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	<updated>2026-09-26T18:21:13Z</updated>
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		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptokaidoduo&amp;diff=30644</id>
		<title>Gamehelptokaidoduo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptokaidoduo&amp;diff=30644"/>
		<updated>2026-07-10T10:45:17Z</updated>

		<summary type="html">&lt;p&gt;Harpwn: /* Wave Tiles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
Six travellers explore the island of Tokaido: a &#039;&#039;&#039;Pilgrim&#039;&#039;&#039; seeking enlightenment, a &#039;&#039;&#039;Merchant&#039;&#039;&#039; seeking profit, and an &#039;&#039;&#039;Artist&#039;&#039;&#039; seeking inspiration — one of each per player. Each round, three dice are drafted between the two players, one per character type. Whichever die you take, you &#039;&#039;&#039;must&#039;&#039;&#039; move the matching character that many spaces.&lt;br /&gt;
&lt;br /&gt;
The game ends at the end of the round when one of four race conditions is triggered and then both players total all their character scores.&lt;br /&gt;
&lt;br /&gt;
* a full Temple track&lt;br /&gt;
* a full Garden track&lt;br /&gt;
* a 6th gold slab&lt;br /&gt;
* the last Painting tile (of a single player) being gifted&lt;br /&gt;
&lt;br /&gt;
== Turn Structure ==&lt;br /&gt;
&lt;br /&gt;
Each round is a &#039;&#039;&#039;1-2-1&#039;&#039;&#039; die draft:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Player A&#039;&#039;&#039; rolls all 3 dice, chooses one, and moves the matching character.&lt;br /&gt;
# &#039;&#039;&#039;Player B&#039;&#039;&#039; chooses one of the 2 remaining dice and moves the matching character.&lt;br /&gt;
# &#039;&#039;&#039;Player A&#039;&#039;&#039; uses the last die and moves the matching character.&lt;br /&gt;
&lt;br /&gt;
A new round then begins with Player B drafting first; the first picker role alternates every round.&lt;br /&gt;
&lt;br /&gt;
* The chosen character &#039;&#039;&#039;must&#039;&#039;&#039; move the exact number of spaces shown on the die.&lt;br /&gt;
* Using the arrival space&#039;s effect, in some cases this is optional (for example selling wares)&lt;br /&gt;
== The Pilgrim ==&lt;br /&gt;
&lt;br /&gt;
The Pilgrim travels clockwise around the island&#039;s outer ring of 37&lt;br /&gt;
spaces.&lt;br /&gt;
&lt;br /&gt;
* May pass through stations occupied by another meeple.&lt;br /&gt;
* If the intended final space is occupied by any other meeple, the pilgrim jumps to the next space.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Station !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Coastal Town || Gain coins  value (2, 3, or 4) based on the boutique token linked to that space. These coins&lt;br /&gt;
 go into the same personal supply the Merchant uses for gold slabs.&lt;br /&gt;
|-&lt;br /&gt;
| Temple || Advance your Temple track one slot. Reaching slot 9 ends the game.&lt;br /&gt;
|-&lt;br /&gt;
| Garden || Advance your Garden track one slot. Reaching slot 6 ends the game.&lt;br /&gt;
|-&lt;br /&gt;
| Hot Spring || Take the Hot Spring token (from the board, or from your opponent if they hold it). It cannot be used the same turn it&#039;s gained.&lt;br /&gt;
|-&lt;br /&gt;
| Seashore || Take any one Wave tile from the board (or from your opponent if the board has none) and place it on the associated character board.&lt;br /&gt;
If you already hold all the wave tiles nothing occurs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hot Spring token:&#039;&#039;&#039; After any future die pick, you may spend the token to immediately repeat your &#039;&#039;&#039;last chosen die value&#039;&#039;&#039; — move that same character the same number of spaces again (no reroll) and use its effect. The token returns to the board once it has been used. If your opponent lands on Hot Spring while you&#039;re holding it, they take it from you immediately.&lt;br /&gt;
&lt;br /&gt;
== The Merchant ==&lt;br /&gt;
&lt;br /&gt;
The Merchant travels along the orange Trade routes connecting 4 Mountain towns and 8 Coastal towns, crossing a number of routes equal to the die value.&lt;br /&gt;
&lt;br /&gt;
* If no path of exactly that length exists, the Merchant does not move and takes no action.&lt;br /&gt;
&lt;br /&gt;
* When several destinations are reachable at the exact die value, you choose which to visit.&lt;br /&gt;
&lt;br /&gt;
* You cannot enter a coastal town occupied by another meeple.&lt;br /&gt;
&lt;br /&gt;
* Both Merchants may share a single mountain town.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mountain town:&#039;&#039;&#039; draw Wares from the bag randomly equal to the town&#039;s printed value (2, 3, or 4). Storage cap is 5 — if a draw would exceed the cap, keep any 5 of your choice and return the rest to the bag.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Coastal town:&#039;&#039;&#039; sell any wares of the towns boutique token type; gain its coin value per ware sold, and return sold wares to the bag. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gold Slab:&#039;&#039;&#039; Any time your coin total reaches 10 or more, it immediately converts into 1 gold slab placed in the leftmost empty slot on your Merchant board. Gaining your &#039;&#039;&#039;6th&#039;&#039;&#039; gold slab ends the game.&lt;br /&gt;
&lt;br /&gt;
== The Artist ==&lt;br /&gt;
&lt;br /&gt;
The Artist moves through a number of zones equal to the die value and never revisiting a zone already passed through on that move. You traverse zones via crossing the orange trade routes, never through a mountain town. Both Artists may share the same zone.&lt;br /&gt;
&lt;br /&gt;
After moving, choose &#039;&#039;&#039;one&#039;&#039;&#039; of:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paint&#039;&#039;&#039; — reveal face-down Painting tiles from your Artist board equal to the number of other meeples (any player&#039;s) currently in your arrival zone. You can imagine your arrival zone as all the spaces which surround where your artist lands, as well as the area itself. Tiles are always revealed left-to-right, top row first. &lt;br /&gt;
[[File:Tokaido-Duo-Artist-Aid.jpg|left|frameless]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can see in this image 2 potential artist areas and every space which would apply for the painting mechanic. The artist itself does not count for painting and therefore the maximum number of paintings that can occur in one turn is 5 (6 with proficient wave tile), all other meeples including the opponents artist on the same zone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gift&#039;&#039;&#039; — if your arrival zone&#039;s icon matches the icon on the &#039;&#039;&#039;topmost, leftmost&#039;&#039;&#039; revealed painting on your Artist board, remove that tile from the game. Only one tile may be gifted per action, and only that specific tile is ever eligible. Removing your last tile ends the game.&lt;br /&gt;
&lt;br /&gt;
== Wave Tiles ==&lt;br /&gt;
&lt;br /&gt;
When the pilgrim lands on a Seashore space you receive a Wave tile, placed on the matching character board (a Pilgrim tile only goes on the Pilgrim board, and so on). There is 3 double sided wave tiles, one for each character. Each tile&#039;s side is assigned randomly at setup and fixed for the whole game — its effect are described below and is sometimes optional in situations where not using it might be beneficial.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Character !! Side !! Name !! Effect&lt;br /&gt;
!Usage&lt;br /&gt;
|-&lt;br /&gt;
| Pilgrim || 1 || Hasty || Move +1 beyond the die result (always move at least 1).&lt;br /&gt;
|You will be presented both eligible spaces and must pick one&lt;br /&gt;
|-&lt;br /&gt;
| Pilgrim || 2 || Tranquil || Move −1 below the die result (always move at least 1).&lt;br /&gt;
|When die result is &amp;gt; 1 you will be presented both eligible spaces and must pick one&lt;br /&gt;
|-&lt;br /&gt;
| Artist || 1 || Proficient || Reveal 1 additional Painting tile when painting.&lt;br /&gt;
|Automatically applied&lt;br /&gt;
|-&lt;br /&gt;
| Artist || 2 || Inspired || Gift eligibility extends to any icon begun, passed through, or ended on during the move.&lt;br /&gt;
|Artist movement becomes stepped to allow for specific beneficial pathing.&lt;br /&gt;
|-&lt;br /&gt;
| Merchant || 1 || Crafty || Each ware you sell is worth 1 extra coin.&lt;br /&gt;
|Automatic&lt;br /&gt;
|-&lt;br /&gt;
| Merchant || 2 || Robust || Draw 1 extra ware at Mountain towns; storage cap raised to 6.&lt;br /&gt;
|Automatic&lt;br /&gt;
|}&lt;br /&gt;
When no wave tiles are available to take from the board the player must steal a tile from their opponent, if you already hold all the tiles then the landing on the seashore space has no effect.&lt;br /&gt;
&lt;br /&gt;
== End Game ==&lt;br /&gt;
&lt;br /&gt;
The game ends at the end of a round where one of these conditions is met, there will be a last round banner shown.&lt;br /&gt;
&lt;br /&gt;
# A Temple track is completed (reaches slot 9).&lt;br /&gt;
# A Garden track is completed (reaches slot 6).&lt;br /&gt;
# A player gains their final gold slab (6th, 60 coins).&lt;br /&gt;
# A player gifts their final painting tile (10th).&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Score !! Formula&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pilgrim&#039;&#039;&#039; || Temple track value × Garden track value&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Merchant&#039;&#039;&#039; || The rightmost score printed above the merchant gold slab slots, which contains a slab.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Artist&#039;&#039;&#039; || The value printed on the bottom-most, right-most uncovered (gifted) painting slot.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Highest total wins&#039;&#039;&#039;. Ties are broken by leftover coins, and in the rare event this is also tied then a true tied game occurs.&lt;br /&gt;
&lt;br /&gt;
== Solo Mode (vs. Automa) ==&lt;br /&gt;
&lt;br /&gt;
Tokaido Duo can be played 1-player against &#039;&#039;&#039;Automa&#039;&#039;&#039;, a scripted opponent that replaces the second player. Automa tracks progress on 3&lt;br /&gt;
Rank tracks (one per character) instead of a normal board, her die choice and movement are fully automatic each turn. The game and the Rank tracks end the same way as a 2-player game; Automa&#039;s final score is the sum of her 3 Ranks. Automa has no money, so any tie goes to the human player. Automa&#039;s movement logic is rather complex so this is shown to the player above her rank tracks, refer to the Automa rule book for a more detailed explanation.&lt;br /&gt;
&lt;br /&gt;
== BGA-Specific Notes ==&lt;br /&gt;
* Artist movement offers the final space and will take the most efficient route to that space (based on the die value rolled). When the inspired artist wave tile is held the artist instead moves in single steps as this is the only instance in which the specific spaces moved on is relevant.&lt;br /&gt;
* When holding either Pilgrim wave tile rather than automatically moving the game will offer both spaces and the player must manually select which to take. The one exception to this is when the player has a pilgrim 1 die and has the Tranquil wave, you always must move one.&lt;br /&gt;
* As mentioned above Automa&#039;s thinking is clearly shown above their rank track to help you track how they will act depending on your choices.&lt;/div&gt;</summary>
		<author><name>Harpwn</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptokaidoduo&amp;diff=30643</id>
		<title>Gamehelptokaidoduo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptokaidoduo&amp;diff=30643"/>
		<updated>2026-07-10T10:44:38Z</updated>

		<summary type="html">&lt;p&gt;Harpwn: /* The Pilgrim */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
Six travellers explore the island of Tokaido: a &#039;&#039;&#039;Pilgrim&#039;&#039;&#039; seeking enlightenment, a &#039;&#039;&#039;Merchant&#039;&#039;&#039; seeking profit, and an &#039;&#039;&#039;Artist&#039;&#039;&#039; seeking inspiration — one of each per player. Each round, three dice are drafted between the two players, one per character type. Whichever die you take, you &#039;&#039;&#039;must&#039;&#039;&#039; move the matching character that many spaces.&lt;br /&gt;
&lt;br /&gt;
The game ends at the end of the round when one of four race conditions is triggered and then both players total all their character scores.&lt;br /&gt;
&lt;br /&gt;
* a full Temple track&lt;br /&gt;
* a full Garden track&lt;br /&gt;
* a 6th gold slab&lt;br /&gt;
* the last Painting tile (of a single player) being gifted&lt;br /&gt;
&lt;br /&gt;
== Turn Structure ==&lt;br /&gt;
&lt;br /&gt;
Each round is a &#039;&#039;&#039;1-2-1&#039;&#039;&#039; die draft:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Player A&#039;&#039;&#039; rolls all 3 dice, chooses one, and moves the matching character.&lt;br /&gt;
# &#039;&#039;&#039;Player B&#039;&#039;&#039; chooses one of the 2 remaining dice and moves the matching character.&lt;br /&gt;
# &#039;&#039;&#039;Player A&#039;&#039;&#039; uses the last die and moves the matching character.&lt;br /&gt;
&lt;br /&gt;
A new round then begins with Player B drafting first; the first picker role alternates every round.&lt;br /&gt;
&lt;br /&gt;
* The chosen character &#039;&#039;&#039;must&#039;&#039;&#039; move the exact number of spaces shown on the die.&lt;br /&gt;
* Using the arrival space&#039;s effect, in some cases this is optional (for example selling wares)&lt;br /&gt;
== The Pilgrim ==&lt;br /&gt;
&lt;br /&gt;
The Pilgrim travels clockwise around the island&#039;s outer ring of 37&lt;br /&gt;
spaces.&lt;br /&gt;
&lt;br /&gt;
* May pass through stations occupied by another meeple.&lt;br /&gt;
* If the intended final space is occupied by any other meeple, the pilgrim jumps to the next space.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Station !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Coastal Town || Gain coins  value (2, 3, or 4) based on the boutique token linked to that space. These coins&lt;br /&gt;
 go into the same personal supply the Merchant uses for gold slabs.&lt;br /&gt;
|-&lt;br /&gt;
| Temple || Advance your Temple track one slot. Reaching slot 9 ends the game.&lt;br /&gt;
|-&lt;br /&gt;
| Garden || Advance your Garden track one slot. Reaching slot 6 ends the game.&lt;br /&gt;
|-&lt;br /&gt;
| Hot Spring || Take the Hot Spring token (from the board, or from your opponent if they hold it). It cannot be used the same turn it&#039;s gained.&lt;br /&gt;
|-&lt;br /&gt;
| Seashore || Take any one Wave tile from the board (or from your opponent if the board has none) and place it on the associated character board.&lt;br /&gt;
If you already hold all the wave tiles nothing occurs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hot Spring token:&#039;&#039;&#039; After any future die pick, you may spend the token to immediately repeat your &#039;&#039;&#039;last chosen die value&#039;&#039;&#039; — move that same character the same number of spaces again (no reroll) and use its effect. The token returns to the board once it has been used. If your opponent lands on Hot Spring while you&#039;re holding it, they take it from you immediately.&lt;br /&gt;
&lt;br /&gt;
== The Merchant ==&lt;br /&gt;
&lt;br /&gt;
The Merchant travels along the orange Trade routes connecting 4 Mountain towns and 8 Coastal towns, crossing a number of routes equal to the die value.&lt;br /&gt;
&lt;br /&gt;
* If no path of exactly that length exists, the Merchant does not move and takes no action.&lt;br /&gt;
&lt;br /&gt;
* When several destinations are reachable at the exact die value, you choose which to visit.&lt;br /&gt;
&lt;br /&gt;
* You cannot enter a coastal town occupied by another meeple.&lt;br /&gt;
&lt;br /&gt;
* Both Merchants may share a single mountain town.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mountain town:&#039;&#039;&#039; draw Wares from the bag randomly equal to the town&#039;s printed value (2, 3, or 4). Storage cap is 5 — if a draw would exceed the cap, keep any 5 of your choice and return the rest to the bag.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Coastal town:&#039;&#039;&#039; sell any wares of the towns boutique token type; gain its coin value per ware sold, and return sold wares to the bag. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gold Slab:&#039;&#039;&#039; Any time your coin total reaches 10 or more, it immediately converts into 1 gold slab placed in the leftmost empty slot on your Merchant board. Gaining your &#039;&#039;&#039;6th&#039;&#039;&#039; gold slab ends the game.&lt;br /&gt;
&lt;br /&gt;
== The Artist ==&lt;br /&gt;
&lt;br /&gt;
The Artist moves through a number of zones equal to the die value and never revisiting a zone already passed through on that move. You traverse zones via crossing the orange trade routes, never through a mountain town. Both Artists may share the same zone.&lt;br /&gt;
&lt;br /&gt;
After moving, choose &#039;&#039;&#039;one&#039;&#039;&#039; of:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paint&#039;&#039;&#039; — reveal face-down Painting tiles from your Artist board equal to the number of other meeples (any player&#039;s) currently in your arrival zone. You can imagine your arrival zone as all the spaces which surround where your artist lands, as well as the area itself. Tiles are always revealed left-to-right, top row first. &lt;br /&gt;
[[File:Tokaido-Duo-Artist-Aid.jpg|left|frameless]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can see in this image 2 potential artist areas and every space which would apply for the painting mechanic. The artist itself does not count for painting and therefore the maximum number of paintings that can occur in one turn is 5 (6 with proficient wave tile), all other meeples including the opponents artist on the same zone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gift&#039;&#039;&#039; — if your arrival zone&#039;s icon matches the icon on the &#039;&#039;&#039;topmost, leftmost&#039;&#039;&#039; revealed painting on your Artist board, remove that tile from the game. Only one tile may be gifted per action, and only that specific tile is ever eligible. Removing your last tile ends the game.&lt;br /&gt;
&lt;br /&gt;
== Wave Tiles ==&lt;br /&gt;
&lt;br /&gt;
When the pilgrim lands on a Seashore space you receive a Wave tile, placed on the matching character board (a Pilgrim tile only goes on the Pilgrim board, and so on). There is 3 double sided wave tiles, one for each character. Each tile&#039;s side is assigned randomly at setup and fixed for the whole game — its effect are described below and is sometimes optional in situations where not using it might be beneficial.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Character !! Side !! Name !! Effect&lt;br /&gt;
!Usage&lt;br /&gt;
|-&lt;br /&gt;
| Pilgrim || 1 || Hasty || Move +1 beyond the die result (always move at least 1).&lt;br /&gt;
|You will be presented both eligible spaces and must pick one&lt;br /&gt;
|-&lt;br /&gt;
| Pilgrim || 2 || Tranquil || Move −1 below the die result (always move at least 1).&lt;br /&gt;
|When die result is &amp;gt; 1 you will be presented both eligible spaces and must pick one&lt;br /&gt;
|-&lt;br /&gt;
| Artist || 1 || Proficient || Reveal 1 additional Painting tile when painting.&lt;br /&gt;
|Automatically applied&lt;br /&gt;
|-&lt;br /&gt;
| Artist || 2 || Inspired || Gift eligibility extends to any icon begun, passed through, or ended on during the move.&lt;br /&gt;
|Artist movement becomes stepped to allow for specific beneficial pathing.&lt;br /&gt;
|-&lt;br /&gt;
| Merchant || 1 || Crafty || Each ware you sell is worth 1 extra coin.&lt;br /&gt;
|Automatic&lt;br /&gt;
|-&lt;br /&gt;
| Merchant || 2 || Robust || Draw 1 extra ware at Mountain towns; storage cap raised to 6.&lt;br /&gt;
|Automatic&lt;br /&gt;
|}&lt;br /&gt;
When no wave tiles are avaliable to take from the board the player must steal a tile from their opponent, if you already hold all the tiles then the landing on the seashore space has no effect.&lt;br /&gt;
&lt;br /&gt;
== End Game ==&lt;br /&gt;
&lt;br /&gt;
The game ends at the end of a round where one of these conditions is met, there will be a last round banner shown.&lt;br /&gt;
&lt;br /&gt;
# A Temple track is completed (reaches slot 9).&lt;br /&gt;
# A Garden track is completed (reaches slot 6).&lt;br /&gt;
# A player gains their final gold slab (6th, 60 coins).&lt;br /&gt;
# A player gifts their final painting tile (10th).&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Score !! Formula&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pilgrim&#039;&#039;&#039; || Temple track value × Garden track value&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Merchant&#039;&#039;&#039; || The rightmost score printed above the merchant gold slab slots, which contains a slab.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Artist&#039;&#039;&#039; || The value printed on the bottom-most, right-most uncovered (gifted) painting slot.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Highest total wins&#039;&#039;&#039;. Ties are broken by leftover coins, and in the rare event this is also tied then a true tied game occurs.&lt;br /&gt;
&lt;br /&gt;
== Solo Mode (vs. Automa) ==&lt;br /&gt;
&lt;br /&gt;
Tokaido Duo can be played 1-player against &#039;&#039;&#039;Automa&#039;&#039;&#039;, a scripted opponent that replaces the second player. Automa tracks progress on 3&lt;br /&gt;
Rank tracks (one per character) instead of a normal board, her die choice and movement are fully automatic each turn. The game and the Rank tracks end the same way as a 2-player game; Automa&#039;s final score is the sum of her 3 Ranks. Automa has no money, so any tie goes to the human player. Automa&#039;s movement logic is rather complex so this is shown to the player above her rank tracks, refer to the Automa rule book for a more detailed explanation.&lt;br /&gt;
&lt;br /&gt;
== BGA-Specific Notes ==&lt;br /&gt;
* Artist movement offers the final space and will take the most efficient route to that space (based on the die value rolled). When the inspired artist wave tile is held the artist instead moves in single steps as this is the only instance in which the specific spaces moved on is relevant.&lt;br /&gt;
* When holding either Pilgrim wave tile rather than automatically moving the game will offer both spaces and the player must manually select which to take. The one exception to this is when the player has a pilgrim 1 die and has the Tranquil wave, you always must move one.&lt;br /&gt;
* As mentioned above Automa&#039;s thinking is clearly shown above their rank track to help you track how they will act depending on your choices.&lt;/div&gt;</summary>
		<author><name>Harpwn</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptokaidoduo&amp;diff=30642</id>
		<title>Gamehelptokaidoduo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptokaidoduo&amp;diff=30642"/>
		<updated>2026-07-10T10:43:57Z</updated>

		<summary type="html">&lt;p&gt;Harpwn: /* The Pilgrim */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
Six travellers explore the island of Tokaido: a &#039;&#039;&#039;Pilgrim&#039;&#039;&#039; seeking enlightenment, a &#039;&#039;&#039;Merchant&#039;&#039;&#039; seeking profit, and an &#039;&#039;&#039;Artist&#039;&#039;&#039; seeking inspiration — one of each per player. Each round, three dice are drafted between the two players, one per character type. Whichever die you take, you &#039;&#039;&#039;must&#039;&#039;&#039; move the matching character that many spaces.&lt;br /&gt;
&lt;br /&gt;
The game ends at the end of the round when one of four race conditions is triggered and then both players total all their character scores.&lt;br /&gt;
&lt;br /&gt;
* a full Temple track&lt;br /&gt;
* a full Garden track&lt;br /&gt;
* a 6th gold slab&lt;br /&gt;
* the last Painting tile (of a single player) being gifted&lt;br /&gt;
&lt;br /&gt;
== Turn Structure ==&lt;br /&gt;
&lt;br /&gt;
Each round is a &#039;&#039;&#039;1-2-1&#039;&#039;&#039; die draft:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Player A&#039;&#039;&#039; rolls all 3 dice, chooses one, and moves the matching character.&lt;br /&gt;
# &#039;&#039;&#039;Player B&#039;&#039;&#039; chooses one of the 2 remaining dice and moves the matching character.&lt;br /&gt;
# &#039;&#039;&#039;Player A&#039;&#039;&#039; uses the last die and moves the matching character.&lt;br /&gt;
&lt;br /&gt;
A new round then begins with Player B drafting first; the first picker role alternates every round.&lt;br /&gt;
&lt;br /&gt;
* The chosen character &#039;&#039;&#039;must&#039;&#039;&#039; move the exact number of spaces shown on the die.&lt;br /&gt;
* Using the arrival space&#039;s effect, in some cases this is optional (for example selling wares)&lt;br /&gt;
== The Pilgrim ==&lt;br /&gt;
&lt;br /&gt;
The Pilgrim travels clockwise around the island&#039;s outer ring of 37&lt;br /&gt;
spaces.&lt;br /&gt;
&lt;br /&gt;
* May pass through stations occupied by another meeple.&lt;br /&gt;
* If the intended final space is occupied by any other meeple, the pilgrim jumps to the next space.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Station !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Coastal Town || Gain coins  value (2, 3, or 4) based on the boutique token linked to that space. These coins&lt;br /&gt;
 go into the same personal supply the Merchant uses for gold slabs.&lt;br /&gt;
|-&lt;br /&gt;
| Temple || Advance your Temple track one slot. Reaching slot 9 ends the game.&lt;br /&gt;
|-&lt;br /&gt;
| Garden || Advance your Garden track one slot. Reaching slot 6 ends the game.&lt;br /&gt;
|-&lt;br /&gt;
| Hot Spring || Take the Hot Spring token (from the board, or from your opponent if they hold it). It cannot be used the same turn it&#039;s gained.&lt;br /&gt;
|-&lt;br /&gt;
| Seashore || Take any one Wave tile from the board (or from your opponent if the board has none) and place it on the associated character board.&lt;br /&gt;
If you already hold all the wave tiles nothing occurs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hot Spring token:&#039;&#039;&#039; After any future die pick, you may spend the token to immediately repeat your &#039;&#039;&#039;last chosen die value&#039;&#039;&#039; — move that same character the same number of spaces again (no reroll) and use its effect. The token returns to the board once it has been used. If your opponent later lands on Hot Spring while you&#039;re holding it, they take it from you immediately.&lt;br /&gt;
&lt;br /&gt;
== The Merchant ==&lt;br /&gt;
&lt;br /&gt;
The Merchant travels along the orange Trade routes connecting 4 Mountain towns and 8 Coastal towns, crossing a number of routes equal to the die value.&lt;br /&gt;
&lt;br /&gt;
* If no path of exactly that length exists, the Merchant does not move and takes no action.&lt;br /&gt;
&lt;br /&gt;
* When several destinations are reachable at the exact die value, you choose which to visit.&lt;br /&gt;
&lt;br /&gt;
* You cannot enter a coastal town occupied by another meeple.&lt;br /&gt;
&lt;br /&gt;
* Both Merchants may share a single mountain town.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mountain town:&#039;&#039;&#039; draw Wares from the bag randomly equal to the town&#039;s printed value (2, 3, or 4). Storage cap is 5 — if a draw would exceed the cap, keep any 5 of your choice and return the rest to the bag.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Coastal town:&#039;&#039;&#039; sell any wares of the towns boutique token type; gain its coin value per ware sold, and return sold wares to the bag. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gold Slab:&#039;&#039;&#039; Any time your coin total reaches 10 or more, it immediately converts into 1 gold slab placed in the leftmost empty slot on your Merchant board. Gaining your &#039;&#039;&#039;6th&#039;&#039;&#039; gold slab ends the game.&lt;br /&gt;
&lt;br /&gt;
== The Artist ==&lt;br /&gt;
&lt;br /&gt;
The Artist moves through a number of zones equal to the die value and never revisiting a zone already passed through on that move. You traverse zones via crossing the orange trade routes, never through a mountain town. Both Artists may share the same zone.&lt;br /&gt;
&lt;br /&gt;
After moving, choose &#039;&#039;&#039;one&#039;&#039;&#039; of:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paint&#039;&#039;&#039; — reveal face-down Painting tiles from your Artist board equal to the number of other meeples (any player&#039;s) currently in your arrival zone. You can imagine your arrival zone as all the spaces which surround where your artist lands, as well as the area itself. Tiles are always revealed left-to-right, top row first. &lt;br /&gt;
[[File:Tokaido-Duo-Artist-Aid.jpg|left|frameless]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can see in this image 2 potential artist areas and every space which would apply for the painting mechanic. The artist itself does not count for painting and therefore the maximum number of paintings that can occur in one turn is 5 (6 with proficient wave tile), all other meeples including the opponents artist on the same zone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gift&#039;&#039;&#039; — if your arrival zone&#039;s icon matches the icon on the &#039;&#039;&#039;topmost, leftmost&#039;&#039;&#039; revealed painting on your Artist board, remove that tile from the game. Only one tile may be gifted per action, and only that specific tile is ever eligible. Removing your last tile ends the game.&lt;br /&gt;
&lt;br /&gt;
== Wave Tiles ==&lt;br /&gt;
&lt;br /&gt;
When the pilgrim lands on a Seashore space you receive a Wave tile, placed on the matching character board (a Pilgrim tile only goes on the Pilgrim board, and so on). There is 3 double sided wave tiles, one for each character. Each tile&#039;s side is assigned randomly at setup and fixed for the whole game — its effect are described below and is sometimes optional in situations where not using it might be beneficial.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Character !! Side !! Name !! Effect&lt;br /&gt;
!Usage&lt;br /&gt;
|-&lt;br /&gt;
| Pilgrim || 1 || Hasty || Move +1 beyond the die result (always move at least 1).&lt;br /&gt;
|You will be presented both eligible spaces and must pick one&lt;br /&gt;
|-&lt;br /&gt;
| Pilgrim || 2 || Tranquil || Move −1 below the die result (always move at least 1).&lt;br /&gt;
|When die result is &amp;gt; 1 you will be presented both eligible spaces and must pick one&lt;br /&gt;
|-&lt;br /&gt;
| Artist || 1 || Proficient || Reveal 1 additional Painting tile when painting.&lt;br /&gt;
|Automatically applied&lt;br /&gt;
|-&lt;br /&gt;
| Artist || 2 || Inspired || Gift eligibility extends to any icon begun, passed through, or ended on during the move.&lt;br /&gt;
|Artist movement becomes stepped to allow for specific beneficial pathing.&lt;br /&gt;
|-&lt;br /&gt;
| Merchant || 1 || Crafty || Each ware you sell is worth 1 extra coin.&lt;br /&gt;
|Automatic&lt;br /&gt;
|-&lt;br /&gt;
| Merchant || 2 || Robust || Draw 1 extra ware at Mountain towns; storage cap raised to 6.&lt;br /&gt;
|Automatic&lt;br /&gt;
|}&lt;br /&gt;
When no wave tiles are avaliable to take from the board the player must steal a tile from their opponent, if you already hold all the tiles then the landing on the seashore space has no effect.&lt;br /&gt;
&lt;br /&gt;
== End Game ==&lt;br /&gt;
&lt;br /&gt;
The game ends at the end of a round where one of these conditions is met, there will be a last round banner shown.&lt;br /&gt;
&lt;br /&gt;
# A Temple track is completed (reaches slot 9).&lt;br /&gt;
# A Garden track is completed (reaches slot 6).&lt;br /&gt;
# A player gains their final gold slab (6th, 60 coins).&lt;br /&gt;
# A player gifts their final painting tile (10th).&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Score !! Formula&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pilgrim&#039;&#039;&#039; || Temple track value × Garden track value&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Merchant&#039;&#039;&#039; || The rightmost score printed above the merchant gold slab slots, which contains a slab.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Artist&#039;&#039;&#039; || The value printed on the bottom-most, right-most uncovered (gifted) painting slot.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Highest total wins&#039;&#039;&#039;. Ties are broken by leftover coins, and in the rare event this is also tied then a true tied game occurs.&lt;br /&gt;
&lt;br /&gt;
== Solo Mode (vs. Automa) ==&lt;br /&gt;
&lt;br /&gt;
Tokaido Duo can be played 1-player against &#039;&#039;&#039;Automa&#039;&#039;&#039;, a scripted opponent that replaces the second player. Automa tracks progress on 3&lt;br /&gt;
Rank tracks (one per character) instead of a normal board, her die choice and movement are fully automatic each turn. The game and the Rank tracks end the same way as a 2-player game; Automa&#039;s final score is the sum of her 3 Ranks. Automa has no money, so any tie goes to the human player. Automa&#039;s movement logic is rather complex so this is shown to the player above her rank tracks, refer to the Automa rule book for a more detailed explanation.&lt;br /&gt;
&lt;br /&gt;
== BGA-Specific Notes ==&lt;br /&gt;
* Artist movement offers the final space and will take the most efficient route to that space (based on the die value rolled). When the inspired artist wave tile is held the artist instead moves in single steps as this is the only instance in which the specific spaces moved on is relevant.&lt;br /&gt;
* When holding either Pilgrim wave tile rather than automatically moving the game will offer both spaces and the player must manually select which to take. The one exception to this is when the player has a pilgrim 1 die and has the Tranquil wave, you always must move one.&lt;br /&gt;
* As mentioned above Automa&#039;s thinking is clearly shown above their rank track to help you track how they will act depending on your choices.&lt;/div&gt;</summary>
		<author><name>Harpwn</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptokaidoduo&amp;diff=30641</id>
		<title>Gamehelptokaidoduo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptokaidoduo&amp;diff=30641"/>
		<updated>2026-07-10T10:42:32Z</updated>

		<summary type="html">&lt;p&gt;Harpwn: /* The Artist */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
Six travellers explore the island of Tokaido: a &#039;&#039;&#039;Pilgrim&#039;&#039;&#039; seeking enlightenment, a &#039;&#039;&#039;Merchant&#039;&#039;&#039; seeking profit, and an &#039;&#039;&#039;Artist&#039;&#039;&#039; seeking inspiration — one of each per player. Each round, three dice are drafted between the two players, one per character type. Whichever die you take, you &#039;&#039;&#039;must&#039;&#039;&#039; move the matching character that many spaces.&lt;br /&gt;
&lt;br /&gt;
The game ends at the end of the round when one of four race conditions is triggered and then both players total all their character scores.&lt;br /&gt;
&lt;br /&gt;
* a full Temple track&lt;br /&gt;
* a full Garden track&lt;br /&gt;
* a 6th gold slab&lt;br /&gt;
* the last Painting tile (of a single player) being gifted&lt;br /&gt;
&lt;br /&gt;
== Turn Structure ==&lt;br /&gt;
&lt;br /&gt;
Each round is a &#039;&#039;&#039;1-2-1&#039;&#039;&#039; die draft:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Player A&#039;&#039;&#039; rolls all 3 dice, chooses one, and moves the matching character.&lt;br /&gt;
# &#039;&#039;&#039;Player B&#039;&#039;&#039; chooses one of the 2 remaining dice and moves the matching character.&lt;br /&gt;
# &#039;&#039;&#039;Player A&#039;&#039;&#039; uses the last die and moves the matching character.&lt;br /&gt;
&lt;br /&gt;
A new round then begins with Player B drafting first; the first picker role alternates every round.&lt;br /&gt;
&lt;br /&gt;
* The chosen character &#039;&#039;&#039;must&#039;&#039;&#039; move the exact number of spaces shown on the die.&lt;br /&gt;
* Using the arrival space&#039;s effect, in some cases this is optional (for example selling wares)&lt;br /&gt;
== The Pilgrim ==&lt;br /&gt;
&lt;br /&gt;
The Pilgrim travels clockwise around the island&#039;s outer ring of 37&lt;br /&gt;
spaces.&lt;br /&gt;
&lt;br /&gt;
* May pass through stations occupied by another meeple.&lt;br /&gt;
* If the intended final space is occupied by any other meeple, the pilgrim jumps to the next space.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Station !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Coastal Town || Gain coins  value (2, 3, or 4) based on the boutique token linked to that space. These coins&lt;br /&gt;
 go into the same personal supply the Merchant uses for gold slabs.&lt;br /&gt;
|-&lt;br /&gt;
| Temple || Advance your Temple track one slot. Reaching slot 9 ends the game.&lt;br /&gt;
|-&lt;br /&gt;
| Garden || Advance your Garden track one slot. Reaching slot 6 ends the game.&lt;br /&gt;
|-&lt;br /&gt;
| Hot Spring || Take the Hot Spring token (from the board, or from your opponent if they hold it). It cannot be used the same turn it&#039;s gained.&lt;br /&gt;
|-&lt;br /&gt;
| Seashore || Take any one Wave tile from the board (or from your opponent if the board has none) and place it on the associated character board.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hot Spring token:&#039;&#039;&#039; After any future die pick, you may spend the token to immediately repeat your &#039;&#039;&#039;last chosen die value&#039;&#039;&#039; — move that same character the same number of spaces again (no reroll) and use its effect. The token returns to the board once it has been used. If your opponent later lands on Hot Spring while you&#039;re holding it, they take it from you immediately.&lt;br /&gt;
&lt;br /&gt;
== The Merchant ==&lt;br /&gt;
&lt;br /&gt;
The Merchant travels along the orange Trade routes connecting 4 Mountain towns and 8 Coastal towns, crossing a number of routes equal to the die value.&lt;br /&gt;
&lt;br /&gt;
* If no path of exactly that length exists, the Merchant does not move and takes no action.&lt;br /&gt;
&lt;br /&gt;
* When several destinations are reachable at the exact die value, you choose which to visit.&lt;br /&gt;
&lt;br /&gt;
* You cannot enter a coastal town occupied by another meeple.&lt;br /&gt;
&lt;br /&gt;
* Both Merchants may share a single mountain town.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mountain town:&#039;&#039;&#039; draw Wares from the bag randomly equal to the town&#039;s printed value (2, 3, or 4). Storage cap is 5 — if a draw would exceed the cap, keep any 5 of your choice and return the rest to the bag.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Coastal town:&#039;&#039;&#039; sell any wares of the towns boutique token type; gain its coin value per ware sold, and return sold wares to the bag. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gold Slab:&#039;&#039;&#039; Any time your coin total reaches 10 or more, it immediately converts into 1 gold slab placed in the leftmost empty slot on your Merchant board. Gaining your &#039;&#039;&#039;6th&#039;&#039;&#039; gold slab ends the game.&lt;br /&gt;
&lt;br /&gt;
== The Artist ==&lt;br /&gt;
&lt;br /&gt;
The Artist moves through a number of zones equal to the die value and never revisiting a zone already passed through on that move. You traverse zones via crossing the orange trade routes, never through a mountain town. Both Artists may share the same zone.&lt;br /&gt;
&lt;br /&gt;
After moving, choose &#039;&#039;&#039;one&#039;&#039;&#039; of:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paint&#039;&#039;&#039; — reveal face-down Painting tiles from your Artist board equal to the number of other meeples (any player&#039;s) currently in your arrival zone. You can imagine your arrival zone as all the spaces which surround where your artist lands, as well as the area itself. Tiles are always revealed left-to-right, top row first. &lt;br /&gt;
[[File:Tokaido-Duo-Artist-Aid.jpg|left|frameless]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can see in this image 2 potential artist areas and every space which would apply for the painting mechanic. The artist itself does not count for painting and therefore the maximum number of paintings that can occur in one turn is 5 (6 with proficient wave tile), all other meeples including the opponents artist on the same zone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gift&#039;&#039;&#039; — if your arrival zone&#039;s icon matches the icon on the &#039;&#039;&#039;topmost, leftmost&#039;&#039;&#039; revealed painting on your Artist board, remove that tile from the game. Only one tile may be gifted per action, and only that specific tile is ever eligible. Removing your last tile ends the game.&lt;br /&gt;
&lt;br /&gt;
== Wave Tiles ==&lt;br /&gt;
&lt;br /&gt;
When the pilgrim lands on a Seashore space you receive a Wave tile, placed on the matching character board (a Pilgrim tile only goes on the Pilgrim board, and so on). There is 3 double sided wave tiles, one for each character. Each tile&#039;s side is assigned randomly at setup and fixed for the whole game — its effect are described below and is sometimes optional in situations where not using it might be beneficial.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Character !! Side !! Name !! Effect&lt;br /&gt;
!Usage&lt;br /&gt;
|-&lt;br /&gt;
| Pilgrim || 1 || Hasty || Move +1 beyond the die result (always move at least 1).&lt;br /&gt;
|You will be presented both eligible spaces and must pick one&lt;br /&gt;
|-&lt;br /&gt;
| Pilgrim || 2 || Tranquil || Move −1 below the die result (always move at least 1).&lt;br /&gt;
|When die result is &amp;gt; 1 you will be presented both eligible spaces and must pick one&lt;br /&gt;
|-&lt;br /&gt;
| Artist || 1 || Proficient || Reveal 1 additional Painting tile when painting.&lt;br /&gt;
|Automatically applied&lt;br /&gt;
|-&lt;br /&gt;
| Artist || 2 || Inspired || Gift eligibility extends to any icon begun, passed through, or ended on during the move.&lt;br /&gt;
|Artist movement becomes stepped to allow for specific beneficial pathing.&lt;br /&gt;
|-&lt;br /&gt;
| Merchant || 1 || Crafty || Each ware you sell is worth 1 extra coin.&lt;br /&gt;
|Automatic&lt;br /&gt;
|-&lt;br /&gt;
| Merchant || 2 || Robust || Draw 1 extra ware at Mountain towns; storage cap raised to 6.&lt;br /&gt;
|Automatic&lt;br /&gt;
|}&lt;br /&gt;
When no wave tiles are avaliable to take from the board the player must steal a tile from their opponent, if you already hold all the tiles then the landing on the seashore space has no effect.&lt;br /&gt;
&lt;br /&gt;
== End Game ==&lt;br /&gt;
&lt;br /&gt;
The game ends at the end of a round where one of these conditions is met, there will be a last round banner shown.&lt;br /&gt;
&lt;br /&gt;
# A Temple track is completed (reaches slot 9).&lt;br /&gt;
# A Garden track is completed (reaches slot 6).&lt;br /&gt;
# A player gains their final gold slab (6th, 60 coins).&lt;br /&gt;
# A player gifts their final painting tile (10th).&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Score !! Formula&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pilgrim&#039;&#039;&#039; || Temple track value × Garden track value&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Merchant&#039;&#039;&#039; || The rightmost score printed above the merchant gold slab slots, which contains a slab.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Artist&#039;&#039;&#039; || The value printed on the bottom-most, right-most uncovered (gifted) painting slot.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Highest total wins&#039;&#039;&#039;. Ties are broken by leftover coins, and in the rare event this is also tied then a true tied game occurs.&lt;br /&gt;
&lt;br /&gt;
== Solo Mode (vs. Automa) ==&lt;br /&gt;
&lt;br /&gt;
Tokaido Duo can be played 1-player against &#039;&#039;&#039;Automa&#039;&#039;&#039;, a scripted opponent that replaces the second player. Automa tracks progress on 3&lt;br /&gt;
Rank tracks (one per character) instead of a normal board, her die choice and movement are fully automatic each turn. The game and the Rank tracks end the same way as a 2-player game; Automa&#039;s final score is the sum of her 3 Ranks. Automa has no money, so any tie goes to the human player. Automa&#039;s movement logic is rather complex so this is shown to the player above her rank tracks, refer to the Automa rule book for a more detailed explanation.&lt;br /&gt;
&lt;br /&gt;
== BGA-Specific Notes ==&lt;br /&gt;
* Artist movement offers the final space and will take the most efficient route to that space (based on the die value rolled). When the inspired artist wave tile is held the artist instead moves in single steps as this is the only instance in which the specific spaces moved on is relevant.&lt;br /&gt;
* When holding either Pilgrim wave tile rather than automatically moving the game will offer both spaces and the player must manually select which to take. The one exception to this is when the player has a pilgrim 1 die and has the Tranquil wave, you always must move one.&lt;br /&gt;
* As mentioned above Automa&#039;s thinking is clearly shown above their rank track to help you track how they will act depending on your choices.&lt;/div&gt;</summary>
		<author><name>Harpwn</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptokaidoduo&amp;diff=30640</id>
		<title>Gamehelptokaidoduo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptokaidoduo&amp;diff=30640"/>
		<updated>2026-07-10T10:37:20Z</updated>

		<summary type="html">&lt;p&gt;Harpwn: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
Six travellers explore the island of Tokaido: a &#039;&#039;&#039;Pilgrim&#039;&#039;&#039; seeking enlightenment, a &#039;&#039;&#039;Merchant&#039;&#039;&#039; seeking profit, and an &#039;&#039;&#039;Artist&#039;&#039;&#039; seeking inspiration — one of each per player. Each round, three dice are drafted between the two players, one per character type. Whichever die you take, you &#039;&#039;&#039;must&#039;&#039;&#039; move the matching character that many spaces.&lt;br /&gt;
&lt;br /&gt;
The game ends at the end of the round when one of four race conditions is triggered and then both players total all their character scores.&lt;br /&gt;
&lt;br /&gt;
* a full Temple track&lt;br /&gt;
* a full Garden track&lt;br /&gt;
* a 6th gold slab&lt;br /&gt;
* the last Painting tile (of a single player) being gifted&lt;br /&gt;
&lt;br /&gt;
== Turn Structure ==&lt;br /&gt;
&lt;br /&gt;
Each round is a &#039;&#039;&#039;1-2-1&#039;&#039;&#039; die draft:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Player A&#039;&#039;&#039; rolls all 3 dice, chooses one, and moves the matching character.&lt;br /&gt;
# &#039;&#039;&#039;Player B&#039;&#039;&#039; chooses one of the 2 remaining dice and moves the matching character.&lt;br /&gt;
# &#039;&#039;&#039;Player A&#039;&#039;&#039; uses the last die and moves the matching character.&lt;br /&gt;
&lt;br /&gt;
A new round then begins with Player B drafting first; the first picker role alternates every round.&lt;br /&gt;
&lt;br /&gt;
* The chosen character &#039;&#039;&#039;must&#039;&#039;&#039; move the exact number of spaces shown on the die.&lt;br /&gt;
* Using the arrival space&#039;s effect, in some cases this is optional (for example selling wares)&lt;br /&gt;
== The Pilgrim ==&lt;br /&gt;
&lt;br /&gt;
The Pilgrim travels clockwise around the island&#039;s outer ring of 37&lt;br /&gt;
spaces.&lt;br /&gt;
&lt;br /&gt;
* May pass through stations occupied by another meeple.&lt;br /&gt;
* If the intended final space is occupied by any other meeple, the pilgrim jumps to the next space.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Station !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Coastal Town || Gain coins  value (2, 3, or 4) based on the boutique token linked to that space. These coins&lt;br /&gt;
 go into the same personal supply the Merchant uses for gold slabs.&lt;br /&gt;
|-&lt;br /&gt;
| Temple || Advance your Temple track one slot. Reaching slot 9 ends the game.&lt;br /&gt;
|-&lt;br /&gt;
| Garden || Advance your Garden track one slot. Reaching slot 6 ends the game.&lt;br /&gt;
|-&lt;br /&gt;
| Hot Spring || Take the Hot Spring token (from the board, or from your opponent if they hold it). It cannot be used the same turn it&#039;s gained.&lt;br /&gt;
|-&lt;br /&gt;
| Seashore || Take any one Wave tile from the board (or from your opponent if the board has none) and place it on the associated character board.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hot Spring token:&#039;&#039;&#039; After any future die pick, you may spend the token to immediately repeat your &#039;&#039;&#039;last chosen die value&#039;&#039;&#039; — move that same character the same number of spaces again (no reroll) and use its effect. The token returns to the board once it has been used. If your opponent later lands on Hot Spring while you&#039;re holding it, they take it from you immediately.&lt;br /&gt;
&lt;br /&gt;
== The Merchant ==&lt;br /&gt;
&lt;br /&gt;
The Merchant travels along the orange Trade routes connecting 4 Mountain towns and 8 Coastal towns, crossing a number of routes equal to the die value.&lt;br /&gt;
&lt;br /&gt;
* If no path of exactly that length exists, the Merchant does not move and takes no action.&lt;br /&gt;
&lt;br /&gt;
* When several destinations are reachable at the exact die value, you choose which to visit.&lt;br /&gt;
&lt;br /&gt;
* You cannot enter a coastal town occupied by another meeple.&lt;br /&gt;
&lt;br /&gt;
* Both Merchants may share a single mountain town.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mountain town:&#039;&#039;&#039; draw Wares from the bag randomly equal to the town&#039;s printed value (2, 3, or 4). Storage cap is 5 — if a draw would exceed the cap, keep any 5 of your choice and return the rest to the bag.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Coastal town:&#039;&#039;&#039; sell any wares of the towns boutique token type; gain its coin value per ware sold, and return sold wares to the bag. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gold Slab:&#039;&#039;&#039; Any time your coin total reaches 10 or more, it immediately converts into 1 gold slab placed in the leftmost empty slot on your Merchant board. Gaining your &#039;&#039;&#039;6th&#039;&#039;&#039; gold slab ends the game.&lt;br /&gt;
&lt;br /&gt;
== The Artist ==&lt;br /&gt;
&lt;br /&gt;
The Artist moves through a number of zones equal to the die value and never revisiting a zone already passed through on that move. You traverse zones via crossing the orange trade routes, never through a mountain town. Both Artists may share the same zone.&lt;br /&gt;
&lt;br /&gt;
After moving, choose &#039;&#039;&#039;one&#039;&#039;&#039; of:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paint&#039;&#039;&#039; — reveal face-down Painting tiles from your Artist board equal to the number of other meeples (any player&#039;s) currently in your arrival zone. You can imagine your arrival zone as all the spaces which surround where your artist lands, as well as the area itself. Tiles are always revealed left-to-right, top row first. &lt;br /&gt;
[[File:Tokaido-Duo-Artist-Aid.jpg|left|frameless]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can see in this image 2 potential artist areas and every space which would apply for the painting mechanic. The artist itself does not count for painting and therefore the maximum number of paintings that can occur in one turn is 5, all other meeples including the opponents artist on the same zone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gift&#039;&#039;&#039; — if your arrival zone&#039;s icon matches the icon on the &#039;&#039;&#039;topmost, leftmost&#039;&#039;&#039; revealed painting on your Artist board, remove that tile from the game. Only one tile may be gifted per action, and only that specific tile is ever eligible. Removing your last tile ends the game.&lt;br /&gt;
&lt;br /&gt;
== Wave Tiles ==&lt;br /&gt;
&lt;br /&gt;
When the pilgrim lands on a Seashore space you receive a Wave tile, placed on the matching character board (a Pilgrim tile only goes on the Pilgrim board, and so on). There is 3 double sided wave tiles, one for each character. Each tile&#039;s side is assigned randomly at setup and fixed for the whole game — its effect are described below and is sometimes optional in situations where not using it might be beneficial.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Character !! Side !! Name !! Effect&lt;br /&gt;
!Usage&lt;br /&gt;
|-&lt;br /&gt;
| Pilgrim || 1 || Hasty || Move +1 beyond the die result (always move at least 1).&lt;br /&gt;
|You will be presented both eligible spaces and must pick one&lt;br /&gt;
|-&lt;br /&gt;
| Pilgrim || 2 || Tranquil || Move −1 below the die result (always move at least 1).&lt;br /&gt;
|When die result is &amp;gt; 1 you will be presented both eligible spaces and must pick one&lt;br /&gt;
|-&lt;br /&gt;
| Artist || 1 || Proficient || Reveal 1 additional Painting tile when painting.&lt;br /&gt;
|Automatically applied&lt;br /&gt;
|-&lt;br /&gt;
| Artist || 2 || Inspired || Gift eligibility extends to any icon begun, passed through, or ended on during the move.&lt;br /&gt;
|Artist movement becomes stepped to allow for specific beneficial pathing.&lt;br /&gt;
|-&lt;br /&gt;
| Merchant || 1 || Crafty || Each ware you sell is worth 1 extra coin.&lt;br /&gt;
|Automatic&lt;br /&gt;
|-&lt;br /&gt;
| Merchant || 2 || Robust || Draw 1 extra ware at Mountain towns; storage cap raised to 6.&lt;br /&gt;
|Automatic&lt;br /&gt;
|}&lt;br /&gt;
When no wave tiles are avaliable to take from the board the player must steal a tile from their opponent, if you already hold all the tiles then the landing on the seashore space has no effect.&lt;br /&gt;
&lt;br /&gt;
== End Game ==&lt;br /&gt;
&lt;br /&gt;
The game ends at the end of a round where one of these conditions is met, there will be a last round banner shown.&lt;br /&gt;
&lt;br /&gt;
# A Temple track is completed (reaches slot 9).&lt;br /&gt;
# A Garden track is completed (reaches slot 6).&lt;br /&gt;
# A player gains their final gold slab (6th, 60 coins).&lt;br /&gt;
# A player gifts their final painting tile (10th).&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Score !! Formula&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pilgrim&#039;&#039;&#039; || Temple track value × Garden track value&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Merchant&#039;&#039;&#039; || The rightmost score printed above the merchant gold slab slots, which contains a slab.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Artist&#039;&#039;&#039; || The value printed on the bottom-most, right-most uncovered (gifted) painting slot.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Highest total wins&#039;&#039;&#039;. Ties are broken by leftover coins, and in the rare event this is also tied then a true tied game occurs.&lt;br /&gt;
&lt;br /&gt;
== Solo Mode (vs. Automa) ==&lt;br /&gt;
&lt;br /&gt;
Tokaido Duo can be played 1-player against &#039;&#039;&#039;Automa&#039;&#039;&#039;, a scripted opponent that replaces the second player. Automa tracks progress on 3&lt;br /&gt;
Rank tracks (one per character) instead of a normal board, her die choice and movement are fully automatic each turn. The game and the Rank tracks end the same way as a 2-player game; Automa&#039;s final score is the sum of her 3 Ranks. Automa has no money, so any tie goes to the human player. Automa&#039;s movement logic is rather complex so this is shown to the player above her rank tracks, refer to the Automa rule book for a more detailed explanation.&lt;br /&gt;
&lt;br /&gt;
== BGA-Specific Notes ==&lt;br /&gt;
* Artist movement offers the final space and will take the most efficient route to that space (based on the die value rolled). When the inspired artist wave tile is held the artist instead moves in single steps as this is the only instance in which the specific spaces moved on is relevant.&lt;br /&gt;
* When holding either Pilgrim wave tile rather than automatically moving the game will offer both spaces and the player must manually select which to take. The one exception to this is when the player has a pilgrim 1 die and has the Tranquil wave, you always must move one.&lt;br /&gt;
* As mentioned above Automa&#039;s thinking is clearly shown above their rank track to help you track how they will act depending on your choices.&lt;/div&gt;</summary>
		<author><name>Harpwn</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Tokaido-Duo-Artist-Aid.jpg&amp;diff=30639</id>
		<title>File:Tokaido-Duo-Artist-Aid.jpg</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Tokaido-Duo-Artist-Aid.jpg&amp;diff=30639"/>
		<updated>2026-07-10T10:08:33Z</updated>

		<summary type="html">&lt;p&gt;Harpwn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Aid to help people understand artist painting mechanic&lt;/div&gt;</summary>
		<author><name>Harpwn</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Tokaidoduo_board.jpg&amp;diff=30638</id>
		<title>File:Tokaidoduo board.jpg</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Tokaidoduo_board.jpg&amp;diff=30638"/>
		<updated>2026-07-10T09:39:10Z</updated>

		<summary type="html">&lt;p&gt;Harpwn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Harpwn</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptokaidoduo&amp;diff=30637</id>
		<title>Gamehelptokaidoduo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptokaidoduo&amp;diff=30637"/>
		<updated>2026-07-10T09:37:00Z</updated>

		<summary type="html">&lt;p&gt;Harpwn: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
Six travellers explore the island of Tokaido: a &#039;&#039;&#039;Pilgrim&#039;&#039;&#039; seeking&lt;br /&gt;
enlightenment, a &#039;&#039;&#039;Merchant&#039;&#039;&#039; seeking profit, and an &#039;&#039;&#039;Artist&#039;&#039;&#039;&lt;br /&gt;
seeking inspiration — one of each per player. Each round, three dice&lt;br /&gt;
are drafted between the two players, one per character type. Whichever&lt;br /&gt;
die you take, you &#039;&#039;&#039;must&#039;&#039;&#039; move the matching character that many&lt;br /&gt;
spaces.&lt;br /&gt;
&lt;br /&gt;
The game ends at the end of the round when one of four race conditions is triggered —&lt;br /&gt;
a full Temple track, a full Garden track, a 6th gold slab, or the&lt;br /&gt;
last Painting tile being gifted — and both players then total all their character scores.&lt;br /&gt;
&lt;br /&gt;
[[File:Tokaidoduo_board.png]]&lt;br /&gt;
&lt;br /&gt;
== Turn Structure ==&lt;br /&gt;
&lt;br /&gt;
Each round is a &#039;&#039;&#039;1-2-1&#039;&#039;&#039; die draft:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Player A&#039;&#039;&#039; rolls all 3 dice, chooses one, and moves the matching character.&lt;br /&gt;
# &#039;&#039;&#039;Player B&#039;&#039;&#039; chooses one of the 2 remaining dice and moves the matching character.&lt;br /&gt;
# &#039;&#039;&#039;Player A&#039;&#039;&#039; uses the last die and moves the matching character.&lt;br /&gt;
&lt;br /&gt;
A new round then begins with Player B drafting first; the first-picker&lt;br /&gt;
role alternates every round.&lt;br /&gt;
&lt;br /&gt;
* The chosen character &#039;&#039;&#039;must&#039;&#039;&#039; move the exact number of spaces shown on the die.&lt;br /&gt;
* Using the arrival space&#039;s effect (or the character&#039;s action) is always &#039;&#039;&#039;optional&#039;&#039;&#039; —&lt;br /&gt;
the move itself never is.&lt;br /&gt;
* A single move can never pass through the same space twice.&lt;br /&gt;
&lt;br /&gt;
== The Pilgrim ==&lt;br /&gt;
&lt;br /&gt;
The Pilgrim travels clockwise around the island&#039;s outer ring of 37&lt;br /&gt;
stations.&lt;br /&gt;
&lt;br /&gt;
* May pass through stations occupied by another meeple.&lt;br /&gt;
* If the intended landing stailgrim &#039;&#039;&#039;or&#039;&#039;&#039; either Merchant)&lt;br /&gt;
, the Pilgrim instead lands on the next empty station and uses &#039;&#039;&#039;that&#039;&#039;&#039; station&#039;s effect&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Station !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Coastal Town || Gain coins  value (2, 3, or 4). These coins&lt;br /&gt;
 go into the same personal supply the Merchant uses for gold slabs.&lt;br /&gt;
|-&lt;br /&gt;
| Temple || Advance your Temple track one slot. Reaching slot 9 ends the game.&lt;br /&gt;
|-&lt;br /&gt;
| Garden || Advance your Garden track one slot. Reaching slot 6 ends the game.&lt;br /&gt;
|-&lt;br /&gt;
| Hot Spring || Take the Hot Spring token (from the board, or from your opponent if they h&lt;br /&gt;
old it). It cannot be used the same turn it&#039;s gained.&lt;br /&gt;
|-&lt;br /&gt;
| Seashore || Take any one Wave tile from the board (or from your opponent if the board ha&lt;br /&gt;
s none) and place it on the m&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hot Spring token:&#039;&#039;&#039; before any future die pick, you may spend the&lt;br /&gt;
token to immediately repeat your &#039;&#039;&#039;last chosen die value&#039;&#039;&#039; — move&lt;br /&gt;
that same character the same number of spaces again (no reroll) and&lt;br /&gt;
optionally use its effect agaoard once&lt;br /&gt;
spent. If your opponent later lands on Hot Spring while you&#039;re holding&lt;br /&gt;
it, they take it from you immediately.&lt;br /&gt;
&lt;br /&gt;
== The Merchant ==&lt;br /&gt;
&lt;br /&gt;
The Merchant travels along the orange Trade routes connecting 4&lt;br /&gt;
Mountain towns and 8 Coastal towns, crossing a number of routes equal&lt;br /&gt;
to the die value.&lt;br /&gt;
&lt;br /&gt;
* If no path of exactly that length exists, the Merchant does not move and takes no action&lt;br /&gt;
.&lt;br /&gt;
* When several destinations are reachable at the exact die value, you choose which to visi&lt;br /&gt;
t.&lt;br /&gt;
* Cannot enter a Coastal townr&#039;&#039;&#039; Merchant, nor one whose mat&lt;br /&gt;
ching Pilgrim-ring station is currently occupied by a Pilgrim.&lt;br /&gt;
* Both Merchants may share thame time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mountain town:&#039;&#039;&#039; draw Wares from the bag equal to the town&#039;s&lt;br /&gt;
printed value (2, 3, or 4). Storage cap is 5 — if a draw would exceed&lt;br /&gt;
the cap, keep any 5 of your choice and return the rest to the bag.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Coastal town:&#039;&#039;&#039; sell any Boutique&lt;br /&gt;
token&#039;s demand type; gain its coin value per Ware sold, and return&lt;br /&gt;
sold Wares to the bag. Any time your coin total reaches 10 or more, it&lt;br /&gt;
immediately converts into 1 g placed in&lt;br /&gt;
the leftmost empty slot on your Merchant board. Gaining your &#039;&#039;&#039;6th&#039;&#039;&#039;&lt;br /&gt;
gold slab ends the game.&lt;br /&gt;
&lt;br /&gt;
== The Artist ==&lt;br /&gt;
&lt;br /&gt;
The Artist crosses a graph ofer of zones&lt;br /&gt;
equal to the die value and never revisiting a zone already passed&lt;br /&gt;
through on that move. Mountain towns are not zones and cannot be&lt;br /&gt;
crossed by the Artist. Both Artists may share the same zone.&lt;br /&gt;
&lt;br /&gt;
After moving, choose &#039;&#039;&#039;one&#039;&#039;&#039; of:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Paint&#039;&#039;&#039; — reveal face-down Painting tiles from your Artist board equal to the number&lt;br /&gt;
 of other characters (any player&#039;s) currently in your arrival zone or on a station/stop wi&lt;br /&gt;
thin it. Tiles are always revealed left-to-right, top row first.&lt;br /&gt;
* &#039;&#039;&#039;Gift&#039;&#039;&#039; — if your arrival zone&#039;s icon matches the icon on the &#039;&#039;&#039;topmost, leftmost&#039;&#039;&#039;&lt;br /&gt;
 revealed tile on your Artist board, remove that tile from the game. Only one tile may be&lt;br /&gt;
gifted per action, and only that specific tile is ever eligible. Removing your last tile e&lt;br /&gt;
nds the game.&lt;br /&gt;
&lt;br /&gt;
== Wave Tiles ==&lt;br /&gt;
&lt;br /&gt;
Landing on a Seashore grants a Wave tile, placed on the &#039;&#039;&#039;matching&#039;&#039;&#039;&lt;br /&gt;
Character board (a Pilgrim tile only goes on the Pilgrim board, and so&lt;br /&gt;
on). Each tile&#039;s side is assigned randomly at setup and fixed for the&lt;br /&gt;
whole game — its effect is acol it, and&lt;br /&gt;
using it is always optional.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Character !! Side !! Name !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Pilgrim || 1 || Hasty || Move +1 beyond the die result (always move at least 1).&lt;br /&gt;
|-&lt;br /&gt;
| Pilgrim || 2 || Tranquil || Move −1 below the die result (always move at least 1).&lt;br /&gt;
|-&lt;br /&gt;
| Artist || 1 || Proficient || Reveal 1 additional Painting tile when painting.&lt;br /&gt;
|-&lt;br /&gt;
| Artist || 2 || Inspired || Gift eligibility extends to any icon begun, passed through, o&lt;br /&gt;
r ended on during the move.&lt;br /&gt;
|-&lt;br /&gt;
| Merchant || 1 || Crafty || astal town.&lt;br /&gt;
|-&lt;br /&gt;
| Merchant || 2 || Robust || Draw 1 extra Ware at Mountain towns; storage cap raised to 6.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== End Game ==&lt;br /&gt;
&lt;br /&gt;
The game ends the instant any of these is triggered:&lt;br /&gt;
&lt;br /&gt;
# A Temple track reaches slot &#039;&#039;&#039;9&#039;&#039;&#039;.&lt;br /&gt;
# A Garden track reaches slot &#039;&#039;&#039;6&#039;&#039;&#039;.&lt;br /&gt;
# A player gains their &#039;&#039;&#039;6th gold slab&#039;&#039;&#039;.&lt;br /&gt;
# A player gifts their &#039;&#039;&#039;10th (final) Painting tile&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Play finishes out the current round (all 3 dice for that round are&lt;br /&gt;
used) before scoring.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Score !! Formula&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Faith&#039;&#039;&#039; || Temple track value × Garden track value&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Commerce&#039;&#039;&#039; || Points prlled gold slab slot&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Culture&#039;&#039;&#039; || Points printed at the bottommost, rightmost revealed position on your A&lt;br /&gt;
rtist board&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Highest total wins. Ties are broken first by coins on hand, then&lt;br /&gt;
shared as a draw. Leftover coins, Wares, and unrevealed or&lt;br /&gt;
un-gifted Painting tiles never score points.&lt;br /&gt;
&lt;br /&gt;
== Solo Mode (vs. Automa) ==&lt;br /&gt;
&lt;br /&gt;
Tokaido Duo can be played 1-player against &#039;&#039;&#039;Automa&#039;&#039;&#039;, a scripted&lt;br /&gt;
opponent that replaces the second player. Automa tracks progress on 3&lt;br /&gt;
Rank tracks (one per character) instead of a normal board, and her die&lt;br /&gt;
choice and movement are fully automatic each turn. The game — and the&lt;br /&gt;
Rank tracks — end the same way as a 2-player game; Automa&#039;s final&lt;br /&gt;
score is the sum of her 3 Ranks. Automa has no money, so any tie goes&lt;br /&gt;
to the human player.&lt;br /&gt;
&lt;br /&gt;
== BGA-Specific Notes ==&lt;br /&gt;
&lt;br /&gt;
* Movement distance and destination legality are enforced automatically — illegal moves si&lt;br /&gt;
mply aren&#039;t offered.&lt;br /&gt;
* The 10-coins-to-gold-slab conversion and end-game trigger checks happen automatically th&lt;br /&gt;
e instant they occur, without a manual step.&lt;br /&gt;
* Wave tile effects are promphoice at the moment they&#039;d apply&lt;br /&gt;
, rather than requiring a mental note.&lt;br /&gt;
* Automa&#039;s entire turn (solo mode) resolves automatically with no input required.&lt;br /&gt;
&lt;br /&gt;
== Common Mistakes ==&lt;br /&gt;
&lt;br /&gt;
* Using a die does &#039;&#039;&#039;not&#039;&#039;&#039; let you choose to move fewer spaces — the full value must be&lt;br /&gt;
spent, though using the resulting effect is optional.&lt;br /&gt;
* If your intended landing station is occupied, you don&#039;t just skip to the next station —&lt;br /&gt;
you resolve &#039;&#039;&#039;that&#039;&#039;&#039; station&#039;s effect instead of the one you were aiming for.&lt;br /&gt;
* The Hot Spring token can&#039;t it; it&#039;s banked for a future pic&lt;br /&gt;
k, and your opponent can steal it from you by landing on Hot Spring themselves.&lt;br /&gt;
* Only the &#039;&#039;&#039;single topmost-leftmost&#039;&#039;&#039; revealed Painting tile is ever eligible for Gift&lt;br /&gt;
— matching icons deeper in thnless Inspired is active).&lt;br /&gt;
* Both Artists — and both Merchants at Mountain towns — can freely share a space; only Coa&lt;br /&gt;
stal towns and Pilgrim-ring stations enforce occupancy.&lt;/div&gt;</summary>
		<author><name>Harpwn</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptokaidoduo&amp;diff=30636</id>
		<title>Gamehelptokaidoduo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptokaidoduo&amp;diff=30636"/>
		<updated>2026-07-10T09:36:00Z</updated>

		<summary type="html">&lt;p&gt;Harpwn: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
Six travellers explore the island of Tokaido: a &#039;&#039;&#039;Pilgrim&#039;&#039;&#039; seeking&lt;br /&gt;
enlightenment, a &#039;&#039;&#039;Merchant&#039;&#039;&#039; seeking profit, and an &#039;&#039;&#039;Artist&#039;&#039;&#039;&lt;br /&gt;
seeking inspiration — one of each per player. Each round, three dice&lt;br /&gt;
are drafted between the two players, one per character type. Whichever&lt;br /&gt;
die you take, you &#039;&#039;&#039;must&#039;&#039;&#039; move the matching character that many&lt;br /&gt;
spaces.&lt;br /&gt;
&lt;br /&gt;
The game ends the instant one of four race conditions is triggered —&lt;br /&gt;
a full Temple track, a full Garden track, a 6th gold slab, or the&lt;br /&gt;
last Painting tile being gifted — and both players then total three&lt;br /&gt;
scores: &#039;&#039;&#039;Faith&#039;&#039;&#039;, &#039;&#039;&#039;Commerce&#039;&#039;&#039;, and &#039;&#039;&#039;Culture&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[File:Tokaidoduo_board.png]]&lt;br /&gt;
&lt;br /&gt;
== Turn Structure ==&lt;br /&gt;
&lt;br /&gt;
Each round is a &#039;&#039;&#039;1-2-1&#039;&#039;&#039; die draft:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Player A&#039;&#039;&#039; rolls all 3 dice, chooses one, and moves the matching character.&lt;br /&gt;
# &#039;&#039;&#039;Player B&#039;&#039;&#039; chooses one of the 2 remaining dice and moves the matching character.&lt;br /&gt;
# &#039;&#039;&#039;Player A&#039;&#039;&#039; uses the last die and moves the matching character.&lt;br /&gt;
&lt;br /&gt;
A new round then begins with Player B drafting first; the first-picker&lt;br /&gt;
role alternates every round.&lt;br /&gt;
&lt;br /&gt;
* The chosen character &#039;&#039;&#039;must&#039;&#039;&#039; move the exact number of spaces shown on the die.&lt;br /&gt;
* Using the arrival space&#039;s effect (or the character&#039;s action) is always &#039;&#039;&#039;optional&#039;&#039;&#039; —&lt;br /&gt;
the move itself never is.&lt;br /&gt;
* A single move can never pass through the same space twice.&lt;br /&gt;
&lt;br /&gt;
== The Pilgrim ==&lt;br /&gt;
&lt;br /&gt;
The Pilgrim travels clockwise around the island&#039;s outer ring of 37&lt;br /&gt;
stations.&lt;br /&gt;
&lt;br /&gt;
* May pass through stations occupied by another meeple.&lt;br /&gt;
* If the intended landing stailgrim &#039;&#039;&#039;or&#039;&#039;&#039; either Merchant)&lt;br /&gt;
, the Pilgrim instead lands on the next empty station and uses &#039;&#039;&#039;that&#039;&#039;&#039; station&#039;s effect&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Station !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Coastal Town || Gain coins  value (2, 3, or 4). These coins&lt;br /&gt;
 go into the same personal supply the Merchant uses for gold slabs.&lt;br /&gt;
|-&lt;br /&gt;
| Temple || Advance your Temple track one slot. Reaching slot 9 ends the game.&lt;br /&gt;
|-&lt;br /&gt;
| Garden || Advance your Garden track one slot. Reaching slot 6 ends the game.&lt;br /&gt;
|-&lt;br /&gt;
| Hot Spring || Take the Hot Spring token (from the board, or from your opponent if they h&lt;br /&gt;
old it). It cannot be used the same turn it&#039;s gained.&lt;br /&gt;
|-&lt;br /&gt;
| Seashore || Take any one Wave tile from the board (or from your opponent if the board ha&lt;br /&gt;
s none) and place it on the m&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hot Spring token:&#039;&#039;&#039; before any future die pick, you may spend the&lt;br /&gt;
token to immediately repeat your &#039;&#039;&#039;last chosen die value&#039;&#039;&#039; — move&lt;br /&gt;
that same character the same number of spaces again (no reroll) and&lt;br /&gt;
optionally use its effect agaoard once&lt;br /&gt;
spent. If your opponent later lands on Hot Spring while you&#039;re holding&lt;br /&gt;
it, they take it from you immediately.&lt;br /&gt;
&lt;br /&gt;
== The Merchant ==&lt;br /&gt;
&lt;br /&gt;
The Merchant travels along the orange Trade routes connecting 4&lt;br /&gt;
Mountain towns and 8 Coastal towns, crossing a number of routes equal&lt;br /&gt;
to the die value.&lt;br /&gt;
&lt;br /&gt;
* If no path of exactly that length exists, the Merchant does not move and takes no action&lt;br /&gt;
.&lt;br /&gt;
* When several destinations are reachable at the exact die value, you choose which to visi&lt;br /&gt;
t.&lt;br /&gt;
* Cannot enter a Coastal townr&#039;&#039;&#039; Merchant, nor one whose mat&lt;br /&gt;
ching Pilgrim-ring station is currently occupied by a Pilgrim.&lt;br /&gt;
* Both Merchants may share thame time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mountain town:&#039;&#039;&#039; draw Wares from the bag equal to the town&#039;s&lt;br /&gt;
printed value (2, 3, or 4). Storage cap is 5 — if a draw would exceed&lt;br /&gt;
the cap, keep any 5 of your choice and return the rest to the bag.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Coastal town:&#039;&#039;&#039; sell any Boutique&lt;br /&gt;
token&#039;s demand type; gain its coin value per Ware sold, and return&lt;br /&gt;
sold Wares to the bag. Any time your coin total reaches 10 or more, it&lt;br /&gt;
immediately converts into 1 g placed in&lt;br /&gt;
the leftmost empty slot on your Merchant board. Gaining your &#039;&#039;&#039;6th&#039;&#039;&#039;&lt;br /&gt;
gold slab ends the game.&lt;br /&gt;
&lt;br /&gt;
== The Artist ==&lt;br /&gt;
&lt;br /&gt;
The Artist crosses a graph ofer of zones&lt;br /&gt;
equal to the die value and never revisiting a zone already passed&lt;br /&gt;
through on that move. Mountain towns are not zones and cannot be&lt;br /&gt;
crossed by the Artist. Both Artists may share the same zone.&lt;br /&gt;
&lt;br /&gt;
After moving, choose &#039;&#039;&#039;one&#039;&#039;&#039; of:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Paint&#039;&#039;&#039; — reveal face-down Painting tiles from your Artist board equal to the number&lt;br /&gt;
 of other characters (any player&#039;s) currently in your arrival zone or on a station/stop wi&lt;br /&gt;
thin it. Tiles are always revealed left-to-right, top row first.&lt;br /&gt;
* &#039;&#039;&#039;Gift&#039;&#039;&#039; — if your arrival zone&#039;s icon matches the icon on the &#039;&#039;&#039;topmost, leftmost&#039;&#039;&#039;&lt;br /&gt;
 revealed tile on your Artist board, remove that tile from the game. Only one tile may be&lt;br /&gt;
gifted per action, and only that specific tile is ever eligible. Removing your last tile e&lt;br /&gt;
nds the game.&lt;br /&gt;
&lt;br /&gt;
== Wave Tiles ==&lt;br /&gt;
&lt;br /&gt;
Landing on a Seashore grants a Wave tile, placed on the &#039;&#039;&#039;matching&#039;&#039;&#039;&lt;br /&gt;
Character board (a Pilgrim tile only goes on the Pilgrim board, and so&lt;br /&gt;
on). Each tile&#039;s side is assigned randomly at setup and fixed for the&lt;br /&gt;
whole game — its effect is acol it, and&lt;br /&gt;
using it is always optional.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Character !! Side !! Name !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Pilgrim || 1 || Hasty || Move +1 beyond the die result (always move at least 1).&lt;br /&gt;
|-&lt;br /&gt;
| Pilgrim || 2 || Tranquil || Move −1 below the die result (always move at least 1).&lt;br /&gt;
|-&lt;br /&gt;
| Artist || 1 || Proficient || Reveal 1 additional Painting tile when painting.&lt;br /&gt;
|-&lt;br /&gt;
| Artist || 2 || Inspired || Gift eligibility extends to any icon begun, passed through, o&lt;br /&gt;
r ended on during the move.&lt;br /&gt;
|-&lt;br /&gt;
| Merchant || 1 || Crafty || astal town.&lt;br /&gt;
|-&lt;br /&gt;
| Merchant || 2 || Robust || Draw 1 extra Ware at Mountain towns; storage cap raised to 6.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== End Game ==&lt;br /&gt;
&lt;br /&gt;
The game ends the instant any of these is triggered:&lt;br /&gt;
&lt;br /&gt;
# A Temple track reaches slot &#039;&#039;&#039;9&#039;&#039;&#039;.&lt;br /&gt;
# A Garden track reaches slot &#039;&#039;&#039;6&#039;&#039;&#039;.&lt;br /&gt;
# A player gains their &#039;&#039;&#039;6th gold slab&#039;&#039;&#039;.&lt;br /&gt;
# A player gifts their &#039;&#039;&#039;10th (final) Painting tile&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Play finishes out the current round (all 3 dice for that round are&lt;br /&gt;
used) before scoring.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Score !! Formula&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Faith&#039;&#039;&#039; || Temple track value × Garden track value&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Commerce&#039;&#039;&#039; || Points prlled gold slab slot&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Culture&#039;&#039;&#039; || Points printed at the bottommost, rightmost revealed position on your A&lt;br /&gt;
rtist board&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Highest total wins. Ties are broken first by coins on hand, then&lt;br /&gt;
shared as a draw. Leftover coins, Wares, and unrevealed or&lt;br /&gt;
un-gifted Painting tiles never score points.&lt;br /&gt;
&lt;br /&gt;
== Solo Mode (vs. Automa) ==&lt;br /&gt;
&lt;br /&gt;
Tokaido Duo can be played 1-player against &#039;&#039;&#039;Automa&#039;&#039;&#039;, a scripted&lt;br /&gt;
opponent that replaces the second player. Automa tracks progress on 3&lt;br /&gt;
Rank tracks (one per character) instead of a normal board, and her die&lt;br /&gt;
choice and movement are fully automatic each turn. The game — and the&lt;br /&gt;
Rank tracks — end the same way as a 2-player game; Automa&#039;s final&lt;br /&gt;
score is the sum of her 3 Ranks. Automa has no money, so any tie goes&lt;br /&gt;
to the human player.&lt;br /&gt;
&lt;br /&gt;
== BGA-Specific Notes ==&lt;br /&gt;
&lt;br /&gt;
* Movement distance and destination legality are enforced automatically — illegal moves si&lt;br /&gt;
mply aren&#039;t offered.&lt;br /&gt;
* The 10-coins-to-gold-slab conversion and end-game trigger checks happen automatically th&lt;br /&gt;
e instant they occur, without a manual step.&lt;br /&gt;
* Wave tile effects are promphoice at the moment they&#039;d apply&lt;br /&gt;
, rather than requiring a mental note.&lt;br /&gt;
* Automa&#039;s entire turn (solo mode) resolves automatically with no input required.&lt;br /&gt;
&lt;br /&gt;
== Common Mistakes ==&lt;br /&gt;
&lt;br /&gt;
* Using a die does &#039;&#039;&#039;not&#039;&#039;&#039; let you choose to move fewer spaces — the full value must be&lt;br /&gt;
spent, though using the resulting effect is optional.&lt;br /&gt;
* If your intended landing station is occupied, you don&#039;t just skip to the next station —&lt;br /&gt;
you resolve &#039;&#039;&#039;that&#039;&#039;&#039; station&#039;s effect instead of the one you were aiming for.&lt;br /&gt;
* The Hot Spring token can&#039;t it; it&#039;s banked for a future pic&lt;br /&gt;
k, and your opponent can steal it from you by landing on Hot Spring themselves.&lt;br /&gt;
* Only the &#039;&#039;&#039;single topmost-leftmost&#039;&#039;&#039; revealed Painting tile is ever eligible for Gift&lt;br /&gt;
— matching icons deeper in thnless Inspired is active).&lt;br /&gt;
* Both Artists — and both Merchants at Mountain towns — can freely share a space; only Coa&lt;br /&gt;
stal towns and Pilgrim-ring stations enforce occupancy.&lt;/div&gt;</summary>
		<author><name>Harpwn</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptokaidoduo&amp;diff=30635</id>
		<title>Gamehelptokaidoduo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptokaidoduo&amp;diff=30635"/>
		<updated>2026-07-10T09:35:11Z</updated>

		<summary type="html">&lt;p&gt;Harpwn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
Six travellers explore the island of Tokaido: a &#039;&#039;&#039;Pilgrim&#039;&#039;&#039; seeking&lt;br /&gt;
enlightenment, a &#039;&#039;&#039;Merchant&#039;&#039;&#039; seeking profit, and an &#039;&#039;&#039;Artist&#039;&#039;&#039;&lt;br /&gt;
seeking inspiration — one of each per player. Each round, three dice&lt;br /&gt;
are drafted between the two players, one per character type. Whichever&lt;br /&gt;
die you take, you &#039;&#039;&#039;must&#039;&#039;&#039; move the matching character that many&lt;br /&gt;
spaces; using the space&#039;s effect afterward is your choice.&lt;br /&gt;
&lt;br /&gt;
The game ends the instant one of four race conditions is triggered —&lt;br /&gt;
a full Temple track, a full Garden track, a 6th gold slab, or the&lt;br /&gt;
last Painting tile being gifted — and both players then total three&lt;br /&gt;
scores: &#039;&#039;&#039;Faith&#039;&#039;&#039;, &#039;&#039;&#039;Commerce&#039;&#039;&#039;, and &#039;&#039;&#039;Culture&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[File:Tokaidoduo_board.png]]&lt;br /&gt;
&lt;br /&gt;
== Turn Structure ==&lt;br /&gt;
&lt;br /&gt;
Each round is a &#039;&#039;&#039;1-2-1&#039;&#039;&#039; die draft:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Player A&#039;&#039;&#039; rolls all 3 dice, chooses one, and moves the matching character.&lt;br /&gt;
# &#039;&#039;&#039;Player B&#039;&#039;&#039; chooses one of the 2 remaining dice and moves the matching character.&lt;br /&gt;
# &#039;&#039;&#039;Player A&#039;&#039;&#039; uses the last die and moves the matching character.&lt;br /&gt;
&lt;br /&gt;
A new round then begins with Player B drafting first; the first-picker&lt;br /&gt;
role alternates every round.&lt;br /&gt;
&lt;br /&gt;
* The chosen character &#039;&#039;&#039;must&#039;&#039;&#039; move the exact number of spaces shown on the die.&lt;br /&gt;
* Using the arrival space&#039;s effect (or the character&#039;s action) is always &#039;&#039;&#039;optional&#039;&#039;&#039; —&lt;br /&gt;
the move itself never is.&lt;br /&gt;
* A single move can never pass through the same space twice.&lt;br /&gt;
&lt;br /&gt;
== The Pilgrim ==&lt;br /&gt;
&lt;br /&gt;
The Pilgrim travels clockwise around the island&#039;s outer ring of 37&lt;br /&gt;
stations.&lt;br /&gt;
&lt;br /&gt;
* May pass through stations occupied by another meeple.&lt;br /&gt;
* If the intended landing stailgrim &#039;&#039;&#039;or&#039;&#039;&#039; either Merchant)&lt;br /&gt;
, the Pilgrim instead lands on the next empty station and uses &#039;&#039;&#039;that&#039;&#039;&#039; station&#039;s effect&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Station !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Coastal Town || Gain coins  value (2, 3, or 4). These coins&lt;br /&gt;
 go into the same personal supply the Merchant uses for gold slabs.&lt;br /&gt;
|-&lt;br /&gt;
| Temple || Advance your Temple track one slot. Reaching slot 9 ends the game.&lt;br /&gt;
|-&lt;br /&gt;
| Garden || Advance your Garden track one slot. Reaching slot 6 ends the game.&lt;br /&gt;
|-&lt;br /&gt;
| Hot Spring || Take the Hot Spring token (from the board, or from your opponent if they h&lt;br /&gt;
old it). It cannot be used the same turn it&#039;s gained.&lt;br /&gt;
|-&lt;br /&gt;
| Seashore || Take any one Wave tile from the board (or from your opponent if the board ha&lt;br /&gt;
s none) and place it on the m&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hot Spring token:&#039;&#039;&#039; before any future die pick, you may spend the&lt;br /&gt;
token to immediately repeat your &#039;&#039;&#039;last chosen die value&#039;&#039;&#039; — move&lt;br /&gt;
that same character the same number of spaces again (no reroll) and&lt;br /&gt;
optionally use its effect agaoard once&lt;br /&gt;
spent. If your opponent later lands on Hot Spring while you&#039;re holding&lt;br /&gt;
it, they take it from you immediately.&lt;br /&gt;
&lt;br /&gt;
== The Merchant ==&lt;br /&gt;
&lt;br /&gt;
The Merchant travels along the orange Trade routes connecting 4&lt;br /&gt;
Mountain towns and 8 Coastal towns, crossing a number of routes equal&lt;br /&gt;
to the die value.&lt;br /&gt;
&lt;br /&gt;
* If no path of exactly that length exists, the Merchant does not move and takes no action&lt;br /&gt;
.&lt;br /&gt;
* When several destinations are reachable at the exact die value, you choose which to visi&lt;br /&gt;
t.&lt;br /&gt;
* Cannot enter a Coastal townr&#039;&#039;&#039; Merchant, nor one whose mat&lt;br /&gt;
ching Pilgrim-ring station is currently occupied by a Pilgrim.&lt;br /&gt;
* Both Merchants may share thame time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mountain town:&#039;&#039;&#039; draw Wares from the bag equal to the town&#039;s&lt;br /&gt;
printed value (2, 3, or 4). Storage cap is 5 — if a draw would exceed&lt;br /&gt;
the cap, keep any 5 of your choice and return the rest to the bag.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Coastal town:&#039;&#039;&#039; sell any Boutique&lt;br /&gt;
token&#039;s demand type; gain its coin value per Ware sold, and return&lt;br /&gt;
sold Wares to the bag. Any time your coin total reaches 10 or more, it&lt;br /&gt;
immediately converts into 1 g placed in&lt;br /&gt;
the leftmost empty slot on your Merchant board. Gaining your &#039;&#039;&#039;6th&#039;&#039;&#039;&lt;br /&gt;
gold slab ends the game.&lt;br /&gt;
&lt;br /&gt;
== The Artist ==&lt;br /&gt;
&lt;br /&gt;
The Artist crosses a graph ofer of zones&lt;br /&gt;
equal to the die value and never revisiting a zone already passed&lt;br /&gt;
through on that move. Mountain towns are not zones and cannot be&lt;br /&gt;
crossed by the Artist. Both Artists may share the same zone.&lt;br /&gt;
&lt;br /&gt;
After moving, choose &#039;&#039;&#039;one&#039;&#039;&#039; of:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Paint&#039;&#039;&#039; — reveal face-down Painting tiles from your Artist board equal to the number&lt;br /&gt;
 of other characters (any player&#039;s) currently in your arrival zone or on a station/stop wi&lt;br /&gt;
thin it. Tiles are always revealed left-to-right, top row first.&lt;br /&gt;
* &#039;&#039;&#039;Gift&#039;&#039;&#039; — if your arrival zone&#039;s icon matches the icon on the &#039;&#039;&#039;topmost, leftmost&#039;&#039;&#039;&lt;br /&gt;
 revealed tile on your Artist board, remove that tile from the game. Only one tile may be&lt;br /&gt;
gifted per action, and only that specific tile is ever eligible. Removing your last tile e&lt;br /&gt;
nds the game.&lt;br /&gt;
&lt;br /&gt;
== Wave Tiles ==&lt;br /&gt;
&lt;br /&gt;
Landing on a Seashore grants a Wave tile, placed on the &#039;&#039;&#039;matching&#039;&#039;&#039;&lt;br /&gt;
Character board (a Pilgrim tile only goes on the Pilgrim board, and so&lt;br /&gt;
on). Each tile&#039;s side is assigned randomly at setup and fixed for the&lt;br /&gt;
whole game — its effect is acol it, and&lt;br /&gt;
using it is always optional.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Character !! Side !! Name !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Pilgrim || 1 || Hasty || Move +1 beyond the die result (always move at least 1).&lt;br /&gt;
|-&lt;br /&gt;
| Pilgrim || 2 || Tranquil || Move −1 below the die result (always move at least 1).&lt;br /&gt;
|-&lt;br /&gt;
| Artist || 1 || Proficient || Reveal 1 additional Painting tile when painting.&lt;br /&gt;
|-&lt;br /&gt;
| Artist || 2 || Inspired || Gift eligibility extends to any icon begun, passed through, o&lt;br /&gt;
r ended on during the move.&lt;br /&gt;
|-&lt;br /&gt;
| Merchant || 1 || Crafty || astal town.&lt;br /&gt;
|-&lt;br /&gt;
| Merchant || 2 || Robust || Draw 1 extra Ware at Mountain towns; storage cap raised to 6.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== End Game ==&lt;br /&gt;
&lt;br /&gt;
The game ends the instant any of these is triggered:&lt;br /&gt;
&lt;br /&gt;
# A Temple track reaches slot &#039;&#039;&#039;9&#039;&#039;&#039;.&lt;br /&gt;
# A Garden track reaches slot &#039;&#039;&#039;6&#039;&#039;&#039;.&lt;br /&gt;
# A player gains their &#039;&#039;&#039;6th gold slab&#039;&#039;&#039;.&lt;br /&gt;
# A player gifts their &#039;&#039;&#039;10th (final) Painting tile&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Play finishes out the current round (all 3 dice for that round are&lt;br /&gt;
used) before scoring.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Score !! Formula&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Faith&#039;&#039;&#039; || Temple track value × Garden track value&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Commerce&#039;&#039;&#039; || Points prlled gold slab slot&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Culture&#039;&#039;&#039; || Points printed at the bottommost, rightmost revealed position on your A&lt;br /&gt;
rtist board&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Highest total wins. Ties are broken first by coins on hand, then&lt;br /&gt;
shared as a draw. Leftover coins, Wares, and unrevealed or&lt;br /&gt;
un-gifted Painting tiles never score points.&lt;br /&gt;
&lt;br /&gt;
== Solo Mode (vs. Automa) ==&lt;br /&gt;
&lt;br /&gt;
Tokaido Duo can be played 1-player against &#039;&#039;&#039;Automa&#039;&#039;&#039;, a scripted&lt;br /&gt;
opponent that replaces the second player. Automa tracks progress on 3&lt;br /&gt;
Rank tracks (one per character) instead of a normal board, and her die&lt;br /&gt;
choice and movement are fully automatic each turn. The game — and the&lt;br /&gt;
Rank tracks — end the same way as a 2-player game; Automa&#039;s final&lt;br /&gt;
score is the sum of her 3 Ranks. Automa has no money, so any tie goes&lt;br /&gt;
to the human player.&lt;br /&gt;
&lt;br /&gt;
== BGA-Specific Notes ==&lt;br /&gt;
&lt;br /&gt;
* Movement distance and destination legality are enforced automatically — illegal moves si&lt;br /&gt;
mply aren&#039;t offered.&lt;br /&gt;
* The 10-coins-to-gold-slab conversion and end-game trigger checks happen automatically th&lt;br /&gt;
e instant they occur, without a manual step.&lt;br /&gt;
* Wave tile effects are promphoice at the moment they&#039;d apply&lt;br /&gt;
, rather than requiring a mental note.&lt;br /&gt;
* Automa&#039;s entire turn (solo mode) resolves automatically with no input required.&lt;br /&gt;
&lt;br /&gt;
== Common Mistakes ==&lt;br /&gt;
&lt;br /&gt;
* Using a die does &#039;&#039;&#039;not&#039;&#039;&#039; let you choose to move fewer spaces — the full value must be&lt;br /&gt;
spent, though using the resulting effect is optional.&lt;br /&gt;
* If your intended landing station is occupied, you don&#039;t just skip to the next station —&lt;br /&gt;
you resolve &#039;&#039;&#039;that&#039;&#039;&#039; station&#039;s effect instead of the one you were aiming for.&lt;br /&gt;
* The Hot Spring token can&#039;t it; it&#039;s banked for a future pic&lt;br /&gt;
k, and your opponent can steal it from you by landing on Hot Spring themselves.&lt;br /&gt;
* Only the &#039;&#039;&#039;single topmost-leftmost&#039;&#039;&#039; revealed Painting tile is ever eligible for Gift&lt;br /&gt;
— matching icons deeper in thnless Inspired is active).&lt;br /&gt;
* Both Artists — and both Merchants at Mountain towns — can freely share a space; only Coa&lt;br /&gt;
stal towns and Pilgrim-ring stations enforce occupancy.&lt;/div&gt;</summary>
		<author><name>Harpwn</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptokaidoduo&amp;diff=30634</id>
		<title>Gamehelptokaidoduo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptokaidoduo&amp;diff=30634"/>
		<updated>2026-07-10T09:34:01Z</updated>

		<summary type="html">&lt;p&gt;Harpwn: Created page with &amp;quot;== Overview ==  Two travelers cross the island of Tokaido: a &amp;#039;&amp;#039;&amp;#039;Pilgrim&amp;#039;&amp;#039;&amp;#039; seeking enlightenment, a &amp;#039;&amp;#039;&amp;#039;Merchant&amp;#039;&amp;#039;&amp;#039; seeking profit, and an &amp;#039;&amp;#039;&amp;#039;Artist&amp;#039;&amp;#039;&amp;#039; seeking inspiration — one of each per player. Each round, three dice are drafted between the two players, one per character type. Whichever die you take, you &amp;#039;&amp;#039;&amp;#039;must&amp;#039;&amp;#039;&amp;#039; move the matching character that many spaces; using the space&amp;#039;s effect afterward is your choice.  The game ends the instant one of four race conditions i...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
Two travelers cross the island of Tokaido: a &#039;&#039;&#039;Pilgrim&#039;&#039;&#039; seeking&lt;br /&gt;
enlightenment, a &#039;&#039;&#039;Merchant&#039;&#039;&#039; seeking profit, and an &#039;&#039;&#039;Artist&#039;&#039;&#039;&lt;br /&gt;
seeking inspiration — one of each per player. Each round, three dice&lt;br /&gt;
are drafted between the two players, one per character type. Whichever&lt;br /&gt;
die you take, you &#039;&#039;&#039;must&#039;&#039;&#039; move the matching character that many&lt;br /&gt;
spaces; using the space&#039;s effect afterward is your choice.&lt;br /&gt;
&lt;br /&gt;
The game ends the instant one of four race conditions is triggered —&lt;br /&gt;
a full Temple track, a full Garden track, a 6th gold slab, or the&lt;br /&gt;
last Painting tile being gifted — and both players then total three&lt;br /&gt;
scores: &#039;&#039;&#039;Faith&#039;&#039;&#039;, &#039;&#039;&#039;Commerce&#039;&#039;&#039;, and &#039;&#039;&#039;Culture&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[File:Tokaidoduo_board.png]]&lt;br /&gt;
&lt;br /&gt;
== Turn Structure ==&lt;br /&gt;
&lt;br /&gt;
Each round is a &#039;&#039;&#039;1-2-1&#039;&#039;&#039; die draft:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Player A&#039;&#039;&#039; rolls all 3 dice, chooses one, and moves the matching character.&lt;br /&gt;
# &#039;&#039;&#039;Player B&#039;&#039;&#039; chooses one of the 2 remaining dice and moves the matching character.&lt;br /&gt;
# &#039;&#039;&#039;Player A&#039;&#039;&#039; uses the last die and moves the matching character.&lt;br /&gt;
&lt;br /&gt;
A new round then begins with Player B drafting first; the first-picker&lt;br /&gt;
role alternates every round.&lt;br /&gt;
&lt;br /&gt;
* The chosen character &#039;&#039;&#039;must&#039;&#039;&#039; move the exact number of spaces shown on the die.&lt;br /&gt;
* Using the arrival space&#039;s effect (or the character&#039;s action) is always &#039;&#039;&#039;optional&#039;&#039;&#039; —&lt;br /&gt;
the move itself never is.&lt;br /&gt;
* A single move can never pass through the same space twice.&lt;br /&gt;
&lt;br /&gt;
== The Pilgrim ==&lt;br /&gt;
&lt;br /&gt;
The Pilgrim travels clockwise around the island&#039;s outer ring of 37&lt;br /&gt;
stations.&lt;br /&gt;
&lt;br /&gt;
* May pass through stations occupied by another meeple.&lt;br /&gt;
* If the intended landing stailgrim &#039;&#039;&#039;or&#039;&#039;&#039; either Merchant)&lt;br /&gt;
, the Pilgrim instead lands on the next empty station and uses &#039;&#039;&#039;that&#039;&#039;&#039; station&#039;s effect&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Station !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Coastal Town || Gain coins  value (2, 3, or 4). These coins&lt;br /&gt;
 go into the same personal supply the Merchant uses for gold slabs.&lt;br /&gt;
|-&lt;br /&gt;
| Temple || Advance your Temple track one slot. Reaching slot 9 ends the game.&lt;br /&gt;
|-&lt;br /&gt;
| Garden || Advance your Garden track one slot. Reaching slot 6 ends the game.&lt;br /&gt;
|-&lt;br /&gt;
| Hot Spring || Take the Hot Spring token (from the board, or from your opponent if they h&lt;br /&gt;
old it). It cannot be used the same turn it&#039;s gained.&lt;br /&gt;
|-&lt;br /&gt;
| Seashore || Take any one Wave tile from the board (or from your opponent if the board ha&lt;br /&gt;
s none) and place it on the m&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hot Spring token:&#039;&#039;&#039; before any future die pick, you may spend the&lt;br /&gt;
token to immediately repeat your &#039;&#039;&#039;last chosen die value&#039;&#039;&#039; — move&lt;br /&gt;
that same character the same number of spaces again (no reroll) and&lt;br /&gt;
optionally use its effect agaoard once&lt;br /&gt;
spent. If your opponent later lands on Hot Spring while you&#039;re holding&lt;br /&gt;
it, they take it from you immediately.&lt;br /&gt;
&lt;br /&gt;
== The Merchant ==&lt;br /&gt;
&lt;br /&gt;
The Merchant travels along the orange Trade routes connecting 4&lt;br /&gt;
Mountain towns and 8 Coastal towns, crossing a number of routes equal&lt;br /&gt;
to the die value.&lt;br /&gt;
&lt;br /&gt;
* If no path of exactly that length exists, the Merchant does not move and takes no action&lt;br /&gt;
.&lt;br /&gt;
* When several destinations are reachable at the exact die value, you choose which to visi&lt;br /&gt;
t.&lt;br /&gt;
* Cannot enter a Coastal townr&#039;&#039;&#039; Merchant, nor one whose mat&lt;br /&gt;
ching Pilgrim-ring station is currently occupied by a Pilgrim.&lt;br /&gt;
* Both Merchants may share thame time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mountain town:&#039;&#039;&#039; draw Wares from the bag equal to the town&#039;s&lt;br /&gt;
printed value (2, 3, or 4). Storage cap is 5 — if a draw would exceed&lt;br /&gt;
the cap, keep any 5 of your choice and return the rest to the bag.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Coastal town:&#039;&#039;&#039; sell any Boutique&lt;br /&gt;
token&#039;s demand type; gain its coin value per Ware sold, and return&lt;br /&gt;
sold Wares to the bag. Any time your coin total reaches 10 or more, it&lt;br /&gt;
immediately converts into 1 g placed in&lt;br /&gt;
the leftmost empty slot on your Merchant board. Gaining your &#039;&#039;&#039;6th&#039;&#039;&#039;&lt;br /&gt;
gold slab ends the game.&lt;br /&gt;
&lt;br /&gt;
== The Artist ==&lt;br /&gt;
&lt;br /&gt;
The Artist crosses a graph ofer of zones&lt;br /&gt;
equal to the die value and never revisiting a zone already passed&lt;br /&gt;
through on that move. Mountain towns are not zones and cannot be&lt;br /&gt;
crossed by the Artist. Both Artists may share the same zone.&lt;br /&gt;
&lt;br /&gt;
After moving, choose &#039;&#039;&#039;one&#039;&#039;&#039; of:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Paint&#039;&#039;&#039; — reveal face-down Painting tiles from your Artist board equal to the number&lt;br /&gt;
 of other characters (any player&#039;s) currently in your arrival zone or on a station/stop wi&lt;br /&gt;
thin it. Tiles are always revealed left-to-right, top row first.&lt;br /&gt;
* &#039;&#039;&#039;Gift&#039;&#039;&#039; — if your arrival zone&#039;s icon matches the icon on the &#039;&#039;&#039;topmost, leftmost&#039;&#039;&#039;&lt;br /&gt;
 revealed tile on your Artist board, remove that tile from the game. Only one tile may be&lt;br /&gt;
gifted per action, and only that specific tile is ever eligible. Removing your last tile e&lt;br /&gt;
nds the game.&lt;br /&gt;
&lt;br /&gt;
== Wave Tiles ==&lt;br /&gt;
&lt;br /&gt;
Landing on a Seashore grants a Wave tile, placed on the &#039;&#039;&#039;matching&#039;&#039;&#039;&lt;br /&gt;
Character board (a Pilgrim tile only goes on the Pilgrim board, and so&lt;br /&gt;
on). Each tile&#039;s side is assigned randomly at setup and fixed for the&lt;br /&gt;
whole game — its effect is acol it, and&lt;br /&gt;
using it is always optional.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Character !! Side !! Name !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Pilgrim || 1 || Hasty || Move +1 beyond the die result (always move at least 1).&lt;br /&gt;
|-&lt;br /&gt;
| Pilgrim || 2 || Tranquil || Move −1 below the die result (always move at least 1).&lt;br /&gt;
|-&lt;br /&gt;
| Artist || 1 || Proficient || Reveal 1 additional Painting tile when painting.&lt;br /&gt;
|-&lt;br /&gt;
| Artist || 2 || Inspired || Gift eligibility extends to any icon begun, passed through, o&lt;br /&gt;
r ended on during the move.&lt;br /&gt;
|-&lt;br /&gt;
| Merchant || 1 || Crafty || astal town.&lt;br /&gt;
|-&lt;br /&gt;
| Merchant || 2 || Robust || Draw 1 extra Ware at Mountain towns; storage cap raised to 6.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== End Game ==&lt;br /&gt;
&lt;br /&gt;
The game ends the instant any of these is triggered:&lt;br /&gt;
&lt;br /&gt;
# A Temple track reaches slot &#039;&#039;&#039;9&#039;&#039;&#039;.&lt;br /&gt;
# A Garden track reaches slot &#039;&#039;&#039;6&#039;&#039;&#039;.&lt;br /&gt;
# A player gains their &#039;&#039;&#039;6th gold slab&#039;&#039;&#039;.&lt;br /&gt;
# A player gifts their &#039;&#039;&#039;10th (final) Painting tile&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Play finishes out the current round (all 3 dice for that round are&lt;br /&gt;
used) before scoring.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Score !! Formula&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Faith&#039;&#039;&#039; || Temple track value × Garden track value&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Commerce&#039;&#039;&#039; || Points prlled gold slab slot&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Culture&#039;&#039;&#039; || Points printed at the bottommost, rightmost revealed position on your A&lt;br /&gt;
rtist board&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Highest total wins. Ties are broken first by coins on hand, then&lt;br /&gt;
shared as a draw. Leftover coins, Wares, and unrevealed or&lt;br /&gt;
un-gifted Painting tiles never score points.&lt;br /&gt;
&lt;br /&gt;
== Solo Mode (vs. Automa) ==&lt;br /&gt;
&lt;br /&gt;
Tokaido Duo can be played 1-player against &#039;&#039;&#039;Automa&#039;&#039;&#039;, a scripted&lt;br /&gt;
opponent that replaces the second player. Automa tracks progress on 3&lt;br /&gt;
Rank tracks (one per character) instead of a normal board, and her die&lt;br /&gt;
choice and movement are fully automatic each turn. The game — and the&lt;br /&gt;
Rank tracks — end the same way as a 2-player game; Automa&#039;s final&lt;br /&gt;
score is the sum of her 3 Ranks. Automa has no money, so any tie goes&lt;br /&gt;
to the human player.&lt;br /&gt;
&lt;br /&gt;
== BGA-Specific Notes ==&lt;br /&gt;
&lt;br /&gt;
* Movement distance and destination legality are enforced automatically — illegal moves si&lt;br /&gt;
mply aren&#039;t offered.&lt;br /&gt;
* The 10-coins-to-gold-slab conversion and end-game trigger checks happen automatically th&lt;br /&gt;
e instant they occur, without a manual step.&lt;br /&gt;
* Wave tile effects are promphoice at the moment they&#039;d apply&lt;br /&gt;
, rather than requiring a mental note.&lt;br /&gt;
* Automa&#039;s entire turn (solo mode) resolves automatically with no input required.&lt;br /&gt;
&lt;br /&gt;
== Common Mistakes ==&lt;br /&gt;
&lt;br /&gt;
* Using a die does &#039;&#039;&#039;not&#039;&#039;&#039; let you choose to move fewer spaces — the full value must be&lt;br /&gt;
spent, though using the resulting effect is optional.&lt;br /&gt;
* If your intended landing station is occupied, you don&#039;t just skip to the next station —&lt;br /&gt;
you resolve &#039;&#039;&#039;that&#039;&#039;&#039; station&#039;s effect instead of the one you were aiming for.&lt;br /&gt;
* The Hot Spring token can&#039;t it; it&#039;s banked for a future pic&lt;br /&gt;
k, and your opponent can steal it from you by landing on Hot Spring themselves.&lt;br /&gt;
* Only the &#039;&#039;&#039;single topmost-leftmost&#039;&#039;&#039; revealed Painting tile is ever eligible for Gift&lt;br /&gt;
— matching icons deeper in thnless Inspired is active).&lt;br /&gt;
* Both Artists — and both Merchants at Mountain towns — can freely share a space; only Coa&lt;br /&gt;
stal towns and Pilgrim-ring stations enforce occupancy.&lt;/div&gt;</summary>
		<author><name>Harpwn</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpseaside&amp;diff=29133</id>
		<title>Gamehelpseaside</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpseaside&amp;diff=29133"/>
		<updated>2026-03-23T18:41:56Z</updated>

		<summary type="html">&lt;p&gt;Harpwn: removed playing space&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Seaside-rules-req.png]]&lt;br /&gt;
&lt;br /&gt;
The sun is shining, as a light, salty wind sends cottony clouds scudding across the sky. Sandpipers filling their bellies with strange insects, crabs hiding under piles of rocks, seashells washed up on the sand, curling waves that break along the beach. Nature in its simplest beauty. One token at a time, create your Seaside with the elements the sea sends your way&lt;br /&gt;
&lt;br /&gt;
[[File:Seaside-learn-rules-qr.png]]&lt;br /&gt;
== Goal ==&lt;br /&gt;
To have the highest stack of tokens.&lt;br /&gt;
&lt;br /&gt;
[[File:Seaside-rules-goal.png]]&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Put all tokens in the Bag and mix them up.&lt;br /&gt;
&lt;br /&gt;
* 4-5 players: Play with all the tokens.&lt;br /&gt;
* 3 players: Remove 15 to 20 tokens at random from the bag.&lt;br /&gt;
* 2 players: Remove 30 to 40 tokens at random from the bag.&lt;br /&gt;
&lt;br /&gt;
Place the removed tokens aside; they will not be used in the game.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Play moves in clockwise direction. The last player to have wet their feet in the sea begins&lt;br /&gt;
&lt;br /&gt;
* On your turn, draw a token from the Bag, look at it secretly, choose the side that interests you and apply its effect. &#039;&#039;Once you have chosen the side of the token you&#039;d like to play, it will remain like that for the rest of the game.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* Once you&#039;ve applied the token&#039;s effect (see below), your turn is over; pass the Bag to the player on your left&lt;br /&gt;
&lt;br /&gt;
== Token Effects ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are two types of token:&lt;br /&gt;
&lt;br /&gt;
===== Sea =====&lt;br /&gt;
Tokens with a blue design are thrown into the sea.&lt;br /&gt;
&lt;br /&gt;
[[File:Seaside-token-sea.png]]&lt;br /&gt;
&lt;br /&gt;
===== Seaside =====&lt;br /&gt;
Tokens with a white design are placed on your Seaside.&lt;br /&gt;
&lt;br /&gt;
[[File:Seaside-token-seaside.png]]&lt;br /&gt;
&lt;br /&gt;
=== Isopod, Shell or Crab ===&lt;br /&gt;
[[File:Seaside-rules-sea-tokens.png]]&lt;br /&gt;
&lt;br /&gt;
If you choose the Isopod (the bug), the Shell, or the Crab:&lt;br /&gt;
# Place the token into the Sea (in the center of the play area); &lt;br /&gt;
# Then immediately take another turn (draw another token from the bag and apply its effect).&lt;br /&gt;
&lt;br /&gt;
=== Sandpiper ===&lt;br /&gt;
[[File:Seaside-rules-sandpiper.png]]&lt;br /&gt;
&lt;br /&gt;
If you choose the Sandpiper: &lt;br /&gt;
&lt;br /&gt;
# Add it to your Seaside; &lt;br /&gt;
# Take as many Isopods as you wish from the Sea, &lt;br /&gt;
&lt;br /&gt;
Add them beneath your Sandpiper token to form a Sandpiper Stack. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You are allowed to take no Isopods at all if you wish&#039;&#039;&amp;lt;blockquote&amp;gt;&lt;br /&gt;
=== Careful! ===&lt;br /&gt;
If you create a new Sandpiper Stack, and... &lt;br /&gt;
&lt;br /&gt;
* it is the same size as the one(s) on your Seaside: → You may keep it on your Seaside &lt;br /&gt;
* it is smaller than the one(s) on your Seaside: → You must discard it immediately &lt;br /&gt;
* it is larger than the one(s) on your Seaside: → You must discard all smaller Stacks and keep the new, larger one&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Example 1 ====&lt;br /&gt;
Example: If you have a 3-token Sandpiper Stack A and you take a 4-token one B you must discard your 3-token Stack.&lt;br /&gt;
&lt;br /&gt;
[[File:Seaside-example1.png]]&lt;br /&gt;
&lt;br /&gt;
==== Example 2 ====&lt;br /&gt;
Example: If you have a 3-token Stack A and you take a 2-token one B , you must discard the smaller one: The 2-token one you just took.&lt;br /&gt;
&lt;br /&gt;
[[File:Seaside-example2.png]]&lt;br /&gt;
&lt;br /&gt;
=== Beaches ===&lt;br /&gt;
[[File:Seaside-rules-beach.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you choose a Beach:&lt;br /&gt;
# Add it to your Seaside, &lt;br /&gt;
# Take up to as many Shells from the Sea as the total number of Beaches on your Seaside, including the one you just placed. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If there are no Shells in the sea, you can still place a Beach on your Seaside... this is called planning ahead!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Keep your Beaches next to each other on your Seaside to easily see how many you have. Place your Shells in a stack&lt;br /&gt;
&lt;br /&gt;
==== Example ====&lt;br /&gt;
If you add a third Beach to your Seaside, take up to 3 Shells from the Sea. On a future turn, if you add a 4th Beach to your Seaside, you can take up to 4 Shells from the sea.&lt;br /&gt;
&lt;br /&gt;
=== Waves ===&lt;br /&gt;
[[File:Seaside-rules-wave.png]] &lt;br /&gt;
&lt;br /&gt;
If you choose a Wave: &lt;br /&gt;
&lt;br /&gt;
# Add it to your Seaside, &lt;br /&gt;
# You must flip over one of your Beaches, if you have one. You are allowed to look at the other side of your Beaches to choose which one would be best to flip over. &lt;br /&gt;
# Immediately apply the effect of what was hidden on the other side of the Beach play the newly-flipped token exactly as though you had drawn it from the Bag.&lt;br /&gt;
&lt;br /&gt;
Place all your Waves in a stack&lt;br /&gt;
&lt;br /&gt;
==== Example ====&lt;br /&gt;
If you flip over a Shell, place it into the sea and re-draw a token from the bag. If you flip a Wave, flip over another Beach&lt;br /&gt;
&lt;br /&gt;
=== Rocks ===&lt;br /&gt;
[[File:Seaside-rules-rocks.png]] &lt;br /&gt;
&lt;br /&gt;
If you choose a Rock: &lt;br /&gt;
&lt;br /&gt;
# Place it on your Seaside. The Rocks work in pairs:&lt;br /&gt;
## The 1st Rock has no immediate effect. Your turn ends.&lt;br /&gt;
## The 2nd Rock forms a Crab Habitat. Place the second Rock on top of the first one and add all the Crabs in the Sea, plus one Crab from one other player of your choice, to your Seaside. &#039;&#039;You can always do this action even if no other players have Crab tokens or there are no crabs in the Sea.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Make a pile with all your Crabs.&lt;br /&gt;
&lt;br /&gt;
==== Example ====&lt;br /&gt;
If you take a third Rock later in the game, it does nothing. Your fourth Rock will create a second Crab Habitat, allowing you to collect Crabs a second time.&lt;br /&gt;
&lt;br /&gt;
== End of Game ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As soon as the Bag is empty, the game is over. &lt;br /&gt;
&lt;br /&gt;
# The player with the most Waves takes all the tokens remaining in the Sea. In the case of a draw, distribute the tokens in the Sea equally amongst all tied players. → If you are unable to equally distribute the tokens, leave any extras in the Sea. → If nobody has any Waves on their Seaside, the tokens remain in the Sea. &lt;br /&gt;
# Stack up all the tokens from your Seaside. &lt;br /&gt;
# Compare it to the other players&#039; stacks. The highest one is the winner! In the case of a draw, all tied players share the victory&lt;br /&gt;
&lt;br /&gt;
== Solo Mode ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Add all the tokens to the bag and shake it up. &lt;br /&gt;
&lt;br /&gt;
The game follows exactly the same rules, with the following modifications: &lt;br /&gt;
&lt;br /&gt;
* If you add a 7th Beach, 7th Wave, 7th Sandpiper, or 7th Rock to your Seaside, the game ends immediately, without applying the effect of that token. &lt;br /&gt;
* If you add a 7th token into the Sea (any Isopod, Shell, or Crab token), the game also ends immediately. &lt;br /&gt;
&lt;br /&gt;
∼ &lt;br /&gt;
&lt;br /&gt;
When the game is finished: &lt;br /&gt;
&lt;br /&gt;
# Collect all the tokens in the Sea if you have at least 1 Wave on your Seaside. &lt;br /&gt;
# Count the tokens in front of you, including the 7th token played, as you would in the basic game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Consult the table below to see how your Seaside excursion went:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Score&lt;br /&gt;
!Result&lt;br /&gt;
|-&lt;br /&gt;
|0-19&lt;br /&gt;
|The wind, rain, and cold have cut your walk short. &lt;br /&gt;
|-&lt;br /&gt;
|20-29&lt;br /&gt;
|It was a grey day, but the salt air was invigorating. &lt;br /&gt;
|-&lt;br /&gt;
|30-39&lt;br /&gt;
|The wind was blowing hard and the sea was imposing. A bit scary but also a bit exciting!&lt;br /&gt;
|-&lt;br /&gt;
|40-49&lt;br /&gt;
|A very satisfying outing! Your mind is filled with wonderful memories.&lt;br /&gt;
|-&lt;br /&gt;
|50-59&lt;br /&gt;
|The sun was shining, the waves were magnificent, and nature showed itself in all its splendour&lt;br /&gt;
|-&lt;br /&gt;
|60+&lt;br /&gt;
|You have discovered a completely unmatched and unique beach! This was a once-in-a-lifetime experience.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Harpwn</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelphabitats&amp;diff=27993</id>
		<title>Gamehelphabitats</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelphabitats&amp;diff=27993"/>
		<updated>2026-01-09T09:40:53Z</updated>

		<summary type="html">&lt;p&gt;Harpwn: adding common mistakes based on &amp;quot;notabug&amp;quot; reports recieved&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;blockquote&amp;gt;Zebras need grassland, gorillas need forest, crocodiles need water, ants need desert, and warthogs need a little bit of everything! Your duty as a wildlife ranger is to provide the habitats necessary for the animals in your African wildlife preserve to thrive. You will also be building watchtowers, access gates, campsites, and tourist spots to stand out as the best preserve in Africa.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
The game is played over three years, each lasting the number of turns as indicated on the year marker. Turns proceed clockwise. Each turn you will &#039;&#039;&#039;“Take, Drive, Draw, Place”&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== 1. Take a Preserve Tile ===&lt;br /&gt;
from directly in front of or on either side of your jeep. You may NOT take the Preserve Tile behind your jeep unless you have no other legal tile to take. &lt;br /&gt;
&lt;br /&gt;
If a jeep is in one of your legal spots to take from, you may take the next tile in that direction.&lt;br /&gt;
&lt;br /&gt;
=== 2. Drive Your Jeep ===&lt;br /&gt;
into the newly empty space, orienting it such that it is driving away from the space it previously occupied.&lt;br /&gt;
&lt;br /&gt;
=== 3. Draw a Preserve Tile ===&lt;br /&gt;
from the bag and place it in the spot your jeep just left.&lt;br /&gt;
&lt;br /&gt;
=== 4. Place the Preserve Tile ===&lt;br /&gt;
you took in step 1 in your Preserve. It must be placed next to an adjacent tile. Tiles with white borders represent the edge of your preserve. No tiles may be placed adjacent to those borders. &lt;br /&gt;
&lt;br /&gt;
In Habitats, adjacent always means orthogonally adjacent, never diagonally. &lt;br /&gt;
&lt;br /&gt;
Camps, Gates, and Watchtowers may be &#039;&#039;&#039;rotated in any direction&#039;&#039;&#039; when placed in a player’s preserve&lt;br /&gt;
&lt;br /&gt;
The start player uses the Turn Tracker to track how many turns they have taken.&lt;br /&gt;
&lt;br /&gt;
== Habitats ==&lt;br /&gt;
Tiles are considered to be part of a “Habitat” if they have the same terrain type and are adjacent. Grey background tiles have no terrain type and cannot form a habitat. &lt;br /&gt;
&lt;br /&gt;
Some Preserve Tiles have two terrain types and can extend multiple habitats&lt;br /&gt;
&lt;br /&gt;
== Year End ==&lt;br /&gt;
After each player has completed the number of turns shown on the Year Track, the year ends and that year’s two Goal Tiles are scored. &lt;br /&gt;
&lt;br /&gt;
Each Goal Tile specifies a criteria. Score points based on how you rank against your opponents. The exact number of points is shown on the Year Track. In case of a tie, all tied players score the lower point value. &lt;br /&gt;
&lt;br /&gt;
Record players scores on the score board, then reset the turn tracker and play the next year, continuing clockwise in the same turn order.&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
After Year 3 is scored, score end game points.&lt;br /&gt;
&lt;br /&gt;
Place Score Markers on Animal, Gate, or Camp tiles when you satisfy their scoring conditions to keep track of which tiles will score. &lt;br /&gt;
&lt;br /&gt;
The player with the most points wins. If tied, all tied players win.&lt;br /&gt;
&lt;br /&gt;
=== Animals ===&lt;br /&gt;
Animals have required terrain icons.&lt;br /&gt;
&lt;br /&gt;
The Animal scores the points on the tile only if it is adjacent to Habitats that contain the required terrains. &#039;&#039;&#039;The terrain on the animal tile itself does not count.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Bee, Bumblebee, and Butterfly are slightly different because they require adjacent Flowers instead of terrain. They can be adjacent to the flowers or a group of flowers that are adjacent to each other.&lt;br /&gt;
&lt;br /&gt;
=== Watchtowers ===&lt;br /&gt;
Watchtowers score the points shown for each scoring Animal or Flower in the designated tiles. Remember you can rotate the tile any direction when adding it to your preserve.&lt;br /&gt;
[[File:Habitats-watchtowers-help.jpg|left|thumb]]&lt;br /&gt;
&lt;br /&gt;
=== Flowers ===&lt;br /&gt;
Flowers always score 1 point.&lt;br /&gt;
&lt;br /&gt;
=== Tourists ===&lt;br /&gt;
Tourists score based on having tiles of the same terrain type.&lt;br /&gt;
[[File:Habitats-tourist-help.jpg|left|thumb]]&lt;br /&gt;
&lt;br /&gt;
=== Gates ===&lt;br /&gt;
Gates score the points on the tile only if all sides without a white border have a tile adjacent to them.&lt;br /&gt;
&lt;br /&gt;
=== Camps ===&lt;br /&gt;
Camps score the points on the tile if every indicated adjacent side has a non-camp tile.&lt;br /&gt;
&lt;br /&gt;
== BGA Changes ==&lt;br /&gt;
&lt;br /&gt;
* Drive and Draw are automatic steps&lt;br /&gt;
* Turn tracker is not used&lt;br /&gt;
* Tile scoring is done in real time, rather than at the end&lt;br /&gt;
* The Habitat scoped tourist tile has been changed to only score &amp;quot;other&amp;quot; tiles in the same habitat.&lt;br /&gt;
&lt;br /&gt;
=== Common Mistakes ===&lt;br /&gt;
&lt;br /&gt;
* Animals do not count for their own scoring. Even when their terrain type matches an adjacent tile.&lt;br /&gt;
* Camps only score when attached to non-camp tiles. Connecting 2 camps prevents them both from scoring.&lt;br /&gt;
* Watchtowers only give points for Scored animals. Incomplete animals grant no watchtower points.&lt;/div&gt;</summary>
		<author><name>Harpwn</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelphabitats&amp;diff=27451</id>
		<title>Gamehelphabitats</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelphabitats&amp;diff=27451"/>
		<updated>2025-11-28T15:34:25Z</updated>

		<summary type="html">&lt;p&gt;Harpwn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;blockquote&amp;gt;Zebras need grassland, gorillas need forest, crocodiles need water, ants need desert, and warthogs need a little bit of everything! Your duty as a wildlife ranger is to provide the habitats necessary for the animals in your African wildlife preserve to thrive. You will also be building watchtowers, access gates, campsites, and tourist spots to stand out as the best preserve in Africa.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
The game is played over three years, each lasting the number of turns as indicated on the year marker. Turns proceed clockwise. Each turn you will &#039;&#039;&#039;“Take, Drive, Draw, Place”&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== 1. Take a Preserve Tile ===&lt;br /&gt;
from directly in front of or on either side of your jeep. You may NOT take the Preserve Tile behind your jeep unless you have no other legal tile to take. &lt;br /&gt;
&lt;br /&gt;
If a jeep is in one of your legal spots to take from, you may take the next tile in that direction.&lt;br /&gt;
&lt;br /&gt;
=== 2. Drive Your Jeep ===&lt;br /&gt;
into the newly empty space, orienting it such that it is driving away from the space it previously occupied.&lt;br /&gt;
&lt;br /&gt;
=== 3. Draw a Preserve Tile ===&lt;br /&gt;
from the bag and place it in the spot your jeep just left.&lt;br /&gt;
&lt;br /&gt;
=== 4. Place the Preserve Tile ===&lt;br /&gt;
you took in step 1 in your Preserve. It must be placed next to an adjacent tile. Tiles with white borders represent the edge of your preserve. No tiles may be placed adjacent to those borders. &lt;br /&gt;
&lt;br /&gt;
In Habitats, adjacent always means orthogonally adjacent, never diagonally. &lt;br /&gt;
&lt;br /&gt;
Camps, Gates, and Watchtowers may be &#039;&#039;&#039;rotated in any direction&#039;&#039;&#039; when placed in a player’s preserve&lt;br /&gt;
&lt;br /&gt;
The start player uses the Turn Tracker to track how many turns they have taken.&lt;br /&gt;
&lt;br /&gt;
== Habitats ==&lt;br /&gt;
Tiles are considered to be part of a “Habitat” if they have the same terrain type and are adjacent. Grey background tiles have no terrain type and cannot form a habitat. &lt;br /&gt;
&lt;br /&gt;
Some Preserve Tiles have two terrain types and can extend multiple habitats&lt;br /&gt;
&lt;br /&gt;
== Year End ==&lt;br /&gt;
After each player has completed the number of turns shown on the Year Track, the year ends and that year’s two Goal Tiles are scored. &lt;br /&gt;
&lt;br /&gt;
Each Goal Tile specifies a criteria. Score points based on how you rank against your opponents. The exact number of points is shown on the Year Track. In case of a tie, all tied players score the lower point value. &lt;br /&gt;
&lt;br /&gt;
Record players scores on the score board, then reset the turn tracker and play the next year, continuing clockwise in the same turn order.&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
After Year 3 is scored, score end game points.&lt;br /&gt;
&lt;br /&gt;
Place Score Markers on Animal, Gate, or Camp tiles when you satisfy their scoring conditions to keep track of which tiles will score. &lt;br /&gt;
&lt;br /&gt;
The player with the most points wins. If tied, all tied players win.&lt;br /&gt;
&lt;br /&gt;
=== Animals ===&lt;br /&gt;
Animals have required terrain icons.&lt;br /&gt;
&lt;br /&gt;
The Animal scores the points on the tile only if it is adjacent to Habitats that contain the required terrains. &#039;&#039;&#039;The terrain on the animal tile itself does not count.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Bee, Bumblebee, and Butterfly are slightly different because they require adjacent Flowers instead of terrain. They can be adjacent to the flowers or a group of flowers that are adjacent to each other.&lt;br /&gt;
&lt;br /&gt;
=== Watchtowers ===&lt;br /&gt;
Watchtowers score the points shown for each scoring Animal or Flower in the designated tiles. Remember you can rotate the tile any direction when adding it to your preserve.&lt;br /&gt;
[[File:Habitats-watchtowers-help.jpg|left|thumb]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Flowers ===&lt;br /&gt;
Flowers always score 1 point.&lt;br /&gt;
&lt;br /&gt;
=== Tourists ===&lt;br /&gt;
Tourists score based on having tiles of the same terrain type.&lt;br /&gt;
[[File:Habitats-tourist-help.jpg|left|thumb]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gates ===&lt;br /&gt;
Gates score the points on the tile only if all sides without a white border have a tile adjacent to them.&lt;br /&gt;
&lt;br /&gt;
=== Camps ===&lt;br /&gt;
Camps score the points on the tile if every indicated adjacent side has a non-camp tile.&lt;br /&gt;
&lt;br /&gt;
== BGA Changes ==&lt;br /&gt;
&lt;br /&gt;
* Drive and Draw are automatic steps&lt;br /&gt;
* Turn tracker is not used&lt;br /&gt;
* Tile scoring is done in real time, rather than at the end&lt;/div&gt;</summary>
		<author><name>Harpwn</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelphabitats&amp;diff=27450</id>
		<title>Gamehelphabitats</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelphabitats&amp;diff=27450"/>
		<updated>2025-11-28T15:31:52Z</updated>

		<summary type="html">&lt;p&gt;Harpwn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;blockquote&amp;gt;Zebras need grassland, gorillas need forest, crocodiles need water, ants need desert, and warthogs need a little bit of everything! Your duty as a wildlife ranger is to provide the habitats necessary for the animals in your African wildlife preserve to thrive. You will also be building watchtowers, access gates, campsites, and tourist spots to stand out as the best preserve in Africa.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
The game is played over three years, each lasting the number of turns as indicated on the year marker. Turns proceed clockwise. Each turn you will &#039;&#039;&#039;“Take, Drive, Draw, Place”&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== 1. Take a Preserve Tile ===&lt;br /&gt;
from directly in front of or on either side of your jeep. You may NOT take the Preserve Tile behind your jeep unless you have no other legal tile to take. &lt;br /&gt;
&lt;br /&gt;
If a jeep is in one of your legal spots to take from, you may take the next tile in that direction.&lt;br /&gt;
&lt;br /&gt;
=== 2. Drive Your Jeep ===&lt;br /&gt;
into the newly empty space, orienting it such that it is driving away from the space it previously occupied.&lt;br /&gt;
&lt;br /&gt;
=== 3. Draw a Preserve Tile ===&lt;br /&gt;
from the bag and place it in the spot your jeep just left.&lt;br /&gt;
&lt;br /&gt;
=== 4. Place the Preserve Tile ===&lt;br /&gt;
you took in step 1 in your Preserve. It must be placed next to an adjacent tile. Tiles with white borders represent the edge of your preserve. No tiles may be placed adjacent to those borders. &lt;br /&gt;
&lt;br /&gt;
In Habitats, adjacent always means orthogonally adjacent, never diagonally. &lt;br /&gt;
&lt;br /&gt;
Camps, Gates, and Watchtowers may be &#039;&#039;&#039;rotated in any direction&#039;&#039;&#039; when placed in a player’s preserve&lt;br /&gt;
&lt;br /&gt;
The start player uses the Turn Tracker to track how many turns they have taken.&lt;br /&gt;
&lt;br /&gt;
== Habitats ==&lt;br /&gt;
Tiles are considered to be part of a “Habitat” if they have the same terrain type and are adjacent. Grey background tiles have no terrain type and cannot form a habitat. &lt;br /&gt;
&lt;br /&gt;
Some Preserve Tiles have two terrain types and can extend multiple habitats&lt;br /&gt;
&lt;br /&gt;
== Year End ==&lt;br /&gt;
After each player has completed the number of turns shown on the Year Track, the year ends and that year’s two Goal Tiles are scored. &lt;br /&gt;
&lt;br /&gt;
Each Goal Tile specifies a criteria. Score points based on how you rank against your opponents. The exact number of points is shown on the Year Track. In case of a tie, all tied players score the lower point value. &lt;br /&gt;
&lt;br /&gt;
Record players scores on the score board, then reset the turn tracker and play the next year, continuing clockwise in the same turn order.&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
After Year 3 is scored, score end game points.&lt;br /&gt;
&lt;br /&gt;
Place Score Markers on Animal, Gate, or Camp tiles when you satisfy their scoring conditions to keep track of which tiles will score. &lt;br /&gt;
&lt;br /&gt;
The player with the most points wins. If tied, all tied players win.&lt;br /&gt;
&lt;br /&gt;
=== Animals ===&lt;br /&gt;
Animals have required terrain icons.&lt;br /&gt;
&lt;br /&gt;
The Animal scores the points on the tile only if it is adjacent to Habitats that contain the required terrains. &#039;&#039;&#039;The terrain on the animal tile itself does not count.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Bee, Bumblebee, and Butterfly are slightly different because they require adjacent Flowers instead of terrain. They can be adjacent to the flowers or a group of flowers that are adjacent to each other.&lt;br /&gt;
&lt;br /&gt;
=== Watchtowers ===&lt;br /&gt;
Watchtowers score the points shown for each scoring Animal or Flower in the designated tiles. Remember you can rotate the tile any direction when adding it to your preserve.&lt;br /&gt;
[[File:Habitats-watchtowers-help.jpg|left|thumb]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Flowers ===&lt;br /&gt;
Flowers always score 1 point.&lt;br /&gt;
&lt;br /&gt;
=== Tourists ===&lt;br /&gt;
Tourists score based on having tiles of the same terrain type.&lt;br /&gt;
[[File:Habitats-tourist-help.jpg|left|thumb]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gates ===&lt;br /&gt;
Gates score the points on the tile only if all sides without a white border have a tile adjacent to them.&lt;br /&gt;
&lt;br /&gt;
=== Camps ===&lt;br /&gt;
Camps score the points on the tile if every indicated adjacent side has a non-camp tile.&lt;/div&gt;</summary>
		<author><name>Harpwn</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelphabitats&amp;diff=27449</id>
		<title>Gamehelphabitats</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelphabitats&amp;diff=27449"/>
		<updated>2025-11-28T15:31:18Z</updated>

		<summary type="html">&lt;p&gt;Harpwn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Zebras need grassland, gorillas need forest, crocodiles need water, ants need desert, and warthogs need a little bit of everything! Your duty as a wildlife ranger is to provide the habitats necessary for the animals in your African wildlife preserve to thrive. You will also be building watchtowers, access gates, campsites, and tourist spots to stand out as the best preserve in Africa.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
The game is played over three years, each lasting the number of turns as indicated on the year marker. Turns proceed clockwise. Each turn you will &#039;&#039;&#039;“Take, Drive, Draw, Place”&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== 1. Take a Preserve Tile ===&lt;br /&gt;
from directly in front of or on either side of your jeep. You may NOT take the Preserve Tile behind your jeep unless you have no other legal tile to take. &lt;br /&gt;
&lt;br /&gt;
If a jeep is in one of your legal spots to take from, you may take the next tile in that direction.&lt;br /&gt;
&lt;br /&gt;
=== 2. Drive Your Jeep ===&lt;br /&gt;
into the newly empty space, orienting it such that it is driving away from the space it previously occupied.&lt;br /&gt;
&lt;br /&gt;
=== 3. Draw a Preserve Tile ===&lt;br /&gt;
from the bag and place it in the spot your jeep just left.&lt;br /&gt;
&lt;br /&gt;
=== 4. Place the Preserve Tile ===&lt;br /&gt;
you took in step 1 in your Preserve. It must be placed next to an adjacent tile. Tiles with white borders represent the edge of your preserve. No tiles may be placed adjacent to those borders. &lt;br /&gt;
&lt;br /&gt;
In Habitats, adjacent always means orthogonally adjacent, never diagonally. &lt;br /&gt;
&lt;br /&gt;
Camps, Gates, and Watchtowers may be &#039;&#039;&#039;rotated in any direction&#039;&#039;&#039; when placed in a player’s preserve&lt;br /&gt;
&lt;br /&gt;
The start player uses the Turn Tracker to track how many turns they have taken.&lt;br /&gt;
&lt;br /&gt;
== Habitats ==&lt;br /&gt;
Tiles are considered to be part of a “Habitat” if they have the same terrain type and are adjacent. Grey background tiles have no terrain type and cannot form a habitat. &lt;br /&gt;
&lt;br /&gt;
Some Preserve Tiles have two terrain types and can extend multiple habitats&lt;br /&gt;
&lt;br /&gt;
== Year End ==&lt;br /&gt;
After each player has completed the number of turns shown on the Year Track, the year ends and that year’s two Goal Tiles are scored. &lt;br /&gt;
&lt;br /&gt;
Each Goal Tile specifies a criteria. Score points based on how you rank against your opponents. The exact number of points is shown on the Year Track. In case of a tie, all tied players score the lower point value. &lt;br /&gt;
&lt;br /&gt;
Record players scores on the score board, then reset the turn tracker and play the next year, continuing clockwise in the same turn order.&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
After Year 3 is scored, score end game points.&lt;br /&gt;
&lt;br /&gt;
Place Score Markers on Animal, Gate, or Camp tiles when you satisfy their scoring conditions to keep track of which tiles will score. &lt;br /&gt;
&lt;br /&gt;
The player with the most points wins. If tied, all tied players win.&lt;br /&gt;
&lt;br /&gt;
=== Animals ===&lt;br /&gt;
Animals have required terrain icons.&lt;br /&gt;
&lt;br /&gt;
The Animal scores the points on the tile only if it is adjacent to Habitats that contain the required terrains. &#039;&#039;&#039;The terrain on the animal tile itself does not count.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Bee, Bumblebee, and Butterfly are slightly different because they require adjacent Flowers instead of terrain. They can be adjacent to the flowers or a group of flowers that are adjacent to each other.&lt;br /&gt;
&lt;br /&gt;
=== Watchtowers ===&lt;br /&gt;
Watchtowers score the points shown for each scoring Animal or Flower in the designated tiles. Remember you can rotate the tile any direction when adding it to your preserve.&lt;br /&gt;
[[File:Habitats-watchtowers-help.jpg|left|thumb]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Flowers ===&lt;br /&gt;
Flowers always score 1 point.&lt;br /&gt;
&lt;br /&gt;
=== Tourists ===&lt;br /&gt;
Tourists score based on having tiles of the same terrain type.&lt;br /&gt;
[[File:Habitats-tourist-help.jpg|left|thumb]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gates ===&lt;br /&gt;
Gates score the points on the tile only if all sides without a white border have a tile adjacent to them.&lt;br /&gt;
&lt;br /&gt;
=== Camps ===&lt;br /&gt;
Camps score the points on the tile if every indicated adjacent side has a non-camp tile.&lt;/div&gt;</summary>
		<author><name>Harpwn</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Habitats-tourist-help.jpg&amp;diff=27448</id>
		<title>File:Habitats-tourist-help.jpg</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Habitats-tourist-help.jpg&amp;diff=27448"/>
		<updated>2025-11-28T15:30:27Z</updated>

		<summary type="html">&lt;p&gt;Harpwn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Harpwn</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Habitats-watchtowers-help.jpg&amp;diff=27447</id>
		<title>File:Habitats-watchtowers-help.jpg</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Habitats-watchtowers-help.jpg&amp;diff=27447"/>
		<updated>2025-11-28T15:30:09Z</updated>

		<summary type="html">&lt;p&gt;Harpwn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Harpwn</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelphabitats&amp;diff=27446</id>
		<title>Gamehelphabitats</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelphabitats&amp;diff=27446"/>
		<updated>2025-11-28T15:29:19Z</updated>

		<summary type="html">&lt;p&gt;Harpwn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Zebras need grassland, gorillas need forest, crocodiles need water, ants need desert, and warthogs need a little bit of everything! Your duty as a wildlife ranger is to provide the habitats necessary for the animals in your African wildlife preserve to thrive. You will also be building watchtowers, access gates, campsites, and tourist spots to stand out as the best preserve in Africa.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
The game is played over three years, each lasting the number of turns as indicated on the year marker. Turns proceed clockwise. Each turn you will &#039;&#039;&#039;“Take, Drive, Draw, Place”&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== 1. Take a Preserve Tile ===&lt;br /&gt;
from directly in front of or on either side of your jeep. You may NOT take the Preserve Tile behind your jeep unless you have no other legal tile to take. &lt;br /&gt;
&lt;br /&gt;
If a jeep is in one of your legal spots to take from, you may take the next tile in that direction.&lt;br /&gt;
&lt;br /&gt;
=== 2. Drive Your Jeep ===&lt;br /&gt;
into the newly empty space, orienting it such that it is driving away from the space it previously occupied.&lt;br /&gt;
&lt;br /&gt;
=== 3. Draw a Preserve Tile ===&lt;br /&gt;
from the bag and place it in the spot your jeep just left.&lt;br /&gt;
&lt;br /&gt;
=== 4. Place the Preserve Tile ===&lt;br /&gt;
you took in step 1 in your Preserve. It must be placed next to an adjacent tile. Tiles with white borders represent the edge of your preserve. No tiles may be placed adjacent to those borders. &lt;br /&gt;
&lt;br /&gt;
In Habitats, adjacent always means orthogonally adjacent, never diagonally. &lt;br /&gt;
&lt;br /&gt;
Camps, Gates, and Watchtowers may be &#039;&#039;&#039;rotated in any direction&#039;&#039;&#039; when placed in a player’s preserve&lt;br /&gt;
&lt;br /&gt;
The start player uses the Turn Tracker to track how many turns they have taken.&lt;br /&gt;
&lt;br /&gt;
== Habitats ==&lt;br /&gt;
Tiles are considered to be part of a “Habitat” if they have the same terrain type and are adjacent. Grey background tiles have no terrain type and cannot form a habitat. &lt;br /&gt;
&lt;br /&gt;
Some Preserve Tiles have two terrain types and can extend multiple habitats&lt;br /&gt;
&lt;br /&gt;
== Year End ==&lt;br /&gt;
After each player has completed the number of turns shown on the Year Track, the year ends and that year’s two Goal Tiles are scored. &lt;br /&gt;
&lt;br /&gt;
Each Goal Tile specifies a criteria. Score points based on how you rank against your opponents. The exact number of points is shown on the Year Track. In case of a tie, all tied players score the lower point value. &lt;br /&gt;
&lt;br /&gt;
Record players scores on the score board, then reset the turn tracker and play the next year, continuing clockwise in the same turn order.&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
After Year 3 is scored, score end game points.&lt;br /&gt;
&lt;br /&gt;
Place Score Markers on Animal, Gate, or Camp tiles when you satisfy their scoring conditions to keep track of which tiles will score. &lt;br /&gt;
&lt;br /&gt;
The player with the most points wins. If tied, all tied players win.&lt;br /&gt;
&lt;br /&gt;
=== Animals ===&lt;br /&gt;
Animals have required terrain icons.&lt;br /&gt;
&lt;br /&gt;
The Animal scores the points on the tile only if it is adjacent to Habitats that contain the required terrains. &#039;&#039;&#039;The terrain on the animal tile itself does not count.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Bee, Bumblebee, and Butterfly are slightly different because they require adjacent Flowers instead of terrain. They can be adjacent to the flowers or a group of flowers that are adjacent to each other.&lt;br /&gt;
&lt;br /&gt;
=== Watchtowers ===&lt;br /&gt;
Watchtowers score the points shown for each scoring Animal or Flower in the designated tiles. Remember you can rotate the tile any direction when adding it to your preserve.&lt;br /&gt;
&lt;br /&gt;
=== Flowers ===&lt;br /&gt;
Flowers always score 1 point.&lt;br /&gt;
&lt;br /&gt;
=== Tourists ===&lt;br /&gt;
Tourists score based on having tiles of the same terrain type.&lt;br /&gt;
&lt;br /&gt;
=== Gates ===&lt;br /&gt;
Gates score the points on the tile only if all sides without a white border have a tile adjacent to them.&lt;br /&gt;
&lt;br /&gt;
=== Camps ===&lt;br /&gt;
Camps score the points on the tile if every indicated adjacent side has a non-camp tile.&lt;/div&gt;</summary>
		<author><name>Harpwn</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelphabitats&amp;diff=27443</id>
		<title>Gamehelphabitats</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelphabitats&amp;diff=27443"/>
		<updated>2025-11-28T15:16:19Z</updated>

		<summary type="html">&lt;p&gt;Harpwn: Created page with &amp;quot;test&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;test&lt;/div&gt;</summary>
		<author><name>Harpwn</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpseaside&amp;diff=26468</id>
		<title>Gamehelpseaside</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpseaside&amp;diff=26468"/>
		<updated>2025-09-15T17:23:06Z</updated>

		<summary type="html">&lt;p&gt;Harpwn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Seaside-rules-req.png]]&lt;br /&gt;
&lt;br /&gt;
The sun is shining, as a light, salty wind sends cottony clouds scudding across the sky. Sandpipers filling their bellies with strange insects, crabs hiding under piles of rocks, seashells washed up on the sand, curling waves that break along the beach. Nature in its simplest beauty. One token at a time, create your Seaside with the elements the sea sends your way&lt;br /&gt;
&lt;br /&gt;
[[File:Seaside-learn-rules-qr.png]]&lt;br /&gt;
== Goal ==&lt;br /&gt;
To have the highest stack of tokens.&lt;br /&gt;
&lt;br /&gt;
[[File:Seaside-rules-goal.png]]&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Put all tokens in the Bag and mix them up.&lt;br /&gt;
&lt;br /&gt;
* 4-5 players: Play with all the tokens.&lt;br /&gt;
* 3 players: Remove 15 to 20 tokens at random from the bag.&lt;br /&gt;
* 2 players: Remove 30 to 40 tokens at random from the bag.&lt;br /&gt;
&lt;br /&gt;
Place the removed tokens aside; they will not be used in the game.&lt;br /&gt;
&lt;br /&gt;
== Playing Space ==&lt;br /&gt;
&lt;br /&gt;
=== To better understand the rules we&#039;ve drawn up an imaginary play area designated with blue and white spaces. ===&lt;br /&gt;
[[File:Seaside-rules-sea-diagram.png]]&lt;br /&gt;
&lt;br /&gt;
=== The play area is divided into 2 spaces: ===&lt;br /&gt;
&lt;br /&gt;
==== The Sea (blue) ====&lt;br /&gt;
The central area of the play space.&lt;br /&gt;
&lt;br /&gt;
==== The Seaside (white) ====&lt;br /&gt;
The area in front of each player.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Play moves in clockwise direction. The last player to have wet their feet in the sea begins&lt;br /&gt;
&lt;br /&gt;
* On your turn, draw a token from the Bag, look at it secretly, choose the side that interests you and apply its effect. &#039;&#039;Once you have chosen the side of the token you&#039;d like to play, it will remain like that for the rest of the game.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* Once you&#039;ve applied the token&#039;s effect (see below), your turn is over; pass the Bag to the player on your left&lt;br /&gt;
&lt;br /&gt;
== Token Effects ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are two types of token:&lt;br /&gt;
&lt;br /&gt;
===== Sea =====&lt;br /&gt;
Tokens with a blue design are thrown into the sea.&lt;br /&gt;
&lt;br /&gt;
[[File:Seaside-token-sea.png]]&lt;br /&gt;
&lt;br /&gt;
===== Seaside =====&lt;br /&gt;
Tokens with a white design are placed on your Seaside.&lt;br /&gt;
&lt;br /&gt;
[[File:Seaside-token-seaside.png]]&lt;br /&gt;
&lt;br /&gt;
=== Isopod, Shell or Crab ===&lt;br /&gt;
[[File:Seaside-rules-sea-tokens.png]]&lt;br /&gt;
&lt;br /&gt;
If you choose the Isopod (the bug), the Shell, or the Crab:&lt;br /&gt;
# Place the token into the Sea (in the center of the play area); &lt;br /&gt;
# Then immediately take another turn (draw another token from the bag and apply its effect).&lt;br /&gt;
&lt;br /&gt;
=== Sandpiper ===&lt;br /&gt;
[[File:Seaside-rules-sandpiper.png]]&lt;br /&gt;
&lt;br /&gt;
If you choose the Sandpiper: &lt;br /&gt;
&lt;br /&gt;
# Add it to your Seaside; &lt;br /&gt;
# Take as many Isopods as you wish from the Sea, &lt;br /&gt;
&lt;br /&gt;
Add them beneath your Sandpiper token to form a Sandpiper Stack. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You are allowed to take no Isopods at all if you wish&#039;&#039;&amp;lt;blockquote&amp;gt;&lt;br /&gt;
=== Careful! ===&lt;br /&gt;
If you create a new Sandpiper Stack, and... &lt;br /&gt;
&lt;br /&gt;
* it is the same size as the one(s) on your Seaside: → You may keep it on your Seaside &lt;br /&gt;
* it is smaller than the one(s) on your Seaside: → You must discard it immediately &lt;br /&gt;
* it is larger than the one(s) on your Seaside: → You must discard all smaller Stacks and keep the new, larger one&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Example 1 ====&lt;br /&gt;
Example: If you have a 3-token Sandpiper Stack A and you take a 4-token one B you must discard your 3-token Stack.&lt;br /&gt;
&lt;br /&gt;
[[File:Seaside-example1.png]]&lt;br /&gt;
&lt;br /&gt;
==== Example 2 ====&lt;br /&gt;
Example: If you have a 3-token Stack A and you take a 2-token one B , you must discard the smaller one: The 2-token one you just took.&lt;br /&gt;
&lt;br /&gt;
[[File:Seaside-example2.png]]&lt;br /&gt;
&lt;br /&gt;
=== Beaches ===&lt;br /&gt;
[[File:Seaside-rules-beach.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you choose a Beach:&lt;br /&gt;
# Add it to your Seaside, &lt;br /&gt;
# Take up to as many Shells from the Sea as the total number of Beaches on your Seaside, including the one you just placed. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If there are no Shells in the sea, you can still place a Beach on your Seaside... this is called planning ahead!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Keep your Beaches next to each other on your Seaside to easily see how many you have. Place your Shells in a stack&lt;br /&gt;
&lt;br /&gt;
==== Example ====&lt;br /&gt;
If you add a third Beach to your Seaside, take up to 3 Shells from the Sea. On a future turn, if you add a 4th Beach to your Seaside, you can take up to 4 Shells from the sea.&lt;br /&gt;
&lt;br /&gt;
=== Waves ===&lt;br /&gt;
[[File:Seaside-rules-wave.png]] &lt;br /&gt;
&lt;br /&gt;
If you choose a Wave: &lt;br /&gt;
&lt;br /&gt;
# Add it to your Seaside, &lt;br /&gt;
# You must flip over one of your Beaches, if you have one. You are allowed to look at the other side of your Beaches to choose which one would be best to flip over. &lt;br /&gt;
# Immediately apply the effect of what was hidden on the other side of the Beach play the newly-flipped token exactly as though you had drawn it from the Bag.&lt;br /&gt;
&lt;br /&gt;
Place all your Waves in a stack&lt;br /&gt;
&lt;br /&gt;
==== Example ====&lt;br /&gt;
If you flip over a Shell, place it into the sea and re-draw a token from the bag. If you flip a Wave, flip over another Beach&lt;br /&gt;
&lt;br /&gt;
=== Rocks ===&lt;br /&gt;
[[File:Seaside-rules-rocks.png]] &lt;br /&gt;
&lt;br /&gt;
If you choose a Rock: &lt;br /&gt;
&lt;br /&gt;
# Place it on your Seaside. The Rocks work in pairs:&lt;br /&gt;
## The 1st Rock has no immediate effect. Your turn ends.&lt;br /&gt;
## The 2nd Rock forms a Crab Habitat. Place the second Rock on top of the first one and add all the Crabs in the Sea, plus one Crab from one other player of your choice, to your Seaside. &#039;&#039;You can always do this action even if no other players have Crab tokens or there are no crabs in the Sea.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Make a pile with all your Crabs.&lt;br /&gt;
&lt;br /&gt;
==== Example ====&lt;br /&gt;
If you take a third Rock later in the game, it does nothing. Your fourth Rock will create a second Crab Habitat, allowing you to collect Crabs a second time.&lt;br /&gt;
&lt;br /&gt;
== End of Game ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As soon as the Bag is empty, the game is over. &lt;br /&gt;
&lt;br /&gt;
# The player with the most Waves takes all the tokens remaining in the Sea. In the case of a draw, distribute the tokens in the Sea equally amongst all tied players. → If you are unable to equally distribute the tokens, leave any extras in the Sea. → If nobody has any Waves on their Seaside, the tokens remain in the Sea. &lt;br /&gt;
# Stack up all the tokens from your Seaside. &lt;br /&gt;
# Compare it to the other players&#039; stacks. The highest one is the winner! In the case of a draw, all tied players share the victory&lt;br /&gt;
&lt;br /&gt;
== Solo Mode ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Add all the tokens to the bag and shake it up. &lt;br /&gt;
&lt;br /&gt;
The game follows exactly the same rules, with the following modifications: &lt;br /&gt;
&lt;br /&gt;
* If you add a 7th Beach, 7th Wave, 7th Sandpiper, or 7th Rock to your Seaside, the game ends immediately, without applying the effect of that token. &lt;br /&gt;
* If you add a 7th token into the Sea (any Isopod, Shell, or Crab token), the game also ends immediately. &lt;br /&gt;
&lt;br /&gt;
∼ &lt;br /&gt;
&lt;br /&gt;
When the game is finished: &lt;br /&gt;
&lt;br /&gt;
# Collect all the tokens in the Sea if you have at least 1 Wave on your Seaside. &lt;br /&gt;
# Count the tokens in front of you, including the 7th token played, as you would in the basic game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Consult the table below to see how your Seaside excursion went:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Score&lt;br /&gt;
!Result&lt;br /&gt;
|-&lt;br /&gt;
|0-19&lt;br /&gt;
|The wind, rain, and cold have cut your walk short. &lt;br /&gt;
|-&lt;br /&gt;
|20-29&lt;br /&gt;
|It was a grey day, but the salt air was invigorating. &lt;br /&gt;
|-&lt;br /&gt;
|30-39&lt;br /&gt;
|The wind was blowing hard and the sea was imposing. A bit scary but also a bit exciting!&lt;br /&gt;
|-&lt;br /&gt;
|40-49&lt;br /&gt;
|A very satisfying outing! Your mind is filled with wonderful memories.&lt;br /&gt;
|-&lt;br /&gt;
|50-59&lt;br /&gt;
|The sun was shining, the waves were magnificent, and nature showed itself in all its splendour&lt;br /&gt;
|-&lt;br /&gt;
|60+&lt;br /&gt;
|You have discovered a completely unmatched and unique beach! This was a once-in-a-lifetime experience.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Harpwn</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpseaside&amp;diff=26371</id>
		<title>Gamehelpseaside</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpseaside&amp;diff=26371"/>
		<updated>2025-09-01T12:58:04Z</updated>

		<summary type="html">&lt;p&gt;Harpwn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Seaside-rules-req.png]]&lt;br /&gt;
&lt;br /&gt;
The sun is shining, as a light, salty wind sends cottony clouds scudding across the sky. Sandpipers filling their bellies with strange insects, crabs hiding under piles of rocks, seashells washed up on the sand, curling waves that break along the beach. Nature in its simplest beauty. One token at a time, create your Seaside with the elements the sea sends your way&lt;br /&gt;
&lt;br /&gt;
[[File:Seaside-learn-rules-qr.png]]&lt;br /&gt;
== Goal ==&lt;br /&gt;
To have the highest stack of tokens.&lt;br /&gt;
&lt;br /&gt;
[[File:Seaside-rules-goal.png]]&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Put all tokens in the Bag and mix them up.&lt;br /&gt;
&lt;br /&gt;
* 4-5 players: Play with all the tokens.&lt;br /&gt;
* 3 players: Remove 15 to 20 tokens at random from the bag.&lt;br /&gt;
* 2 players: Remove 30 to 40 tokens at random from the bag.&lt;br /&gt;
&lt;br /&gt;
Place the removed tokens aside; they will not be used in the game.&lt;br /&gt;
&lt;br /&gt;
== Playing Space ==&lt;br /&gt;
&lt;br /&gt;
=== To better understand the rules we&#039;ve drawn up an imaginary play area designated with blue and white spaces. ===&lt;br /&gt;
[[File:Seaside-rules-sea-diagram.png]]&lt;br /&gt;
&lt;br /&gt;
=== The play area is divided into 2 spaces: ===&lt;br /&gt;
&lt;br /&gt;
==== The Sea (blue) ====&lt;br /&gt;
The central area of the play space.&lt;br /&gt;
&lt;br /&gt;
==== The Seaside (white) ====&lt;br /&gt;
The area in front of each player.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Play moves in clockwise direction. The last player to have wet their feet in the sea begins&lt;br /&gt;
&lt;br /&gt;
* On your turn, draw a token from the Bag, look at it secretly, choose the side that interests you and apply its effect. &#039;&#039;Once you have chosen the side of the token you&#039;d like to play, it will remain like that for the rest of the game.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* Once you&#039;ve applied the token&#039;s effect (see below), your turn is over; pass the Bag to the player on your left&lt;br /&gt;
&lt;br /&gt;
== Token Effects ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are two types of token:&lt;br /&gt;
&lt;br /&gt;
===== Sea =====&lt;br /&gt;
Tokens with a blue design are thrown into the sea.&lt;br /&gt;
&lt;br /&gt;
[[File:Seaside-token-sea.png]]&lt;br /&gt;
&lt;br /&gt;
===== Seaside =====&lt;br /&gt;
Tokens with a white design are placed on your Seaside.&lt;br /&gt;
&lt;br /&gt;
[[File:Seaside-token-seaside.png]]&lt;br /&gt;
&lt;br /&gt;
=== Isopod, Shell or Crab ===&lt;br /&gt;
[[File:Seaside-rules-sea-tokens.png]]&lt;br /&gt;
&lt;br /&gt;
If you choose the Isopod (the bug), the Shell, or the Crab:&lt;br /&gt;
# Place the token into the Sea (in the center of the play area); &lt;br /&gt;
# Then immediately take another turn (draw another token from the bag and apply its effect).&lt;br /&gt;
&lt;br /&gt;
=== Sandpiper ===&lt;br /&gt;
[[File:Seaside-rules-sandpiper.png]]&lt;br /&gt;
&lt;br /&gt;
If you choose the Sandpiper: &lt;br /&gt;
&lt;br /&gt;
# Add it to your Seaside; &lt;br /&gt;
# Take as many Isopods as you wish from the Sea, &lt;br /&gt;
&lt;br /&gt;
Add them beneath your Sandpiper token to form a Sandpiper Stack. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You are allowed to take no Isopods at all if you wish&#039;&#039;&amp;lt;blockquote&amp;gt;&lt;br /&gt;
=== Careful! ===&lt;br /&gt;
If you create a new Sandpiper Stack, and... &lt;br /&gt;
&lt;br /&gt;
* it is the same size as the one(s) on your Seaside: → You may keep it on your Seaside &lt;br /&gt;
* it is smaller than the one(s) on your Seaside: → You must discard it immediately &lt;br /&gt;
* it is larger than the one(s) on your Seaside: → You must discard all smaller Stacks and keep the new, larger one&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Example 1 ====&lt;br /&gt;
Example: If you have a 3-token Sandpiper Stack A and you take a 4-token one B you must discard your 3-token Stack.&lt;br /&gt;
&lt;br /&gt;
[[File:Seaside-example1.png]]&lt;br /&gt;
&lt;br /&gt;
==== Example 2 ====&lt;br /&gt;
Example: If you have a 3-token Stack A and you take a 2-token one B , you must discard the smaller one: The 2-token one you just took.&lt;br /&gt;
&lt;br /&gt;
[[File:Seaside-example2.png]]&lt;br /&gt;
&lt;br /&gt;
=== Beaches ===&lt;br /&gt;
[[File:Seaside-rules-beach.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you choose a Beach:&lt;br /&gt;
# Add it to your Seaside, &lt;br /&gt;
# Take up to as many Shells from the Sea as the total number of Beaches on your Seaside, including the one you just placed. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If there are no Shells in the sea, you can still place a Beach on your Seaside... this is called planning ahead!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Keep your Beaches next to each other on your Seaside to easily see how many you have. Place your Shells in a stack&lt;br /&gt;
&lt;br /&gt;
==== Example ====&lt;br /&gt;
If you add a third Beach to your Seaside, take up to 3 Shells from the Sea. On a future turn, if you add a 4th Beach to your Seaside, you can take up to 4 Shells from the sea.&lt;br /&gt;
&lt;br /&gt;
=== Waves ===&lt;br /&gt;
[[File:Seaside-rules-wave.png]] &lt;br /&gt;
&lt;br /&gt;
If you choose a Wave: &lt;br /&gt;
&lt;br /&gt;
# Add it to your Seaside, &lt;br /&gt;
# You must flip over one of your Beaches, if you have one. You are allowed to look at the other side of your Beaches to choose which one would be best to flip over. &lt;br /&gt;
# Immediately apply the effect of what was hidden on the other side of the Beach play the newly-flipped token exactly as though you had drawn it from the Bag.&lt;br /&gt;
&lt;br /&gt;
Place all your Waves in a stack&lt;br /&gt;
&lt;br /&gt;
==== Example ====&lt;br /&gt;
If you flip over a Shell, place it into the sea and re-draw a token from the bag. If you flip a Wave, flip over another Beach&lt;br /&gt;
&lt;br /&gt;
=== Rocks ===&lt;br /&gt;
[[File:Seaside-rules-rocks.png]] &lt;br /&gt;
&lt;br /&gt;
If you choose a Rock: &lt;br /&gt;
&lt;br /&gt;
# Place it on your Seaside. The Rocks work in pairs:&lt;br /&gt;
## The 1st Rock has no immediate effect. Your turn ends.&lt;br /&gt;
## The 2nd Rock forms a Crab Habitat. Place the second Rock on top of the first one and add all the Crabs in the Sea, plus one Crab from one other player of your choice, to your Seaside. &#039;&#039;You can always do this action even if no other players have Crab tokens or there are no crabs in the Sea.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Make a pile with all your Crabs.&lt;br /&gt;
&lt;br /&gt;
==== Example ====&lt;br /&gt;
If you take a third Rock later in the game, it does nothing. Your fourth Rock will create a second Crab Habitat, allowing you to collect Crabs a second time.&lt;br /&gt;
&lt;br /&gt;
== End of Game ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As soon as the Bag is empty, the game is over. &lt;br /&gt;
&lt;br /&gt;
# The player with the most Waves takes all the tokens remaining in the Sea. In the case of a draw, distribute the tokens in the Sea equally amongst all tied players. → If you are unable to equally distribute the tokens, leave any extras in the Sea. → If nobody has any Waves on their Seaside, the tokens remain in the Sea. &lt;br /&gt;
# Stack up all the tokens from your Seaside. &lt;br /&gt;
# Compare it to the other players&#039; stacks. The highest one is the winner! In the case of a draw, all tied players share the victory&lt;br /&gt;
&lt;br /&gt;
== Solo Mode ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Add all the tokens to the bag and shake it up. &lt;br /&gt;
&lt;br /&gt;
The game follows exactly the same rules, with the following modifications: &lt;br /&gt;
&lt;br /&gt;
* If you add a 7th Beach, 7th Wave, 7th Sandpiper, or 7th Rock to your Seaside, the game ends immediately, without applying the effect of that token. &lt;br /&gt;
* If you add a 7th token into the Sea (any Isopod, Shell, or Crab token), the game also ends immediately. &lt;br /&gt;
&lt;br /&gt;
∼ &lt;br /&gt;
&lt;br /&gt;
When the game is finished: &lt;br /&gt;
&lt;br /&gt;
# Collect all the tokens in the Sea if you have at least 1 Wave on your Seaside. &lt;br /&gt;
# Count the tokens in front of you, including the 7th token played, as you would in the basic game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Consult the table below to see how your Seaside excursion went:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Score&lt;br /&gt;
!Result&lt;br /&gt;
|-&lt;br /&gt;
|0-19&lt;br /&gt;
|ain, and cold have cut your walk short. &lt;br /&gt;
|-&lt;br /&gt;
|20-29&lt;br /&gt;
|It was a grey day, but the salt air was invigorating. &lt;br /&gt;
|-&lt;br /&gt;
|30-39&lt;br /&gt;
|The wind was blowing hard and the sea was imposing. A bit scary but also a bit exciting!&lt;br /&gt;
|-&lt;br /&gt;
|40-49&lt;br /&gt;
|A very satisfying outing! Your mind is filled with wonderful memories.&lt;br /&gt;
|-&lt;br /&gt;
|50-59&lt;br /&gt;
|The sun was shining, the waves were magnificent, and nature showed itself in all its splendour&lt;br /&gt;
|-&lt;br /&gt;
|60+&lt;br /&gt;
|You have discovered a completely unmatched and unique beach! This was a once-in-a-lifetime experience.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Harpwn</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpseaside&amp;diff=26370</id>
		<title>Gamehelpseaside</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpseaside&amp;diff=26370"/>
		<updated>2025-09-01T12:57:21Z</updated>

		<summary type="html">&lt;p&gt;Harpwn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Seaside-rules-req.png]]&lt;br /&gt;
&lt;br /&gt;
The sun is shining, as a light, salty wind sends cottony clouds scudding across the sky. Sandpipers filling their bellies with strange insects, crabs hiding under piles of rocks, seashells washed up on the sand, curling waves that break along the beach. Nature in its simplest beauty. One token at a time, create your Seaside with the elements the sea sends your way&lt;br /&gt;
&lt;br /&gt;
[[File:Seaside-learn-rules-qr.png]]&lt;br /&gt;
== Goal ==&lt;br /&gt;
To have the highest stack of tokens.&lt;br /&gt;
&lt;br /&gt;
[[File:Seaside-rules-goal.png]]&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Put all tokens in the Bag and mix them up.&lt;br /&gt;
&lt;br /&gt;
* 4-5 players: Play with all the tokens.&lt;br /&gt;
* 3 players: Remove 15 to 20 tokens at random from the bag.&lt;br /&gt;
* 2 players: Remove 30 to 40 tokens at random from the bag.&lt;br /&gt;
&lt;br /&gt;
Place the removed tokens aside; they will not be used in the game.&lt;br /&gt;
&lt;br /&gt;
== Playing Space ==&lt;br /&gt;
&lt;br /&gt;
=== To better understand the rules we&#039;ve drawn up an imaginary play area designated with blue and white spaces. ===&lt;br /&gt;
[[File:Seaside-rules-sea-diagram.png]]&lt;br /&gt;
&lt;br /&gt;
=== The play area is divided into 2 spaces: ===&lt;br /&gt;
&lt;br /&gt;
==== The Sea (blue) ====&lt;br /&gt;
The central area of the play space.&lt;br /&gt;
&lt;br /&gt;
==== The Seaside (white) ====&lt;br /&gt;
The area in front of each player.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Play moves in clockwise direction. The last player to have wet their feet in the sea begins&lt;br /&gt;
&lt;br /&gt;
* On your turn, draw a token from the Bag, look at it secretly, choose the side that interests you and apply its effect. &#039;&#039;Once you have chosen the side of the token you&#039;d like to play, it will remain like that for the rest of the game.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* Once you&#039;ve applied the token&#039;s effect (see below), your turn is over; pass the Bag to the player on your left&lt;br /&gt;
&lt;br /&gt;
== Token Effects ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are two types of token:&lt;br /&gt;
&lt;br /&gt;
===== Sea =====&lt;br /&gt;
Tokens with a blue design are thrown into the sea.&lt;br /&gt;
&lt;br /&gt;
[[File:Seaside-token-sea.png]]&lt;br /&gt;
&lt;br /&gt;
===== Seaside =====&lt;br /&gt;
Tokens with a white design are placed on your Seaside.&lt;br /&gt;
[[File:Seaside-token-seaside.png|left]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Isopod, Shell or Crab ===&lt;br /&gt;
[[File:Seaside-rules-sea-tokens.png]]&lt;br /&gt;
&lt;br /&gt;
If you choose the Isopod (the bug), the Shell, or the Crab:&lt;br /&gt;
# Place the token into the Sea (in the center of the play area); &lt;br /&gt;
# Then immediately take another turn (draw another token from the bag and apply its effect).&lt;br /&gt;
&lt;br /&gt;
=== Sandpiper ===&lt;br /&gt;
[[File:Seaside-rules-sandpiper.png]]&lt;br /&gt;
&lt;br /&gt;
If you choose the Sandpiper: &lt;br /&gt;
&lt;br /&gt;
# Add it to your Seaside; &lt;br /&gt;
# Take as many Isopods as you wish from the Sea, &lt;br /&gt;
&lt;br /&gt;
Add them beneath your Sandpiper token to form a Sandpiper Stack. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You are allowed to take no Isopods at all if you wish&#039;&#039;&amp;lt;blockquote&amp;gt;&lt;br /&gt;
=== Careful! ===&lt;br /&gt;
If you create a new Sandpiper Stack, and... &lt;br /&gt;
&lt;br /&gt;
* it is the same size as the one(s) on your Seaside: → You may keep it on your Seaside &lt;br /&gt;
* it is smaller than the one(s) on your Seaside: → You must discard it immediately &lt;br /&gt;
* it is larger than the one(s) on your Seaside: → You must discard all smaller Stacks and keep the new, larger one&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Example 1 ====&lt;br /&gt;
Example: If you have a 3-token Sandpiper Stack A and you take a 4-token one B you must discard your 3-token Stack.&lt;br /&gt;
&lt;br /&gt;
[[File:Seaside-example1.png]]&lt;br /&gt;
&lt;br /&gt;
==== Example 2 ====&lt;br /&gt;
Example: If you have a 3-token Stack A and you take a 2-token one B , you must discard the smaller one: The 2-token one you just took.&lt;br /&gt;
&lt;br /&gt;
[[File:Seaside-example2.png]]&lt;br /&gt;
&lt;br /&gt;
=== Beaches ===&lt;br /&gt;
[[File:Seaside-rules-beach.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you choose a Beach:&lt;br /&gt;
# Add it to your Seaside, &lt;br /&gt;
# Take up to as many Shells from the Sea as the total number of Beaches on your Seaside, including the one you just placed. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If there are no Shells in the sea, you can still place a Beach on your Seaside... this is called planning ahead!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Keep your Beaches next to each other on your Seaside to easily see how many you have. Place your Shells in a stack&lt;br /&gt;
&lt;br /&gt;
==== Example ====&lt;br /&gt;
If you add a third Beach to your Seaside, take up to 3 Shells from the Sea. On a future turn, if you add a 4th Beach to your Seaside, you can take up to 4 Shells from the sea.&lt;br /&gt;
&lt;br /&gt;
=== Waves ===&lt;br /&gt;
[[File:Seaside-rules-wave.png]] &lt;br /&gt;
&lt;br /&gt;
If you choose a Wave: &lt;br /&gt;
&lt;br /&gt;
# Add it to your Seaside, &lt;br /&gt;
# You must flip over one of your Beaches, if you have one. You are allowed to look at the other side of your Beaches to choose which one would be best to flip over. &lt;br /&gt;
# Immediately apply the effect of what was hidden on the other side of the Beach play the newly-flipped token exactly as though you had drawn it from the Bag.&lt;br /&gt;
&lt;br /&gt;
Place all your Waves in a stack&lt;br /&gt;
&lt;br /&gt;
==== Example ====&lt;br /&gt;
If you flip over a Shell, place it into the sea and re-draw a token from the bag. If you flip a Wave, flip over another Beach&lt;br /&gt;
&lt;br /&gt;
=== Rocks ===&lt;br /&gt;
[[File:Seaside-rules-rocks.png]] &lt;br /&gt;
&lt;br /&gt;
If you choose a Rock: &lt;br /&gt;
&lt;br /&gt;
# Place it on your Seaside. The Rocks work in pairs:&lt;br /&gt;
## The 1st Rock has no immediate effect. Your turn ends.&lt;br /&gt;
## The 2nd Rock forms a Crab Habitat. Place the second Rock on top of the first one and add all the Crabs in the Sea, plus one Crab from one other player of your choice, to your Seaside. &#039;&#039;You can always do this action even if no other players have Crab tokens or there are no crabs in the Sea.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Make a pile with all your Crabs.&lt;br /&gt;
&lt;br /&gt;
==== Example ====&lt;br /&gt;
If you take a third Rock later in the game, it does nothing. Your fourth Rock will create a second Crab Habitat, allowing you to collect Crabs a second time.&lt;br /&gt;
&lt;br /&gt;
== End of Game ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As soon as the Bag is empty, the game is over. &lt;br /&gt;
&lt;br /&gt;
# The player with the most Waves takes all the tokens remaining in the Sea. In the case of a draw, distribute the tokens in the Sea equally amongst all tied players. → If you are unable to equally distribute the tokens, leave any extras in the Sea. → If nobody has any Waves on their Seaside, the tokens remain in the Sea. &lt;br /&gt;
# Stack up all the tokens from your Seaside. &lt;br /&gt;
# Compare it to the other players&#039; stacks. The highest one is the winner! In the case of a draw, all tied players share the victory&lt;br /&gt;
&lt;br /&gt;
== Solo Mode ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Add all the tokens to the bag and shake it up. &lt;br /&gt;
&lt;br /&gt;
The game follows exactly the same rules, with the following modifications: &lt;br /&gt;
&lt;br /&gt;
* If you add a 7th Beach, 7th Wave, 7th Sandpiper, or 7th Rock to your Seaside, the game ends immediately, without applying the effect of that token. &lt;br /&gt;
* If you add a 7th token into the Sea (any Isopod, Shell, or Crab token), the game also ends immediately. &lt;br /&gt;
&lt;br /&gt;
∼ &lt;br /&gt;
&lt;br /&gt;
When the game is finished: &lt;br /&gt;
&lt;br /&gt;
# Collect all the tokens in the Sea if you have at least 1 Wave on your Seaside. &lt;br /&gt;
# Count the tokens in front of you, including the 7th token played, as you would in the basic game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Consult the table below to see how your Seaside excursion went:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Score&lt;br /&gt;
!Result&lt;br /&gt;
|-&lt;br /&gt;
|0-19&lt;br /&gt;
|ain, and cold have cut your walk short. &lt;br /&gt;
|-&lt;br /&gt;
|20-29&lt;br /&gt;
|It was a grey day, but the salt air was invigorating. &lt;br /&gt;
|-&lt;br /&gt;
|30-39&lt;br /&gt;
|The wind was blowing hard and the sea was imposing. A bit scary but also a bit exciting!&lt;br /&gt;
|-&lt;br /&gt;
|40-49&lt;br /&gt;
|A very satisfying outing! Your mind is filled with wonderful memories.&lt;br /&gt;
|-&lt;br /&gt;
|50-59&lt;br /&gt;
|The sun was shining, the waves were magnificent, and nature showed itself in all its splendour&lt;br /&gt;
|-&lt;br /&gt;
|60+&lt;br /&gt;
|You have discovered a completely unmatched and unique beach! This was a once-in-a-lifetime experience.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Harpwn</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpseaside&amp;diff=26369</id>
		<title>Gamehelpseaside</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpseaside&amp;diff=26369"/>
		<updated>2025-09-01T12:56:53Z</updated>

		<summary type="html">&lt;p&gt;Harpwn: /* Isopod, Shell or Crab */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Seaside-rules-req.png]]&lt;br /&gt;
&lt;br /&gt;
The sun is shining, as a light, salty wind sends cottony clouds scudding across the sky. Sandpipers filling their bellies with strange insects, crabs hiding under piles of rocks, seashells washed up on the sand, curling waves that break along the beach. Nature in its simplest beauty. One token at a time, create your Seaside with the elements the sea sends your way&lt;br /&gt;
&lt;br /&gt;
[[File:Seaside-learn-rules-qr.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Goal ==&lt;br /&gt;
To have the highest stack of tokens.&lt;br /&gt;
&lt;br /&gt;
[[File:Seaside-rules-goal.png]]&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Put all tokens in the Bag and mix them up.&lt;br /&gt;
&lt;br /&gt;
* 4-5 players: Play with all the tokens.&lt;br /&gt;
* 3 players: Remove 15 to 20 tokens at random from the bag.&lt;br /&gt;
* 2 players: Remove 30 to 40 tokens at random from the bag.&lt;br /&gt;
&lt;br /&gt;
Place the removed tokens aside; they will not be used in the game.&lt;br /&gt;
&lt;br /&gt;
== Playing Space ==&lt;br /&gt;
&lt;br /&gt;
=== To better understand the rules we&#039;ve drawn up an imaginary play area designated with blue and white spaces. ===&lt;br /&gt;
[[File:Seaside-rules-sea-diagram.png]]&lt;br /&gt;
&lt;br /&gt;
=== The play area is divided into 2 spaces: ===&lt;br /&gt;
&lt;br /&gt;
==== The Sea (blue) ====&lt;br /&gt;
The central area of the play space.&lt;br /&gt;
&lt;br /&gt;
==== The Seaside (white) ====&lt;br /&gt;
The area in front of each player.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Play moves in clockwise direction. The last player to have wet their feet in the sea begins&lt;br /&gt;
&lt;br /&gt;
* On your turn, draw a token from the Bag, look at it secretly, choose the side that interests you and apply its effect. &#039;&#039;Once you have chosen the side of the token you&#039;d like to play, it will remain like that for the rest of the game.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* Once you&#039;ve applied the token&#039;s effect (see below), your turn is over; pass the Bag to the player on your left&lt;br /&gt;
&lt;br /&gt;
== Token Effects ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are two types of token:&lt;br /&gt;
&lt;br /&gt;
===== Sea =====&lt;br /&gt;
Tokens with a blue design are thrown into the sea.&lt;br /&gt;
&lt;br /&gt;
[[File:Seaside-token-sea.png]]&lt;br /&gt;
&lt;br /&gt;
===== Seaside =====&lt;br /&gt;
Tokens with a white design are placed on your Seaside.&lt;br /&gt;
[[File:Seaside-token-seaside.png|left]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Isopod, Shell or Crab ===&lt;br /&gt;
[[File:Seaside-rules-sea-tokens.png]]&lt;br /&gt;
&lt;br /&gt;
If you choose the Isopod (the bug), the Shell, or the Crab:&lt;br /&gt;
# Place the token into the Sea (in the center of the play area); &lt;br /&gt;
# Then immediately take another turn (draw another token from the bag and apply its effect).&lt;br /&gt;
&lt;br /&gt;
=== Sandpiper ===&lt;br /&gt;
[[File:Seaside-rules-sandpiper.png]]&lt;br /&gt;
&lt;br /&gt;
If you choose the Sandpiper: &lt;br /&gt;
&lt;br /&gt;
# Add it to your Seaside; &lt;br /&gt;
# Take as many Isopods as you wish from the Sea, &lt;br /&gt;
&lt;br /&gt;
Add them beneath your Sandpiper token to form a Sandpiper Stack. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You are allowed to take no Isopods at all if you wish&#039;&#039;&amp;lt;blockquote&amp;gt;&lt;br /&gt;
=== Careful! ===&lt;br /&gt;
If you create a new Sandpiper Stack, and... &lt;br /&gt;
&lt;br /&gt;
* it is the same size as the one(s) on your Seaside: → You may keep it on your Seaside &lt;br /&gt;
* it is smaller than the one(s) on your Seaside: → You must discard it immediately &lt;br /&gt;
* it is larger than the one(s) on your Seaside: → You must discard all smaller Stacks and keep the new, larger one&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Example 1 ====&lt;br /&gt;
Example: If you have a 3-token Sandpiper Stack A and you take a 4-token one B you must discard your 3-token Stack.&lt;br /&gt;
&lt;br /&gt;
[[File:Seaside-example1.png]]&lt;br /&gt;
&lt;br /&gt;
==== Example 2 ====&lt;br /&gt;
Example: If you have a 3-token Stack A and you take a 2-token one B , you must discard the smaller one: The 2-token one you just took.&lt;br /&gt;
&lt;br /&gt;
[[File:Seaside-example2.png]]&lt;br /&gt;
&lt;br /&gt;
=== Beaches ===&lt;br /&gt;
[[File:Seaside-rules-beach.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you choose a Beach:&lt;br /&gt;
# Add it to your Seaside, &lt;br /&gt;
# Take up to as many Shells from the Sea as the total number of Beaches on your Seaside, including the one you just placed. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If there are no Shells in the sea, you can still place a Beach on your Seaside... this is called planning ahead!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Keep your Beaches next to each other on your Seaside to easily see how many you have. Place your Shells in a stack&lt;br /&gt;
&lt;br /&gt;
==== Example ====&lt;br /&gt;
If you add a third Beach to your Seaside, take up to 3 Shells from the Sea. On a future turn, if you add a 4th Beach to your Seaside, you can take up to 4 Shells from the sea.&lt;br /&gt;
&lt;br /&gt;
=== Waves ===&lt;br /&gt;
[[File:Seaside-rules-wave.png]] &lt;br /&gt;
&lt;br /&gt;
If you choose a Wave: &lt;br /&gt;
&lt;br /&gt;
# Add it to your Seaside, &lt;br /&gt;
# You must flip over one of your Beaches, if you have one. You are allowed to look at the other side of your Beaches to choose which one would be best to flip over. &lt;br /&gt;
# Immediately apply the effect of what was hidden on the other side of the Beach play the newly-flipped token exactly as though you had drawn it from the Bag.&lt;br /&gt;
&lt;br /&gt;
Place all your Waves in a stack&lt;br /&gt;
&lt;br /&gt;
==== Example ====&lt;br /&gt;
If you flip over a Shell, place it into the sea and re-draw a token from the bag. If you flip a Wave, flip over another Beach&lt;br /&gt;
&lt;br /&gt;
=== Rocks ===&lt;br /&gt;
[[File:Seaside-rules-rocks.png]] &lt;br /&gt;
&lt;br /&gt;
If you choose a Rock: &lt;br /&gt;
&lt;br /&gt;
# Place it on your Seaside. The Rocks work in pairs:&lt;br /&gt;
## The 1st Rock has no immediate effect. Your turn ends.&lt;br /&gt;
## The 2nd Rock forms a Crab Habitat. Place the second Rock on top of the first one and add all the Crabs in the Sea, plus one Crab from one other player of your choice, to your Seaside. &#039;&#039;You can always do this action even if no other players have Crab tokens or there are no crabs in the Sea.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Make a pile with all your Crabs.&lt;br /&gt;
&lt;br /&gt;
==== Example ====&lt;br /&gt;
If you take a third Rock later in the game, it does nothing. Your fourth Rock will create a second Crab Habitat, allowing you to collect Crabs a second time.&lt;br /&gt;
&lt;br /&gt;
== End of Game ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As soon as the Bag is empty, the game is over. &lt;br /&gt;
&lt;br /&gt;
# The player with the most Waves takes all the tokens remaining in the Sea. In the case of a draw, distribute the tokens in the Sea equally amongst all tied players. → If you are unable to equally distribute the tokens, leave any extras in the Sea. → If nobody has any Waves on their Seaside, the tokens remain in the Sea. &lt;br /&gt;
# Stack up all the tokens from your Seaside. &lt;br /&gt;
# Compare it to the other players&#039; stacks. The highest one is the winner! In the case of a draw, all tied players share the victory&lt;br /&gt;
&lt;br /&gt;
== Solo Mode ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Add all the tokens to the bag and shake it up. &lt;br /&gt;
&lt;br /&gt;
The game follows exactly the same rules, with the following modifications: &lt;br /&gt;
&lt;br /&gt;
* If you add a 7th Beach, 7th Wave, 7th Sandpiper, or 7th Rock to your Seaside, the game ends immediately, without applying the effect of that token. &lt;br /&gt;
* If you add a 7th token into the Sea (any Isopod, Shell, or Crab token), the game also ends immediately. &lt;br /&gt;
&lt;br /&gt;
∼ &lt;br /&gt;
&lt;br /&gt;
When the game is finished: &lt;br /&gt;
&lt;br /&gt;
# Collect all the tokens in the Sea if you have at least 1 Wave on your Seaside. &lt;br /&gt;
# Count the tokens in front of you, including the 7th token played, as you would in the basic game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Consult the table below to see how your Seaside excursion went:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Score&lt;br /&gt;
!Result&lt;br /&gt;
|-&lt;br /&gt;
|0-19&lt;br /&gt;
|ain, and cold have cut your walk short. &lt;br /&gt;
|-&lt;br /&gt;
|20-29&lt;br /&gt;
|It was a grey day, but the salt air was invigorating. &lt;br /&gt;
|-&lt;br /&gt;
|30-39&lt;br /&gt;
|The wind was blowing hard and the sea was imposing. A bit scary but also a bit exciting!&lt;br /&gt;
|-&lt;br /&gt;
|40-49&lt;br /&gt;
|A very satisfying outing! Your mind is filled with wonderful memories.&lt;br /&gt;
|-&lt;br /&gt;
|50-59&lt;br /&gt;
|The sun was shining, the waves were magnificent, and nature showed itself in all its splendour&lt;br /&gt;
|-&lt;br /&gt;
|60+&lt;br /&gt;
|You have discovered a completely unmatched and unique beach! This was a once-in-a-lifetime experience.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Harpwn</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpseaside&amp;diff=26368</id>
		<title>Gamehelpseaside</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpseaside&amp;diff=26368"/>
		<updated>2025-09-01T12:56:24Z</updated>

		<summary type="html">&lt;p&gt;Harpwn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Seaside-rules-req.png]]&lt;br /&gt;
&lt;br /&gt;
The sun is shining, as a light, salty wind sends cottony clouds scudding across the sky. Sandpipers filling their bellies with strange insects, crabs hiding under piles of rocks, seashells washed up on the sand, curling waves that break along the beach. Nature in its simplest beauty. One token at a time, create your Seaside with the elements the sea sends your way&lt;br /&gt;
&lt;br /&gt;
[[File:Seaside-learn-rules-qr.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Goal ==&lt;br /&gt;
To have the highest stack of tokens.&lt;br /&gt;
&lt;br /&gt;
[[File:Seaside-rules-goal.png]]&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Put all tokens in the Bag and mix them up.&lt;br /&gt;
&lt;br /&gt;
* 4-5 players: Play with all the tokens.&lt;br /&gt;
* 3 players: Remove 15 to 20 tokens at random from the bag.&lt;br /&gt;
* 2 players: Remove 30 to 40 tokens at random from the bag.&lt;br /&gt;
&lt;br /&gt;
Place the removed tokens aside; they will not be used in the game.&lt;br /&gt;
&lt;br /&gt;
== Playing Space ==&lt;br /&gt;
&lt;br /&gt;
=== To better understand the rules we&#039;ve drawn up an imaginary play area designated with blue and white spaces. ===&lt;br /&gt;
[[File:Seaside-rules-sea-diagram.png]]&lt;br /&gt;
&lt;br /&gt;
=== The play area is divided into 2 spaces: ===&lt;br /&gt;
&lt;br /&gt;
==== The Sea (blue) ====&lt;br /&gt;
The central area of the play space.&lt;br /&gt;
&lt;br /&gt;
==== The Seaside (white) ====&lt;br /&gt;
The area in front of each player.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Play moves in clockwise direction. The last player to have wet their feet in the sea begins&lt;br /&gt;
&lt;br /&gt;
* On your turn, draw a token from the Bag, look at it secretly, choose the side that interests you and apply its effect. &#039;&#039;Once you have chosen the side of the token you&#039;d like to play, it will remain like that for the rest of the game.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* Once you&#039;ve applied the token&#039;s effect (see below), your turn is over; pass the Bag to the player on your left&lt;br /&gt;
&lt;br /&gt;
== Token Effects ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are two types of token:&lt;br /&gt;
&lt;br /&gt;
===== Sea =====&lt;br /&gt;
Tokens with a blue design are thrown into the sea.&lt;br /&gt;
&lt;br /&gt;
[[File:Seaside-token-sea.png]]&lt;br /&gt;
&lt;br /&gt;
===== Seaside =====&lt;br /&gt;
Tokens with a white design are placed on your Seaside.&lt;br /&gt;
[[File:Seaside-token-seaside.png|left]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Isopod, Shell or Crab ===&lt;br /&gt;
[[File:Seaside-rules-sea-tokens.png]]If you choose the Isopod (the bug), the Shell, or the Crab:&lt;br /&gt;
# Place the token into the Sea (in the center of the play area); &lt;br /&gt;
# Then immediately take another turn (draw another token from the bag and apply its effect).&lt;br /&gt;
&lt;br /&gt;
=== Sandpiper ===&lt;br /&gt;
[[File:Seaside-rules-sandpiper.png]]&lt;br /&gt;
&lt;br /&gt;
If you choose the Sandpiper: &lt;br /&gt;
&lt;br /&gt;
# Add it to your Seaside; &lt;br /&gt;
# Take as many Isopods as you wish from the Sea, &lt;br /&gt;
&lt;br /&gt;
Add them beneath your Sandpiper token to form a Sandpiper Stack. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You are allowed to take no Isopods at all if you wish&#039;&#039;&amp;lt;blockquote&amp;gt;&lt;br /&gt;
=== Careful! ===&lt;br /&gt;
If you create a new Sandpiper Stack, and... &lt;br /&gt;
&lt;br /&gt;
* it is the same size as the one(s) on your Seaside: → You may keep it on your Seaside &lt;br /&gt;
* it is smaller than the one(s) on your Seaside: → You must discard it immediately &lt;br /&gt;
* it is larger than the one(s) on your Seaside: → You must discard all smaller Stacks and keep the new, larger one&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Example 1 ====&lt;br /&gt;
Example: If you have a 3-token Sandpiper Stack A and you take a 4-token one B you must discard your 3-token Stack.&lt;br /&gt;
&lt;br /&gt;
[[File:Seaside-example1.png]]&lt;br /&gt;
&lt;br /&gt;
==== Example 2 ====&lt;br /&gt;
Example: If you have a 3-token Stack A and you take a 2-token one B , you must discard the smaller one: The 2-token one you just took.&lt;br /&gt;
&lt;br /&gt;
[[File:Seaside-example2.png]]&lt;br /&gt;
&lt;br /&gt;
=== Beaches ===&lt;br /&gt;
[[File:Seaside-rules-beach.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you choose a Beach:&lt;br /&gt;
# Add it to your Seaside, &lt;br /&gt;
# Take up to as many Shells from the Sea as the total number of Beaches on your Seaside, including the one you just placed. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If there are no Shells in the sea, you can still place a Beach on your Seaside... this is called planning ahead!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Keep your Beaches next to each other on your Seaside to easily see how many you have. Place your Shells in a stack&lt;br /&gt;
&lt;br /&gt;
==== Example ====&lt;br /&gt;
If you add a third Beach to your Seaside, take up to 3 Shells from the Sea. On a future turn, if you add a 4th Beach to your Seaside, you can take up to 4 Shells from the sea.&lt;br /&gt;
&lt;br /&gt;
=== Waves ===&lt;br /&gt;
[[File:Seaside-rules-wave.png]] &lt;br /&gt;
&lt;br /&gt;
If you choose a Wave: &lt;br /&gt;
&lt;br /&gt;
# Add it to your Seaside, &lt;br /&gt;
# You must flip over one of your Beaches, if you have one. You are allowed to look at the other side of your Beaches to choose which one would be best to flip over. &lt;br /&gt;
# Immediately apply the effect of what was hidden on the other side of the Beach play the newly-flipped token exactly as though you had drawn it from the Bag.&lt;br /&gt;
&lt;br /&gt;
Place all your Waves in a stack&lt;br /&gt;
&lt;br /&gt;
==== Example ====&lt;br /&gt;
If you flip over a Shell, place it into the sea and re-draw a token from the bag. If you flip a Wave, flip over another Beach&lt;br /&gt;
&lt;br /&gt;
=== Rocks ===&lt;br /&gt;
[[File:Seaside-rules-rocks.png]] &lt;br /&gt;
&lt;br /&gt;
If you choose a Rock: &lt;br /&gt;
&lt;br /&gt;
# Place it on your Seaside. The Rocks work in pairs:&lt;br /&gt;
## The 1st Rock has no immediate effect. Your turn ends.&lt;br /&gt;
## The 2nd Rock forms a Crab Habitat. Place the second Rock on top of the first one and add all the Crabs in the Sea, plus one Crab from one other player of your choice, to your Seaside. &#039;&#039;You can always do this action even if no other players have Crab tokens or there are no crabs in the Sea.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Make a pile with all your Crabs.&lt;br /&gt;
&lt;br /&gt;
==== Example ====&lt;br /&gt;
If you take a third Rock later in the game, it does nothing. Your fourth Rock will create a second Crab Habitat, allowing you to collect Crabs a second time.&lt;br /&gt;
&lt;br /&gt;
== End of Game ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As soon as the Bag is empty, the game is over. &lt;br /&gt;
&lt;br /&gt;
# The player with the most Waves takes all the tokens remaining in the Sea. In the case of a draw, distribute the tokens in the Sea equally amongst all tied players. → If you are unable to equally distribute the tokens, leave any extras in the Sea. → If nobody has any Waves on their Seaside, the tokens remain in the Sea. &lt;br /&gt;
# Stack up all the tokens from your Seaside. &lt;br /&gt;
# Compare it to the other players&#039; stacks. The highest one is the winner! In the case of a draw, all tied players share the victory&lt;br /&gt;
&lt;br /&gt;
== Solo Mode ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Add all the tokens to the bag and shake it up. &lt;br /&gt;
&lt;br /&gt;
The game follows exactly the same rules, with the following modifications: &lt;br /&gt;
&lt;br /&gt;
* If you add a 7th Beach, 7th Wave, 7th Sandpiper, or 7th Rock to your Seaside, the game ends immediately, without applying the effect of that token. &lt;br /&gt;
* If you add a 7th token into the Sea (any Isopod, Shell, or Crab token), the game also ends immediately. &lt;br /&gt;
&lt;br /&gt;
∼ &lt;br /&gt;
&lt;br /&gt;
When the game is finished: &lt;br /&gt;
&lt;br /&gt;
# Collect all the tokens in the Sea if you have at least 1 Wave on your Seaside. &lt;br /&gt;
# Count the tokens in front of you, including the 7th token played, as you would in the basic game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Consult the table below to see how your Seaside excursion went:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Score&lt;br /&gt;
!Result&lt;br /&gt;
|-&lt;br /&gt;
|0-19&lt;br /&gt;
|ain, and cold have cut your walk short. &lt;br /&gt;
|-&lt;br /&gt;
|20-29&lt;br /&gt;
|It was a grey day, but the salt air was invigorating. &lt;br /&gt;
|-&lt;br /&gt;
|30-39&lt;br /&gt;
|The wind was blowing hard and the sea was imposing. A bit scary but also a bit exciting!&lt;br /&gt;
|-&lt;br /&gt;
|40-49&lt;br /&gt;
|A very satisfying outing! Your mind is filled with wonderful memories.&lt;br /&gt;
|-&lt;br /&gt;
|50-59&lt;br /&gt;
|The sun was shining, the waves were magnificent, and nature showed itself in all its splendour&lt;br /&gt;
|-&lt;br /&gt;
|60+&lt;br /&gt;
|You have discovered a completely unmatched and unique beach! This was a once-in-a-lifetime experience.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Harpwn</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpseaside&amp;diff=26367</id>
		<title>Gamehelpseaside</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpseaside&amp;diff=26367"/>
		<updated>2025-09-01T12:55:04Z</updated>

		<summary type="html">&lt;p&gt;Harpwn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Seaside-rules-req.png]]&lt;br /&gt;
&lt;br /&gt;
The sun is shining, as a light, salty wind sends cottony clouds scudding across the sky. Sandpipers filling their bellies with strange insects, crabs hiding under piles of rocks, seashells washed up on the sand, curling waves that break along the beach. Nature in its simplest beauty. One token at a time, create your Seaside with the elements the sea sends your way&lt;br /&gt;
&lt;br /&gt;
[[File:Seaside-learn-rules-qr.png|left]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Goal ==&lt;br /&gt;
To have the highest stack of tokens.&lt;br /&gt;
&lt;br /&gt;
[[File:Seaside-rules-goal.png]]&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Put all tokens in the Bag and mix them up.&lt;br /&gt;
&lt;br /&gt;
* 4-5 players: Play with all the tokens.&lt;br /&gt;
* 3 players: Remove 15 to 20 tokens at random from the bag.&lt;br /&gt;
* 2 players: Remove 30 to 40 tokens at random from the bag.&lt;br /&gt;
&lt;br /&gt;
Place the removed tokens aside; they will not be used in the game.&lt;br /&gt;
&lt;br /&gt;
== Playing Space ==&lt;br /&gt;
&lt;br /&gt;
=== To better understand the rules we&#039;ve drawn up an imaginary play area designated with blue and white spaces. ===&lt;br /&gt;
[[File:Seaside-rules-sea-diagram.png]]&lt;br /&gt;
&lt;br /&gt;
=== The play area is divided into 2 spaces: ===&lt;br /&gt;
&lt;br /&gt;
==== The Sea (blue) ====&lt;br /&gt;
The central area of the play space.&lt;br /&gt;
&lt;br /&gt;
==== The Seaside (white) ====&lt;br /&gt;
The area in front of each player.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Play moves in clockwise direction. The last player to have wet their feet in the sea begins&lt;br /&gt;
&lt;br /&gt;
* On your turn, draw a token from the Bag, look at it secretly, choose the side that interests you and apply its effect. &#039;&#039;Once you have chosen the side of the token you&#039;d like to play, it will remain like that for the rest of the game.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* Once you&#039;ve applied the token&#039;s effect (see below), your turn is over; pass the Bag to the player on your left&lt;br /&gt;
&lt;br /&gt;
== Token Effects ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are two types of token:&lt;br /&gt;
&lt;br /&gt;
===== Sea =====&lt;br /&gt;
Tokens with a blue design are thrown into the sea.&lt;br /&gt;
&lt;br /&gt;
[[File:Seaside-token-sea.png]]&lt;br /&gt;
&lt;br /&gt;
===== Seaside =====&lt;br /&gt;
Tokens with a white design are placed on your Seaside.&lt;br /&gt;
[[File:Seaside-token-seaside.png|left]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Isopod, Shell or Crab ===&lt;br /&gt;
[[File:Seaside-rules-sea-tokens.png|left]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
If you choose the Isopod (the bug), the Shell, or the Crab: &lt;br /&gt;
&lt;br /&gt;
# Place the token into the Sea (in the center of the play area); &lt;br /&gt;
# Then immediately take another turn (draw another token from the bag and apply its effect).&lt;br /&gt;
&lt;br /&gt;
=== Sandpiper ===&lt;br /&gt;
[[File:Seaside-rules-sandpiper.png]]&lt;br /&gt;
&lt;br /&gt;
If you choose the Sandpiper: &lt;br /&gt;
&lt;br /&gt;
# Add it to your Seaside; &lt;br /&gt;
# Take as many Isopods as you wish from the Sea, &lt;br /&gt;
&lt;br /&gt;
Add them beneath your Sandpiper token to form a Sandpiper Stack. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You are allowed to take no Isopods at all if you wish&#039;&#039;&amp;lt;blockquote&amp;gt;&lt;br /&gt;
=== Careful! ===&lt;br /&gt;
If you create a new Sandpiper Stack, and... &lt;br /&gt;
&lt;br /&gt;
* it is the same size as the one(s) on your Seaside: → You may keep it on your Seaside &lt;br /&gt;
* it is smaller than the one(s) on your Seaside: → You must discard it immediately &lt;br /&gt;
* it is larger than the one(s) on your Seaside: → You must discard all smaller Stacks and keep the new, larger one&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Example 1 ====&lt;br /&gt;
Example: If you have a 3-token Sandpiper Stack A and you take a 4-token one B you must discard your 3-token Stack.&lt;br /&gt;
&lt;br /&gt;
[[File:Seaside-example1.png]]&lt;br /&gt;
&lt;br /&gt;
==== Example 2 ====&lt;br /&gt;
Example: If you have a 3-token Stack A and you take a 2-token one B , you must discard the smaller one: The 2-token one you just took.&lt;br /&gt;
&lt;br /&gt;
[[File:Seaside-example2.png]]&lt;br /&gt;
&lt;br /&gt;
=== Beaches ===&lt;br /&gt;
[[File:Seaside-rules-beach.png|left]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
If you choose a Beach: &lt;br /&gt;
&lt;br /&gt;
# Add it to your Seaside, &lt;br /&gt;
# Take up to as many Shells from the Sea as the total number of Beaches on your Seaside, including the one you just placed. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If there are no Shells in the sea, you can still place a Beach on your Seaside... this is called planning ahead!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Keep your Beaches next to each other on your Seaside to easily see how many you have. Place your Shells in a stack&lt;br /&gt;
&lt;br /&gt;
==== Example ====&lt;br /&gt;
If you add a third Beach to your Seaside, take up to 3 Shells from the Sea. On a future turn, if you add a 4th Beach to your Seaside, you can take up to 4 Shells from the sea.&lt;br /&gt;
&lt;br /&gt;
=== Waves ===&lt;br /&gt;
[[File:Seaside-rules-wave.png]] &lt;br /&gt;
&lt;br /&gt;
If you choose a Wave: &lt;br /&gt;
&lt;br /&gt;
# Add it to your Seaside, &lt;br /&gt;
# You must flip over one of your Beaches, if you have one. You are allowed to look at the other side of your Beaches to choose which one would be best to flip over. &lt;br /&gt;
# Immediately apply the effect of what was hidden on the other side of the Beach play the newly-flipped token exactly as though you had drawn it from the Bag.&lt;br /&gt;
&lt;br /&gt;
Place all your Waves in a stack&lt;br /&gt;
&lt;br /&gt;
==== Example ====&lt;br /&gt;
If you flip over a Shell, place it into the sea and re-draw a token from the bag. If you flip a Wave, flip over another Beach&lt;br /&gt;
&lt;br /&gt;
=== Rocks ===&lt;br /&gt;
[[File:Seaside-rules-rocks.png]] &lt;br /&gt;
&lt;br /&gt;
If you choose a Rock: &lt;br /&gt;
&lt;br /&gt;
# Place it on your Seaside. The Rocks work in pairs:&lt;br /&gt;
## The 1st Rock has no immediate effect. Your turn ends.&lt;br /&gt;
## The 2nd Rock forms a Crab Habitat. Place the second Rock on top of the first one and add all the Crabs in the Sea, plus one Crab from one other player of your choice, to your Seaside. &#039;&#039;You can always do this action even if no other players have Crab tokens or there are no crabs in the Sea.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Make a pile with all your Crabs.&lt;br /&gt;
&lt;br /&gt;
==== Example ====&lt;br /&gt;
If you take a third Rock later in the game, it does nothing. Your fourth Rock will create a second Crab Habitat, allowing you to collect Crabs a second time.&lt;br /&gt;
&lt;br /&gt;
== End of Game ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As soon as the Bag is empty, the game is over. &lt;br /&gt;
&lt;br /&gt;
# The player with the most Waves takes all the tokens remaining in the Sea. In the case of a draw, distribute the tokens in the Sea equally amongst all tied players. → If you are unable to equally distribute the tokens, leave any extras in the Sea. → If nobody has any Waves on their Seaside, the tokens remain in the Sea. &lt;br /&gt;
# Stack up all the tokens from your Seaside. &lt;br /&gt;
# Compare it to the other players&#039; stacks. The highest one is the winner! In the case of a draw, all tied players share the victory&lt;br /&gt;
&lt;br /&gt;
== Solo Mode ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Add all the tokens to the bag and shake it up. &lt;br /&gt;
&lt;br /&gt;
The game follows exactly the same rules, with the following modifications: &lt;br /&gt;
&lt;br /&gt;
* If you add a 7th Beach, 7th Wave, 7th Sandpiper, or 7th Rock to your Seaside, the game ends immediately, without applying the effect of that token. &lt;br /&gt;
* If you add a 7th token into the Sea (any Isopod, Shell, or Crab token), the game also ends immediately. &lt;br /&gt;
&lt;br /&gt;
∼ &lt;br /&gt;
&lt;br /&gt;
When the game is finished: &lt;br /&gt;
&lt;br /&gt;
# Collect all the tokens in the Sea if you have at least 1 Wave on your Seaside. &lt;br /&gt;
# Count the tokens in front of you, including the 7th token played, as you would in the basic game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Consult the table below to see how your Seaside excursion went:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Score&lt;br /&gt;
!Result&lt;br /&gt;
|-&lt;br /&gt;
|0-19&lt;br /&gt;
|ain, and cold have cut your walk short. &lt;br /&gt;
|-&lt;br /&gt;
|20-29&lt;br /&gt;
|It was a grey day, but the salt air was invigorating. &lt;br /&gt;
|-&lt;br /&gt;
|30-39&lt;br /&gt;
|The wind was blowing hard and the sea was imposing. A bit scary but also a bit exciting!&lt;br /&gt;
|-&lt;br /&gt;
|40-49&lt;br /&gt;
|A very satisfying outing! Your mind is filled with wonderful memories.&lt;br /&gt;
|-&lt;br /&gt;
|50-59&lt;br /&gt;
|The sun was shining, the waves were magnificent, and nature showed itself in all its splendour&lt;br /&gt;
|-&lt;br /&gt;
|60+&lt;br /&gt;
|You have discovered a completely unmatched and unique beach! This was a once-in-a-lifetime experience.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Harpwn</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpseaside&amp;diff=26366</id>
		<title>Gamehelpseaside</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpseaside&amp;diff=26366"/>
		<updated>2025-09-01T12:53:18Z</updated>

		<summary type="html">&lt;p&gt;Harpwn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Seaside-rules-req.png]]&lt;br /&gt;
&lt;br /&gt;
The sun is shining, as a light, salty wind sends cottony clouds scudding across the sky. Sandpipers filling their bellies with strange insects, crabs hiding under piles of rocks, seashells washed up on the sand, curling waves that break along the beach. Nature in its simplest beauty. One token at a time, create your Seaside with the elements the sea sends your way&lt;br /&gt;
&lt;br /&gt;
[[File:Seaside-learn-rules-qr.png|left]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Goal ==&lt;br /&gt;
To have the highest stack of tokens.&lt;br /&gt;
&lt;br /&gt;
[[File:Seaside-rules-goal.png]]&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Put all tokens in the Bag and mix them up.&lt;br /&gt;
&lt;br /&gt;
* 4-5 players: Play with all the tokens.&lt;br /&gt;
* 3 players: Remove 15 to 20 tokens at random from the bag.&lt;br /&gt;
* 2 players: Remove 30 to 40 tokens at random from the bag.&lt;br /&gt;
&lt;br /&gt;
Place the removed tokens aside; they will not be used in the game.&lt;br /&gt;
&lt;br /&gt;
== Playing Space ==&lt;br /&gt;
&lt;br /&gt;
=== To better understand the rules we&#039;ve drawn up an imaginary play area designated with blue and white spaces. ===&lt;br /&gt;
[[File:Seaside-rules-sea-diagram.png]]&lt;br /&gt;
&lt;br /&gt;
=== The play area is divided into 2 spaces: ===&lt;br /&gt;
&lt;br /&gt;
==== The Sea (blue) ====&lt;br /&gt;
The central area of the play space.&lt;br /&gt;
&lt;br /&gt;
==== The Seaside (white) ====&lt;br /&gt;
The area in front of each player.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Play moves in clockwise direction. The last player to have wet their feet in the sea begins&lt;br /&gt;
&lt;br /&gt;
* On your turn, draw a token from the Bag, look at it secretly, choose the side that interests you and apply its effect. &#039;&#039;Once you have chosen the side of the token you&#039;d like to play, it will remain like that for the rest of the game.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* Once you&#039;ve applied the token&#039;s effect (see below), your turn is over; pass the Bag to the player on your left&lt;br /&gt;
&lt;br /&gt;
== Token Effects ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are two types of token:&lt;br /&gt;
&lt;br /&gt;
===== Sea =====&lt;br /&gt;
Tokens with a blue design are thrown into the sea.&lt;br /&gt;
&lt;br /&gt;
[[File:Seaside-token-sea.png]]&lt;br /&gt;
&lt;br /&gt;
===== Seaside =====&lt;br /&gt;
Tokens with a white design are placed on your Seaside.&lt;br /&gt;
[[File:Seaside-token-seaside.png|left]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Isopod, Shell or Crab ===&lt;br /&gt;
[[File:Seaside-rules-sea-tokens.png|left]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you choose the Isopod (the bug), the Shell, or the Crab: &lt;br /&gt;
&lt;br /&gt;
# Place the token into the Sea (in the center of the play area); &lt;br /&gt;
# Then immediately take another turn (draw another token from the bag and apply its effect).&lt;br /&gt;
&lt;br /&gt;
=== Sandpiper ===&lt;br /&gt;
[[File:Seaside-rules-sandpiper.png]]&lt;br /&gt;
&lt;br /&gt;
If you choose the Sandpiper: &lt;br /&gt;
&lt;br /&gt;
# Add it to your Seaside; &lt;br /&gt;
# Take as many Isopods as you wish from the Sea, &lt;br /&gt;
&lt;br /&gt;
Add them beneath your Sandpiper token to form a Sandpiper Stack. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You are allowed to take no Isopods at all if you wish&#039;&#039;&amp;lt;blockquote&amp;gt;&lt;br /&gt;
=== Careful! ===&lt;br /&gt;
If you create a new Sandpiper Stack, and... &lt;br /&gt;
&lt;br /&gt;
* it is the same size as the one(s) on your Seaside: → You may keep it on your Seaside &lt;br /&gt;
* it is smaller than the one(s) on your Seaside: → You must discard it immediately &lt;br /&gt;
* it is larger than the one(s) on your Seaside: → You must discard all smaller Stacks and keep the new, larger one&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Example 1 ====&lt;br /&gt;
Example: If you have a 3-token Sandpiper Stack A and you take a 4-token one B you must discard your 3-token Stack.&lt;br /&gt;
&lt;br /&gt;
[[File:Seaside-example1.png]]&lt;br /&gt;
&lt;br /&gt;
==== Example 2 ====&lt;br /&gt;
Example: If you have a 3-token Stack A and you take a 2-token one B , you must discard the smaller one: The 2-token one you just took.&lt;br /&gt;
&lt;br /&gt;
[[File:Seaside-example2.png]]&lt;br /&gt;
&lt;br /&gt;
=== Beaches ===&lt;br /&gt;
[[File:Seaside-rules-beach.png|left]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
If you choose a Beach: &lt;br /&gt;
&lt;br /&gt;
# Add it to your Seaside, &lt;br /&gt;
# Take up to as many Shells from the Sea as the total number of Beaches on your Seaside, including the one you just placed. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If there are no Shells in the sea, you can still place a Beach on your Seaside... this is called planning ahead!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Keep your Beaches next to each other on your Seaside to easily see how many you have. Place your Shells in a stack&lt;br /&gt;
&lt;br /&gt;
==== Example ====&lt;br /&gt;
If you add a third Beach to your Seaside, take up to 3 Shells from the Sea. On a future turn, if you add a 4th Beach to your Seaside, you can take up to 4 Shells from the sea.&lt;br /&gt;
&lt;br /&gt;
=== Waves ===&lt;br /&gt;
[[File:Seaside-rules-wave.png]] &lt;br /&gt;
&lt;br /&gt;
If you choose a Wave: &lt;br /&gt;
&lt;br /&gt;
# Add it to your Seaside, &lt;br /&gt;
# You must flip over one of your Beaches, if you have one. You are allowed to look at the other side of your Beaches to choose which one would be best to flip over. &lt;br /&gt;
# Immediately apply the effect of what was hidden on the other side of the Beach play the newly-flipped token exactly as though you had drawn it from the Bag.&lt;br /&gt;
&lt;br /&gt;
Place all your Waves in a stack&lt;br /&gt;
&lt;br /&gt;
==== Example ====&lt;br /&gt;
If you flip over a Shell, place it into the sea and re-draw a token from the bag. If you flip a Wave, flip over another Beach&lt;br /&gt;
&lt;br /&gt;
=== Rocks ===&lt;br /&gt;
[[File:Seaside-rules-rocks.png]] &lt;br /&gt;
&lt;br /&gt;
If you choose a Rock: &lt;br /&gt;
&lt;br /&gt;
# Place it on your Seaside. The Rocks work in pairs:&lt;br /&gt;
## The 1st Rock has no immediate effect. Your turn ends.&lt;br /&gt;
## The 2nd Rock forms a Crab Habitat. Place the second Rock on top of the first one and add all the Crabs in the Sea, plus one Crab from one other player of your choice, to your Seaside. &#039;&#039;You can always do this action even if no other players have Crab tokens or there are no crabs in the Sea.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Make a pile with all your Crabs.&lt;br /&gt;
&lt;br /&gt;
==== Example ====&lt;br /&gt;
If you take a third Rock later in the game, it does nothing. Your fourth Rock will create a second Crab Habitat, allowing you to collect Crabs a second time.&lt;br /&gt;
&lt;br /&gt;
== End of Game ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As soon as the Bag is empty, the game is over. &lt;br /&gt;
&lt;br /&gt;
# The player with the most Waves takes all the tokens remaining in the Sea. In the case of a draw, distribute the tokens in the Sea equally amongst all tied players. → If you are unable to equally distribute the tokens, leave any extras in the Sea. → If nobody has any Waves on their Seaside, the tokens remain in the Sea. &lt;br /&gt;
# Stack up all the tokens from your Seaside. &lt;br /&gt;
# Compare it to the other players&#039; stacks. The highest one is the winner! In the case of a draw, all tied players share the victory&lt;br /&gt;
&lt;br /&gt;
== Solo Mode ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Add all the tokens to the bag and shake it up. &lt;br /&gt;
&lt;br /&gt;
The game follows exactly the same rules, with the following modifications: &lt;br /&gt;
&lt;br /&gt;
* If you add a 7th Beach, 7th Wave, 7th Sandpiper, or 7th Rock to your Seaside, the game ends immediately, without applying the effect of that token. &lt;br /&gt;
* If you add a 7th token into the Sea (any Isopod, Shell, or Crab token), the game also ends immediately. &lt;br /&gt;
&lt;br /&gt;
∼ &lt;br /&gt;
&lt;br /&gt;
When the game is finished: &lt;br /&gt;
&lt;br /&gt;
# Collect all the tokens in the Sea if you have at least 1 Wave on your Seaside. &lt;br /&gt;
# Count the tokens in front of you, including the 7th token played, as you would in the basic game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Consult the table below to see how your Seaside excursion went:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Score&lt;br /&gt;
!Result&lt;br /&gt;
|-&lt;br /&gt;
|0-19&lt;br /&gt;
|ain, and cold have cut your walk short. &lt;br /&gt;
|-&lt;br /&gt;
|20-29&lt;br /&gt;
|It was a grey day, but the salt air was invigorating. &lt;br /&gt;
|-&lt;br /&gt;
|30-39&lt;br /&gt;
|The wind was blowing hard and the sea was imposing. A bit scary but also a bit exciting!&lt;br /&gt;
|-&lt;br /&gt;
|40-49&lt;br /&gt;
|A very satisfying outing! Your mind is filled with wonderful memories.&lt;br /&gt;
|-&lt;br /&gt;
|50-59&lt;br /&gt;
|The sun was shining, the waves were magnificent, and nature showed itself in all its splendour&lt;br /&gt;
|-&lt;br /&gt;
|60+&lt;br /&gt;
|You have discovered a completely unmatched and unique beach! This was a once-in-a-lifetime experience.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Harpwn</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpseaside&amp;diff=26365</id>
		<title>Gamehelpseaside</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpseaside&amp;diff=26365"/>
		<updated>2025-09-01T12:52:29Z</updated>

		<summary type="html">&lt;p&gt;Harpwn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Seaside-rules-req.png]]&lt;br /&gt;
&lt;br /&gt;
The sun is shining, as a light, salty wind sends cottony clouds scudding across the sky. Sandpipers filling their bellies with strange insects, crabs hiding under piles of rocks, seashells washed up on the sand, curling waves that break along the beach. Nature in its simplest beauty. One token at a time, create your Seaside with the elements the sea sends your way&lt;br /&gt;
&lt;br /&gt;
[[File:Seaside-learn-rules-qr.png|left]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Goal ==&lt;br /&gt;
To have the highest stack of tokens.&lt;br /&gt;
&lt;br /&gt;
[[File:Seaside-rules-goal.png]]&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Put all tokens in the Bag and mix them up.&lt;br /&gt;
&lt;br /&gt;
* 4-5 players: Play with all the tokens.&lt;br /&gt;
* 3 players: Remove 15 to 20 tokens at random from the bag.&lt;br /&gt;
* 2 players: Remove 30 to 40 tokens at random from the bag.&lt;br /&gt;
&lt;br /&gt;
Place the removed tokens aside; they will not be used in the game.&lt;br /&gt;
&lt;br /&gt;
== Playing Space ==&lt;br /&gt;
&lt;br /&gt;
=== To better understand the rules we&#039;ve drawn up an imaginary play area designated with blue and white spaces. ===&lt;br /&gt;
[[File:Seaside-rules-sea-diagram.png]]&lt;br /&gt;
&lt;br /&gt;
=== The play area is divided into 2 spaces: ===&lt;br /&gt;
&lt;br /&gt;
==== The Sea (blue) ====&lt;br /&gt;
The central area of the play space.&lt;br /&gt;
&lt;br /&gt;
==== The Seaside (white) ====&lt;br /&gt;
The area in front of each player.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Play moves in clockwise direction. The last player to have wet their feet in the sea begins&lt;br /&gt;
&lt;br /&gt;
* On your turn, draw a token from the Bag, look at it secretly, choose the side that interests you and apply its effect. &#039;&#039;Once you have chosen the side of the token you&#039;d like to play, it will remain like that for the rest of the game.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* Once you&#039;ve applied the token&#039;s effect (see below), your turn is over; pass the Bag to the player on your left&lt;br /&gt;
&lt;br /&gt;
== Token Effects ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are two types of token:&lt;br /&gt;
&lt;br /&gt;
===== Sea =====&lt;br /&gt;
Tokens with a blue design are thrown into the sea.&lt;br /&gt;
&lt;br /&gt;
[[File:Seaside-token-sea.png]]&lt;br /&gt;
&lt;br /&gt;
===== Seaside =====&lt;br /&gt;
Tokens with a white design are placed on your Seaside.&lt;br /&gt;
[[File:Seaside-token-seaside.png|left]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Isopod, Shell or Crab ===&lt;br /&gt;
[[File:Seaside-rules-sea-tokens.png|left]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you choose the Isopod (the bug), the Shell, or the Crab: &lt;br /&gt;
&lt;br /&gt;
# Place the token into the Sea (in the center of the play area); &lt;br /&gt;
# Then immediately take another turn (draw another token from the bag and apply its effect).&lt;br /&gt;
&lt;br /&gt;
=== Sandpiper ===&lt;br /&gt;
[[File:Seaside-rules-sandpiper.png]]&lt;br /&gt;
&lt;br /&gt;
If you choose the Sandpiper: &lt;br /&gt;
&lt;br /&gt;
# Add it to your Seaside; &lt;br /&gt;
# Take as many Isopods as you wish from the Sea, &lt;br /&gt;
&lt;br /&gt;
Add them beneath your Sandpiper token to form a Sandpiper Stack. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You are allowed to take no Isopods at all if you wish&#039;&#039;&amp;lt;blockquote&amp;gt;&lt;br /&gt;
=== Careful! ===&lt;br /&gt;
If you create a new Sandpiper Stack, and... &lt;br /&gt;
&lt;br /&gt;
* it is the same size as the one(s) on your Seaside: → You may keep it on your Seaside &lt;br /&gt;
* it is smaller than the one(s) on your Seaside: → You must discard it immediately &lt;br /&gt;
* it is larger than the one(s) on your Seaside: → You must discard all smaller Stacks and keep the new, larger one&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Example 1 ====&lt;br /&gt;
Example: If you have a 3-token Sandpiper Stack A and you take a 4-token one B you must discard your 3-token Stack.&lt;br /&gt;
&lt;br /&gt;
[[File:Seaside-example1.png]]&lt;br /&gt;
&lt;br /&gt;
==== Example 2 ====&lt;br /&gt;
Example: If you have a 3-token Stack A and you take a 2-token one B , you must discard the smaller one: The 2-token one you just took.&lt;br /&gt;
&lt;br /&gt;
[[File:Seaside-example2.png]]&lt;br /&gt;
&lt;br /&gt;
=== Beaches ===&lt;br /&gt;
[[File:Seaside-rules-beach.png|left]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you choose a Beach: &lt;br /&gt;
&lt;br /&gt;
# Add it to your Seaside, &lt;br /&gt;
# Take up to as many Shells from the Sea as the total number of Beaches on your Seaside, including the one you just placed. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If there are no Shells in the sea, you can still place a Beach on your Seaside... this is called planning ahead!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Keep your Beaches next to each other on your Seaside to easily see how many you have. Place your Shells in a stack&lt;br /&gt;
&lt;br /&gt;
==== Example ====&lt;br /&gt;
If you add a third Beach to your Seaside, take up to 3 Shells from the Sea. On a future turn, if you add a 4th Beach to your Seaside, you can take up to 4 Shells from the sea.&lt;br /&gt;
&lt;br /&gt;
=== Waves ===&lt;br /&gt;
[[File:Seaside-rules-wave.png]]&lt;br /&gt;
&lt;br /&gt;
If you choose a Wave: &lt;br /&gt;
&lt;br /&gt;
# Add it to your Seaside, &lt;br /&gt;
# You must flip over one of your Beaches, if you have one. You are allowed to look at the other side of your Beaches to choose which one would be best to flip over. &lt;br /&gt;
# Immediately apply the effect of what was hidden on the other side of the Beach play the newly-flipped token exactly as though you had drawn it from the Bag.&lt;br /&gt;
&lt;br /&gt;
Place all your Waves in a stack&lt;br /&gt;
&lt;br /&gt;
==== Example ====&lt;br /&gt;
If you flip over a Shell, place it into the sea and re-draw a token from the bag. If you flip a Wave, flip over another Beach&lt;br /&gt;
&lt;br /&gt;
=== Rocks ===&lt;br /&gt;
[[File:Seaside-rules-rocks.png]]&lt;br /&gt;
&lt;br /&gt;
If you choose a Rock: &lt;br /&gt;
&lt;br /&gt;
# Place it on your Seaside. The Rocks work in pairs:&lt;br /&gt;
## The 1st Rock has no immediate effect. Your turn ends.&lt;br /&gt;
## The 2nd Rock forms a Crab Habitat. Place the second Rock on top of the first one and add all the Crabs in the Sea, plus one Crab from one other player of your choice, to your Seaside. &#039;&#039;You can always do this action even if no other players have Crab tokens or there are no crabs in the Sea.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Make a pile with all your Crabs.&lt;br /&gt;
&lt;br /&gt;
==== Example ====&lt;br /&gt;
If you take a third Rock later in the game, it does nothing. Your fourth Rock will create a second Crab Habitat, allowing you to collect Crabs a second time.&lt;br /&gt;
&lt;br /&gt;
== End of Game ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As soon as the Bag is empty, the game is over. &lt;br /&gt;
&lt;br /&gt;
# The player with the most Waves takes all the tokens remaining in the Sea. In the case of a draw, distribute the tokens in the Sea equally amongst all tied players. → If you are unable to equally distribute the tokens, leave any extras in the Sea. → If nobody has any Waves on their Seaside, the tokens remain in the Sea. &lt;br /&gt;
# Stack up all the tokens from your Seaside. &lt;br /&gt;
# Compare it to the other players&#039; stacks. The highest one is the winner! In the case of a draw, all tied players share the victory&lt;br /&gt;
&lt;br /&gt;
== Solo Mode ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Add all the tokens to the bag and shake it up. &lt;br /&gt;
&lt;br /&gt;
The game follows exactly the same rules, with the following modifications: &lt;br /&gt;
&lt;br /&gt;
* If you add a 7th Beach, 7th Wave, 7th Sandpiper, or 7th Rock to your Seaside, the game ends immediately, without applying the effect of that token. &lt;br /&gt;
* If you add a 7th token into the Sea (any Isopod, Shell, or Crab token), the game also ends immediately. &lt;br /&gt;
&lt;br /&gt;
∼ &lt;br /&gt;
&lt;br /&gt;
When the game is finished: &lt;br /&gt;
&lt;br /&gt;
# Collect all the tokens in the Sea if you have at least 1 Wave on your Seaside. &lt;br /&gt;
# Count the tokens in front of you, including the 7th token played, as you would in the basic game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Consult the table below to see how your Seaside excursion went:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Score&lt;br /&gt;
!Result&lt;br /&gt;
|-&lt;br /&gt;
|0-19&lt;br /&gt;
|ain, and cold have cut your walk short. &lt;br /&gt;
|-&lt;br /&gt;
|20-29&lt;br /&gt;
|It was a grey day, but the salt air was invigorating. &lt;br /&gt;
|-&lt;br /&gt;
|30-39&lt;br /&gt;
|The wind was blowing hard and the sea was imposing. A bit scary but also a bit exciting!&lt;br /&gt;
|-&lt;br /&gt;
|40-49&lt;br /&gt;
|A very satisfying outing! Your mind is filled with wonderful memories.&lt;br /&gt;
|-&lt;br /&gt;
|50-59&lt;br /&gt;
|The sun was shining, the waves were magnificent, and nature showed itself in all its splendour&lt;br /&gt;
|-&lt;br /&gt;
|60+&lt;br /&gt;
|You have discovered a completely unmatched and unique beach! This was a once-in-a-lifetime experience.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Harpwn</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpseaside&amp;diff=26364</id>
		<title>Gamehelpseaside</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpseaside&amp;diff=26364"/>
		<updated>2025-09-01T12:51:50Z</updated>

		<summary type="html">&lt;p&gt;Harpwn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Seaside-rules-req.png]]&lt;br /&gt;
&lt;br /&gt;
The sun is shining, as a light, salty wind sends cottony clouds scudding across the sky. Sandpipers filling their bellies with strange insects, crabs hiding under piles of rocks, seashells washed up on the sand, curling waves that break along the beach. Nature in its simplest beauty. One token at a time, create your Seaside with the elements the sea sends your way&lt;br /&gt;
&lt;br /&gt;
[[File:Seaside-learn-rules-qr.png|left]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Goal ==&lt;br /&gt;
To have the highest stack of tokens.&lt;br /&gt;
&lt;br /&gt;
[[File:Seaside-rules-goal.png]]&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Put all tokens in the Bag and mix them up.&lt;br /&gt;
&lt;br /&gt;
* 4-5 players: Play with all the tokens.&lt;br /&gt;
* 3 players: Remove 15 to 20 tokens at random from the bag.&lt;br /&gt;
* 2 players: Remove 30 to 40 tokens at random from the bag.&lt;br /&gt;
&lt;br /&gt;
Place the removed tokens aside; they will not be used in the game.&lt;br /&gt;
&lt;br /&gt;
== Playing Space ==&lt;br /&gt;
&lt;br /&gt;
=== To better understand the rules we&#039;ve drawn up an imaginary play area designated with blue and white spaces. ===&lt;br /&gt;
[[File:Seaside-rules-sea-diagram.png]]&lt;br /&gt;
&lt;br /&gt;
=== The play area is divided into 2 spaces: ===&lt;br /&gt;
&lt;br /&gt;
==== The Sea (blue) ====&lt;br /&gt;
The central area of the play space.&lt;br /&gt;
&lt;br /&gt;
==== The Seaside (white) ====&lt;br /&gt;
The area in front of each player.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Play moves in clockwise direction. The last player to have wet their feet in the sea begins&lt;br /&gt;
&lt;br /&gt;
* On your turn, draw a token from the Bag, look at it secretly, choose the side that interests you and apply its effect. &#039;&#039;Once you have chosen the side of the token you&#039;d like to play, it will remain like that for the rest of the game.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* Once you&#039;ve applied the token&#039;s effect (see below), your turn is over; pass the Bag to the player on your left&lt;br /&gt;
&lt;br /&gt;
== Token Effects ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are two types of token:&lt;br /&gt;
&lt;br /&gt;
===== Sea =====&lt;br /&gt;
Tokens with a blue design are thrown into the sea.&lt;br /&gt;
&lt;br /&gt;
[[File:Seaside-token-sea.png]]&lt;br /&gt;
&lt;br /&gt;
===== Seaside =====&lt;br /&gt;
Tokens with a white design are placed on your Seaside.&lt;br /&gt;
[[File:Seaside-token-seaside.png|left]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Isopod, Shell or Crab ===&lt;br /&gt;
[[File:Seaside-rules-sea-tokens.png|left]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you choose the Isopod (the bug), the Shell, or the Crab: &lt;br /&gt;
&lt;br /&gt;
# Place the token into the Sea (in the center of the play area); &lt;br /&gt;
# Then immediately take another turn (draw another token from the bag and apply its effect).&lt;br /&gt;
&lt;br /&gt;
=== Sandpiper ===&lt;br /&gt;
[[File:Seaside-rules-sandpiper.png]]&lt;br /&gt;
&lt;br /&gt;
If you choose the Sandpiper: &lt;br /&gt;
&lt;br /&gt;
# Add it to your Seaside; &lt;br /&gt;
# Take as many Isopods as you wish from the Sea, &lt;br /&gt;
&lt;br /&gt;
Add them beneath your Sandpiper token to form a Sandpiper Stack. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You are allowed to take no Isopods at all if you wish&#039;&#039;&amp;lt;blockquote&amp;gt;&lt;br /&gt;
=== Careful! ===&lt;br /&gt;
If you create a new Sandpiper Stack, and... &lt;br /&gt;
&lt;br /&gt;
* it is the same size as the one(s) on your Seaside: → You may keep it on your Seaside &lt;br /&gt;
* it is smaller than the one(s) on your Seaside: → You must discard it immediately &lt;br /&gt;
* it is larger than the one(s) on your Seaside: → You must discard all smaller Stacks and keep the new, larger one&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Example 1 ====&lt;br /&gt;
Example: If you have a 3-token Sandpiper Stack A and you take a 4-token one B you must discard your 3-token Stack.&lt;br /&gt;
&lt;br /&gt;
[[File:Seaside-example1.png]]&lt;br /&gt;
&lt;br /&gt;
==== Example 2 ====&lt;br /&gt;
Example: If you have a 3-token Stack A and you take a 2-token one B , you must discard the smaller one: The 2-token one you just took.&lt;br /&gt;
&lt;br /&gt;
[[File:Seaside-example2.png]]&lt;br /&gt;
&lt;br /&gt;
=== Beaches ===&lt;br /&gt;
[[File:Seaside-rules-beach.png|left]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you choose a Beach: &lt;br /&gt;
&lt;br /&gt;
# Add it to your Seaside, &lt;br /&gt;
# Take up to as many Shells from the Sea as the total number of Beaches on your Seaside, including the one you just placed. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If there are no Shells in the sea, you can still place a Beach on your Seaside... this is called planning ahead!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Keep your Beaches next to each other on your Seaside to easily see how many you have. Place your Shells in a stack&lt;br /&gt;
&lt;br /&gt;
==== Example ====&lt;br /&gt;
If you add a third Beach to your Seaside, take up to 3 Shells from the Sea. On a future turn, if you add a 4th Beach to your Seaside, you can take up to 4 Shells from the sea.&lt;br /&gt;
&lt;br /&gt;
=== Waves ===&lt;br /&gt;
[[File:Seaside-rules-wave.png]]&lt;br /&gt;
&lt;br /&gt;
If you choose a Wave: &lt;br /&gt;
&lt;br /&gt;
# Add it to your Seaside, &lt;br /&gt;
# You must flip over one of your Beaches, if you have one. You are allowed to look at the other side of your Beaches to choose which one would be best to flip over. &lt;br /&gt;
# Immediately apply the effect of what was hidden on the other side of the Beach play the newly-flipped token exactly as though you had drawn it from the Bag.&lt;br /&gt;
&lt;br /&gt;
Place all your Waves in a stack&lt;br /&gt;
&lt;br /&gt;
==== Example ====&lt;br /&gt;
If you flip over a Shell, place it into the sea and re-draw a token from the bag. If you flip a Wave, flip over another Beach&lt;br /&gt;
&lt;br /&gt;
=== Rocks ===&lt;br /&gt;
[[File:Seaside-rules-rocks.png]]&lt;br /&gt;
&lt;br /&gt;
If you choose a Rock: &lt;br /&gt;
&lt;br /&gt;
# Place it on your Seaside. The Rocks work in pairs:&lt;br /&gt;
## The 1st Rock has no immediate effect. Your turn ends.&lt;br /&gt;
## The 2nd Rock forms a Crab Habitat. Place the second Rock on top of the first one and add all the Crabs in the Sea, plus one Crab from one other player of your choice, to your Seaside. &#039;&#039;You can always do this action even if no other players have Crab tokens or there are no crabs in the Sea.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Make a pile with all your Crabs.&lt;br /&gt;
&lt;br /&gt;
==== Example ====&lt;br /&gt;
If you take a third Rock later in the game, it does nothing. Your fourth Rock will create a second Crab Habitat, allowing you to collect Crabs a second time.&lt;br /&gt;
&lt;br /&gt;
== End of Game ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As soon as the Bag is empty, the game is over. &lt;br /&gt;
&lt;br /&gt;
# The player with the most Waves takes all the tokens remaining in the Sea. In the case of a draw, distribute the tokens in the Sea equally amongst all tied players. → If you are unable to equally distribute the tokens, leave any extras in the Sea. → If nobody has any Waves on their Seaside, the tokens remain in the Sea. &lt;br /&gt;
# Stack up all the tokens from your Seaside. &lt;br /&gt;
# Compare it to the other players&#039; stacks. The highest one is the winner! In the case of a draw, all tied players share the victory&lt;br /&gt;
&lt;br /&gt;
== Solo Mode ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Add all the tokens to the bag and shake it up. &lt;br /&gt;
&lt;br /&gt;
The game follows exactly the same rules, with the following modifications: &lt;br /&gt;
&lt;br /&gt;
* If you add a 7th Beach, 7th Wave, 7th Sandpiper, or 7th Rock to your Seaside, the game ends immediately, without applying the effect of that token. &lt;br /&gt;
* If you add a 7th token into the Sea (any Isopod, Shell, or Crab token), the game also ends immediately. &lt;br /&gt;
&lt;br /&gt;
∼ &lt;br /&gt;
&lt;br /&gt;
When the game is finished: &lt;br /&gt;
&lt;br /&gt;
# Collect all the tokens in the Sea if you have at least 1 Wave on your Seaside. &lt;br /&gt;
# Count the tokens in front of you, including the 7th token played, as you would in the basic game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Consult the table below to see how your Seaside excursion went:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Score&lt;br /&gt;
!Result&lt;br /&gt;
|-&lt;br /&gt;
|0-19&lt;br /&gt;
|ain, and cold have cut your walk short. &lt;br /&gt;
|-&lt;br /&gt;
|20-29&lt;br /&gt;
|It was a grey day, but the salt air was invigorating. &lt;br /&gt;
|-&lt;br /&gt;
|30-39&lt;br /&gt;
|The wind was blowing hard and the sea was imposing. A bit scary but also a bit exciting!&lt;br /&gt;
|-&lt;br /&gt;
|40-49&lt;br /&gt;
|A very satisfying outing! Your mind is filled with wonderful memories.&lt;br /&gt;
|-&lt;br /&gt;
|50-59&lt;br /&gt;
|The sun was shining, the waves were magnificent, and nature showed itself in all its splendour&lt;br /&gt;
|-&lt;br /&gt;
|60+&lt;br /&gt;
|You have discovered a completely unmatched and unique beach! This was a once-in-a-lifetime experience.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Harpwn</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpseaside&amp;diff=26363</id>
		<title>Gamehelpseaside</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpseaside&amp;diff=26363"/>
		<updated>2025-09-01T12:51:01Z</updated>

		<summary type="html">&lt;p&gt;Harpwn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Seaside-rules-req.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The sun is shining, as a light, salty wind sends cottony clouds scudding across the sky. Sandpipers filling their bellies with strange insects, crabs hiding under piles of rocks, seashells washed up on the sand, curling waves that break along the beach. Nature in its simplest beauty. One token at a time, create your Seaside with the elements the sea sends your way&lt;br /&gt;
&lt;br /&gt;
[[File:Seaside-learn-rules-qr.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Goal ==&lt;br /&gt;
To have the highest stack of tokens.&lt;br /&gt;
&lt;br /&gt;
[[File:Seaside-rules-goal.png]]&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Put all tokens in the Bag and mix them up.&lt;br /&gt;
&lt;br /&gt;
* 4-5 players: Play with all the tokens.&lt;br /&gt;
* 3 players: Remove 15 to 20 tokens at random from the bag.&lt;br /&gt;
* 2 players: Remove 30 to 40 tokens at random from the bag.&lt;br /&gt;
&lt;br /&gt;
Place the removed tokens aside; they will not be used in the game.&lt;br /&gt;
&lt;br /&gt;
== Playing Space ==&lt;br /&gt;
&lt;br /&gt;
=== To better understand the rules we&#039;ve drawn up an imaginary play area designated with blue and white spaces. ===&lt;br /&gt;
[[File:Seaside-rules-sea-diagram.png]]&lt;br /&gt;
&lt;br /&gt;
=== The play area is divided into 2 spaces: ===&lt;br /&gt;
&lt;br /&gt;
==== The Sea (blue) ====&lt;br /&gt;
The central area of the play space.&lt;br /&gt;
&lt;br /&gt;
==== The Seaside (white) ====&lt;br /&gt;
The area in front of each player.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Play moves in clockwise direction. The last player to have wet their feet in the sea begins&lt;br /&gt;
&lt;br /&gt;
* On your turn, draw a token from the Bag, look at it secretly, choose the side that interests you and apply its effect. &#039;&#039;Once you have chosen the side of the token you&#039;d like to play, it will remain like that for the rest of the game.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* Once you&#039;ve applied the token&#039;s effect (see below), your turn is over; pass the Bag to the player on your left&lt;br /&gt;
&lt;br /&gt;
== Token Effects ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are two types of token:&lt;br /&gt;
&lt;br /&gt;
===== Sea =====&lt;br /&gt;
Tokens with a blue design are thrown into the sea.&lt;br /&gt;
&lt;br /&gt;
[[File:Seaside-token-sea.png]]&lt;br /&gt;
&lt;br /&gt;
===== Seaside =====&lt;br /&gt;
Tokens with a white design are placed on your Seaside.&lt;br /&gt;
[[File:Seaside-token-seaside.png|left]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Isopod, Shell or Crab ===&lt;br /&gt;
[[File:Seaside-rules-sea-tokens.png|left]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you choose the Isopod (the bug), the Shell, or the Crab: &lt;br /&gt;
&lt;br /&gt;
# Place the token into the Sea (in the center of the play area); &lt;br /&gt;
# Then immediately take another turn (draw another token from the bag and apply its effect).&lt;br /&gt;
&lt;br /&gt;
=== Sandpiper ===&lt;br /&gt;
[[File:Seaside-rules-sandpiper.png]]&lt;br /&gt;
&lt;br /&gt;
If you choose the Sandpiper: &lt;br /&gt;
&lt;br /&gt;
# Add it to your Seaside; &lt;br /&gt;
# Take as many Isopods as you wish from the Sea, &lt;br /&gt;
&lt;br /&gt;
Add them beneath your Sandpiper token to form a Sandpiper Stack. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You are allowed to take no Isopods at all if you wish&#039;&#039;&amp;lt;blockquote&amp;gt;&lt;br /&gt;
=== Careful! ===&lt;br /&gt;
If you create a new Sandpiper Stack, and... &lt;br /&gt;
&lt;br /&gt;
* it is the same size as the one(s) on your Seaside: → You may keep it on your Seaside &lt;br /&gt;
* it is smaller than the one(s) on your Seaside: → You must discard it immediately &lt;br /&gt;
* it is larger than the one(s) on your Seaside: → You must discard all smaller Stacks and keep the new, larger one&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Example 1 ====&lt;br /&gt;
Example: If you have a 3-token Sandpiper Stack A and you take a 4-token one B you must discard your 3-token Stack.&lt;br /&gt;
&lt;br /&gt;
[[File:Seaside-example1.png]]&lt;br /&gt;
&lt;br /&gt;
==== Example 2 ====&lt;br /&gt;
Example: If you have a 3-token Stack A and you take a 2-token one B , you must discard the smaller one: The 2-token one you just took.&lt;br /&gt;
&lt;br /&gt;
[[File:Seaside-example2.png]]&lt;br /&gt;
&lt;br /&gt;
=== Beaches ===&lt;br /&gt;
[[File:Seaside-rules-beach.png|left]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you choose a Beach: &lt;br /&gt;
&lt;br /&gt;
# Add it to your Seaside, &lt;br /&gt;
# Take up to as many Shells from the Sea as the total number of Beaches on your Seaside, including the one you just placed. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If there are no Shells in the sea, you can still place a Beach on your Seaside... this is called planning ahead!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Keep your Beaches next to each other on your Seaside to easily see how many you have. Place your Shells in a stack&lt;br /&gt;
&lt;br /&gt;
==== Example ====&lt;br /&gt;
If you add a third Beach to your Seaside, take up to 3 Shells from the Sea. On a future turn, if you add a 4th Beach to your Seaside, you can take up to 4 Shells from the sea.&lt;br /&gt;
&lt;br /&gt;
=== Waves ===&lt;br /&gt;
[[File:Seaside-rules-wave.png]]&lt;br /&gt;
&lt;br /&gt;
If you choose a Wave: &lt;br /&gt;
&lt;br /&gt;
# Add it to your Seaside, &lt;br /&gt;
# You must flip over one of your Beaches, if you have one. You are allowed to look at the other side of your Beaches to choose which one would be best to flip over. &lt;br /&gt;
# Immediately apply the effect of what was hidden on the other side of the Beach play the newly-flipped token exactly as though you had drawn it from the Bag.&lt;br /&gt;
&lt;br /&gt;
Place all your Waves in a stack&lt;br /&gt;
&lt;br /&gt;
==== Example ====&lt;br /&gt;
If you flip over a Shell, place it into the sea and re-draw a token from the bag. If you flip a Wave, flip over another Beach&lt;br /&gt;
&lt;br /&gt;
=== Rocks ===&lt;br /&gt;
[[File:Seaside-rules-rocks.png]]&lt;br /&gt;
&lt;br /&gt;
If you choose a Rock: &lt;br /&gt;
&lt;br /&gt;
# Place it on your Seaside. The Rocks work in pairs:&lt;br /&gt;
## The 1st Rock has no immediate effect. Your turn ends.&lt;br /&gt;
## The 2nd Rock forms a Crab Habitat. Place the second Rock on top of the first one and add all the Crabs in the Sea, plus one Crab from one other player of your choice, to your Seaside. &#039;&#039;You can always do this action even if no other players have Crab tokens or there are no crabs in the Sea.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Make a pile with all your Crabs.&lt;br /&gt;
&lt;br /&gt;
==== Example ====&lt;br /&gt;
If you take a third Rock later in the game, it does nothing. Your fourth Rock will create a second Crab Habitat, allowing you to collect Crabs a second time.&lt;br /&gt;
&lt;br /&gt;
== End of Game ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As soon as the Bag is empty, the game is over. &lt;br /&gt;
&lt;br /&gt;
# The player with the most Waves takes all the tokens remaining in the Sea. In the case of a draw, distribute the tokens in the Sea equally amongst all tied players. → If you are unable to equally distribute the tokens, leave any extras in the Sea. → If nobody has any Waves on their Seaside, the tokens remain in the Sea. &lt;br /&gt;
# Stack up all the tokens from your Seaside. &lt;br /&gt;
# Compare it to the other players&#039; stacks. The highest one is the winner! In the case of a draw, all tied players share the victory&lt;br /&gt;
&lt;br /&gt;
== Solo Mode ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Add all the tokens to the bag and shake it up. &lt;br /&gt;
&lt;br /&gt;
The game follows exactly the same rules, with the following modifications: &lt;br /&gt;
&lt;br /&gt;
* If you add a 7th Beach, 7th Wave, 7th Sandpiper, or 7th Rock to your Seaside, the game ends immediately, without applying the effect of that token. &lt;br /&gt;
* If you add a 7th token into the Sea (any Isopod, Shell, or Crab token), the game also ends immediately. &lt;br /&gt;
&lt;br /&gt;
∼ &lt;br /&gt;
&lt;br /&gt;
When the game is finished: &lt;br /&gt;
&lt;br /&gt;
# Collect all the tokens in the Sea if you have at least 1 Wave on your Seaside. &lt;br /&gt;
# Count the tokens in front of you, including the 7th token played, as you would in the basic game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Consult the table below to see how your Seaside excursion went:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Score&lt;br /&gt;
!Result&lt;br /&gt;
|-&lt;br /&gt;
|0-19&lt;br /&gt;
|ain, and cold have cut your walk short. &lt;br /&gt;
|-&lt;br /&gt;
|20-29&lt;br /&gt;
|It was a grey day, but the salt air was invigorating. &lt;br /&gt;
|-&lt;br /&gt;
|30-39&lt;br /&gt;
|The wind was blowing hard and the sea was imposing. A bit scary but also a bit exciting!&lt;br /&gt;
|-&lt;br /&gt;
|40-49&lt;br /&gt;
|A very satisfying outing! Your mind is filled with wonderful memories.&lt;br /&gt;
|-&lt;br /&gt;
|50-59&lt;br /&gt;
|The sun was shining, the waves were magnificent, and nature showed itself in all its splendour&lt;br /&gt;
|-&lt;br /&gt;
|60+&lt;br /&gt;
|You have discovered a completely unmatched and unique beach! This was a once-in-a-lifetime experience.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Harpwn</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpseaside&amp;diff=26362</id>
		<title>Gamehelpseaside</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpseaside&amp;diff=26362"/>
		<updated>2025-09-01T12:50:14Z</updated>

		<summary type="html">&lt;p&gt;Harpwn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Seaside-rules-req.png|left|frameless]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The sun is shining, as a light, salty wind sends cottony clouds scudding across the sky. Sandpipers filling their bellies with strange insects, crabs hiding under piles of rocks, seashells washed up on the sand, curling waves that break along the beach. Nature in its simplest beauty. One token at a time, create your Seaside with the elements the sea sends your way&lt;br /&gt;
&lt;br /&gt;
[[File:Seaside-learn-rules-qr.png|left]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Goal ==&lt;br /&gt;
To have the highest stack of tokens.&lt;br /&gt;
&lt;br /&gt;
[[File:Seaside-rules-goal.png]]&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Put all tokens in the Bag and mix them up.&lt;br /&gt;
&lt;br /&gt;
* 4-5 players: Play with all the tokens.&lt;br /&gt;
* 3 players: Remove 15 to 20 tokens at random from the bag.&lt;br /&gt;
* 2 players: Remove 30 to 40 tokens at random from the bag.&lt;br /&gt;
&lt;br /&gt;
Place the removed tokens aside; they will not be used in the game.&lt;br /&gt;
&lt;br /&gt;
== Playing Space ==&lt;br /&gt;
&lt;br /&gt;
=== To better understand the rules we&#039;ve drawn up an imaginary play area designated with blue and white spaces. ===&lt;br /&gt;
[[File:Seaside-rules-sea-diagram.png]]&lt;br /&gt;
&lt;br /&gt;
=== The play area is divided into 2 spaces: ===&lt;br /&gt;
&lt;br /&gt;
==== The Sea (blue) ====&lt;br /&gt;
The central area of the play space.&lt;br /&gt;
&lt;br /&gt;
==== The Seaside (white) ====&lt;br /&gt;
The area in front of each player.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Play moves in clockwise direction. The last player to have wet their feet in the sea begins&lt;br /&gt;
&lt;br /&gt;
* On your turn, draw a token from the Bag, look at it secretly, choose the side that interests you and apply its effect. &#039;&#039;Once you have chosen the side of the token you&#039;d like to play, it will remain like that for the rest of the game.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* Once you&#039;ve applied the token&#039;s effect (see below), your turn is over; pass the Bag to the player on your left&lt;br /&gt;
&lt;br /&gt;
== Token Effects ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are two types of token:&lt;br /&gt;
&lt;br /&gt;
===== Sea =====&lt;br /&gt;
Tokens with a blue design are thrown into the sea.&lt;br /&gt;
&lt;br /&gt;
[[File:Seaside-token-sea.png]]&lt;br /&gt;
&lt;br /&gt;
===== Seaside =====&lt;br /&gt;
Tokens with a white design are placed on your Seaside.&lt;br /&gt;
[[File:Seaside-token-seaside.png|left]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Isopod, Shell or Crab ===&lt;br /&gt;
[[File:Seaside-rules-sea-tokens.png|left]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you choose the Isopod (the bug), the Shell, or the Crab: &lt;br /&gt;
&lt;br /&gt;
# Place the token into the Sea (in the center of the play area); &lt;br /&gt;
# Then immediately take another turn (draw another token from the bag and apply its effect).&lt;br /&gt;
&lt;br /&gt;
=== Sandpiper ===&lt;br /&gt;
[[File:Seaside-rules-sandpiper.png]]&lt;br /&gt;
&lt;br /&gt;
If you choose the Sandpiper: &lt;br /&gt;
&lt;br /&gt;
# Add it to your Seaside; &lt;br /&gt;
# Take as many Isopods as you wish from the Sea, &lt;br /&gt;
&lt;br /&gt;
Add them beneath your Sandpiper token to form a Sandpiper Stack. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You are allowed to take no Isopods at all if you wish&#039;&#039;&amp;lt;blockquote&amp;gt;&lt;br /&gt;
=== Careful! ===&lt;br /&gt;
If you create a new Sandpiper Stack, and... &lt;br /&gt;
&lt;br /&gt;
* it is the same size as the one(s) on your Seaside: → You may keep it on your Seaside &lt;br /&gt;
* it is smaller than the one(s) on your Seaside: → You must discard it immediately &lt;br /&gt;
* it is larger than the one(s) on your Seaside: → You must discard all smaller Stacks and keep the new, larger one&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Example 1 ====&lt;br /&gt;
Example: If you have a 3-token Sandpiper Stack A and you take a 4-token one B you must discard your 3-token Stack.&lt;br /&gt;
&lt;br /&gt;
[[File:Seaside-example1.png]]&lt;br /&gt;
&lt;br /&gt;
==== Example 2 ====&lt;br /&gt;
Example: If you have a 3-token Stack A and you take a 2-token one B , you must discard the smaller one: The 2-token one you just took.&lt;br /&gt;
&lt;br /&gt;
[[File:Seaside-example2.png]]&lt;br /&gt;
&lt;br /&gt;
=== Beaches ===&lt;br /&gt;
[[File:Seaside-rules-beach.png|left]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you choose a Beach: &lt;br /&gt;
&lt;br /&gt;
# Add it to your Seaside, &lt;br /&gt;
# Take up to as many Shells from the Sea as the total number of Beaches on your Seaside, including the one you just placed. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If there are no Shells in the sea, you can still place a Beach on your Seaside... this is called planning ahead!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Keep your Beaches next to each other on your Seaside to easily see how many you have. Place your Shells in a stack&lt;br /&gt;
&lt;br /&gt;
==== Example ====&lt;br /&gt;
If you add a third Beach to your Seaside, take up to 3 Shells from the Sea. On a future turn, if you add a 4th Beach to your Seaside, you can take up to 4 Shells from the sea.&lt;br /&gt;
&lt;br /&gt;
=== Waves ===&lt;br /&gt;
[[File:Seaside-rules-wave.png]]&lt;br /&gt;
&lt;br /&gt;
If you choose a Wave: &lt;br /&gt;
&lt;br /&gt;
# Add it to your Seaside, &lt;br /&gt;
# You must flip over one of your Beaches, if you have one. You are allowed to look at the other side of your Beaches to choose which one would be best to flip over. &lt;br /&gt;
# Immediately apply the effect of what was hidden on the other side of the Beach play the newly-flipped token exactly as though you had drawn it from the Bag.&lt;br /&gt;
&lt;br /&gt;
Place all your Waves in a stack&lt;br /&gt;
&lt;br /&gt;
==== Example ====&lt;br /&gt;
If you flip over a Shell, place it into the sea and re-draw a token from the bag. If you flip a Wave, flip over another Beach&lt;br /&gt;
&lt;br /&gt;
=== Rocks ===&lt;br /&gt;
[[File:Seaside-rules-rocks.png]]&lt;br /&gt;
&lt;br /&gt;
If you choose a Rock: &lt;br /&gt;
&lt;br /&gt;
# Place it on your Seaside. The Rocks work in pairs:&lt;br /&gt;
## The 1st Rock has no immediate effect. Your turn ends.&lt;br /&gt;
## The 2nd Rock forms a Crab Habitat. Place the second Rock on top of the first one and add all the Crabs in the Sea, plus one Crab from one other player of your choice, to your Seaside. &#039;&#039;You can always do this action even if no other players have Crab tokens or there are no crabs in the Sea.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Make a pile with all your Crabs.&lt;br /&gt;
&lt;br /&gt;
==== Example ====&lt;br /&gt;
If you take a third Rock later in the game, it does nothing. Your fourth Rock will create a second Crab Habitat, allowing you to collect Crabs a second time.&lt;br /&gt;
&lt;br /&gt;
== End of Game ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As soon as the Bag is empty, the game is over. &lt;br /&gt;
&lt;br /&gt;
# The player with the most Waves takes all the tokens remaining in the Sea. In the case of a draw, distribute the tokens in the Sea equally amongst all tied players. → If you are unable to equally distribute the tokens, leave any extras in the Sea. → If nobody has any Waves on their Seaside, the tokens remain in the Sea. &lt;br /&gt;
# Stack up all the tokens from your Seaside. &lt;br /&gt;
# Compare it to the other players&#039; stacks. The highest one is the winner! In the case of a draw, all tied players share the victory&lt;br /&gt;
&lt;br /&gt;
== Solo Mode ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Add all the tokens to the bag and shake it up. &lt;br /&gt;
&lt;br /&gt;
The game follows exactly the same rules, with the following modifications: &lt;br /&gt;
&lt;br /&gt;
* If you add a 7th Beach, 7th Wave, 7th Sandpiper, or 7th Rock to your Seaside, the game ends immediately, without applying the effect of that token. &lt;br /&gt;
* If you add a 7th token into the Sea (any Isopod, Shell, or Crab token), the game also ends immediately. &lt;br /&gt;
&lt;br /&gt;
∼ &lt;br /&gt;
&lt;br /&gt;
When the game is finished: &lt;br /&gt;
&lt;br /&gt;
# Collect all the tokens in the Sea if you have at least 1 Wave on your Seaside. &lt;br /&gt;
# Count the tokens in front of you, including the 7th token played, as you would in the basic game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Consult the table below to see how your Seaside excursion went:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Score&lt;br /&gt;
!Result&lt;br /&gt;
|-&lt;br /&gt;
|0-19&lt;br /&gt;
|ain, and cold have cut your walk short. &lt;br /&gt;
|-&lt;br /&gt;
|20-29&lt;br /&gt;
|It was a grey day, but the salt air was invigorating. &lt;br /&gt;
|-&lt;br /&gt;
|30-39&lt;br /&gt;
|The wind was blowing hard and the sea was imposing. A bit scary but also a bit exciting!&lt;br /&gt;
|-&lt;br /&gt;
|40-49&lt;br /&gt;
|A very satisfying outing! Your mind is filled with wonderful memories.&lt;br /&gt;
|-&lt;br /&gt;
|50-59&lt;br /&gt;
|The sun was shining, the waves were magnificent, and nature showed itself in all its splendour&lt;br /&gt;
|-&lt;br /&gt;
|60+&lt;br /&gt;
|You have discovered a completely unmatched and unique beach! This was a once-in-a-lifetime experience.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Harpwn</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpseaside&amp;diff=26361</id>
		<title>Gamehelpseaside</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpseaside&amp;diff=26361"/>
		<updated>2025-09-01T12:49:34Z</updated>

		<summary type="html">&lt;p&gt;Harpwn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Seaside-rules-req.png|left]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The sun is shining, as a light, salty wind sends cottony clouds scudding across the sky. Sandpipers filling their bellies with strange insects, crabs hiding under piles of rocks, seashells washed up on the sand, curling waves that break along the beach. Nature in its simplest beauty. One token at a time, create your Seaside with the elements the sea sends your way&lt;br /&gt;
&lt;br /&gt;
[[File:Seaside-learn-rules-qr.png|left]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Goal ==&lt;br /&gt;
To have the highest stack of tokens.&lt;br /&gt;
&lt;br /&gt;
[[File:Seaside-rules-goal.png]]&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Put all tokens in the Bag and mix them up.&lt;br /&gt;
&lt;br /&gt;
* 4-5 players: Play with all the tokens.&lt;br /&gt;
* 3 players: Remove 15 to 20 tokens at random from the bag.&lt;br /&gt;
* 2 players: Remove 30 to 40 tokens at random from the bag.&lt;br /&gt;
&lt;br /&gt;
Place the removed tokens aside; they will not be used in the game.&lt;br /&gt;
&lt;br /&gt;
== Playing Space ==&lt;br /&gt;
&lt;br /&gt;
=== To better understand the rules we&#039;ve drawn up an imaginary play area designated with blue and white spaces. ===&lt;br /&gt;
[[File:Seaside-rules-sea-diagram.png]]&lt;br /&gt;
&lt;br /&gt;
=== The play area is divided into 2 spaces: ===&lt;br /&gt;
&lt;br /&gt;
==== The Sea (blue) ====&lt;br /&gt;
The central area of the play space.&lt;br /&gt;
&lt;br /&gt;
==== The Seaside (white) ====&lt;br /&gt;
The area in front of each player.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Play moves in clockwise direction. The last player to have wet their feet in the sea begins&lt;br /&gt;
&lt;br /&gt;
* On your turn, draw a token from the Bag, look at it secretly, choose the side that interests you and apply its effect. &#039;&#039;Once you have chosen the side of the token you&#039;d like to play, it will remain like that for the rest of the game.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* Once you&#039;ve applied the token&#039;s effect (see below), your turn is over; pass the Bag to the player on your left&lt;br /&gt;
&lt;br /&gt;
== Token Effects ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are two types of token:&lt;br /&gt;
&lt;br /&gt;
===== Sea =====&lt;br /&gt;
Tokens with a blue design are thrown into the sea.&lt;br /&gt;
&lt;br /&gt;
[[File:Seaside-token-sea.png]]&lt;br /&gt;
&lt;br /&gt;
===== Seaside =====&lt;br /&gt;
Tokens with a white design are placed on your Seaside.&lt;br /&gt;
[[File:Seaside-token-seaside.png|left]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Isopod, Shell or Crab ===&lt;br /&gt;
[[File:Seaside-rules-sea-tokens.png|left]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you choose the Isopod (the bug), the Shell, or the Crab: &lt;br /&gt;
&lt;br /&gt;
# Place the token into the Sea (in the center of the play area); &lt;br /&gt;
# Then immediately take another turn (draw another token from the bag and apply its effect).&lt;br /&gt;
&lt;br /&gt;
=== Sandpiper ===&lt;br /&gt;
[[File:Seaside-rules-sandpiper.png]]&lt;br /&gt;
&lt;br /&gt;
If you choose the Sandpiper: &lt;br /&gt;
&lt;br /&gt;
# Add it to your Seaside; &lt;br /&gt;
# Take as many Isopods as you wish from the Sea, &lt;br /&gt;
&lt;br /&gt;
Add them beneath your Sandpiper token to form a Sandpiper Stack. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You are allowed to take no Isopods at all if you wish&#039;&#039;&amp;lt;blockquote&amp;gt;&lt;br /&gt;
=== Careful! ===&lt;br /&gt;
If you create a new Sandpiper Stack, and... &lt;br /&gt;
&lt;br /&gt;
* it is the same size as the one(s) on your Seaside: → You may keep it on your Seaside &lt;br /&gt;
* it is smaller than the one(s) on your Seaside: → You must discard it immediately &lt;br /&gt;
* it is larger than the one(s) on your Seaside: → You must discard all smaller Stacks and keep the new, larger one&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Example 1 ====&lt;br /&gt;
Example: If you have a 3-token Sandpiper Stack A and you take a 4-token one B you must discard your 3-token Stack.&lt;br /&gt;
&lt;br /&gt;
[[File:Seaside-example1.png]]&lt;br /&gt;
&lt;br /&gt;
==== Example 2 ====&lt;br /&gt;
Example: If you have a 3-token Stack A and you take a 2-token one B , you must discard the smaller one: The 2-token one you just took.&lt;br /&gt;
&lt;br /&gt;
[[File:Seaside-example2.png]]&lt;br /&gt;
&lt;br /&gt;
=== Beaches ===&lt;br /&gt;
[[File:Seaside-rules-beach.png|left]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you choose a Beach: &lt;br /&gt;
&lt;br /&gt;
# Add it to your Seaside, &lt;br /&gt;
# Take up to as many Shells from the Sea as the total number of Beaches on your Seaside, including the one you just placed. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If there are no Shells in the sea, you can still place a Beach on your Seaside... this is called planning ahead!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Keep your Beaches next to each other on your Seaside to easily see how many you have. Place your Shells in a stack&lt;br /&gt;
&lt;br /&gt;
==== Example ====&lt;br /&gt;
If you add a third Beach to your Seaside, take up to 3 Shells from the Sea. On a future turn, if you add a 4th Beach to your Seaside, you can take up to 4 Shells from the sea.&lt;br /&gt;
&lt;br /&gt;
=== Waves ===&lt;br /&gt;
[[File:Seaside-rules-wave.png]]&lt;br /&gt;
&lt;br /&gt;
If you choose a Wave: &lt;br /&gt;
&lt;br /&gt;
# Add it to your Seaside, &lt;br /&gt;
# You must flip over one of your Beaches, if you have one. You are allowed to look at the other side of your Beaches to choose which one would be best to flip over. &lt;br /&gt;
# Immediately apply the effect of what was hidden on the other side of the Beach play the newly-flipped token exactly as though you had drawn it from the Bag.&lt;br /&gt;
&lt;br /&gt;
Place all your Waves in a stack&lt;br /&gt;
&lt;br /&gt;
==== Example ====&lt;br /&gt;
If you flip over a Shell, place it into the sea and re-draw a token from the bag. If you flip a Wave, flip over another Beach&lt;br /&gt;
&lt;br /&gt;
=== Rocks ===&lt;br /&gt;
[[File:Seaside-rules-rocks.png]]&lt;br /&gt;
&lt;br /&gt;
If you choose a Rock: &lt;br /&gt;
&lt;br /&gt;
# Place it on your Seaside. The Rocks work in pairs:&lt;br /&gt;
## The 1st Rock has no immediate effect. Your turn ends.&lt;br /&gt;
## The 2nd Rock forms a Crab Habitat. Place the second Rock on top of the first one and add all the Crabs in the Sea, plus one Crab from one other player of your choice, to your Seaside. &#039;&#039;You can always do this action even if no other players have Crab tokens or there are no crabs in the Sea.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Make a pile with all your Crabs.&lt;br /&gt;
&lt;br /&gt;
==== Example ====&lt;br /&gt;
If you take a third Rock later in the game, it does nothing. Your fourth Rock will create a second Crab Habitat, allowing you to collect Crabs a second time.&lt;br /&gt;
&lt;br /&gt;
== End of Game ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As soon as the Bag is empty, the game is over. &lt;br /&gt;
&lt;br /&gt;
# The player with the most Waves takes all the tokens remaining in the Sea. In the case of a draw, distribute the tokens in the Sea equally amongst all tied players. → If you are unable to equally distribute the tokens, leave any extras in the Sea. → If nobody has any Waves on their Seaside, the tokens remain in the Sea. &lt;br /&gt;
# Stack up all the tokens from your Seaside. &lt;br /&gt;
# Compare it to the other players&#039; stacks. The highest one is the winner! In the case of a draw, all tied players share the victory&lt;br /&gt;
&lt;br /&gt;
== Solo Mode ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Add all the tokens to the bag and shake it up. &lt;br /&gt;
&lt;br /&gt;
The game follows exactly the same rules, with the following modifications: &lt;br /&gt;
&lt;br /&gt;
* If you add a 7th Beach, 7th Wave, 7th Sandpiper, or 7th Rock to your Seaside, the game ends immediately, without applying the effect of that token. &lt;br /&gt;
* If you add a 7th token into the Sea (any Isopod, Shell, or Crab token), the game also ends immediately. &lt;br /&gt;
&lt;br /&gt;
∼ &lt;br /&gt;
&lt;br /&gt;
When the game is finished: &lt;br /&gt;
&lt;br /&gt;
# Collect all the tokens in the Sea if you have at least 1 Wave on your Seaside. &lt;br /&gt;
# Count the tokens in front of you, including the 7th token played, as you would in the basic game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Consult the table below to see how your Seaside excursion went:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Score&lt;br /&gt;
!Result&lt;br /&gt;
|-&lt;br /&gt;
|0-19&lt;br /&gt;
|ain, and cold have cut your walk short. &lt;br /&gt;
|-&lt;br /&gt;
|20-29&lt;br /&gt;
|It was a grey day, but the salt air was invigorating. &lt;br /&gt;
|-&lt;br /&gt;
|30-39&lt;br /&gt;
|The wind was blowing hard and the sea was imposing. A bit scary but also a bit exciting!&lt;br /&gt;
|-&lt;br /&gt;
|40-49&lt;br /&gt;
|A very satisfying outing! Your mind is filled with wonderful memories.&lt;br /&gt;
|-&lt;br /&gt;
|50-59&lt;br /&gt;
|The sun was shining, the waves were magnificent, and nature showed itself in all its splendour&lt;br /&gt;
|-&lt;br /&gt;
|60+&lt;br /&gt;
|You have discovered a completely unmatched and unique beach! This was a once-in-a-lifetime experience.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Harpwn</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpseaside&amp;diff=26360</id>
		<title>Gamehelpseaside</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpseaside&amp;diff=26360"/>
		<updated>2025-09-01T12:48:39Z</updated>

		<summary type="html">&lt;p&gt;Harpwn: most of rules content&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Seaside-rules-req.png|left]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The sun is shining, as a light, salty wind sends cottony clouds scudding across the sky. Sandpipers filling their bellies with strange insects, crabs hiding under piles of rocks, seashells washed up on the sand, curling waves that break along the beach. Nature in its simplest beauty. One token at a time, create your Seaside with the elements the sea sends your way&lt;br /&gt;
&lt;br /&gt;
[[File:Seaside-learn-rules-qr.png|left]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Goal ==&lt;br /&gt;
To have the highest stack of tokens.&lt;br /&gt;
&lt;br /&gt;
[[File:Seaside-rules-goal.png]]&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Put all tokens in the Bag and mix them up.&lt;br /&gt;
&lt;br /&gt;
* 4-5 players: Play with all the tokens.&lt;br /&gt;
* 3 players: Remove 15 to 20 tokens at random from the bag.&lt;br /&gt;
* 2 players: Remove 30 to 40 tokens at random from the bag.&lt;br /&gt;
&lt;br /&gt;
Place the removed tokens aside; they will not be used in the game.&lt;br /&gt;
&lt;br /&gt;
== Playing Space ==&lt;br /&gt;
&lt;br /&gt;
=== To better understand the rules we&#039;ve drawn up an imaginary play area designated with blue and white spaces. ===&lt;br /&gt;
[[File:Seaside-rules-sea-diagram.png]]&lt;br /&gt;
&lt;br /&gt;
=== The play area is divided into 2 spaces: ===&lt;br /&gt;
&lt;br /&gt;
==== The Sea (blue) ====&lt;br /&gt;
The central area of the play space.&lt;br /&gt;
&lt;br /&gt;
==== The Seaside (white) ====&lt;br /&gt;
The area in front of each player.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Play moves in clockwise direction. The last player to have wet their feet in the sea begins&lt;br /&gt;
&lt;br /&gt;
* On your turn, draw a token from the Bag, look at it secretly, choose the side that interests you and apply its effect. &#039;&#039;Once you have chosen the side of the token you&#039;d like to play, it will remain like that for the rest of the game.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* Once you&#039;ve applied the token&#039;s effect (see below), your turn is over; pass the Bag to the player on your left&lt;br /&gt;
&lt;br /&gt;
== Token Effects ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are two types of token:&lt;br /&gt;
&lt;br /&gt;
===== Sea =====&lt;br /&gt;
Tokens with a blue design are thrown into the sea.&lt;br /&gt;
&lt;br /&gt;
[[File:Seaside-token-sea.png]]&lt;br /&gt;
&lt;br /&gt;
===== Seaside =====&lt;br /&gt;
Tokens with a white design are placed on your Seaside.&lt;br /&gt;
[[File:Seaside-token-seaside.png|left]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Isopod, Shell or Crab ===&lt;br /&gt;
[[File:Seaside-rules-sea-tokens.png|left]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you choose the Isopod (the bug), the Shell, or the Crab: &lt;br /&gt;
&lt;br /&gt;
# Place the token into the Sea (in the center of the play area); &lt;br /&gt;
# Then immediately take another turn (draw another token from the bag and apply its effect).&lt;br /&gt;
&lt;br /&gt;
=== Sandpiper ===&lt;br /&gt;
[[File:Seaside-rules-sandpiper.png]]&lt;br /&gt;
&lt;br /&gt;
If you choose the Sandpiper: &lt;br /&gt;
&lt;br /&gt;
# Add it to your Seaside; &lt;br /&gt;
# Take as many Isopods as you wish from the Sea, &lt;br /&gt;
&lt;br /&gt;
Add them beneath your Sandpiper token to form a Sandpiper Stack. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You are allowed to take no Isopods at all if you wish&#039;&#039;&amp;lt;blockquote&amp;gt;&lt;br /&gt;
=== Careful! ===&lt;br /&gt;
If you create a new Sandpiper Stack, and... &lt;br /&gt;
&lt;br /&gt;
* it is the same size as the one(s) on your Seaside: → You may keep it on your Seaside &lt;br /&gt;
* it is smaller than the one(s) on your Seaside: → You must discard it immediately &lt;br /&gt;
* it is larger than the one(s) on your Seaside: → You must discard all smaller Stacks and keep the new, larger one&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Example 1 ====&lt;br /&gt;
Example: If you have a 3-token Sandpiper Stack A and you take a 4-token one B you must discard your 3-token Stack.&lt;br /&gt;
&lt;br /&gt;
[[File:Seaside-example1.png]]&lt;br /&gt;
&lt;br /&gt;
==== Example 2 ====&lt;br /&gt;
Example: If you have a 3-token Stack A and you take a 2-token one B , you must discard the smaller one: The 2-token one you just took.&lt;br /&gt;
&lt;br /&gt;
[[File:Seaside-example2.png]]&lt;br /&gt;
&lt;br /&gt;
=== Beaches ===&lt;br /&gt;
[[File:Seaside-rules-beach.png|left]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you choose a Beach: &lt;br /&gt;
&lt;br /&gt;
# Add it to your Seaside, &lt;br /&gt;
# Take up to as many Shells from the Sea as the total number of Beaches on your Seaside, including the one you just placed. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If there are no Shells in the sea, you can still place a Beach on your Seaside... this is called planning ahead!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Keep your Beaches next to each other on your Seaside to easily see how many you have. Place your Shells in a stack&lt;br /&gt;
&lt;br /&gt;
==== Example ====&lt;br /&gt;
If you add a third Beach to your Seaside, take up to 3 Shells from the Sea. On a future turn, if you add a 4th Beach to your Seaside, you can take up to 4 Shells from the sea.&lt;br /&gt;
&lt;br /&gt;
=== Waves ===&lt;br /&gt;
[[File:Seaside-rules-wave.png]]&lt;br /&gt;
&lt;br /&gt;
If you choose a Wave: &lt;br /&gt;
&lt;br /&gt;
# Add it to your Seaside, &lt;br /&gt;
# You must flip over one of your Beaches, if you have one. You are allowed to look at the other side of your Beaches to choose which one would be best to flip over. &lt;br /&gt;
# Immediately apply the effect of what was hidden on the other side of the Beach play the newly-flipped token exactly as though you had drawn it from the Bag.&lt;br /&gt;
&lt;br /&gt;
Place all your Waves in a stack&lt;br /&gt;
&lt;br /&gt;
==== Example ====&lt;br /&gt;
If you flip over a Shell, place it into the sea and re-draw a token from the bag. If you flip a Wave, flip over another Beach&lt;br /&gt;
&lt;br /&gt;
=== Rocks ===&lt;br /&gt;
[[File:Seaside-rules-rocks.png]]&lt;br /&gt;
&lt;br /&gt;
If you choose a Rock: &lt;br /&gt;
&lt;br /&gt;
# Place it on your Seaside. The Rocks work in pairs:&lt;br /&gt;
## The 1st Rock has no immediate effect. Your turn ends.&lt;br /&gt;
## The 2nd Rock forms a Crab Habitat. Place the second Rock on top of the first one and add all the Crabs in the Sea, plus one Crab from one other player of your choice, to your Seaside. &#039;&#039;You can always do this action even if no other players have Crab tokens or there are no crabs in the Sea.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Make a pile with all your Crabs.&lt;br /&gt;
&lt;br /&gt;
==== Example ====&lt;br /&gt;
If you take a third Rock later in the game, it does nothing. Your fourth Rock will create a second Crab Habitat, allowing you to collect Crabs a second time.&lt;br /&gt;
&lt;br /&gt;
== End of Game ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As soon as the Bag is empty, the game is over. &lt;br /&gt;
&lt;br /&gt;
# The player with the most Waves takes all the tokens remaining in the Sea. In the case of a draw, distribute the tokens in the Sea equally amongst all tied players. → If you are unable to equally distribute the tokens, leave any extras in the Sea. → If nobody has any Waves on their Seaside, the tokens remain in the Sea. &lt;br /&gt;
# Stack up all the tokens from your Seaside. &lt;br /&gt;
# Compare it to the other players&#039; stacks. The highest one is the winner! In the case of a draw, all tied players share the victory&lt;br /&gt;
&lt;br /&gt;
== Solo Mode ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Add all the tokens to the bag and shake it up. &lt;br /&gt;
&lt;br /&gt;
The game follows exactly the same rules, with the following modifications: &lt;br /&gt;
&lt;br /&gt;
* If you add a 7th Beach, 7th Wave, 7th Sandpiper, or 7th Rock to your Seaside, the game ends immediately, without applying the effect of that token. &lt;br /&gt;
* If you add a 7th token into the Sea (any Isopod, Shell, or Crab token), the game also ends immediately. &lt;br /&gt;
&lt;br /&gt;
∼ &lt;br /&gt;
&lt;br /&gt;
When the game is finished: &lt;br /&gt;
&lt;br /&gt;
# Collect all the tokens in the Sea if you have at least 1 Wave on your Seaside. &lt;br /&gt;
# Count the tokens in front of you, including the 7th token played, as you would in the basic game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Consult the table below to see how your Seaside excursion went:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Score&lt;br /&gt;
!Result&lt;br /&gt;
|-&lt;br /&gt;
|0-19&lt;br /&gt;
|ain, and cold have cut your walk short. &lt;br /&gt;
|-&lt;br /&gt;
|20-29&lt;br /&gt;
|It was a grey day, but the salt air was invigorating. &lt;br /&gt;
|-&lt;br /&gt;
|30-39&lt;br /&gt;
|The wind was blowing hard and the sea was imposing. A bit scary but also a bit exciting!&lt;br /&gt;
|-&lt;br /&gt;
|40-49&lt;br /&gt;
|A very satisfying outing! Your mind is filled with wonderful memories.&lt;br /&gt;
|-&lt;br /&gt;
|50-59&lt;br /&gt;
|The sun was shining, the waves were magnificent, and nature showed itself in all its splendour&lt;br /&gt;
|-&lt;br /&gt;
|60+&lt;br /&gt;
|You have discovered a completely unmatched and unique beach! This was a once-in-a-lifetime experience.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Harpwn</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Seaside-rules-rocks.png&amp;diff=26359</id>
		<title>File:Seaside-rules-rocks.png</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Seaside-rules-rocks.png&amp;diff=26359"/>
		<updated>2025-09-01T12:38:00Z</updated>

		<summary type="html">&lt;p&gt;Harpwn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Harpwn</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Seaside-rules-wave.png&amp;diff=26358</id>
		<title>File:Seaside-rules-wave.png</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Seaside-rules-wave.png&amp;diff=26358"/>
		<updated>2025-09-01T12:32:10Z</updated>

		<summary type="html">&lt;p&gt;Harpwn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Harpwn</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Seaside-rules-beach.png&amp;diff=26357</id>
		<title>File:Seaside-rules-beach.png</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Seaside-rules-beach.png&amp;diff=26357"/>
		<updated>2025-09-01T12:25:29Z</updated>

		<summary type="html">&lt;p&gt;Harpwn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Harpwn</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Seaside-example2.png&amp;diff=26356</id>
		<title>File:Seaside-example2.png</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Seaside-example2.png&amp;diff=26356"/>
		<updated>2025-09-01T12:18:47Z</updated>

		<summary type="html">&lt;p&gt;Harpwn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Harpwn</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Seaside-example1.png&amp;diff=26355</id>
		<title>File:Seaside-example1.png</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Seaside-example1.png&amp;diff=26355"/>
		<updated>2025-09-01T12:18:41Z</updated>

		<summary type="html">&lt;p&gt;Harpwn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Harpwn</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Seaside-rules-sandpiper.png&amp;diff=26354</id>
		<title>File:Seaside-rules-sandpiper.png</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Seaside-rules-sandpiper.png&amp;diff=26354"/>
		<updated>2025-09-01T12:17:45Z</updated>

		<summary type="html">&lt;p&gt;Harpwn: Harpwn reverted File:Seaside-rules-sandpiper.png to an old version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Harpwn</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Seaside-rules-sandpiper.png&amp;diff=26353</id>
		<title>File:Seaside-rules-sandpiper.png</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Seaside-rules-sandpiper.png&amp;diff=26353"/>
		<updated>2025-09-01T12:16:15Z</updated>

		<summary type="html">&lt;p&gt;Harpwn: Harpwn uploaded a new version of File:Seaside-rules-sandpiper.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Harpwn</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Seaside-rules-sandpiper.png&amp;diff=26352</id>
		<title>File:Seaside-rules-sandpiper.png</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Seaside-rules-sandpiper.png&amp;diff=26352"/>
		<updated>2025-09-01T12:16:10Z</updated>

		<summary type="html">&lt;p&gt;Harpwn: Harpwn uploaded a new version of File:Seaside-rules-sandpiper.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Harpwn</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Seaside-rules-sandpiper.png&amp;diff=26351</id>
		<title>File:Seaside-rules-sandpiper.png</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Seaside-rules-sandpiper.png&amp;diff=26351"/>
		<updated>2025-09-01T12:12:12Z</updated>

		<summary type="html">&lt;p&gt;Harpwn: Harpwn uploaded a new version of File:Seaside-rules-sandpiper.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Harpwn</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Seaside-rules-sandpiper.png&amp;diff=26350</id>
		<title>File:Seaside-rules-sandpiper.png</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Seaside-rules-sandpiper.png&amp;diff=26350"/>
		<updated>2025-09-01T12:10:07Z</updated>

		<summary type="html">&lt;p&gt;Harpwn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Harpwn</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Seaside-rules-sea-tokens.png&amp;diff=26349</id>
		<title>File:Seaside-rules-sea-tokens.png</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Seaside-rules-sea-tokens.png&amp;diff=26349"/>
		<updated>2025-09-01T12:08:12Z</updated>

		<summary type="html">&lt;p&gt;Harpwn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Harpwn</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Seaside-learn-rules-qr.png&amp;diff=26348</id>
		<title>File:Seaside-learn-rules-qr.png</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Seaside-learn-rules-qr.png&amp;diff=26348"/>
		<updated>2025-09-01T11:42:13Z</updated>

		<summary type="html">&lt;p&gt;Harpwn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Harpwn</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Seaside-rules-req.png&amp;diff=26347</id>
		<title>File:Seaside-rules-req.png</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Seaside-rules-req.png&amp;diff=26347"/>
		<updated>2025-09-01T11:42:06Z</updated>

		<summary type="html">&lt;p&gt;Harpwn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Harpwn</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Seaside-token-sea.png&amp;diff=26346</id>
		<title>File:Seaside-token-sea.png</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Seaside-token-sea.png&amp;diff=26346"/>
		<updated>2025-09-01T11:41:59Z</updated>

		<summary type="html">&lt;p&gt;Harpwn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Harpwn</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Seaside-token-seaside.png&amp;diff=26345</id>
		<title>File:Seaside-token-seaside.png</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Seaside-token-seaside.png&amp;diff=26345"/>
		<updated>2025-09-01T11:41:53Z</updated>

		<summary type="html">&lt;p&gt;Harpwn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Harpwn</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Seaside-rules-sea-diagram.png&amp;diff=26344</id>
		<title>File:Seaside-rules-sea-diagram.png</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Seaside-rules-sea-diagram.png&amp;diff=26344"/>
		<updated>2025-09-01T11:41:37Z</updated>

		<summary type="html">&lt;p&gt;Harpwn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Harpwn</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Seaside-rules-goal.png&amp;diff=26343</id>
		<title>File:Seaside-rules-goal.png</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Seaside-rules-goal.png&amp;diff=26343"/>
		<updated>2025-09-01T11:34:46Z</updated>

		<summary type="html">&lt;p&gt;Harpwn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Harpwn</name></author>
	</entry>
</feed>