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	<id>https://en.doc.boardgamearena.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Herbrai</id>
	<title>Board Game Arena - User contributions [en]</title>
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	<updated>2026-10-08T04:40:11Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.39.0</generator>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpimhotep&amp;diff=17925</id>
		<title>Gamehelpimhotep</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpimhotep&amp;diff=17925"/>
		<updated>2023-09-01T00:26:59Z</updated>

		<summary type="html">&lt;p&gt;Herbrai: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
== Objective ==&lt;br /&gt;
&lt;br /&gt;
Score the most points by moving your blocks from your quarry to your sled, to a boat, and finally to a location board.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
* Determine start player.&lt;br /&gt;
** They start with two blocks of their colour on their sled.&lt;br /&gt;
* Each other player starts with one more block on their sled than the player before them in turn order.&lt;br /&gt;
* Place the 5 location boards in the centre of the table, each either on A side or B side.&lt;br /&gt;
**&#039;&#039;With expansion C or D sides also available.&#039;&#039; You can play with a mix of letters. &lt;br /&gt;
* Place 4 boats for the first round based on first boat card.&lt;br /&gt;
&lt;br /&gt;
== Game Play ==&lt;br /&gt;
&lt;br /&gt;
* Game plays over 6 rounds. &lt;br /&gt;
* On your turn you take one action, and then play passes clockwise.&lt;br /&gt;
&lt;br /&gt;
=== Actions === &lt;br /&gt;
&lt;br /&gt;
==== Fill Sled ====&lt;br /&gt;
&lt;br /&gt;
Add 3 blocks from your quarry to your sled. If your sled has 1 or 2 spaces, fill it. You cannot take this action if your sled is full.&lt;br /&gt;
&lt;br /&gt;
==== Add to a Boat ====&lt;br /&gt;
&lt;br /&gt;
Place 1 block from your sled to any open spot on an unsailed boat.&lt;br /&gt;
&lt;br /&gt;
==== Sail a Boat ====&lt;br /&gt;
&lt;br /&gt;
Choose a boat which has enough blocks on it (the number of small cube icons at the bow). It does not matter if you have any blocks on it or not. You choose which unvisited location you want it to go to. Then all blocks unload into that location, in order from front of the boat to back.&lt;br /&gt;
&lt;br /&gt;
==== Play an Action Card ====&lt;br /&gt;
&lt;br /&gt;
(blue card): Do what the card says. Then the card is used up. Unused action cards are worth 1 point at end of game.&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
&lt;br /&gt;
==== Market ====&lt;br /&gt;
&lt;br /&gt;
(A): Each block in turn claims a card from the market and go back to quarry supply.&lt;br /&gt;
&lt;br /&gt;
==== Pyramid ====&lt;br /&gt;
&lt;br /&gt;
(A): Blocks gain the points they land on. Place blocks into the grid, filling columns from top to bottom, starting with the leftmost column. Once the base is completed you build the second level (4 blocks total) then the capstone. All extra blocks after that score 1 point each.&lt;br /&gt;
&lt;br /&gt;
==== Temple ====&lt;br /&gt;
&lt;br /&gt;
(A): Blocks build from left to right. Once the row is filled, go back to the left and stack on top of the previously placed blocks. At the end of &#039;&#039;each round&#039;&#039;, score 1 point per block of yours that is visible when looking down on the temple.&lt;br /&gt;
&lt;br /&gt;
==== Burial Chamber ====&lt;br /&gt;
&lt;br /&gt;
(A): Place blocks into the grid, filling columns from top to bottom, starting with the leftmost column. At end of game each player scores for their groups of connected blocks.&lt;br /&gt;
&lt;br /&gt;
==== Obelisks ====&lt;br /&gt;
&lt;br /&gt;
(A): Each player has their own obelisk (stack of their own blocks). At end of game score based on player count and relative height of obelisks - but an obelisk of height 0 always scores 0. In case of a tie, the tied players average the scores.&lt;br /&gt;
&lt;br /&gt;
== Cards ==&lt;br /&gt;
&lt;br /&gt;
Cards are gained from the Market. &lt;br /&gt;
&lt;br /&gt;
==== Blue cards ====&lt;br /&gt;
&lt;br /&gt;
Provide a one-off action. Unused action cards are worth 1 point.&lt;br /&gt;
&lt;br /&gt;
==== Green cards ====&lt;br /&gt;
&lt;br /&gt;
End game points as indicated.&lt;br /&gt;
&lt;br /&gt;
==== Purple cards ====&lt;br /&gt;
&lt;br /&gt;
Statues: score at end of game according to the number collected.&lt;br /&gt;
&lt;br /&gt;
==== Red cards ====&lt;br /&gt;
&lt;br /&gt;
Immediate effects that happen and are then discarded.&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
&lt;br /&gt;
== Wrath of the Pharaoh ==&lt;br /&gt;
&lt;br /&gt;
Any player who has not delivered at least 1 stone to each of the four building sites by the end of the game must have 5 points deducted from their score.&lt;/div&gt;</summary>
		<author><name>Herbrai</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_regicide&amp;diff=15084</id>
		<title>Tips regicide</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_regicide&amp;diff=15084"/>
		<updated>2022-10-19T10:29:56Z</updated>

		<summary type="html">&lt;p&gt;Herbrai: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Don&#039;t rush the kills, you can play the game pretty slowly.&lt;br /&gt;
&lt;br /&gt;
If a diamond unit can come next, try to think of what you can do against it, you maybe need to kill with diamond the previous unit.&lt;br /&gt;
&lt;br /&gt;
Try to play spades when a new enemy comes.&lt;br /&gt;
&lt;br /&gt;
Against a clubs enemy, a good strategy is to play spades to reduce their attack at 0. Then you can play heart, diamond, and low cards a lot.&lt;br /&gt;
It can be done against hearts too, but is less powerful.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t be afraid to discard more than what is needed, if it&#039;s to discard a bad card like a 2. Especially if you hold some diamonds.&lt;br /&gt;
&lt;br /&gt;
Usually when an enemy comes you can either try to kill them fast, usually with clubs, or to stall by playing spades. You have the option to try to recover too by playing diamonds (and heart), and let the next player decide what to do with the unit (but then stalling is less effective).&lt;br /&gt;
&lt;br /&gt;
Keeping a low attack (&amp;lt;3) on an enemy is often better than having a 0 attack, except against hearts and when you need hearts.&lt;br /&gt;
&lt;br /&gt;
When attack of the opponent is low, don&#039;t hesitate to yield, it lets you discard your bad cards.&lt;br /&gt;
&lt;br /&gt;
Against a clubs enemy, don&#039;t hesitate to play clubs if you plan to stall against later enemies.&lt;br /&gt;
&lt;br /&gt;
=== Advanced: ===&lt;br /&gt;
&lt;br /&gt;
# The cards played are put in the middle.&lt;br /&gt;
# The cards discarded are put in the discard pile.&lt;br /&gt;
# When a heart is played, some random cards from the discard pile are put in the bottom of the tavern.&lt;br /&gt;
# When an enemy is defeated, the cards in the middle are put in the discard pile.&lt;br /&gt;
&lt;br /&gt;
Knowing that:&lt;br /&gt;
# if you start with a lot of diamond, there is a good chance you will lack of diamond in the tavern. That means if you discard too much diamonds, there is a great risk to get no diamonds for a while.&lt;br /&gt;
# if there are few cards in the discard pile, you can try to put some cards there which are good together and play a heart just after. (For example, if you kill a jack enemy with heart and then play 5 of clubs and any other 5, you will kill the next jack with perfect damage, and your two 5s will be solo in the discard pile. If you can manage to play another heart just after, the two 5s will next to each other in the draw pile which is great, or, if your teammate just played two 5s, you have higher value of playing another 5 immediately, to have a greater chance to have the 5s near to each other on the deck.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At 2 players, if you discard more than what is needed, that usually means you got some diamonds.&lt;/div&gt;</summary>
		<author><name>Herbrai</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpregicide&amp;diff=15026</id>
		<title>Gamehelpregicide</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpregicide&amp;diff=15026"/>
		<updated>2022-10-10T03:43:15Z</updated>

		<summary type="html">&lt;p&gt;Herbrai: Add suit symbols as emoji&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cooperatively, all players are trying to defeat the twelve royals: the Jacks, followed by the Queens, followed finally by the Kings.&lt;br /&gt;
&lt;br /&gt;
Hand Size is 8-5 for 1-4 players respectively.&lt;br /&gt;
&lt;br /&gt;
==Royals==&lt;br /&gt;
&lt;br /&gt;
Jacks have 10 Attack and 20 Health.&lt;br /&gt;
&lt;br /&gt;
Queens have 15 Attack and 30 Health.&lt;br /&gt;
&lt;br /&gt;
Kings have 20 Attack and 40 Health.&lt;br /&gt;
&lt;br /&gt;
A royal&#039;s suit blocks the use of that power against it.&lt;br /&gt;
&lt;br /&gt;
==Turn Basics==&lt;br /&gt;
&lt;br /&gt;
1. &#039;&#039;&#039;Play&#039;&#039;&#039;...&lt;br /&gt;
&lt;br /&gt;
- Play 1 card; or&lt;br /&gt;
&lt;br /&gt;
- Play an Ace and another card together (Aces can be played on their own too); or&lt;br /&gt;
&lt;br /&gt;
- Play a group of matching number cards (except Aces) whose sum is 10 or less.&lt;br /&gt;
&lt;br /&gt;
2. &#039;&#039;&#039;Activate&#039;&#039;&#039; the suit of the card(s) played &#039;&#039;(unless they match the Royal&#039;s suit, in which case the Royal blocks the activation)&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;♥️ Hearts&#039;&#039;&#039;: Return to the draw pile from the discard pile the value of the card (e.g. 4 of hearts would return 4 cards).&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;♦️ Diamonds&#039;&#039;&#039;: Draw cards in turn order to the value of the card, skipping players at max hand size.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;♣️ Clubs&#039;&#039;&#039;: Double the damage inflicted on the Royal.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;♠️ Spades&#039;&#039;&#039;: Reduce received damage by the value of the card for that Royal attack phase.&lt;br /&gt;
&lt;br /&gt;
3. Deal &#039;&#039;&#039;damage&#039;&#039;&#039; to the Royal equal to the total value of the card(s) played. If the damage exceeds the Health of the Royal, the Royal is defeated and placed on the Discard pile. The next Royal is then drawn from the Castle and faces the same player. &lt;br /&gt;
&lt;br /&gt;
4. If the Royal is still alive, they &#039;&#039;&#039;attack&#039;&#039;&#039; and you must discard cards whose value is equal or greater than the attack combined&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Animal companions&#039;&#039;&#039; - Aces are Animal Companions. They have a value of 1 for the purposes of attack and taking damage. They &#039;&#039;can&#039;&#039; be played in combination with another card, and their suit will apply for both cards (if different): for example, when playing the 8 of Diamonds with the Animal Companion (Ace) of Clubs the total attack value is 9, 9 cards are drawn, and 18 damage is dealt. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jester&#039;&#039;&#039; - Jesters have an attack value of 0 but they remove the suit of the royal when played. They also prevent the Royal from attacking the player. Finally, the next player to take a turn is chosen by the active player, rather than clockwise. Jesters have a value of 0 for the purposes of taking damage. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exact Damage&#039;&#039;&#039; - If a Royal is killed by an exact finishing value (e.g. a 3 when they have 3 life left) the card is placed onto the top of the Tavern pile (face down, ready to be drawn) rather than going to the Discard pile. Royals retain their attack value when players play them (J10, Q15, K20) and that is also the amount of damage they can take, same as normal cards (i.e. they do not have double health). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yielding&#039;&#039;&#039; - A player may choose to Yield (pass) entirely, not playing a card but skipping straight to step 4. A player may not Yield in solo, or if every other player has Yielded on their last turn. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discarding&#039;&#039;&#039; - Cards are only discarded once a Royal is defeated, this is mainly because any Spades played previously or by other players will stack. No other powers stack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Limited Communication&#039;&#039;&#039; - Players may not communicate to the other players any information which may reveal or suggest the contents of their hand. They may however remind other players of any public information such as how many cards they have in their hand, how many cards are left in the tavern, etc. Exception: after a Jester is played, and for the purpose of choosing the next player, the other players can say &amp;quot;I&#039;d like to go next&amp;quot; or &amp;quot;I&#039;d rather not go next&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
==Game End==&lt;br /&gt;
&lt;br /&gt;
The game ends either:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Win&#039;&#039;&#039; - The final King is killed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lose&#039;&#039;&#039; - A player is unable to defend an attack from a Royal or unable to play a card when the player cannot yield (because all the other players have yielded or in solo mode).&lt;/div&gt;</summary>
		<author><name>Herbrai</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptickettoride&amp;diff=14955</id>
		<title>Gamehelptickettoride</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptickettoride&amp;diff=14955"/>
		<updated>2022-10-05T00:12:03Z</updated>

		<summary type="html">&lt;p&gt;Herbrai: Pull table out into own section to make turn options easier to read&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Goal == &lt;br /&gt;
Score the highest number of points.&lt;br /&gt;
&lt;br /&gt;
== Starting The Game ==&lt;br /&gt;
&lt;br /&gt;
# Each player gets four cards from the train car card deck.&lt;br /&gt;
# Each player is dealt three destination cards and must select at least two to keep. Choose them wisely, as you will have to claim enough routes to connect the two cities. The numbers assigned to the cards are the number of points you will gain at the end of the game. If you don&#039;t complete the destination card by then, you will lose the same amount of points.&lt;br /&gt;
# After selecting your cards, 5 train cards will be dealt in a row face up into the draw area&lt;br /&gt;
&lt;br /&gt;
== Turn Overview ==&lt;br /&gt;
&lt;br /&gt;
Play only one of the following actions:&lt;br /&gt;
* &#039;&#039;&#039;Draw train cards.&#039;&#039;&#039; take 2 in any combination from the deck or the face up cards; or take only 1 locomotive (rainbow colored / wild) card from the face up cards.&lt;br /&gt;
* &#039;&#039;&#039;Claim a route.&#039;&#039;&#039; A route is a rail line from one city to another. To claim a route, you must have the same colored train car card as shown on the map (gray represents any 1 color you like) and enough cards for each car shown on the map. You may use one or more locomotives cards as wild cards. To claim a route, click on the route on the map. The longer the route, the more points you will score, as shown in below.&lt;br /&gt;
* &#039;&#039;&#039;Take more destination cards.&#039;&#039;&#039; If you want more destination cards, take three from the deck, and choose at least one to keep.&lt;br /&gt;
&lt;br /&gt;
== Route scoring ==&lt;br /&gt;
&lt;br /&gt;
When claiming a route, the number of points received depends upon the length of that route, as detailed in the table below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Scoring Values&lt;br /&gt;
|-&lt;br /&gt;
|Route Length&lt;br /&gt;
|Points&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== End Of Game ==&lt;br /&gt;
&lt;br /&gt;
# The last round is triggered as soon as any player has 2 or fewer train cars left. Each player (including the player who triggered the game end) gets a turn; then, scoring begins.&lt;br /&gt;
# Each player then gains (or loses) points according to how many destination cards they completed (or failed to complete).&lt;br /&gt;
# The player(s) with the longest continuous path of train cars on the map gains 10 points for having the longest route. &lt;br /&gt;
# The player with the most points wins!&lt;/div&gt;</summary>
		<author><name>Herbrai</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptickettoride&amp;diff=14924</id>
		<title>Gamehelptickettoride</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptickettoride&amp;diff=14924"/>
		<updated>2022-10-03T23:30:54Z</updated>

		<summary type="html">&lt;p&gt;Herbrai: Fix table formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Goal == &lt;br /&gt;
Score the highest number of points.&lt;br /&gt;
&lt;br /&gt;
== Starting The Game ==&lt;br /&gt;
&lt;br /&gt;
# Each player gets four cards from the train car card deck.&lt;br /&gt;
# Each player is dealt three destination cards and must select at least two to keep. Choose them wisely, as you will have to claim enough routes to connect the two cities. The numbers assigned to the cards are the number of points you will gain at the end of the game. If you don&#039;t complete the destination card by then, you will lose the same amount of points.&lt;br /&gt;
# After selecting your cards, 5 train cards will be dealt in a row face up into the draw area&lt;br /&gt;
&lt;br /&gt;
== Turn Overview ==&lt;br /&gt;
&lt;br /&gt;
Play only one of the following actions:&lt;br /&gt;
# Draw train cards: take 2 in any combination from the deck or the face up cards; or take only 1 locomotive (rainbow colored / wild) card from the face up cards.&lt;br /&gt;
# Claim a route: A route is a rail line from one city to another. To claim a trail, you must have the same colored train car card as shown on the map (gray represents any 1 color you like) and enough cards for each car shown on the map. You may use one or more locomotives cards as wild cards. To claim a route, click on the route on the map. The longer the route, the more points you will score, as shown in the scoring table below&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Scoring Values&lt;br /&gt;
|-&lt;br /&gt;
|Route Length&lt;br /&gt;
|Points&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
# Take more destination cards: If you want more destination cards, take three from the deck, and choose at least one to keep.&lt;br /&gt;
&lt;br /&gt;
== End Of Game ==&lt;br /&gt;
&lt;br /&gt;
# The last round is triggered when 1 player has 0, 1, or 2 train cars left. Each player (including the player who triggered the game end) gets a turn; then, scoring begins.&lt;br /&gt;
# Each player then gains (or loses) points according to how many destination cards they completed (or failed to complete) &lt;br /&gt;
# The player with the longest continuous path of train cars on the map gains 10 points for having the longest route. &lt;br /&gt;
# The player with the most points wins!&lt;/div&gt;</summary>
		<author><name>Herbrai</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptargi&amp;diff=10559</id>
		<title>Gamehelptargi</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptargi&amp;diff=10559"/>
		<updated>2021-12-17T11:10:19Z</updated>

		<summary type="html">&lt;p&gt;Herbrai: Consolidate duplicated content about what happens when the game ends&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each round of play has the following stages:&lt;br /&gt;
&lt;br /&gt;
# Players take turns playing their three &amp;quot;targi&amp;quot; (meeples) on the border cards. Targi may not be placed in the same row or column as your opponent&#039;s targi.&lt;br /&gt;
# Place up to 2 &amp;quot;tribal markers&amp;quot; in the middle of the game board at the intersection of the rows/columns of your targi.&lt;br /&gt;
# You may then activate the cards under each of your pieces. These cards may give you more goods, or they may let you spend your goods to purchase special cards to place in your personal tableau.&lt;br /&gt;
&lt;br /&gt;
You may only hold 3 gold and 10 goods total between rounds.&lt;br /&gt;
&lt;br /&gt;
== Phases of Each Round ==&lt;br /&gt;
&lt;br /&gt;
=== 1. Move the robber one space forward ===&lt;br /&gt;
&lt;br /&gt;
In the first round, the robber is placed on the &#039;&#039;Noble&#039;&#039; space. At the start of subsequent rounds, move the robber one space along the track clockwise. When the robber reaches a corner, a raid takes place and players will lose resources:&lt;br /&gt;
&lt;br /&gt;
* Raid 1: Lose 1 good or 1 victory point&lt;br /&gt;
* Raid 2: Lose 2 goods or 1 victory point&lt;br /&gt;
* Raid 3: Lose 3 goods or 2 victory points&lt;br /&gt;
* Raid 4: Lose 1 gold or 3 victory points&lt;br /&gt;
&lt;br /&gt;
If a player does not have enough resources to pay the robber at all, their opponent receives the victory points that would have been lost to the robber. After a raid, the next round begins immediately.&lt;br /&gt;
&lt;br /&gt;
=== 2. Place meeples ===&lt;br /&gt;
&lt;br /&gt;
Beginning with the starting player, players take turns placing their meeples along the track until all meeples have been placed. The cards on which meeples are placed indicate actions available to the player during the round.&lt;br /&gt;
&lt;br /&gt;
Meeples may not be placed:&lt;br /&gt;
* where the robber is&lt;br /&gt;
* where another meeple is&lt;br /&gt;
* on the corner raid spaces&lt;br /&gt;
* on a space directly opposite from an opponent&#039;s meeple (along the opposite track)&lt;br /&gt;
&lt;br /&gt;
=== 3. Place tribe markers ===&lt;br /&gt;
&lt;br /&gt;
Each player places their tribe markers where the lines of sight of their meeples cross within the centre of the playing field. In most cases there will be two intersections and therefore two markers will be placed. However, if a player has placed two of their meeples opposite one another, there will only be one intersection, and they may only place one tribe marker. The cards on which a player&#039;s tribe markers are placed indicate actions available to them during the round.&lt;br /&gt;
&lt;br /&gt;
=== 4. Actions ===&lt;br /&gt;
&lt;br /&gt;
The first player plays all the actions allowed by their meeples and tribe markers before the next player begins. They are free to decide the order in which each action is played. However, each action must be completed before starting another. A player may also choose not to carry out an action.&lt;br /&gt;
When a player has used an action from the track, they retrieve their meeple from the card. The card remains as part of the track.&lt;br /&gt;
&lt;br /&gt;
After using actions from cards in the middle of the playing field, the player retrieves their tribe marker, and the used card is replaced by one of the other sort. When using a resource card, the player collects the corresponding token(s), discards the card, and replaces it with a tribe card face down. When using a tribe card, the player decides what to do with it, and then replaces it with a resource card face down.&lt;br /&gt;
&lt;br /&gt;
With tribe cards, a player must decide between:&lt;br /&gt;
a. playing it by paying its cost and then adding it to their display&lt;br /&gt;
b. holding it in their hand&lt;br /&gt;
c. discarding it&lt;br /&gt;
&lt;br /&gt;
Only one tribe card may be held by each player at a time. When holding a tribe card, further tribe cards drawn that are not immediately played must be discarded. To be able to play or discard a tribe card in hand, players must use the Noble space (not available in the first round).&lt;br /&gt;
Playing a tribe card from the hand using the Noble space still involves paying its cost.&lt;br /&gt;
&lt;br /&gt;
=== 5. Reveal new cards and change starting player ===&lt;br /&gt;
&lt;br /&gt;
After both players have carried out their actions, all resource and tribe cards in the middle of the playing field are turned face up. The starting player amulet is passed to change the starting player. Begin a new round with the robber moving one space foward.&lt;br /&gt;
&lt;br /&gt;
== Additional Rules ==&lt;br /&gt;
&lt;br /&gt;
=== Tribe cards ===&lt;br /&gt;
&lt;br /&gt;
The tribe cards are divided into five types with the following symbols: wells, camels, oases, Targia, and tents.&lt;br /&gt;
&lt;br /&gt;
Players play tribe cards by paying their cost and then using them to build a personal display of three rows of four cards each. Rows are formed from left to right. A row does not have to be finished before starting a new one and players may build upon more than one row at a time. &lt;br /&gt;
&lt;br /&gt;
Cards played remain in their place for the whole game.&lt;br /&gt;
&lt;br /&gt;
If a player completes a row in which all four cards have the same symbol, they will receive 4 victory points at the end of the game. If they complete a row of cards with four different symbols, they will receive 2 victory points. Rows with less than four cards and rows of four that do not meet the above conditions yield no victory points.&lt;br /&gt;
&lt;br /&gt;
The cost to play the tribe cards is indicated at the top right of each card. When a slash appears in the cost, players may choose what to pay between the options. The number of victory points associated with each card is at the bottom right in the form of silver crosses. Tribe cards played may award one-time bonuses, provide a permanent special ability, or have an endgame effect. A player may make use of a card&#039;s benefit immediately after adding it to their display.&lt;br /&gt;
&lt;br /&gt;
=== Border cards ===&lt;br /&gt;
&lt;br /&gt;
Caravan: Reveal the top card from the resource deck and receive whatever resource token(s) are depicted. Discard the resource card.&lt;br /&gt;
&lt;br /&gt;
Fata Morgana: The player may move one of their tribe markers to another card in the middle that is unoccupied.&lt;br /&gt;
&lt;br /&gt;
Silversmith: Trade 2 identical goods for 2 victory points, 4 identical goods for 3 victory points, 1 gold for 2 victory points, or 2 gold for 4 victory points. Only one exchange is&lt;br /&gt;
allowed each time this action is played.&lt;br /&gt;
&lt;br /&gt;
Trader: Players may exchange 3 of the same goods for 1 gold, or 2 identical goods for 1 other good. Players may exchange as many times as they are able.&lt;br /&gt;
&lt;br /&gt;
Tribal Expansion: Reveal the top card from the tribe cards deck. Either pay the cost to play it, hang onto it (if not already holding a card), or discard it.&lt;br /&gt;
&lt;br /&gt;
Note: The Raid spaces and the Noble space are explained in phase 1 and phase 4 above.&lt;br /&gt;
&lt;br /&gt;
=== Resource cards ===&lt;br /&gt;
&lt;br /&gt;
Resource cards may grant players 1 or 2 goods, 1 gold, or 1 victory point. If all three goods are depicted separated by slashes, the player receives one of their choice.&lt;br /&gt;
&lt;br /&gt;
=== Resource limits ===&lt;br /&gt;
&lt;br /&gt;
The number of goods and gold that can be carried over into the next round is limited. After completing all the actions of a round, players that have more than 10 goods or 3 gold must return the excess to the supply. They can decide which specific goods to return. Before the end of a round, however, a player may have more than this limit, to spend on tribe cards, or to be exchanged at the Trader or Silversmith spaces.&lt;br /&gt;
&lt;br /&gt;
== End and Scoring ==&lt;br /&gt;
&lt;br /&gt;
The game ends when either:&lt;br /&gt;
&lt;br /&gt;
* The robber reaches the 4th raid space, completing a full lap of the board, or&lt;br /&gt;
* A player fills their tableau by playing their 12th tribe card.&lt;br /&gt;
&lt;br /&gt;
If the robber reaches the 4th raid space, the raid occurs and players lose resources before the game ends.&lt;br /&gt;
&lt;br /&gt;
If it is the starting player who ends the game, the other player will finish their turn.&lt;br /&gt;
&lt;br /&gt;
Players add up all their victory points:&lt;br /&gt;
&lt;br /&gt;
* Victory point tokens&lt;br /&gt;
* Silver crosses on tribe cards in display&lt;br /&gt;
* Bonuses on tribe cards in display if any&lt;br /&gt;
* 4 points for each completed row in the display where all the symbols match&lt;br /&gt;
* 2 points for each completed row in the display with four different symbols&lt;br /&gt;
&lt;br /&gt;
The player with the most points wins. If there is a tie, the player with the most gold wins. If there is still a tie, the player with the most goods wins. If there is still a tie, the game is a draw.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
The supply of goods is unlimited. If there are not enough tokens representing dates, salt, or pepper, the player notes which good they have on a piece of paper.&lt;br /&gt;
&lt;br /&gt;
If the deck of resource cards runs out, shuffle the discard pile to form a new draw pile.&lt;/div&gt;</summary>
		<author><name>Herbrai</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptargi&amp;diff=10558</id>
		<title>Gamehelptargi</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptargi&amp;diff=10558"/>
		<updated>2021-12-17T11:06:34Z</updated>

		<summary type="html">&lt;p&gt;Herbrai: Add more formatting to improve readability&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each round of play has the following stages:&lt;br /&gt;
# Players take turns playing their three &amp;quot;targi&amp;quot; (meeples) on the border cards. Targi may not be placed in the same row or column as your opponent&#039;s targi.&lt;br /&gt;
# Place up to 2 &amp;quot;tribal markers&amp;quot; in the middle of the game board at the intersection of the rows/columns of your targi.&lt;br /&gt;
# You may then activate the cards under each of your pieces. These cards may give you more goods, or they may let you spend your goods to purchase special cards to place in your personal tableau.&lt;br /&gt;
&lt;br /&gt;
You may only hold 3 gold and 10 goods total between rounds.&lt;br /&gt;
&lt;br /&gt;
== Game End Condition ==&lt;br /&gt;
&lt;br /&gt;
The game ends when a player has filled their tableau, or when the robber has completed one jog around the map.&lt;br /&gt;
&lt;br /&gt;
In addition to the victory points earned during the game and from special card abilities, you also get:&lt;br /&gt;
&lt;br /&gt;
* 4 victory points for a row of identical card types in your tableau, and&lt;br /&gt;
* 2 victory points for a row of all different card types&lt;br /&gt;
&lt;br /&gt;
In the event of a tie, the player with the most gold wins, and if gold is a tie, the player with the most goods wins.&lt;br /&gt;
&lt;br /&gt;
== Phases of Each Round ==&lt;br /&gt;
&lt;br /&gt;
=== 1. Move the robber one space forward ===&lt;br /&gt;
&lt;br /&gt;
In the first round, the robber is placed on the &#039;&#039;Noble&#039;&#039; space. At the start of subsequent rounds, move the robber one space along the track clockwise. When the robber reaches a corner, a raid takes place and players will lose resources:&lt;br /&gt;
&lt;br /&gt;
* Raid 1: Lose 1 good or 1 victory point&lt;br /&gt;
* Raid 2: Lose 2 goods or 1 victory point&lt;br /&gt;
* Raid 3: Lose 3 goods or 2 victory points&lt;br /&gt;
* Raid 4: Lose 1 gold or 3 victory points&lt;br /&gt;
&lt;br /&gt;
If a player does not have enough resources to pay the robber at all, their opponent receives the victory points that would have been lost to the robber. After a raid, the next round begins immediately.&lt;br /&gt;
&lt;br /&gt;
=== 2. Place meeples ===&lt;br /&gt;
&lt;br /&gt;
Beginning with the starting player, players take turns placing their meeples along the track until all meeples have been placed. The cards on which meeples are placed indicate actions available to the player during the round.&lt;br /&gt;
&lt;br /&gt;
Meeples may not be placed:&lt;br /&gt;
* where the robber is&lt;br /&gt;
* where another meeple is&lt;br /&gt;
* on the corner raid spaces&lt;br /&gt;
* on a space directly opposite from an opponent&#039;s meeple (along the opposite track)&lt;br /&gt;
&lt;br /&gt;
=== 3. Place tribe markers ===&lt;br /&gt;
&lt;br /&gt;
Each player places their tribe markers where the lines of sight of their meeples cross within the centre of the playing field. In most cases there will be two intersections and therefore two markers will be placed. However, if a player has placed two of their meeples opposite one another, there will only be one intersection, and they may only place one tribe marker. The cards on which a player&#039;s tribe markers are placed indicate actions available to them during the round.&lt;br /&gt;
&lt;br /&gt;
=== 4. Actions ===&lt;br /&gt;
&lt;br /&gt;
The first player plays all the actions allowed by their meeples and tribe markers before the next player begins. They are free to decide the order in which each action is played. However, each action must be completed before starting another. A player may also choose not to carry out an action.&lt;br /&gt;
When a player has used an action from the track, they retrieve their meeple from the card. The card remains as part of the track.&lt;br /&gt;
&lt;br /&gt;
After using actions from cards in the middle of the playing field, the player retrieves their tribe marker, and the used card is replaced by one of the other sort. When using a resource card, the player collects the corresponding token(s), discards the card, and replaces it with a tribe card face down. When using a tribe card, the player decides what to do with it, and then replaces it with a resource card face down.&lt;br /&gt;
&lt;br /&gt;
With tribe cards, a player must decide between:&lt;br /&gt;
a. playing it by paying its cost and then adding it to their display&lt;br /&gt;
b. holding it in their hand&lt;br /&gt;
c. discarding it&lt;br /&gt;
&lt;br /&gt;
Only one tribe card may be held by each player at a time. When holding a tribe card, further tribe cards drawn that are not immediately played must be discarded. To be able to play or discard a tribe card in hand, players must use the Noble space (not available in the first round).&lt;br /&gt;
Playing a tribe card from the hand using the Noble space still involves paying its cost.&lt;br /&gt;
&lt;br /&gt;
=== 5. Reveal new cards and change starting player ===&lt;br /&gt;
&lt;br /&gt;
After both players have carried out their actions, all resource and tribe cards in the middle of the playing field are turned face up. The starting player amulet is passed to change the starting player. Begin a new round with the robber moving one space foward.&lt;br /&gt;
&lt;br /&gt;
== Additional Rules ==&lt;br /&gt;
&lt;br /&gt;
=== Tribe cards ===&lt;br /&gt;
&lt;br /&gt;
The tribe cards are divided into five types with the following symbols: wells, camels, oases, Targia, and tents.&lt;br /&gt;
&lt;br /&gt;
Players play tribe cards by paying their cost and then using them to build a personal display of three rows of four cards each. Rows are formed from left to right. A row does not have to be finished before starting a new one and players may build upon more than one row at a time. &lt;br /&gt;
&lt;br /&gt;
Cards played remain in their place for the whole game.&lt;br /&gt;
&lt;br /&gt;
If a player completes a row in which all four cards have the same symbol, they will receive 4 victory points at the end of the game. If they complete a row of cards with four different symbols, they will receive 2 victory points. Rows with less than four cards and rows of four that do not meet the above conditions yield no victory points.&lt;br /&gt;
&lt;br /&gt;
The cost to play the tribe cards is indicated at the top right of each card. When a slash appears in the cost, players may choose what to pay between the options. The number of victory points associated with each card is at the bottom right in the form of silver crosses. Tribe cards played may award one-time bonuses, provide a permanent special ability, or have an endgame effect. A player may make use of a card&#039;s benefit immediately after adding it to their display.&lt;br /&gt;
&lt;br /&gt;
=== Border cards ===&lt;br /&gt;
&lt;br /&gt;
Caravan: Reveal the top card from the resource deck and receive whatever resource token(s) are depicted. Discard the resource card.&lt;br /&gt;
&lt;br /&gt;
Fata Morgana: The player may move one of their tribe markers to another card in the middle that is unoccupied.&lt;br /&gt;
&lt;br /&gt;
Silversmith: Trade 2 identical goods for 2 victory points, 4 identical goods for 3 victory points, 1 gold for 2 victory points, or 2 gold for 4 victory points. Only one exchange is&lt;br /&gt;
allowed each time this action is played.&lt;br /&gt;
&lt;br /&gt;
Trader: Players may exchange 3 of the same goods for 1 gold, or 2 identical goods for 1 other good. Players may exchange as many times as they are able.&lt;br /&gt;
&lt;br /&gt;
Tribal Expansion: Reveal the top card from the tribe cards deck. Either pay the cost to play it, hang onto it (if not already holding a card), or discard it.&lt;br /&gt;
&lt;br /&gt;
Note: The Raid spaces and the Noble space are explained in phase 1 and phase 4 above.&lt;br /&gt;
&lt;br /&gt;
=== Resource cards ===&lt;br /&gt;
&lt;br /&gt;
Resource cards may grant players 1 or 2 goods, 1 gold, or 1 victory point. If all three goods are depicted separated by slashes, the player receives one of their choice.&lt;br /&gt;
&lt;br /&gt;
=== Resource limits ===&lt;br /&gt;
&lt;br /&gt;
The number of goods and gold that can be carried over into the next round is limited. After completing all the actions of a round, players that have more than 10 goods or 3 gold must return the excess to the supply. They can decide which specific goods to return. Before the end of a round, however, a player may have more than this limit, to spend on tribe cards, or to be exchanged at the Trader or Silversmith spaces.&lt;br /&gt;
&lt;br /&gt;
== End and Scoring ==&lt;br /&gt;
&lt;br /&gt;
The game ends when the robber reaches the 4th raid space. Players lose resources during the raid before the game ends.&lt;br /&gt;
&lt;br /&gt;
The game may also end when a player completes their display by playing their 12th tribe card.&lt;br /&gt;
&lt;br /&gt;
If it is the starting player who ends the game, the other player will finish their turn.&lt;br /&gt;
&lt;br /&gt;
Players add up all their victory points:&lt;br /&gt;
&lt;br /&gt;
* Victory point tokens&lt;br /&gt;
* Silver crosses on tribe cards in display&lt;br /&gt;
* Bonuses on tribe cards in display if any&lt;br /&gt;
* 4 points for each completed row in the display where all the symbols match&lt;br /&gt;
* 2 points for each completed row in the display with four different symbols&lt;br /&gt;
&lt;br /&gt;
The player with the most points wins. If there is a tie, the player with the most gold wins. If there is still a tie, the player with the most goods wins. If there is still a tie, the game is a draw.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
The supply of goods is unlimited. If there are not enough tokens representing dates, salt, or pepper, the player notes which good they have on a piece of paper.&lt;br /&gt;
&lt;br /&gt;
If the deck of resource cards runs out, shuffle the discard pile to form a new draw pile.&lt;/div&gt;</summary>
		<author><name>Herbrai</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelplostcities&amp;diff=10169</id>
		<title>Gamehelplostcities</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelplostcities&amp;diff=10169"/>
		<updated>2021-11-13T23:07:07Z</updated>

		<summary type="html">&lt;p&gt;Herbrai: Remove assumption that opponent is male&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;THE DECK&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
There are 5 suits (yellow, blue, white, green, and red; each corresponding to one of the colored expedition maps on the center board). &lt;br /&gt;
&lt;br /&gt;
Each suit consists of 12 cards: 9 cards numbered 2-10, plus 3 investment cards marked with a handshake symbol.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PLAY&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Each player maintains a hand of 8 cards. There is a shared draw deck. You will sort your cards by suit, by tucking them under your side of the center board. Your opponent will do the same on their side of the center board. Each expedition map on the center board represents a discard spot for the corresponding color. Both players use the discard piles jointly.&lt;br /&gt;
&lt;br /&gt;
On your turn, you must:&lt;br /&gt;
&lt;br /&gt;
1. Add one card from your hand to a suit, by placing it &#039;&#039;&#039;below&#039;&#039;&#039; the corresponding color on the center board  &#039;&#039;&#039;OR&#039;&#039;&#039; discard one card to the appropriate discard pile &#039;&#039;&#039;on&#039;&#039;&#039; the center board. &lt;br /&gt;
&lt;br /&gt;
2. Draw the top card from the shared draw pile &#039;&#039;&#039;OR&#039;&#039;&#039; from a discard pile on the center board.&lt;br /&gt;
&lt;br /&gt;
Both actions are mandatory.&lt;br /&gt;
&lt;br /&gt;
Cards must be added in ascending sequence. Number gaps are permitted (for example 3-5-6-9 is allowed). Investment (handshake) cards are played before the corresponding suit cards, ie. in the same position where one would play a card numbered 0. Investment cards can no longer be added to a suit after the player has added any numbered card(s) to the suit.&lt;br /&gt;
&lt;br /&gt;
Players need not embark on all 5 expeditions (colors); only those that are embarked on by a player count toward that player&#039;s score.&lt;br /&gt;
&lt;br /&gt;
The round ends immediately when the last card is picked up from the draw pile. The game continues until the players have completed three rounds (or the number of rounds selected during game setup).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SCORING&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your score for each round is the sum of the points you scored for each of the five expeditions, counted as follows:&lt;br /&gt;
&lt;br /&gt;
1. Take the sum of all your numbered cards in the expedition&lt;br /&gt;
&lt;br /&gt;
2. Subtract 20 if you played any cards to it (including investment cards)&lt;br /&gt;
&lt;br /&gt;
3. Multiply the result from step 2. by (number of investment cards + 1). Note that the negative values is also multiplied!&lt;br /&gt;
&lt;br /&gt;
4. Add 20 if the expedition contains 8 or more cards&lt;/div&gt;</summary>
		<author><name>Herbrai</name></author>
	</entry>
</feed>