 Any&lt;br /&gt;
&lt;br /&gt;
• Wood needs to be placed with one edge touching the edge of another Wood&lt;br /&gt;
&lt;br /&gt;
• Leaf needs to be placed with one edge touching the edge of a Wood&lt;br /&gt;
&lt;br /&gt;
• Flower needs to be placed with one edge touching the edge of a Leaf&lt;br /&gt;
&lt;br /&gt;
• Fruit needs to be placed adjacent to two Leaf tiles which form an intersection, furthermore a Fruit CANNOT touch the edge of another Fruit&lt;br /&gt;
&lt;br /&gt;
Before placement, if your layout does not allow for a Wood placement (regardless of what you wish to place) you can discard parts of your Bonsai in the least disruptive manner in order to make Wood placement possible&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Complete a Goal===&lt;br /&gt;
&lt;br /&gt;
If you meet or exceed the requirements of a goal, you are able to claim it or skip it&lt;br /&gt;
&lt;br /&gt;
You can only claim one goal of each type, so once one is claimed you cannot claim a better version&lt;br /&gt;
&lt;br /&gt;
If you choose to skip a goal you could have claimed, it is no longer available for you to claim at a later point, you must instead try to claim a harder goal worth more points&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
When the deck is depleted and the final card revealed, all players including the player who caused this get 1 final turn&lt;br /&gt;
&lt;br /&gt;
Hand Tiles are worth nothing, tiles in the Bonsai are scored as follows&lt;br /&gt;
&lt;br /&gt;
• Wood is worth 0&lt;br /&gt;
&lt;br /&gt;
• Leaf is worth 3 each&lt;br /&gt;
&lt;br /&gt;
• Flowers are worth 1 for each side NOT adjacent to another tile (so worth 0 - 5 each)&lt;br /&gt;
&lt;br /&gt;
• Fruit is worth 7 each&lt;br /&gt;
&lt;br /&gt;
• Reveal your Parchments and score them as detailed, then add to this any Goal cards collected&lt;br /&gt;
&lt;br /&gt;
The player with the most points, wins!&lt;br /&gt;
&lt;br /&gt;
If tied, the player furthest from the start player, wins!&lt;br /&gt;
&lt;br /&gt;
===Settings===&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;tokonoma&#039;&#039; variant puts all of the Parchment cards in the top half of the deck.&lt;br /&gt;
&lt;br /&gt;
===Cards===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Growth cards&#039;&#039;&#039; stay in front of you for the rest of the game. When you Cultivate, you may place all tiles represented on your Growth cards in addition to the ones you can place thanks to your Seishi tile. If you have multiple copies of the same card, their effects add up. Choose freely the order in which you place the tiles. Each placement is optional.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tool cards&#039;&#039;&#039; stay in front of you for the rest of the game. For each copy of this card you have, at the end of each turn, you can keep two&lt;br /&gt;
additional tiles in your personal supply. &lt;br /&gt;
&#039;&#039;Example: If you have two of these cards, you can keep up to 4 more tiles in your personal supply, in addition to the 5 tiles you can keep thanks to your Seishi tile, for a total of 9.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Helper cards&#039;&#039;&#039; are activated once when you take them, then they are kept face down in a pile beside your Seishi tile. Place in your bonsai one tile of your choice, and/or one tile of the type shown, taken from your personal supply (you may place tiles you just took along with this card).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master cards&#039;&#039;&#039; are activated once when you take them, then they are kept face down in a pile beside your Seishi tile. Take the tiles shown on the card from the common supply. Take these tiles in addition to the tiles you would normally take depending on the position of the card on the board. Remember to respect your capacity limit at the end of your turn&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Parchment Cards&#039;&#039;&#039; are kept face down in a pile beside your Seishi tile. At the end of the game, each Parchment card awards points depending on the depicted images, as follows:&lt;br /&gt;
&lt;br /&gt;
* 1 point for each wood tile in your bonsai (including the starting bud)&lt;br /&gt;
* 1 point for each leaf tile in your bonsai&lt;br /&gt;
* 2 points for each flower tile in your bonsai&lt;br /&gt;
* 2 points for each fruit tile in your bonsai&lt;br /&gt;
* 2 points for each Growth card you have&lt;br /&gt;
* 2 points for each Helper card you have&lt;br /&gt;
* 2 points for each Master card you have&lt;/div&gt;</summary>
		<author><name>HappyNoodle</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpbonsai&amp;diff=30083</id>
		<title>Gamehelpbonsai</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpbonsai&amp;diff=30083"/>
		<updated>2026-06-04T14:54:54Z</updated>

		<summary type="html">&lt;p&gt;HappyNoodle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
Build your Bonsai with Tiles whilst collecting cards in order to play different and more tiles per turn, meanwhile decide which goals you wish to pursue and which you want to permanently ignore&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
On your turn, either Meditate or Cultivate, then check if you&#039;ve Completed a Goal&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Meditate===&lt;br /&gt;
&lt;br /&gt;
Take a faceup card of your choice&lt;br /&gt;
&lt;br /&gt;
Below the card&#039;s position are symbols depicting how many and what type or tile you can additionally take&lt;br /&gt;
&lt;br /&gt;
Some positions give no tiles, some an option between one and another tile, and some give multiple tiles&lt;br /&gt;
&lt;br /&gt;
All remaining cards are slid to the right, and a new card is drawn from the deck to refill the market&lt;br /&gt;
&lt;br /&gt;
• Growth cards are played to the right of your Seishi, fanned out to keep the symbol on the sidebar visible&lt;br /&gt;
&lt;br /&gt;
• Tool cards are played to the left of your Seishi, fanned out to keep the symbol on the sidebar visible.&lt;br /&gt;
&lt;br /&gt;
• Helpers and Masters have instant one off effects, then are placed facedown next to you in a pile&lt;br /&gt;
&lt;br /&gt;
• Parchments have end game effects, and are placed facedown in the same pile as Helpers and Masters&lt;br /&gt;
&lt;br /&gt;
Regardless of how many tiles you gained, you can only retain 5 tiles at the end of your turn. You can extend this limit by acquiring Tool cards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cultivate===&lt;br /&gt;
&lt;br /&gt;
Based on what cards are in your display, including your starting Seishi card, you are allowed to play certain tiles as depicted&lt;br /&gt;
&lt;br /&gt;
Each depicted tile lets you place one of its type, the starting Seishi allows a player to place 1 Wood, 1 Leaf, &amp;amp;/or 1 Any&lt;br /&gt;
&lt;br /&gt;
• Wood needs to be placed with one edge touching the edge of another Wood&lt;br /&gt;
&lt;br /&gt;
• Leaf needs to be placed with one edge touching the edge of a Wood&lt;br /&gt;
&lt;br /&gt;
• Flower needs to be placed with one edge touching the edge of a Leaf&lt;br /&gt;
&lt;br /&gt;
• Fruit needs to be placed adjacent to two Leaf tiles which form an intersection, furthermore a Fruit CANNOT touch the edge of another Fruit&lt;br /&gt;
&lt;br /&gt;
Before placement, if your layout does not allow for a Wood placement (regardless of what you wish to place) you can discard parts of your Bonsai in the least disruptive manner in order to make Wood placement possible&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Complete a Goal===&lt;br /&gt;
&lt;br /&gt;
If you meet or exceed the requirements of a goal, you are able to claim it or skip it&lt;br /&gt;
&lt;br /&gt;
You can only claim one goal of each type, so once one is claimed you cannot claim a better version&lt;br /&gt;
&lt;br /&gt;
If you choose to skip a goal you could have claimed, it is no longer available for you to claim at a later point, you must instead try to claim a harder goal worth more points&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
When the deck is depleted and the final card revealed, all players including the player who caused this get 1 final turn&lt;br /&gt;
&lt;br /&gt;
Hand Tiles are worth nothing, tiles in the Bonsai are scored as follows&lt;br /&gt;
&lt;br /&gt;
• Wood is worth 0&lt;br /&gt;
&lt;br /&gt;
• Leaf is worth 3 each&lt;br /&gt;
&lt;br /&gt;
• Flowers are worth 1 for each side NOT adjacent to another tile (so worth 0 - 5 each)&lt;br /&gt;
&lt;br /&gt;
• Fruit is worth 7 each&lt;br /&gt;
&lt;br /&gt;
• Reveal your Parchments and score them as detailed, then add to this any Goal cards collected&lt;br /&gt;
&lt;br /&gt;
The player with the most points, wins!&lt;br /&gt;
&lt;br /&gt;
If tied, the player furthest from the start player, wins!&lt;br /&gt;
&lt;br /&gt;
===Settings===&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;tokonoma&#039;&#039; variant puts all of the Parchment cards in the top half of the deck.&lt;br /&gt;
&lt;br /&gt;
===Cards===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Growth cards&#039;&#039;&#039; stay in front of you for the rest of the game. When you Cultivate, you may place all tiles represented on your Growth cards in addition to the ones you can place thanks to your Seishi tile. If you have multiple copies of the same card, their effects add up. Choose freely the order in which you place the tiles. Each placement is optional.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tool cards&#039;&#039;&#039; stay in front of you for the rest of the game. For each copy of this card you have, at the end of each turn, you can keep two&lt;br /&gt;
additional tiles in your personal supply. &lt;br /&gt;
&#039;&#039;Example: If you have two of these cards, you can keep up to 4 more tiles in your personal supply, in addition to the 5 tiles you can keep thanks to your Seishi tile, for a total of 9.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Helper cards&#039;&#039;&#039; are activated once when you take them, then they are kept face down in a pile beside your Seishi tile. Place in your bonsai one tile of your choice, and/or one tile of the type shown, taken from your personal supply (you may place tiles you just took along with this card).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master cards&#039;&#039;&#039; are activated once when you take them, then they are kept face down in a pile beside your Seishi tile. Take the tiles shown on the card from the common supply. Take these tiles in addition to the tiles you would normally take depending on the position of the card on the board. Remember to respect your capacity limit at the end of your turn&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Parchment Cards&#039;&#039;&#039; are kept face down in a pile beside your Seishi tile. At the end of the game, each Parchment card awards points depending on the depicted images, as follows:&lt;br /&gt;
&lt;br /&gt;
1 point for each wood tile in your bonsai (including the starting bud)&lt;br /&gt;
1 point for each leaf tile in your bonsai&lt;br /&gt;
2 points for each flower tile in your bonsai&lt;br /&gt;
2 points for each fruit tile in your bonsai&lt;br /&gt;
2 points for each Growth card you have&lt;br /&gt;
2 points for each Helper card you have&lt;br /&gt;
2 points for each Master card you have&lt;/div&gt;</summary>
		<author><name>HappyNoodle</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpsoclover&amp;diff=30073</id>
		<title>Gamehelpsoclover</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpsoclover&amp;diff=30073"/>
		<updated>2026-06-02T18:50:06Z</updated>

		<summary type="html">&lt;p&gt;HappyNoodle: These are just a direct copy of the rules for quick reference. Some editing to fit the flow of the BGA game would be good.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The game plays over two phases:&lt;br /&gt;
# &#039;&#039;&#039;Choosing Clues&#039;&#039;&#039;: individual phase.&lt;br /&gt;
# &#039;&#039;&#039;Resolution&#039;&#039;&#039;: team phase.&lt;br /&gt;
&lt;br /&gt;
==1. Choosing Clues==&lt;br /&gt;
&lt;br /&gt;
Simultaneously, all players picks up their Clover board and secretly looks at the 8 Keywords that are on the outside edges of their cards. Notice there are 2 Keywords that form a Pair below each Clue Zone on your Clover board. There are 4 Pairs on your Clover board.&lt;br /&gt;
&lt;br /&gt;
For each of your 4 Pairs, secretly think of a Clue that ties their 2 Keywords together. Clues must be a single word (compound words are allowed) and can be a common noun, proper noun, acronym, number or onomatopoeia.&lt;br /&gt;
&#039;&#039;Examples: Rabbit, Clooney, FBI, 13 and Bzzzz are therefore valid Clues.&#039;&#039;&lt;br /&gt;
Write this word on the corresponding Clue Zone of your Clover board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Invalid Clues&#039;&#039;&#039;&lt;br /&gt;
* Neither one of your Keywords or its translation into another language.&lt;br /&gt;
&#039;&#039;Example: Amour cannot be used to connect “Love” and “France”.&#039;&#039;&lt;br /&gt;
* A word in the same family as a Keyword.&lt;br /&gt;
&#039;&#039;Example: Prince cannot be used to suggest a Pair with “Princess” and “Brother”.&#039;&#039;&lt;br /&gt;
* Made-up words.&lt;br /&gt;
&#039;&#039;Example: Cuppajo cannot be used to suggest a Pair with “Mug” and “Morning”.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Examples&#039;&#039;&#039;&lt;br /&gt;
* For the Pair “House” and “Firefighter”,you could write “Station” (the fire department’s house) in the corresponding Clue Zone.&lt;br /&gt;
* For the Pair “Sheep” and “Clothing”,you could write “Wool” (sheep’s wool is used to make clothes) in the corresponding Clue Zone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ADVICE&#039;&#039;&#039;: Certain connections may seem difficult, but don’t worry. Simply write the first word that pops into your head. Other players might surprise you with their guesses!&lt;br /&gt;
&lt;br /&gt;
==2. Resolution==&lt;br /&gt;
&lt;br /&gt;
An extra card is now added.&lt;br /&gt;
&lt;br /&gt;
During this phase, choose the first player to be the Spectator while all other players look at their Clover board. The Spectator cannot communicate in any way during this phase. Every player will be the Spectator one time during each game. The Spectator places their Clover board and 5 Keyword cards face up in the middle of the table. Using the Clues, the other players work together to figure out the Spectator’s Pairs and put the cards back in the correct spaces on the Clover board. If there is a disagreement on where cards should go, the player sitting to the left of the Spectator makes the final decision. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ADVICE&#039;&#039;&#039;: During this phase, feel free to place the Keyword cards on the Clover board to help visualize possible combinations and explain your reasoning to help your team reach a decision.&lt;br /&gt;
&lt;br /&gt;
When players agree on the placement of cards on the Clover board, the Spectator verifies the Keywords.&lt;br /&gt;
&lt;br /&gt;
==Verification==&lt;br /&gt;
&lt;br /&gt;
===First attempt===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perfect&#039;&#039;&#039; All Pairs are placed on the Clover board correctly: gain 1 point per card and an extra 2 points for having found all the Keywords on the first try! (total 6 points).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Error&#039;&#039;&#039; At least one Pair is placed on the Clover board incorrectly: the Spectator removes the incorrect card(s) without saying anything and puts them in the middle of the table. The other players have a second and final attempt.&lt;br /&gt;
&lt;br /&gt;
===Second attempt===&lt;br /&gt;
After the players agree on the new card placement, the Spectator removes any incorrect card(s) and puts them in the middle of the table. Gain 1 point per correct card (0 to 4 possible points). Then, the Spectator turns over their Clover board, writes the number of points in the middle, and discards the 5 Keyword cards they used. &lt;br /&gt;
&lt;br /&gt;
The player to their left becomes the next Spectator and a new Resolution phase begins.&lt;/div&gt;</summary>
		<author><name>HappyNoodle</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpsoclover&amp;diff=30072</id>
		<title>Gamehelpsoclover</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpsoclover&amp;diff=30072"/>
		<updated>2026-06-02T18:48:04Z</updated>

		<summary type="html">&lt;p&gt;HappyNoodle: Created page with &amp;quot;The game plays over two phases: # &amp;#039;&amp;#039;&amp;#039;Choosing Clues&amp;#039;&amp;#039;&amp;#039;: individual phase. # &amp;#039;&amp;#039;&amp;#039;Resolution&amp;#039;&amp;#039;&amp;#039;: team phase.  ==1. Choosing Clues==  Simultaneously, all players picks up their Clover board and secretly looks at the 8 Keywords that are on the outside edges of their cards. Notice there are 2 Keywords that form a Pair below each Clue Zone on your Clover board. There are 4 Pairs on your Clover board.  For each of your 4 Pairs, secretly think of a Clue that ties their 2 Keywords...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The game plays over two phases:&lt;br /&gt;
# &#039;&#039;&#039;Choosing Clues&#039;&#039;&#039;: individual phase.&lt;br /&gt;
# &#039;&#039;&#039;Resolution&#039;&#039;&#039;: team phase.&lt;br /&gt;
&lt;br /&gt;
==1. Choosing Clues==&lt;br /&gt;
&lt;br /&gt;
Simultaneously, all players picks up their Clover board and secretly looks at the 8 Keywords that are on the outside edges of their cards. Notice there are 2 Keywords that form a Pair below each Clue Zone on your Clover board. There are 4 Pairs on your Clover board.&lt;br /&gt;
&lt;br /&gt;
For each of your 4 Pairs, secretly think of a Clue that ties their 2 Keywords together. Clues must be a single word (compound words are allowed) and can be a common noun, proper noun, acronym, number or onomatopoeia.&lt;br /&gt;
&#039;&#039;Examples: Rabbit, Clooney, FBI, 13 and Bzzzz are therefore valid Clues.&#039;&#039;&lt;br /&gt;
Write this word on the corresponding Clue Zone of your Clover board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Invalid Clues&#039;&#039;&#039;&lt;br /&gt;
* Neither one of your Keywords or its translation into another language.&lt;br /&gt;
&#039;&#039;Example: Amour cannot be used to connect “Love” and “France”.&#039;&#039;&lt;br /&gt;
* A word in the same family as a Keyword.&lt;br /&gt;
&#039;&#039;Example: Prince cannot be used to suggest a Pair with “Princess” and “Brother”.&#039;&#039;&lt;br /&gt;
* Made-up words.&lt;br /&gt;
&#039;&#039;Example: Cuppajo cannot be used to suggest a Pair with “Mug” and “Morning”.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Examples&#039;&#039;&#039;&lt;br /&gt;
* For the Pair “House” and “Firefighter”,you could write “Station” (the fire department’s house) in the corresponding Clue Zone.&lt;br /&gt;
* For the Pair “Sheep” and “Clothing”,you could write “Wool” (sheep’s wool is used to make clothes) in the corresponding Clue Zone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ADVICE&#039;&#039;&#039;: Certain connections may seem difficult, but don’t worry. Simply write the first word that pops into your head. Other players might surprise you with their guesses!&lt;br /&gt;
&lt;br /&gt;
==2. Resolution==&lt;br /&gt;
&lt;br /&gt;
An extra card is now added.&lt;br /&gt;
&lt;br /&gt;
During this phase, choose the first player to be the Spectator while all other players look at their Clover board. The Spectator cannot communicate in any way during this phase. Every player will be the Spectator one time during each game. The Spectator places their Clover board and 5 Keyword cards face up in the middle of the table. Using the Clues, the other players work together to figure out the Spectator’s Pairs and put the cards back in the correct spaces on the Clover board. If there is a disagreement on where cards should go, the player sitting to the left of the Spectator makes the final decision. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ADVICE&#039;&#039;&#039;: During this phase, feel free to place the Keyword cards on the Clover board to help visualize possible combinations and explain your reasoning to help your team reach a decision.&lt;br /&gt;
&lt;br /&gt;
When players agree on the placement of cards on the Clover board, the Spectator verifies the Keywords.&lt;br /&gt;
&lt;br /&gt;
==Verification==&lt;br /&gt;
&lt;br /&gt;
===First attempt===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perfect&#039;&#039;&#039; All Pairs are placed on the Clover board correctly: gain 1 point per card and an extra 2 points for having found all the Keywords on the first try! (total 6 points).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Error&#039;&#039;&#039; At least one Pair is placed on the Clover board incorrectly: the Spectator removes the incorrect card(s) without saying anything and puts them in the middle of the table.&lt;br /&gt;
The other players have a second and final attempt.&lt;br /&gt;
&lt;br /&gt;
===Second attempt===&lt;/div&gt;</summary>
		<author><name>HappyNoodle</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcartographers&amp;diff=24572</id>
		<title>Gamehelpcartographers</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcartographers&amp;diff=24572"/>
		<updated>2025-04-03T13:18:20Z</updated>

		<summary type="html">&lt;p&gt;HappyNoodle: added tiebreaker info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
Cartographers is a flip-and-write game in which each of the players are separately drawing a map of their land. Each round, you&#039;ll add a feature to your map, and after a few rounds, you&#039;ll score based on the presence or arrangement of these features. The player with the most points at the end of four rounds wins the game!&lt;br /&gt;
&lt;br /&gt;
== Game components ==&lt;br /&gt;
&lt;br /&gt;
Each player has a map. This map starts mostly blank, but may have mountains, ruins, and wasteland spaces already included.&lt;br /&gt;
&lt;br /&gt;
The table as a whole contains four scoring cards, labeled A through D. These take a specific format:&lt;br /&gt;
*• One of these cards looks for village spaces&lt;br /&gt;
*• One of these cards looks for forest spaces&lt;br /&gt;
*• One of these cards looks for water and farm spaces&lt;br /&gt;
*• One of these cards looks at the whole map, usually around filling certain segments of it with anything at all.&lt;br /&gt;
&lt;br /&gt;
It also contains season cards, which say which two of these cards will be scored at the end of the round and how many cards will be flipped in the round:&lt;br /&gt;
*• Spring lasts 8 time units, and players score cards A and B.&lt;br /&gt;
*• Summer lasts 8 time units, and players score cards B and C.&lt;br /&gt;
*• Autumn lasts 7 time units, and players score cards C and D.&lt;br /&gt;
*• Winter lasts 6 time units, and players score cards D and A.&lt;br /&gt;
&lt;br /&gt;
In addition, the table contains the deck of cards used to draw various landscapes.&lt;br /&gt;
&lt;br /&gt;
== What to do on your turn ==&lt;br /&gt;
&lt;br /&gt;
The top card of the landscape deck is flipped, and all players simultaneously draw that somewhere on the map. These cards usually contain a choice to do two different terrain types in the same shape, or one specific terrain in one of two shapes. These shapes can be flipped or rotated in any 90 degree increment, and can be placed anywhere on the map - it does not need to be adjacent to anything. These shapes can&#039;t hang off the edge of the map, nor can they overlap any filled space.&lt;br /&gt;
&lt;br /&gt;
If any player can&#039;t draw a particular shape, they instead draw a single 1x1 square of any terrain type anywhere on their board.&lt;br /&gt;
&lt;br /&gt;
Some smaller shapes contain a gold coin. If you draw that shape, cross off a coin on the side of your map. This will be worth 1 point each scoring phase. You can also earn coins by filling all four spaces adjacent to a mountain space on your board.&lt;br /&gt;
&lt;br /&gt;
Each of these cards has a number on the top left corner indicating how much time has passed. If the sum of all cards played this way is greater than or equal to the number on the season card, the round ends after all players have drawn this shape. Otherwise, start the next turn.&lt;br /&gt;
&lt;br /&gt;
=== Special cards ===&lt;br /&gt;
&lt;br /&gt;
There are two Ruins cards in the deck. If the Ruins card is drawn, the next shape must overlap with one of the ruins spaces on your board. All other rules about drawing this shape still apply.&lt;br /&gt;
&lt;br /&gt;
There is one Monster card added to the deck each season. If a Monster card is drawn, all players pass their maps to another player. Then draw this monster shape on your opponent&#039;s board. All other rules about drawing this monster still apply. Players will lose points for each empty space next to monsters. Afterwards, this Monster card is removed from play (but if it&#039;s never found, it remains in the deck for the next season).&lt;br /&gt;
&lt;br /&gt;
There is one Rift Lands card in the deck. If a Rift Lands card is drawn, all players draw a 1x1 square of any terrain type anywhere on their board.&lt;br /&gt;
&lt;br /&gt;
== End of a round ==&lt;br /&gt;
&lt;br /&gt;
At the end of each round, two of the four scoring cards will be resolved. &lt;br /&gt;
*• Spring lasts 8 time units, and players score cards A and B.&lt;br /&gt;
*• Summer lasts 8 time units, and players score cards B and C.&lt;br /&gt;
*• Autumn lasts 7 time units, and players score cards C and D.&lt;br /&gt;
*• Winter lasts 6 time units, and players score cards D and A.&lt;br /&gt;
In addition to this, every round players score 1 point for each gold coin they have, and lose 1 point for each empty space next to monsters.&lt;br /&gt;
&lt;br /&gt;
After scoring, the landscape deck is reshuffled.&lt;br /&gt;
&lt;br /&gt;
Once Winter is scored, the game ends, and the player with the most points wins!&lt;br /&gt;
&lt;br /&gt;
====== Tiebreaker ======&lt;br /&gt;
In the event of a tie, the tied player who lost the least reputation stars to monster terrain across all four seasons is the winner. If there is a further tie, all tied players share the victory&lt;/div&gt;</summary>
		<author><name>HappyNoodle</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgreasyspoon&amp;diff=23128</id>
		<title>Gamehelpgreasyspoon</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgreasyspoon&amp;diff=23128"/>
		<updated>2024-10-30T08:17:06Z</updated>

		<summary type="html">&lt;p&gt;HappyNoodle: Edit to main rules has been made for clarity. Implementing here.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== GAME OBJECTIVE ==&lt;br /&gt;
Shed your entire deck first.&lt;br /&gt;
&lt;br /&gt;
== PLAYING A DEAL ==&lt;br /&gt;
Each deal is played over a number of rounds. Each round consists of the following:&lt;br /&gt;
&lt;br /&gt;
====== Starting a Round ======&lt;br /&gt;
* Menu Items &amp;amp; Menu Combinations&lt;br /&gt;
&lt;br /&gt;
====== Continuing a Round ======&lt;br /&gt;
* Serving a More Expensive Dish&lt;br /&gt;
* Passing&lt;br /&gt;
&lt;br /&gt;
====== Drawing Cards ======&lt;br /&gt;
&lt;br /&gt;
====== Ending a Round ======&lt;br /&gt;
&lt;br /&gt;
====== Starting the Next Round ======&lt;br /&gt;
&lt;br /&gt;
=== STARTING A ROUND ===&lt;br /&gt;
The Starter leads the first round by playing a card combination, which is called &#039;&#039;&#039;serving a dish&#039;&#039;&#039;, face up in front of themself. Each player has their own card pile, which is called the &#039;&#039;&#039;service area&#039;&#039;&#039;, on which they play all their orders. Don’t mix card piles between players.&lt;br /&gt;
&lt;br /&gt;
This first dish begins the Starter’s service area for the round. The Starter serves all subsequent dishes into this area. The other player will serve their dishes into their own service area.&lt;br /&gt;
&lt;br /&gt;
==== MENU ITEMS &amp;amp; MENU COMBINATIONS ====&lt;br /&gt;
There are two kinds of card combinations or dishes: &lt;br /&gt;
&lt;br /&gt;
Menu Items and Menu Combinations. &lt;br /&gt;
&lt;br /&gt;
There are three categories of Menu Items, &lt;br /&gt;
&lt;br /&gt;
① Drinks, &lt;br /&gt;
&lt;br /&gt;
② Sides, and &lt;br /&gt;
&lt;br /&gt;
③ Mains.  &lt;br /&gt;
&lt;br /&gt;
Each category corresponds to the number of cards in the Menu Item. When a category has more than one Menu Item in it, the later Menu Items are higher ranked or &#039;&#039;&#039;more expensive&#039;&#039;&#039; than the earlier ones. The following table list all the possible Menu Items:&lt;br /&gt;
&lt;br /&gt;
===== MENU ITEMS =====&lt;br /&gt;
{|&lt;br /&gt;
|&#039;&#039;&#039;Menu Item&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&#039;&#039;&#039;① Drinks&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Soda&lt;br /&gt;
|One card played by itself&lt;br /&gt;
|🍅2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&#039;&#039;&#039;② Sides&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Rings&lt;br /&gt;
|Two cards of consecutive rank&lt;br /&gt;
|☀️3-🥒4&lt;br /&gt;
|-&lt;br /&gt;
|Fries&lt;br /&gt;
|Two cards of the same rank&lt;br /&gt;
|🍅6-🥒6&lt;br /&gt;
|-&lt;br /&gt;
|Fancy Rings&lt;br /&gt;
|Two cards of consecutive rank and the same suit&lt;br /&gt;
|☀️5-☀️6&lt;br /&gt;
|-&lt;br /&gt;
|Fancy Fries&lt;br /&gt;
|Two cards of the same rank and the same suit&lt;br /&gt;
|🍅1-🍅1&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&#039;&#039;&#039;③ Mains&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Hot Dog&lt;br /&gt;
|Three cards of consecutive rank&lt;br /&gt;
|☀️1-🥒2-🥒3&lt;br /&gt;
|-&lt;br /&gt;
|Cheeseburger&lt;br /&gt;
|Three cards of the same rank&lt;br /&gt;
|🍅5-🍅5-🥒5&lt;br /&gt;
|-&lt;br /&gt;
|Fancy Dog&lt;br /&gt;
|Three cards of consecutive rank and the same suit&lt;br /&gt;
|🥒3-🥒4-🥒5&lt;br /&gt;
|-&lt;br /&gt;
|Fancy Burger&lt;br /&gt;
|Three cards of the same rank and the same suit&lt;br /&gt;
|☀️2-☀️2-☀️2&lt;br /&gt;
|}&lt;br /&gt;
In general, each category has consecutively ranked cards being weaker than sets of cards with the same rank, and cards with the same suit are stronger than cards with different suits.&lt;br /&gt;
&lt;br /&gt;
There are two types of Menu Combinations. Both types have one menu item from Mains and then one menu item from Drinks (if it is a Combo 1) or Sides (if it is a Combo 2).&lt;br /&gt;
&lt;br /&gt;
===== MENU COMBINATIONS =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Combo Type&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Combo 1&lt;br /&gt;
|1 Main &amp;amp; 1 Drink&lt;br /&gt;
|A Hotdog &amp;amp; Soda:&lt;br /&gt;
&lt;br /&gt;
☀️4-🍅5-🥒6 &lt;br /&gt;
&lt;br /&gt;
&amp;amp; ☀️2&lt;br /&gt;
|-&lt;br /&gt;
|Combo 2&lt;br /&gt;
|1 Main &amp;amp; 1 Side&lt;br /&gt;
|A Cheeseburger &amp;amp; Fries:&lt;br /&gt;
&lt;br /&gt;
🍅5-🍅5-🥒5 &lt;br /&gt;
&lt;br /&gt;
&amp;amp; ☀️1-🥒1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== CONTINUING A ROUND ===&lt;br /&gt;
After a player leads a combination (&#039;&#039;&#039;serves a dish&#039;&#039;&#039;), play proceeds clockwise with each player either:&lt;br /&gt;
&lt;br /&gt;
* Serving a Higher-Ranking &#039;&#039;&#039;more expensive&#039;&#039;&#039; dish or&lt;br /&gt;
* Passing&lt;br /&gt;
&lt;br /&gt;
=== SERVING A MORE EXPENSIVE DISH ===&lt;br /&gt;
You can only serve a more expensive dish of the same type that was previously served. &lt;br /&gt;
&lt;br /&gt;
==== Higher-Ranking Menu Items ====&lt;br /&gt;
If your opponent served a dish with a Menu Item, then you can only serve a Menu Item from the same category. It must either be: &lt;br /&gt;
&lt;br /&gt;
* The same type of Menu Item but with higher ranking cards or &lt;br /&gt;
* Any of the more expensive items in the same category.&lt;br /&gt;
&lt;br /&gt;
==== Higher-Ranking Menu Combinations ====&lt;br /&gt;
If your opponent served a Menu Combination, then you can only serve a Menu Combination of the same type. So, if your opponent served a Combo 1, then you can only serve a higher ranking Combo 1; if your opponent served a Combo 2, then you can only serve a higher ranking Combo 2.&lt;br /&gt;
To serve a higher-ranking Combo 1, you must either:&lt;br /&gt;
&lt;br /&gt;
* beat the Main portion of the combo (in which case it does not matter which Drink you serve) or &lt;br /&gt;
* match the Main portion, but then you must serve a higher-ranking Drink.&lt;br /&gt;
Serving a higher ranking Combo 2 works in the same way: You must either:&lt;br /&gt;
&lt;br /&gt;
* Beat the Main portion (in which case it does not matter which Side you serve) or&lt;br /&gt;
* Match the Main portion, but then you must serve a higher ranking Side.&lt;br /&gt;
&lt;br /&gt;
=== DRAWING CARDS ===&lt;br /&gt;
Whenever you have fewer than 11 cards in your hand, immediately draw cards from your draw deck until you have 11 cards again or until your draw deck is empty. You always immediately refill your hand to 11 cards, including after serving any dish or after putting any cards into your backburner. Note: You may never have more than 11 cards in your hand.&lt;br /&gt;
&lt;br /&gt;
Whenever the draw pile is empty, you MUST shuffle your backburner cards (if any) to form a new draw pile. &lt;br /&gt;
&lt;br /&gt;
(Optional)&lt;br /&gt;
&lt;br /&gt;
If you have cards in your backburner, you MAY always move your backburner pile atop your draw pile and then shuffle this pile to form a new draw deck. &lt;br /&gt;
&lt;br /&gt;
=== ENDING A ROUND ===&lt;br /&gt;
A round ends as soon as one player passes or one player goes out (in which case, the game also ends). &lt;br /&gt;
&lt;br /&gt;
A player goes out when they have played the last card from their hand and there are no cards remaining in their draw deck.&lt;br /&gt;
&lt;br /&gt;
=== STARTING THE NEXT ROUND ===&lt;br /&gt;
When the round ends, if the game has not also ended, then whoever served the most expensive dish is the round winner. Players clear their service areas. The round winner starts the next round.&lt;br /&gt;
&lt;br /&gt;
== ENDING THE DEAL ==&lt;br /&gt;
The deal ends immediately after one player has gone out.&lt;/div&gt;</summary>
		<author><name>HappyNoodle</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgreasyspoon&amp;diff=23121</id>
		<title>Gamehelpgreasyspoon</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgreasyspoon&amp;diff=23121"/>
		<updated>2024-10-28T19:56:40Z</updated>

		<summary type="html">&lt;p&gt;HappyNoodle: /* MENU COMBINATIONS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== GAME OBJECTIVE ==&lt;br /&gt;
Shed your entire deck first.&lt;br /&gt;
&lt;br /&gt;
== PLAYING A DEAL ==&lt;br /&gt;
Each deal is played over a number of rounds. Each round consists of the following:&lt;br /&gt;
&lt;br /&gt;
====== Starting a Round ======&lt;br /&gt;
* Menu Items &amp;amp; Menu Combinations&lt;br /&gt;
&lt;br /&gt;
====== Continuing a Round ======&lt;br /&gt;
* Serving a Higher-Ranking Dish&lt;br /&gt;
* Passing&lt;br /&gt;
&lt;br /&gt;
====== Drawing Cards ======&lt;br /&gt;
&lt;br /&gt;
====== Ending a Round ======&lt;br /&gt;
&lt;br /&gt;
====== Starting the Next Round ======&lt;br /&gt;
&lt;br /&gt;
=== STARTING A ROUND ===&lt;br /&gt;
The Starter leads the first round by playing a card combination, which is called &#039;&#039;&#039;serving a dish&#039;&#039;&#039;, face up in front of themself. Each player has their own card pile, which is called the &#039;&#039;&#039;service area&#039;&#039;&#039;, on which they play all their orders. Don’t mix card piles between players.&lt;br /&gt;
&lt;br /&gt;
This first dish begins the Starter’s service area for the round. The Starter serves all subsequent dishes into this area. The other player will serve their dishes into their own service area.&lt;br /&gt;
&lt;br /&gt;
==== MENU ITEMS &amp;amp; MENU COMBINATIONS ====&lt;br /&gt;
There are two kinds of card combinations or dishes: &lt;br /&gt;
&lt;br /&gt;
Menu Items and Menu Combinations. &lt;br /&gt;
&lt;br /&gt;
There are three categories of Menu Items, &lt;br /&gt;
&lt;br /&gt;
① Drinks, &lt;br /&gt;
&lt;br /&gt;
② Sides, and &lt;br /&gt;
&lt;br /&gt;
③ Mains.  &lt;br /&gt;
&lt;br /&gt;
Each category corresponds to the number of cards in the Menu Item. When a category has more than one Menu Item in it, the later Menu Items are higher ranked or &#039;&#039;&#039;more expensive&#039;&#039;&#039; than the earlier ones. The following table list all the possible Menu Items:&lt;br /&gt;
&lt;br /&gt;
===== MENU ITEMS =====&lt;br /&gt;
{|&lt;br /&gt;
|&#039;&#039;&#039;Menu Item&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&#039;&#039;&#039;① Drinks&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Soda&lt;br /&gt;
|One card played by itself&lt;br /&gt;
|🍅2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&#039;&#039;&#039;② Sides&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Rings&lt;br /&gt;
|Two cards of consecutive rank&lt;br /&gt;
|☀️3-🥒4&lt;br /&gt;
|-&lt;br /&gt;
|Fries&lt;br /&gt;
|Two cards of the same rank&lt;br /&gt;
|🍅6-🥒6&lt;br /&gt;
|-&lt;br /&gt;
|Fancy Rings&lt;br /&gt;
|Two cards of consecutive rank and the same suit&lt;br /&gt;
|☀️5-☀️6&lt;br /&gt;
|-&lt;br /&gt;
|Fancy Fries&lt;br /&gt;
|Two cards of the same rank and the same suit&lt;br /&gt;
|🍅1-🍅1&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&#039;&#039;&#039;③ Mains&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Hot Dog&lt;br /&gt;
|Three cards of consecutive rank&lt;br /&gt;
|☀️1-🥒2-🥒3&lt;br /&gt;
|-&lt;br /&gt;
|Cheeseburger&lt;br /&gt;
|Three cards of the same rank&lt;br /&gt;
|🍅5-🍅5-🥒5&lt;br /&gt;
|-&lt;br /&gt;
|Fancy Dog&lt;br /&gt;
|Three cards of consecutive rank and the same suit&lt;br /&gt;
|🥒3-🥒4-🥒5&lt;br /&gt;
|-&lt;br /&gt;
|Fancy Burger&lt;br /&gt;
|Three cards of the same rank and the same suit&lt;br /&gt;
|☀️2-☀️2-☀️2&lt;br /&gt;
|}&lt;br /&gt;
In general, each category has consecutively ranked cards being weaker than sets of cards with the same rank, and cards with the same suit are stronger than cards with different suits.&lt;br /&gt;
&lt;br /&gt;
There are two types of Menu Combinations. Both types have one menu item from Mains and then one menu item from Drinks (if it is a Combo 1) or Sides (if it is a Combo 2).&lt;br /&gt;
&lt;br /&gt;
===== MENU COMBINATIONS =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Combo Type&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Combo 1&lt;br /&gt;
|1 Main &amp;amp; 1 Drink&lt;br /&gt;
|A Hotdog &amp;amp; Soda:&lt;br /&gt;
&lt;br /&gt;
☀️4-🍅5-🥒6 &lt;br /&gt;
&lt;br /&gt;
&amp;amp; ☀️2&lt;br /&gt;
|-&lt;br /&gt;
|Combo 2&lt;br /&gt;
|1 Main &amp;amp; 1 Side&lt;br /&gt;
|A Cheeseburger &amp;amp; Fries:&lt;br /&gt;
&lt;br /&gt;
🍅5-🍅5-🥒5 &lt;br /&gt;
&lt;br /&gt;
&amp;amp; ☀️1-🥒1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== CONTINUING A ROUND ===&lt;br /&gt;
After a player leads a combination (&#039;&#039;&#039;serves a dish&#039;&#039;&#039;), play proceeds clockwise with each player either:&lt;br /&gt;
&lt;br /&gt;
* Serving a Higher-Ranking &#039;&#039;&#039;more expensive&#039;&#039;&#039; dish or&lt;br /&gt;
* Passing&lt;br /&gt;
&lt;br /&gt;
=== Serving a Higher-Ranking Dish ===&lt;br /&gt;
You can only serve a more expensive dish of the same type that was previously served. &lt;br /&gt;
&lt;br /&gt;
==== Higher-Ranking Menu Items ====&lt;br /&gt;
If your opponent served a dish with a Menu Item, then you can only serve a Menu Item from the same category. It must either be: &lt;br /&gt;
&lt;br /&gt;
* The same type of Menu Item but with higher ranking cards or &lt;br /&gt;
* Any of the more expensive items in the same category.&lt;br /&gt;
&lt;br /&gt;
==== Higher-Ranking Menu Combinations ====&lt;br /&gt;
If your opponent served a Menu Combination, then you can only serve a Menu Combination of the same type. So, if your opponent served a Combo 1, then you can only serve a higher ranking Combo 1; if your opponent served a Combo 2, then you can only serve a higher ranking Combo 2.&lt;br /&gt;
To serve a higher-ranking Combo 1, you must either:&lt;br /&gt;
&lt;br /&gt;
* beat the Main portion of the combo (in which case it does not matter which Drink you serve) or &lt;br /&gt;
* match the Main portion, but then you must serve a higher-ranking Drink.&lt;br /&gt;
Serving a higher ranking Combo 2 works in the same way: You must either:&lt;br /&gt;
&lt;br /&gt;
* Beat the Main portion (in which case it does not matter which Side you serve) or&lt;br /&gt;
* Match the Main portion, but then you must serve a higher ranking Side.&lt;br /&gt;
&lt;br /&gt;
=== DRAWING CARDS ===&lt;br /&gt;
Whenever you have fewer than 11 cards in your hand, immediately draw cards from your draw deck until you have 11 cards again or until your draw deck is empty. You always immediately refill your hand to 11 cards, including after serving any dish or after putting any cards into your backburner. Note: You may never have more than 11 cards in your hand.&lt;br /&gt;
&lt;br /&gt;
Whenever the draw pile is empty, you MUST shuffle your backburner cards (if any) to form a new draw pile. &lt;br /&gt;
&lt;br /&gt;
(Optional)&lt;br /&gt;
&lt;br /&gt;
If you have cards in your backburner, you MAY always move your backburner pile atop your draw pile and then shuffle this pile to form a new draw deck. &lt;br /&gt;
&lt;br /&gt;
=== ENDING A ROUND ===&lt;br /&gt;
A round ends as soon as one player passes or one player goes out (in which case, the game also ends). &lt;br /&gt;
&lt;br /&gt;
A player goes out when they have played the last card from their hand and there are no cards remaining in their draw deck.&lt;br /&gt;
&lt;br /&gt;
=== STARTING THE NEXT ROUND ===&lt;br /&gt;
When the round ends, if the game has not also ended, then whoever served the most expensive dish is the round winner. Players clear their service areas. The round winner starts the next round.&lt;br /&gt;
&lt;br /&gt;
== ENDING THE DEAL ==&lt;br /&gt;
The deal ends immediately after one player has gone out.&lt;/div&gt;</summary>
		<author><name>HappyNoodle</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgreasyspoon&amp;diff=23120</id>
		<title>Gamehelpgreasyspoon</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgreasyspoon&amp;diff=23120"/>
		<updated>2024-10-28T19:55:50Z</updated>

		<summary type="html">&lt;p&gt;HappyNoodle: /* MENU ITEMS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== GAME OBJECTIVE ==&lt;br /&gt;
Shed your entire deck first.&lt;br /&gt;
&lt;br /&gt;
== PLAYING A DEAL ==&lt;br /&gt;
Each deal is played over a number of rounds. Each round consists of the following:&lt;br /&gt;
&lt;br /&gt;
====== Starting a Round ======&lt;br /&gt;
* Menu Items &amp;amp; Menu Combinations&lt;br /&gt;
&lt;br /&gt;
====== Continuing a Round ======&lt;br /&gt;
* Serving a Higher-Ranking Dish&lt;br /&gt;
* Passing&lt;br /&gt;
&lt;br /&gt;
====== Drawing Cards ======&lt;br /&gt;
&lt;br /&gt;
====== Ending a Round ======&lt;br /&gt;
&lt;br /&gt;
====== Starting the Next Round ======&lt;br /&gt;
&lt;br /&gt;
=== STARTING A ROUND ===&lt;br /&gt;
The Starter leads the first round by playing a card combination, which is called &#039;&#039;&#039;serving a dish&#039;&#039;&#039;, face up in front of themself. Each player has their own card pile, which is called the &#039;&#039;&#039;service area&#039;&#039;&#039;, on which they play all their orders. Don’t mix card piles between players.&lt;br /&gt;
&lt;br /&gt;
This first dish begins the Starter’s service area for the round. The Starter serves all subsequent dishes into this area. The other player will serve their dishes into their own service area.&lt;br /&gt;
&lt;br /&gt;
==== MENU ITEMS &amp;amp; MENU COMBINATIONS ====&lt;br /&gt;
There are two kinds of card combinations or dishes: &lt;br /&gt;
&lt;br /&gt;
Menu Items and Menu Combinations. &lt;br /&gt;
&lt;br /&gt;
There are three categories of Menu Items, &lt;br /&gt;
&lt;br /&gt;
① Drinks, &lt;br /&gt;
&lt;br /&gt;
② Sides, and &lt;br /&gt;
&lt;br /&gt;
③ Mains.  &lt;br /&gt;
&lt;br /&gt;
Each category corresponds to the number of cards in the Menu Item. When a category has more than one Menu Item in it, the later Menu Items are higher ranked or &#039;&#039;&#039;more expensive&#039;&#039;&#039; than the earlier ones. The following table list all the possible Menu Items:&lt;br /&gt;
&lt;br /&gt;
===== MENU ITEMS =====&lt;br /&gt;
{|&lt;br /&gt;
|&#039;&#039;&#039;Menu Item&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&#039;&#039;&#039;① Drinks&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Soda&lt;br /&gt;
|One card played by itself&lt;br /&gt;
|🍅2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&#039;&#039;&#039;② Sides&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Rings&lt;br /&gt;
|Two cards of consecutive rank&lt;br /&gt;
|☀️3-🥒4&lt;br /&gt;
|-&lt;br /&gt;
|Fries&lt;br /&gt;
|Two cards of the same rank&lt;br /&gt;
|🍅6-🥒6&lt;br /&gt;
|-&lt;br /&gt;
|Fancy Rings&lt;br /&gt;
|Two cards of consecutive rank and the same suit&lt;br /&gt;
|☀️5-☀️6&lt;br /&gt;
|-&lt;br /&gt;
|Fancy Fries&lt;br /&gt;
|Two cards of the same rank and the same suit&lt;br /&gt;
|🍅1-🍅1&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&#039;&#039;&#039;③ Mains&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Hot Dog&lt;br /&gt;
|Three cards of consecutive rank&lt;br /&gt;
|☀️1-🥒2-🥒3&lt;br /&gt;
|-&lt;br /&gt;
|Cheeseburger&lt;br /&gt;
|Three cards of the same rank&lt;br /&gt;
|🍅5-🍅5-🥒5&lt;br /&gt;
|-&lt;br /&gt;
|Fancy Dog&lt;br /&gt;
|Three cards of consecutive rank and the same suit&lt;br /&gt;
|🥒3-🥒4-🥒5&lt;br /&gt;
|-&lt;br /&gt;
|Fancy Burger&lt;br /&gt;
|Three cards of the same rank and the same suit&lt;br /&gt;
|☀️2-☀️2-☀️2&lt;br /&gt;
|}&lt;br /&gt;
In general, each category has consecutively ranked cards being weaker than sets of cards with the same rank, and cards with the same suit are stronger than cards with different suits.&lt;br /&gt;
&lt;br /&gt;
There are two types of Menu Combinations. Both types have one menu item from Mains and then one menu item from Drinks (if it is a Combo 1) or Sides (if it is a Combo 2).&lt;br /&gt;
&lt;br /&gt;
===== MENU COMBINATIONS =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Combo Type&lt;br /&gt;
|Description&lt;br /&gt;
|Example&lt;br /&gt;
|-&lt;br /&gt;
|Combo 1&lt;br /&gt;
|1 Main &amp;amp; 1 Drink&lt;br /&gt;
|A Hotdog &amp;amp; Soda:&lt;br /&gt;
&lt;br /&gt;
☀️4-🍅5-🥒6 &lt;br /&gt;
&lt;br /&gt;
&amp;amp; ☀️2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|Combo 2&lt;br /&gt;
|1 Main &amp;amp; 1 Side&lt;br /&gt;
|A Cheeseburger &amp;amp; Fries:&lt;br /&gt;
&lt;br /&gt;
🍅5-🍅5-🥒5 &lt;br /&gt;
&lt;br /&gt;
&amp;amp; ☀️1-🥒1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== CONTINUING A ROUND ===&lt;br /&gt;
After a player leads a combination (&#039;&#039;&#039;serves a dish&#039;&#039;&#039;), play proceeds clockwise with each player either:&lt;br /&gt;
&lt;br /&gt;
* Serving a Higher-Ranking &#039;&#039;&#039;more expensive&#039;&#039;&#039; dish or&lt;br /&gt;
* Passing&lt;br /&gt;
&lt;br /&gt;
=== Serving a Higher-Ranking Dish ===&lt;br /&gt;
You can only serve a more expensive dish of the same type that was previously served. &lt;br /&gt;
&lt;br /&gt;
==== Higher-Ranking Menu Items ====&lt;br /&gt;
If your opponent served a dish with a Menu Item, then you can only serve a Menu Item from the same category. It must either be: &lt;br /&gt;
&lt;br /&gt;
* The same type of Menu Item but with higher ranking cards or &lt;br /&gt;
* Any of the more expensive items in the same category.&lt;br /&gt;
&lt;br /&gt;
==== Higher-Ranking Menu Combinations ====&lt;br /&gt;
If your opponent served a Menu Combination, then you can only serve a Menu Combination of the same type. So, if your opponent served a Combo 1, then you can only serve a higher ranking Combo 1; if your opponent served a Combo 2, then you can only serve a higher ranking Combo 2.&lt;br /&gt;
To serve a higher-ranking Combo 1, you must either:&lt;br /&gt;
&lt;br /&gt;
* beat the Main portion of the combo (in which case it does not matter which Drink you serve) or &lt;br /&gt;
* match the Main portion, but then you must serve a higher-ranking Drink.&lt;br /&gt;
Serving a higher ranking Combo 2 works in the same way: You must either:&lt;br /&gt;
&lt;br /&gt;
* Beat the Main portion (in which case it does not matter which Side you serve) or&lt;br /&gt;
* Match the Main portion, but then you must serve a higher ranking Side.&lt;br /&gt;
&lt;br /&gt;
=== DRAWING CARDS ===&lt;br /&gt;
Whenever you have fewer than 11 cards in your hand, immediately draw cards from your draw deck until you have 11 cards again or until your draw deck is empty. You always immediately refill your hand to 11 cards, including after serving any dish or after putting any cards into your backburner. Note: You may never have more than 11 cards in your hand.&lt;br /&gt;
&lt;br /&gt;
Whenever the draw pile is empty, you MUST shuffle your backburner cards (if any) to form a new draw pile. &lt;br /&gt;
&lt;br /&gt;
(Optional)&lt;br /&gt;
&lt;br /&gt;
If you have cards in your backburner, you MAY always move your backburner pile atop your draw pile and then shuffle this pile to form a new draw deck. &lt;br /&gt;
&lt;br /&gt;
=== ENDING A ROUND ===&lt;br /&gt;
A round ends as soon as one player passes or one player goes out (in which case, the game also ends). &lt;br /&gt;
&lt;br /&gt;
A player goes out when they have played the last card from their hand and there are no cards remaining in their draw deck.&lt;br /&gt;
&lt;br /&gt;
=== STARTING THE NEXT ROUND ===&lt;br /&gt;
When the round ends, if the game has not also ended, then whoever served the most expensive dish is the round winner. Players clear their service areas. The round winner starts the next round.&lt;br /&gt;
&lt;br /&gt;
== ENDING THE DEAL ==&lt;br /&gt;
The deal ends immediately after one player has gone out.&lt;/div&gt;</summary>
		<author><name>HappyNoodle</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgreasyspoon&amp;diff=23119</id>
		<title>Gamehelpgreasyspoon</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgreasyspoon&amp;diff=23119"/>
		<updated>2024-10-28T19:55:32Z</updated>

		<summary type="html">&lt;p&gt;HappyNoodle: /* MENU ITEMS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== GAME OBJECTIVE ==&lt;br /&gt;
Shed your entire deck first.&lt;br /&gt;
&lt;br /&gt;
== PLAYING A DEAL ==&lt;br /&gt;
Each deal is played over a number of rounds. Each round consists of the following:&lt;br /&gt;
&lt;br /&gt;
====== Starting a Round ======&lt;br /&gt;
* Menu Items &amp;amp; Menu Combinations&lt;br /&gt;
&lt;br /&gt;
====== Continuing a Round ======&lt;br /&gt;
* Serving a Higher-Ranking Dish&lt;br /&gt;
* Passing&lt;br /&gt;
&lt;br /&gt;
====== Drawing Cards ======&lt;br /&gt;
&lt;br /&gt;
====== Ending a Round ======&lt;br /&gt;
&lt;br /&gt;
====== Starting the Next Round ======&lt;br /&gt;
&lt;br /&gt;
=== STARTING A ROUND ===&lt;br /&gt;
The Starter leads the first round by playing a card combination, which is called &#039;&#039;&#039;serving a dish&#039;&#039;&#039;, face up in front of themself. Each player has their own card pile, which is called the &#039;&#039;&#039;service area&#039;&#039;&#039;, on which they play all their orders. Don’t mix card piles between players.&lt;br /&gt;
&lt;br /&gt;
This first dish begins the Starter’s service area for the round. The Starter serves all subsequent dishes into this area. The other player will serve their dishes into their own service area.&lt;br /&gt;
&lt;br /&gt;
==== MENU ITEMS &amp;amp; MENU COMBINATIONS ====&lt;br /&gt;
There are two kinds of card combinations or dishes: &lt;br /&gt;
&lt;br /&gt;
Menu Items and Menu Combinations. &lt;br /&gt;
&lt;br /&gt;
There are three categories of Menu Items, &lt;br /&gt;
&lt;br /&gt;
① Drinks, &lt;br /&gt;
&lt;br /&gt;
② Sides, and &lt;br /&gt;
&lt;br /&gt;
③ Mains.  &lt;br /&gt;
&lt;br /&gt;
Each category corresponds to the number of cards in the Menu Item. When a category has more than one Menu Item in it, the later Menu Items are higher ranked or &#039;&#039;&#039;more expensive&#039;&#039;&#039; than the earlier ones. The following table list all the possible Menu Items:&lt;br /&gt;
&lt;br /&gt;
===== MENU ITEMS =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Menu Item&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&#039;&#039;&#039;① Drinks&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Soda&lt;br /&gt;
|One card played by itself&lt;br /&gt;
|🍅2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&#039;&#039;&#039;② Sides&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Rings&lt;br /&gt;
|Two cards of consecutive rank&lt;br /&gt;
|☀️3-🥒4&lt;br /&gt;
|-&lt;br /&gt;
|Fries&lt;br /&gt;
|Two cards of the same rank&lt;br /&gt;
|🍅6-🥒6&lt;br /&gt;
|-&lt;br /&gt;
|Fancy Rings&lt;br /&gt;
|Two cards of consecutive rank and the same suit&lt;br /&gt;
|☀️5-☀️6&lt;br /&gt;
|-&lt;br /&gt;
|Fancy Fries&lt;br /&gt;
|Two cards of the same rank and the same suit&lt;br /&gt;
|🍅1-🍅1&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&#039;&#039;&#039;③ Mains&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Hot Dog&lt;br /&gt;
|Three cards of consecutive rank&lt;br /&gt;
|☀️1-🥒2-🥒3&lt;br /&gt;
|-&lt;br /&gt;
|Cheeseburger&lt;br /&gt;
|Three cards of the same rank&lt;br /&gt;
|🍅5-🍅5-🥒5&lt;br /&gt;
|-&lt;br /&gt;
|Fancy Dog&lt;br /&gt;
|Three cards of consecutive rank and the same suit&lt;br /&gt;
|🥒3-🥒4-🥒5&lt;br /&gt;
|-&lt;br /&gt;
|Fancy Burger&lt;br /&gt;
|Three cards of the same rank and the same suit&lt;br /&gt;
|☀️2-☀️2-☀️2&lt;br /&gt;
|}&lt;br /&gt;
In general, each category has consecutively ranked cards being weaker than sets of cards with the same rank, and cards with the same suit are stronger than cards with different suits.&lt;br /&gt;
&lt;br /&gt;
There are two types of Menu Combinations. Both types have one menu item from Mains and then one menu item from Drinks (if it is a Combo 1) or Sides (if it is a Combo 2).&lt;br /&gt;
&lt;br /&gt;
===== MENU COMBINATIONS =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Combo Type&lt;br /&gt;
|Description&lt;br /&gt;
|Example&lt;br /&gt;
|-&lt;br /&gt;
|Combo 1&lt;br /&gt;
|1 Main &amp;amp; 1 Drink&lt;br /&gt;
|A Hotdog &amp;amp; Soda:&lt;br /&gt;
&lt;br /&gt;
☀️4-🍅5-🥒6 &lt;br /&gt;
&lt;br /&gt;
&amp;amp; ☀️2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|Combo 2&lt;br /&gt;
|1 Main &amp;amp; 1 Side&lt;br /&gt;
|A Cheeseburger &amp;amp; Fries:&lt;br /&gt;
&lt;br /&gt;
🍅5-🍅5-🥒5 &lt;br /&gt;
&lt;br /&gt;
&amp;amp; ☀️1-🥒1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== CONTINUING A ROUND ===&lt;br /&gt;
After a player leads a combination (&#039;&#039;&#039;serves a dish&#039;&#039;&#039;), play proceeds clockwise with each player either:&lt;br /&gt;
&lt;br /&gt;
* Serving a Higher-Ranking &#039;&#039;&#039;more expensive&#039;&#039;&#039; dish or&lt;br /&gt;
* Passing&lt;br /&gt;
&lt;br /&gt;
=== Serving a Higher-Ranking Dish ===&lt;br /&gt;
You can only serve a more expensive dish of the same type that was previously served. &lt;br /&gt;
&lt;br /&gt;
==== Higher-Ranking Menu Items ====&lt;br /&gt;
If your opponent served a dish with a Menu Item, then you can only serve a Menu Item from the same category. It must either be: &lt;br /&gt;
&lt;br /&gt;
* The same type of Menu Item but with higher ranking cards or &lt;br /&gt;
* Any of the more expensive items in the same category.&lt;br /&gt;
&lt;br /&gt;
==== Higher-Ranking Menu Combinations ====&lt;br /&gt;
If your opponent served a Menu Combination, then you can only serve a Menu Combination of the same type. So, if your opponent served a Combo 1, then you can only serve a higher ranking Combo 1; if your opponent served a Combo 2, then you can only serve a higher ranking Combo 2.&lt;br /&gt;
To serve a higher-ranking Combo 1, you must either:&lt;br /&gt;
&lt;br /&gt;
* beat the Main portion of the combo (in which case it does not matter which Drink you serve) or &lt;br /&gt;
* match the Main portion, but then you must serve a higher-ranking Drink.&lt;br /&gt;
Serving a higher ranking Combo 2 works in the same way: You must either:&lt;br /&gt;
&lt;br /&gt;
* Beat the Main portion (in which case it does not matter which Side you serve) or&lt;br /&gt;
* Match the Main portion, but then you must serve a higher ranking Side.&lt;br /&gt;
&lt;br /&gt;
=== DRAWING CARDS ===&lt;br /&gt;
Whenever you have fewer than 11 cards in your hand, immediately draw cards from your draw deck until you have 11 cards again or until your draw deck is empty. You always immediately refill your hand to 11 cards, including after serving any dish or after putting any cards into your backburner. Note: You may never have more than 11 cards in your hand.&lt;br /&gt;
&lt;br /&gt;
Whenever the draw pile is empty, you MUST shuffle your backburner cards (if any) to form a new draw pile. &lt;br /&gt;
&lt;br /&gt;
(Optional)&lt;br /&gt;
&lt;br /&gt;
If you have cards in your backburner, you MAY always move your backburner pile atop your draw pile and then shuffle this pile to form a new draw deck. &lt;br /&gt;
&lt;br /&gt;
=== ENDING A ROUND ===&lt;br /&gt;
A round ends as soon as one player passes or one player goes out (in which case, the game also ends). &lt;br /&gt;
&lt;br /&gt;
A player goes out when they have played the last card from their hand and there are no cards remaining in their draw deck.&lt;br /&gt;
&lt;br /&gt;
=== STARTING THE NEXT ROUND ===&lt;br /&gt;
When the round ends, if the game has not also ended, then whoever served the most expensive dish is the round winner. Players clear their service areas. The round winner starts the next round.&lt;br /&gt;
&lt;br /&gt;
== ENDING THE DEAL ==&lt;br /&gt;
The deal ends immediately after one player has gone out.&lt;/div&gt;</summary>
		<author><name>HappyNoodle</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgreasyspoon&amp;diff=23118</id>
		<title>Gamehelpgreasyspoon</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgreasyspoon&amp;diff=23118"/>
		<updated>2024-10-28T19:54:49Z</updated>

		<summary type="html">&lt;p&gt;HappyNoodle: /* PLAYING A DEAL */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== GAME OBJECTIVE ==&lt;br /&gt;
Shed your entire deck first.&lt;br /&gt;
&lt;br /&gt;
== PLAYING A DEAL ==&lt;br /&gt;
Each deal is played over a number of rounds. Each round consists of the following:&lt;br /&gt;
&lt;br /&gt;
====== Starting a Round ======&lt;br /&gt;
* Menu Items &amp;amp; Menu Combinations&lt;br /&gt;
&lt;br /&gt;
====== Continuing a Round ======&lt;br /&gt;
* Serving a Higher-Ranking Dish&lt;br /&gt;
* Passing&lt;br /&gt;
&lt;br /&gt;
====== Drawing Cards ======&lt;br /&gt;
&lt;br /&gt;
====== Ending a Round ======&lt;br /&gt;
&lt;br /&gt;
====== Starting the Next Round ======&lt;br /&gt;
&lt;br /&gt;
=== STARTING A ROUND ===&lt;br /&gt;
The Starter leads the first round by playing a card combination, which is called &#039;&#039;&#039;serving a dish&#039;&#039;&#039;, face up in front of themself. Each player has their own card pile, which is called the &#039;&#039;&#039;service area&#039;&#039;&#039;, on which they play all their orders. Don’t mix card piles between players.&lt;br /&gt;
&lt;br /&gt;
This first dish begins the Starter’s service area for the round. The Starter serves all subsequent dishes into this area. The other player will serve their dishes into their own service area.&lt;br /&gt;
&lt;br /&gt;
==== MENU ITEMS &amp;amp; MENU COMBINATIONS ====&lt;br /&gt;
There are two kinds of card combinations or dishes: &lt;br /&gt;
&lt;br /&gt;
Menu Items and Menu Combinations. &lt;br /&gt;
&lt;br /&gt;
There are three categories of Menu Items, &lt;br /&gt;
&lt;br /&gt;
① Drinks, &lt;br /&gt;
&lt;br /&gt;
② Sides, and &lt;br /&gt;
&lt;br /&gt;
③ Mains.  &lt;br /&gt;
&lt;br /&gt;
Each category corresponds to the number of cards in the Menu Item. When a category has more than one Menu Item in it, the later Menu Items are higher ranked or &#039;&#039;&#039;more expensive&#039;&#039;&#039; than the earlier ones. The following table list all the possible Menu Items:&lt;br /&gt;
&lt;br /&gt;
===== MENU ITEMS =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Menu Item&lt;br /&gt;
|Description&lt;br /&gt;
|Example&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |① Drinks&lt;br /&gt;
|-&lt;br /&gt;
|Soda&lt;br /&gt;
|One card played by itself&lt;br /&gt;
|🍅2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |② Sides&lt;br /&gt;
|-&lt;br /&gt;
|Rings&lt;br /&gt;
|Two cards of consecutive rank&lt;br /&gt;
|☀️3-🥒4&lt;br /&gt;
|-&lt;br /&gt;
|Fries&lt;br /&gt;
|Two cards of the same rank&lt;br /&gt;
|🍅6-🥒6&lt;br /&gt;
|-&lt;br /&gt;
|Fancy Rings&lt;br /&gt;
|Two cards of consecutive rank and the same suit&lt;br /&gt;
|☀️5-☀️6&lt;br /&gt;
|-&lt;br /&gt;
|Fancy Fries&lt;br /&gt;
|Two cards of the same rank and the same suit&lt;br /&gt;
|🍅1-🍅1&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |③ Mains&lt;br /&gt;
|-&lt;br /&gt;
|Hot Dog&lt;br /&gt;
|Three cards of consecutive rank&lt;br /&gt;
|☀️1-🥒2-🥒3&lt;br /&gt;
|-&lt;br /&gt;
|Cheeseburger&lt;br /&gt;
|Three cards of the same rank&lt;br /&gt;
|🍅5-🍅5-🥒5&lt;br /&gt;
|-&lt;br /&gt;
|Fancy Dog&lt;br /&gt;
|Three cards of consecutive rank and the same suit&lt;br /&gt;
|🥒3-🥒4-🥒5&lt;br /&gt;
|-&lt;br /&gt;
|Fancy Burger&lt;br /&gt;
|Three cards of the same rank and the same suit&lt;br /&gt;
|☀️2-☀️2-☀️2&lt;br /&gt;
|}&lt;br /&gt;
In general, each category has consecutively ranked cards being weaker than sets of cards with the same rank, and cards with the same suit are stronger than cards with different suits.&lt;br /&gt;
&lt;br /&gt;
There are two types of Menu Combinations. Both types have one menu item from Mains and then one menu item from Drinks (if it is a Combo 1) or Sides (if it is a Combo 2).&lt;br /&gt;
&lt;br /&gt;
===== MENU COMBINATIONS =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Combo Type&lt;br /&gt;
|Description&lt;br /&gt;
|Example&lt;br /&gt;
|-&lt;br /&gt;
|Combo 1&lt;br /&gt;
|1 Main &amp;amp; 1 Drink&lt;br /&gt;
|A Hotdog &amp;amp; Soda:&lt;br /&gt;
&lt;br /&gt;
☀️4-🍅5-🥒6 &lt;br /&gt;
&lt;br /&gt;
&amp;amp; ☀️2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|Combo 2&lt;br /&gt;
|1 Main &amp;amp; 1 Side&lt;br /&gt;
|A Cheeseburger &amp;amp; Fries:&lt;br /&gt;
&lt;br /&gt;
🍅5-🍅5-🥒5 &lt;br /&gt;
&lt;br /&gt;
&amp;amp; ☀️1-🥒1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== CONTINUING A ROUND ===&lt;br /&gt;
After a player leads a combination (&#039;&#039;&#039;serves a dish&#039;&#039;&#039;), play proceeds clockwise with each player either:&lt;br /&gt;
&lt;br /&gt;
* Serving a Higher-Ranking &#039;&#039;&#039;more expensive&#039;&#039;&#039; dish or&lt;br /&gt;
* Passing&lt;br /&gt;
&lt;br /&gt;
=== Serving a Higher-Ranking Dish ===&lt;br /&gt;
You can only serve a more expensive dish of the same type that was previously served. &lt;br /&gt;
&lt;br /&gt;
==== Higher-Ranking Menu Items ====&lt;br /&gt;
If your opponent served a dish with a Menu Item, then you can only serve a Menu Item from the same category. It must either be: &lt;br /&gt;
&lt;br /&gt;
* The same type of Menu Item but with higher ranking cards or &lt;br /&gt;
* Any of the more expensive items in the same category.&lt;br /&gt;
&lt;br /&gt;
==== Higher-Ranking Menu Combinations ====&lt;br /&gt;
If your opponent served a Menu Combination, then you can only serve a Menu Combination of the same type. So, if your opponent served a Combo 1, then you can only serve a higher ranking Combo 1; if your opponent served a Combo 2, then you can only serve a higher ranking Combo 2.&lt;br /&gt;
To serve a higher-ranking Combo 1, you must either:&lt;br /&gt;
&lt;br /&gt;
* beat the Main portion of the combo (in which case it does not matter which Drink you serve) or &lt;br /&gt;
* match the Main portion, but then you must serve a higher-ranking Drink.&lt;br /&gt;
Serving a higher ranking Combo 2 works in the same way: You must either:&lt;br /&gt;
&lt;br /&gt;
* Beat the Main portion (in which case it does not matter which Side you serve) or&lt;br /&gt;
* Match the Main portion, but then you must serve a higher ranking Side.&lt;br /&gt;
&lt;br /&gt;
=== DRAWING CARDS ===&lt;br /&gt;
Whenever you have fewer than 11 cards in your hand, immediately draw cards from your draw deck until you have 11 cards again or until your draw deck is empty. You always immediately refill your hand to 11 cards, including after serving any dish or after putting any cards into your backburner. Note: You may never have more than 11 cards in your hand.&lt;br /&gt;
&lt;br /&gt;
Whenever the draw pile is empty, you MUST shuffle your backburner cards (if any) to form a new draw pile. &lt;br /&gt;
&lt;br /&gt;
(Optional)&lt;br /&gt;
&lt;br /&gt;
If you have cards in your backburner, you MAY always move your backburner pile atop your draw pile and then shuffle this pile to form a new draw deck. &lt;br /&gt;
&lt;br /&gt;
=== ENDING A ROUND ===&lt;br /&gt;
A round ends as soon as one player passes or one player goes out (in which case, the game also ends). &lt;br /&gt;
&lt;br /&gt;
A player goes out when they have played the last card from their hand and there are no cards remaining in their draw deck.&lt;br /&gt;
&lt;br /&gt;
=== STARTING THE NEXT ROUND ===&lt;br /&gt;
When the round ends, if the game has not also ended, then whoever served the most expensive dish is the round winner. Players clear their service areas. The round winner starts the next round.&lt;br /&gt;
&lt;br /&gt;
== ENDING THE DEAL ==&lt;br /&gt;
The deal ends immediately after one player has gone out.&lt;/div&gt;</summary>
		<author><name>HappyNoodle</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgreasyspoon&amp;diff=23117</id>
		<title>Gamehelpgreasyspoon</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgreasyspoon&amp;diff=23117"/>
		<updated>2024-10-28T19:45:20Z</updated>

		<summary type="html">&lt;p&gt;HappyNoodle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== GAME OBJECTIVE ==&lt;br /&gt;
Shed your entire deck first.&lt;br /&gt;
&lt;br /&gt;
== PLAYING A DEAL ==&lt;br /&gt;
Each deal is played over a number of rounds. Each round consists of the following:&lt;br /&gt;
&lt;br /&gt;
* Starting a Round&lt;br /&gt;
** Menu Items &amp;amp; Menu Combinations&lt;br /&gt;
* Continuing a Round&lt;br /&gt;
** Serving a Higher-Ranking Dish&lt;br /&gt;
** Passing&lt;br /&gt;
* Drawing Cards&lt;br /&gt;
* Ending a Round&lt;br /&gt;
* Starting the Next Round&lt;br /&gt;
&lt;br /&gt;
=== STARTING A ROUND ===&lt;br /&gt;
The Starter leads the first round by playing a card combination, which is called &#039;&#039;&#039;serving a dish&#039;&#039;&#039;, face up in front of themself. Each player has their own card pile, which is called the &#039;&#039;&#039;service area&#039;&#039;&#039;, on which they play all their orders. Don’t mix card piles between players.&lt;br /&gt;
&lt;br /&gt;
This first dish begins the Starter’s service area for the round. The Starter serves all subsequent dishes into this area. The other player will serve their dishes into their own service area.&lt;br /&gt;
&lt;br /&gt;
==== MENU ITEMS &amp;amp; MENU COMBINATIONS ====&lt;br /&gt;
There are two kinds of card combinations or dishes: &lt;br /&gt;
&lt;br /&gt;
Menu Items and Menu Combinations. &lt;br /&gt;
&lt;br /&gt;
There are three categories of Menu Items, &lt;br /&gt;
&lt;br /&gt;
① Drinks, &lt;br /&gt;
&lt;br /&gt;
② Sides, and &lt;br /&gt;
&lt;br /&gt;
③ Mains.  &lt;br /&gt;
&lt;br /&gt;
Each category corresponds to the number of cards in the Menu Item. When a category has more than one Menu Item in it, the later Menu Items are higher ranked or &#039;&#039;&#039;more expensive&#039;&#039;&#039; than the earlier ones. The following table list all the possible Menu Items:&lt;br /&gt;
&lt;br /&gt;
===== MENU ITEMS =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Menu Item&lt;br /&gt;
|Description&lt;br /&gt;
|Example&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |① Drinks&lt;br /&gt;
|-&lt;br /&gt;
|Soda&lt;br /&gt;
|One card played by itself&lt;br /&gt;
|🍅2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |② Sides&lt;br /&gt;
|-&lt;br /&gt;
|Rings&lt;br /&gt;
|Two cards of consecutive rank&lt;br /&gt;
|☀️3-🥒4&lt;br /&gt;
|-&lt;br /&gt;
|Fries&lt;br /&gt;
|Two cards of the same rank&lt;br /&gt;
|🍅6-🥒6&lt;br /&gt;
|-&lt;br /&gt;
|Fancy Rings&lt;br /&gt;
|Two cards of consecutive rank and the same suit&lt;br /&gt;
|☀️5-☀️6&lt;br /&gt;
|-&lt;br /&gt;
|Fancy Fries&lt;br /&gt;
|Two cards of the same rank and the same suit&lt;br /&gt;
|🍅1-🍅1&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |③ Mains&lt;br /&gt;
|-&lt;br /&gt;
|Hot Dog&lt;br /&gt;
|Three cards of consecutive rank&lt;br /&gt;
|☀️1-🥒2-🥒3&lt;br /&gt;
|-&lt;br /&gt;
|Cheeseburger&lt;br /&gt;
|Three cards of the same rank&lt;br /&gt;
|🍅5-🍅5-🥒5&lt;br /&gt;
|-&lt;br /&gt;
|Fancy Dog&lt;br /&gt;
|Three cards of consecutive rank and the same suit&lt;br /&gt;
|🥒3-🥒4-🥒5&lt;br /&gt;
|-&lt;br /&gt;
|Fancy Burger&lt;br /&gt;
|Three cards of the same rank and the same suit&lt;br /&gt;
|☀️2-☀️2-☀️2&lt;br /&gt;
|}&lt;br /&gt;
In general, each category has consecutively ranked cards being weaker than sets of cards with the same rank, and cards with the same suit are stronger than cards with different suits.&lt;br /&gt;
&lt;br /&gt;
There are two types of Menu Combinations. Both types have one menu item from Mains and then one menu item from Drinks (if it is a Combo 1) or Sides (if it is a Combo 2).&lt;br /&gt;
&lt;br /&gt;
===== MENU COMBINATIONS =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Combo Type&lt;br /&gt;
|Description&lt;br /&gt;
|Example&lt;br /&gt;
|-&lt;br /&gt;
|Combo 1&lt;br /&gt;
|1 Main &amp;amp; 1 Drink&lt;br /&gt;
|A Hotdog &amp;amp; Soda:&lt;br /&gt;
&lt;br /&gt;
☀️4-🍅5-🥒6 &lt;br /&gt;
&lt;br /&gt;
&amp;amp; ☀️2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|Combo 2&lt;br /&gt;
|1 Main &amp;amp; 1 Side&lt;br /&gt;
|A Cheeseburger &amp;amp; Fries:&lt;br /&gt;
&lt;br /&gt;
🍅5-🍅5-🥒5 &lt;br /&gt;
&lt;br /&gt;
&amp;amp; ☀️1-🥒1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== CONTINUING A ROUND ===&lt;br /&gt;
After a player leads a combination (&#039;&#039;&#039;serves a dish&#039;&#039;&#039;), play proceeds clockwise with each player either:&lt;br /&gt;
&lt;br /&gt;
* Serving a Higher-Ranking &#039;&#039;&#039;more expensive&#039;&#039;&#039; dish or&lt;br /&gt;
* Passing&lt;br /&gt;
&lt;br /&gt;
=== Serving a Higher-Ranking Dish ===&lt;br /&gt;
You can only serve a more expensive dish of the same type that was previously served. &lt;br /&gt;
&lt;br /&gt;
==== Higher-Ranking Menu Items ====&lt;br /&gt;
If your opponent served a dish with a Menu Item, then you can only serve a Menu Item from the same category. It must either be: &lt;br /&gt;
&lt;br /&gt;
* The same type of Menu Item but with higher ranking cards or &lt;br /&gt;
* Any of the more expensive items in the same category.&lt;br /&gt;
&lt;br /&gt;
==== Higher-Ranking Menu Combinations ====&lt;br /&gt;
If your opponent served a Menu Combination, then you can only serve a Menu Combination of the same type. So, if your opponent served a Combo 1, then you can only serve a higher ranking Combo 1; if your opponent served a Combo 2, then you can only serve a higher ranking Combo 2.&lt;br /&gt;
To serve a higher-ranking Combo 1, you must either:&lt;br /&gt;
&lt;br /&gt;
* beat the Main portion of the combo (in which case it does not matter which Drink you serve) or &lt;br /&gt;
* match the Main portion, but then you must serve a higher-ranking Drink.&lt;br /&gt;
Serving a higher ranking Combo 2 works in the same way: You must either:&lt;br /&gt;
&lt;br /&gt;
* Beat the Main portion (in which case it does not matter which Side you serve) or&lt;br /&gt;
* Match the Main portion, but then you must serve a higher ranking Side.&lt;br /&gt;
&lt;br /&gt;
=== DRAWING CARDS ===&lt;br /&gt;
Whenever you have fewer than 11 cards in your hand, immediately draw cards from your draw deck until you have 11 cards again or until your draw deck is empty. You always immediately refill your hand to 11 cards, including after serving any dish or after putting any cards into your backburner. Note: You may never have more than 11 cards in your hand.&lt;br /&gt;
&lt;br /&gt;
Whenever the draw pile is empty, you MUST shuffle your backburner cards (if any) to form a new draw pile. &lt;br /&gt;
&lt;br /&gt;
(Optional)&lt;br /&gt;
&lt;br /&gt;
If you have cards in your backburner, you MAY always move your backburner pile atop your draw pile and then shuffle this pile to form a new draw deck. &lt;br /&gt;
&lt;br /&gt;
=== ENDING A ROUND ===&lt;br /&gt;
A round ends as soon as one player passes or one player goes out (in which case, the game also ends). &lt;br /&gt;
&lt;br /&gt;
A player goes out when they have played the last card from their hand and there are no cards remaining in their draw deck.&lt;br /&gt;
&lt;br /&gt;
=== STARTING THE NEXT ROUND ===&lt;br /&gt;
When the round ends, if the game has not also ended, then whoever served the most expensive dish is the round winner. Players clear their service areas. The round winner starts the next round.&lt;br /&gt;
&lt;br /&gt;
== ENDING THE DEAL ==&lt;br /&gt;
The deal ends immediately after one player has gone out.&lt;/div&gt;</summary>
		<author><name>HappyNoodle</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgreasyspoon&amp;diff=23116</id>
		<title>Gamehelpgreasyspoon</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgreasyspoon&amp;diff=23116"/>
		<updated>2024-10-28T19:38:23Z</updated>

		<summary type="html">&lt;p&gt;HappyNoodle: Adding in all the rules slowly&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== GAME OBJECTIVE ==&lt;br /&gt;
Shed your entire deck first.&lt;br /&gt;
&lt;br /&gt;
== PLAYING A DEAL ==&lt;br /&gt;
Each deal is played over a number of rounds. Each round consists of the following:&lt;br /&gt;
&lt;br /&gt;
* Starting a Round&lt;br /&gt;
** Menu Items &amp;amp; Menu Combinations&lt;br /&gt;
* Continuing a Round&lt;br /&gt;
** Serving a Higher-Ranking Dish&lt;br /&gt;
** Passing&lt;br /&gt;
* Drawing Cards&lt;br /&gt;
* Ending a Round&lt;br /&gt;
* Starting the Next Round&lt;br /&gt;
&lt;br /&gt;
=== STARTING A ROUND ===&lt;br /&gt;
The Starter leads the first round by playing a card combination, which is called &#039;&#039;&#039;serving a dish&#039;&#039;&#039;, face up in front of themself. Each player has their own card pile, which is called the &#039;&#039;&#039;service area&#039;&#039;&#039;, on which they play all their orders. Don’t mix card piles between players.&lt;br /&gt;
&lt;br /&gt;
This first dish begins the Starter’s service area for the round. The Starter serves all subsequent dishes into this area. The other player will serve their dishes into their own service area.&lt;br /&gt;
&lt;br /&gt;
==== MENU ITEMS &amp;amp; MENU COMBINATIONS ====&lt;br /&gt;
There are two kinds of card combinations or dishes: &lt;br /&gt;
&lt;br /&gt;
Menu Items and Menu Combinations. &lt;br /&gt;
&lt;br /&gt;
There are three categories of Menu Items, &lt;br /&gt;
&lt;br /&gt;
① Drinks, &lt;br /&gt;
&lt;br /&gt;
② Sides, and &lt;br /&gt;
&lt;br /&gt;
③ Mains.  &lt;br /&gt;
&lt;br /&gt;
Each category corresponds to the number of cards in the Menu Item. When a category has more than one Menu Item in it, the later Menu Items are higher ranked or &#039;&#039;&#039;more expensive&#039;&#039;&#039; than the earlier ones. The following table list all the possible Menu Items:&lt;br /&gt;
&lt;br /&gt;
===== MENU ITEMS =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Menu Item&lt;br /&gt;
|Description&lt;br /&gt;
|Example&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |① Drinks&lt;br /&gt;
|-&lt;br /&gt;
|Soda&lt;br /&gt;
|One card played by itself&lt;br /&gt;
|🍅2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |② Sides&lt;br /&gt;
|-&lt;br /&gt;
|Rings&lt;br /&gt;
|Two cards of consecutive rank&lt;br /&gt;
|☀️3-🥒4&lt;br /&gt;
|-&lt;br /&gt;
|Fries&lt;br /&gt;
|Two cards of the same rank&lt;br /&gt;
|🍅6-🥒6&lt;br /&gt;
|-&lt;br /&gt;
|Fancy Rings&lt;br /&gt;
|Two cards of consecutive rank and the same suit&lt;br /&gt;
|☀️5-☀️6&lt;br /&gt;
|-&lt;br /&gt;
|Fancy Fries&lt;br /&gt;
|Two cards of the same rank and the same suit&lt;br /&gt;
|🍅1-🍅1&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |③ Mains&lt;br /&gt;
|-&lt;br /&gt;
|Hot Dog&lt;br /&gt;
|Three cards of consecutive rank&lt;br /&gt;
|☀️1-🥒2-🥒3&lt;br /&gt;
|-&lt;br /&gt;
|Cheeseburger&lt;br /&gt;
|Three cards of the same rank&lt;br /&gt;
|🍅5-🍅5-🥒5&lt;br /&gt;
|-&lt;br /&gt;
|Fancy Dog&lt;br /&gt;
|Three cards of consecutive rank and the same suit&lt;br /&gt;
|🥒3-🥒4-🥒5&lt;br /&gt;
|-&lt;br /&gt;
|Fancy Burger&lt;br /&gt;
|Three cards of the same rank and the same suit&lt;br /&gt;
|☀️2-☀️2-☀️2&lt;br /&gt;
|}&lt;br /&gt;
In general, each category has consecutively ranked cards being weaker than sets of cards with the same rank, and cards with the same suit are stronger than cards with different suits.&lt;br /&gt;
&lt;br /&gt;
There are two types of Menu Combinations. Both types have one menu item from Mains and then one menu item from Drinks (if it is a Combo 1) or Sides (if it is a Combo 2).&lt;br /&gt;
&lt;br /&gt;
===== MENU COMBINATIONS =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Combo Type&lt;br /&gt;
|Description&lt;br /&gt;
|Example&lt;br /&gt;
|-&lt;br /&gt;
|Combo 1&lt;br /&gt;
|1 Main &amp;amp; 1 Drink&lt;br /&gt;
|A Hotdog &amp;amp; Soda:&lt;br /&gt;
&lt;br /&gt;
☀️4-🍅5-🥒6 &lt;br /&gt;
&lt;br /&gt;
&amp;amp; ☀️2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|Combo 2&lt;br /&gt;
|1 Main &amp;amp; 1 Side&lt;br /&gt;
|A Cheeseburger &amp;amp; Fries:&lt;br /&gt;
&lt;br /&gt;
🍅5-🍅5-🥒5 &lt;br /&gt;
&lt;br /&gt;
&amp;amp; ☀️1-🥒1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== CONTINUING A ROUND ===&lt;br /&gt;
After a player leads a combination (&#039;&#039;&#039;serves a dish&#039;&#039;&#039;), play proceeds clockwise with each player either:&lt;br /&gt;
&lt;br /&gt;
* Serving a Higher-Ranking &#039;&#039;&#039;more expensive&#039;&#039;&#039; dish or&lt;br /&gt;
* Passing&lt;br /&gt;
&lt;br /&gt;
=== Serving a Higher-Ranking Dish ===&lt;/div&gt;</summary>
		<author><name>HappyNoodle</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgreasyspoon&amp;diff=23115</id>
		<title>Gamehelpgreasyspoon</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgreasyspoon&amp;diff=23115"/>
		<updated>2024-10-28T19:29:36Z</updated>

		<summary type="html">&lt;p&gt;HappyNoodle: This needs more work. Adding in menu items as quick reference to heiracy for players.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== GAME OBJECTIVE ==&lt;br /&gt;
Shed your entire deck first.&lt;br /&gt;
&lt;br /&gt;
== PLAYING A DEAL ==&lt;br /&gt;
Each deal is played over a number of rounds. Each round consists of the following:&lt;br /&gt;
&lt;br /&gt;
* Starting a Round&lt;br /&gt;
** Menu Items &amp;amp; Menu Combinations&lt;br /&gt;
* Continuing a Round&lt;br /&gt;
** Serving a Higher-Ranking Dish&lt;br /&gt;
** Passing&lt;br /&gt;
* Drawing Cards&lt;br /&gt;
* Ending a Round&lt;br /&gt;
* Starting the Next Round&lt;br /&gt;
&lt;br /&gt;
==== MENU ITEMS ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Menu Item&lt;br /&gt;
|Description&lt;br /&gt;
|Example&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |① Drinks&lt;br /&gt;
|-&lt;br /&gt;
|Soda&lt;br /&gt;
|One card played by itself&lt;br /&gt;
|🍅2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |② Sides&lt;br /&gt;
|-&lt;br /&gt;
|Rings&lt;br /&gt;
|Two cards of consecutive rank&lt;br /&gt;
|☀️3-🥒4&lt;br /&gt;
|-&lt;br /&gt;
|Fries&lt;br /&gt;
|Two cards of the same rank&lt;br /&gt;
|🍅6-🥒6&lt;br /&gt;
|-&lt;br /&gt;
|Fancy Rings&lt;br /&gt;
|Two cards of consecutive rank and the same suit&lt;br /&gt;
|☀️5-☀️6&lt;br /&gt;
|-&lt;br /&gt;
|Fancy Fries&lt;br /&gt;
|Two cards of the same rank and the same suit&lt;br /&gt;
|🍅1-🍅1&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |③ Mains&lt;br /&gt;
|-&lt;br /&gt;
|Hot Dog&lt;br /&gt;
|Three cards of consecutive rank&lt;br /&gt;
|☀️1-🥒2-🥒3&lt;br /&gt;
|-&lt;br /&gt;
|Cheeseburger&lt;br /&gt;
|Three cards of the same rank&lt;br /&gt;
|🍅5-🍅5-🥒5&lt;br /&gt;
|-&lt;br /&gt;
|Fancy Dog&lt;br /&gt;
|Three cards of consecutive rank and the same suit&lt;br /&gt;
|🥒3-🥒4-🥒5&lt;br /&gt;
|-&lt;br /&gt;
|Fancy Burger&lt;br /&gt;
|Three cards of the same rank and the same suit&lt;br /&gt;
|☀️2-☀️2-☀️2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== MENU COMBINATIONS ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Combo Type&lt;br /&gt;
|Description&lt;br /&gt;
|Example&lt;br /&gt;
|-&lt;br /&gt;
|Combo 1&lt;br /&gt;
|1 Main &amp;amp; 1 Drink&lt;br /&gt;
|A Hotdog &amp;amp; Soda:&lt;br /&gt;
&lt;br /&gt;
☀️4-🍅5-🥒6 &lt;br /&gt;
&lt;br /&gt;
&amp;amp; ☀️2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|Combo 2&lt;br /&gt;
|1 Main &amp;amp; 1 Side&lt;br /&gt;
|A Cheeseburger &amp;amp; Fries:&lt;br /&gt;
&lt;br /&gt;
🍅5-🍅5-🥒5 &lt;br /&gt;
&lt;br /&gt;
&amp;amp; ☀️1-🥒1&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>HappyNoodle</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgreasyspoon&amp;diff=23114</id>
		<title>Gamehelpgreasyspoon</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgreasyspoon&amp;diff=23114"/>
		<updated>2024-10-28T19:27:59Z</updated>

		<summary type="html">&lt;p&gt;HappyNoodle: Created page with &amp;quot;GAME OBJECTIVE Shed your entire deck first.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;GAME OBJECTIVE&lt;br /&gt;
Shed your entire deck first.&lt;/div&gt;</summary>
		<author><name>HappyNoodle</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelprollintotown&amp;diff=16160</id>
		<title>Gamehelprollintotown</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelprollintotown&amp;diff=16160"/>
		<updated>2023-02-23T23:38:58Z</updated>

		<summary type="html">&lt;p&gt;HappyNoodle: Town hall and fountain rules updated.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Summary==&lt;br /&gt;
Roll Into Town is a roll-and-write game about exploring a map, building income, and growing a town.  &lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
Each player takes a map with the Town Hall drawn in the middle. The Town Hall allows the player to modify a die by +/- 1. Cannot create a wild (6).  This ability can only be used once per die, and only 3 times per game.  &lt;br /&gt;
&lt;br /&gt;
Each player starts with 0 food, 0 stone, and 2 wood.  Players may have up to 9 of each resource at a time.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
The game has 12 rounds, and each round has 4 phases:  Discover, Construct, Gather, and Upkeep.&lt;br /&gt;
&lt;br /&gt;
Each round, dice are rolled as shown on the player sheet:  5 dice in the first 6 rounds, 4 dice in the next 3 rounds, and 3 dice in the final 3 rounds.&lt;br /&gt;
&lt;br /&gt;
All players use these dice results to take their turns.  Player turns are simultaneous, and player choices have no effect on other players.&lt;br /&gt;
&lt;br /&gt;
==Discover==&lt;br /&gt;
In this phase, players use the current dice results to draw map icons.  The number of icons drawn each round are as shown on the player sheet:  3 icons in the first 3 rounds, 2 icons in the next 6&lt;br /&gt;
rounds, and 1 icon in the final 3 rounds.&lt;br /&gt;
&lt;br /&gt;
Players can click the Town Hall to adjust a die by +/- 1.  However, this ability can only be used once per die, and only 3 times per game.  A die CANNOT be turned into a wild (6).&lt;br /&gt;
&lt;br /&gt;
If players have built the Fountain, they can click it to choose dice over their normal round limit.  However, this ability can only be used 3 times per game.&lt;br /&gt;
&lt;br /&gt;
==Discover phase icons==&lt;br /&gt;
&#039;&#039;&#039;Farm:&#039;&#039;&#039; Gives 1 food in the Gather phase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mountain:&#039;&#039;&#039; Mines give 1 stone per adjacent Mountain (including diagonally) in the Gather phase.  Multiple Mines can share the same Mountain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tree:&#039;&#039;&#039; Gives 1 wood if erased by an adjacent Woodcutter in the Gather phase.  Forests of at least 2 orthogonally connected Trees grow during the Upkeep phase.  These forests grow 1 new Tree for every 2 Trees in the forest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;River:&#039;&#039;&#039; May be drawn straight or as a corner.  The first River icon must start from a map edge.  Other River icons must continue the River.  At game end, the player scores 1 point per River icon, or 2 points per River icon if the River connects opposite map edges (left and right, or top and bottom).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Coast:&#039;&#039;&#039; May be drawn with water on 2, 1, or 3 sides.  If this causes an empty space to have water on 2 orthogonal sides, that space becomes Ocean.  This effect repeats if needed.  At game end, the player scores 1 point per Coast icon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wild:&#039;&#039;&#039; Can be used as any other Discover die icon.&lt;br /&gt;
&lt;br /&gt;
==Construct==&lt;br /&gt;
In this phase, players use resources to construct buildings.  They may construct any number of buildings as long as they have enough resources.  Buildings can only be build on empty squares, except for the Harbour and Lighthouse as described below.&lt;br /&gt;
&lt;br /&gt;
Some buildings are unique, which means each player can only construct them once.&lt;br /&gt;
&lt;br /&gt;
==Construct phase buildings==&lt;br /&gt;
&#039;&#039;&#039;House (3 food, 2 stone):&#039;&#039;&#039;&lt;br /&gt;
At game end, the player scores 2 points per House.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mine (1 wood):&#039;&#039;&#039;&lt;br /&gt;
Mines give 1 stone per adjacent Mountain (including diagonally) in the Gather phase.  Multiple Mines can share the same Mountain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Woodcutter (1 wood):&#039;&#039;&#039;&lt;br /&gt;
May cut down all adjacent Trees in any direction (including diagonally) in the Gather phase.  If the player uses this ability, all adjacent Trees to the selected Woodcutter give 1 Wood each and are erased.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Harbour (2 wood):&#039;&#039;&#039;&lt;br /&gt;
Gives 1 food in the Gather phase.  Must be built on an empty Coast.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Watermill (3 wood):&#039;&#039;&#039;&lt;br /&gt;
Gives 1 food per Farm in the Gather phase.  This ability can stack if the player has more than one Watermill.  Each Watermill must be placed orthogonally beside (rather than in front of) the River.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tavern (5 wood):&#039;&#039;&#039;&lt;br /&gt;
At game end, the player scores 1 point per House adjacent to a Tavern in any direction (including diagonally).  Each House can only count for one Tavern, however.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fountain (5 stone):&#039;&#039;&#039;&lt;br /&gt;
Choose 1 extra dice during the discover phase. This ability can only be used 3 times per game. This building can only be built once.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Market (4 stone):&#039;&#039;&#039;&lt;br /&gt;
Allows the player to use 2 identical resources as 1 of any other resource when building.  This ability can be used any number of times, but only when constructing a building.  This building can only be built once.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lighthouse (3 stone):&#039;&#039;&#039;&lt;br /&gt;
At game end, the player scores 1 point per Ocean square.  Coast squares are not Ocean squares.  The bottom must be Coast, or empty and adjacent to Coast in any direction.  The top must be empty, Ocean, or Coast, but not a Harbour.  The top and bottom may not change later, except the top may become an Ocean.  This building can only be built once.  This building cannot be rotated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cathedral (7 wood):&#039;&#039;&#039;&lt;br /&gt;
At game end, the player scores 10 points.  This building can only be built once.  This building can be mirrored, but not rotated.&lt;br /&gt;
&lt;br /&gt;
==Gather==&lt;br /&gt;
In this phase, players gain income:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Farm:&#039;&#039;&#039; Each Farm gives food equal to 1 plus the number of Watermills on the map.  For example, with 2 Watermills each Farm gives 3 food.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Harbour:&#039;&#039;&#039; Each Harbour gives 1 food.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mine:&#039;&#039;&#039; Each Mine gives 1 stone per adjacent Mountain.  Multiple Mines can share the same Mountain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Woodcutter:&#039;&#039;&#039; Each Woodcutter may be activated to erase all adjacent Trees in any direction, giving 1 Wood per Tree erased.  Each player may activate all, some, or none of their Woodcutters.&lt;br /&gt;
&lt;br /&gt;
==Upkeep==&lt;br /&gt;
In this phase, players must grow all forests they have.  A forest consists of at least 2 Trees connected &#039;&#039;&#039;orthogonally&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
For every 2 Trees in a forest, that forest grows 1 new Tree.  For example, a forest with 7 Trees grows 3 new Trees.  This growth amount is calculated before any forests grow, so connecting two forests does NOT produce more growth in the same round.&lt;br /&gt;
&lt;br /&gt;
Tree growth may chain through new Trees and even through other existing forests.  All that matters is that the new Tree is connected orthogonally to the selected forest, through a chain of other Trees.&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
Each House scores 2 points.&lt;br /&gt;
&lt;br /&gt;
Each Tavern scores 1 point per adjacent House in any direction, for a maximum of 8.  Houses CANNOT be counted by multiple Taverns.  Only one Tavern will score the point for a shared House.&lt;br /&gt;
&lt;br /&gt;
Each River square scores 1 point.  If the River connects opposite map edges (left and right, or top and bottom), each River square scores 2 points instead.&lt;br /&gt;
&lt;br /&gt;
Each Coast square scores 1 point.  It does not matter if the Coast has a Harbour.&lt;br /&gt;
&lt;br /&gt;
The unique Lighthouse building scores 1 point per Ocean icon.  Coasts and Harbours are NOT Oceans.&lt;br /&gt;
&lt;br /&gt;
The unique Cathedral building scores 10 points.&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
The game ends after 12 rounds are completed.  The player with the most points wins.&lt;br /&gt;
&lt;br /&gt;
If there is a tie, the player with the highest House score (NOT including Tavern bonuses) wins.&lt;br /&gt;
&lt;br /&gt;
If there is still a tie, players share the victory.&lt;br /&gt;
&lt;br /&gt;
==Solo Scoring==&lt;br /&gt;
When playing solo, see how high you can score:&lt;br /&gt;
&lt;br /&gt;
&amp;lt; 51 points: Failed mayor.&lt;br /&gt;
&lt;br /&gt;
51-60 points: Adequate mayor.&lt;br /&gt;
&lt;br /&gt;
61-70 points: Good mayor.&lt;br /&gt;
&lt;br /&gt;
71-80 points: Great mayor.&lt;br /&gt;
&lt;br /&gt;
81+ points:  Legendary mayor!&lt;/div&gt;</summary>
		<author><name>HappyNoodle</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpstreets&amp;diff=15921</id>
		<title>Gamehelpstreets</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpstreets&amp;diff=15921"/>
		<updated>2023-02-01T16:03:23Z</updated>

		<summary type="html">&lt;p&gt;HappyNoodle: Added End of Game rules&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
Complete streets and own property in those streets to score the most points by the time all buildings have been placed&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
The turn comprises of 3 steps:&lt;br /&gt;
&lt;br /&gt;
1) Place a building and claim ownership&lt;br /&gt;
&lt;br /&gt;
2) Check for scoring opportunities&lt;br /&gt;
&lt;br /&gt;
3) Draw a new building&lt;br /&gt;
===Placement===&lt;br /&gt;
&lt;br /&gt;
Place a building so as it either continues a road or runs parallel with one (Roads cannot touch other roads on the &amp;quot;long edge&amp;quot;, and must be connected to an existing road either by the &amp;quot;short edge&amp;quot; or the corner)&lt;br /&gt;
&lt;br /&gt;
Roads can contain a maximum of 5 buildings, but may have less&lt;br /&gt;
&lt;br /&gt;
For each symbol at its base, place a person of that colour&lt;br /&gt;
&lt;br /&gt;
Take an ownership sign either from your supply or, if that&#039;s empty, another building you own and claim ownership of the new building (This means you may lose scoring opportunities for other buildings)&lt;br /&gt;
&lt;br /&gt;
If you lose ownership of a building to gain ownership of another, the people on the abandoned building are moved to a building of their matching colour (or stood up to await one which is their colour)&lt;br /&gt;
&lt;br /&gt;
===Scoring===&lt;br /&gt;
&lt;br /&gt;
Scoring occurs when a road meets a dead end at both sides i.e. it can&#039;t be extended (If at the 5 building limit, it still needs an enclosing building running parallel at either end to trigger, but this building&#039;s road does not need to connect i.e. may be on &amp;quot;sky edge&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Each building on the street scores for its owner&lt;br /&gt;
&lt;br /&gt;
You score $1 for each person at the building&lt;br /&gt;
&lt;br /&gt;
You score the building&#039;s special scoring conditions (The two main rules are that if the scoring condition is about people, it&#039;s only the people in that street that score, if it&#039;s about symbols then you may also score for symbols which point into the street from the enclosing buildings)&lt;br /&gt;
&lt;br /&gt;
Then you retrieve the ownership token back to your personal supply&lt;br /&gt;
&lt;br /&gt;
After all buildings are scored, the active player (i.e. the player who placed the final enclosing building) re-locates the people on the street&lt;br /&gt;
&lt;br /&gt;
The people go to buildings of the same colour as they are on unscored streets, but the active player can choose where they go if there are options&lt;br /&gt;
&lt;br /&gt;
If there is nowhere for the persons to go, they are stood up and wait until the next building they like is played and go straight to that one&lt;br /&gt;
&lt;br /&gt;
=== End of Game ===&lt;br /&gt;
When there are no more buildings to draw, play continues until all players&#039; hands are empty. When the last player finishes their turn, End Game Scoring begins.&lt;br /&gt;
&lt;br /&gt;
At the end of the game score all Buildings in the City with Ownership Signs. Buildings scored during End Game Scoring only score half what they normally would, rounding up. &lt;br /&gt;
&lt;br /&gt;
For example a building that would normally score $7 only scores $4 at the end of the game.&lt;br /&gt;
&lt;br /&gt;
People are not moved during End Game Scoring.&lt;br /&gt;
&lt;br /&gt;
The player with the most Money is the winner of the game. &lt;br /&gt;
&lt;br /&gt;
If two or more players are tied, they can play another game of Streets to determine the winner. (click Propose a rematch on the game result page)&lt;/div&gt;</summary>
		<author><name>HappyNoodle</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelprallymangt&amp;diff=12836</id>
		<title>Gamehelprallymangt</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelprallymangt&amp;diff=12836"/>
		<updated>2022-04-21T09:13:34Z</updated>

		<summary type="html">&lt;p&gt;HappyNoodle: /* The Dice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Rounds ==&lt;br /&gt;
A game of Rallyman: GT is made up of alternating “white” and “black” rounds. Each player gets one turn each round. &lt;br /&gt;
&lt;br /&gt;
The Round marker has a white side and a black side, which allows you to immediately tell who has already played their turn this round. At the end of a round the Round marker is flipped over and a new round begins.&lt;br /&gt;
&lt;br /&gt;
== Determining Turn Order ==&lt;br /&gt;
At the beginning of each round, you must first determine the order of play.&lt;br /&gt;
&lt;br /&gt;
Order of play at the start of each round is determined by speed, then by the position of each car in case of a draw.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPEED &amp;gt; DISTANCE &amp;gt; POSITION&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Speed:&#039;&#039;&#039; Start by identifying the fastest car. The car with the highest Gear marker always plays first, no matter where they are on the track.&lt;br /&gt;
# &#039;&#039;&#039;Distance:&#039;&#039;&#039; If two or more cars are going at the same speed, then order of play is determined by how far along the track they are. The car furthest ahead plays first.&lt;br /&gt;
# &#039;&#039;&#039;Position:&#039;&#039;&#039; In case of a draw in terms of speed and distance, the car situated on the inside lane of the next corner plays first. A “corner” is a section of track with speed limitations&lt;br /&gt;
&lt;br /&gt;
== The Turn ==&lt;br /&gt;
Once order of play has been established, each player takes their turn one after the other.&lt;br /&gt;
&lt;br /&gt;
=== During their turn a player will do the following: ===&lt;br /&gt;
# Plan your turn.&lt;br /&gt;
# Roll your dice and move your car.&lt;br /&gt;
&lt;br /&gt;
== Planning Your Turn ==&lt;br /&gt;
During their turn, players will use dice to accelerate, brake, and coast their way around the track. Your player board (and the summary at the top of the screen) shows what dice are available to you.&lt;br /&gt;
&lt;br /&gt;
Each die number represents a gear. With each move you make, may go up or down one gear (or stay the same with a white die). You must always be moving forward. Each die may only be used once per turn.&lt;br /&gt;
&lt;br /&gt;
=== Corners ===&lt;br /&gt;
Corner spaces have numbers in the middle which indicate the top gear in which you can safely navigate the corner. Exceed this number and you will lose control!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The inside line:&#039;&#039;&#039;Some spaces have dotted lines separating them, with a lower number or caution symbol next to it. The number indicates the highest gear you can use to safely move between those spaces. Exceed it and you will lose control! The caution symbol gives one extra caution result when moving (see below)&lt;br /&gt;
&lt;br /&gt;
Note that you can safely move diagonally into spaces like this, as long as you don&#039;t exceed the normal limits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The outside line&#039;&#039;&#039;:Some spaces have a caution triangle around the number. This indicates that you get an extra caution result when you pass that space in that gear.&lt;br /&gt;
&lt;br /&gt;
=== Overtaking ===&lt;br /&gt;
To enter a space adjacent to another player’s car, you must use a Gear die equal to or higher than the current Gear of the opponent’s car. &lt;br /&gt;
Once your car is beside theirs, the rest of their movement can be at any speed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: if a yellow flag is out due to damage, you cannot overtake (move alongside) another player.&lt;br /&gt;
&lt;br /&gt;
=== Show Overspeed Alarm Option ===&lt;br /&gt;
If the Show Overspeed Alarm option is enabled, a red halo will appear around your die if you place it on a space which will cause your car to spin.  An orange halo will appear if the space will cause you to gain an automatic caution symbol (!).&lt;br /&gt;
&lt;br /&gt;
==Rolling Your Dice and Moving==&lt;br /&gt;
&lt;br /&gt;
Once you have planned your turn, you will roll your dice, either all at once (&#039;&#039;Flat Out&#039;&#039;) or one at a time. But be careful: Exceed the safe number of caution symbols (generally three), and you will lose control!&lt;br /&gt;
&lt;br /&gt;
===Flat out: All the dice at once===&lt;br /&gt;
This is the risky but brave choice: Roll your dice, and hope you get lucky. If you roll safely, you will get some &#039;&#039;focus tokens&#039;&#039; for your trouble: one per gear or coast die (not brake or boost die) you rolled. These will come in handy later!&lt;br /&gt;
&lt;br /&gt;
===One at a time===&lt;br /&gt;
Sometimes you need to play it safe. You can roll your dice one at a time, and stop at any time. This way you can stop if you are at risk of losing control.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus&#039;&#039;&#039;: While you are rolling your dice one at a time, you may find that you are at risk of losing control. You can spend the focus tokens you earned earlier to &#039;&#039;secure&#039;&#039; your dice. Instead of rolling them you guarantee a safe result. But each die protected in a turn has a higher cost: the first die costs one, the second another two, the third another three, etc.&lt;br /&gt;
&lt;br /&gt;
==The Dice==&lt;br /&gt;
Some dice are safer than others: The white &#039;&#039;coast&#039;&#039; dice along with first and second gear only have one caution symbol on them while the other dice all have two.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Braking&#039;&#039;&#039;: You can jump down extra gears by adding a red &#039;brake&#039; die to the space moved. Each red die lets you skip a gear. For example, you could go from fourth to 1st by rolling brake+brake+1, or from 6th to 4th by rolling brake+4. In this way you can move further on one turn, or end a turn in a higher gear.&lt;br /&gt;
*&#039;&#039;&#039;Boosting&#039;&#039;&#039;: Similarly, the green &#039;boost&#039; die (available in GT5 races) lets you skip a gear upwards. &lt;br /&gt;
*&#039;&#039;&#039;Coasting&#039;&#039;&#039;: White &#039;coast&#039; dice let you stay in the same gear.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Car Dice&lt;br /&gt;
|-&lt;br /&gt;
!   !! &#039;&#039;&#039;Gear dice&#039;&#039;&#039; !! &#039;&#039;&#039;Coast dice&#039;&#039;&#039; !! &#039;&#039;&#039;Brake dice&#039;&#039;&#039; !! &#039;&#039;&#039;Boost Dice&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;GT4&#039;&#039;&#039; || 4 || 3 || 2 || 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;GT5&#039;&#039;&#039; || 5 || 2 || 3 || 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;GT6&#039;&#039;&#039; || 6 || 2 || 3 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Losing Control==&lt;br /&gt;
&lt;br /&gt;
If you exceed your limit, you will lose control. &lt;br /&gt;
&lt;br /&gt;
Consult your player board table to see what happens when you lose control: You might lose all speed to &#039;gear&#039; 0, or go off the track in &#039;gear&#039; 00. &lt;br /&gt;
You might also take some damage: at higher speeds (3,4,5th gear) and on more dangerous tiles (Yellow, Orange, Red). &lt;br /&gt;
For each black damage marker in the table a &amp;quot;Damage&amp;quot; token will be randomly drawn for you.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gear 00&#039;&#039;&#039;: In this gear you simply lose a turn: when it comes to your turn, get back on the track in &#039;gear&#039; 0. Next turn you will resume as normal, starting from gear 1 etc.&lt;br /&gt;
*&#039;&#039;&#039;Gear 0&#039;&#039;&#039;: In this gear you are just stopped in place. Next turn, just resume your movement.&lt;br /&gt;
&lt;br /&gt;
If you used the &#039;flat out&#039; die rolling option, you can change the order and locations of the dice you rolled.  You do not even have to place all of them. However, you must place your dice in a way that results in loss of control.  By changing your speed and location at the moment of loss of control, you may be able to minimize any bad effects.  Even if you lose control, you will still get your focus tokens.&lt;br /&gt;
&lt;br /&gt;
===Damage===&lt;br /&gt;
There are several Damage result tokens (42 total).  0, 1, 2 or 3 of these Damage Tokens are drawn randomly for you depending on your Gear/Speed when you lost control and the track segment you are on.  (Consult the table on your player dashboard.)&lt;br /&gt;
* &#039;&#039;&#039;Lose a Dice:&#039;&#039;&#039; (Qty x 6 of each: Red, White, Black) This reduces your dice pool. You might lose a white, black, or red die (meaning you will have one less die of that color to use on your turn.) Losing a black die means you can pick, each turn, which number you want to leave unused.&lt;br /&gt;
* &#039;&#039;&#039;Yellow Flag:&#039;&#039;&#039; (Qty x 6) This will be removed on your next move (not turn - if you are at speed 00, the yellow flag stays on the board, affecting all players, until you are ready to move again).  While the yellow flag is on the table, no player may move alongside any other player’s car.  (Cars &#039;&#039;&#039;are&#039;&#039;&#039; allowed to pass cars stopped at speed 0 or 00).&lt;br /&gt;
* &#039;&#039;&#039;Weather:&#039;&#039;&#039; (Qty x 6) The weather will change from rain to sun, or vice versa! If you are on the wrong kind of tires, your dice pool and caution limit will be reduced. You might want to stop to change tires.&lt;br /&gt;
* &#039;&#039;&#039;Green Flag:&#039;&#039;&#039; (Qty x 12) No damage, you got lucky!&lt;br /&gt;
&lt;br /&gt;
===Confirm Trajectory===&lt;br /&gt;
If you see a message that says: &amp;quot;You must set back your dice with a loss of control&amp;quot; you are being given the option to &amp;quot;re-allocate and re-order some or all of the dice you used on that turn back onto the track in any legal order you like.&amp;quot;  You must still use enough &amp;quot;!&amp;quot; dice and/or track features to activate the &amp;quot;spin out,&amp;quot; but sometimes this offers an opportunity to adjust your dice, their order and you car&#039;s route so that you spin out at a more favorable location on the track, on a more favorable tile (Yellow instead of Orange or Red) or in a more favorable gear (1 or 2, instead of 3, 4 or 5).&lt;br /&gt;
&lt;br /&gt;
Once you have re-ordered your dice you must click the &#039;confirm trajectory&#039; button.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Pit Stops==&lt;br /&gt;
&lt;br /&gt;
If you wish you can repair all damage, change tires, or both by making a Pit Stop. To make a Pit Stop, you must end your turn in 1st Gear in a space with no speed or restrictions (meaning not on a corner space) at the edge of the track. While you are in the pit your gear is either 0 or 00 depending on whether you chose to change tires or repair damage, and you are off the track (not blocking other players’ movement). Once you return to 0 gear (as with losing control, above), you can choose which tires you want and then you will move as normal on that turn.&lt;br /&gt;
&lt;br /&gt;
==Flying Start==&lt;br /&gt;
&lt;br /&gt;
With Flying Start, you can go straight to Gear 2 instead of Gear 1 when starting from 0. &lt;br /&gt;
&lt;br /&gt;
When you resolve your move, whether rolling one by one or moving Flat Out, the result of the Gear 2 die is checked: if it&#039;s a caution symbol, your turn ends immediately. The car moves forward one space and stays in Gear 2.&lt;br /&gt;
&lt;br /&gt;
If you were going Flat Out and would have suffered a Loss of Control as well as this effect, the Loss of Control is ignored.&lt;/div&gt;</summary>
		<author><name>HappyNoodle</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelprallymangt&amp;diff=12835</id>
		<title>Gamehelprallymangt</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelprallymangt&amp;diff=12835"/>
		<updated>2022-04-21T09:12:30Z</updated>

		<summary type="html">&lt;p&gt;HappyNoodle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Rounds ==&lt;br /&gt;
A game of Rallyman: GT is made up of alternating “white” and “black” rounds. Each player gets one turn each round. &lt;br /&gt;
&lt;br /&gt;
The Round marker has a white side and a black side, which allows you to immediately tell who has already played their turn this round. At the end of a round the Round marker is flipped over and a new round begins.&lt;br /&gt;
&lt;br /&gt;
== Determining Turn Order ==&lt;br /&gt;
At the beginning of each round, you must first determine the order of play.&lt;br /&gt;
&lt;br /&gt;
Order of play at the start of each round is determined by speed, then by the position of each car in case of a draw.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPEED &amp;gt; DISTANCE &amp;gt; POSITION&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Speed:&#039;&#039;&#039; Start by identifying the fastest car. The car with the highest Gear marker always plays first, no matter where they are on the track.&lt;br /&gt;
# &#039;&#039;&#039;Distance:&#039;&#039;&#039; If two or more cars are going at the same speed, then order of play is determined by how far along the track they are. The car furthest ahead plays first.&lt;br /&gt;
# &#039;&#039;&#039;Position:&#039;&#039;&#039; In case of a draw in terms of speed and distance, the car situated on the inside lane of the next corner plays first. A “corner” is a section of track with speed limitations&lt;br /&gt;
&lt;br /&gt;
== The Turn ==&lt;br /&gt;
Once order of play has been established, each player takes their turn one after the other.&lt;br /&gt;
&lt;br /&gt;
=== During their turn a player will do the following: ===&lt;br /&gt;
# Plan your turn.&lt;br /&gt;
# Roll your dice and move your car.&lt;br /&gt;
&lt;br /&gt;
== Planning Your Turn ==&lt;br /&gt;
During their turn, players will use dice to accelerate, brake, and coast their way around the track. Your player board (and the summary at the top of the screen) shows what dice are available to you.&lt;br /&gt;
&lt;br /&gt;
Each die number represents a gear. With each move you make, may go up or down one gear (or stay the same with a white die). You must always be moving forward. Each die may only be used once per turn.&lt;br /&gt;
&lt;br /&gt;
=== Corners ===&lt;br /&gt;
Corner spaces have numbers in the middle which indicate the top gear in which you can safely navigate the corner. Exceed this number and you will lose control!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The inside line:&#039;&#039;&#039;Some spaces have dotted lines separating them, with a lower number or caution symbol next to it. The number indicates the highest gear you can use to safely move between those spaces. Exceed it and you will lose control! The caution symbol gives one extra caution result when moving (see below)&lt;br /&gt;
&lt;br /&gt;
Note that you can safely move diagonally into spaces like this, as long as you don&#039;t exceed the normal limits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The outside line&#039;&#039;&#039;:Some spaces have a caution triangle around the number. This indicates that you get an extra caution result when you pass that space in that gear.&lt;br /&gt;
&lt;br /&gt;
=== Overtaking ===&lt;br /&gt;
To enter a space adjacent to another player’s car, you must use a Gear die equal to or higher than the current Gear of the opponent’s car. &lt;br /&gt;
Once your car is beside theirs, the rest of their movement can be at any speed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: if a yellow flag is out due to damage, you cannot overtake (move alongside) another player.&lt;br /&gt;
&lt;br /&gt;
=== Show Overspeed Alarm Option ===&lt;br /&gt;
If the Show Overspeed Alarm option is enabled, a red halo will appear around your die if you place it on a space which will cause your car to spin.  An orange halo will appear if the space will cause you to gain an automatic caution symbol (!).&lt;br /&gt;
&lt;br /&gt;
==Rolling Your Dice and Moving==&lt;br /&gt;
&lt;br /&gt;
Once you have planned your turn, you will roll your dice, either all at once (&#039;&#039;Flat Out&#039;&#039;) or one at a time. But be careful: Exceed the safe number of caution symbols (generally three), and you will lose control!&lt;br /&gt;
&lt;br /&gt;
===Flat out: All the dice at once===&lt;br /&gt;
This is the risky but brave choice: Roll your dice, and hope you get lucky. If you roll safely, you will get some &#039;&#039;focus tokens&#039;&#039; for your trouble: one per gear or coast die (not brake or boost die) you rolled. These will come in handy later!&lt;br /&gt;
&lt;br /&gt;
===One at a time===&lt;br /&gt;
Sometimes you need to play it safe. You can roll your dice one at a time, and stop at any time. This way you can stop if you are at risk of losing control.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus&#039;&#039;&#039;: While you are rolling your dice one at a time, you may find that you are at risk of losing control. You can spend the focus tokens you earned earlier to &#039;&#039;secure&#039;&#039; your dice. Instead of rolling them you guarantee a safe result. But each die protected in a turn has a higher cost: the first die costs one, the second another two, the third another three, etc.&lt;br /&gt;
&lt;br /&gt;
==The Dice==&lt;br /&gt;
Some dice are safer than others: The white &#039;&#039;coast&#039;&#039; dice along with first and second gear only have one caution symbol on them while the other dice all have two.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Braking&#039;&#039;&#039;: You can jump down extra gears by adding a red &#039;brake&#039; die to the space moved. Each red die lets you skip a gear. For example, you could go from fourth to 1st by rolling brake+brake+1, or from 6th to 4th by rolling brake+4. In this way you can move further on one turn, or end a turn in a higher gear.&lt;br /&gt;
*&#039;&#039;&#039;Boosting&#039;&#039;&#039;: Similarly, the green &#039;boost&#039; die available in GT5 races lets you skip a gear upwards. &lt;br /&gt;
*&#039;&#039;&#039;Coasting&#039;&#039;&#039;: White &#039;coast&#039; dice let you stay in the same gear.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Car Dice&lt;br /&gt;
|-&lt;br /&gt;
!   !! &#039;&#039;&#039;Gear dice&#039;&#039;&#039; !! &#039;&#039;&#039;Coast dice&#039;&#039;&#039; !! &#039;&#039;&#039;Brake dice&#039;&#039;&#039; !! &#039;&#039;&#039;Boost Dice&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;GT4&#039;&#039;&#039; || 4 || 3 || 2 || 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;GT5&#039;&#039;&#039; || 5 || 2 || 3 || 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;GT6&#039;&#039;&#039; || 6 || 2 || 3 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Losing Control==&lt;br /&gt;
&lt;br /&gt;
If you exceed your limit, you will lose control. &lt;br /&gt;
&lt;br /&gt;
Consult your player board table to see what happens when you lose control: You might lose all speed to &#039;gear&#039; 0, or go off the track in &#039;gear&#039; 00. &lt;br /&gt;
You might also take some damage: at higher speeds (3,4,5th gear) and on more dangerous tiles (Yellow, Orange, Red). &lt;br /&gt;
For each black damage marker in the table a &amp;quot;Damage&amp;quot; token will be randomly drawn for you.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gear 00&#039;&#039;&#039;: In this gear you simply lose a turn: when it comes to your turn, get back on the track in &#039;gear&#039; 0. Next turn you will resume as normal, starting from gear 1 etc.&lt;br /&gt;
*&#039;&#039;&#039;Gear 0&#039;&#039;&#039;: In this gear you are just stopped in place. Next turn, just resume your movement.&lt;br /&gt;
&lt;br /&gt;
If you used the &#039;flat out&#039; die rolling option, you can change the order and locations of the dice you rolled.  You do not even have to place all of them. However, you must place your dice in a way that results in loss of control.  By changing your speed and location at the moment of loss of control, you may be able to minimize any bad effects.  Even if you lose control, you will still get your focus tokens.&lt;br /&gt;
&lt;br /&gt;
===Damage===&lt;br /&gt;
There are several Damage result tokens (42 total).  0, 1, 2 or 3 of these Damage Tokens are drawn randomly for you depending on your Gear/Speed when you lost control and the track segment you are on.  (Consult the table on your player dashboard.)&lt;br /&gt;
* &#039;&#039;&#039;Lose a Dice:&#039;&#039;&#039; (Qty x 6 of each: Red, White, Black) This reduces your dice pool. You might lose a white, black, or red die (meaning you will have one less die of that color to use on your turn.) Losing a black die means you can pick, each turn, which number you want to leave unused.&lt;br /&gt;
* &#039;&#039;&#039;Yellow Flag:&#039;&#039;&#039; (Qty x 6) This will be removed on your next move (not turn - if you are at speed 00, the yellow flag stays on the board, affecting all players, until you are ready to move again).  While the yellow flag is on the table, no player may move alongside any other player’s car.  (Cars &#039;&#039;&#039;are&#039;&#039;&#039; allowed to pass cars stopped at speed 0 or 00).&lt;br /&gt;
* &#039;&#039;&#039;Weather:&#039;&#039;&#039; (Qty x 6) The weather will change from rain to sun, or vice versa! If you are on the wrong kind of tires, your dice pool and caution limit will be reduced. You might want to stop to change tires.&lt;br /&gt;
* &#039;&#039;&#039;Green Flag:&#039;&#039;&#039; (Qty x 12) No damage, you got lucky!&lt;br /&gt;
&lt;br /&gt;
===Confirm Trajectory===&lt;br /&gt;
If you see a message that says: &amp;quot;You must set back your dice with a loss of control&amp;quot; you are being given the option to &amp;quot;re-allocate and re-order some or all of the dice you used on that turn back onto the track in any legal order you like.&amp;quot;  You must still use enough &amp;quot;!&amp;quot; dice and/or track features to activate the &amp;quot;spin out,&amp;quot; but sometimes this offers an opportunity to adjust your dice, their order and you car&#039;s route so that you spin out at a more favorable location on the track, on a more favorable tile (Yellow instead of Orange or Red) or in a more favorable gear (1 or 2, instead of 3, 4 or 5).&lt;br /&gt;
&lt;br /&gt;
Once you have re-ordered your dice you must click the &#039;confirm trajectory&#039; button.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Pit Stops==&lt;br /&gt;
&lt;br /&gt;
If you wish you can repair all damage, change tires, or both by making a Pit Stop. To make a Pit Stop, you must end your turn in 1st Gear in a space with no speed or restrictions (meaning not on a corner space) at the edge of the track. While you are in the pit your gear is either 0 or 00 depending on whether you chose to change tires or repair damage, and you are off the track (not blocking other players’ movement). Once you return to 0 gear (as with losing control, above), you can choose which tires you want and then you will move as normal on that turn.&lt;br /&gt;
&lt;br /&gt;
==Flying Start==&lt;br /&gt;
&lt;br /&gt;
With Flying Start, you can go straight to Gear 2 instead of Gear 1 when starting from 0. &lt;br /&gt;
&lt;br /&gt;
When you resolve your move, whether rolling one by one or moving Flat Out, the result of the Gear 2 die is checked: if it&#039;s a caution symbol, your turn ends immediately. The car moves forward one space and stays in Gear 2.&lt;br /&gt;
&lt;br /&gt;
If you were going Flat Out and would have suffered a Loss of Control as well as this effect, the Loss of Control is ignored.&lt;/div&gt;</summary>
		<author><name>HappyNoodle</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelprallymangt&amp;diff=12824</id>
		<title>Gamehelprallymangt</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelprallymangt&amp;diff=12824"/>
		<updated>2022-04-20T09:54:37Z</updated>

		<summary type="html">&lt;p&gt;HappyNoodle: /* The Dice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Rounds ==&lt;br /&gt;
A game of Rallyman: GT is made up of alternating “white” and “black” rounds. Each player gets one turn each round. &lt;br /&gt;
&lt;br /&gt;
The Round marker has a white side and a black side, which allows you to immediately tell who has already played their turn this round. At the end of a round the Round marker is flipped over and a new round begins.&lt;br /&gt;
&lt;br /&gt;
== Determining Turn Order ==&lt;br /&gt;
At the beginning of each round, you must first determine the order of play.&lt;br /&gt;
&lt;br /&gt;
Order of play at the start of each round is determined by speed, then by the position of each car in case of a draw.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPEED &amp;gt; DISTANCE &amp;gt; POSITION&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Speed:&#039;&#039;&#039; Start by identifying the fastest car. The car with the highest Gear marker always plays first, no matter where they are on the track.&lt;br /&gt;
# &#039;&#039;&#039;Distance:&#039;&#039;&#039; If two or more cars are going at the same speed, then order of play is determined by how far along the track they are. The car furthest ahead plays first.&lt;br /&gt;
# &#039;&#039;&#039;Position:&#039;&#039;&#039; In case of a draw in terms of speed and distance, the car situated on the inside lane of the next corner plays first. A “corner” is a section of track with speed limitations&lt;br /&gt;
&lt;br /&gt;
== The Turn ==&lt;br /&gt;
Once order of play has been established, each player takes their turn one after the other.&lt;br /&gt;
&lt;br /&gt;
=== During their turn a player will do the following: ===&lt;br /&gt;
# Plan your turn.&lt;br /&gt;
# Roll your dice and move your car.&lt;br /&gt;
&lt;br /&gt;
== Planning Your Turn ==&lt;br /&gt;
During their turn, players will use dice to accelerate, brake, and coast their way around the track. Your player board (and the summary at the top of the screen) shows what dice are available to you.&lt;br /&gt;
&lt;br /&gt;
Each die number represents a gear. With each move you make, may go up or down one gear (or stay the same with a white die). You must always be moving forward. Each die may only be used once per turn.&lt;br /&gt;
&lt;br /&gt;
=== Corners ===&lt;br /&gt;
Corner spaces have numbers in the middle which indicate the top gear in which you can safely navigate the corner. Exceed this number and you will lose control!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The inside line:&#039;&#039;&#039;Some spaces have dotted lines separating them, with a lower number or caution symbol next to it. The number indicates the highest gear you can use to safely move between those spaces. Exceed it and you will lose control! The caution symbol gives one extra caution result when moving (see below)&lt;br /&gt;
&lt;br /&gt;
Note that you can safely move diagonally into spaces like this, as long as you don&#039;t exceed the normal limits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The outside line&#039;&#039;&#039;:Some spaces have a caution triangle around the number. This indicates that you get an extra caution result when you pass that space in that gear.&lt;br /&gt;
&lt;br /&gt;
=== Overtaking ===&lt;br /&gt;
To enter a space adjacent to another player’s car, you must use a Gear die equal to or higher than the current Gear of the opponent’s car. &lt;br /&gt;
Once your car is beside theirs, the rest of their movement can be at any speed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: if a yellow flag is out due to damage, you cannot overtake (move alongside) another player.&lt;br /&gt;
&lt;br /&gt;
=== Show Overspeed Alarm Option ===&lt;br /&gt;
If the Show Overspeed Alarm option is enabled, a red halo will appear around your die if you place it on a space which will cause your car to spin.  An orange halo will appear if the space will cause you to gain an automatic caution symbol (!).&lt;br /&gt;
&lt;br /&gt;
==Rolling Your Dice and Moving==&lt;br /&gt;
&lt;br /&gt;
Once you have planned your turn, you will roll your dice, either all at once (&#039;&#039;Flat Out&#039;&#039;) or one at a time. But be careful: Exceed the safe number of caution symbols (generally three), and you will lose control!&lt;br /&gt;
&lt;br /&gt;
===Flat out: All the dice at once===&lt;br /&gt;
This is the risky but brave choice: Roll your dice, and hope you get lucky. If you roll safely, you will get some &#039;&#039;focus tokens&#039;&#039; for your trouble: one per gear or coast die (not brake or boost die) you rolled. These will come in handy later!&lt;br /&gt;
&lt;br /&gt;
===One at a time===&lt;br /&gt;
Sometimes you need to play it safe. You can roll your dice one at a time, and stop at any time. This way you can stop if you are at risk of losing control.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus&#039;&#039;&#039;: While you are rolling your dice one at a time, you may find that you are at risk of losing control. You can spend the focus tokens you earned earlier to &#039;&#039;secure&#039;&#039; your dice. Instead of rolling them you guarantee a safe result. But each die protected in a turn has a higher cost: the first die costs one, the second another two, the third another three, etc.&lt;br /&gt;
&lt;br /&gt;
==The Dice==&lt;br /&gt;
Some dice are safer than others: The white &#039;&#039;coast&#039;&#039; dice along with first and second gear only have one caution symbol on them while the other dice all have two.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Braking&#039;&#039;&#039;: You can jump down extra gears by adding a red &#039;brake&#039; die to the space moved. Each red die lets you skip a gear. For example, you could go from fourth to 1st by rolling brake+brake+1, or from 6th to 4th by rolling brake+4. In this way you can move further on one turn, or end a turn in a higher gear.&lt;br /&gt;
*&#039;&#039;&#039;Boosting&#039;&#039;&#039;: Similarly, the green &#039;boost&#039; die available in GT5 races lets you skip a gear upwards. &lt;br /&gt;
*&#039;&#039;&#039;Coasting&#039;&#039;&#039;: White &#039;coast&#039; dice let you stay in the same gear.&lt;br /&gt;
&lt;br /&gt;
==Losing Control==&lt;br /&gt;
&lt;br /&gt;
If you exceed your limit, you will lose control. &lt;br /&gt;
&lt;br /&gt;
Consult your player board table to see what happens when you lose control: You might lose all speed to &#039;gear&#039; 0, or go off the track in &#039;gear&#039; 00. &lt;br /&gt;
You might also take some damage: at higher speeds (3,4,5th gear) and on more dangerous tiles (Yellow, Orange, Red). &lt;br /&gt;
For each black damage marker in the table a &amp;quot;Damage&amp;quot; token will be randomly drawn for you.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gear 00&#039;&#039;&#039;: In this gear you simply lose a turn: when it comes to your turn, get back on the track in &#039;gear&#039; 0. Next turn you will resume as normal, starting from gear 1 etc.&lt;br /&gt;
*&#039;&#039;&#039;Gear 0&#039;&#039;&#039;: In this gear you are just stopped in place. Next turn, just resume your movement.&lt;br /&gt;
&lt;br /&gt;
If you used the &#039;flat out&#039; die rolling option, you can change the order and locations of the dice you rolled.  You do not even have to place all of them. However, you must place your dice in a way that results in loss of control.  By changing your speed and location at the moment of loss of control, you may be able to minimize any bad effects.  Even if you lose control, you will still get your focus tokens.&lt;br /&gt;
&lt;br /&gt;
===Damage===&lt;br /&gt;
There are several Damage result tokens (42 total).  0, 1, 2 or 3 of these Damage Tokens are drawn randomly for you depending on your Gear/Speed when you lost control and the track segment you are on.  (Consult the table on your player dashboard.)&lt;br /&gt;
* &#039;&#039;&#039;Lose a Dice:&#039;&#039;&#039; (Qty x 6 of each: Red, White, Black) This reduces your dice pool. You might lose a white, black, or red die (meaning you will have one less die of that color to use on your turn.) Losing a black die means you can pick, each turn, which number you want to leave unused.&lt;br /&gt;
* &#039;&#039;&#039;Yellow Flag:&#039;&#039;&#039; (Qty x 6) This will be removed on your next move (not turn - if you are at speed 00, the yellow flag stays on the board, affecting all players, until you are ready to move again).  While the yellow flag is on the table, no player may move alongside any other player’s car.  (Cars &#039;&#039;&#039;are&#039;&#039;&#039; allowed to pass cars stopped at speed 0 or 00).&lt;br /&gt;
* &#039;&#039;&#039;Weather:&#039;&#039;&#039; (Qty x 6) The weather will change from rain to sun, or vice versa! If you are on the wrong kind of tires, your dice pool and caution limit will be reduced. You might want to stop to change tires.&lt;br /&gt;
* &#039;&#039;&#039;Green Flag:&#039;&#039;&#039; (Qty x 12) No damage, you got lucky!&lt;br /&gt;
&lt;br /&gt;
===Confirm Trajectory===&lt;br /&gt;
If you see a message that says: &amp;quot;You must set back your dice with a loss of control&amp;quot; you are being given the option to &amp;quot;re-allocate and re-order some or all of the dice you used on that turn back onto the track in any legal order you like.&amp;quot;  You must still use enough &amp;quot;!&amp;quot; dice and/or track features to activate the &amp;quot;spin out,&amp;quot; but sometimes this offers an opportunity to adjust your dice, their order and you car&#039;s route so that you spin out at a more favorable location on the track, on a more favorable tile (Yellow instead of Orange or Red) or in a more favorable gear (1 or 2, instead of 3, 4 or 5).&lt;br /&gt;
&lt;br /&gt;
Once you have re-ordered your dice you must click the &#039;confirm trajectory&#039; button.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Pit Stops==&lt;br /&gt;
&lt;br /&gt;
If you wish you can repair all damage, change tires, or both by making a Pit Stop. To make a Pit Stop, you must end your turn in 1st Gear in a space with no speed or restrictions (meaning not on a corner space) at the edge of the track. While you are in the pit your gear is either 0 or 00 depending on whether you chose to change tires or repair damage, and you are off the track (not blocking other players’ movement). Once you return to 0 gear (as with losing control, above), you can choose which tires you want and then you will move as normal on that turn.&lt;br /&gt;
&lt;br /&gt;
==Flying Start==&lt;br /&gt;
&lt;br /&gt;
With Flying Start, you can go straight to Gear 2 instead of Gear 1 when starting from 0. &lt;br /&gt;
&lt;br /&gt;
When you resolve your move, whether rolling one by one or moving Flat Out, the result of the Gear 2 die is checked: if it&#039;s a caution symbol, your turn ends immediately. The car moves forward one space and stays in Gear 2.&lt;br /&gt;
&lt;br /&gt;
If you were going Flat Out and would have suffered a Loss of Control as well as this effect, the Loss of Control is ignored.&lt;br /&gt;
&lt;br /&gt;
==Car Dice==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!   !! &#039;&#039;&#039;Gear dice&#039;&#039;&#039; !! &#039;&#039;&#039;Coast dice&#039;&#039;&#039; !! &#039;&#039;&#039;Brake dice&#039;&#039;&#039; !! &#039;&#039;&#039;Boost Dice&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;GT4&#039;&#039;&#039; || 4 || 3 || 2 || 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;GT5&#039;&#039;&#039; || 5 || 2 || 3 || 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;GT6&#039;&#039;&#039; || 6 || 2 || 3 || 0&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>HappyNoodle</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelprallymangt&amp;diff=12823</id>
		<title>Gamehelprallymangt</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelprallymangt&amp;diff=12823"/>
		<updated>2022-04-20T09:53:55Z</updated>

		<summary type="html">&lt;p&gt;HappyNoodle: /* Car type Dice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Rounds ==&lt;br /&gt;
A game of Rallyman: GT is made up of alternating “white” and “black” rounds. Each player gets one turn each round. &lt;br /&gt;
&lt;br /&gt;
The Round marker has a white side and a black side, which allows you to immediately tell who has already played their turn this round. At the end of a round the Round marker is flipped over and a new round begins.&lt;br /&gt;
&lt;br /&gt;
== Determining Turn Order ==&lt;br /&gt;
At the beginning of each round, you must first determine the order of play.&lt;br /&gt;
&lt;br /&gt;
Order of play at the start of each round is determined by speed, then by the position of each car in case of a draw.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPEED &amp;gt; DISTANCE &amp;gt; POSITION&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Speed:&#039;&#039;&#039; Start by identifying the fastest car. The car with the highest Gear marker always plays first, no matter where they are on the track.&lt;br /&gt;
# &#039;&#039;&#039;Distance:&#039;&#039;&#039; If two or more cars are going at the same speed, then order of play is determined by how far along the track they are. The car furthest ahead plays first.&lt;br /&gt;
# &#039;&#039;&#039;Position:&#039;&#039;&#039; In case of a draw in terms of speed and distance, the car situated on the inside lane of the next corner plays first. A “corner” is a section of track with speed limitations&lt;br /&gt;
&lt;br /&gt;
== The Turn ==&lt;br /&gt;
Once order of play has been established, each player takes their turn one after the other.&lt;br /&gt;
&lt;br /&gt;
=== During their turn a player will do the following: ===&lt;br /&gt;
# Plan your turn.&lt;br /&gt;
# Roll your dice and move your car.&lt;br /&gt;
&lt;br /&gt;
== Planning Your Turn ==&lt;br /&gt;
During their turn, players will use dice to accelerate, brake, and coast their way around the track. Your player board (and the summary at the top of the screen) shows what dice are available to you.&lt;br /&gt;
&lt;br /&gt;
Each die number represents a gear. With each move you make, may go up or down one gear (or stay the same with a white die). You must always be moving forward. Each die may only be used once per turn.&lt;br /&gt;
&lt;br /&gt;
=== Corners ===&lt;br /&gt;
Corner spaces have numbers in the middle which indicate the top gear in which you can safely navigate the corner. Exceed this number and you will lose control!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The inside line:&#039;&#039;&#039;Some spaces have dotted lines separating them, with a lower number or caution symbol next to it. The number indicates the highest gear you can use to safely move between those spaces. Exceed it and you will lose control! The caution symbol gives one extra caution result when moving (see below)&lt;br /&gt;
&lt;br /&gt;
Note that you can safely move diagonally into spaces like this, as long as you don&#039;t exceed the normal limits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The outside line&#039;&#039;&#039;:Some spaces have a caution triangle around the number. This indicates that you get an extra caution result when you pass that space in that gear.&lt;br /&gt;
&lt;br /&gt;
=== Overtaking ===&lt;br /&gt;
To enter a space adjacent to another player’s car, you must use a Gear die equal to or higher than the current Gear of the opponent’s car. &lt;br /&gt;
Once your car is beside theirs, the rest of their movement can be at any speed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: if a yellow flag is out due to damage, you cannot overtake (move alongside) another player.&lt;br /&gt;
&lt;br /&gt;
=== Show Overspeed Alarm Option ===&lt;br /&gt;
If the Show Overspeed Alarm option is enabled, a red halo will appear around your die if you place it on a space which will cause your car to spin.  An orange halo will appear if the space will cause you to gain an automatic caution symbol (!).&lt;br /&gt;
&lt;br /&gt;
==Rolling Your Dice and Moving==&lt;br /&gt;
&lt;br /&gt;
Once you have planned your turn, you will roll your dice, either all at once (&#039;&#039;Flat Out&#039;&#039;) or one at a time. But be careful: Exceed the safe number of caution symbols (generally three), and you will lose control!&lt;br /&gt;
&lt;br /&gt;
===Flat out: All the dice at once===&lt;br /&gt;
This is the risky but brave choice: Roll your dice, and hope you get lucky. If you roll safely, you will get some &#039;&#039;focus tokens&#039;&#039; for your trouble: one per gear or coast die (not brake or boost die) you rolled. These will come in handy later!&lt;br /&gt;
&lt;br /&gt;
===One at a time===&lt;br /&gt;
Sometimes you need to play it safe. You can roll your dice one at a time, and stop at any time. This way you can stop if you are at risk of losing control.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus&#039;&#039;&#039;: While you are rolling your dice one at a time, you may find that you are at risk of losing control. You can spend the focus tokens you earned earlier to &#039;&#039;secure&#039;&#039; your dice. Instead of rolling them you guarantee a safe result. But each die protected in a turn has a higher cost: the first die costs one, the second another two, the third another three, etc.&lt;br /&gt;
&lt;br /&gt;
==The Dice==&lt;br /&gt;
Some dice are safer than others: The white &#039;&#039;coast&#039;&#039; dice along with first and second gear only have one caution symbol on them while the other dice all have two.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Braking&#039;&#039;&#039;: You can jump down extra gears by adding a red &#039;brake&#039; die to the space moved. Each red die lets you skip a gear. For example, you could go from fourth to 1st by rolling brake+brake+1, or from 6th to 4th by rolling brake+4. In this way you can move further on one turn, or end a turn in a higher gear.&lt;br /&gt;
*&#039;&#039;&#039;Boosting&#039;&#039;&#039;: Similarly, the green &#039;boost&#039; die available in some races lets you skip a gear upwards. &lt;br /&gt;
*&#039;&#039;&#039;Coasting&#039;&#039;&#039;: White &#039;coast&#039; dice let you stay in the same gear.&lt;br /&gt;
&lt;br /&gt;
==Losing Control==&lt;br /&gt;
&lt;br /&gt;
If you exceed your limit, you will lose control. &lt;br /&gt;
&lt;br /&gt;
Consult your player board table to see what happens when you lose control: You might lose all speed to &#039;gear&#039; 0, or go off the track in &#039;gear&#039; 00. &lt;br /&gt;
You might also take some damage: at higher speeds (3,4,5th gear) and on more dangerous tiles (Yellow, Orange, Red). &lt;br /&gt;
For each black damage marker in the table a &amp;quot;Damage&amp;quot; token will be randomly drawn for you.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gear 00&#039;&#039;&#039;: In this gear you simply lose a turn: when it comes to your turn, get back on the track in &#039;gear&#039; 0. Next turn you will resume as normal, starting from gear 1 etc.&lt;br /&gt;
*&#039;&#039;&#039;Gear 0&#039;&#039;&#039;: In this gear you are just stopped in place. Next turn, just resume your movement.&lt;br /&gt;
&lt;br /&gt;
If you used the &#039;flat out&#039; die rolling option, you can change the order and locations of the dice you rolled.  You do not even have to place all of them. However, you must place your dice in a way that results in loss of control.  By changing your speed and location at the moment of loss of control, you may be able to minimize any bad effects.  Even if you lose control, you will still get your focus tokens.&lt;br /&gt;
&lt;br /&gt;
===Damage===&lt;br /&gt;
There are several Damage result tokens (42 total).  0, 1, 2 or 3 of these Damage Tokens are drawn randomly for you depending on your Gear/Speed when you lost control and the track segment you are on.  (Consult the table on your player dashboard.)&lt;br /&gt;
* &#039;&#039;&#039;Lose a Dice:&#039;&#039;&#039; (Qty x 6 of each: Red, White, Black) This reduces your dice pool. You might lose a white, black, or red die (meaning you will have one less die of that color to use on your turn.) Losing a black die means you can pick, each turn, which number you want to leave unused.&lt;br /&gt;
* &#039;&#039;&#039;Yellow Flag:&#039;&#039;&#039; (Qty x 6) This will be removed on your next move (not turn - if you are at speed 00, the yellow flag stays on the board, affecting all players, until you are ready to move again).  While the yellow flag is on the table, no player may move alongside any other player’s car.  (Cars &#039;&#039;&#039;are&#039;&#039;&#039; allowed to pass cars stopped at speed 0 or 00).&lt;br /&gt;
* &#039;&#039;&#039;Weather:&#039;&#039;&#039; (Qty x 6) The weather will change from rain to sun, or vice versa! If you are on the wrong kind of tires, your dice pool and caution limit will be reduced. You might want to stop to change tires.&lt;br /&gt;
* &#039;&#039;&#039;Green Flag:&#039;&#039;&#039; (Qty x 12) No damage, you got lucky!&lt;br /&gt;
&lt;br /&gt;
===Confirm Trajectory===&lt;br /&gt;
If you see a message that says: &amp;quot;You must set back your dice with a loss of control&amp;quot; you are being given the option to &amp;quot;re-allocate and re-order some or all of the dice you used on that turn back onto the track in any legal order you like.&amp;quot;  You must still use enough &amp;quot;!&amp;quot; dice and/or track features to activate the &amp;quot;spin out,&amp;quot; but sometimes this offers an opportunity to adjust your dice, their order and you car&#039;s route so that you spin out at a more favorable location on the track, on a more favorable tile (Yellow instead of Orange or Red) or in a more favorable gear (1 or 2, instead of 3, 4 or 5).&lt;br /&gt;
&lt;br /&gt;
Once you have re-ordered your dice you must click the &#039;confirm trajectory&#039; button.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Pit Stops==&lt;br /&gt;
&lt;br /&gt;
If you wish you can repair all damage, change tires, or both by making a Pit Stop. To make a Pit Stop, you must end your turn in 1st Gear in a space with no speed or restrictions (meaning not on a corner space) at the edge of the track. While you are in the pit your gear is either 0 or 00 depending on whether you chose to change tires or repair damage, and you are off the track (not blocking other players’ movement). Once you return to 0 gear (as with losing control, above), you can choose which tires you want and then you will move as normal on that turn.&lt;br /&gt;
&lt;br /&gt;
==Flying Start==&lt;br /&gt;
&lt;br /&gt;
With Flying Start, you can go straight to Gear 2 instead of Gear 1 when starting from 0. &lt;br /&gt;
&lt;br /&gt;
When you resolve your move, whether rolling one by one or moving Flat Out, the result of the Gear 2 die is checked: if it&#039;s a caution symbol, your turn ends immediately. The car moves forward one space and stays in Gear 2.&lt;br /&gt;
&lt;br /&gt;
If you were going Flat Out and would have suffered a Loss of Control as well as this effect, the Loss of Control is ignored.&lt;br /&gt;
&lt;br /&gt;
==Car Dice==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!   !! &#039;&#039;&#039;Gear dice&#039;&#039;&#039; !! &#039;&#039;&#039;Coast dice&#039;&#039;&#039; !! &#039;&#039;&#039;Brake dice&#039;&#039;&#039; !! &#039;&#039;&#039;Boost Dice&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;GT4&#039;&#039;&#039; || 4 || 3 || 2 || 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;GT5&#039;&#039;&#039; || 5 || 2 || 3 || 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;GT6&#039;&#039;&#039; || 6 || 2 || 3 || 0&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>HappyNoodle</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelprallymangt&amp;diff=12822</id>
		<title>Gamehelprallymangt</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelprallymangt&amp;diff=12822"/>
		<updated>2022-04-20T09:51:38Z</updated>

		<summary type="html">&lt;p&gt;HappyNoodle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Rounds ==&lt;br /&gt;
A game of Rallyman: GT is made up of alternating “white” and “black” rounds. Each player gets one turn each round. &lt;br /&gt;
&lt;br /&gt;
The Round marker has a white side and a black side, which allows you to immediately tell who has already played their turn this round. At the end of a round the Round marker is flipped over and a new round begins.&lt;br /&gt;
&lt;br /&gt;
== Determining Turn Order ==&lt;br /&gt;
At the beginning of each round, you must first determine the order of play.&lt;br /&gt;
&lt;br /&gt;
Order of play at the start of each round is determined by speed, then by the position of each car in case of a draw.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPEED &amp;gt; DISTANCE &amp;gt; POSITION&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Speed:&#039;&#039;&#039; Start by identifying the fastest car. The car with the highest Gear marker always plays first, no matter where they are on the track.&lt;br /&gt;
# &#039;&#039;&#039;Distance:&#039;&#039;&#039; If two or more cars are going at the same speed, then order of play is determined by how far along the track they are. The car furthest ahead plays first.&lt;br /&gt;
# &#039;&#039;&#039;Position:&#039;&#039;&#039; In case of a draw in terms of speed and distance, the car situated on the inside lane of the next corner plays first. A “corner” is a section of track with speed limitations&lt;br /&gt;
&lt;br /&gt;
== The Turn ==&lt;br /&gt;
Once order of play has been established, each player takes their turn one after the other.&lt;br /&gt;
&lt;br /&gt;
=== During their turn a player will do the following: ===&lt;br /&gt;
# Plan your turn.&lt;br /&gt;
# Roll your dice and move your car.&lt;br /&gt;
&lt;br /&gt;
== Planning Your Turn ==&lt;br /&gt;
During their turn, players will use dice to accelerate, brake, and coast their way around the track. Your player board (and the summary at the top of the screen) shows what dice are available to you.&lt;br /&gt;
&lt;br /&gt;
Each die number represents a gear. With each move you make, may go up or down one gear (or stay the same with a white die). You must always be moving forward. Each die may only be used once per turn.&lt;br /&gt;
&lt;br /&gt;
=== Corners ===&lt;br /&gt;
Corner spaces have numbers in the middle which indicate the top gear in which you can safely navigate the corner. Exceed this number and you will lose control!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The inside line:&#039;&#039;&#039;Some spaces have dotted lines separating them, with a lower number or caution symbol next to it. The number indicates the highest gear you can use to safely move between those spaces. Exceed it and you will lose control! The caution symbol gives one extra caution result when moving (see below)&lt;br /&gt;
&lt;br /&gt;
Note that you can safely move diagonally into spaces like this, as long as you don&#039;t exceed the normal limits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The outside line&#039;&#039;&#039;:Some spaces have a caution triangle around the number. This indicates that you get an extra caution result when you pass that space in that gear.&lt;br /&gt;
&lt;br /&gt;
=== Overtaking ===&lt;br /&gt;
To enter a space adjacent to another player’s car, you must use a Gear die equal to or higher than the current Gear of the opponent’s car. &lt;br /&gt;
Once your car is beside theirs, the rest of their movement can be at any speed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: if a yellow flag is out due to damage, you cannot overtake (move alongside) another player.&lt;br /&gt;
&lt;br /&gt;
=== Show Overspeed Alarm Option ===&lt;br /&gt;
If the Show Overspeed Alarm option is enabled, a red halo will appear around your die if you place it on a space which will cause your car to spin.  An orange halo will appear if the space will cause you to gain an automatic caution symbol (!).&lt;br /&gt;
&lt;br /&gt;
==Rolling Your Dice and Moving==&lt;br /&gt;
&lt;br /&gt;
Once you have planned your turn, you will roll your dice, either all at once (&#039;&#039;Flat Out&#039;&#039;) or one at a time. But be careful: Exceed the safe number of caution symbols (generally three), and you will lose control!&lt;br /&gt;
&lt;br /&gt;
===Flat out: All the dice at once===&lt;br /&gt;
This is the risky but brave choice: Roll your dice, and hope you get lucky. If you roll safely, you will get some &#039;&#039;focus tokens&#039;&#039; for your trouble: one per gear or coast die (not brake or boost die) you rolled. These will come in handy later!&lt;br /&gt;
&lt;br /&gt;
===One at a time===&lt;br /&gt;
Sometimes you need to play it safe. You can roll your dice one at a time, and stop at any time. This way you can stop if you are at risk of losing control.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus&#039;&#039;&#039;: While you are rolling your dice one at a time, you may find that you are at risk of losing control. You can spend the focus tokens you earned earlier to &#039;&#039;secure&#039;&#039; your dice. Instead of rolling them you guarantee a safe result. But each die protected in a turn has a higher cost: the first die costs one, the second another two, the third another three, etc.&lt;br /&gt;
&lt;br /&gt;
==The Dice==&lt;br /&gt;
Some dice are safer than others: The white &#039;&#039;coast&#039;&#039; dice along with first and second gear only have one caution symbol on them while the other dice all have two.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Braking&#039;&#039;&#039;: You can jump down extra gears by adding a red &#039;brake&#039; die to the space moved. Each red die lets you skip a gear. For example, you could go from fourth to 1st by rolling brake+brake+1, or from 6th to 4th by rolling brake+4. In this way you can move further on one turn, or end a turn in a higher gear.&lt;br /&gt;
*&#039;&#039;&#039;Boosting&#039;&#039;&#039;: Similarly, the green &#039;boost&#039; die available in some races lets you skip a gear upwards. &lt;br /&gt;
*&#039;&#039;&#039;Coasting&#039;&#039;&#039;: White &#039;coast&#039; dice let you stay in the same gear.&lt;br /&gt;
&lt;br /&gt;
==Losing Control==&lt;br /&gt;
&lt;br /&gt;
If you exceed your limit, you will lose control. &lt;br /&gt;
&lt;br /&gt;
Consult your player board table to see what happens when you lose control: You might lose all speed to &#039;gear&#039; 0, or go off the track in &#039;gear&#039; 00. &lt;br /&gt;
You might also take some damage: at higher speeds (3,4,5th gear) and on more dangerous tiles (Yellow, Orange, Red). &lt;br /&gt;
For each black damage marker in the table a &amp;quot;Damage&amp;quot; token will be randomly drawn for you.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gear 00&#039;&#039;&#039;: In this gear you simply lose a turn: when it comes to your turn, get back on the track in &#039;gear&#039; 0. Next turn you will resume as normal, starting from gear 1 etc.&lt;br /&gt;
*&#039;&#039;&#039;Gear 0&#039;&#039;&#039;: In this gear you are just stopped in place. Next turn, just resume your movement.&lt;br /&gt;
&lt;br /&gt;
If you used the &#039;flat out&#039; die rolling option, you can change the order and locations of the dice you rolled.  You do not even have to place all of them. However, you must place your dice in a way that results in loss of control.  By changing your speed and location at the moment of loss of control, you may be able to minimize any bad effects.  Even if you lose control, you will still get your focus tokens.&lt;br /&gt;
&lt;br /&gt;
===Damage===&lt;br /&gt;
There are several Damage result tokens (42 total).  0, 1, 2 or 3 of these Damage Tokens are drawn randomly for you depending on your Gear/Speed when you lost control and the track segment you are on.  (Consult the table on your player dashboard.)&lt;br /&gt;
* &#039;&#039;&#039;Lose a Dice:&#039;&#039;&#039; (Qty x 6 of each: Red, White, Black) This reduces your dice pool. You might lose a white, black, or red die (meaning you will have one less die of that color to use on your turn.) Losing a black die means you can pick, each turn, which number you want to leave unused.&lt;br /&gt;
* &#039;&#039;&#039;Yellow Flag:&#039;&#039;&#039; (Qty x 6) This will be removed on your next move (not turn - if you are at speed 00, the yellow flag stays on the board, affecting all players, until you are ready to move again).  While the yellow flag is on the table, no player may move alongside any other player’s car.  (Cars &#039;&#039;&#039;are&#039;&#039;&#039; allowed to pass cars stopped at speed 0 or 00).&lt;br /&gt;
* &#039;&#039;&#039;Weather:&#039;&#039;&#039; (Qty x 6) The weather will change from rain to sun, or vice versa! If you are on the wrong kind of tires, your dice pool and caution limit will be reduced. You might want to stop to change tires.&lt;br /&gt;
* &#039;&#039;&#039;Green Flag:&#039;&#039;&#039; (Qty x 12) No damage, you got lucky!&lt;br /&gt;
&lt;br /&gt;
===Confirm Trajectory===&lt;br /&gt;
If you see a message that says: &amp;quot;You must set back your dice with a loss of control&amp;quot; you are being given the option to &amp;quot;re-allocate and re-order some or all of the dice you used on that turn back onto the track in any legal order you like.&amp;quot;  You must still use enough &amp;quot;!&amp;quot; dice and/or track features to activate the &amp;quot;spin out,&amp;quot; but sometimes this offers an opportunity to adjust your dice, their order and you car&#039;s route so that you spin out at a more favorable location on the track, on a more favorable tile (Yellow instead of Orange or Red) or in a more favorable gear (1 or 2, instead of 3, 4 or 5).&lt;br /&gt;
&lt;br /&gt;
Once you have re-ordered your dice you must click the &#039;confirm trajectory&#039; button.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Pit Stops==&lt;br /&gt;
&lt;br /&gt;
If you wish you can repair all damage, change tires, or both by making a Pit Stop. To make a Pit Stop, you must end your turn in 1st Gear in a space with no speed or restrictions (meaning not on a corner space) at the edge of the track. While you are in the pit your gear is either 0 or 00 depending on whether you chose to change tires or repair damage, and you are off the track (not blocking other players’ movement). Once you return to 0 gear (as with losing control, above), you can choose which tires you want and then you will move as normal on that turn.&lt;br /&gt;
&lt;br /&gt;
==Flying Start==&lt;br /&gt;
&lt;br /&gt;
With Flying Start, you can go straight to Gear 2 instead of Gear 1 when starting from 0. &lt;br /&gt;
&lt;br /&gt;
When you resolve your move, whether rolling one by one or moving Flat Out, the result of the Gear 2 die is checked: if it&#039;s a caution symbol, your turn ends immediately. The car moves forward one space and stays in Gear 2.&lt;br /&gt;
&lt;br /&gt;
If you were going Flat Out and would have suffered a Loss of Control as well as this effect, the Loss of Control is ignored.&lt;br /&gt;
&lt;br /&gt;
==Car type Dice==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Car !! Gear dice !! Coast dice !! Brake dice !! Boost Dice&lt;br /&gt;
|-&lt;br /&gt;
| GT4 || 4 || 3 || 2 || 0&lt;br /&gt;
|-&lt;br /&gt;
| GT5 || 5 || 2 || 3 || 1&lt;br /&gt;
|-&lt;br /&gt;
| GT6 || 6 || 2 || 3 || 0&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>HappyNoodle</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelparcticscavengers&amp;diff=12289</id>
		<title>Gamehelparcticscavengers</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelparcticscavengers&amp;diff=12289"/>
		<updated>2022-03-14T16:19:49Z</updated>

		<summary type="html">&lt;p&gt;HappyNoodle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Objective==&lt;br /&gt;
&lt;br /&gt;
The player with the largest tribe (most people) at the end of the game is the winner.&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
&lt;br /&gt;
Each player starts with:&lt;br /&gt;
*4 refugee cards&lt;br /&gt;
*3 scavenger cards&lt;br /&gt;
*1 brawler card&lt;br /&gt;
*1 spear card&lt;br /&gt;
*1 shovel card&lt;br /&gt;
&lt;br /&gt;
==Playing the Game==&lt;br /&gt;
&lt;br /&gt;
Each round of Arctic Scavengers has three phases, played in the order shown below:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawing Phase&#039;&#039;&#039;&lt;br /&gt;
*1) Discard all cards from the previous round.&lt;br /&gt;
*2) Each player draws 5 cards from the top of their deck, shuffling the discard pile and adding it to the deck when their deck becomes exhausted.&lt;br /&gt;
*3) Beginning with the third round, and continuing for the remainder of the game, the initiator peeks at the top card on the contested resources pile and then returns it to the pile.&lt;br /&gt;
&#039;&#039;&#039;Resource Gathering Phase&#039;&#039;&#039;&lt;br /&gt;
*1) The initiator takes the first action and uses any number of cards to gather resources.&lt;br /&gt;
*2) The initiator announces how many of her cards will remain for the skirmish.&lt;br /&gt;
*3) Play continues with the other players, in clockwise order, and they execute steps 4 and 5.&lt;br /&gt;
&#039;&#039;&#039;Skirmish Phase (Round 3 and following)&#039;&#039;&#039;&lt;br /&gt;
*1) Once all players have taken their resource gathering actions, players reveal their remaining cards for the skirmish and a winner is determined.&lt;br /&gt;
*2) The winner of the skirmish takes the top card from the contested resources pile and adds it to their discard pile.&lt;br /&gt;
*3) The initiator passes the initiator card to their left-hand opponent, starting a new round.&lt;br /&gt;
&lt;br /&gt;
The game continues like this until the contested resource pile is depleted.&lt;br /&gt;
&lt;br /&gt;
==Resource Gathering==&lt;br /&gt;
&lt;br /&gt;
During this phase, each player plays any number of cards from their hand in order to add more resources (cards) to their deck. Gathering starts with the player that has the initiator card (lying in their play area) and play continues in clockwise order.&lt;br /&gt;
There is no limit to the number of actions that a player can take during the resource gathering phase, although no action may be taken more than once. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dig&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The player draws one or more cards from the top of the junkyard pile. The player may choose one to place in her discard pile and returns any other cards to the bottom of the junkyard pile. The number of cards is determined by the sum of all the dig numbers displayed on the card(s) played from the player’s hand. As with other actions, draw may only be used once per round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Draw&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The player draws one or more cards from her deck, adding them to her hand. Multiple cards may be combined to draw several cards. As with other actions, draw may only be used once per round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hire&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The hire ability is a free action (no card is needed to grant this action) in which a player takes a mercenary card from the face-up piles of cards. The player must be able to pay the cost displayed on the card. There are two currencies: food and medicine. Food is created in real-time using the hunt action (described below). Meds are provided in the form of medicine cards that must be played from the players hand in order to complete the hiring of a&lt;br /&gt;
mercenary. Medicine cards do not require an associated person to spend. Each player may only hire one mercenary per round, and the player immediately adds the card to their discard pile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hunt&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The hunt ability generates food during the round that can then be used as currency for hiring a single mercenary card. The amount of food generated is determined by summing all hunt abilities played from the player’s hand. The player can assign tools to the mercenaries to improve their hunt abilities. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trash&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The trash ability is a free action (no card is needed to grant this action) that allows a player to take any number of cards from their hand and add them to the junkyard supply pile. The player does not draw cards from her deck to replace these cards. The junkyard pile is shuffled any time new cards are added.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Actions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some cards may grant special actions that can be used in place of or to enhance a standard action. Examples include saboteur (disarm another player’s tool) and sniper team (snipe another player’s tribe member).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Using Tools&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each player starts with two tools – a spear and a shovel. Players can find additional tools by digging in the junkyard. Tools cannot perform actions on their own (these are inanimate, objects after all). A tribe member can use a single tool that enhances the ability of the action the tribe member is performing. Using a tool does not grant a tribe member an ability that she cannot inherently perform.&lt;br /&gt;
&lt;br /&gt;
==Skirmish==&lt;br /&gt;
&lt;br /&gt;
The game begins with two rounds of resource gathering (digging in the junkyard, hunting for food, and hiring mercenaries). In the first two rounds, there is no skirmishing. This allows each player to get a solid foundation prior to skirmishing over the contested resources. The initiator card remains with the first player for rounds 1-3. Thereafter, it moves to the initiator’s left at the start of each subsequent round.&lt;br /&gt;
&lt;br /&gt;
Once all the players have completed their resource gathering actions, the skirmish phase begins. All players simultaneously reveal the cards that they have saved for the skirmish. The sum of the fight values from all of a player’s cards represents the strength of that player’s attack. All rules related to tool usage also apply to tools used as weapons during the skirmish phase (see ‘Using Tools’ above).&lt;br /&gt;
Skirmishes are resolved by starting with the initiator and having their declare any actions performed by their units (including saboteurs and sniper teams). Play then passes to the next player in clockwise order to declare actions for their units (provided that they were not sniped or disarmed by the previous player). This continues until all skirmish actions have been resolved. Then the total remaining fight values are summed and the player with the highest fight value wins. The winning player draws the top card from the contested resources supply pile and adds it to their discard pile without revealing it to the other players. When cards are played during the Resource Gathering phase, they are discarded after use. During the Skirmish Phase, all cards remain until the end of the round, even if a special power is activated (e.g. saboteur or sniper team).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resolving ties&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the event of a tie, each player sums the number of people involved in the skirmish (this includes refugees and tribe families that may not be directly contributing to the fight score) and the player with the most people involved wins the skirmish. If players are still tied, then the skirmish is considered a deadlock. In this case, the players place the top card from the contested resources pile into the junkyard pile without looking at it. The players shuffle the junkyard and the round ends. The player with the initiator card passes it to the left to begin a new round.&lt;br /&gt;
&lt;br /&gt;
==2 Player Variant==&lt;br /&gt;
&lt;br /&gt;
*Remove two cards of each kind from the junkyard (i.e. 2 junk, 2 medkit, 2 pickaxe, etc.)&lt;br /&gt;
*Eliminate all contested resources peeking&lt;br /&gt;
*The number of tribe members a player brings to a skirmish is no longer relevant&lt;br /&gt;
*Skirmishes must be won by 2. If not, then it is a tie and the players place the contested resource on top of the junkyard and then shuffle the junkyard&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;HQ expansion&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
==Module #1 – Medics, Tools, and Gangs==&lt;br /&gt;
&lt;br /&gt;
Adds &lt;br /&gt;
*8 Medic mercenaries (can draw, hire for 1 med (like pills) or stop a sniper attack)&lt;br /&gt;
*8 Junkyard cards&lt;br /&gt;
**4 Rifle (+2 hunting and fighting)&lt;br /&gt;
**4 Toolkit &lt;br /&gt;
*2 Gangs - go to relevant player at the end of the game. Worth 5 people.&lt;br /&gt;
**The Gearheads - Most cards with the tool icon. Ties broken by most tools that are contested resources.&lt;br /&gt;
**The Pharmers - Highest total med value. Ties are broken by most Medics.&lt;br /&gt;
&lt;br /&gt;
==Module #2 – Engineers and Buildings==&lt;br /&gt;
&lt;br /&gt;
Adds &lt;br /&gt;
*8 Engineer mercenaries&lt;br /&gt;
*12 buildings (3 each of bunkers, armories, pharmacies, hydroponic gardens)&lt;br /&gt;
*1 Gang - goes to relevant player at the end of the game. Worth 5 people.&lt;br /&gt;
**The Gearheads - Most completed and enabled buildings cards. Ties are broken by most Engineers.&lt;br /&gt;
&lt;br /&gt;
Engineers can dig in the engineering schematics pile (12 building cards as above). The process of constructing a building is as follows:&lt;br /&gt;
#Play an engineer card&lt;br /&gt;
#Use the engineer’s dig (combined with any modifiers) to draw cards from the engineering schematics pile equal to the dig value&lt;br /&gt;
#Select a maximum of 1 card to build and return the others to the bottom of the engineering schematics pile&lt;br /&gt;
#Place the new building card face-up in your play area&lt;br /&gt;
#Draw cards from the player’s deck equal to the building’s build time and place those facedown on top of the new building&lt;br /&gt;
#Discard the engineer card&lt;br /&gt;
#At the start of the player’s next round, remove 1 card from each building that is under construction&lt;br /&gt;
#Starting with the round following the initial building placement, additional tribe members (and toolkits) may be played from the player’s hand to accelerate construction on one or more buildings. Each tribe member played can remove 1 card from a building that is under construction. If wielding a toolkit, then 2 additional cards may be removed. Tribe members that work on construction projects may not take any other actions that round and are immediately discarded.&lt;br /&gt;
#Once a building has zero cards stacked on it, it is complete and immediately goes into effect.&lt;br /&gt;
&lt;br /&gt;
==Module #3 – Tribal Leaders==&lt;br /&gt;
&lt;br /&gt;
Adds &lt;br /&gt;
*10 Tribal Leaders&lt;br /&gt;
Each player selects one of two leaders at the start of the game. Each leader grants a unique power.&lt;br /&gt;
&lt;br /&gt;
==Module #4 – Dirty Deeds==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Saboteur Ability&#039;&#039;&#039;&lt;br /&gt;
A saboteur may attack a building that is completed and disable it, rendering it unusable (flip the building’s card over to reveal its back, indicating that the building is disabled). If a building is disabled, its abilities cannot be used and cards cannot be added or removed from the building. To repair the building, a tribe member card must be played from the player’s hand to work on the building and then immediately discarded.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Sniper Ability&#039;&#039;&#039;&lt;br /&gt;
A sniper team may attack a tribal leader, wounding him (turn the leader’s card over to indicate the tribal leader is injured). This removes the leader’s advantage until a med is applied to the leader to heal him.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Recon expansion&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
==Module 1 – Spy Hunter==&lt;br /&gt;
&lt;br /&gt;
Adds &lt;br /&gt;
*4 binoculars to junkyard&lt;br /&gt;
*8(?) Spies to the mercenaries&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recon Action&#039;&#039;&#039; - Enables you to peek at cards and gain essential information. Recon rules:&lt;br /&gt;
*Only you may see cards as a result of your recon action. You may not share this information with any other player.&lt;br /&gt;
*Cards are returned in their original order.&lt;br /&gt;
*It may be possible for your recon action to be interrupted through a cancel action or as a result of a snipe attack.&lt;br /&gt;
&lt;br /&gt;
==Module 2 – Liars and Thieves==&lt;br /&gt;
&lt;br /&gt;
Adds &lt;br /&gt;
*assassin, provocateur, rogue, and guard mercenaries (select 6 other mercenaries for a total of 10 in the market)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;assassin&#039;&#039;&#039; Like the sniper team, this mercenary has the ability to snipe an opponent’s tribe members during resource gathering or the skirmish. Unlike the sniper team, the assassin is restricted to only attacking single-unit tribe members (cards that represent only 1 tribe member).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;provocateur&#039;&#039;&#039; Special - Grants a special means of fighting through intimidation. During your turn of the skirmish resolution phase, you may announce an intent to use the number of tribe members you brought to the skirmish as your fight score. Count the total size of your force (tribe members you brought, even if they are not fighters) ignoring any tools or other combat modifiers, but including leader and building abilities that increase the size of your force. Use the total force size as your fight score. If your provocateur gets sniped, your fight score reverts back to its natural score. The Gangster leader ability does not count toward the provocateur ability. A player in later turn order can snipe a provocateur in earlier turn order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;rogue&#039;&#039;&#039; Grants a special skirmish win condition. If a skirmish ends with a tie for highest fight score, the first player in turn order with a rogue in the skirmish automatically wins the contested resource. Only a tie for highest fight score is considered, not the number of tribe members. The rogue ability constitutes a higher order of precedence than the number of tribe members brought to the skirmish. It is not necessary that the player using the rogue be involved in the tie. Any two players with identical fight scores trigger the potential for a rogue win condition for ANY player in the skirmish. At this point, the number of tribe members in the skirmish is not relevant. The rogue’s ability to steal the CR is passive. You do not need to give up the rogue’s fight in order to steal the CR. Your rogue can be targeted by a snipe action. Only the first rogue action can be successful per round (resolved in turn order). Multiple players cannot successfully use this action. A player in lower turn order can snipe a rogue in higher turn order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;guard&#039;&#039;&#039; An inexpensive fighter, similar to a brawler. Can be used to cancel any action outside of the skirmish which targets your card(s). Examples include spying, sniping or disarming while you gather resources, attacks against your buildings, and etc. If you do use the guard for his cancel ability, discard him and draw a new card from the top of your deck.&lt;br /&gt;
&lt;br /&gt;
==Module 3 – Expanding the Ranks==&lt;br /&gt;
&lt;br /&gt;
Adds &lt;br /&gt;
*courier, drill sergeant, scrappers, and tinker (select 6 other mercenaries for a total of 10 in the market)&lt;br /&gt;
&lt;br /&gt;
==Module 4 – Randomized Contested Resources==&lt;br /&gt;
&lt;br /&gt;
Adds &lt;br /&gt;
*14 contested resources (cargo sled, combat medic, demolition team, tear gas, tribal hunters)&lt;br /&gt;
&lt;br /&gt;
The new contested resources are shuffled with the 14 base game contested resources and 14 are drawn for this game.&lt;br /&gt;
&lt;br /&gt;
==Module 5 – The Kitchen Sink==&lt;br /&gt;
&lt;br /&gt;
Adds&lt;br /&gt;
*Humanitarians gang&lt;br /&gt;
*Map&lt;br /&gt;
*2 Leaders (Swindler and Yardmaster)&lt;/div&gt;</summary>
		<author><name>HappyNoodle</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelparcticscavengers&amp;diff=12288</id>
		<title>Gamehelparcticscavengers</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelparcticscavengers&amp;diff=12288"/>
		<updated>2022-03-14T15:59:53Z</updated>

		<summary type="html">&lt;p&gt;HappyNoodle: /* Module #4 – Dirty Deeds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Objective==&lt;br /&gt;
&lt;br /&gt;
The player with the largest tribe (most people) at the end of the game is the winner.&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
&lt;br /&gt;
Each player starts with:&lt;br /&gt;
*4 refugee cards&lt;br /&gt;
*3 scavenger cards&lt;br /&gt;
*1 brawler card&lt;br /&gt;
*1 spear card&lt;br /&gt;
*1 shovel card&lt;br /&gt;
&lt;br /&gt;
==Playing the Game==&lt;br /&gt;
&lt;br /&gt;
Each round of Arctic Scavengers has three phases, played in the order shown below:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawing Phase&#039;&#039;&#039;&lt;br /&gt;
*1) Discard all cards from the previous round.&lt;br /&gt;
*2) Each player draws 5 cards from the top of their deck, shuffling the discard pile and adding it to the deck when their deck becomes exhausted.&lt;br /&gt;
*3) Beginning with the third round, and continuing for the remainder of the game, the initiator peeks at the top card on the contested resources pile and then returns it to the pile.&lt;br /&gt;
&#039;&#039;&#039;Resource Gathering Phase&#039;&#039;&#039;&lt;br /&gt;
*1) The initiator takes the first action and uses any number of cards to gather resources.&lt;br /&gt;
*2) The initiator announces how many of her cards will remain for the skirmish.&lt;br /&gt;
*3) Play continues with the other players, in clockwise order, and they execute steps 4 and 5.&lt;br /&gt;
&#039;&#039;&#039;Skirmish Phase (Round 3 and following)&#039;&#039;&#039;&lt;br /&gt;
*1) Once all players have taken their resource gathering actions, players reveal their remaining cards for the skirmish and a winner is determined.&lt;br /&gt;
*2) The winner of the skirmish takes the top card from the contested resources pile and adds it to their discard pile.&lt;br /&gt;
*3) The initiator passes the initiator card to their left-hand opponent, starting a new round.&lt;br /&gt;
&lt;br /&gt;
The game continues like this until the contested resource pile is depleted.&lt;br /&gt;
&lt;br /&gt;
==Resource Gathering==&lt;br /&gt;
&lt;br /&gt;
During this phase, each player plays any number of cards from their hand in order to add more resources (cards) to their deck. Gathering starts with the player that has the initiator card (lying in their play area) and play continues in clockwise order.&lt;br /&gt;
There is no limit to the number of actions that a player can take during the resource gathering phase, although no action may be taken more than once. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dig&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The player draws one or more cards from the top of the junkyard pile. The player may choose one to place in her discard pile and returns any other cards to the bottom of the junkyard pile. The number of cards is determined by the sum of all the dig numbers displayed on the card(s) played from the player’s hand. As with other actions, draw may only be used once per round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Draw&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The player draws one or more cards from her deck, adding them to her hand. Multiple cards may be combined to draw several cards. As with other actions, draw may only be used once per round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hire&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The hire ability is a free action (no card is needed to grant this action) in which a player takes a mercenary card from the face-up piles of cards. The player must be able to pay the cost displayed on the card. There are two currencies: food and medicine. Food is created in real-time using the hunt action (described below). Meds are provided in the form of medicine cards that must be played from the players hand in order to complete the hiring of a&lt;br /&gt;
mercenary. Medicine cards do not require an associated person to spend. Each player may only hire one mercenary per round, and the player immediately adds the card to their discard pile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hunt&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The hunt ability generates food during the round that can then be used as currency for hiring a single mercenary card. The amount of food generated is determined by summing all hunt abilities played from the player’s hand. The player can assign tools to the mercenaries to improve their hunt abilities. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trash&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The trash ability is a free action (no card is needed to grant this action) that allows a player to take any number of cards from their hand and add them to the junkyard supply pile. The player does not draw cards from her deck to replace these cards. The junkyard pile is shuffled any time new cards are added.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Actions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some cards may grant special actions that can be used in place of or to enhance a standard action. Examples include saboteur (disarm another player’s tool) and sniper team (snipe another player’s tribe member).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Using Tools&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each player starts with two tools – a spear and a shovel. Players can find additional tools by digging in the junkyard. Tools cannot perform actions on their own (these are inanimate, objects after all). A tribe member can use a single tool that enhances the ability of the action the tribe member is performing. Using a tool does not grant a tribe member an ability that she cannot inherently perform.&lt;br /&gt;
&lt;br /&gt;
==Skirmish==&lt;br /&gt;
&lt;br /&gt;
The game begins with two rounds of resource gathering (digging in the junkyard, hunting for food, and hiring mercenaries). In the first two rounds, there is no skirmishing. This allows each player to get a solid foundation prior to skirmishing over the contested resources. The initiator card remains with the first player for rounds 1-3. Thereafter, it moves to the initiator’s left at the start of each subsequent round.&lt;br /&gt;
&lt;br /&gt;
Once all the players have completed their resource gathering actions, the skirmish phase begins. All players simultaneously reveal the cards that they have saved for the skirmish. The sum of the fight values from all of a player’s cards represents the strength of that player’s attack. All rules related to tool usage also apply to tools used as weapons during the skirmish phase (see ‘Using Tools’ above).&lt;br /&gt;
Skirmishes are resolved by starting with the initiator and having their declare any actions performed by their units (including saboteurs and sniper teams). Play then passes to the next player in clockwise order to declare actions for their units (provided that they were not sniped or disarmed by the previous player). This continues until all skirmish actions have been resolved. Then the total remaining fight values are summed and the player with the highest fight value wins. The winning player draws the top card from the contested resources supply pile and adds it to their discard pile without revealing it to the other players. When cards are played during the Resource Gathering phase, they are discarded after use. During the Skirmish Phase, all cards remain until the end of the round, even if a special power is activated (e.g. saboteur or sniper team).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resolving ties&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the event of a tie, each player sums the number of people involved in the skirmish (this includes refugees and tribe families that may not be directly contributing to the fight score) and the player with the most people involved wins the skirmish. If players are still tied, then the skirmish is considered a deadlock. In this case, the players place the top card from the contested resources pile into the junkyard pile without looking at it. The players shuffle the junkyard and the round ends. The player with the initiator card passes it to the left to begin a new round.&lt;br /&gt;
&lt;br /&gt;
==2 Player Variant==&lt;br /&gt;
&lt;br /&gt;
*Remove two cards of each kind from the junkyard (i.e. 2 junk, 2 medkit, 2 pickaxe, etc.)&lt;br /&gt;
*Eliminate all contested resources peeking&lt;br /&gt;
*The number of tribe members a player brings to a skirmish is no longer relevant&lt;br /&gt;
*Skirmishes must be won by 2. If not, then it is a tie and the players place the contested resource on top of the junkyard and then shuffle the junkyard&lt;br /&gt;
&lt;br /&gt;
==HQ==&lt;br /&gt;
&lt;br /&gt;
==Module #1 – Medics, Tools, and Gangs==&lt;br /&gt;
&lt;br /&gt;
Adds &lt;br /&gt;
*8 Medic mercenaries (can draw, hire for 1 med (like pills) or stop a sniper attack)&lt;br /&gt;
*8 Junkyard cards&lt;br /&gt;
**4 Rifle (+2 hunting and fighting)&lt;br /&gt;
**4 Toolkit &lt;br /&gt;
*2 Gangs - go to relevant player at the end of the game. Worth 5 people.&lt;br /&gt;
**The Gearheads - Most cards with the tool icon. Ties broken by most tools that are contested resources.&lt;br /&gt;
**The Pharmers - Highest total med value. Ties are broken by most Medics.&lt;br /&gt;
&lt;br /&gt;
==Module #2 – Engineers and Buildings==&lt;br /&gt;
&lt;br /&gt;
Adds &lt;br /&gt;
*8 Engineer mercenaries&lt;br /&gt;
*12 buildings (3 each of bunkers, armories, pharmacies, hydroponic gardens)&lt;br /&gt;
*1 Gang - goes to relevant player at the end of the game. Worth 5 people.&lt;br /&gt;
**The Gearheads - Most completed and enabled buildings cards. Ties are broken by most Engineers.&lt;br /&gt;
&lt;br /&gt;
Engineers can dig in the engineering schematics pile (12 building cards as above). The process of constructing a building is as follows:&lt;br /&gt;
#Play an engineer card&lt;br /&gt;
#Use the engineer’s dig (combined with any modifiers) to draw cards from the engineering schematics pile equal to the dig value&lt;br /&gt;
#Select a maximum of 1 card to build and return the others to the bottom of the engineering schematics pile&lt;br /&gt;
#Place the new building card face-up in your play area&lt;br /&gt;
#Draw cards from the player’s deck equal to the building’s build time and place those facedown on top of the new building&lt;br /&gt;
#Discard the engineer card&lt;br /&gt;
#At the start of the player’s next round, remove 1 card from each building that is under construction&lt;br /&gt;
#Starting with the round following the initial building placement, additional tribe members (and toolkits) may be played from the player’s hand to accelerate construction on one or more buildings. Each tribe member played can remove 1 card from a building that is under construction. If wielding a toolkit, then 2 additional cards may be removed. Tribe members that work on construction projects may not take any other actions that round and are immediately discarded.&lt;br /&gt;
#Once a building has zero cards stacked on it, it is complete and immediately goes into effect.&lt;br /&gt;
&lt;br /&gt;
==Module #3 – Tribal Leaders==&lt;br /&gt;
&lt;br /&gt;
Adds &lt;br /&gt;
*10 Tribal Leaders&lt;br /&gt;
Each player selects one of two leaders at the start of the game. Each leader grants a unique power.&lt;br /&gt;
&lt;br /&gt;
==Module #4 – Dirty Deeds==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Saboteur Ability&#039;&#039;&#039;&lt;br /&gt;
A saboteur may attack a building that is completed and disable it, rendering it unusable (flip the building’s card over to reveal its back, indicating that the building is disabled). If a building is disabled, its abilities cannot be used and cards cannot be added or removed from the building. To repair the building, a tribe member card must be played from the player’s hand to work on the building and then immediately discarded.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Sniper Ability&#039;&#039;&#039;&lt;br /&gt;
A sniper team may attack a tribal leader, wounding him (turn the leader’s card over to indicate the tribal leader is injured). This removes the leader’s advantage until a med is applied to the leader to heal him.&lt;/div&gt;</summary>
		<author><name>HappyNoodle</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelparcticscavengers&amp;diff=12287</id>
		<title>Gamehelparcticscavengers</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelparcticscavengers&amp;diff=12287"/>
		<updated>2022-03-14T15:58:07Z</updated>

		<summary type="html">&lt;p&gt;HappyNoodle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Objective==&lt;br /&gt;
&lt;br /&gt;
The player with the largest tribe (most people) at the end of the game is the winner.&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
&lt;br /&gt;
Each player starts with:&lt;br /&gt;
*4 refugee cards&lt;br /&gt;
*3 scavenger cards&lt;br /&gt;
*1 brawler card&lt;br /&gt;
*1 spear card&lt;br /&gt;
*1 shovel card&lt;br /&gt;
&lt;br /&gt;
==Playing the Game==&lt;br /&gt;
&lt;br /&gt;
Each round of Arctic Scavengers has three phases, played in the order shown below:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawing Phase&#039;&#039;&#039;&lt;br /&gt;
*1) Discard all cards from the previous round.&lt;br /&gt;
*2) Each player draws 5 cards from the top of their deck, shuffling the discard pile and adding it to the deck when their deck becomes exhausted.&lt;br /&gt;
*3) Beginning with the third round, and continuing for the remainder of the game, the initiator peeks at the top card on the contested resources pile and then returns it to the pile.&lt;br /&gt;
&#039;&#039;&#039;Resource Gathering Phase&#039;&#039;&#039;&lt;br /&gt;
*1) The initiator takes the first action and uses any number of cards to gather resources.&lt;br /&gt;
*2) The initiator announces how many of her cards will remain for the skirmish.&lt;br /&gt;
*3) Play continues with the other players, in clockwise order, and they execute steps 4 and 5.&lt;br /&gt;
&#039;&#039;&#039;Skirmish Phase (Round 3 and following)&#039;&#039;&#039;&lt;br /&gt;
*1) Once all players have taken their resource gathering actions, players reveal their remaining cards for the skirmish and a winner is determined.&lt;br /&gt;
*2) The winner of the skirmish takes the top card from the contested resources pile and adds it to their discard pile.&lt;br /&gt;
*3) The initiator passes the initiator card to their left-hand opponent, starting a new round.&lt;br /&gt;
&lt;br /&gt;
The game continues like this until the contested resource pile is depleted.&lt;br /&gt;
&lt;br /&gt;
==Resource Gathering==&lt;br /&gt;
&lt;br /&gt;
During this phase, each player plays any number of cards from their hand in order to add more resources (cards) to their deck. Gathering starts with the player that has the initiator card (lying in their play area) and play continues in clockwise order.&lt;br /&gt;
There is no limit to the number of actions that a player can take during the resource gathering phase, although no action may be taken more than once. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dig&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The player draws one or more cards from the top of the junkyard pile. The player may choose one to place in her discard pile and returns any other cards to the bottom of the junkyard pile. The number of cards is determined by the sum of all the dig numbers displayed on the card(s) played from the player’s hand. As with other actions, draw may only be used once per round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Draw&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The player draws one or more cards from her deck, adding them to her hand. Multiple cards may be combined to draw several cards. As with other actions, draw may only be used once per round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hire&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The hire ability is a free action (no card is needed to grant this action) in which a player takes a mercenary card from the face-up piles of cards. The player must be able to pay the cost displayed on the card. There are two currencies: food and medicine. Food is created in real-time using the hunt action (described below). Meds are provided in the form of medicine cards that must be played from the players hand in order to complete the hiring of a&lt;br /&gt;
mercenary. Medicine cards do not require an associated person to spend. Each player may only hire one mercenary per round, and the player immediately adds the card to their discard pile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hunt&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The hunt ability generates food during the round that can then be used as currency for hiring a single mercenary card. The amount of food generated is determined by summing all hunt abilities played from the player’s hand. The player can assign tools to the mercenaries to improve their hunt abilities. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trash&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The trash ability is a free action (no card is needed to grant this action) that allows a player to take any number of cards from their hand and add them to the junkyard supply pile. The player does not draw cards from her deck to replace these cards. The junkyard pile is shuffled any time new cards are added.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Actions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some cards may grant special actions that can be used in place of or to enhance a standard action. Examples include saboteur (disarm another player’s tool) and sniper team (snipe another player’s tribe member).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Using Tools&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each player starts with two tools – a spear and a shovel. Players can find additional tools by digging in the junkyard. Tools cannot perform actions on their own (these are inanimate, objects after all). A tribe member can use a single tool that enhances the ability of the action the tribe member is performing. Using a tool does not grant a tribe member an ability that she cannot inherently perform.&lt;br /&gt;
&lt;br /&gt;
==Skirmish==&lt;br /&gt;
&lt;br /&gt;
The game begins with two rounds of resource gathering (digging in the junkyard, hunting for food, and hiring mercenaries). In the first two rounds, there is no skirmishing. This allows each player to get a solid foundation prior to skirmishing over the contested resources. The initiator card remains with the first player for rounds 1-3. Thereafter, it moves to the initiator’s left at the start of each subsequent round.&lt;br /&gt;
&lt;br /&gt;
Once all the players have completed their resource gathering actions, the skirmish phase begins. All players simultaneously reveal the cards that they have saved for the skirmish. The sum of the fight values from all of a player’s cards represents the strength of that player’s attack. All rules related to tool usage also apply to tools used as weapons during the skirmish phase (see ‘Using Tools’ above).&lt;br /&gt;
Skirmishes are resolved by starting with the initiator and having their declare any actions performed by their units (including saboteurs and sniper teams). Play then passes to the next player in clockwise order to declare actions for their units (provided that they were not sniped or disarmed by the previous player). This continues until all skirmish actions have been resolved. Then the total remaining fight values are summed and the player with the highest fight value wins. The winning player draws the top card from the contested resources supply pile and adds it to their discard pile without revealing it to the other players. When cards are played during the Resource Gathering phase, they are discarded after use. During the Skirmish Phase, all cards remain until the end of the round, even if a special power is activated (e.g. saboteur or sniper team).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resolving ties&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the event of a tie, each player sums the number of people involved in the skirmish (this includes refugees and tribe families that may not be directly contributing to the fight score) and the player with the most people involved wins the skirmish. If players are still tied, then the skirmish is considered a deadlock. In this case, the players place the top card from the contested resources pile into the junkyard pile without looking at it. The players shuffle the junkyard and the round ends. The player with the initiator card passes it to the left to begin a new round.&lt;br /&gt;
&lt;br /&gt;
==2 Player Variant==&lt;br /&gt;
&lt;br /&gt;
*Remove two cards of each kind from the junkyard (i.e. 2 junk, 2 medkit, 2 pickaxe, etc.)&lt;br /&gt;
*Eliminate all contested resources peeking&lt;br /&gt;
*The number of tribe members a player brings to a skirmish is no longer relevant&lt;br /&gt;
*Skirmishes must be won by 2. If not, then it is a tie and the players place the contested resource on top of the junkyard and then shuffle the junkyard&lt;br /&gt;
&lt;br /&gt;
==HQ==&lt;br /&gt;
&lt;br /&gt;
==Module #1 – Medics, Tools, and Gangs==&lt;br /&gt;
&lt;br /&gt;
Adds &lt;br /&gt;
*8 Medic mercenaries (can draw, hire for 1 med (like pills) or stop a sniper attack)&lt;br /&gt;
*8 Junkyard cards&lt;br /&gt;
**4 Rifle (+2 hunting and fighting)&lt;br /&gt;
**4 Toolkit &lt;br /&gt;
*2 Gangs - go to relevant player at the end of the game. Worth 5 people.&lt;br /&gt;
**The Gearheads - Most cards with the tool icon. Ties broken by most tools that are contested resources.&lt;br /&gt;
**The Pharmers - Highest total med value. Ties are broken by most Medics.&lt;br /&gt;
&lt;br /&gt;
==Module #2 – Engineers and Buildings==&lt;br /&gt;
&lt;br /&gt;
Adds &lt;br /&gt;
*8 Engineer mercenaries&lt;br /&gt;
*12 buildings (3 each of bunkers, armories, pharmacies, hydroponic gardens)&lt;br /&gt;
*1 Gang - goes to relevant player at the end of the game. Worth 5 people.&lt;br /&gt;
**The Gearheads - Most completed and enabled buildings cards. Ties are broken by most Engineers.&lt;br /&gt;
&lt;br /&gt;
Engineers can dig in the engineering schematics pile (12 building cards as above). The process of constructing a building is as follows:&lt;br /&gt;
#Play an engineer card&lt;br /&gt;
#Use the engineer’s dig (combined with any modifiers) to draw cards from the engineering schematics pile equal to the dig value&lt;br /&gt;
#Select a maximum of 1 card to build and return the others to the bottom of the engineering schematics pile&lt;br /&gt;
#Place the new building card face-up in your play area&lt;br /&gt;
#Draw cards from the player’s deck equal to the building’s build time and place those facedown on top of the new building&lt;br /&gt;
#Discard the engineer card&lt;br /&gt;
#At the start of the player’s next round, remove 1 card from each building that is under construction&lt;br /&gt;
#Starting with the round following the initial building placement, additional tribe members (and toolkits) may be played from the player’s hand to accelerate construction on one or more buildings. Each tribe member played can remove 1 card from a building that is under construction. If wielding a toolkit, then 2 additional cards may be removed. Tribe members that work on construction projects may not take any other actions that round and are immediately discarded.&lt;br /&gt;
#Once a building has zero cards stacked on it, it is complete and immediately goes into effect.&lt;br /&gt;
&lt;br /&gt;
==Module #3 – Tribal Leaders==&lt;br /&gt;
&lt;br /&gt;
Adds &lt;br /&gt;
*10 Tribal Leaders&lt;br /&gt;
Each player selects one of two leaders at the start of the game. Each leader grants a unique power.&lt;br /&gt;
&lt;br /&gt;
==Module #4 – Dirty Deeds==&lt;/div&gt;</summary>
		<author><name>HappyNoodle</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelparcticscavengers&amp;diff=12286</id>
		<title>Gamehelparcticscavengers</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelparcticscavengers&amp;diff=12286"/>
		<updated>2022-03-14T15:54:37Z</updated>

		<summary type="html">&lt;p&gt;HappyNoodle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Objective==&lt;br /&gt;
&lt;br /&gt;
The player with the largest tribe (most people) at the end of the game is the winner.&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
&lt;br /&gt;
Each player starts with:&lt;br /&gt;
*4 refugee cards&lt;br /&gt;
*3 scavenger cards&lt;br /&gt;
*1 brawler card&lt;br /&gt;
*1 spear card&lt;br /&gt;
*1 shovel card&lt;br /&gt;
&lt;br /&gt;
==Playing the Game==&lt;br /&gt;
&lt;br /&gt;
Each round of Arctic Scavengers has three phases, played in the order shown below:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawing Phase&#039;&#039;&#039;&lt;br /&gt;
*1) Discard all cards from the previous round.&lt;br /&gt;
*2) Each player draws 5 cards from the top of their deck, shuffling the discard pile and adding it to the deck when their deck becomes exhausted.&lt;br /&gt;
*3) Beginning with the third round, and continuing for the remainder of the game, the initiator peeks at the top card on the contested resources pile and then returns it to the pile.&lt;br /&gt;
&#039;&#039;&#039;Resource Gathering Phase&#039;&#039;&#039;&lt;br /&gt;
*1) The initiator takes the first action and uses any number of cards to gather resources.&lt;br /&gt;
*2) The initiator announces how many of her cards will remain for the skirmish.&lt;br /&gt;
*3) Play continues with the other players, in clockwise order, and they execute steps 4 and 5.&lt;br /&gt;
&#039;&#039;&#039;Skirmish Phase (Round 3 and following)&#039;&#039;&#039;&lt;br /&gt;
*1) Once all players have taken their resource gathering actions, players reveal their remaining cards for the skirmish and a winner is determined.&lt;br /&gt;
*2) The winner of the skirmish takes the top card from the contested resources pile and adds it to their discard pile.&lt;br /&gt;
*3) The initiator passes the initiator card to their left-hand opponent, starting a new round.&lt;br /&gt;
&lt;br /&gt;
The game continues like this until the contested resource pile is depleted.&lt;br /&gt;
&lt;br /&gt;
==Resource Gathering==&lt;br /&gt;
&lt;br /&gt;
During this phase, each player plays any number of cards from their hand in order to add more resources (cards) to their deck. Gathering starts with the player that has the initiator card (lying in their play area) and play continues in clockwise order.&lt;br /&gt;
There is no limit to the number of actions that a player can take during the resource gathering phase, although no action may be taken more than once. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dig&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The player draws one or more cards from the top of the junkyard pile. The player may choose one to place in her discard pile and returns any other cards to the bottom of the junkyard pile. The number of cards is determined by the sum of all the dig numbers displayed on the card(s) played from the player’s hand. As with other actions, draw may only be used once per round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Draw&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The player draws one or more cards from her deck, adding them to her hand. Multiple cards may be combined to draw several cards. As with other actions, draw may only be used once per round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hire&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The hire ability is a free action (no card is needed to grant this action) in which a player takes a mercenary card from the face-up piles of cards. The player must be able to pay the cost displayed on the card. There are two currencies: food and medicine. Food is created in real-time using the hunt action (described below). Meds are provided in the form of medicine cards that must be played from the players hand in order to complete the hiring of a&lt;br /&gt;
mercenary. Medicine cards do not require an associated person to spend. Each player may only hire one mercenary per round, and the player immediately adds the card to their discard pile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hunt&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The hunt ability generates food during the round that can then be used as currency for hiring a single mercenary card. The amount of food generated is determined by summing all hunt abilities played from the player’s hand. The player can assign tools to the mercenaries to improve their hunt abilities. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trash&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The trash ability is a free action (no card is needed to grant this action) that allows a player to take any number of cards from their hand and add them to the junkyard supply pile. The player does not draw cards from her deck to replace these cards. The junkyard pile is shuffled any time new cards are added.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Actions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some cards may grant special actions that can be used in place of or to enhance a standard action. Examples include saboteur (disarm another player’s tool) and sniper team (snipe another player’s tribe member).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Using Tools&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each player starts with two tools – a spear and a shovel. Players can find additional tools by digging in the junkyard. Tools cannot perform actions on their own (these are inanimate, objects after all). A tribe member can use a single tool that enhances the ability of the action the tribe member is performing. Using a tool does not grant a tribe member an ability that she cannot inherently perform.&lt;br /&gt;
&lt;br /&gt;
==Skirmish==&lt;br /&gt;
&lt;br /&gt;
The game begins with two rounds of resource gathering (digging in the junkyard, hunting for food, and hiring mercenaries). In the first two rounds, there is no skirmishing. This allows each player to get a solid foundation prior to skirmishing over the contested resources. The initiator card remains with the first player for rounds 1-3. Thereafter, it moves to the initiator’s left at the start of each subsequent round.&lt;br /&gt;
&lt;br /&gt;
Once all the players have completed their resource gathering actions, the skirmish phase begins. All players simultaneously reveal the cards that they have saved for the skirmish. The sum of the fight values from all of a player’s cards represents the strength of that player’s attack. All rules related to tool usage also apply to tools used as weapons during the skirmish phase (see ‘Using Tools’ above).&lt;br /&gt;
Skirmishes are resolved by starting with the initiator and having their declare any actions performed by their units (including saboteurs and sniper teams). Play then passes to the next player in clockwise order to declare actions for their units (provided that they were not sniped or disarmed by the previous player). This continues until all skirmish actions have been resolved. Then the total remaining fight values are summed and the player with the highest fight value wins. The winning player draws the top card from the contested resources supply pile and adds it to their discard pile without revealing it to the other players. When cards are played during the Resource Gathering phase, they are discarded after use. During the Skirmish Phase, all cards remain until the end of the round, even if a special power is activated (e.g. saboteur or sniper team).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resolving ties&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the event of a tie, each player sums the number of people involved in the skirmish (this includes refugees and tribe families that may not be directly contributing to the fight score) and the player with the most people involved wins the skirmish. If players are still tied, then the skirmish is considered a deadlock. In this case, the players place the top card from the contested resources pile into the junkyard pile without looking at it. The players shuffle the junkyard and the round ends. The player with the initiator card passes it to the left to begin a new round.&lt;br /&gt;
&lt;br /&gt;
==2 Player Variant==&lt;br /&gt;
&lt;br /&gt;
*Remove two cards of each kind from the junkyard (i.e. 2 junk, 2 medkit, 2 pickaxe, etc.)&lt;br /&gt;
*Eliminate all contested resources peeking&lt;br /&gt;
*The number of tribe members a player brings to a skirmish is no longer relevant&lt;br /&gt;
*Skirmishes must be won by 2. If not, then it is a tie and the players place the contested resource on top of the junkyard and then shuffle the junkyard&lt;br /&gt;
&lt;br /&gt;
==HQ==&lt;br /&gt;
&lt;br /&gt;
==Module #1 – Medics, Tools, and Gangs==&lt;br /&gt;
&lt;br /&gt;
Adds &lt;br /&gt;
*8 Medic mercenaries (can draw, hire for 1 med (like pills) or stop a sniper attack)&lt;br /&gt;
*8 Junkyard cards&lt;br /&gt;
**4 Rifle (+2 hunting and fighting)&lt;br /&gt;
**4 Toolkit &lt;br /&gt;
*2 Gangs - go to relevant player at the end of the game. Worth 5 people.&lt;br /&gt;
**The Gearheads - Most cards with the tool icon. Ties broken by most tools that are contested resources.&lt;br /&gt;
**The Pharmers - Highest total med value. Ties are broken by most Medics.&lt;br /&gt;
&lt;br /&gt;
==Module #2 – Engineers and Buildings==&lt;br /&gt;
&lt;br /&gt;
Adds &lt;br /&gt;
*8 Engineer mercenaries&lt;br /&gt;
*12 buildings (3 each of bunkers, armories, pharmacies, hydroponic gardens)&lt;br /&gt;
*1 Gang - goes to relevant player at the end of the game. Worth 5 people.&lt;br /&gt;
**The Gearheads - Most completed and enabled buildings cards. Ties are broken by most Engineers.&lt;br /&gt;
&lt;br /&gt;
Engineers can dig in the engineering schematics pile (12 building cards as above). The process of constructing a building is as follows:&lt;br /&gt;
*1) Play an engineer card&lt;br /&gt;
*2) Use the engineer’s dig (combined with any modifiers) to draw cards from the engineering schematics pile equal to the dig value&lt;br /&gt;
*3) Select a maximum of 1 card to build and return the others to the bottom of the engineering schematics pile&lt;br /&gt;
*4) Place the new building card face-up in your play area&lt;br /&gt;
*5) Draw cards from the player’s deck equal to the building’s build time and place those facedown on top of the new building&lt;br /&gt;
*6) Discard the engineer card&lt;br /&gt;
*7) At the start of the player’s next round, remove 1 card from each building that is under construction&lt;br /&gt;
*8) Starting with the round following the initial building placement, additional tribe members (and toolkits) may be played from the player’s hand to accelerate construction on one or more buildings. Each tribe member played can remove 1 card from a building that is under construction. If wielding a toolkit, then 2 additional cards may be removed. Tribe members that work on construction projects may not take any other actions that round and are&lt;br /&gt;
immediately discarded.&lt;br /&gt;
9) Once a building has zero cards stacked on it, it is complete and immediately goes into effect.&lt;br /&gt;
&lt;br /&gt;
==Module #3 – Tribal Leaders==&lt;br /&gt;
&lt;br /&gt;
==Module #4 – Dirty Deeds==&lt;/div&gt;</summary>
		<author><name>HappyNoodle</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelparcticscavengers&amp;diff=12285</id>
		<title>Gamehelparcticscavengers</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelparcticscavengers&amp;diff=12285"/>
		<updated>2022-03-14T15:45:44Z</updated>

		<summary type="html">&lt;p&gt;HappyNoodle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Objective==&lt;br /&gt;
&lt;br /&gt;
The player with the largest tribe (most people) at the end of the game is the winner.&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
&lt;br /&gt;
Each player starts with:&lt;br /&gt;
*4 refugee cards&lt;br /&gt;
*3 scavenger cards&lt;br /&gt;
*1 brawler card&lt;br /&gt;
*1 spear card&lt;br /&gt;
*1 shovel card&lt;br /&gt;
&lt;br /&gt;
==Playing the Game==&lt;br /&gt;
&lt;br /&gt;
Each round of Arctic Scavengers has three phases, played in the order shown below:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawing Phase&#039;&#039;&#039;&lt;br /&gt;
# Discard all cards from the previous round.&lt;br /&gt;
# Each player draws 5 cards from the top of their deck, shuffling the discard pile and adding it to the deck when their deck becomes exhausted.&lt;br /&gt;
# Beginning with the third round, and continuing for the remainder of the game, the initiator peeks at the top card on the contested resources pile and then returns it to the pile.&lt;br /&gt;
&#039;&#039;&#039;Resource Gathering Phase&#039;&#039;&#039;&lt;br /&gt;
# The initiator takes the first action and uses any number of cards to gather resources.&lt;br /&gt;
# The initiator announces how many of her cards will remain for the skirmish.&lt;br /&gt;
# Play continues with the other players, in clockwise order, and they execute steps 4 and 5.&lt;br /&gt;
&#039;&#039;&#039;Skirmish Phase (Round 3 and following)&#039;&#039;&#039;&lt;br /&gt;
# Once all players have taken their resource gathering actions, players reveal their remaining cards for the skirmish and a winner is determined.&lt;br /&gt;
# The winner of the skirmish takes the top card from the contested resources pile and adds it to their discard pile.&lt;br /&gt;
# The initiator passes the initiator card to their left-hand opponent, starting a new round.&lt;br /&gt;
&lt;br /&gt;
The game continues like this until the contested resource pile is depleted.&lt;br /&gt;
&lt;br /&gt;
==Resource Gathering==&lt;br /&gt;
&lt;br /&gt;
During this phase, each player plays any number of cards from their hand in order to add more resources (cards) to their deck. Gathering starts with the player that has the initiator card (lying in their play area) and play continues in clockwise order.&lt;br /&gt;
There is no limit to the number of actions that a player can take during the resource gathering phase, although no action may be taken more than once. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dig&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The player draws one or more cards from the top of the junkyard pile. The player may choose one to place in her discard pile and returns any other cards to the bottom of the junkyard pile. The number of cards is determined by the sum of all the dig numbers displayed on the card(s) played from the player’s hand. As with other actions, draw may only be used once per round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Draw&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The player draws one or more cards from her deck, adding them to her hand. Multiple cards may be combined to draw several cards. As with other actions, draw may only be used once per round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hire&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The hire ability is a free action (no card is needed to grant this action) in which a player takes a mercenary card from the face-up piles of cards. The player must be able to pay the cost displayed on the card. There are two currencies: food and medicine. Food is created in real-time using the hunt action (described below). Meds are provided in the form of medicine cards that must be played from the players hand in order to complete the hiring of a&lt;br /&gt;
mercenary. Medicine cards do not require an associated person to spend. Each player may only hire one mercenary per round, and the player immediately adds the card to their discard pile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hunt&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The hunt ability generates food during the round that can then be used as currency for hiring a single mercenary card. The amount of food generated is determined by summing all hunt abilities played from the player’s hand. The player can assign tools to the mercenaries to improve their hunt abilities. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trash&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The trash ability is a free action (no card is needed to grant this action) that allows a player to take any number of cards from their hand and add them to the junkyard supply pile. The player does not draw cards from her deck to replace these cards. The junkyard pile is shuffled any time new cards are added.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Actions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some cards may grant special actions that can be used in place of or to enhance a standard action. Examples include saboteur (disarm another player’s tool) and sniper team (snipe another player’s tribe member).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Using Tools&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each player starts with two tools – a spear and a shovel. Players can find additional tools by digging in the junkyard. Tools cannot perform actions on their own (these are inanimate, objects after all). A tribe member can use a single tool that enhances the ability of the action the tribe member is performing. Using a tool does not grant a tribe member an ability that she cannot inherently perform.&lt;br /&gt;
&lt;br /&gt;
==Skirmish==&lt;br /&gt;
&lt;br /&gt;
The game begins with two rounds of resource gathering (digging in the junkyard, hunting for food, and hiring mercenaries). In the first two rounds, there is no skirmishing. This allows each player to get a solid foundation prior to skirmishing over the contested resources. The initiator card remains with the first player for rounds 1-3. Thereafter, it moves to the initiator’s left at the start of each subsequent round.&lt;br /&gt;
&lt;br /&gt;
Once all the players have completed their resource gathering actions, the skirmish phase begins. All players simultaneously reveal the cards that they have saved for the skirmish. The sum of the fight values from all of a player’s cards represents the strength of that player’s attack. All rules related to tool usage also apply to tools used as weapons during the skirmish phase (see ‘Using Tools’ above).&lt;br /&gt;
Skirmishes are resolved by starting with the initiator and having their declare any actions performed by their units (including saboteurs and sniper teams). Play then passes to the next player in clockwise order to declare actions for their units (provided that they were not sniped or disarmed by the previous player). This continues until all skirmish actions have been resolved. Then the total remaining fight values are summed and the player with the highest fight value wins. The winning player draws the top card from the contested resources supply pile and adds it to their discard pile without revealing it to the other players. When cards are played during the Resource Gathering phase, they are discarded after use. During the Skirmish Phase, all cards remain until the end of the round, even if a special power is activated (e.g. saboteur or sniper team).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resolving ties&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the event of a tie, each player sums the number of people involved in the skirmish (this includes refugees and tribe families that may not be directly contributing to the fight score) and the player with the most people involved wins the skirmish. If players are still tied, then the skirmish is considered a deadlock. In this case, the players place the top card from the contested resources pile into the junkyard pile without looking at it. The players shuffle the junkyard and the round ends. The player with the initiator card passes it to the left to begin a new round.&lt;br /&gt;
&lt;br /&gt;
==2 Player Variant==&lt;br /&gt;
&lt;br /&gt;
*Remove two cards of each kind from the junkyard (i.e. 2 junk, 2 medkit, 2 pickaxe, etc.)&lt;br /&gt;
*Eliminate all contested resources peeking&lt;br /&gt;
*The number of tribe members a player brings to a skirmish is no longer relevant&lt;br /&gt;
*Skirmishes must be won by 2. If not, then it is a tie and the players place the contested resource on top of the junkyard and then shuffle the junkyard&lt;br /&gt;
&lt;br /&gt;
==HQ==&lt;br /&gt;
&lt;br /&gt;
==Module #1 – Medics, Tools, and Gangs==&lt;br /&gt;
&lt;br /&gt;
Adds &lt;br /&gt;
*8 Medic mercenaries (can draw, hire for 1 med (like pills) or stop a sniper attack)&lt;br /&gt;
*8 Junkyard cards&lt;br /&gt;
**4 Rifle (+2 hunting and fighting)&lt;br /&gt;
**4 Toolkit &lt;br /&gt;
*2 Gangs - go to relevant player at the end of the game. Worth 5 people.&lt;br /&gt;
**The Gearheads - Most cards with the tool icon. Ties broken by most tools that are contested resources.&lt;br /&gt;
**The Pharmers - Highest total med value. Ties are broken by most Medics.&lt;/div&gt;</summary>
		<author><name>HappyNoodle</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelparcticscavengers&amp;diff=12284</id>
		<title>Gamehelparcticscavengers</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelparcticscavengers&amp;diff=12284"/>
		<updated>2022-03-14T15:44:57Z</updated>

		<summary type="html">&lt;p&gt;HappyNoodle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Objective==&lt;br /&gt;
&lt;br /&gt;
The player with the largest tribe (most people) at the end of the game is the winner.&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
&lt;br /&gt;
Each player starts with:&lt;br /&gt;
*4 refugee cards&lt;br /&gt;
*3 scavenger cards&lt;br /&gt;
*1 brawler card&lt;br /&gt;
*1 spear card&lt;br /&gt;
*1 shovel card&lt;br /&gt;
&lt;br /&gt;
==Playing the Game==&lt;br /&gt;
&lt;br /&gt;
Each round of Arctic Scavengers has three phases, played in the order shown below:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawing Phase&#039;&#039;&#039;&lt;br /&gt;
# Discard all cards from the previous round.&lt;br /&gt;
# Each player draws 5 cards from the top of their deck, shuffling the discard pile and adding it to the deck when their deck becomes exhausted.&lt;br /&gt;
# Beginning with the third round, and continuing for the remainder of the game, the initiator peeks at the top card on the contested resources pile and then returns it to the pile.&lt;br /&gt;
&#039;&#039;&#039;Resource Gathering Phase&#039;&#039;&#039;&lt;br /&gt;
# The initiator takes the first action and uses any number of cards to gather resources.&lt;br /&gt;
# The initiator announces how many of her cards will remain for the skirmish.&lt;br /&gt;
# Play continues with the other players, in clockwise order, and they execute steps 4 and 5.&lt;br /&gt;
&#039;&#039;&#039;Skirmish Phase (Round 3 and following)&#039;&#039;&#039;&lt;br /&gt;
# Once all players have taken their resource gathering actions, players reveal their remaining cards for the skirmish and a winner is determined.&lt;br /&gt;
# The winner of the skirmish takes the top card from the contested resources pile and adds it to their discard pile.&lt;br /&gt;
# The initiator passes the initiator card to their left-hand opponent, starting a new round.&lt;br /&gt;
&lt;br /&gt;
The game continues like this until the contested resource pile is depleted.&lt;br /&gt;
&lt;br /&gt;
==Resource Gathering==&lt;br /&gt;
&lt;br /&gt;
During this phase, each player plays any number of cards from their hand in order to add more resources (cards) to their deck. Gathering starts with the player that has the initiator card (lying in their play area) and play continues in clockwise order.&lt;br /&gt;
There is no limit to the number of actions that a player can take during the resource gathering phase, although no action may be taken more than once. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dig&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The player draws one or more cards from the top of the junkyard pile. The player may choose one to place in her discard pile and returns any other cards to the bottom of the junkyard pile. The number of cards is determined by the sum of all the dig numbers displayed on the card(s) played from the player’s hand. As with other actions, draw may only be used once per round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Draw&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The player draws one or more cards from her deck, adding them to her hand. Multiple cards may be combined to draw several cards. As with other actions, draw may only be used once per round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hire&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The hire ability is a free action (no card is needed to grant this action) in which a player takes a mercenary card from the face-up piles of cards. The player must be able to pay the cost displayed on the card. There are two currencies: food and medicine. Food is created in real-time using the hunt action (described below). Meds are provided in the form of medicine cards that must be played from the players hand in order to complete the hiring of a&lt;br /&gt;
mercenary. Medicine cards do not require an associated person to spend. Each player may only hire one mercenary per round, and the player immediately adds the card to their discard pile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hunt&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The hunt ability generates food during the round that can then be used as currency for hiring a single mercenary card. The amount of food generated is determined by summing all hunt abilities played from the player’s hand. The player can assign tools to the mercenaries to improve their hunt abilities. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trash&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The trash ability is a free action (no card is needed to grant this action) that allows a player to take any number of cards from their hand and add them to the junkyard supply pile. The player does not draw cards from her deck to replace these cards. The junkyard pile is shuffled any time new cards are added.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Actions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some cards may grant special actions that can be used in place of or to enhance a standard action. Examples include saboteur (disarm another player’s tool) and sniper team (snipe another player’s tribe member).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Using Tools&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each player starts with two tools – a spear and a shovel. Players can find additional tools by digging in the junkyard. Tools cannot perform actions on their own (these are inanimate, objects after all). A tribe member can use a single tool that enhances the ability of the action the tribe member is performing. Using a tool does not grant a tribe member an ability that she cannot inherently perform.&lt;br /&gt;
&lt;br /&gt;
==Skirmish==&lt;br /&gt;
&lt;br /&gt;
The game begins with two rounds of resource gathering (digging in the junkyard, hunting for food, and hiring mercenaries). In the first two rounds, there is no skirmishing. This allows each player to get a solid foundation prior to skirmishing over the contested resources. The initiator card remains with the first player for rounds 1-3. Thereafter, it moves to the initiator’s left at the start of each subsequent round.&lt;br /&gt;
&lt;br /&gt;
Once all the players have completed their resource gathering actions, the skirmish phase begins. All players simultaneously reveal the cards that they have saved for the skirmish. The sum of the fight values from all of a player’s cards represents the strength of that player’s attack. All rules related to tool usage also apply to tools used as weapons during the skirmish phase (see ‘Using Tools’ above).&lt;br /&gt;
Skirmishes are resolved by starting with the initiator and having their declare any actions performed by their units (including saboteurs and sniper teams). Play then passes to the next player in clockwise order to declare actions for their units (provided that they were not sniped or disarmed by the previous player). This continues until all skirmish actions have been resolved. Then the total remaining fight values are summed and the player with the highest fight value wins. The winning player draws the top card from the contested resources supply pile and adds it to their discard pile without revealing it to the other players. When cards are played during the Resource Gathering phase, they are discarded after use. During the Skirmish Phase, all cards remain until the end of the round, even if a special power is activated (e.g. saboteur or sniper team).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resolving ties&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the event of a tie, each player sums the number of people involved in the skirmish (this includes refugees and tribe families that may not be directly contributing to the fight score) and the player with the most people involved wins the skirmish. If players are still tied, then the skirmish is considered a deadlock. In this case, the players place the top card from the contested resources pile into the junkyard pile without looking at it. The players shuffle the junkyard and the round ends. The player with the initiator card passes it to the left to begin a new round.&lt;br /&gt;
&lt;br /&gt;
==2 Player Variant==&lt;br /&gt;
&lt;br /&gt;
*Remove two cards of each kind from the junkyard (i.e. 2 junk, 2 medkit, 2 pickaxe, etc.)&lt;br /&gt;
*Eliminate all contested resources peeking&lt;br /&gt;
*The number of tribe members a player brings to a skirmish is no longer relevant&lt;br /&gt;
*Skirmishes must be won by 2. If not, then it is a tie and the players place the contested resource on top of the junkyard and then shuffle the junkyard&lt;br /&gt;
&lt;br /&gt;
==HQ==&lt;br /&gt;
&lt;br /&gt;
==Module #1 – Medics, Tools, and Gangs==&lt;br /&gt;
&lt;br /&gt;
Adds &lt;br /&gt;
#8 Medic mercenaries (can draw, hire for 1 med (like pills) or stop a sniper attack)&lt;br /&gt;
#8 Junkyard cards&lt;br /&gt;
##4 Rifle (+2 hunting and fighting)&lt;br /&gt;
##4 Toolkit &lt;br /&gt;
#2 Gangs - go to relevant player at the end of the game. Worth 5 people.&lt;br /&gt;
##The Gearheads - Most cards with the tool icon. Ties broken by most tools that are contested resources.&lt;br /&gt;
##The Pharmers - Highest total med value. Ties are broken by most Medics.&lt;/div&gt;</summary>
		<author><name>HappyNoodle</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelparcticscavengers&amp;diff=12274</id>
		<title>Gamehelparcticscavengers</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelparcticscavengers&amp;diff=12274"/>
		<updated>2022-03-14T11:50:14Z</updated>

		<summary type="html">&lt;p&gt;HappyNoodle: Created page with &amp;quot;==Objective==  The player with the largest tribe (most people) at the end of the game is the winner.  ==Setup==  Each player starts with: *4 refugee cards *3 scavenger cards *...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Objective==&lt;br /&gt;
&lt;br /&gt;
The player with the largest tribe (most people) at the end of the game is the winner.&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
&lt;br /&gt;
Each player starts with:&lt;br /&gt;
*4 refugee cards&lt;br /&gt;
*3 scavenger cards&lt;br /&gt;
*1 brawler card&lt;br /&gt;
*1 spear card&lt;br /&gt;
*1 shovel card&lt;br /&gt;
&lt;br /&gt;
==Playing the Game==&lt;br /&gt;
&lt;br /&gt;
Each round of Arctic Scavengers has three phases, played in the order shown below:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawing Phase&#039;&#039;&#039;&lt;br /&gt;
# Discard all cards from the previous round.&lt;br /&gt;
# Each player draws 5 cards from the top of their deck, shuffling the discard pile and adding it to the deck when their deck becomes exhausted.&lt;br /&gt;
# Beginning with the third round, and continuing for the remainder of the game, the initiator peeks at the top card on the contested resources pile and then returns it to the pile.&lt;br /&gt;
&#039;&#039;&#039;Resource Gathering Phase&#039;&#039;&#039;&lt;br /&gt;
# The initiator takes the first action and uses any number of cards to gather resources.&lt;br /&gt;
# The initiator announces how many of her cards will remain for the skirmish.&lt;br /&gt;
# Play continues with the other players, in clockwise order, and they execute steps 4 and 5.&lt;br /&gt;
&#039;&#039;&#039;Skirmish Phase (Round 3 and following)&#039;&#039;&#039;&lt;br /&gt;
# Once all players have taken their resource gathering actions, players reveal their remaining cards for the skirmish and a winner is determined.&lt;br /&gt;
# The winner of the skirmish takes the top card from the contested resources pile and adds it to their discard pile.&lt;br /&gt;
# The initiator passes the initiator card to their left-hand opponent, starting a new round.&lt;br /&gt;
&lt;br /&gt;
The game continues like this until the contested resource pile is depleted.&lt;br /&gt;
&lt;br /&gt;
==Resource Gathering==&lt;br /&gt;
&lt;br /&gt;
During this phase, each player plays any number of cards from their hand in order to add more resources (cards) to their deck. Gathering starts with the player that has the initiator card (lying in their play area) and play continues in clockwise order.&lt;br /&gt;
There is no limit to the number of actions that a player can take during the resource gathering phase, although no action may be taken more than once. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dig&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The player draws one or more cards from the top of the junkyard pile. The player may choose one to place in her discard pile and returns any other cards to the bottom of the junkyard pile. The number of cards is determined by the sum of all the dig numbers displayed on the card(s) played from the player’s hand. As with other actions, draw may only be used once per round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Draw&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The player draws one or more cards from her deck, adding them to her hand. Multiple cards may be combined to draw several cards. As with other actions, draw may only be used once per round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hire&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The hire ability is a free action (no card is needed to grant this action) in which a player takes a mercenary card from the face-up piles of cards. The player must be able to pay the cost displayed on the card. There are two currencies: food and medicine. Food is created in real-time using the hunt action (described below). Meds are provided in the form of medicine cards that must be played from the players hand in order to complete the hiring of a&lt;br /&gt;
mercenary. Medicine cards do not require an associated person to spend. Each player may only hire one mercenary per round, and the player immediately adds the card to their discard pile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hunt&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The hunt ability generates food during the round that can then be used as currency for hiring a single mercenary card. The amount of food generated is determined by summing all hunt abilities played from the player’s hand. The player can assign tools to the mercenaries to improve their hunt abilities. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trash&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The trash ability is a free action (no card is needed to grant this action) that allows a player to take any number of cards from their hand and add them to the junkyard supply pile. The player does not draw cards from her deck to replace these cards. The junkyard pile is shuffled any time new cards are added.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Actions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some cards may grant special actions that can be used in place of or to enhance a standard action. Examples include saboteur (disarm another player’s tool) and sniper team (snipe another player’s tribe member).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Using Tools&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each player starts with two tools – a spear and a shovel. Players can find additional tools by digging in the junkyard. Tools cannot perform actions on their own (these are inanimate, objects after all). A tribe member can use a single tool that enhances the ability of the action the tribe member is performing. Using a tool does not grant a tribe member an ability that she cannot inherently perform.&lt;br /&gt;
&lt;br /&gt;
==Skirmish==&lt;br /&gt;
&lt;br /&gt;
The game begins with two rounds of resource gathering (digging in the junkyard, hunting for food, and hiring mercenaries). In the first two rounds, there is no skirmishing. This allows each player to get a solid foundation prior to skirmishing over the contested resources. The initiator card remains with the first player for rounds 1-3. Thereafter, it moves to the initiator’s left at the start of each subsequent round.&lt;br /&gt;
&lt;br /&gt;
Once all the players have completed their resource gathering actions, the skirmish phase begins. All players simultaneously reveal the cards that they have saved for the skirmish. The sum of the fight values from all of a player’s cards represents the strength of that player’s attack. All rules related to tool usage also apply to tools used as weapons during the skirmish phase (see ‘Using Tools’ above).&lt;br /&gt;
Skirmishes are resolved by starting with the initiator and having their declare any actions performed by their units (including saboteurs and sniper teams). Play then passes to the next player in clockwise order to declare actions for their units (provided that they were not sniped or disarmed by the previous player). This continues until all skirmish actions have been resolved. Then the total remaining fight values are summed and the player with the highest fight value wins. The winning player draws the top card from the contested resources supply pile and adds it to their discard pile without revealing it to the other players. When cards are played during the Resource Gathering phase, they are discarded after use. During the Skirmish Phase, all cards remain until the end of the round, even if a special power is activated (e.g. saboteur or sniper team).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resolving ties&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the event of a tie, each player sums the number of people involved in the skirmish (this includes refugees and tribe families that may not be directly contributing to the fight score) and the player with the most people involved wins the skirmish. If players are still tied, then the skirmish is considered a deadlock. In this case, the players place the top card from the contested resources pile into the junkyard pile without looking at it. The players shuffle the junkyard and the round ends. The player with the initiator card passes it to the left to begin a new round.&lt;br /&gt;
&lt;br /&gt;
==2 Player Variant==&lt;br /&gt;
&lt;br /&gt;
*Remove two cards of each kind from the junkyard (i.e. 2 junk, 2 medkit, 2 pickaxe, etc.)&lt;br /&gt;
*Eliminate all contested resources peeking&lt;br /&gt;
*The number of tribe members a player brings to a skirmish is no longer relevant&lt;br /&gt;
*Skirmishes must be won by 2. If not, then it is a tie and the players place the contested resource on top of the junkyard and then shuffle the junkyard&lt;/div&gt;</summary>
		<author><name>HappyNoodle</name></author>
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