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	<id>https://en.doc.boardgamearena.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Hawke666</id>
	<title>Board Game Arena - User contributions [en]</title>
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	<updated>2026-10-03T06:09:24Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpschafkopf&amp;diff=30757</id>
		<title>Gamehelpschafkopf</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpschafkopf&amp;diff=30757"/>
		<updated>2026-07-20T23:34:20Z</updated>

		<summary type="html">&lt;p&gt;Hawke666: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Schafkopf is a trick-taking game. One full game consists of a number of hands with each player acting as the leader once. &lt;br /&gt;
&lt;br /&gt;
== Objective == &lt;br /&gt;
The objective is (usually) to win at least half the card points in each hand.&lt;br /&gt;
&lt;br /&gt;
Cards points are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: 0px; margin-right: auto;&lt;br /&gt;
|-&lt;br /&gt;
|D&lt;br /&gt;
|11&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|K&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|O&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|U&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Suits are ranked:&lt;br /&gt;
&lt;br /&gt;
[[File:Germansuit-acorns.png|x30px|alt=Acorns]] → [[File:Germansuit-leaves.png|alt=Leaves|30x30px]] → [[File:Germansuit-hearts.png|alt=Hearts|31x31px]] → [[File:Germansuit-bells.png|alt=Bells|30x30px]]&lt;br /&gt;
&lt;br /&gt;
== Playing ==&lt;br /&gt;
Each hand has two major phases: &#039;&#039;bidding&#039;&#039; and &#039;&#039;playing&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Bidding ==&lt;br /&gt;
During the first part of each hand, players are evaluating their hand and bidding to decide what version of the game will be played. Players bid their willingness to play their hand, and then increasing difficulty levels if multiple players are willing.&lt;br /&gt;
&lt;br /&gt;
=== Ramsch &#039;&#039;Optional&#039;&#039; ===&lt;br /&gt;
This is the default game, if no one thinks they can win one of the other variants. Take the least points possible. Bonus for taking zero tricks. If this disabled in game options, the turn is skipped.&lt;br /&gt;
&lt;br /&gt;
=== Rufer ===&lt;br /&gt;
The most common game. This is a partners game, but there is a twist: The player doesn’t know who their partner is. The player will offer “Rufer, with the D of a specific suit”, and whoever holds that card is the partner.&lt;br /&gt;
&lt;br /&gt;
=== Wenz ===&lt;br /&gt;
Solo (1v3) game, with Unters as trump.&lt;br /&gt;
&lt;br /&gt;
=== Geier &#039;&#039;Optional&#039;&#039;===&lt;br /&gt;
Solo (1v3) game, with Obers as trump.&lt;br /&gt;
&lt;br /&gt;
=== Solo ===&lt;br /&gt;
&#039;&#039;The&#039;&#039; solo game, with a trump suit of your choice (plus all obers/unters)&lt;br /&gt;
&lt;br /&gt;
== Playing ==&lt;br /&gt;
Play is as a standard trick-taking game; if Obers/Unters are trump, they are not considered their native suit. The partner must play their called D when it is lead, &#039;unless&#039; they have four or more of that suit.&lt;/div&gt;</summary>
		<author><name>Hawke666</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpschafkopf&amp;diff=30756</id>
		<title>Gamehelpschafkopf</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpschafkopf&amp;diff=30756"/>
		<updated>2026-07-20T23:24:22Z</updated>

		<summary type="html">&lt;p&gt;Hawke666: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Schafkopf is a trick-taking game. One full game consists of a number of hands with each player acting as the leader once. &lt;br /&gt;
&lt;br /&gt;
== Objective == &lt;br /&gt;
The objective is (usually) to win at least half the card points in each hand.&lt;br /&gt;
&lt;br /&gt;
Cards points are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|D&lt;br /&gt;
|11&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|K&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|O&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|U&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Suits are ranked:&lt;br /&gt;
&lt;br /&gt;
[[File:Germansuit-acorns.png|x30px|alt=Acorns]] → [[File:Germansuit-leaves.png|alt=Leaves|30x30px]] → [[File:Germansuit-hearts.png|alt=Hearts|31x31px]] → [[File:Germansuit-bells.png|alt=Bells|30x30px]]&lt;br /&gt;
&lt;br /&gt;
== Playing ==&lt;br /&gt;
Each hand has two major phases: &#039;&#039;bidding&#039;&#039; and &#039;&#039;playing&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Bidding ==&lt;br /&gt;
During the first part of each hand, players are evaluating their hand and bidding to decide what version of the game will be played. Players bid their willingness to play their hand, and then increasing difficulty levels if multiple players are willing.&lt;br /&gt;
&lt;br /&gt;
=== Ramsch &#039;&#039;Optional&#039;&#039; ===&lt;br /&gt;
This is the default game, if no one thinks they can win one of the other variants. Take the least points possible. Bonus for taking zero tricks. If this disabled in game options, the turn is skipped.&lt;br /&gt;
&lt;br /&gt;
=== Rufer ===&lt;br /&gt;
The most common game. This is a partners game, but there is a twist: The player doesn’t know who their partner is. The player will offer “Rufer, with the D of a specific suit”, and whoever holds that card is the partner.&lt;br /&gt;
&lt;br /&gt;
=== Wenz ===&lt;br /&gt;
Solo (1v3) game, with Unters as trump.&lt;br /&gt;
&lt;br /&gt;
=== Geier &#039;&#039;Optional&#039;&#039;===&lt;br /&gt;
Solo (1v3) game, with Obers as trump.&lt;br /&gt;
&lt;br /&gt;
=== Solo ===&lt;br /&gt;
&#039;&#039;The&#039;&#039; solo game, with a trump suit of your choice (plus all obers/unters)&lt;br /&gt;
&lt;br /&gt;
== Playing ==&lt;br /&gt;
Play is as a standard trick-taking game; if Obers/Unters are trump, they are not considered their native suit. The partner must play their called D when it is lead, &#039;unless&#039; they have four or more of that suit.&lt;/div&gt;</summary>
		<author><name>Hawke666</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpschafkopf&amp;diff=30755</id>
		<title>Gamehelpschafkopf</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpschafkopf&amp;diff=30755"/>
		<updated>2026-07-20T23:21:43Z</updated>

		<summary type="html">&lt;p&gt;Hawke666: Add icons for suits&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Schafkopf is a trick-taking game. One full game consists of a number of hands with each player acting as the leader once. &lt;br /&gt;
&lt;br /&gt;
== Objective == &lt;br /&gt;
The objective is (usually) to win at least half the card points in each hand.&lt;br /&gt;
&lt;br /&gt;
Cards points are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|D&lt;br /&gt;
|10&lt;br /&gt;
|K&lt;br /&gt;
|O&lt;br /&gt;
|U&lt;br /&gt;
|9&lt;br /&gt;
|8&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|10&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Suits are ranked:&lt;br /&gt;
&lt;br /&gt;
[[File:Germansuit-acorns.png|x30px|alt=Acorns]] → [[File:Germansuit-leaves.png|alt=Leaves|30x30px]] → [[File:Germansuit-hearts.png|alt=Hearts|31x31px]] → [[File:Germansuit-bells.png|alt=Bells|30x30px]]&lt;br /&gt;
&lt;br /&gt;
== Playing ==&lt;br /&gt;
Each hand has two major phases: &#039;&#039;bidding&#039;&#039; and &#039;&#039;playing&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Bidding ==&lt;br /&gt;
During the first part of each hand, players are evaluating their hand and bidding to decide what version of the game will be played. Players bid their willingness to play their hand, and then increasing difficulty levels if multiple players are willing.&lt;br /&gt;
&lt;br /&gt;
=== Ramsch &#039;&#039;Optional&#039;&#039; ===&lt;br /&gt;
This is the default game, if no one thinks they can win one of the other variants. Take the least points possible. Bonus for taking zero tricks. If this disabled in game options, the turn is skipped.&lt;br /&gt;
&lt;br /&gt;
=== Rufer ===&lt;br /&gt;
The most common game. This is a partners game, but there is a twist: The player doesn’t know who their partner is. The player will offer “Rufer, with the D of a specific suit”, and whoever holds that card is the partner.&lt;br /&gt;
&lt;br /&gt;
=== Wenz ===&lt;br /&gt;
Solo (1v3) game, with Unters as trump.&lt;br /&gt;
&lt;br /&gt;
=== Geier &#039;&#039;Optional&#039;&#039;===&lt;br /&gt;
Solo (1v3) game, with Obers as trump.&lt;br /&gt;
&lt;br /&gt;
=== Solo ===&lt;br /&gt;
&#039;&#039;The&#039;&#039; solo game, with a trump suit of your choice (plus all obers/unters)&lt;br /&gt;
&lt;br /&gt;
== Playing ==&lt;br /&gt;
Play is as a standard trick-taking game; if Obers/Unters are trump, they are not considered their native suit. The partner must play their called D when it is lead, &#039;unless&#039; they have four or more of that suit.&lt;/div&gt;</summary>
		<author><name>Hawke666</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Germansuit-bells.png&amp;diff=30754</id>
		<title>File:Germansuit-bells.png</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Germansuit-bells.png&amp;diff=30754"/>
		<updated>2026-07-20T23:20:51Z</updated>

		<summary type="html">&lt;p&gt;Hawke666: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An icon for the German card suit Bells&lt;/div&gt;</summary>
		<author><name>Hawke666</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Germansuit-hearts.png&amp;diff=30753</id>
		<title>File:Germansuit-hearts.png</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Germansuit-hearts.png&amp;diff=30753"/>
		<updated>2026-07-20T23:19:15Z</updated>

		<summary type="html">&lt;p&gt;Hawke666: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An icon for the German card suit Hearts&lt;/div&gt;</summary>
		<author><name>Hawke666</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Germansuit-leaves.png&amp;diff=30752</id>
		<title>File:Germansuit-leaves.png</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Germansuit-leaves.png&amp;diff=30752"/>
		<updated>2026-07-20T23:17:55Z</updated>

		<summary type="html">&lt;p&gt;Hawke666: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An icon for the German card suit Leaves&lt;/div&gt;</summary>
		<author><name>Hawke666</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpschafkopf&amp;diff=30751</id>
		<title>Gamehelpschafkopf</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpschafkopf&amp;diff=30751"/>
		<updated>2026-07-20T23:16:52Z</updated>

		<summary type="html">&lt;p&gt;Hawke666: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Schafkopf is a trick-taking game. One full game consists of a number of hands with each player acting as the leader once. &lt;br /&gt;
&lt;br /&gt;
== Objective == &lt;br /&gt;
The objective is (usually) to win at least half the card points in each hand.&lt;br /&gt;
&lt;br /&gt;
Cards points are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|D&lt;br /&gt;
|10&lt;br /&gt;
|K&lt;br /&gt;
|O&lt;br /&gt;
|U&lt;br /&gt;
|9&lt;br /&gt;
|8&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|10&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Suits are ranked:&lt;br /&gt;
&lt;br /&gt;
[[File:Germansuit-acorns.png|x30px|alt=Acorns]] → Leaves → Hearts → Bells&lt;br /&gt;
&lt;br /&gt;
== Playing ==&lt;br /&gt;
Each hand has two major phases: &#039;&#039;bidding&#039;&#039; and &#039;&#039;playing&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Bidding ==&lt;br /&gt;
During the first part of each hand, players are evaluating their hand and bidding to decide what version of the game will be played. Players bid their willingness to play their hand, and then increasing difficulty levels if multiple players are willing.&lt;br /&gt;
&lt;br /&gt;
=== Ramsch &#039;&#039;Optional&#039;&#039; ===&lt;br /&gt;
This is the default game, if no one thinks they can win one of the other variants. Take the least points possible. Bonus for taking zero tricks. If this disabled in game options, the turn is skipped.&lt;br /&gt;
&lt;br /&gt;
=== Rufer ===&lt;br /&gt;
The most common game. This is a partners game, but there is a twist: The player doesn’t know who their partner is. The player will offer “Rufer, with the D of a specific suit”, and whoever holds that card is the partner.&lt;br /&gt;
&lt;br /&gt;
=== Wenz ===&lt;br /&gt;
Solo (1v3) game, with Unters as trump.&lt;br /&gt;
&lt;br /&gt;
=== Geier &#039;&#039;Optional&#039;&#039;===&lt;br /&gt;
Solo (1v3) game, with Obers as trump.&lt;br /&gt;
&lt;br /&gt;
=== Solo ===&lt;br /&gt;
&#039;&#039;The&#039;&#039; solo game, with a trump suit of your choice (plus all obers/unters)&lt;br /&gt;
&lt;br /&gt;
== Playing ==&lt;br /&gt;
Play is as a standard trick-taking game; if Obers/Unters are trump, they are not considered their native suit. The partner must play their called D when it is lead, &#039;unless&#039; they have four or more of that suit.&lt;/div&gt;</summary>
		<author><name>Hawke666</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Germansuit-acorns.png&amp;diff=30750</id>
		<title>File:Germansuit-acorns.png</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Germansuit-acorns.png&amp;diff=30750"/>
		<updated>2026-07-20T23:13:48Z</updated>

		<summary type="html">&lt;p&gt;Hawke666: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An icon for the German card suit Acorns&lt;/div&gt;</summary>
		<author><name>Hawke666</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpschafkopf&amp;diff=30743</id>
		<title>Gamehelpschafkopf</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpschafkopf&amp;diff=30743"/>
		<updated>2026-07-20T04:08:11Z</updated>

		<summary type="html">&lt;p&gt;Hawke666: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Schafkopf is a trick-taking game. One full game consists of a number of hands with each player acting as the leader once. &lt;br /&gt;
&lt;br /&gt;
== Objective == &lt;br /&gt;
The objective is (usually) to win at least half the card points in each hand.&lt;br /&gt;
&lt;br /&gt;
Cards points are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|D&lt;br /&gt;
|10&lt;br /&gt;
|K&lt;br /&gt;
|O&lt;br /&gt;
|U&lt;br /&gt;
|9&lt;br /&gt;
|8&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|10&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Suits are ranked:&lt;br /&gt;
Acorns → Leaves → Hearts → Bells&lt;br /&gt;
&lt;br /&gt;
== Playing ==&lt;br /&gt;
Each hand has two major phases: &#039;&#039;bidding&#039;&#039; and &#039;&#039;playing&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Bidding ==&lt;br /&gt;
During the first part of each hand, players are evaluating their hand and bidding to decide what version of the game will be played. Players bid their willingness to play their hand, and then increasing difficulty levels if multiple players are willing.&lt;br /&gt;
&lt;br /&gt;
=== Ramsch &#039;&#039;Optional&#039;&#039; ===&lt;br /&gt;
This is the default game, if no one thinks they can win one of the other variants. Take the least points possible. Bonus for taking zero tricks. If this disabled in game options, the turn is skipped.&lt;br /&gt;
&lt;br /&gt;
=== Rufer ===&lt;br /&gt;
The most common game. This is a partners game, but there is a twist: The player doesn’t know who their partner is. The player will offer “Rufer, with the D of a specific suit”, and whoever holds that card is the partner.&lt;br /&gt;
&lt;br /&gt;
=== Wenz ===&lt;br /&gt;
Solo (1v3) game, with Unters as trump.&lt;br /&gt;
&lt;br /&gt;
=== Geier &#039;&#039;Optional&#039;&#039;===&lt;br /&gt;
Solo (1v3) game, with Obers as trump.&lt;br /&gt;
&lt;br /&gt;
=== Solo ===&lt;br /&gt;
&#039;&#039;The&#039;&#039; solo game, with a trump suit of your choice (plus all obers/unters)&lt;br /&gt;
&lt;br /&gt;
== Playing ==&lt;br /&gt;
Play is as a standard trick-taking game; if Obers/Unters are trump, they are not considered their native suit. The partner must play their called D when it is lead, &#039;unless&#039; they have four or more of that suit.&lt;/div&gt;</summary>
		<author><name>Hawke666</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpschafkopf&amp;diff=30742</id>
		<title>Gamehelpschafkopf</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpschafkopf&amp;diff=30742"/>
		<updated>2026-07-20T04:03:46Z</updated>

		<summary type="html">&lt;p&gt;Hawke666: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Schafkopf is a trick-taking game. One full game consists of a number of hands with each player acting as the leader once. &lt;br /&gt;
&lt;br /&gt;
== Objective == &lt;br /&gt;
The objective is (usually) to win at least half the card points in each hand.&lt;br /&gt;
&lt;br /&gt;
Cards points are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|D|10|K|O|U|9|8|7|&lt;br /&gt;
|-&lt;br /&gt;
|11|10|4|3|2|0|0|0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Suits are ranked:&lt;br /&gt;
Acorns → Leaves → Hearts → Bells&lt;br /&gt;
&lt;br /&gt;
== Playing ==&lt;br /&gt;
Each hand has two major phases: &#039;&#039;bidding&#039;&#039; and &#039;&#039;playing&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Bidding ==&lt;br /&gt;
During the first part of each hand, players are evaluating their hand and bidding to decide what version of the game will be played. Players bid their willingness to play their hand, and then increasing difficulty levels if multiple players are willing.&lt;br /&gt;
&lt;br /&gt;
=== Ramsch &#039;&#039;Optional&#039;&#039; ===&lt;br /&gt;
This is the default game, if no one thinks they can win one of the other variants. Take the least points possible. Bonus for taking zero tricks. If this disabled in game options, the turn is skipped.&lt;br /&gt;
&lt;br /&gt;
=== Rufer ===&lt;br /&gt;
The most common game. This is a partners game, but there is a twist: The player doesn’t know who their partner is. The player will offer “Rufer, with the D of a specific suit”, and whoever holds that card is the partner.&lt;br /&gt;
&lt;br /&gt;
=== Wenz ===&lt;br /&gt;
Solo (1v3) game, with Unters as trump.&lt;br /&gt;
&lt;br /&gt;
=== Geier &#039;&#039;Optional&#039;&#039;===&lt;br /&gt;
Solo (1v3) game, with Obers as trump.&lt;br /&gt;
&lt;br /&gt;
=== Solo ===&lt;br /&gt;
&#039;&#039;The&#039;&#039; solo game, with a trump suit of your choice (plus all obers/unters)&lt;br /&gt;
&lt;br /&gt;
== Playing ==&lt;br /&gt;
Play is as a standard trick-taking game; if Obers/Unters are trump, they are not considered their native suit. The partner must play their called D when it is lead, &#039;unless&#039; they have four or more of that suit.&lt;/div&gt;</summary>
		<author><name>Hawke666</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpschafkopf&amp;diff=30741</id>
		<title>Gamehelpschafkopf</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpschafkopf&amp;diff=30741"/>
		<updated>2026-07-20T00:32:08Z</updated>

		<summary type="html">&lt;p&gt;Hawke666: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Schafkopf is a trick-taking game. One full game consists of a number of hands with each player acting as the leader once. &lt;br /&gt;
&lt;br /&gt;
== Objective == &lt;br /&gt;
The objective is (usually) to win at least half the card points in each hand.&lt;br /&gt;
&lt;br /&gt;
Cards points are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|D|10|K|O|U|9|8|7|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Suits are ranked:&lt;br /&gt;
Acorns &amp;gt; Leaves &amp;gt; Hearts &amp;gt; Bells&lt;br /&gt;
&lt;br /&gt;
== Playing ==&lt;br /&gt;
Each hand has two major phases: &#039;&#039;bidding&#039;&#039; and &#039;&#039;playing&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Bidding ==&lt;br /&gt;
During the first part of each hand, players are evaluating their hand and bidding to decide what version of the game will be played. Players bid their willingness to play their hand, and then increasing difficulty levels if multiple players are willing.&lt;br /&gt;
&lt;br /&gt;
=== Ramsch &#039;&#039;Optional&#039;&#039; ===&lt;br /&gt;
This is the default game, if no one thinks they can win one of the other variants. Take the least points possible. Bonus for taking zero tricks. If this disabled in game options, the turn is skipped.&lt;br /&gt;
&lt;br /&gt;
=== Rufer ===&lt;br /&gt;
The most common game. This is a partners game, but there is a twist: The player doesn’t know who their partner is. The player will offer “Rufer, with the D of a specific suit”, and whoever holds that card is the partner.&lt;br /&gt;
&lt;br /&gt;
=== Wenz ===&lt;br /&gt;
Solo (1v3) game, with Unters as trump.&lt;br /&gt;
&lt;br /&gt;
=== Geier ===&lt;br /&gt;
Solo (1v3) game, with Obers as trump.&lt;br /&gt;
&lt;br /&gt;
=== Solo ===&lt;br /&gt;
&#039;&#039;The&#039;&#039; solo game, with a trump suit of your choice (plus all obers/unters)&lt;br /&gt;
&lt;br /&gt;
== Playing ==&lt;br /&gt;
Play is as a standard trick-taking game; if Obers/Unters are trump, they are not considered their native suit. The partner must play their called D when it is lead, &#039;unless&#039; they have four or more of that suit.&lt;/div&gt;</summary>
		<author><name>Hawke666</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpspacebase&amp;diff=13215</id>
		<title>Gamehelpspacebase</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpspacebase&amp;diff=13215"/>
		<updated>2022-05-15T15:36:33Z</updated>

		<summary type="html">&lt;p&gt;Hawke666: /* Basic Rewards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
In Space Base, you gradually build up a fleet of ships to gain rewards according to dice rolls.  Your board has 12 sectors, corresponding to different outcomes of a dice roll.  Each turn, all players will have a chance to activate cards in sectors that match the dice values (either individually or their sum).  As new ships are added to your fleet, the current card in that sector will be &amp;quot;deployed&amp;quot; above your board, allowing it to trigger on other player&#039;s turns.&lt;br /&gt;
&lt;br /&gt;
== Card Design ==&lt;br /&gt;
&lt;br /&gt;
Each card shows:&lt;br /&gt;
* Card cost &#039;&#039;(upper left corner)&#039;&#039;&lt;br /&gt;
* Target sector &#039;&#039;(upper right corner)&#039;&#039;&lt;br /&gt;
* Station rewards &#039;&#039;(central region, blue)&#039;&#039;&lt;br /&gt;
* Deployed rewards &#039;&#039;(lower region, inverted, red)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Game Setup ==&lt;br /&gt;
&lt;br /&gt;
The game board contains 3 main areas: individual player boards, a Shipyard with 6 face-up cards from Level 1/2/3 decks, and a set of yellow Colony cards (one per sector).&lt;br /&gt;
&lt;br /&gt;
Each player&#039;s board is seeded with an identical starting set of ship cards.  Players are randomly assigned a card from the Level 1 deck, which is added to their board.  Players start with 0 points, 0 income, and 5 credits (minus the cost of their starting card).  Additional bonuses are assigned based on turn order:&lt;br /&gt;
* 1st Player: no bonus&lt;br /&gt;
* 2nd Player: +1 credit&lt;br /&gt;
* 3rd Player: +2 credit&lt;br /&gt;
* 4th Player: +1 income&lt;br /&gt;
* 5th Player: +1 income&lt;br /&gt;
&lt;br /&gt;
=== Light-Speed Variant ===&lt;br /&gt;
&lt;br /&gt;
The Light-Speed variant accelerates the game by deploying more ships at the start:&lt;br /&gt;
* Each player starts with 15 credits and 1 income&lt;br /&gt;
* Players are dealt 4 Level 1 cards and 2 Level 2 cards.  They choose which cards to keep, but must pay the cost for each one.&lt;br /&gt;
* The player who spent the fewest credits starts.  Starting bonuses for other players are the same as the base game.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
=== Roll Dice and Activate Sectors ===&lt;br /&gt;
&lt;br /&gt;
The active player rolls 2 dice.  &#039;&#039;&#039;All players&#039;&#039;&#039; then choose which sectors to activate, based on the die values.  Players may choose either the sector that matches the sum of the dice or both sectors that match individual die values.  If both dice show the same value, then that sector can be activated twice.  The active player takes the reward shown on the station card for that sector (blue section), and the other players take the rewards for &#039;&#039;&#039;all&#039;&#039;&#039; deployed cards above that sector (red sections).&lt;br /&gt;
&lt;br /&gt;
=== Buy New Cards ===&lt;br /&gt;
&lt;br /&gt;
The active player then has the option to buy cards from any of the face-up Shipyard rows (Level 1/2/3) or the yellow Colony cards.  The purchased card is placed in the corresponding sector, and the previous station card is moved to the sector&#039;s stack of deployed cards.  After a card is purchased, the player&#039;s credit total is reset to their income level, regardless of the cost of the card (any purchase &amp;quot;spends&amp;quot; all of your available money).  The active player can choose to skip this purchase, saving their credits for a future turn.&lt;br /&gt;
&lt;br /&gt;
When a yellow Colony card is purchased, the player instantly receives those points and the card is placed in the corresponding sector.  That sector no longer triggers any rewards during their turn, though deployed rewards may still be triggered on other players&#039; turns.  No further cards may be bought for that sector.&lt;br /&gt;
&lt;br /&gt;
== Rewards ==&lt;br /&gt;
&lt;br /&gt;
=== Basic Rewards ===&lt;br /&gt;
Most cards contain one of the 3 basic rewards: credit (coin), income (planet), or VP (rocket).&lt;br /&gt;
&lt;br /&gt;
=== Charged Abilities ===&lt;br /&gt;
Cards with a square outline have charged abilities.  The ability must first be charged, then can be triggered.  When the corresponding sector is activated, a charge cube is added to the card.  Only after the required number of charge cubes have been added, can the ability be triggered.  The ability can be triggered on the same turn it is charged, but can also be saved to use on a later turn.  The background color behind the ability&#039;s text indicates when that ability can be used: on your turn &#039;&#039;(blue)&#039;&#039;, others&#039; turns &#039;&#039;(red)&#039;&#039;, or any turn &#039;&#039;(green)&#039;&#039;.  The game will show a prompt when a charged ability is available for use.&lt;br /&gt;
&lt;br /&gt;
=== Other Reward Types ===&lt;br /&gt;
* &#039;&#039;&#039;Claim&#039;&#039;&#039; a card - take a card for free&lt;br /&gt;
* &#039;&#039;&#039;Buy&#039;&#039;&#039; a card - purchase a card in addition to their normal Buy action.  This buy only costs the required credits (not &#039;&#039;all&#039;&#039; your credits).&lt;br /&gt;
* &#039;&#039;&#039;Arrows&#039;&#039;&#039; - use the rewards from a neighboring card.&lt;br /&gt;
* &#039;&#039;&#039;Dice + Arrows&#039;&#039;&#039; - use the rewards from the next higher sector (only if you choose the dice sum).&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
The game end is triggered once a player reaches 40 VP.  A few additional turns may be played, until all players have had an equal number of turns.&lt;br /&gt;
&lt;br /&gt;
The player with the highest VP total is the winner.  In the case of a tie, additional rounds are played as needed.&lt;/div&gt;</summary>
		<author><name>Hawke666</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpbuyword&amp;diff=12930</id>
		<title>Gamehelpbuyword</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpbuyword&amp;diff=12930"/>
		<updated>2022-05-01T02:28:46Z</updated>

		<summary type="html">&lt;p&gt;Hawke666: /* Gameplay */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Setup==&lt;br /&gt;
* Each player starts with 200 dollars.&lt;br /&gt;
* Each players gets 8 wild tiles for 1 player, 4 for 2 players, 3 for 3 players and 2 for 4 players.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
* At the start of each round, a die is thrown.&lt;br /&gt;
* The number on it is the number of tiles drawn by each player this round.&lt;br /&gt;
* If it is “choice”, the first player chooses a number from 2 to 5.&lt;br /&gt;
* Starting from the first player, each player may buy all or none of their drawn tiles.&lt;br /&gt;
* If you choose to buy all, pay an amount of money equal to the square of the total number of pips on them. Otherwise, discard them.&lt;br /&gt;
* Starting from the first player, each player may sell any number of words. &lt;br /&gt;
* If you want to play a word, discard the tiles needed and get an amount of money equal to the square of the total number of pips on them.&lt;br /&gt;
* A wild tile counts as any letter, but each word may only have one wild.&lt;br /&gt;
* At the end of the round, each player must discard down to 8 letters, excluding wilds.&lt;br /&gt;
* Afterwards, the last player becomes the first player and a new round is started.&lt;br /&gt;
&lt;br /&gt;
==End of the Game==&lt;br /&gt;
* The last round starts when the last letter is drawn. If the tiles drawn cannot satisfy the requirements, they are all discarded.&lt;br /&gt;
* After all players sell their last words, the player with the most money wins.&lt;/div&gt;</summary>
		<author><name>Hawke666</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelprallymangt&amp;diff=4434</id>
		<title>Gamehelprallymangt</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelprallymangt&amp;diff=4434"/>
		<updated>2020-05-21T06:27:04Z</updated>

		<summary type="html">&lt;p&gt;Hawke666: /* Overtaking */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Rounds ==&lt;br /&gt;
A game of Rallyman: GT is made up of alternating “white” and “black” rounds. Each player gets one turn each round. &lt;br /&gt;
&lt;br /&gt;
The Round marker has a white side and a black side, which allows you to immediately tell who has already played their turn this round. At the end of a round the Round marker is flipped over and a new round begins.&lt;br /&gt;
&lt;br /&gt;
== Determining order of play ==&lt;br /&gt;
At the beginning of each round, you must first determine the order of play.&lt;br /&gt;
&lt;br /&gt;
Order of play at the start of each round is determined by speed, then by the position of each car in case of a draw.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPEED &amp;gt; DISTANCE &amp;gt; POSITION&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Speed&#039;&#039;&#039; - Start by identifying the fastest car. The car with the highest Gear marker always plays first, no matter where they are on the track.&lt;br /&gt;
# &#039;&#039;&#039;Distance&#039;&#039;&#039; - If two or more cars are going at the same speed, then order of play is determined by how far along the track they are. The car furthest ahead plays first.&lt;br /&gt;
# &#039;&#039;&#039;Position&#039;&#039;&#039; - In case of a draw in terms of speed and distance, the car situated on the inside lane of the next corner plays first. A “corner” is a section of track with speed limitations&lt;br /&gt;
&lt;br /&gt;
== The Turn ==&lt;br /&gt;
Once order of play has been established, each player takes their turn one after the other.&lt;br /&gt;
&lt;br /&gt;
=== During their turn a player will do the following: ===&lt;br /&gt;
# Plan your turn&lt;br /&gt;
# Roll your dice and move your car.&lt;br /&gt;
&lt;br /&gt;
== Planning your turn ==&lt;br /&gt;
During their turn, players will use dice to accelerate, brake, and coast their way around the track. Your player board (and the summary at the top of the screen) shows what dice are available to you.&lt;br /&gt;
&lt;br /&gt;
Each die number represents a gear. With each move you make, may go up or down one gear (or stay the same with a white die). You must always be moving forward. Each die may only be used once per turn.&lt;br /&gt;
&lt;br /&gt;
=== Corners ===&lt;br /&gt;
Corner spaces have numbers in the middle which indicate the top gear in which you can safely navigate the corner. Exceed this number and you will lose control!&lt;br /&gt;
&lt;br /&gt;
====The inside line====&lt;br /&gt;
Some spaces have dotted lines separating them, with a lower number or caution symbol next to it. The number indicates the highest gear you can use to safely move between those spaces. Exceed it and you will lose control! The caution symbol gives one extra caution result when moving (see below)&lt;br /&gt;
&lt;br /&gt;
Note that you can safely move diagonally into spaces like this, as long as you don&#039;t exceed the normal limits.&lt;br /&gt;
==== The outside line====&lt;br /&gt;
Some spaces have a caution triangle around the number. This indicates that you get an extra caution result when you pass that space in that gear.&lt;br /&gt;
&lt;br /&gt;
=== Overtaking ===&lt;br /&gt;
To enter a space adjacent to another player’s car, you must use a Gear die equal to or higher than the current Gear of the opponent’s car. &lt;br /&gt;
Once your car is beside theirs, the rest of their movement can be at any speed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: if a yellow flag is out due to damage, you cannot overtake (move alongside) another player.&lt;br /&gt;
&lt;br /&gt;
==Rolling your dice and moving==&lt;br /&gt;
&lt;br /&gt;
Once you have planned your turn, you will roll your dice, either all at once (&#039;&#039;Flat Out&#039;&#039;) or one at a time. But be careful: Exceed the safe number of caution symbols (generally three), and you will lose control!&lt;br /&gt;
&lt;br /&gt;
===Flat out: All the dice at once===&lt;br /&gt;
This is the risky but brave choice: Roll your dice, and hope you get lucky. If you roll safely, you will get some &#039;&#039;focus tokens&#039;&#039; for your trouble: one per gear die (not brake or boost die) you rolled. These will come in handy later!&lt;br /&gt;
&lt;br /&gt;
===One at a time===&lt;br /&gt;
Sometimes you need to play it safe. You can roll your dice one at a time, and stop at any time. This way you can stop if you are at risk of losing control.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus&#039;&#039;&#039;: While you are rolling your dice one at a time, you may find that you are at risk of losing control. You can spend the focus tokens you earned earlier to &#039;&#039;secure&#039;&#039; your dice. Instead of rolling them you guarantee a safe result. But each die protected in a turn has a higher cost: the first die costs one, the second another two, the third another three, etc.&lt;br /&gt;
&lt;br /&gt;
==The dice==&lt;br /&gt;
Some dice are safer than others: The white &#039;&#039;coast&#039;&#039; dice along with first and second gear only have one caution symbol on them while the other dice all have two.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Braking&#039;&#039;&#039;: You can jump down extra gears by adding a red &#039;brake&#039; die to the space moved. Each red die lets you skip a gear. For example, you could go from fourth to 1st by rolling brake+brake+1, or from 6th to 4th by rolling brake+4. In this way you can move further on one turn, or end a turn in a higher gear.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Boosting&#039;&#039;&#039;: Similarly, the green &#039;boost&#039; die available in some races lets you skip a gear upwards. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Coasting&#039;&#039;&#039;: White &#039;coast&#039; dice let you stay in the same gear.&lt;br /&gt;
&lt;br /&gt;
==Losing Control==&lt;br /&gt;
&lt;br /&gt;
If you exceed your limit, you will lose control. &lt;br /&gt;
&lt;br /&gt;
Consult your player board to see what happens when you lose control: You might lose all speed to &#039;gear&#039; 0, or go off the track in &#039;gear&#039; 00. You might also take some damage at higher speeds and on more dangerous tiles For each black damage marker in the table.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear 00&#039;&#039;&#039;: In this gear you simply lose a turn: when it comes to your turn, get back on the track in &#039;gear&#039; 0. Next turn you will resume as normal, starting from gear 1 etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear 0&#039;&#039;&#039;: In this gear you are just stopped in place. Next turn, just resume your movement.&lt;br /&gt;
&lt;br /&gt;
If you used the &#039;flat out&#039; die rolling option, you can change what order you place your dice to help decide where you lose control, or even change your route to avoid loss of control. Even if you lose control, you will still get your focus tokens.&lt;br /&gt;
&lt;br /&gt;
===Damage===&lt;br /&gt;
There are several damage result tokens.&lt;br /&gt;
* Lose dice: this reduces your dice pool: you might lose a white, black, or red die (meaning you will have one less to use on your turn)&lt;br /&gt;
* Yellow flag: This will be removed on your next turn, but in the meantime no one is allowed to pass on the track.&lt;br /&gt;
* Weather: the weather changes from rain to sun, or vice versa! If you are on the wrong kind of tires, your dice pool and caution limit will be reduced. You might want to stop to change tires.&lt;br /&gt;
* Green flag: No damage, you&#039;re safe!&lt;br /&gt;
&lt;br /&gt;
==Pit stop==&lt;br /&gt;
&lt;br /&gt;
If you wish you can repair all damage, and/or change tires by ending your turn in 1st gear in a space on either side of the track. While you are in the pit, your gear is either 0 or 00 depending on which option you took, and you are off the track (not blocking other players’ movement.) Once you return to 0 gear (as with losing control, above), you can choose which tires you want and then you will move as normal on that turn.&lt;/div&gt;</summary>
		<author><name>Hawke666</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelprallymangt&amp;diff=4432</id>
		<title>Gamehelprallymangt</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelprallymangt&amp;diff=4432"/>
		<updated>2020-05-21T03:03:43Z</updated>

		<summary type="html">&lt;p&gt;Hawke666: /* During their turn a player will do the following: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Rounds ==&lt;br /&gt;
A game of Rallyman: GT is made up of alternating “white” and “black” rounds. Each player gets one turn each round. &lt;br /&gt;
&lt;br /&gt;
The Round marker has a white side and a black side, which allows you to immediately tell who has already played their turn this round. At the end of a round the Round marker is flipped over and a new round begins.&lt;br /&gt;
&lt;br /&gt;
== Determining order of play ==&lt;br /&gt;
At the beginning of each round, you must first determine the order of play.&lt;br /&gt;
&lt;br /&gt;
Order of play at the start of each round is determined by speed, then by the position of each car in case of a draw.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPEED &amp;gt; DISTANCE &amp;gt; POSITION&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Speed&#039;&#039;&#039; - Start by identifying the fastest car. The car with the highest Gear marker always plays first, no matter where they are on the track.&lt;br /&gt;
# &#039;&#039;&#039;Distance&#039;&#039;&#039; - If two or more cars are going at the same speed, then order of play is determined by how far along the track they are. The car furthest ahead plays first.&lt;br /&gt;
# &#039;&#039;&#039;Position&#039;&#039;&#039; - In case of a draw in terms of speed and distance, the car situated on the inside lane of the next corner plays first. A “corner” is a section of track with speed limitations&lt;br /&gt;
&lt;br /&gt;
== The Turn ==&lt;br /&gt;
Once order of play has been established, each player takes their turn one after the other.&lt;br /&gt;
&lt;br /&gt;
=== During their turn a player will do the following: ===&lt;br /&gt;
# Plan your turn&lt;br /&gt;
# Roll your dice and move your car.&lt;br /&gt;
&lt;br /&gt;
== Planning your turn ==&lt;br /&gt;
During their turn, players will use dice to accelerate, brake, and coast their way around the track. Your player board (and the summary at the top of the screen) shows what dice are available to you.&lt;br /&gt;
&lt;br /&gt;
Each die number represents a gear. With each move you make, may go up or down one gear (or stay the same with a white die). You must always be moving forward. Each die may only be used once per turn.&lt;br /&gt;
&lt;br /&gt;
=== Corners ===&lt;br /&gt;
Corner spaces have numbers in the middle which indicate the top gear in which you can safely navigate the corner. Exceed this number and you will lose control!&lt;br /&gt;
&lt;br /&gt;
====The inside line====&lt;br /&gt;
Some spaces have dotted lines separating them, with a lower number or caution symbol next to it. The number indicates the highest gear you can use to safely move between those spaces. Exceed it and you will lose control! The caution symbol gives one extra caution result when moving (see below)&lt;br /&gt;
&lt;br /&gt;
Note that you can safely move diagonally into spaces like this, as long as you don&#039;t exceed the normal limits.&lt;br /&gt;
==== The outside line====&lt;br /&gt;
Some spaces have a caution triangle around the number. This indicates that you get an extra caution result when you pass that space in that gear.&lt;br /&gt;
&lt;br /&gt;
=== Overtaking ===&lt;br /&gt;
To enter a space adjacent to another player’s car, you must use a Gear die equal to or higher than the current Gear of the opponent’s car. &lt;br /&gt;
Once your car is beside theirs, the rest of their movement can be at any speed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rolling your dice and moving==&lt;br /&gt;
&lt;br /&gt;
Once you have planned your turn, you will roll your dice, either all at once (&#039;&#039;Flat Out&#039;&#039;) or one at a time. But be careful: Exceed the safe number of caution symbols (generally three), and you will lose control!&lt;br /&gt;
&lt;br /&gt;
===Flat out: All the dice at once===&lt;br /&gt;
This is the risky but brave choice: Roll your dice, and hope you get lucky. If you roll safely, you will get some &#039;&#039;focus tokens&#039;&#039; for your trouble: one per gear die (not brake or boost die) you rolled. These will come in handy later!&lt;br /&gt;
&lt;br /&gt;
===One at a time===&lt;br /&gt;
Sometimes you need to play it safe. You can roll your dice one at a time, and stop at any time. This way you can stop if you are at risk of losing control.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus&#039;&#039;&#039;: While you are rolling your dice one at a time, you may find that you are at risk of losing control. You can spend the focus tokens you earned earlier to &#039;&#039;secure&#039;&#039; your dice. Instead of rolling them you guarantee a safe result. But each die protected in a turn has a higher cost: the first die costs one, the second another two, the third another three, etc.&lt;br /&gt;
&lt;br /&gt;
==The dice==&lt;br /&gt;
Some dice are safer than others: The white &#039;&#039;coast&#039;&#039; dice along with first and second gear only have one caution symbol on them while the other dice all have two.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Braking&#039;&#039;&#039;: You can jump down extra gears by adding a red &#039;brake&#039; die to the space moved. Each red die lets you skip a gear. For example, you could go from fourth to 1st by rolling brake+brake+1, or from 6th to 4th by rolling brake+4. In this way you can move further on one turn, or end a turn in a higher gear.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Boosting&#039;&#039;&#039;: Similarly, the green &#039;boost&#039; die available in some races lets you skip a gear upwards. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Coasting&#039;&#039;&#039;: White &#039;coast&#039; dice let you stay in the same gear.&lt;br /&gt;
&lt;br /&gt;
==Losing Control==&lt;br /&gt;
&lt;br /&gt;
If you exceed your limit, you will lose control. &lt;br /&gt;
&lt;br /&gt;
Consult your player board to see what happens when you lose control: You might lose all speed to &#039;gear&#039; 0, or go off the track in &#039;gear&#039; 00. You might also take some damage at higher speeds and on more dangerous tiles For each black damage marker in the table.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear 00&#039;&#039;&#039;: In this gear you simply lose a turn: when it comes to your turn, get back on the track in &#039;gear&#039; 0. Next turn you will resume as normal, starting from gear 1 etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear 0&#039;&#039;&#039;: In this gear you are just stopped in place. Next turn, just resume your movement.&lt;br /&gt;
&lt;br /&gt;
If you used the &#039;flat out&#039; die rolling option, you can change what order you place your dice to help decide where you lose control, or even change your route to avoid loss of control. Even if you lose control, you will still get your focus tokens.&lt;br /&gt;
&lt;br /&gt;
===Damage===&lt;br /&gt;
There are several damage result tokens.&lt;br /&gt;
* Lose dice: this reduces your dice pool: you might lose a white, black, or red die (meaning you will have one less to use on your turn)&lt;br /&gt;
* Yellow flag: This will be removed on your next turn, but in the meantime no one is allowed to pass on the track.&lt;br /&gt;
* Weather: the weather changes from rain to sun, or vice versa! If you are on the wrong kind of tires, your dice pool and caution limit will be reduced. You might want to stop to change tires.&lt;br /&gt;
* Green flag: No damage, you&#039;re safe!&lt;br /&gt;
&lt;br /&gt;
==Pit stop==&lt;br /&gt;
&lt;br /&gt;
If you wish you can repair all damage, and/or change tires by ending your turn in 1st gear in a space on either side of the track. While you are in the pit, your gear is either 0 or 00 depending on which option you took, and you are off the track (not blocking other players’ movement.) Once you return to 0 gear (as with losing control, above), you can choose which tires you want and then you will move as normal on that turn.&lt;/div&gt;</summary>
		<author><name>Hawke666</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelprallymangt&amp;diff=4431</id>
		<title>Gamehelprallymangt</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelprallymangt&amp;diff=4431"/>
		<updated>2020-05-21T03:03:27Z</updated>

		<summary type="html">&lt;p&gt;Hawke666: /* Rounds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Rounds ==&lt;br /&gt;
A game of Rallyman: GT is made up of alternating “white” and “black” rounds. Each player gets one turn each round. &lt;br /&gt;
&lt;br /&gt;
The Round marker has a white side and a black side, which allows you to immediately tell who has already played their turn this round. At the end of a round the Round marker is flipped over and a new round begins.&lt;br /&gt;
&lt;br /&gt;
== Determining order of play ==&lt;br /&gt;
At the beginning of each round, you must first determine the order of play.&lt;br /&gt;
&lt;br /&gt;
Order of play at the start of each round is determined by speed, then by the position of each car in case of a draw.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPEED &amp;gt; DISTANCE &amp;gt; POSITION&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Speed&#039;&#039;&#039; - Start by identifying the fastest car. The car with the highest Gear marker always plays first, no matter where they are on the track.&lt;br /&gt;
# &#039;&#039;&#039;Distance&#039;&#039;&#039; - If two or more cars are going at the same speed, then order of play is determined by how far along the track they are. The car furthest ahead plays first.&lt;br /&gt;
# &#039;&#039;&#039;Position&#039;&#039;&#039; - In case of a draw in terms of speed and distance, the car situated on the inside lane of the next corner plays first. A “corner” is a section of track with speed limitations&lt;br /&gt;
&lt;br /&gt;
== The Turn ==&lt;br /&gt;
Once order of play has been established, each player takes their turn one after the other.&lt;br /&gt;
&lt;br /&gt;
=== During their turn a player will do the following: ===&lt;br /&gt;
# Plan your turn&lt;br /&gt;
# Roll their dice and move their car.&lt;br /&gt;
&lt;br /&gt;
== Planning your turn ==&lt;br /&gt;
During their turn, players will use dice to accelerate, brake, and coast their way around the track. Your player board (and the summary at the top of the screen) shows what dice are available to you.&lt;br /&gt;
&lt;br /&gt;
Each die number represents a gear. With each move you make, may go up or down one gear (or stay the same with a white die). You must always be moving forward. Each die may only be used once per turn.&lt;br /&gt;
&lt;br /&gt;
=== Corners ===&lt;br /&gt;
Corner spaces have numbers in the middle which indicate the top gear in which you can safely navigate the corner. Exceed this number and you will lose control!&lt;br /&gt;
&lt;br /&gt;
====The inside line====&lt;br /&gt;
Some spaces have dotted lines separating them, with a lower number or caution symbol next to it. The number indicates the highest gear you can use to safely move between those spaces. Exceed it and you will lose control! The caution symbol gives one extra caution result when moving (see below)&lt;br /&gt;
&lt;br /&gt;
Note that you can safely move diagonally into spaces like this, as long as you don&#039;t exceed the normal limits.&lt;br /&gt;
==== The outside line====&lt;br /&gt;
Some spaces have a caution triangle around the number. This indicates that you get an extra caution result when you pass that space in that gear.&lt;br /&gt;
&lt;br /&gt;
=== Overtaking ===&lt;br /&gt;
To enter a space adjacent to another player’s car, you must use a Gear die equal to or higher than the current Gear of the opponent’s car. &lt;br /&gt;
Once your car is beside theirs, the rest of their movement can be at any speed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rolling your dice and moving==&lt;br /&gt;
&lt;br /&gt;
Once you have planned your turn, you will roll your dice, either all at once (&#039;&#039;Flat Out&#039;&#039;) or one at a time. But be careful: Exceed the safe number of caution symbols (generally three), and you will lose control!&lt;br /&gt;
&lt;br /&gt;
===Flat out: All the dice at once===&lt;br /&gt;
This is the risky but brave choice: Roll your dice, and hope you get lucky. If you roll safely, you will get some &#039;&#039;focus tokens&#039;&#039; for your trouble: one per gear die (not brake or boost die) you rolled. These will come in handy later!&lt;br /&gt;
&lt;br /&gt;
===One at a time===&lt;br /&gt;
Sometimes you need to play it safe. You can roll your dice one at a time, and stop at any time. This way you can stop if you are at risk of losing control.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus&#039;&#039;&#039;: While you are rolling your dice one at a time, you may find that you are at risk of losing control. You can spend the focus tokens you earned earlier to &#039;&#039;secure&#039;&#039; your dice. Instead of rolling them you guarantee a safe result. But each die protected in a turn has a higher cost: the first die costs one, the second another two, the third another three, etc.&lt;br /&gt;
&lt;br /&gt;
==The dice==&lt;br /&gt;
Some dice are safer than others: The white &#039;&#039;coast&#039;&#039; dice along with first and second gear only have one caution symbol on them while the other dice all have two.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Braking&#039;&#039;&#039;: You can jump down extra gears by adding a red &#039;brake&#039; die to the space moved. Each red die lets you skip a gear. For example, you could go from fourth to 1st by rolling brake+brake+1, or from 6th to 4th by rolling brake+4. In this way you can move further on one turn, or end a turn in a higher gear.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Boosting&#039;&#039;&#039;: Similarly, the green &#039;boost&#039; die available in some races lets you skip a gear upwards. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Coasting&#039;&#039;&#039;: White &#039;coast&#039; dice let you stay in the same gear.&lt;br /&gt;
&lt;br /&gt;
==Losing Control==&lt;br /&gt;
&lt;br /&gt;
If you exceed your limit, you will lose control. &lt;br /&gt;
&lt;br /&gt;
Consult your player board to see what happens when you lose control: You might lose all speed to &#039;gear&#039; 0, or go off the track in &#039;gear&#039; 00. You might also take some damage at higher speeds and on more dangerous tiles For each black damage marker in the table.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear 00&#039;&#039;&#039;: In this gear you simply lose a turn: when it comes to your turn, get back on the track in &#039;gear&#039; 0. Next turn you will resume as normal, starting from gear 1 etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear 0&#039;&#039;&#039;: In this gear you are just stopped in place. Next turn, just resume your movement.&lt;br /&gt;
&lt;br /&gt;
If you used the &#039;flat out&#039; die rolling option, you can change what order you place your dice to help decide where you lose control, or even change your route to avoid loss of control. Even if you lose control, you will still get your focus tokens.&lt;br /&gt;
&lt;br /&gt;
===Damage===&lt;br /&gt;
There are several damage result tokens.&lt;br /&gt;
* Lose dice: this reduces your dice pool: you might lose a white, black, or red die (meaning you will have one less to use on your turn)&lt;br /&gt;
* Yellow flag: This will be removed on your next turn, but in the meantime no one is allowed to pass on the track.&lt;br /&gt;
* Weather: the weather changes from rain to sun, or vice versa! If you are on the wrong kind of tires, your dice pool and caution limit will be reduced. You might want to stop to change tires.&lt;br /&gt;
* Green flag: No damage, you&#039;re safe!&lt;br /&gt;
&lt;br /&gt;
==Pit stop==&lt;br /&gt;
&lt;br /&gt;
If you wish you can repair all damage, and/or change tires by ending your turn in 1st gear in a space on either side of the track. While you are in the pit, your gear is either 0 or 00 depending on which option you took, and you are off the track (not blocking other players’ movement.) Once you return to 0 gear (as with losing control, above), you can choose which tires you want and then you will move as normal on that turn.&lt;/div&gt;</summary>
		<author><name>Hawke666</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelprallymangt&amp;diff=4430</id>
		<title>Gamehelprallymangt</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelprallymangt&amp;diff=4430"/>
		<updated>2020-05-21T03:02:55Z</updated>

		<summary type="html">&lt;p&gt;Hawke666: /* One at a time */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Rounds ==&lt;br /&gt;
A game of Rallyman: GT is made up of alternating “white” and “black” rounds. Each player gets one turn each round. &lt;br /&gt;
&lt;br /&gt;
The Round marker has a white side and a black side, which allows you to immediately tell who has already played their turn this round. At the end of a round the Round marker is flipped over and a new round can begins.&lt;br /&gt;
&lt;br /&gt;
== Determining order of play ==&lt;br /&gt;
At the beginning of each round, you must first determine the order of play.&lt;br /&gt;
&lt;br /&gt;
Order of play at the start of each round is determined by speed, then by the position of each car in case of a draw.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPEED &amp;gt; DISTANCE &amp;gt; POSITION&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Speed&#039;&#039;&#039; - Start by identifying the fastest car. The car with the highest Gear marker always plays first, no matter where they are on the track.&lt;br /&gt;
# &#039;&#039;&#039;Distance&#039;&#039;&#039; - If two or more cars are going at the same speed, then order of play is determined by how far along the track they are. The car furthest ahead plays first.&lt;br /&gt;
# &#039;&#039;&#039;Position&#039;&#039;&#039; - In case of a draw in terms of speed and distance, the car situated on the inside lane of the next corner plays first. A “corner” is a section of track with speed limitations&lt;br /&gt;
&lt;br /&gt;
== The Turn ==&lt;br /&gt;
Once order of play has been established, each player takes their turn one after the other.&lt;br /&gt;
&lt;br /&gt;
=== During their turn a player will do the following: ===&lt;br /&gt;
# Plan your turn&lt;br /&gt;
# Roll their dice and move their car.&lt;br /&gt;
&lt;br /&gt;
== Planning your turn ==&lt;br /&gt;
During their turn, players will use dice to accelerate, brake, and coast their way around the track. Your player board (and the summary at the top of the screen) shows what dice are available to you.&lt;br /&gt;
&lt;br /&gt;
Each die number represents a gear. With each move you make, may go up or down one gear (or stay the same with a white die). You must always be moving forward. Each die may only be used once per turn.&lt;br /&gt;
&lt;br /&gt;
=== Corners ===&lt;br /&gt;
Corner spaces have numbers in the middle which indicate the top gear in which you can safely navigate the corner. Exceed this number and you will lose control!&lt;br /&gt;
&lt;br /&gt;
====The inside line====&lt;br /&gt;
Some spaces have dotted lines separating them, with a lower number or caution symbol next to it. The number indicates the highest gear you can use to safely move between those spaces. Exceed it and you will lose control! The caution symbol gives one extra caution result when moving (see below)&lt;br /&gt;
&lt;br /&gt;
Note that you can safely move diagonally into spaces like this, as long as you don&#039;t exceed the normal limits.&lt;br /&gt;
==== The outside line====&lt;br /&gt;
Some spaces have a caution triangle around the number. This indicates that you get an extra caution result when you pass that space in that gear.&lt;br /&gt;
&lt;br /&gt;
=== Overtaking ===&lt;br /&gt;
To enter a space adjacent to another player’s car, you must use a Gear die equal to or higher than the current Gear of the opponent’s car. &lt;br /&gt;
Once your car is beside theirs, the rest of their movement can be at any speed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rolling your dice and moving==&lt;br /&gt;
&lt;br /&gt;
Once you have planned your turn, you will roll your dice, either all at once (&#039;&#039;Flat Out&#039;&#039;) or one at a time. But be careful: Exceed the safe number of caution symbols (generally three), and you will lose control!&lt;br /&gt;
&lt;br /&gt;
===Flat out: All the dice at once===&lt;br /&gt;
This is the risky but brave choice: Roll your dice, and hope you get lucky. If you roll safely, you will get some &#039;&#039;focus tokens&#039;&#039; for your trouble: one per gear die (not brake or boost die) you rolled. These will come in handy later!&lt;br /&gt;
&lt;br /&gt;
===One at a time===&lt;br /&gt;
Sometimes you need to play it safe. You can roll your dice one at a time, and stop at any time. This way you can stop if you are at risk of losing control.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus&#039;&#039;&#039;: While you are rolling your dice one at a time, you may find that you are at risk of losing control. You can spend the focus tokens you earned earlier to &#039;&#039;secure&#039;&#039; your dice. Instead of rolling them you guarantee a safe result. But each die protected in a turn has a higher cost: the first die costs one, the second another two, the third another three, etc.&lt;br /&gt;
&lt;br /&gt;
==The dice==&lt;br /&gt;
Some dice are safer than others: The white &#039;&#039;coast&#039;&#039; dice along with first and second gear only have one caution symbol on them while the other dice all have two.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Braking&#039;&#039;&#039;: You can jump down extra gears by adding a red &#039;brake&#039; die to the space moved. Each red die lets you skip a gear. For example, you could go from fourth to 1st by rolling brake+brake+1, or from 6th to 4th by rolling brake+4. In this way you can move further on one turn, or end a turn in a higher gear.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Boosting&#039;&#039;&#039;: Similarly, the green &#039;boost&#039; die available in some races lets you skip a gear upwards. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Coasting&#039;&#039;&#039;: White &#039;coast&#039; dice let you stay in the same gear.&lt;br /&gt;
&lt;br /&gt;
==Losing Control==&lt;br /&gt;
&lt;br /&gt;
If you exceed your limit, you will lose control. &lt;br /&gt;
&lt;br /&gt;
Consult your player board to see what happens when you lose control: You might lose all speed to &#039;gear&#039; 0, or go off the track in &#039;gear&#039; 00. You might also take some damage at higher speeds and on more dangerous tiles For each black damage marker in the table.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear 00&#039;&#039;&#039;: In this gear you simply lose a turn: when it comes to your turn, get back on the track in &#039;gear&#039; 0. Next turn you will resume as normal, starting from gear 1 etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear 0&#039;&#039;&#039;: In this gear you are just stopped in place. Next turn, just resume your movement.&lt;br /&gt;
&lt;br /&gt;
If you used the &#039;flat out&#039; die rolling option, you can change what order you place your dice to help decide where you lose control, or even change your route to avoid loss of control. Even if you lose control, you will still get your focus tokens.&lt;br /&gt;
&lt;br /&gt;
===Damage===&lt;br /&gt;
There are several damage result tokens.&lt;br /&gt;
* Lose dice: this reduces your dice pool: you might lose a white, black, or red die (meaning you will have one less to use on your turn)&lt;br /&gt;
* Yellow flag: This will be removed on your next turn, but in the meantime no one is allowed to pass on the track.&lt;br /&gt;
* Weather: the weather changes from rain to sun, or vice versa! If you are on the wrong kind of tires, your dice pool and caution limit will be reduced. You might want to stop to change tires.&lt;br /&gt;
* Green flag: No damage, you&#039;re safe!&lt;br /&gt;
&lt;br /&gt;
==Pit stop==&lt;br /&gt;
&lt;br /&gt;
If you wish you can repair all damage, and/or change tires by ending your turn in 1st gear in a space on either side of the track. While you are in the pit, your gear is either 0 or 00 depending on which option you took, and you are off the track (not blocking other players’ movement.) Once you return to 0 gear (as with losing control, above), you can choose which tires you want and then you will move as normal on that turn.&lt;/div&gt;</summary>
		<author><name>Hawke666</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelprallymangt&amp;diff=4429</id>
		<title>Gamehelprallymangt</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelprallymangt&amp;diff=4429"/>
		<updated>2020-05-21T03:01:43Z</updated>

		<summary type="html">&lt;p&gt;Hawke666: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Rounds ==&lt;br /&gt;
A game of Rallyman: GT is made up of alternating “white” and “black” rounds. Each player gets one turn each round. &lt;br /&gt;
&lt;br /&gt;
The Round marker has a white side and a black side, which allows you to immediately tell who has already played their turn this round. At the end of a round the Round marker is flipped over and a new round can begins.&lt;br /&gt;
&lt;br /&gt;
== Determining order of play ==&lt;br /&gt;
At the beginning of each round, you must first determine the order of play.&lt;br /&gt;
&lt;br /&gt;
Order of play at the start of each round is determined by speed, then by the position of each car in case of a draw.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPEED &amp;gt; DISTANCE &amp;gt; POSITION&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Speed&#039;&#039;&#039; - Start by identifying the fastest car. The car with the highest Gear marker always plays first, no matter where they are on the track.&lt;br /&gt;
# &#039;&#039;&#039;Distance&#039;&#039;&#039; - If two or more cars are going at the same speed, then order of play is determined by how far along the track they are. The car furthest ahead plays first.&lt;br /&gt;
# &#039;&#039;&#039;Position&#039;&#039;&#039; - In case of a draw in terms of speed and distance, the car situated on the inside lane of the next corner plays first. A “corner” is a section of track with speed limitations&lt;br /&gt;
&lt;br /&gt;
== The Turn ==&lt;br /&gt;
Once order of play has been established, each player takes their turn one after the other.&lt;br /&gt;
&lt;br /&gt;
=== During their turn a player will do the following: ===&lt;br /&gt;
# Plan your turn&lt;br /&gt;
# Roll their dice and move their car.&lt;br /&gt;
&lt;br /&gt;
== Planning your turn ==&lt;br /&gt;
During their turn, players will use dice to accelerate, brake, and coast their way around the track. Your player board (and the summary at the top of the screen) shows what dice are available to you.&lt;br /&gt;
&lt;br /&gt;
Each die number represents a gear. With each move you make, may go up or down one gear (or stay the same with a white die). You must always be moving forward. Each die may only be used once per turn.&lt;br /&gt;
&lt;br /&gt;
=== Corners ===&lt;br /&gt;
Corner spaces have numbers in the middle which indicate the top gear in which you can safely navigate the corner. Exceed this number and you will lose control!&lt;br /&gt;
&lt;br /&gt;
====The inside line====&lt;br /&gt;
Some spaces have dotted lines separating them, with a lower number or caution symbol next to it. The number indicates the highest gear you can use to safely move between those spaces. Exceed it and you will lose control! The caution symbol gives one extra caution result when moving (see below)&lt;br /&gt;
&lt;br /&gt;
Note that you can safely move diagonally into spaces like this, as long as you don&#039;t exceed the normal limits.&lt;br /&gt;
==== The outside line====&lt;br /&gt;
Some spaces have a caution triangle around the number. This indicates that you get an extra caution result when you pass that space in that gear.&lt;br /&gt;
&lt;br /&gt;
=== Overtaking ===&lt;br /&gt;
To enter a space adjacent to another player’s car, you must use a Gear die equal to or higher than the current Gear of the opponent’s car. &lt;br /&gt;
Once your car is beside theirs, the rest of their movement can be at any speed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rolling your dice and moving==&lt;br /&gt;
&lt;br /&gt;
Once you have planned your turn, you will roll your dice, either all at once (&#039;&#039;Flat Out&#039;&#039;) or one at a time. But be careful: Exceed the safe number of caution symbols (generally three), and you will lose control!&lt;br /&gt;
&lt;br /&gt;
===Flat out: All the dice at once===&lt;br /&gt;
This is the risky but brave choice: Roll your dice, and hope you get lucky. If you roll safely, you will get some &#039;&#039;focus tokens&#039;&#039; for your trouble: one per gear die (not brake or boost die) you rolled. These will come in handy later!&lt;br /&gt;
&lt;br /&gt;
===One at a time===&lt;br /&gt;
Sometimes you need to play it safe. You can roll your dice one at a time, and stop at any time. This way you can stop if you are at risk of losing control.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus&#039;&#039;&#039;: While you are rolling your dice one at a time, you may find that you are at risk of losing control. You can spend the focus tokens you earned earlier to &#039;protect&#039; your dice. Instead of rolling them you guarantee a safe result. But each die protected in a turn has a higher cost: the first die costs one, the second another two, the third another three, etc.&lt;br /&gt;
&lt;br /&gt;
==The dice==&lt;br /&gt;
Some dice are safer than others: The white &#039;&#039;coast&#039;&#039; dice along with first and second gear only have one caution symbol on them while the other dice all have two.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Braking&#039;&#039;&#039;: You can jump down extra gears by adding a red &#039;brake&#039; die to the space moved. Each red die lets you skip a gear. For example, you could go from fourth to 1st by rolling brake+brake+1, or from 6th to 4th by rolling brake+4. In this way you can move further on one turn, or end a turn in a higher gear.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Boosting&#039;&#039;&#039;: Similarly, the green &#039;boost&#039; die available in some races lets you skip a gear upwards. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Coasting&#039;&#039;&#039;: White &#039;coast&#039; dice let you stay in the same gear.&lt;br /&gt;
&lt;br /&gt;
==Losing Control==&lt;br /&gt;
&lt;br /&gt;
If you exceed your limit, you will lose control. &lt;br /&gt;
&lt;br /&gt;
Consult your player board to see what happens when you lose control: You might lose all speed to &#039;gear&#039; 0, or go off the track in &#039;gear&#039; 00. You might also take some damage at higher speeds and on more dangerous tiles For each black damage marker in the table.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear 00&#039;&#039;&#039;: In this gear you simply lose a turn: when it comes to your turn, get back on the track in &#039;gear&#039; 0. Next turn you will resume as normal, starting from gear 1 etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear 0&#039;&#039;&#039;: In this gear you are just stopped in place. Next turn, just resume your movement.&lt;br /&gt;
&lt;br /&gt;
If you used the &#039;flat out&#039; die rolling option, you can change what order you place your dice to help decide where you lose control, or even change your route to avoid loss of control. Even if you lose control, you will still get your focus tokens.&lt;br /&gt;
&lt;br /&gt;
===Damage===&lt;br /&gt;
There are several damage result tokens.&lt;br /&gt;
* Lose dice: this reduces your dice pool: you might lose a white, black, or red die (meaning you will have one less to use on your turn)&lt;br /&gt;
* Yellow flag: This will be removed on your next turn, but in the meantime no one is allowed to pass on the track.&lt;br /&gt;
* Weather: the weather changes from rain to sun, or vice versa! If you are on the wrong kind of tires, your dice pool and caution limit will be reduced. You might want to stop to change tires.&lt;br /&gt;
* Green flag: No damage, you&#039;re safe!&lt;br /&gt;
&lt;br /&gt;
==Pit stop==&lt;br /&gt;
&lt;br /&gt;
If you wish you can repair all damage, and/or change tires by ending your turn in 1st gear in a space on either side of the track. While you are in the pit, your gear is either 0 or 00 depending on which option you took, and you are off the track (not blocking other players’ movement.) Once you return to 0 gear (as with losing control, above), you can choose which tires you want and then you will move as normal on that turn.&lt;/div&gt;</summary>
		<author><name>Hawke666</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelprallymangt&amp;diff=4428</id>
		<title>Gamehelprallymangt</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelprallymangt&amp;diff=4428"/>
		<updated>2020-05-21T00:58:42Z</updated>

		<summary type="html">&lt;p&gt;Hawke666: /* Damage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Rounds ==&lt;br /&gt;
A game of Rallyman: GT is made up of alternating “white” and “black” rounds. Each player gets one turn each round. &lt;br /&gt;
&lt;br /&gt;
The Round marker has a white side and a black side, which allows you to immediately tell who has already played their turn this round. At the end of a round the Round marker is flipped over and a new round can begins.&lt;br /&gt;
&lt;br /&gt;
== Determining order of play ==&lt;br /&gt;
At the beginning of each round, you must first determine the order of play.&lt;br /&gt;
&lt;br /&gt;
Order of play at the start of each round is determined by speed, then by the position of each car in case of a draw.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPEED &amp;gt; DISTANCE &amp;gt; POSITION&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Speed&#039;&#039;&#039; - Start by identifying the fastest car. The car with the highest Gear marker always plays first, no matter where they are on the track.&lt;br /&gt;
# &#039;&#039;&#039;Distance&#039;&#039;&#039; - If two or more cars are going at the same speed, then order of play is determined by how far along the track they are. The car furthest ahead plays first.&lt;br /&gt;
# &#039;&#039;&#039;Position&#039;&#039;&#039; - In case of a draw in terms of speed and distance, the car situated on the inside lane of the next corner plays first. A “corner” is a section of track with speed limitations&lt;br /&gt;
&lt;br /&gt;
== The Turn ==&lt;br /&gt;
Once order of play has been established, each player takes their turn one after the other.&lt;br /&gt;
&lt;br /&gt;
=== During their turn a player will do the following: ===&lt;br /&gt;
# Plan your turn&lt;br /&gt;
# Roll their dice and move their car.&lt;br /&gt;
&lt;br /&gt;
== Planning your turn ==&lt;br /&gt;
During their turn, players will use dice to accelerate, brake, and coast their way around the track. Your player board (and the summary at the top of the screen) shows what dice are available to you.&lt;br /&gt;
&lt;br /&gt;
Each die number represents a gear. With each move you make, may go up or down one gear (or stay the same with a white die). You must always be moving forward. Each die may only be used once per turn.&lt;br /&gt;
&lt;br /&gt;
=== Corners ===&lt;br /&gt;
Corner spaces have numbers in the middle which indicate the top gear in which you can safely navigate the corner. Exceed this number and you will lose control!&lt;br /&gt;
&lt;br /&gt;
====The inside line====&lt;br /&gt;
Some spaces have dotted lines separating them, with a lower number or caution symbol next to it. The number indicates the highest gear you can use to safely move between those spaces. Exceed it and you will lose control! The caution symbol gives one extra caution result when moving (see below)&lt;br /&gt;
==== The outside line====&lt;br /&gt;
Some spaces have a caution triangle around the number. This indicates that you get an extra caution result when you pass that space in that gear.&lt;br /&gt;
&lt;br /&gt;
=== Overtaking ===&lt;br /&gt;
To enter a space adjacent to another player’s car, you must use a Gear die equal to or higher than the current Gear of the opponent’s car. &lt;br /&gt;
Once your car is beside theirs, the rest of their movement can be at any speed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rolling your dice and moving==&lt;br /&gt;
&lt;br /&gt;
Once you have planned your turn, you will roll your dice, either all at once (&#039;&#039;Flat Out&#039;&#039;) or one at a time. But be careful: Exceed the safe number of caution symbols (generally three), and you will lose control!&lt;br /&gt;
&lt;br /&gt;
===Flat out: All the dice at once===&lt;br /&gt;
This is the risky but brave choice: Roll your dice, and hope you get lucky. If you roll safely, you will get some &#039;&#039;focus tokens&#039;&#039; for your trouble: one per gear die (not brake or boost die) you rolled. These will come in handy later!&lt;br /&gt;
&lt;br /&gt;
===One at a time===&lt;br /&gt;
Sometimes you need to play it safe. You can roll your dice one at a time, and stop at any time. This way you can stop if you are at risk of losing control.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus&#039;&#039;&#039;: While you are rolling your dice one at a time, you may find that you are at risk of losing control. You can spend the focus tokens you earned earlier to &#039;protect&#039; your dice. Instead of rolling them you guarantee a safe result. But each die protected in a turn has a higher cost: the first die costs one, the second another two, the third another three, etc.&lt;br /&gt;
&lt;br /&gt;
==The dice==&lt;br /&gt;
Some dice are safer than others: The white &#039;&#039;coast&#039;&#039; dice along with first and second gear only have one caution symbol on them while the other dice all have two.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Braking&#039;&#039;&#039;: You can jump down extra gears by adding a red &#039;brake&#039; die to the space moved. Each red die lets you skip a gear. For example, you could go from fourth to 1st by rolling brake+brake+1, or from 6th to 4th by rolling brake+4. In this way you can move further on one turn, or end a turn in a higher gear.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Boosting&#039;&#039;&#039;: Similarly, the green &#039;boost&#039; die available in some races lets you skip a gear upwards. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Coasting&#039;&#039;&#039;: White &#039;coast&#039; dice let you stay in the same gear.&lt;br /&gt;
&lt;br /&gt;
==Losing Control==&lt;br /&gt;
&lt;br /&gt;
If you exceed your limit, you will lose control. &lt;br /&gt;
&lt;br /&gt;
Consult your player board to see what happens when you lose control: You might lose all speed to &#039;gear&#039; 0, or go off the track in &#039;gear&#039; 00. You might also take some damage at higher speeds and on more dangerous tiles For each black damage marker in the table.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear 00&#039;&#039;&#039;: In this gear you simply lose a turn: when it comes to your turn, get back on the track in &#039;gear&#039; 0. Next turn you will resume as normal, starting from gear 1 etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear 0&#039;&#039;&#039;: In this gear you are just stopped in place. Next turn, just resume your movement.&lt;br /&gt;
&lt;br /&gt;
If you used the &#039;flat out&#039; die rolling option, you can change what order you place your dice to help decide where you lose control, or even change your route to avoid loss of control. Even if you lose control, you will still get your focus tokens.&lt;br /&gt;
&lt;br /&gt;
===Damage===&lt;br /&gt;
There are several damage result tokens.&lt;br /&gt;
* Lose dice: this reduces your dice pool: you might lose a white, black, or red die (meaning you will have one less to use on your turn)&lt;br /&gt;
* Yellow flag: This will be removed on your next turn, but in the meantime no one is allowed to pass on the track.&lt;br /&gt;
* Weather: the weather changes from rain to sun, or vice versa! If you are on the wrong kind of tires, your dice pool and caution limit will be reduced. You might want to stop to change tires.&lt;br /&gt;
* Green flag: No damage, you&#039;re safe!&lt;br /&gt;
&lt;br /&gt;
==Pit stop==&lt;br /&gt;
&lt;br /&gt;
If you wish you can repair all damage, and/or change tires by ending your turn in 1st gear in a space on either side of the track. While you are in the pit, your gear is either 0 or 00 depending on which option you took, and you are off the track (not blocking other players’ movement.) Once you return to 0 gear (as with losing control, above), you can choose which tires you want and then you will move as normal on that turn.&lt;/div&gt;</summary>
		<author><name>Hawke666</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelprallymangt&amp;diff=4427</id>
		<title>Gamehelprallymangt</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelprallymangt&amp;diff=4427"/>
		<updated>2020-05-21T00:56:17Z</updated>

		<summary type="html">&lt;p&gt;Hawke666: /* Rolling your dice and moving */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Rounds ==&lt;br /&gt;
A game of Rallyman: GT is made up of alternating “white” and “black” rounds. Each player gets one turn each round. &lt;br /&gt;
&lt;br /&gt;
The Round marker has a white side and a black side, which allows you to immediately tell who has already played their turn this round. At the end of a round the Round marker is flipped over and a new round can begins.&lt;br /&gt;
&lt;br /&gt;
== Determining order of play ==&lt;br /&gt;
At the beginning of each round, you must first determine the order of play.&lt;br /&gt;
&lt;br /&gt;
Order of play at the start of each round is determined by speed, then by the position of each car in case of a draw.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPEED &amp;gt; DISTANCE &amp;gt; POSITION&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Speed&#039;&#039;&#039; - Start by identifying the fastest car. The car with the highest Gear marker always plays first, no matter where they are on the track.&lt;br /&gt;
# &#039;&#039;&#039;Distance&#039;&#039;&#039; - If two or more cars are going at the same speed, then order of play is determined by how far along the track they are. The car furthest ahead plays first.&lt;br /&gt;
# &#039;&#039;&#039;Position&#039;&#039;&#039; - In case of a draw in terms of speed and distance, the car situated on the inside lane of the next corner plays first. A “corner” is a section of track with speed limitations&lt;br /&gt;
&lt;br /&gt;
== The Turn ==&lt;br /&gt;
Once order of play has been established, each player takes their turn one after the other.&lt;br /&gt;
&lt;br /&gt;
=== During their turn a player will do the following: ===&lt;br /&gt;
# Plan your turn&lt;br /&gt;
# Roll their dice and move their car.&lt;br /&gt;
&lt;br /&gt;
== Planning your turn ==&lt;br /&gt;
During their turn, players will use dice to accelerate, brake, and coast their way around the track. Your player board (and the summary at the top of the screen) shows what dice are available to you.&lt;br /&gt;
&lt;br /&gt;
Each die number represents a gear. With each move you make, may go up or down one gear (or stay the same with a white die). You must always be moving forward. Each die may only be used once per turn.&lt;br /&gt;
&lt;br /&gt;
=== Corners ===&lt;br /&gt;
Corner spaces have numbers in the middle which indicate the top gear in which you can safely navigate the corner. Exceed this number and you will lose control!&lt;br /&gt;
&lt;br /&gt;
====The inside line====&lt;br /&gt;
Some spaces have dotted lines separating them, with a lower number or caution symbol next to it. The number indicates the highest gear you can use to safely move between those spaces. Exceed it and you will lose control! The caution symbol gives one extra caution result when moving (see below)&lt;br /&gt;
==== The outside line====&lt;br /&gt;
Some spaces have a caution triangle around the number. This indicates that you get an extra caution result when you pass that space in that gear.&lt;br /&gt;
&lt;br /&gt;
=== Overtaking ===&lt;br /&gt;
To enter a space adjacent to another player’s car, you must use a Gear die equal to or higher than the current Gear of the opponent’s car. &lt;br /&gt;
Once your car is beside theirs, the rest of their movement can be at any speed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rolling your dice and moving==&lt;br /&gt;
&lt;br /&gt;
Once you have planned your turn, you will roll your dice, either all at once (&#039;&#039;Flat Out&#039;&#039;) or one at a time. But be careful: Exceed the safe number of caution symbols (generally three), and you will lose control!&lt;br /&gt;
&lt;br /&gt;
===Flat out: All the dice at once===&lt;br /&gt;
This is the risky but brave choice: Roll your dice, and hope you get lucky. If you roll safely, you will get some &#039;&#039;focus tokens&#039;&#039; for your trouble: one per gear die (not brake or boost die) you rolled. These will come in handy later!&lt;br /&gt;
&lt;br /&gt;
===One at a time===&lt;br /&gt;
Sometimes you need to play it safe. You can roll your dice one at a time, and stop at any time. This way you can stop if you are at risk of losing control.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus&#039;&#039;&#039;: While you are rolling your dice one at a time, you may find that you are at risk of losing control. You can spend the focus tokens you earned earlier to &#039;protect&#039; your dice. Instead of rolling them you guarantee a safe result. But each die protected in a turn has a higher cost: the first die costs one, the second another two, the third another three, etc.&lt;br /&gt;
&lt;br /&gt;
==The dice==&lt;br /&gt;
Some dice are safer than others: The white &#039;&#039;coast&#039;&#039; dice along with first and second gear only have one caution symbol on them while the other dice all have two.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Braking&#039;&#039;&#039;: You can jump down extra gears by adding a red &#039;brake&#039; die to the space moved. Each red die lets you skip a gear. For example, you could go from fourth to 1st by rolling brake+brake+1, or from 6th to 4th by rolling brake+4. In this way you can move further on one turn, or end a turn in a higher gear.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Boosting&#039;&#039;&#039;: Similarly, the green &#039;boost&#039; die available in some races lets you skip a gear upwards. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Coasting&#039;&#039;&#039;: White &#039;coast&#039; dice let you stay in the same gear.&lt;br /&gt;
&lt;br /&gt;
==Losing Control==&lt;br /&gt;
&lt;br /&gt;
If you exceed your limit, you will lose control. &lt;br /&gt;
&lt;br /&gt;
Consult your player board to see what happens when you lose control: You might lose all speed to &#039;gear&#039; 0, or go off the track in &#039;gear&#039; 00. You might also take some damage at higher speeds and on more dangerous tiles For each black damage marker in the table.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear 00&#039;&#039;&#039;: In this gear you simply lose a turn: when it comes to your turn, get back on the track in &#039;gear&#039; 0. Next turn you will resume as normal, starting from gear 1 etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear 0&#039;&#039;&#039;: In this gear you are just stopped in place. Next turn, just resume your movement.&lt;br /&gt;
&lt;br /&gt;
If you used the &#039;flat out&#039; die rolling option, you can change what order you place your dice to help decide where you lose control, or even change your route to avoid loss of control. Even if you lose control, you will still get your focus tokens.&lt;br /&gt;
&lt;br /&gt;
===Damage===&lt;br /&gt;
There are several damage result tokens.&lt;br /&gt;
* Lose dice: this reduces your dice pool: you might lose a white, black, or red die (meaning you will have one less to use on your turn)&lt;br /&gt;
* Yellow flag: This will be removed on your next turn, but in the meantime no one is allowed to pass on the track.&lt;br /&gt;
* Weather: the weather changes from rain to sun, or vice versa! If you are on the wrong kind of tires, your dice pool will be severely limited. You might want to stop to change tires.&lt;br /&gt;
* Green flag: No damage, you&#039;re safe!&lt;br /&gt;
&lt;br /&gt;
==Pit stop==&lt;br /&gt;
&lt;br /&gt;
If you wish you can repair all damage, and/or change tires by ending your turn in 1st gear in a space on either side of the track. While you are in the pit, your gear is either 0 or 00 depending on which option you took, and you are off the track (not blocking other players’ movement.) Once you return to 0 gear (as with losing control, above), you can choose which tires you want and then you will move as normal on that turn.&lt;/div&gt;</summary>
		<author><name>Hawke666</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelprallymangt&amp;diff=4426</id>
		<title>Gamehelprallymangt</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelprallymangt&amp;diff=4426"/>
		<updated>2020-05-21T00:54:55Z</updated>

		<summary type="html">&lt;p&gt;Hawke666: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Rounds ==&lt;br /&gt;
A game of Rallyman: GT is made up of alternating “white” and “black” rounds. Each player gets one turn each round. &lt;br /&gt;
&lt;br /&gt;
The Round marker has a white side and a black side, which allows you to immediately tell who has already played their turn this round. At the end of a round the Round marker is flipped over and a new round can begins.&lt;br /&gt;
&lt;br /&gt;
== Determining order of play ==&lt;br /&gt;
At the beginning of each round, you must first determine the order of play.&lt;br /&gt;
&lt;br /&gt;
Order of play at the start of each round is determined by speed, then by the position of each car in case of a draw.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPEED &amp;gt; DISTANCE &amp;gt; POSITION&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Speed&#039;&#039;&#039; - Start by identifying the fastest car. The car with the highest Gear marker always plays first, no matter where they are on the track.&lt;br /&gt;
# &#039;&#039;&#039;Distance&#039;&#039;&#039; - If two or more cars are going at the same speed, then order of play is determined by how far along the track they are. The car furthest ahead plays first.&lt;br /&gt;
# &#039;&#039;&#039;Position&#039;&#039;&#039; - In case of a draw in terms of speed and distance, the car situated on the inside lane of the next corner plays first. A “corner” is a section of track with speed limitations&lt;br /&gt;
&lt;br /&gt;
== The Turn ==&lt;br /&gt;
Once order of play has been established, each player takes their turn one after the other.&lt;br /&gt;
&lt;br /&gt;
=== During their turn a player will do the following: ===&lt;br /&gt;
# Plan your turn&lt;br /&gt;
# Roll their dice and move their car.&lt;br /&gt;
&lt;br /&gt;
== Planning your turn ==&lt;br /&gt;
During their turn, players will use dice to accelerate, brake, and coast their way around the track. Your player board (and the summary at the top of the screen) shows what dice are available to you.&lt;br /&gt;
&lt;br /&gt;
Each die number represents a gear. With each move you make, may go up or down one gear (or stay the same with a white die). You must always be moving forward. Each die may only be used once per turn.&lt;br /&gt;
&lt;br /&gt;
=== Corners ===&lt;br /&gt;
Corner spaces have numbers in the middle which indicate the top gear in which you can safely navigate the corner. Exceed this number and you will lose control!&lt;br /&gt;
&lt;br /&gt;
====The inside line====&lt;br /&gt;
Some spaces have dotted lines separating them, with a lower number or caution symbol next to it. The number indicates the highest gear you can use to safely move between those spaces. Exceed it and you will lose control! The caution symbol gives one extra caution result when moving (see below)&lt;br /&gt;
==== The outside line====&lt;br /&gt;
Some spaces have a caution triangle around the number. This indicates that you get an extra caution result when you pass that space in that gear.&lt;br /&gt;
&lt;br /&gt;
=== Overtaking ===&lt;br /&gt;
To enter a space adjacent to another player’s car, you must use a Gear die equal to or higher than the current Gear of the opponent’s car. &lt;br /&gt;
Once your car is beside theirs, the rest of their movement can be at any speed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rolling your dice and moving==&lt;br /&gt;
&lt;br /&gt;
Once you have planned your turn, you will roll your dice, either all at once or one at a time. But be careful: Exceed the safe number of caution symbols (generally three), and you will lose control!&lt;br /&gt;
&lt;br /&gt;
===Flat out: All the dice at once===&lt;br /&gt;
This is the risky but brave choice: Roll your dice, and hope you get lucky. If you roll safely, you will get some &#039;&#039;focus tokens&#039;&#039; for your trouble: one per gear die (not brake or boost die) you rolled. These will come in handy later!&lt;br /&gt;
&lt;br /&gt;
===One at a time===&lt;br /&gt;
Sometimes you need to play it safe. You can roll your dice one at a time, and stop at any time. This way you can stop if you are at risk of losing control.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus&#039;&#039;&#039;: While you are rolling your dice one at a time, you may find that you are at risk of losing control. You can spend the focus tokens you earned earlier to &#039;protect&#039; your dice. Instead of rolling them you guarantee a safe result. But each die protected in a turn has a higher cost: the first die costs one, the second another two, the third another three, etc.&lt;br /&gt;
&lt;br /&gt;
==The dice==&lt;br /&gt;
Some dice are safer than others: The white &#039;&#039;coast&#039;&#039; dice along with first and second gear only have one caution symbol on them while the other dice all have two.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Braking&#039;&#039;&#039;: You can jump down extra gears by adding a red &#039;brake&#039; die to the space moved. Each red die lets you skip a gear. For example, you could go from fourth to 1st by rolling brake+brake+1, or from 6th to 4th by rolling brake+4. In this way you can move further on one turn, or end a turn in a higher gear.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Boosting&#039;&#039;&#039;: Similarly, the green &#039;boost&#039; die available in some races lets you skip a gear upwards. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Coasting&#039;&#039;&#039;: White &#039;coast&#039; dice let you stay in the same gear.&lt;br /&gt;
&lt;br /&gt;
==Losing Control==&lt;br /&gt;
&lt;br /&gt;
If you exceed your limit, you will lose control. &lt;br /&gt;
&lt;br /&gt;
Consult your player board to see what happens when you lose control: You might lose all speed to &#039;gear&#039; 0, or go off the track in &#039;gear&#039; 00. You might also take some damage at higher speeds and on more dangerous tiles For each black damage marker in the table.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear 00&#039;&#039;&#039;: In this gear you simply lose a turn: when it comes to your turn, get back on the track in &#039;gear&#039; 0. Next turn you will resume as normal, starting from gear 1 etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear 0&#039;&#039;&#039;: In this gear you are just stopped in place. Next turn, just resume your movement.&lt;br /&gt;
&lt;br /&gt;
If you used the &#039;flat out&#039; die rolling option, you can change what order you place your dice to help decide where you lose control, or even change your route to avoid loss of control. Even if you lose control, you will still get your focus tokens.&lt;br /&gt;
&lt;br /&gt;
===Damage===&lt;br /&gt;
There are several damage result tokens.&lt;br /&gt;
* Lose dice: this reduces your dice pool: you might lose a white, black, or red die (meaning you will have one less to use on your turn)&lt;br /&gt;
* Yellow flag: This will be removed on your next turn, but in the meantime no one is allowed to pass on the track.&lt;br /&gt;
* Weather: the weather changes from rain to sun, or vice versa! If you are on the wrong kind of tires, your dice pool will be severely limited. You might want to stop to change tires.&lt;br /&gt;
* Green flag: No damage, you&#039;re safe!&lt;br /&gt;
&lt;br /&gt;
==Pit stop==&lt;br /&gt;
&lt;br /&gt;
If you wish you can repair all damage, and/or change tires by ending your turn in 1st gear in a space on either side of the track. While you are in the pit, your gear is either 0 or 00 depending on which option you took, and you are off the track (not blocking other players’ movement.) Once you return to 0 gear (as with losing control, above), you can choose which tires you want and then you will move as normal on that turn.&lt;/div&gt;</summary>
		<author><name>Hawke666</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelprallymangt&amp;diff=4424</id>
		<title>Gamehelprallymangt</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelprallymangt&amp;diff=4424"/>
		<updated>2020-05-21T00:38:36Z</updated>

		<summary type="html">&lt;p&gt;Hawke666: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Rounds ==&lt;br /&gt;
A game of Rallyman: GT is made up of alternating “white” and “black” rounds. Each player gets one turn each round. &lt;br /&gt;
&lt;br /&gt;
The Round marker has a white side and a black side, which allows you to immediately tell who has already played their turn this round. At the end of a round the Round marker is flipped over and a new round can begins.&lt;br /&gt;
&lt;br /&gt;
== Determining order of play ==&lt;br /&gt;
At the beginning of each round, you must first determine the order of play.&lt;br /&gt;
&lt;br /&gt;
Order of play at the start of each round is determined by speed, then by the position of each car in case of a draw.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPEED &amp;gt; DISTANCE &amp;gt; POSITION&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Speed&#039;&#039;&#039; - Start by identifying the fastest car. The car with the highest Gear marker always plays first, no matter where they are on the track.&lt;br /&gt;
# &#039;&#039;&#039;Distance&#039;&#039;&#039; - If two or more cars are going at the same speed, then order of play is determined by how far along the track they are. The car furthest ahead plays first.&lt;br /&gt;
# &#039;&#039;&#039;Position&#039;&#039;&#039; - In case of a draw in terms of speed and distance, the car situated on the inside lane of the next corner plays first. A “corner” is a section of track with speed limitations&lt;br /&gt;
&lt;br /&gt;
== The Turn ==&lt;br /&gt;
Once order of play has been established, each player takes their turn one after the other.&lt;br /&gt;
&lt;br /&gt;
=== During their turn a player will do the following: ===&lt;br /&gt;
# Plan your turn&lt;br /&gt;
# Roll their dice and move their car.&lt;br /&gt;
&lt;br /&gt;
== Planning your turn ==&lt;br /&gt;
During their turn, players will use dice to accelerate, brake, and coast their way around the track. Your player board (and the summary at the top of the screen) shows what dice are available to you.&lt;br /&gt;
&lt;br /&gt;
Each die number represents a gear. With each move you make, may go up or down one gear (or stay the same with a white die). You must always be moving forward. Each die may only be used once per turn.&lt;br /&gt;
&lt;br /&gt;
=== Corners ===&lt;br /&gt;
Corner spaces have numbers in the middle which indicate the top gear in which you can safely navigate the corner. Exceed this number and you will lose control!&lt;br /&gt;
&lt;br /&gt;
====The inside line====&lt;br /&gt;
Some spaces have dotted lines separating them, with a lower number or caution symbol next to it. The number indicates the highest gear you can use to safely move between those spaces. Exceed it and you will lose control! The caution symbol gives one extra caution result when moving (see below)&lt;br /&gt;
==== The outside line====&lt;br /&gt;
Some spaces have a caution triangle around the number. This indicates that you get an extra caution result when you pass that space in that gear.&lt;br /&gt;
&lt;br /&gt;
=== Overtaking ===&lt;br /&gt;
To enter a space adjacent to another player’s car, you must use a Gear die equal to or higher than the current Gear of the opponent’s car. &lt;br /&gt;
Once your car is beside theirs, the rest of their movement can be at any speed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rolling your dice and moving==&lt;br /&gt;
&lt;br /&gt;
Once you have planned your turn, you will roll your dice, either all at once or one at a time. But be careful: Exceed the safe number of caution symbols (generally three), and you will lose control!&lt;br /&gt;
&lt;br /&gt;
===All at once===&lt;br /&gt;
This is the risky but brave choice: Roll your dice, and hope you get lucky. If you roll safely, you will get some &#039;&#039;focus tokens&#039;&#039; for your trouble: one per gear die (not brake or boost die) you rolled. These will come in handy later!&lt;br /&gt;
&lt;br /&gt;
===One at a time===&lt;br /&gt;
Sometimes you need to play it safe. You can roll your dice one at a time, and stop at any time. This way you can stop if you are at risk of losing control.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus&#039;&#039;&#039;: While you are rolling your dice one at a time, you may find that you are at risk of losing control. You can spend the focus tokens you earned earlier to &#039;protect&#039; your dice. Instead of rolling them you guarantee a safe result. But each die protected in a turn has a higher cost: the first die costs one, the second another two, the third another three, etc.&lt;br /&gt;
&lt;br /&gt;
==The dice==&lt;br /&gt;
Some dice are safer than others: The white &#039;&#039;coast&#039;&#039; dice along with first and second gear only have one caution symbol on them while the other dice all have two.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Braking&#039;&#039;&#039;: You can jump down extra gears by adding a red &#039;brake&#039; die to the space moved. Each red die lets you skip a gear. For example, you could go from fourth to 1st by rolling brake+brake+1, or from 6th to 4th by rolling brake+4. In this way you can move further on one turn, or end a turn in a higher gear.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Boosting&#039;&#039;&#039;: Similarly, the green &#039;boost&#039; die available in some races lets you skip a gear upwards. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Coasting&#039;&#039;&#039;: White &#039;coast&#039; dice let you stay in the same gear.&lt;br /&gt;
&lt;br /&gt;
==Losing Control==&lt;br /&gt;
&lt;br /&gt;
If you exceed your limit, you will lose control. Consult your player board to see what happens when you lose control: You might lose all speed to &#039;gear&#039; 0, or go off the track in &#039;gear&#039; 00. You might also take some damage at higher speeds and on more dangerous tiles For each black damage marker in the table.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear 00&#039;&#039;&#039;: In this gear you simply lose a turn: when it comes to your turn, get back on the track in &#039;gear&#039; 0. Next turn you will resume as normal, starting from gear 1 etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear 0&#039;&#039;&#039;: In this gear you are just stopped in place. Next turn, just resume your movement.&lt;br /&gt;
&lt;br /&gt;
===Damage===&lt;br /&gt;
There are several damage result tokens.&lt;br /&gt;
* Lose dice: this reduces your dice pool: you might lose a white, black, or red die (meaning you will have one less to use on your turn)&lt;br /&gt;
* Yellow flag: This will be removed on your next turn, but in the meantime no one is allowed to pass on the track.&lt;br /&gt;
* Green flag: No damage, you&#039;re safe!&lt;/div&gt;</summary>
		<author><name>Hawke666</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelprallymangt&amp;diff=4423</id>
		<title>Gamehelprallymangt</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelprallymangt&amp;diff=4423"/>
		<updated>2020-05-21T00:38:20Z</updated>

		<summary type="html">&lt;p&gt;Hawke666: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Rounds ==&lt;br /&gt;
A game of Rallyman: GT is made up of alternating “white” and “black” rounds. Each player gets one turn each round. &lt;br /&gt;
&lt;br /&gt;
The Round marker has a white side and a black side, which allows you to immediately tell who has already played their turn this round. At the end of a round the Round marker is flipped over and a new round can begins.&lt;br /&gt;
&lt;br /&gt;
== Determining order of play ==&lt;br /&gt;
At the beginning of each round, you must first determine the order of play.&lt;br /&gt;
&lt;br /&gt;
Order of play at the start of each round is determined by speed, then by the position of each car in case of a draw.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPEED &amp;gt; DISTANCE &amp;gt; POSITION&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Speed&#039;&#039;&#039; - Start by identifying the fastest car. The car with the highest Gear marker always plays first, no matter where they are on the track.&lt;br /&gt;
# &#039;&#039;&#039;Distance&#039;&#039;&#039; - If two or more cars are going at the same speed, then order of play is determined by how far along the track they are. The car furthest ahead plays first.&lt;br /&gt;
# &#039;&#039;&#039;Position&#039;&#039;&#039; - In case of a draw in terms of speed and distance, the car situated on the inside lane of the next corner plays first. A “corner” is a section of track with speed limitations&lt;br /&gt;
&lt;br /&gt;
== The Turn ==&lt;br /&gt;
Once order of play has been established, each player takes their turn one after the other.&lt;br /&gt;
&lt;br /&gt;
=== During their turn a player will do the following: ===&lt;br /&gt;
# Plan your turn&lt;br /&gt;
# Roll their dice and move their car.&lt;br /&gt;
&lt;br /&gt;
== Planning your turn ==&lt;br /&gt;
During their turn, players will use dice to accelerate, brake, and coast their way around the track. Your player board (and the summary at the top of the screen) shows what dice are available to you.&lt;br /&gt;
&lt;br /&gt;
Each die number represents a gear. With each move you make, may go up or down one gear (or stay the same with a white die). You must always be moving forward. Each die may only be used once per turn.&lt;br /&gt;
&lt;br /&gt;
=== Corners ===&lt;br /&gt;
Corner spaces have numbers in the middle which indicate the top gear in which you can safely navigate the corner. Exceed this number and you will lose control!&lt;br /&gt;
&lt;br /&gt;
====The inside line====&lt;br /&gt;
Some spaces have dotted lines separating them, with a lower number or caution symbol next to it. The number indicates the highest gear you can use to safely move between those spaces. Exceed it and you will lose control! The caution symbol gives one extra caution result when moving (see below)&lt;br /&gt;
==== The outside line====&lt;br /&gt;
Some spaces have a caution triangle around the number. This indicates that you get an extra caution result when you pass that space in that gear.&lt;br /&gt;
&lt;br /&gt;
=== Overtaking ===&lt;br /&gt;
To enter a space adjacent to another player’s car, you must use a Gear die equal to or higher than the current Gear of the opponent’s car. &lt;br /&gt;
Once your car is beside theirs, the rest of their movement can be at any speed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rolling your dice and moving==&lt;br /&gt;
&lt;br /&gt;
Once you have planned your turn, you will roll your dice, either all at once or one at a time. But be careful: Exceed the safe number of caution symbols (generally three), and you will lose control!&lt;br /&gt;
&lt;br /&gt;
===All at once===&lt;br /&gt;
This is the risky but brave choice: Roll your dice, and hope you get lucky. If you roll safely, you will get some &#039;&#039;focus tokens&#039;&#039; for your trouble: one per gear die (not brake or boost die) you rolled. These will come in handy later!&lt;br /&gt;
&lt;br /&gt;
===One at a time===&lt;br /&gt;
Sometimes you need to play it safe. You can roll your dice one at a time, and stop at any time. This way you can stop if you are at risk of losing control.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus&#039;&#039;&#039;: While you are rolling your dice one at a time, you may find that you are at risk of losing control. You can spend the focus tokens you earned earlier to &#039;protect&#039; your dice. Instead of rolling them you guarantee a safe result. But each die protected in a turn has a higher cost: the first die costs one, the second another two, the third another three, etc.&lt;br /&gt;
&lt;br /&gt;
==The dice==&lt;br /&gt;
Some dice are safer than others: The white &#039;&#039;coast&#039;&#039; dice along with first and second gear only have one caution symbol on them while the other dice all have two.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Braking&#039;&#039;&#039;: You can jump down extra gears by adding a red &#039;brake&#039; die to the space moved. Each red die lets you skip a gear. For example, you could go from fourth to 1st by rolling brake+brake+1, or from 6th to 4th by rolling brake+4. In this way you can move further on one turn, or end a turn in a higher gear.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Boosting&#039;&#039;&#039;: Similarly, the green &#039;boost&#039; die available in some races lets you skip a gear upwards. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Coasting&#039;&#039;&#039;: White &#039;coast&#039; dice let you stay in the same gear.&lt;br /&gt;
&lt;br /&gt;
==Losing Control==&lt;br /&gt;
&lt;br /&gt;
If you exceed your limit, you will lose control. Consult your player board to see what happens when you lose control: You might lose all speed to &#039;gear&#039; 0, or go off the track in &#039;gear&#039; 00. You might also take some damage at higher speeds and on more dangerous tiles For each black damage marker in the table.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear 00&#039;&#039;&#039;: In this gear you simply lose a turn: when it comes to your turn, get back on the track in &#039;gear&#039; 0. Next turn you will resume as normal, starting from gear 1 etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear 0&#039;&#039;&#039;: In this gear you are just stopped in place. Next turn, just resume your movement.&lt;br /&gt;
&lt;br /&gt;
===Damage===&lt;br /&gt;
There are several damage result tokens.&lt;br /&gt;
 * Lose dice: this reduces your dice pool: you might lose a white, black, or red die (meaning you will have one less to use on your turn)&lt;br /&gt;
 * Yellow flag: This will be removed on your next turn, but in the meantime no one is allowed to pass on the track.&lt;br /&gt;
 * Green flag: No damage, you&#039;re safe!&lt;/div&gt;</summary>
		<author><name>Hawke666</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelprallymangt&amp;diff=4422</id>
		<title>Gamehelprallymangt</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelprallymangt&amp;diff=4422"/>
		<updated>2020-05-21T00:28:08Z</updated>

		<summary type="html">&lt;p&gt;Hawke666: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Rounds ==&lt;br /&gt;
A game of Rallyman: GT is made up of alternating “white” and “black” rounds. Each player gets one turn each round. &lt;br /&gt;
&lt;br /&gt;
The Round marker has a white side and a black side, which allows you to immediately tell who has already played their turn this round. At the end of a round the Round marker is flipped over and a new round can begins.&lt;br /&gt;
&lt;br /&gt;
== Determining order of play ==&lt;br /&gt;
At the beginning of each round, you must first determine the order of play.&lt;br /&gt;
&lt;br /&gt;
Order of play at the start of each round is determined by speed, then by the position of each car in case of a draw.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPEED &amp;gt; DISTANCE &amp;gt; POSITION&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Speed&#039;&#039;&#039; - Start by identifying the fastest car. The car with the highest Gear marker always plays first, no matter where they are on the track.&lt;br /&gt;
# &#039;&#039;&#039;Distance&#039;&#039;&#039; - If two or more cars are going at the same speed, then order of play is determined by how far along the track they are. The car furthest ahead plays first.&lt;br /&gt;
# &#039;&#039;&#039;Position&#039;&#039;&#039; - In case of a draw in terms of speed and distance, the car situated on the inside lane of the next corner plays first. A “corner” is a section of track with speed limitations&lt;br /&gt;
&lt;br /&gt;
== The Turn ==&lt;br /&gt;
Once order of play has been established, each player takes their turn one after the other.&lt;br /&gt;
&lt;br /&gt;
=== During their turn a player will do the following: ===&lt;br /&gt;
# Plan your turn&lt;br /&gt;
# Roll their dice and move their car.&lt;br /&gt;
&lt;br /&gt;
== Planning your turn ==&lt;br /&gt;
During their turn, players will use dice to accelerate, brake, and coast their way around the track. Your player board (and the summary at the top of the screen) shows what dice are available to you.&lt;br /&gt;
&lt;br /&gt;
Each die number represents a gear. With each move you make, may go up or down one gear (or stay the same with a white die). You must always be moving forward. Each die may only be used once per turn.&lt;br /&gt;
&lt;br /&gt;
=== Corners ===&lt;br /&gt;
Corner spaces have numbers in the middle which indicate the top gear in which you can safely navigate the corner. Exceed this number and you will lose control!&lt;br /&gt;
&lt;br /&gt;
====The inside line====&lt;br /&gt;
Some spaces have dotted lines separating them, with a lower number or caution symbol next to it. The number indicates the highest gear you can use to safely move between those spaces. Exceed it and you will lose control! The caution symbol gives one extra caution result when moving (see below)&lt;br /&gt;
==== The outside line====&lt;br /&gt;
Some spaces have a caution triangle around the number. This indicates that you get an extra caution result when you pass that space in that gear.&lt;br /&gt;
&lt;br /&gt;
=== Overtaking ===&lt;br /&gt;
To enter a space adjacent to another player’s car, you must use a Gear die equal to or higher than the current Gear of the opponent’s car. &lt;br /&gt;
Once your car is beside theirs, the rest of their movement can be at any speed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rolling your dice and moving==&lt;br /&gt;
&lt;br /&gt;
Once you have planned your turn, you will roll your dice, either all at once or one at a time. But be careful: Exceed the safe number of caution symbols (generally three), and you will lose control!&lt;br /&gt;
&lt;br /&gt;
===All at once===&lt;br /&gt;
This is the risky but brave choice: Roll your dice, and hope you get lucky. If you roll safely, you will get some &#039;&#039;focus tokens&#039;&#039; for your trouble: one per gear die (not brake or boost die) you rolled. These will come in handy later!&lt;br /&gt;
&lt;br /&gt;
===One at a time===&lt;br /&gt;
Sometimes you need to play it safe. You can roll your dice one at a time, and stop at any time. This way you can stop if you are at risk of losing control.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus&#039;&#039;&#039;: While you are rolling your dice one at a time, you may find that you are at risk of losing control. You can spend the focus tokens you earned earlier to &#039;protect&#039; your dice. Instead of rolling them you guarantee a safe result. But each die protected in a turn has a higher cost: the first die costs one, the second another two, the third another three, etc.&lt;br /&gt;
&lt;br /&gt;
==The dice==&lt;br /&gt;
Some dice are safer than others: The white &#039;&#039;coast&#039;&#039; dice along with first and second gear only have one caution symbol on them while the other dice all have two.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Braking&#039;&#039;&#039;: You can jump down extra gears by adding a red &#039;brake&#039; die to the space moved. Each red die lets you skip a gear. For example, you could go from fourth to 1st by rolling brake+brake+1, or from 6th to 4th by rolling brake+4. In this way you can move further on one turn, or end a turn in a higher gear.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Boosting&#039;&#039;&#039;: Similarly, the green &#039;boost&#039; die available in some races lets you skip a gear upwards. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Coasting&#039;&#039;&#039;: White &#039;coast&#039; dice let you stay in the same gear.&lt;/div&gt;</summary>
		<author><name>Hawke666</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelprallymangt&amp;diff=4421</id>
		<title>Gamehelprallymangt</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelprallymangt&amp;diff=4421"/>
		<updated>2020-05-21T00:27:24Z</updated>

		<summary type="html">&lt;p&gt;Hawke666: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Rounds ==&lt;br /&gt;
A game of Rallyman: GT is made up of alternating “white” and “black” rounds. Each player gets one turn each round. &lt;br /&gt;
&lt;br /&gt;
The Round marker has a white side and a black side, which allows you to immediately tell who has already played their turn this round. At the end of a round the Round marker is flipped over and a new round can begins.&lt;br /&gt;
&lt;br /&gt;
== Determining order of play ==&lt;br /&gt;
At the beginning of each round, you must first determine the order of play.&lt;br /&gt;
&lt;br /&gt;
Order of play at the start of each round is determined by speed, then by the position of each car in case of a draw.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPEED &amp;gt; DISTANCE &amp;gt; POSITION&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Speed&#039;&#039;&#039; - Start by identifying the fastest car. The car with the highest Gear marker always plays first, no matter where they are on the track.&lt;br /&gt;
# &#039;&#039;&#039;Distance&#039;&#039;&#039; - If two or more cars are going at the same speed, then order of play is determined by how far along the track they are. The car furthest ahead plays first.&lt;br /&gt;
# &#039;&#039;&#039;Position&#039;&#039;&#039; - In case of a draw in terms of speed and distance, the car situated on the inside lane of the next corner plays first. A “corner” is a section of track with speed limitations&lt;br /&gt;
&lt;br /&gt;
== The Turn ==&lt;br /&gt;
Once order of play has been established, each player takes their turn one after the other.&lt;br /&gt;
&lt;br /&gt;
=== During their turn a player will do the following: ===&lt;br /&gt;
# Plan your turn&lt;br /&gt;
# Roll their dice and move their car.&lt;br /&gt;
&lt;br /&gt;
== Planning your turn ==&lt;br /&gt;
During their turn, players will use dice to accelerate, brake, and coast their way around the track. Your player board (and the summary at the top of the screen) shows what dice are available to you.&lt;br /&gt;
&lt;br /&gt;
Each die number represents a gear. With each move you make, may go up or down one gear (or stay the same with a white die). You must always be moving forward. Each die may only be used once per turn.&lt;br /&gt;
&lt;br /&gt;
=== Corners ===&lt;br /&gt;
Corner spaces have numbers in the middle which indicate the top gear in which you can safely navigate the corner. Exceed this number and you will lose control!&lt;br /&gt;
&lt;br /&gt;
====The inside line====&lt;br /&gt;
Some spaces have dotted lines separating them, with a lower number or caution symbol next to it. The number indicates the highest gear you can use to safely move between those spaces. Exceed it and you will lose control! The caution symbol gives one extra caution result when moving (see below)&lt;br /&gt;
==== The outside line====&lt;br /&gt;
Some spaces have a caution triangle around the number. This indicates that you get an extra caution result when you pass that space in that gear.&lt;br /&gt;
&lt;br /&gt;
==Rolling your dice and moving==&lt;br /&gt;
&lt;br /&gt;
Once you have planned your turn, you will roll your dice, either all at once or one at a time. But be careful: Exceed the safe number of caution symbols (generally three), and you will lose control!&lt;br /&gt;
&lt;br /&gt;
===All at once===&lt;br /&gt;
This is the risky but brave choice: Roll your dice, and hope you get lucky. If you roll safely, you will get some &#039;&#039;focus tokens&#039;&#039; for your trouble: one per gear die (not brake or boost die) you rolled. These will come in handy later!&lt;br /&gt;
&lt;br /&gt;
===One at a time===&lt;br /&gt;
Sometimes you need to play it safe. You can roll your dice one at a time, and stop at any time. This way you can stop if you are at risk of losing control.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus&#039;&#039;&#039;: While you are rolling your dice one at a time, you may find that you are at risk of losing control. You can spend the focus tokens you earned earlier to &#039;protect&#039; your dice. Instead of rolling them you guarantee a safe result. But each die protected in a turn has a higher cost: the first die costs one, the second another two, the third another three, etc.&lt;br /&gt;
&lt;br /&gt;
==The dice==&lt;br /&gt;
Some dice are safer than others: The white &#039;&#039;coast&#039;&#039; dice along with first and second gear only have one caution symbol on them while the other dice all have two.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Braking&#039;&#039;&#039;: You can jump down extra gears by adding a red &#039;brake&#039; die to the space moved. Each red die lets you skip a gear. For example, you could go from fourth to 1st by rolling brake+brake+1, or from 6th to 4th by rolling brake+4. In this way you can move further on one turn, or end a turn in a higher gear.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Boosting&#039;&#039;&#039;: Similarly, the green &#039;boost&#039; die available in some races lets you skip a gear upwards. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Coasting&#039;&#039;&#039;: White &#039;coast&#039; dice let you stay in the same gear.&lt;br /&gt;
&lt;br /&gt;
=== Overtaking ===&lt;br /&gt;
To enter a space adjacent to another player’s car, you must use a Gear die equal to or higher than the current Gear of the opponent’s car. &lt;br /&gt;
Once your car is beside theirs, the rest of their movement can be at any speed.&lt;/div&gt;</summary>
		<author><name>Hawke666</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelprallymangt&amp;diff=4420</id>
		<title>Gamehelprallymangt</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelprallymangt&amp;diff=4420"/>
		<updated>2020-05-21T00:26:18Z</updated>

		<summary type="html">&lt;p&gt;Hawke666: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Rounds ==&lt;br /&gt;
A game of Rallyman: GT is made up of alternating “white” and “black” rounds. Each player gets one turn each round. &lt;br /&gt;
&lt;br /&gt;
The Round marker has a white side and a black side, which allows you to immediately tell who has already played their turn this round. At the end of a round the Round marker is flipped over and a new round can begins.&lt;br /&gt;
&lt;br /&gt;
== Determining order of play ==&lt;br /&gt;
At the beginning of each round, you must first determine the order of play.&lt;br /&gt;
&lt;br /&gt;
Order of play at the start of each round is determined by speed, then by the position of each car in case of a draw.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPEED &amp;gt; DISTANCE &amp;gt; POSITION&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Speed&#039;&#039;&#039; - Start by identifying the fastest car. The car with the highest Gear marker always plays first, no matter where they are on the track.&lt;br /&gt;
# &#039;&#039;&#039;Distance&#039;&#039;&#039; - If two or more cars are going at the same speed, then order of play is determined by how far along the track they are. The car furthest ahead plays first.&lt;br /&gt;
# &#039;&#039;&#039;Position&#039;&#039;&#039; - In case of a draw in terms of speed and distance, the car situated on the inside lane of the next corner plays first. A “corner” is a section of track with speed limitations&lt;br /&gt;
&lt;br /&gt;
== The Turn ==&lt;br /&gt;
Once order of play has been established, each player takes their turn one after the other.&lt;br /&gt;
&lt;br /&gt;
=== During their turn a player will do the following: ===&lt;br /&gt;
# Plan your turn&lt;br /&gt;
# Roll their dice and move their car.&lt;br /&gt;
&lt;br /&gt;
== Planning your turn ==&lt;br /&gt;
During their turn, players will use dice to accelerate, brake, and coast their way around the track. Your player board (and the summary at the top of the screen) shows what dice are available to you.&lt;br /&gt;
&lt;br /&gt;
Each die number represents a gear. With each move you make, may go up or down one gear (or stay the same with a white die). You must always be moving forward. Each die may only be used once per turn.&lt;br /&gt;
&lt;br /&gt;
=== Corners ===&lt;br /&gt;
Corner spaces have numbers in the middle which indicate the top gear in which you can safely navigate the corner. Exceed this number and you will lose control!&lt;br /&gt;
&lt;br /&gt;
====The inside line====&lt;br /&gt;
Some spaces have dotted lines separating them, with a lower number or caution symbol next to it. The number indicates the highest gear you can use to safely move between those spaces. Exceed it and you will lose control! The caution symbol gives one extra caution result when moving (see below)&lt;br /&gt;
==== The outside line====&lt;br /&gt;
Some spaces have a caution triangle around the number. This indicates that you get an extra caution result when you pass that space in that gear.&lt;br /&gt;
&lt;br /&gt;
===Rolling your dice and moving===&lt;br /&gt;
&lt;br /&gt;
Once you have planned your turn, you will roll your dice, either all at once or one at a time. But be careful: Exceed the safe number of caution symbols (generally three), and you will lose control!&lt;br /&gt;
&lt;br /&gt;
====All at once====&lt;br /&gt;
This is the risky but brave choice: Roll your dice, and hope you get lucky. If you roll safely, you will get some &#039;&#039;focus tokens&#039;&#039; for your trouble: one per gear die (not brake or boost die) you rolled. These will come in handy later!&lt;br /&gt;
&lt;br /&gt;
====One at a time====&lt;br /&gt;
Sometimes you need to play it safe. You can roll your dice one at a time, and stop at any time. This way you can stop if you are at risk of losing control.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus&#039;&#039;&#039;: While you are rolling your dice one at a time, you may find that you are at risk of losing control. You can spend the focus tokens you earned earlier to &#039;protect&#039; your dice. Instead of rolling them you guarantee a safe result. But each die protected in a turn has a higher cost: the first die costs one, the second another two, the third another three, etc.&lt;br /&gt;
&lt;br /&gt;
===The dice===&lt;br /&gt;
Some dice are safer than others: The white &#039;&#039;coast&#039;&#039; dice along with first and second gear only have one caution symbol on them while the other dice all have two.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Braking&#039;&#039;&#039;: You can jump down extra gears by adding a red &#039;brake&#039; die to the space moved. Each red die lets you skip a gear. For example, you could go from fourth to 1st by rolling brake+brake+1, or from 6th to 4th by rolling brake+4. In this way you can move further on one turn, or end a turn in a higher gear.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Boosting&#039;&#039;&#039;: Similarly, the green &#039;boost&#039; die available in some races lets you skip a gear upwards. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Coasting&#039;&#039;&#039;: White &#039;coast&#039; dice let you stay in the same gear.&lt;br /&gt;
&lt;br /&gt;
=== Overtaking ===&lt;br /&gt;
To enter a space adjacent to another player’s car, you must use a Gear die equal to or higher than the current Gear of the opponent’s car. &lt;br /&gt;
Once your car is beside theirs, the rest of their movement can be at any speed.&lt;/div&gt;</summary>
		<author><name>Hawke666</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_throughtheagesnewstory&amp;diff=4055</id>
		<title>Tips throughtheagesnewstory</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_throughtheagesnewstory&amp;diff=4055"/>
		<updated>2020-04-16T07:36:50Z</updated>

		<summary type="html">&lt;p&gt;Hawke666: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;On your first turn, consider building a mine and increasing your population.&lt;br /&gt;
&lt;br /&gt;
Value resources over food. You can build a new farm with resources, but you can’t build a new mine with food.&lt;br /&gt;
&lt;br /&gt;
Don’t worry too much about happiness; as long as you have idle workers you can go without it.&lt;br /&gt;
&lt;br /&gt;
Don’t forget to take a leader from every age if the opportunity presents itself. You get an action back if you replace a leader before the end of the era.&lt;br /&gt;
&lt;br /&gt;
For most of the game it doesn’t matter how much stronger you are than your opponents, only that you *are* stronger.&lt;br /&gt;
&lt;br /&gt;
Michelangelo is extremely powerful for a culture engine. Plan accordingly.&lt;/div&gt;</summary>
		<author><name>Hawke666</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_throughtheagesnewstory&amp;diff=4054</id>
		<title>Tips throughtheagesnewstory</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_throughtheagesnewstory&amp;diff=4054"/>
		<updated>2020-04-16T07:29:29Z</updated>

		<summary type="html">&lt;p&gt;Hawke666: Created page with &amp;quot;On your first turn, consider building a mine and increasing your population.  Don’t forget to take a leader from every age if the opportunity presents itself. You get an act...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;On your first turn, consider building a mine and increasing your population.&lt;br /&gt;
&lt;br /&gt;
Don’t forget to take a leader from every age if the opportunity presents itself. You get an action back if you replace a leader before the end of the era.&lt;br /&gt;
&lt;br /&gt;
For most of the game it doesn’t matter how much stronger you are than your opponents, only that you *are* stronger.&lt;br /&gt;
&lt;br /&gt;
Michelangelo is extremely powerful for a culture engine. Plan accordingly.&lt;/div&gt;</summary>
		<author><name>Hawke666</name></author>
	</entry>
</feed>