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	<updated>2026-09-30T06:17:40Z</updated>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpaquatica&amp;diff=25754</id>
		<title>Gamehelpaquatica</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpaquatica&amp;diff=25754"/>
		<updated>2025-07-11T14:49:43Z</updated>

		<summary type="html">&lt;p&gt;HoganLong: Add icon reference sheet&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Reference sheet aq.png|center|thumb|1186x1186px|Icon quick reference]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;OVERVIEW&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
In Aquatica, players take the role of Sea Folk seeking prosperity by conquering and developing undersea locations. The player with the most Prosperity Points at the end of the game wins!&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;ON YOUR TURN&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;On your turn, you &amp;lt;strong&amp;gt;must&amp;lt;/strong&amp;gt;:&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Play 1 Character card&amp;lt;/strong&amp;gt; from your hand and perform its ability to the fullest extent possible.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Discard the card to your personal discard pile.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;You &#039;&#039;&#039;may&#039;&#039;&#039; also &#039;&#039;&#039;perform any number of&#039;&#039;&#039; &amp;lt;strong&amp;gt;additional actions&amp;lt;/strong&amp;gt;, before and/or after playing your Character card, in any order:&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Activate a ready Manta&amp;lt;/strong&amp;gt; (flipping it to its tired side) to gain a resource or trigger a special effect.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Exploit a Location Depth&amp;lt;/strong&amp;gt; to gain the displayed resource or effect then slide the Location card up one step.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;Note:&amp;lt;/strong&amp;gt; You can only gain resources (from mantas or locations) if required by your main action, and those are the only additional actions allowed &#039;&#039;during&#039;&#039; your main action. The other additional actions must be performed before or after, but not during your main action.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;MAIN ACTIONS (Character Cards)&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Each Character card allows one of the following (depending on the card’s ability):&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Recruit&amp;lt;/strong&amp;gt; – Pay coins to gain a Character card from the display.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Buy a Location&amp;lt;/strong&amp;gt; – Pay coins to gain a Location card and place it on your board.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Conquer a Location&amp;lt;/strong&amp;gt; – Pay power (Tridents) instead of coins to gain a Location and place it on your board.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Raise a Location&amp;lt;/strong&amp;gt; – Slide a Location card up to access depth bonuses (resources or effects) or gain Mantas.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Score a Fully Raised Location&amp;lt;/strong&amp;gt; – Move it to your scoring pile.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Scout&amp;lt;/strong&amp;gt; &amp;lt;em&amp;gt;(optional)&amp;lt;/em&amp;gt; – Refresh the Location display:&lt;br /&gt;
&amp;lt;li&amp;gt;Discard the top row of Locations. &amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;Move the bottom row to the top. &amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;Refill the bottom row with new cards from the deck. &amp;lt;/li&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;PLACING LOCATIONS AND USING MANTAS&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;You must have an empty slot on your board to place a new Location.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Locations are raised step-by-step to unlock resources and effects.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Fully raised Locations may grant a &amp;lt;strong&amp;gt;Wild Manta&amp;lt;/strong&amp;gt; if they have a manta icon, but they don’t provide points unless scored.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Only fully raised Locations can be scored.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Mantas are reusable: flip them to use, and refresh them with abilities like &amp;lt;em&amp;gt;Matrona&amp;lt;/em&amp;gt; or &amp;lt;em&amp;gt;Mantas Leader&amp;lt;/em&amp;gt;.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;All resources are temporary and only usable during your turn.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;ACHIEVING GOALS&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;There are 4 shared goals shown on the board. When you meet a goal&#039;s condition, you may:&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Place one of your color Mantas (ready or tired) on the leftmost empty space of each goal fulfilled that turn.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Each goal may only be claimed once per player.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Claiming a goal earlier gives more points!&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;END GAME&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The &amp;lt;strong&amp;gt;final round&amp;lt;/strong&amp;gt; is triggered when any of the following occurs:&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;A player has claimed all 4 goals.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;The Location deck is empty.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;The Character deck is empty.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;After one final turn for each player, the game ends.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;SCORING&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;At the end of the game, players score:&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;1 point per Character card &amp;lt;em&amp;gt;in hand&amp;lt;/em&amp;gt; (including your King). Discarded cards do not score.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Points shown on Locations in your &#039;&#039;Scoring Pile&#039;&#039;. Locations still on your player board do not score.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Points from goals, based on the position of your Mantas in the Goal area.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;Tiebreakers:&amp;lt;/strong&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Most Mantas in personal supply.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Lowest-numbered King card.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;KING CARDS (Optional)&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Each player starts with a King card in hand.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;King cards provide a unique ability and count toward Character-based goals.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;They also count as scoring cards in hand at the end of the game.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;In case of a tie, the player with the lowest-numbered King card wins.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;VARIABLE GOALS (Optional)&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;The 4 default goals are replaced with randomized goal tokens.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;These offer alternative objectives and different scoring conditions.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;The active goals are always visible on the board during the game.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;/div&gt;</summary>
		<author><name>HoganLong</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Reference_sheet_aq.png&amp;diff=25753</id>
		<title>File:Reference sheet aq.png</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Reference_sheet_aq.png&amp;diff=25753"/>
		<updated>2025-07-11T14:29:54Z</updated>

		<summary type="html">&lt;p&gt;HoganLong: Reference Sheet for Aquatica&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Reference Sheet for Aquatica&lt;/div&gt;</summary>
		<author><name>HoganLong</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpearth&amp;diff=21774</id>
		<title>Gamehelpearth</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpearth&amp;diff=21774"/>
		<updated>2024-07-05T22:23:35Z</updated>

		<summary type="html">&lt;p&gt;HoganLong: /* End Game Scoring */ Explained the list there was the same order as the score card.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
Earth is an engine building game played over rounds in which each player gets a turn creating their own island with its terrain and flora. The game ends at the end of the round in which a player completes their island of 16 cards in a 4x4 grid.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
The game starts with each player choosing an Island, a Climate and an Ecosystem card. The Island card dictates your starting soil, compost size and hand of card. The Climate card has a basic ability to help start your engine. The Ecosystem card is an end game scoring card.&lt;br /&gt;
&lt;br /&gt;
== Turn Overview ==&lt;br /&gt;
&lt;br /&gt;
On a player&#039;s turn, they must choose a main action: Plant (green), Compost (red), Water (blue) or Grow (yellow). The active player gets to do a more powerful version of the action and the other players will do a less powerful version. Then, all players can activate their cards with abilities matching the main action color.&lt;br /&gt;
&lt;br /&gt;
== Main Actions ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Plant (green)&#039;&#039;&#039;: Place cards from your hand in your tableau. You must pay the cost of the card with soil. Cards must form a 4x4 grid at the end of the game. When placing a card, it must touch existing cards from your tableau (diagonally or orthogonally). The active player plants 2 cards and the others plant 1 card. After, the active player draws 4 cards and keep 1 and the others draw 1 card. (Drawing cards cannot be undone so, for the active player, planting the second card cannot be undone. For the others, planting cannot be undone)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Compost&#039;&#039;&#039;: Gain soil and/or draw card from the deck and place them in your compost without looking at them. Each card in your compost scores 1 point the end of the game.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Water&#039;&#039;&#039;: Place sprouts (cube) on sprout spots on cards in your tableau or gain soil. Each sprout scores 1 point at the end of the game.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Grow&#039;&#039;&#039;: Place growth pieces or canopies on growth spot on cards in your tableau and/or draw cards to your hand. Each growth piece scores 1 point at the end of the game but the last piece you place when reaching the maximum growth of the card must be a canopy. A card with a canopy scores the growth score on the card instead of 1 point per piece. (Drawing cards cannot be undone)&lt;br /&gt;
&lt;br /&gt;
== Activation ==&lt;br /&gt;
After the main action, all players activate their cards with matching color. You either activate your Island, your Climate and then your Tableau &#039;&#039;&#039;or&#039;&#039;&#039; you activate your Tableau and then your Island and your Climate. When activating your Tableau, you activate it in order from left to right and top to bottom. You can skip activating abilities. For abilities with a colon (:), you must pay the cost to gain the benefits.&lt;br /&gt;
&lt;br /&gt;
Note that Black abilities are activated when the card is planted in your tableau. Brown abilities are either in-game effects or end game scoring.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
The most common in-game abilities are:&lt;br /&gt;
&lt;br /&gt;
* Draw cards from deck (cannot be undone)&lt;br /&gt;
* Gain or Pay Growth pieces&lt;br /&gt;
* Gain or Pay Sprout pieces&lt;br /&gt;
* Gain or Pay Soil&lt;br /&gt;
* Compost cards from your hand&lt;br /&gt;
* Compost cards from the deck (cannot be undone)&lt;br /&gt;
* Discard cards from your compost (cannot be undone)&lt;br /&gt;
* Reduce the cost of cards of a certain type (Tree, Herb, Mushroom, Bush) or with certain habitat (Sunny, Wet, Rocky, Cold)&lt;br /&gt;
&lt;br /&gt;
There are other in-game abilities that are less common:&lt;br /&gt;
&lt;br /&gt;
* Draw cards from your compost (cannot be undone)&lt;br /&gt;
* Pay part of the cost of a card with your compost, sprout pieces or growth pieces&lt;br /&gt;
* Copy the ability of another card&lt;br /&gt;
* Plant another card at no cost and draw cards (cannot be undone)&lt;br /&gt;
* Prevent the player from choosing a specific main action&lt;br /&gt;
* Cards that counts as any type (Tree, Herb, Mushroom, Bush)&lt;br /&gt;
&lt;br /&gt;
== Event Cards ==&lt;br /&gt;
&lt;br /&gt;
Event cards can be played at any time except in the middle of an action or ability. Played event cards are placed in a pile on the player board. Some event cards have negative score and will make the player lose points at the end of the game. The rules are very clear : events do not count for any Fauna and Ecosystem cards, except if explicitly written on the card, with a lightning icon.&lt;br /&gt;
&lt;br /&gt;
== Conversion ==&lt;br /&gt;
&lt;br /&gt;
At any time except in the middle of an action or ability, players can convert 3 sprouts to 2 soil (but not the other way around). Note that 3 sprouts is 3 points at the end of the game.&lt;br /&gt;
&lt;br /&gt;
== Fauna Cards ==&lt;br /&gt;
Four Fauna cards are selected at random at the start of the game. These are in-game objectives to complete. The first player to complete the objective gets more points. If multiple players complete an objective in the same turn, the active player scores more points and then players are placed in turn order.&lt;br /&gt;
&lt;br /&gt;
== 4x4 Bonus ==&lt;br /&gt;
The first player to complete its 4x4 Tableau scores a 7 point bonus. If multiple players complete their tableau in the same turn, the active player scores the bonus or the first player in turn order.&lt;br /&gt;
&lt;br /&gt;
== Ecosystem Cards ==&lt;br /&gt;
Each player has an Ecosystem card and there are 2 randomly selected public Ecosystem cards. Player&#039;s ecosystem cards can only be scored by the player that owns it. Public Ecosystem cards are scored by all players.&lt;br /&gt;
&lt;br /&gt;
== Flora vs Cards ==&lt;br /&gt;
When a Fauna or an Ecosystem card mention &#039;&#039;&#039;Flora&#039;&#039;&#039;, it means that it applies only to green planted cards (Tree, Herb, Mushroom, Bush) in your tableau. If they mention &#039;&#039;&#039;cards&#039;&#039;&#039;, it means all cards in your tableau and possibly Island and Climate cards.&lt;br /&gt;
&lt;br /&gt;
== End Game Scoring ==&lt;br /&gt;
&lt;br /&gt;
At the end of the game, the following score points (this list is in the same order as the &amp;quot;scoring card&amp;quot; that pops up at the end of the game):&lt;br /&gt;
&lt;br /&gt;
* Score on cards in your Tableau, on your Island and Climate cards&lt;br /&gt;
* Positive and negative score on your Event cards&lt;br /&gt;
* Score 1 point per card in your compost&lt;br /&gt;
* Score 1 point per sprout piece on cards in your Tableau&lt;br /&gt;
* Score 1 point per growth piece on cards in your Tableau. If a card growth height is maxed (it has a canopy), score the points on the card instead&lt;br /&gt;
* Score Terrain cards in your Tableau with Brown abilities that score points&lt;br /&gt;
* Score your private Ecosystem card&lt;br /&gt;
* Score the 2 public Ecosystem cards&lt;br /&gt;
* Score points from the Fauna board: for the 4 cards and the bonus for the first to finish its 4x4 Tableau&lt;br /&gt;
&lt;br /&gt;
== Beginner, Standard and Advanced Mode ==&lt;br /&gt;
&lt;br /&gt;
* In Beginner Mode, there are no Ecosystem cards. Also, all players get 10 points per Fauna card objective.&lt;br /&gt;
* Standard Mode is what is described above.&lt;br /&gt;
* In Advanced Mode, players get more choices of Island, Climate and Ecosystem cards at the start of the game but the gameplay is the same as Standard Mode.&lt;br /&gt;
&lt;br /&gt;
== Solo Mode ==&lt;br /&gt;
&lt;br /&gt;
In Solo, you play against Gaia. You play your turn like normal and then Gaia will “follow” your main action. Then Gaia plays its turn by drawing a card from a deck of 6 Gaia cards. You then “follow” Gaia&#039;s action and then Gaia plays her main action. Once the 6 cards are drawn, the deck is reshuffled and you play the next 6 turn. The game ends when the player finishes its 4x4 Tableau or when Gaia draws its last card.&lt;/div&gt;</summary>
		<author><name>HoganLong</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpterraformingmars&amp;diff=21068</id>
		<title>Gamehelpterraformingmars</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpterraformingmars&amp;diff=21068"/>
		<updated>2024-05-08T17:47:56Z</updated>

		<summary type="html">&lt;p&gt;HoganLong: /* Game End */ Updated with additional details&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Turn Structure ==&lt;br /&gt;
Each round of the game represents one generation of development and colonization on Mars. At the start of each round, the first player token moves to the next player.&lt;br /&gt;
&lt;br /&gt;
In every generation players perform the following steps:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1) Research:&#039;&#039;&#039; draw four cards and add any number of them into your hand. Pay 3 M€ for each one added and discard the rest. There is no hand limit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2) Actions:&#039;&#039;&#039; take 1-2 actions from the list below or pass. If you pass, you will not play again for the rest of the round. Continue in turn order until all players have passed. (Note that, during another player&#039;s turn in BGA, you can indicate that you will be passing on your next turn by pressing the Advanced Pass button in the &#039;current activity&#039; box at the top of the page. This allows you to go off and do other things without holding up the game. There is a Confirm button!)&lt;br /&gt;
&lt;br /&gt;
1) Play a card from your hand&lt;br /&gt;
&lt;br /&gt;
2) Use a standard project&lt;br /&gt;
&lt;br /&gt;
3) Claim a milestone (total of 3 times per game between all players)&lt;br /&gt;
&lt;br /&gt;
4) Fund an award (total of 3 times per game between all players)&lt;br /&gt;
&lt;br /&gt;
5) Use an action on a blue card (each blue card may be used once per generation)&lt;br /&gt;
&lt;br /&gt;
6) Convert 8 plants into a greenery tile (increasing the oxygen level and your Terraform Rating)&lt;br /&gt;
&lt;br /&gt;
7) Convert 8 heat into a temperature increase (increasing your Terraform Rating)&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;3) Production:&#039;&#039;&#039; first convert all unspent energy into heat, then all players simultaneously produce resources and M€ according to their production values. Players also get M€ equal to their Terraform Rating. (Note that M€ production values may be negative. ====&lt;br /&gt;
==== Playing Cards ====&lt;br /&gt;
Some cards have requirements in order to play them, such as:&lt;br /&gt;
&lt;br /&gt;
- Global parameters (oceans, oxygen, temperature) must be above or below a certain level&lt;br /&gt;
&lt;br /&gt;
- You must have enough tags of a given type already in play (like Science)&lt;br /&gt;
&lt;br /&gt;
- You must be able to produce a specific resource (like Titanium)&lt;br /&gt;
&lt;br /&gt;
Cards have a base cost which must be paid in M€. This cost can be reduced by other card effects. You can also spend resources in lieu of M€ if the card has certain tags:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Steel = 2 M€&#039;&#039;&#039; to pay for any &#039;&#039;&#039;Building&#039;&#039;&#039; card (brown building icon)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Titanium = 3 M€&#039;&#039;&#039; to pay for any &#039;&#039;&#039;Space&#039;&#039;&#039; card (gold sunburst icon)&lt;br /&gt;
&lt;br /&gt;
Carry out all of the card&#039;s effects, gain resources, and increase/decrease production values as directed. If a change to a production value is indicated with a red border, you can choose to apply it to another player or to no one at all. (These are usually negative effects.)&lt;br /&gt;
&lt;br /&gt;
After you play the card, it moves to one of three areas on your board depending on their color. You can change how these areas are arranged by clicking on the &amp;quot;three bars&amp;quot; icon in the header.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;- Red cards&#039;&#039;&#039; have no further effects and are automatically hidden. They do not contribute tags to your overall totals but may be worth points at the end of the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;- Green cards&#039;&#039;&#039; have no further effects, but remain in play to contribute their tags. They may be worth points at the end of the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;- Blue cards&#039;&#039;&#039; have either an ongoing passive effect or an action you can take on your turn. BGA sorts them into two piles for your convenience.&lt;br /&gt;
&lt;br /&gt;
==== Standard Projects ====&lt;br /&gt;
You always have the following options on your turn regardless of what&#039;s in your hand or on your board. Don&#039;t forget them! Each standard project takes one action on your turn.&lt;br /&gt;
&lt;br /&gt;
Note that you can also raise temperature or place greenery by spending heat or plants instead of M€.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sell patents:&#039;&#039;&#039; discard any number of cards and gain that many M€.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power plant (11 M€):&#039;&#039;&#039; increase Energy production one step.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Asteroid (14 M€):&#039;&#039;&#039; increase temperature one step (and gain one TR).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aquifer (18 M€):&#039;&#039;&#039; place an ocean tile (and gain one TR). Note that oceans don&#039;t belong to the player who placed them, unlike other tiles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Greenery (23 M€):&#039;&#039;&#039; place a greenery tile (raising the oxygen level and gaining one TR). If possible you must place it next to a tile you already own.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;City (25 M€):&#039;&#039;&#039; place a city tile and gain one M€ production. Cities may not be placed adjacent to each other. (Exception: Noctis City may be placed into its reserved spot even if there is already an adjacent city there.)&lt;br /&gt;
&lt;br /&gt;
If you place a tile, remember to gain any placement bonuses depicted in the space you cover up!&lt;br /&gt;
&lt;br /&gt;
==== Milestones and Awards ====&lt;br /&gt;
Milestones and awards place you in direct competition with other players. With milestones you race to be the first to meet a certain condition; with awards you compete to have the most in a specific category at the end of the game.&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Milestones&#039;&#039;&#039; =====&lt;br /&gt;
As an action, you may pay 8 M€ and claim a &#039;&#039;&#039;milestone&#039;&#039;&#039; if you meet its requirements. It is worth 5 VP at the end of the game. Only three milestones may be claimed per game.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Terraformer:&#039;&#039;&#039; have 35+ Terraform Rating (TR)&lt;br /&gt;
* &#039;&#039;&#039;Mayor:&#039;&#039;&#039; own 3+ cities&lt;br /&gt;
* &#039;&#039;&#039;Gardener:&#039;&#039;&#039; own 3+ greenery tiles&lt;br /&gt;
* &#039;&#039;&#039;Builder:&#039;&#039;&#039; have 8+ building tags in play&lt;br /&gt;
* &#039;&#039;&#039;Planner:&#039;&#039;&#039; have 16+ cards currently in hand&lt;br /&gt;
&lt;br /&gt;
===== Awards =====&lt;br /&gt;
As an action, you may pay some amount of M€ and fund an &#039;&#039;&#039;award&#039;&#039;&#039;. The first award funded costs 8 M€, the next costs 14 M€, and the last costs 20 M€. Only three awards may be funded per game. At the end of the game, check each funded award. The first and second place player in each category score VP (see Game End section). The player who funded the award receives no special consideration.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Landlord:&#039;&#039;&#039; most tiles in play of any type(s)&lt;br /&gt;
* &#039;&#039;&#039;Banker:&#039;&#039;&#039; highest M€ production&lt;br /&gt;
* &#039;&#039;&#039;Scientist:&#039;&#039;&#039; most science tags in play&lt;br /&gt;
* &#039;&#039;&#039;Thermalist:&#039;&#039;&#039; most unspent heat resource cubes&lt;br /&gt;
* &#039;&#039;&#039;Miner:&#039;&#039;&#039; most unspent steel and titanium resource cubes (combined) &lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
Game ends when there is enough oxygen to breathe (14%), oceans enough to allow Earth-like weather (9 aquifers), and the temperature is well above freezing (+8˚C).  Play continues to the end of the current generation and then players have one final turn to convert extra plants into one or more greenery tiles.&lt;br /&gt;
&lt;br /&gt;
The winner is the player with most VPs at the end of the game. VPs come from:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Terraform Rating (TR).&#039;&#039;&#039; Each time you raise a global parameter (oceans, oxygen, temperature) your TR increases. Score VPs equal to your TR at the end of the game.&lt;br /&gt;
* &#039;&#039;&#039;Greenery.&#039;&#039;&#039; Score 1 VP for each greenery tile you own.&lt;br /&gt;
* &#039;&#039;&#039;Cities.&#039;&#039;&#039; Each city scores 1 VP for each greenery tile adjacent to a city you own, regardless of who owns the greenery. The capital city card also scores 1 VP for each adjacent ocean.&lt;br /&gt;
* &#039;&#039;&#039;Awards (must be funded).&#039;&#039;&#039; 5 VPs to the winner, 2 VPs to second place. If players tie for first, they all get the bonus and no second place is awarded. If multiple players tie for second, they all get the bonus. In a two player game, no second place is awarded.&lt;br /&gt;
* &#039;&#039;&#039;Claimed milestones.&#039;&#039;&#039; Each claimed milestone is worth 5 VPs at the end of the game. Only 3 of the 5 milestones may be claimed.&lt;br /&gt;
* &#039;&#039;&#039;VPs on played cards.&#039;&#039;&#039; First, count all VPs on cards that collect resources. Then gather all of your remaining cards (including all your played events!) and count your VPs. If you have Jovian cards, these may have to be counted separately. (To identify this look for the number, or an effect like X VP / Y number of resources, marked inside the planet Mars Icon)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Common rules misinterpretations ==&lt;br /&gt;
&lt;br /&gt;
If you trying to submit a bug report about possible rules violation please note that at this point it is very unlikely  to be a real issue or unique.&lt;br /&gt;
&lt;br /&gt;
Your bug report will be closed automatically unless you provide EVIDENCE in the report itself - which is either text of game log with move number (using Copy Log button) or screenshot.&lt;br /&gt;
&lt;br /&gt;
These are common cases of rules misinterpretation (below are the rules!):&lt;br /&gt;
* Event tags are not counted. Only reason they are there to give you discounts or when played effects from other cards.&lt;br /&gt;
* No more then 3 milestones can be claimed (out of 5)&lt;br /&gt;
* No milestone can be claimed in solo game&lt;br /&gt;
* Placing forest after last generation does not increase oxygen (especially in Solo game even it is not maxed out)&lt;br /&gt;
* Some cards effects violate the common rules - please READ the text on the card before submitting bug about specific card&lt;br /&gt;
* Production reduction is MANDATORY&lt;br /&gt;
* Removing resources to activate card is MANDATORY (i.e. Ants)&lt;br /&gt;
* Removing animals/microbes is not possible from PETs or when your opponent has Protected Habitats in play&lt;br /&gt;
* You can do some action which seems to be unreasonable (such as spending 8 heat when temperature is at max). This move is allowed by the rules and can be legally played as a stalling technique.&lt;br /&gt;
&lt;br /&gt;
== Digital adaptation ==&lt;br /&gt;
=== Interface ===&lt;br /&gt;
Interface should be self explanatory for most part.&lt;br /&gt;
* You only can do action that you are allowed to do. If you THINK you can do something and there is no button, see section about &amp;quot;Common rules misinterpretations&amp;quot; above. Same as if you think you did something that you should not have.&lt;br /&gt;
* You can do a game action either by using a toolbar button or by clicking game element which is highlighted. If there are more than 7 buttons - buttons no longer shown (but if you really want them there is button &amp;quot;Where are my buttons&amp;quot;)&lt;br /&gt;
* When multiple effects are in play you have to choose order, if you don&#039;t want to choose there is button Whatever to chose random order&lt;br /&gt;
* When you get too many cards you can play with card layout option using hamburder menu near card pile. Even when card stacked you always see them by clicking on any card - it will show whole pile in popup. The layout is store per player color per table. If you like to change default layout use Setting panel to store current layout as default.&lt;br /&gt;
* There is sorting option for cards (button near Hand panel), which has few modes: By Cost, By Playability, By Vp, Manual and None. Be careful when you set to auto-sort - card order may change as you get them and you click or something you not except to be there. Manual mode is drag and drop&lt;br /&gt;
=== Settings ===&lt;br /&gt;
The game is very complex and there is no size that fits all. So we provide customizations. Settings are accessible via Gear icon on the top right.&lt;br /&gt;
&lt;br /&gt;
There are 2 categories:&lt;br /&gt;
* Preferences - these remembered in your account and go with you everywhere&lt;br /&gt;
* Local settings - these are browser settings, they saved for per player, per theme and for this browser only.&lt;br /&gt;
&lt;br /&gt;
==== Preference - Theme ====&lt;br /&gt;
&lt;br /&gt;
For people who like to see game as it was designed by game designed we provide Cardboard theme. It has exact board, player board and printed cards (with english text). Also there are resource cubes for extra giggles.&lt;br /&gt;
&lt;br /&gt;
==== Preference - Live Scoring ====&lt;br /&gt;
&lt;br /&gt;
Live scoring is ability of UI show you preview of VP as you would have ended game now. Because its controversial subject it exists as both game option and user preference.&lt;br /&gt;
If table creator set the option to Disabled, nobody at the table can see live scoring, regardless of their preferences and feelings.&lt;br /&gt;
Otherwise its a personal choise - you can use Preference of Show or Hide. &lt;br /&gt;
Unless you play with Live scoring disabled you can always peek to see current scoring table using show Scoring button or clicking of scoring control (the number of point on players mini panel)&lt;br /&gt;
&lt;br /&gt;
==== Local Settings - Animation ====&lt;br /&gt;
&lt;br /&gt;
If you fast player you may want to reduce amount and time of animation using settings. Also Carboard theme is slightly faster because it does less animations in general.&lt;br /&gt;
&lt;br /&gt;
=== Limitations of digital adaptation ===&lt;br /&gt;
&lt;br /&gt;
* Cannot choose order of come into play effects of project cards (with some exceptions)&lt;br /&gt;
* When order of effect chosen - cannot Draw cards before resolving other complex effects&lt;br /&gt;
* Cannot undo single action (Undo will undo 2 actions or until after last Draw)&lt;br /&gt;
* You cannot undo when you are the last player to take an action in multiplayer state (i.e. setup, draft, research)&lt;/div&gt;</summary>
		<author><name>HoganLong</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpwelcometo&amp;diff=20999</id>
		<title>Gamehelpwelcometo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpwelcometo&amp;diff=20999"/>
		<updated>2024-05-05T01:48:40Z</updated>

		<summary type="html">&lt;p&gt;HoganLong: Make real estate scoring clearer&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Purpose of the Game ==&lt;br /&gt;
&lt;br /&gt;
Architects gradually develop their three streets by building houses, identified by their numbers.&lt;br /&gt;
&lt;br /&gt;
Houses will be grouped into housing estates, but only fully-completed estates count at the end of the game.&lt;br /&gt;
&lt;br /&gt;
Parks and pools help to improve the neighborhood.&lt;br /&gt;
&lt;br /&gt;
Architects can raise the quality of their constructions in order to promote their estates’ value.&lt;br /&gt;
&lt;br /&gt;
All of this while trying to be the first to complete the City Plans!&lt;br /&gt;
&lt;br /&gt;
Finally, by increasing recruitment through temp agencies, architects can hasten the construction and get in the mayor’s good graces.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
At the beginning of each turn, three pairs of cards will be drawn. These pairs create three combinations, comprised of a House Number and an Effect. These combinations are used to perform actions.&lt;br /&gt;
&lt;br /&gt;
Players take turns simultaneously. Each player individually chooses one of the three combinations available to perform an action on their sheet. Multiple players can pick the same combination. &lt;br /&gt;
&lt;br /&gt;
Each player must write the number from the chosen combination in a house on one of the three streets on their sheet. Numbers must always be written in an empty house and must be written in ascending order from left to right.&lt;br /&gt;
The same number can never appear twice in the same street (except for the &amp;quot;Bis&amp;quot; effect).&lt;br /&gt;
&lt;br /&gt;
When filling in houses, players may leave as many empty houses between two built houses, and then fill them in later. Numbers must still be in ascending order. Also, players may skip numbers when filling in houses, like placing a 10 directly after a 7.&lt;br /&gt;
&lt;br /&gt;
If a chosen house number cannot be played because it cannot fit anywhere while preserving ascending order, this is marked as a &#039;&#039;&#039;building permit refusal&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The player’s chosen combination also allows them to perform an &#039;&#039;&#039;effect&#039;&#039;&#039;. Players may perform the effect only if they did not receive a building permit refusal. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; performing an effect is optional.&lt;br /&gt;
&lt;br /&gt;
Once all players have built their houses and carried out effects, a new turn begins. &lt;br /&gt;
&lt;br /&gt;
=== EFFECTS: ===&lt;br /&gt;
&lt;br /&gt;
==== Surveyor (Symbol is a White Fence) ====&lt;br /&gt;
&lt;br /&gt;
Allows the player to build a fence between two houses on the same street. To build a fence, choose any available, white-dotted space and draw a line on it.&lt;br /&gt;
 &lt;br /&gt;
Permanent fences are present on both sides of each street. Fences determine the boundaries of housing estates. A completed housing estate is a row of 1 to 6 neighboring houses, all numbered (no blank spaces between them) and built between two fences. Completed housing estates may be split further, as long as they have not previously fulfilled a City Plan.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Score:&#039;&#039;&#039; Completed housing estates score two ways. The first is that completed housing estates are necessary to fulfill City Plans which provide points—see that section below. The second is when scoring is done for the Real Estate Agent—the Real Estate Agent’s scoring (see its section below) is only applied to completed housing estates. &lt;br /&gt;
&lt;br /&gt;
==== Real Estate Agent (Symbol is Purple Three Stacks of Money with an Upward-Pointing Arrow Behind) ====&lt;br /&gt;
&lt;br /&gt;
Promotes and increases the value of completed housing estates. To use the Real Estate Agent, choose a  Real Estate column and mark off the top-most (also lowest-numbered) unmarked space.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Score:&#039;&#039;&#039; At the end of the game, each completed housing estate (size 1, 2, 3, etc...) on your board scores as many points as the top-most unmarked number from the column corresponding to that completed housing estate size.  A completed estate has all houses assigned a number and assigning a completed estate to a city plan does not stop it from being scored here.&lt;br /&gt;
&lt;br /&gt;
==== Landscaper (Symbol is a Green Background with Two Palm Trees) ====&lt;br /&gt;
&lt;br /&gt;
Allows the player to build a park. To use the Landscaper, the player marks off the left-most (also lowest-numbered) unmarked of the nine-sided “trees/parks” number-spaces just above the right end of the same street that the player used their chosen house number.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Score:&#039;&#039;&#039;  At the end of the game, each street scores as many points as the number on the left-most unmarked number on the nine-sided “trees/parks” number-spaces for that street. &lt;br /&gt;
&lt;br /&gt;
==== Pool Manufacturer (Symbol is a Blue Pool Area) ====&lt;br /&gt;
&lt;br /&gt;
Allows a player to score points when building houses that have a planned pool. To use the Pool Manufacturer, a player must write their chosen house number on a house with a planned pool, in which case the pool is then built. Also then the player marks off lowest-numbered unmarked number in their pools scoring area. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Score:&#039;&#039;&#039; At the end of the game, score as many points as the lowest-numbered unmarked number in the pools scoring area. &lt;br /&gt;
&lt;br /&gt;
==== Temp Agency (Symbol is an Orange Background Construction Zone Barricade) ====&lt;br /&gt;
&lt;br /&gt;
Allows the player to add or subtract 1 or 2 to the house number they are building. The Temp Agency allows the player to write numbers from 0 to 17. For each use of the Temp Agency, mark off one space in the Temp Agency scoring area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Score:&#039;&#039;&#039; At the end of the game, the player who marked off the most Temp Agency spaces in their scoring area scores 7 points. The player with the second most marked off scores 4 points, and the third-highest scores 1 point. In case of a tie, players score the same amount of points.&lt;br /&gt;
&lt;br /&gt;
==== Bis (Symbol is a Red Mailbox labelled &amp;quot;Bis&amp;quot;) ====&lt;br /&gt;
&lt;br /&gt;
Allows the player to duplicate a house number on any street. Select any empty house that is adjacent to an existing house and on the same street. Duplicated house numbering can never be separated by fences. &lt;br /&gt;
&lt;br /&gt;
A house number can be duplicated multiple times, and the duplicated number does NOT have to be associated with the chosen number-effect combination. Mark off the lowest-numbered space in the Bis scoring area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Score:&#039;&#039;&#039; At the end of the game, SUBTRACT the lowest-numbered, unmarked number in the Bis scoring area from the final score.&lt;br /&gt;
&lt;br /&gt;
You are not required to build the second house, and will only have to pay the Bis penalty if you did build it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(The word &amp;quot;bis&amp;quot; means &amp;quot;again&amp;quot;, as in using the address number again.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== City Plans (The Three Off-White and Gray Cards with “n•1”, “n•2”, etc. in Red on Them) ===&lt;br /&gt;
&lt;br /&gt;
A City Plan presents a goal set by the City to its architects, as in building a certain number of completed housing estates with mandated sizes. Points are awarded for accomplishing a City Plan, and the most points are given to the first player who accomplishes it. &lt;br /&gt;
&lt;br /&gt;
The first player who completes a goal can choose to reshuffle the 81 Construction cards and deal three new stacks of cards as in game setup.&lt;br /&gt;
&lt;br /&gt;
When a completed housing estate or a house has been used for a Plan, it cannot fulfill another City Plan. The player marks out the fence above each house to indicate it has already fulfilled a City Plan. However, a pool used for a City Plan does not invalidate its corresponding house for another City Plan.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Score:&#039;&#039;&#039; The first player(s) who meet the required conditions of a City Plan during the same turn immediately score the points indicated. Write the higher amount from the &amp;quot;Project&amp;quot; side of the City Plan card in the corresponding box (n°1, 2, or 3) in their Plans scoring area. Turn over the City Plan to its &amp;quot;Approved&amp;quot; side. &lt;br /&gt;
&lt;br /&gt;
A player can only score each City Plan once.&lt;br /&gt;
&lt;br /&gt;
Other players who later achieve the same City Plan score the lower point amount.&lt;br /&gt;
&lt;br /&gt;
==== Housing Estates Plans ====&lt;br /&gt;
&lt;br /&gt;
To fulfill these City Plans, the player must complete all of the required housing estates.&lt;br /&gt;
&lt;br /&gt;
The estates do not have to be in the same street. There is no restriction to the location of a Plan’s estates.&lt;br /&gt;
&lt;br /&gt;
=== The game ends immediately when: === &lt;br /&gt;
&lt;br /&gt;
* A player crosses off their third Building Permit Refusal&lt;br /&gt;
* A player achieves all three City Plans&lt;br /&gt;
* A player has built all of the houses on their streets.&lt;br /&gt;
&lt;br /&gt;
Add up the points for City Plans, parks on each street, pools, temps, and real estate agents’ completed housing estates. Then subtract the points from the BIS scoring area and the Building Permit Refusal column.&lt;br /&gt;
&lt;br /&gt;
The player with the most points wins!&lt;br /&gt;
&lt;br /&gt;
In case of a tie, the player with the most completed estates wins. In case of another tie, the player with the most 1-house estates wins, then 2-house, etc... In case of another tie, (seriously?) players play another game of Welcome To.&lt;br /&gt;
&lt;br /&gt;
== Additional Info ==&lt;br /&gt;
&lt;br /&gt;
=== Distribution of cards ===&lt;br /&gt;
&lt;br /&gt;
==== Effect side of cards: ====&lt;br /&gt;
&lt;br /&gt;
*9x Pool Manufacturer cards&lt;br /&gt;
*9x Temp Agency cards&lt;br /&gt;
*9x &amp;quot;Bis&amp;quot; cards&lt;br /&gt;
*18x Landscaper cards&lt;br /&gt;
*18x Real Estate cards&lt;br /&gt;
*18x Surveyor cards&lt;br /&gt;
&lt;br /&gt;
==== House Number side of cards: ====&lt;br /&gt;
&lt;br /&gt;
*3x 1,2,14,15&lt;br /&gt;
*4x 3,13&lt;br /&gt;
*5x 4,12&lt;br /&gt;
*6x 5,11&lt;br /&gt;
*7x 6,10&lt;br /&gt;
*8x 7,9&lt;br /&gt;
*9x 8&lt;br /&gt;
&lt;br /&gt;
=== Expert Rules and Advanced Variant: ===&lt;br /&gt;
&lt;br /&gt;
Optionally, games can be set up to use Expert Rules, Advanced Variant, or both.&lt;br /&gt;
&lt;br /&gt;
1. With the Advanced Variant, there are additional city plans with requirements involving parks and pools. Players may also build a roundabout as an additional action. By placing a roundabout on your street, you can have one set of numbers to the right of the roundabout (0 to 17) and one set to the left (0 to 17). Creating a roundabout uses a house space, and automatically adds a fence to the right and left of the roundabout. You can build up to two roundabouts, and fill in the lowest scored circle in the red section of the scorepad marked with an asterisk (unused in the normal version) — roundabouts cost points.&lt;br /&gt;
&lt;br /&gt;
2. With Expert Rules, rather than all players collectively using the same cards, each player gets dealt three cards of his own, and chooses a number from one, and an action from another. The third, unused, card gets passed to the next player. On each subsequent turn, each player gets dealt two new cards, and again chooses a number from one, an action from another, and passes the third.&lt;br /&gt;
&lt;br /&gt;
== Expansions ==&lt;br /&gt;
&lt;br /&gt;
=== Ice Cream Truck ===&lt;br /&gt;
&lt;br /&gt;
Own the best ice cream truck in the neighborhood! Score the most points by filling house numbers in the order that the truck moves.&lt;br /&gt;
&lt;br /&gt;
There is one ice cream truck for each street; any truck can move on a turn. The top street&#039;s truck moves from right to left. The middle street&#039;s truck moves from left to right. The first time you number a house on the bottom street, you can choose which direction the bottom street&#039;s truck moves. &lt;br /&gt;
&lt;br /&gt;
==== Movement ====&lt;br /&gt;
&lt;br /&gt;
An ice cream truck drives only once through their street, and all missed ice cream orders are therefore lost.&lt;br /&gt;
&lt;br /&gt;
When you write a number in a house, the truck drives from its current location to that house, unless it has already passed it. This is represented by a line in the street from the ice cream truck&#039;s starting point to that house. If the house just numbered has an ice cream cone, circle it and cross off any other ice cream cones passed on the truck’s trip.&lt;br /&gt;
&lt;br /&gt;
==== Scoring ====&lt;br /&gt;
&lt;br /&gt;
You earn one point for each scoop of ice cream circled during the game.&lt;br /&gt;
&lt;br /&gt;
If you are the first to circle or cross off the last ice cream cone on a street, you earn a bonus of one point for each ice cream cone circled in that street. All other players must cross off this bonus, but can keep selling ice cream cones on that street.&lt;br /&gt;
&lt;br /&gt;
When you start numbering the bottom street, pick the ice cream truck you want on either side and cross off the other. Only one bonus applies for this street, even if different players move in opposite directions.&lt;br /&gt;
&lt;br /&gt;
=== Christmas Lights ===&lt;br /&gt;
&lt;br /&gt;
Decorate the streets for Christmas with the longest lights possible.&lt;br /&gt;
&lt;br /&gt;
==== Gameplay ====&lt;br /&gt;
&lt;br /&gt;
To decorate the houses, you must write numbers in consecutive order in the streets. When two adjacent numbers are consecutive, you can connect them with a string of Christmas lights.&lt;br /&gt;
&lt;br /&gt;
A Bis number is considered consecutive to the identical number next to it.&lt;br /&gt;
&lt;br /&gt;
==== Scoring ====&lt;br /&gt;
&lt;br /&gt;
You can have multiples strings of lights in one street but at the end of the game, only the longest string of lights in each street will score additional points.&lt;br /&gt;
&lt;br /&gt;
For each street, earn as many points as there are houses connected by the longest string of lights.&lt;br /&gt;
&lt;br /&gt;
==== Example ====&lt;br /&gt;
&lt;br /&gt;
2 4 [empty] 6-7-8-8bis-9 11-12-13&lt;br /&gt;
&lt;br /&gt;
This would end up scoring five points for the six through nine chain of lights and nothing for the 11-13.&lt;br /&gt;
&lt;br /&gt;
==== City Plans ====&lt;br /&gt;
&lt;br /&gt;
Build two estates of three houses without any string of lights.&lt;br /&gt;
&lt;br /&gt;
Build two estates of six houses connected to each other by a single string of lights.&lt;br /&gt;
&lt;br /&gt;
Connect all the houses of one street with a single string of lights.&lt;br /&gt;
&lt;br /&gt;
=== Spring (Easter Eggs) ===&lt;br /&gt;
&lt;br /&gt;
Find eggs and circle them with a number to collect them.&lt;br /&gt;
&lt;br /&gt;
6,9,16 - circle one egg&lt;br /&gt;
&lt;br /&gt;
0,8,10 - circle (up to) two eggs&lt;br /&gt;
&lt;br /&gt;
==== Gameplay ====&lt;br /&gt;
&lt;br /&gt;
To collect an egg, write a 0, 6, 8, 9, 10, or 16 on the house containing the egg(s). &lt;br /&gt;
&lt;br /&gt;
==== Scoring ====&lt;br /&gt;
&lt;br /&gt;
Count the total number of eggs collected:&lt;br /&gt;
: 6 eggs: 5 points&lt;br /&gt;
: 10 eggs: 10 points&lt;br /&gt;
: 14 eggs: 20 points&lt;br /&gt;
: 18 eggs: 35 points&lt;/div&gt;</summary>
		<author><name>HoganLong</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgrumblestone&amp;diff=20948</id>
		<title>Gamehelpgrumblestone</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgrumblestone&amp;diff=20948"/>
		<updated>2024-05-01T22:15:10Z</updated>

		<summary type="html">&lt;p&gt;HoganLong: Minor formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== OVERVIEW ===&lt;br /&gt;
Grumble and smash your way to victory to be the last Golem standing!&lt;br /&gt;
&lt;br /&gt;
=== ON YOUR TURN ===&lt;br /&gt;
&lt;br /&gt;
===== &amp;lt;big&amp;gt;Tumble&amp;lt;/big&amp;gt; =====&lt;br /&gt;
Roll two dice and assign them to your grid by number. One must be vertical (column) and the other horizontal (row).&lt;br /&gt;
&lt;br /&gt;
You may spend one heart to reroll a die. You may spend two hearts to move one die to an adjacent space (+1/-1).&lt;br /&gt;
&lt;br /&gt;
===== &amp;lt;big&amp;gt;Rumble&amp;lt;/big&amp;gt; =====&lt;br /&gt;
Activate all the icons in the assigned column and row.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Attack&#039;&#039;&#039; (brown star) symbols deal damage to one rival (minus their active shields).&lt;br /&gt;
* &#039;&#039;&#039;Heart&#039;&#039;&#039; symbols heals you a health point.&lt;br /&gt;
* &#039;&#039;&#039;Shield&#039;&#039;&#039; symbols block incoming attacks.&lt;br /&gt;
* &#039;&#039;&#039;Grumble&#039;&#039;&#039; symbols will allow you to upgrade your golem in the next phase...&lt;br /&gt;
&lt;br /&gt;
===== &amp;lt;big&amp;gt;Grumble&amp;lt;/big&amp;gt; =====&lt;br /&gt;
Spend your grumbles to: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Purchase Polyominoes&#039;&#039;&#039; from the market and add these to your grid. They can cover printed symbols but NOT placed polyominoes. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Purchase Perpetual&#039;&#039;&#039; tokens (shield or attack). These remain active at all times.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Banish Polyominoes&#039;&#039;&#039; (remove them from the game) to heal 1 heart per polyomino banished.&lt;br /&gt;
&lt;br /&gt;
=== GOLEM POWERS ===&lt;br /&gt;
All Golems start without a power.&lt;br /&gt;
&lt;br /&gt;
When you fill EITHER a row OR column, activate your &#039;&#039;&#039;power.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When you fill BOTH a row AND column, activate your &#039;&#039;&#039;superpower&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: You must fill a row or column with polyominoes, there can&#039;t be any original board showing, even if there were icons on the original board in the row or column.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Amber&#039;&#039;&#039; (red)&lt;br /&gt;
&lt;br /&gt;
Power: Any rival who attacks and damages you must lose 1 heart, bypassing active shields.&lt;br /&gt;
&lt;br /&gt;
Superpower: Any rival who attacks and damages you must lose 2 hearts, bypassing active shields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sir Frostbite IV&#039;&#039;&#039; (blue)&lt;br /&gt;
&lt;br /&gt;
Power: FREEZE: During the Tumble phase, roll a light blue die. Rivals may not assign dice to the column or row of that number for this round.  &lt;br /&gt;
&lt;br /&gt;
Superower: In addition to FREEZE, gains a heart each time a rival rolls the number shown on your light blue die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Green Crumbleclad&#039;&#039;&#039; (green)&lt;br /&gt;
&lt;br /&gt;
Power: You may spend 1 grumble to add an additional attack during your attack.&lt;br /&gt;
&lt;br /&gt;
Superpower: You may spend 2 grumbles to add 3 additional attacks during your attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Purple Hurricules&#039;&#039;&#039; (purple)&lt;br /&gt;
&lt;br /&gt;
Power: Once per turn, you may reroll a die without spending a heart. &lt;br /&gt;
&lt;br /&gt;
Superpower: Once per turn, you may move one die to an adjacent space (+1/-1) without spending a heart.&lt;br /&gt;
&lt;br /&gt;
=== GAME END ===&lt;br /&gt;
The last Golem standing (still with any health) wins!&lt;/div&gt;</summary>
		<author><name>HoganLong</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgrumblestone&amp;diff=20947</id>
		<title>Gamehelpgrumblestone</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgrumblestone&amp;diff=20947"/>
		<updated>2024-05-01T22:11:15Z</updated>

		<summary type="html">&lt;p&gt;HoganLong: Added a note about needing polyominoes for filling rows and columns&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== OVERVIEW ===&lt;br /&gt;
Grumble and smash your way to victory to be the last Golem standing!&lt;br /&gt;
&lt;br /&gt;
=== ON YOUR TURN ===&lt;br /&gt;
&lt;br /&gt;
===== &amp;lt;big&amp;gt;Tumble&amp;lt;/big&amp;gt; =====&lt;br /&gt;
Roll two dice and assign them to your grid by number. One must be vertical (column) and the other horizontal (row).&lt;br /&gt;
&lt;br /&gt;
You may spend one heart to reroll a die. You may spend two hearts to move one die to an adjacent space (+1/-1).&lt;br /&gt;
&lt;br /&gt;
===== &amp;lt;big&amp;gt;Rumble&amp;lt;/big&amp;gt; =====&lt;br /&gt;
Activate all the icons in the assigned column and row.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Attack&#039;&#039;&#039; (brown star) symbols deal damage to one rival (minus their active shields).&lt;br /&gt;
* &#039;&#039;&#039;Heart&#039;&#039;&#039; symbols heals you a health point.&lt;br /&gt;
* &#039;&#039;&#039;Shield&#039;&#039;&#039; symbols block incoming attacks.&lt;br /&gt;
* &#039;&#039;&#039;Grumble&#039;&#039;&#039; symbols will allow you to upgrade your golem in the next phase...&lt;br /&gt;
&lt;br /&gt;
===== &amp;lt;big&amp;gt;Grumble&amp;lt;/big&amp;gt; =====&lt;br /&gt;
Spend your grumbles to: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Purchase Polyominoes&#039;&#039;&#039; from the market and add these to your grid. They can cover printed symbols but NOT placed polyominoes. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Purchase Perpetual&#039;&#039;&#039; tokens (shield or attack). These remain active at all times.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Banish Polyominoes&#039;&#039;&#039; (remove them from the game) to heal 1 heart per polyomino banished.&lt;br /&gt;
&lt;br /&gt;
=== GOLEM POWERS ===&lt;br /&gt;
All Golems start without a power.&lt;br /&gt;
&lt;br /&gt;
When you fill EITHER a row OR column, activate your &#039;&#039;&#039;power.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When you fill BOTH a row AND column, activate your &#039;&#039;&#039;superpower&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: You must fill a row or column with polyominoes, there can&#039;t be any original board showing, even if there were icons on the original board in the row or column.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Amber&#039;&#039;&#039; (red)&lt;br /&gt;
&lt;br /&gt;
Power: Any rival who attacks and damages you must lose 1 heart, bypassing active shields.&lt;br /&gt;
&lt;br /&gt;
Superpower: Any rival who attacks and damages you must lose 2 hearts, bypassing active shields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sir Frostbite IV&#039;&#039;&#039; (blue)&lt;br /&gt;
&lt;br /&gt;
Power: FREEZE: During the Tumble phase, roll a light blue die. Rivals may not assign dice to the column or row of that number for this round.  &lt;br /&gt;
&lt;br /&gt;
Superower: In addition to FREEZE, gains a heart each time a rival rolls the number shown on your light blue die.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Green Crumbleclad&#039;&#039;&#039; (green)&lt;br /&gt;
&lt;br /&gt;
Power: You may spend 1 grumble to add an additional attack during your attack.&lt;br /&gt;
&lt;br /&gt;
Superpower: You may spend 2 grumbles to add 3 additional attacks during your attack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Purple Hurricules&#039;&#039;&#039; (purple)&lt;br /&gt;
&lt;br /&gt;
Power: Once per turn, you may reroll a die without spending a heart. &lt;br /&gt;
&lt;br /&gt;
Superpower: Once per turn, you may move one die to an adjacent space (+1/-1) without spending a heart.&lt;br /&gt;
&lt;br /&gt;
=== GAME END ===&lt;br /&gt;
The last Golem standing (still with any health) wins!&lt;/div&gt;</summary>
		<author><name>HoganLong</name></author>
	</entry>
</feed>