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	<updated>2026-10-13T13:04:36Z</updated>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpzombicidesecondedition&amp;diff=29458</id>
		<title>Gamehelpzombicidesecondedition</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpzombicidesecondedition&amp;diff=29458"/>
		<updated>2026-04-17T13:52:47Z</updated>

		<summary type="html">&lt;p&gt;Hulb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
This is a co-operative game&lt;br /&gt;
&lt;br /&gt;
Zombiecide has a number of missions to pick from, the top right on BGA will show you the win conditions for your particular Mission&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Setup===&lt;br /&gt;
&lt;br /&gt;
As part of setup, players choose characters, there are always 6 characters regardless of players so these may end up distributed unevenly&lt;br /&gt;
&lt;br /&gt;
There are two types of characters to choose from: Adults or Children (Note that this does NOT reflect difficulty or type of player to pick them). Children are shown by having a yellow head in the top right.&lt;br /&gt;
&lt;br /&gt;
Children have 2 Health and get the Slippery Skill from the start as a bonus&lt;br /&gt;
&lt;br /&gt;
Adults have 3 Health and do not get the Slippery Skill unless they can unlock it as part of natural progression&lt;br /&gt;
&lt;br /&gt;
On BGA, you can click the yellow triangle on the right of a character to give a definition of some of the skills they can unlock&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Map===&lt;br /&gt;
&lt;br /&gt;
The Map is divided into a number of Zones&lt;br /&gt;
&lt;br /&gt;
An outside zone is displayed by crosswalk borders, in addition it may be bordered by the edge of the map or by buildings&lt;br /&gt;
&lt;br /&gt;
An inside zone is displayed by walls and door breaks&lt;br /&gt;
&lt;br /&gt;
From an outside zone, an individual can see in orthogonal lines to as many other outside zones. An individual can only see one zone into a directly adjacent inside zone connected via an open door.&lt;br /&gt;
&lt;br /&gt;
From an inside zone, an individual can see a distance of one zone into adjacent connected inside zones by open doors. An individual can see in an orthogonal line as many outside zones as long as they are in a zone adjacent to an open door.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Equipment Cards===&lt;br /&gt;
&lt;br /&gt;
Cards can be either Melee, Ranged, or Skills&lt;br /&gt;
&lt;br /&gt;
A character can hold 2 Hand cards and 3 Backpack Cards. Unless the card states otherwise, Backpack cards cannot actively be used.&lt;br /&gt;
&lt;br /&gt;
Weapons will either show a knife for Melee or a gun for Ranged&lt;br /&gt;
&lt;br /&gt;
Ranged cards may have a bullet or shell symbol, there is no ammo consumption, but these symbols will indicate how they might interact with Skill cards e.g. a Skill card may only affect Shell ranged weapons&lt;br /&gt;
&lt;br /&gt;
If a weapon has the red Dual Wield symbol on the top left, having two identical of this item will let you use the dual wield rules during combat&lt;br /&gt;
&lt;br /&gt;
If a weapon has the white door symbol on the top left, this can be used to open doors&lt;br /&gt;
&lt;br /&gt;
Cards will contain a noise indicator, a blue noise indicator means it makes no noise, a yellow noise indicator means it makes noise. Some cards may have both symbols, depending on how it&#039;s used e.g. combat may be silent, but door opening may be noisy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Weapons in Combat===&lt;br /&gt;
&lt;br /&gt;
From left to right, each weapon has 6 icons&lt;br /&gt;
&lt;br /&gt;
The first shows the type, Melee or Ranged&lt;br /&gt;
&lt;br /&gt;
The second shows the distance, usually with a min and max value. 0 is the zone the character currently resides, whilst 1 is the zone adjacent to you and so on.&lt;br /&gt;
&lt;br /&gt;
The third shows how many dice are rolled when using this weapon&lt;br /&gt;
&lt;br /&gt;
The fourth shows what value or higher you want to roll on each dice in order to count it as a success&lt;br /&gt;
&lt;br /&gt;
The fifth shows how much damage a success grants&lt;br /&gt;
&lt;br /&gt;
The sixth shows whether this weapon is noisy or silent&lt;br /&gt;
&lt;br /&gt;
If a weapon had the red dual wield symbol, and you have a duplicate of it in each hand, you can use both weapons with one action as long as the same zone (not zombie) is targeted&lt;br /&gt;
&lt;br /&gt;
You do not get to choose which specific zombie you attack with a Ranged weapon, just the Zone you attack, there is a Priority Order for the Zombies - 1st Fattys or Abominations (player choice), 2nd Walkers, 3rd Runners. What this means is if you attack a zone with 4 Walkers and a Runner, the Walkers will be hit first and until they are defeated or move on, the Runner cannot be hit with Ranged. However, Melee weapons allow you to choose specific targets.&lt;br /&gt;
&lt;br /&gt;
Friendly Fire - If a zone contain a mix of Zombies and Characters, any Misses on a Ranged attack hit a Character of the group&#039;s choice instead. However, a character cannot accidentally shoot themself. If there are multiple Misses, and multiple Characters in the target zone, the group can distribute the damage as desired, whether that be split evenly or not hitting one character whilst another takes more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Adrenaline, Danger, and Character Leveling===&lt;br /&gt;
&lt;br /&gt;
Each time a character kills a monster, that character gains a number of AP (Adrenaline Points)&lt;br /&gt;
&lt;br /&gt;
Gaining enough AP allows that character to level up (Blue - Yellow - Orange - Red)&lt;br /&gt;
&lt;br /&gt;
Each level up gives 1 Ability, some levels only give one ability so it&#039;s automatic, whilst others give multiple options but you can only choose 1 to take and the others are lost&lt;br /&gt;
&lt;br /&gt;
Be aware that character levels are linked to danger levels, the highest character level in the group when zombies spawn determine which and how many zombies spawn based on the same blue/yellow/orange/red level. As mentioned, it&#039;s the highest character level which counts, so if one character is a blue, four are yellows, and one is orange then the zombie spawn will be of Orange level. As such, it&#039;s advised to try to stay around the same level for everyone, lagging behind will make it difficult for you!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Zombies===&lt;br /&gt;
&lt;br /&gt;
Zombies spawn at the beginning of the game as part of setup, whenever a door of a building is opened for the first time, or during their phase determined by the zombie deck and the current danger level. When a card is drawn for a zombie, it could be a normal card which simply spawns it, or a Rush card which spawns it and allows it to take an action, or an Activation card which does NOT spawn but instead allows all zombies of that type to take an action.&lt;br /&gt;
&lt;br /&gt;
Zombies have a damage, health, Actions, and AP reward, and may have special rules&lt;br /&gt;
&lt;br /&gt;
The four zombie types are:&lt;br /&gt;
&lt;br /&gt;
Walkers have Damage 1, Health 1, Actions 1, AP 1&lt;br /&gt;
&lt;br /&gt;
Fattys have Damage 1, Health 2, Actions 1, AP 1, Special Rule: Only a Damage 2+ weapon or Molotov can have an impact on them.&lt;br /&gt;
&lt;br /&gt;
Runners have Damage 1, Health 1, Actions 2, AP 1&lt;br /&gt;
&lt;br /&gt;
Abominations have Damage 1, Health 3, Actions 1, AP 5, Special Rule: Only a Damage 3+ weapon or a Molotov can have an impact on them. No weapon has a natural 3, a Skill or similar is needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Abominations===&lt;br /&gt;
&lt;br /&gt;
If an Abomination card is drawn, what happens depends on whether there is an Abomination out or not&lt;br /&gt;
&lt;br /&gt;
If there is no Abomination, an abomination spawns&lt;br /&gt;
&lt;br /&gt;
If there is an Abomination, that abomination takes an action&lt;br /&gt;
&lt;br /&gt;
In this way, there will only ever be 1 Abomination active at most&lt;br /&gt;
&lt;br /&gt;
There are 4 unique Abominations with their own rules&lt;br /&gt;
&lt;br /&gt;
Hobomination - No combat action can be taken if you share a zone with this abomination&lt;br /&gt;
&lt;br /&gt;
Abominacop - This abomination takes first priority in targeting order&lt;br /&gt;
&lt;br /&gt;
Abominawild - Molotovs used in this abomination&#039;s zone only affect the abomination, nothing else is destroyed&lt;br /&gt;
&lt;br /&gt;
Patient 0 - None&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Player Turn===&lt;br /&gt;
&lt;br /&gt;
If you are controlling multiple characters, fully complete one character&#039;s turn before taking a different character&#039;s turn, but you can choose the order in which your characters act&lt;br /&gt;
&lt;br /&gt;
A character starts with 3 Actions per turn, but this can be increased as they level. The actions are as follows:&lt;br /&gt;
&lt;br /&gt;
Move - 1 Action to move to an adjacent Zone +1 Action per zombie in current zone. This means with the base 3 actions, if a character has 3 zombies in their zone, they cannot move. If movement takes a character into a zone with zombies they cannot continue moving even if they have enough actions to progress.&lt;br /&gt;
&lt;br /&gt;
Search - Whilst in an Inside Zone with no Zombies, 1 action to draw an equipment card and either put it in Hand, put it in Backpack, or Discard it. If they put it in Hand/Backpack, they get a free action to redistribute the cards they currently hold however they like. If they have no space for the new item, during the redistribution they can choose a different item to discard. A Character can only perform 1 Search per turn, if they have a skill which gives them a Free Search this also counts as their 1 Search per turn.&lt;br /&gt;
&lt;br /&gt;
Open Door - If the character holds an item in hand which contains the door symbol on the top left, they can spend 1 action to open a door adjacent to the zone they are in. Abnormal doors may require a mission based objective to be met before they can be opened. If the door was the first door to be opened for that building, spawn zombies in each Dark Zone of that building. If a rush card was drawn, the zombie will both spawn and take an action, which may mean they move into a Light Zone.&lt;br /&gt;
&lt;br /&gt;
Trade - For 1 action, you can either trade with one other character in the same zone or redistribute your items between your Backpack and Hand. A trade does not have to be equal, it can be 1-for-1 or it could be a full take or a full give or some other arrangement agreed upon between the controlling players. The other character in the trade gets a free redistribution.&lt;br /&gt;
&lt;br /&gt;
Noise - For 1 action you can place a noise token in your zone&lt;br /&gt;
&lt;br /&gt;
Interact with Objective - For 1 Action you can interact with or take an objective, this effect can vary based on the Mission, but typically gives 5AP unless the Mission states otherwise.&lt;br /&gt;
&lt;br /&gt;
Combat - For 1 action, you can use a weapon against a zone with Zombies, if you satisfy the condition for Dual Wield you can use a single action to use both weapons.&lt;br /&gt;
&lt;br /&gt;
Wait - You can pass on any actions you don&#039;t wish to take&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Zombie Turn===&lt;br /&gt;
&lt;br /&gt;
After all characters and thus all players have taken their turns, the zombies activate&lt;br /&gt;
&lt;br /&gt;
First, attacks happen. Each zombie attacks a character in its zone, if there are multiple characters then the players choose which character takes the hit.&lt;br /&gt;
&lt;br /&gt;
Second, movement happens. Each zombie which did not attack, as such has no characters in its zone, moves 1 zone. Where they move will depend on a few things. First, they&#039;d like to go towards a zone (note they may not actually reach it) that has the most combined characters and noise tokens in it which is within its line of sight and contains at least 1 character. If there are no characters in its Line of Sight, then it moves towards the noisiest zone regardless of distance. Remember, character tokens count towards the noise level. If the path to the destination is blocked at any point between the zombie and the target zone, the zombie does not move at all. If the target zone has multiple routes of equal distance, the zombies split up as evenly as possible and take all the equidistant routes.&lt;br /&gt;
&lt;br /&gt;
For Runners, they do this check twice, their first priority is always attack, with second priority being move. This means they could, in priority order, attack-attack, attack-move, or move-move&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After activation, Spawn happens. In ascending order, from each numbered spawn point, draw a card to see what arrives corresponding with the current danger level, remember this is equal to the highest character level in all the group. Some spawn locations may be special, these do not spawn until the Mission tells you to, after a special spawn location starts spawning it continues spawning on each subsequent Spawn Phase, unless the mission says otherwise. If there are not enough zombies of a type to spawn what is needed, the zombies of that type get an activation instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Special Modes and Missions===&lt;br /&gt;
&lt;br /&gt;
The rulebook contains further clarifications on special modes and the specific Missions&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
The game is won when the Mission Objectives are all complete&lt;br /&gt;
&lt;br /&gt;
The game is lost if a character dies&lt;br /&gt;
&lt;br /&gt;
The game is lost if a game state causes a Mission Objective to be impossible to complete&lt;br /&gt;
&lt;br /&gt;
The game is lost if a Mission specific Loss criteria is met&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Summarised by https://boardgamearena.com/player?id=90078516&lt;/div&gt;</summary>
		<author><name>Hulb</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpzombicidesecondedition&amp;diff=29457</id>
		<title>Gamehelpzombicidesecondedition</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpzombicidesecondedition&amp;diff=29457"/>
		<updated>2026-04-17T13:36:59Z</updated>

		<summary type="html">&lt;p&gt;Hulb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
This is a co-operative game&lt;br /&gt;
&lt;br /&gt;
Zombiecide has a number of missions to pick from, the top right on BGA will show you the win conditions for your particular Mission&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Setup===&lt;br /&gt;
&lt;br /&gt;
As part of setup, players choose characters, there are always 6 characters regardless of players so these may end up distributed unevenly&lt;br /&gt;
&lt;br /&gt;
There are two types of characters to choose from: Adults or Children (Note that this does NOT reflect difficulty or type of player to pick them). Children are shown by having a yellow head in the top right.&lt;br /&gt;
&lt;br /&gt;
Children have 2 Health and get the Slippery Skill from the start as a bonus&lt;br /&gt;
&lt;br /&gt;
Adults have 3 Health and do not get the Slippery Skill unless they can unlock it as part of natural progression&lt;br /&gt;
&lt;br /&gt;
On BGA, you can click the yellow triangle on the right of a character to give a definition of some of the skills they can unlock&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Map===&lt;br /&gt;
&lt;br /&gt;
The Map is divided into a number of Zones&lt;br /&gt;
&lt;br /&gt;
An outside zone is displayed by crosswalk borders, in addition it may be bordered by the edge of the map or by buildings&lt;br /&gt;
&lt;br /&gt;
An inside zone is displayed by walls and door breaks&lt;br /&gt;
&lt;br /&gt;
From an outside zone, an individual can see in orthogonal lines to as many other outside zones. An individual can only see one zone into a directly adjacent inside zone connected via an open door.&lt;br /&gt;
&lt;br /&gt;
From an inside zone, an individual can see a distance of one zone into adjacent connected inside zones by open doors. An individual can see in an orthogonal line as many outside zones as long as they are in a zone adjacent to an open door.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Equipment Cards===&lt;br /&gt;
&lt;br /&gt;
Cards can be either Melee, Ranged, or Skills&lt;br /&gt;
&lt;br /&gt;
A character can hold 2 Hand cards and 3 Backpack Cards. Unless the card states otherwise, Backpack cards cannot actively be used.&lt;br /&gt;
&lt;br /&gt;
Weapons will either show a knife for Melee or a gun for Ranged&lt;br /&gt;
&lt;br /&gt;
Ranged cards may have a bullet or shell symbol, there is no ammo consumption, but these symbols will indicate how they might interact with Skill cards e.g. a Skill card may only affect Shell ranged weapons&lt;br /&gt;
&lt;br /&gt;
If a weapon has the red Dual Wield symbol on the top left, having two identical of this item will let you use the dual wield rules during combat&lt;br /&gt;
&lt;br /&gt;
If a weapon has the white door symbol on the top left, this can be used to open doors&lt;br /&gt;
&lt;br /&gt;
Cards will contain a noise indicator, a blue noise indicator means it makes no noise, a yellow noise indicator means it makes noise. Some cards may have both symbols, depending on how it&#039;s used e.g. combat may be silent, but door opening may be noisy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Weapons in Combat===&lt;br /&gt;
&lt;br /&gt;
From left to right, each weapon has 6 icons&lt;br /&gt;
&lt;br /&gt;
The first shows the type, Melee or Ranged&lt;br /&gt;
&lt;br /&gt;
The second shows the distance, usually with a min and max value. 0 is the zone the character currently resides, whilst 1 is the zone adjacent to you and so on.&lt;br /&gt;
&lt;br /&gt;
The third shows how many dice are rolled when using this weapon&lt;br /&gt;
&lt;br /&gt;
The fourth shows what value or higher you want to roll on each dice in order to count it as a success&lt;br /&gt;
&lt;br /&gt;
The fifth shows how much damage a success grants&lt;br /&gt;
&lt;br /&gt;
The sixth shows whether this weapon is noisy or silent&lt;br /&gt;
&lt;br /&gt;
If a weapon had the red dual wield symbol, and you have a duplicate of it in each hand, you can use both weapons with one action as long as the same zone (not zombie) is targeted&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Adrenaline, Danger, and Character Leveling===&lt;br /&gt;
&lt;br /&gt;
Each time a character kills a monster, that character gains a number of AP (Adrenaline Points)&lt;br /&gt;
&lt;br /&gt;
Gaining enough AP allows that character to level up (Blue - Yellow - Orange - Red)&lt;br /&gt;
&lt;br /&gt;
Each level up gives 1 Ability, some levels only give one ability so it&#039;s automatic, whilst others give multiple options but you can only choose 1 to take and the others are lost&lt;br /&gt;
&lt;br /&gt;
Be aware that character levels are linked to danger levels, the highest character level in the group when zombies spawn determine which and how many zombies spawn based on the same blue/yellow/orange/red level. As mentioned, it&#039;s the highest character level which counts, so if one character is a blue, four are yellows, and one is orange then the zombie spawn will be of Orange level. As such, it&#039;s advised to try to stay around the same level for everyone, lagging behind will make it difficult for you!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Zombies===&lt;br /&gt;
&lt;br /&gt;
Zombies spawn at the beginning of the game as part of setup, whenever a door of a building is opened for the first time, or during their phase determined by the zombie deck and the current danger level. When a card is drawn for a zombie, it could be a normal card which simply spawns it, or a Rush card which spawns it and allows it to take an action, or an Activation card which does NOT spawn but instead allows all zombies of that type to take an action.&lt;br /&gt;
&lt;br /&gt;
Zombies have a damage, health, Actions, and AP reward, and may have special rules&lt;br /&gt;
&lt;br /&gt;
The four zombie types are:&lt;br /&gt;
&lt;br /&gt;
Walkers have Damage 1, Health 1, Actions 1, AP 1&lt;br /&gt;
&lt;br /&gt;
Fattys have Damage 1, Health 2, Actions 1, AP 1, Special Rule: Only a Damage 2+ weapon or Molotov can have an impact on them.&lt;br /&gt;
&lt;br /&gt;
Runners have Damage 1, Health 1, Actions 2, AP 1&lt;br /&gt;
&lt;br /&gt;
Abominations have Damage 1, Health 3, Actions 1, AP 5, Special Rule: Only a Damage 3+ weapon or a Molotov can have an impact on them. No weapon has a natural 3, a Skill or similar is needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Abominations===&lt;br /&gt;
&lt;br /&gt;
If an Abomination card is drawn, what happens depends on whether there is an Abomination out or not&lt;br /&gt;
&lt;br /&gt;
If there is no Abomination, an abomination spawns&lt;br /&gt;
&lt;br /&gt;
If there is an Abomination, that abomination takes an action&lt;br /&gt;
&lt;br /&gt;
In this way, there will only ever be 1 Abomination active at most&lt;br /&gt;
&lt;br /&gt;
There are 4 unique Abominations with their own rules&lt;br /&gt;
&lt;br /&gt;
Hobomination - No combat action can be taken if you share a zone with this abomination&lt;br /&gt;
&lt;br /&gt;
Abominacop - This abomination takes first priority in targeting order&lt;br /&gt;
&lt;br /&gt;
Abominawild - Molotovs used in this abomination&#039;s zone only affect the abomination, nothing else is destroyed&lt;br /&gt;
&lt;br /&gt;
Patient 0 - None&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Player Turn===&lt;br /&gt;
&lt;br /&gt;
If you are controlling multiple characters, fully complete one character&#039;s turn before taking a different character&#039;s turn, but you can choose the order in which your characters act&lt;br /&gt;
&lt;br /&gt;
A character starts with 3 Actions per turn, but this can be increased as they level. The actions are as follows:&lt;br /&gt;
&lt;br /&gt;
Move - 1 Action to move to an adjacent Zone +1 Action per zombie in current zone. This means with the base 3 actions, if a character has 3 zombies in their zone, they cannot move. If movement takes a character into a zone with zombies they cannot continue moving even if they have enough actions to progress.&lt;br /&gt;
&lt;br /&gt;
Search - Whilst in an Inside Zone with no Zombies, 1 action to draw an equipment card and either put it in Hand, put it in Backpack, or Discard it. If they put it in Hand/Backpack, they get a free action to redistribute the cards they currently hold however they like. If they have no space for the new item, during the redistribution they can choose a different item to discard. A Character can only perform 1 Search per turn, if they have a skill which gives them a Free Search this also counts as their 1 Search per turn.&lt;br /&gt;
&lt;br /&gt;
Open Door - If the character holds an item in hand which contains the door symbol on the top left, they can spend 1 action to open a door adjacent to the zone they are in. Abnormal doors may require a mission based objective to be met before they can be opened. If the door was the first door to be opened for that building, spawn zombies in each Dark Zone of that building. If a rush card was drawn, the zombie will both spawn and take an action, which may mean they move into a Light Zone.&lt;br /&gt;
&lt;br /&gt;
Trade - For 1 action, you can either trade with one other character in the same zone or redistribute your items between your Backpack and Hand. A trade does not have to be equal, it can be 1-for-1 or it could be a full take or a full give or some other arrangement agreed upon between the controlling players. The other character in the trade gets a free redistribution.&lt;br /&gt;
&lt;br /&gt;
Noise - For 1 action you can place a noise token in your zone&lt;br /&gt;
&lt;br /&gt;
Interact with Objective - For 1 Action you can interact with or take an objective, this effect can vary based on the Mission, but typically gives 5AP unless the Mission states otherwise.&lt;br /&gt;
&lt;br /&gt;
Combat - For 1 action, you can use a weapon against a zone with Zombies, if you satisfy the condition for Dual Wield you can use a single action to use both weapons.&lt;br /&gt;
&lt;br /&gt;
Wait - You can pass on any actions you don&#039;t wish to take&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Zombie Turn===&lt;br /&gt;
&lt;br /&gt;
After all characters and thus all players have taken their turns, the zombies activate&lt;br /&gt;
&lt;br /&gt;
First, attacks happen. Each zombie attacks a character in its zone, if there are multiple characters then the players choose which character takes the hit.&lt;br /&gt;
&lt;br /&gt;
Second, movement happens. Each zombie which did not attack, as such has no characters in its zone, moves 1 zone. Where they move will depend on a few things. First, they&#039;d like to go towards a zone (note they may not actually reach it) that has the most combined characters and noise tokens in it which is within its line of sight and contains at least 1 character. If there are no characters in its Line of Sight, then it moves towards the noisiest zone regardless of distance. Remember, character tokens count towards the noise level. If the path to the destination is blocked at any point between the zombie and the target zone, the zombie does not move at all. If the target zone has multiple routes of equal distance, the zombies split up as evenly as possible and take all the equidistant routes.&lt;br /&gt;
&lt;br /&gt;
For Runners, they do this check twice, their first priority is always attack, with second priority being move. This means they could, in priority order, attack-attack, attack-move, or move-move&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After activation, Spawn happens. In ascending order, from each numbered spawn point, draw a card to see what arrives corresponding with the current danger level, remember this is equal to the highest character level in all the group. Some spawn locations may be special, these do not spawn until the Mission tells you to, after a special spawn location starts spawning it continues spawning on each subsequent Spawn Phase, unless the mission says otherwise. If there are not enough zombies of a type to spawn what is needed, the zombies of that type get an activation instead.&lt;/div&gt;</summary>
		<author><name>Hulb</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpzombicidesecondedition&amp;diff=29456</id>
		<title>Gamehelpzombicidesecondedition</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpzombicidesecondedition&amp;diff=29456"/>
		<updated>2026-04-17T13:32:20Z</updated>

		<summary type="html">&lt;p&gt;Hulb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
This is a co-operative game&lt;br /&gt;
&lt;br /&gt;
Zombiecide has a number of missions to pick from, the top right on BGA will show you the win conditions for your particular Mission&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Setup===&lt;br /&gt;
&lt;br /&gt;
As part of setup, players choose characters, there are always 6 characters regardless of players so these may end up distributed unevenly&lt;br /&gt;
&lt;br /&gt;
There are two types of characters to choose from: Adults or Children (Note that this does NOT reflect difficulty or type of player to pick them). Children are shown by having a yellow head in the top right.&lt;br /&gt;
&lt;br /&gt;
Children have 2 Health and get the Slippery Skill from the start as a bonus&lt;br /&gt;
&lt;br /&gt;
Adults have 3 Health and do not get the Slippery Skill unless they can unlock it as part of natural progression&lt;br /&gt;
&lt;br /&gt;
On BGA, you can click the yellow triangle on the right of a character to give a definition of some of the skills they can unlock&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Map===&lt;br /&gt;
&lt;br /&gt;
The Map is divided into a number of Zones&lt;br /&gt;
&lt;br /&gt;
An outside zone is displayed by crosswalk borders, in addition it may be bordered by the edge of the map or by buildings&lt;br /&gt;
&lt;br /&gt;
An inside zone is displayed by walls and door breaks&lt;br /&gt;
&lt;br /&gt;
From an outside zone, an individual can see in orthogonal lines to as many other outside zones. An individual can only see one zone into a directly adjacent inside zone connected via an open door.&lt;br /&gt;
&lt;br /&gt;
From an inside zone, an individual can see a distance of one zone into adjacent connected inside zones by open doors. An individual can see in an orthogonal line as many outside zones as long as they are in a zone adjacent to an open door.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Equipment Cards===&lt;br /&gt;
&lt;br /&gt;
Cards can be either Melee, Ranged, or Skills&lt;br /&gt;
&lt;br /&gt;
A character can hold 2 Hand cards and 3 Backpack Cards. Unless the card states otherwise, Backpack cards cannot actively be used.&lt;br /&gt;
&lt;br /&gt;
Weapons will either show a knife for Melee or a gun for Ranged&lt;br /&gt;
&lt;br /&gt;
Ranged cards may have a bullet or shell symbol, there is no ammo consumption, but these symbols will indicate how they might interact with Skill cards e.g. a Skill card may only affect Shell ranged weapons&lt;br /&gt;
&lt;br /&gt;
If a weapon has the red Dual Wield symbol on the top left, having two identical of this item will let you use the dual wield rules during combat&lt;br /&gt;
&lt;br /&gt;
If a weapon has the white door symbol on the top left, this can be used to open doors&lt;br /&gt;
&lt;br /&gt;
Cards will contain a noise indicator, a blue noise indicator means it makes no noise, a yellow noise indicator means it makes noise. Some cards may have both symbols, depending on how it&#039;s used e.g. combat may be silent, but door opening may be noisy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Weapons in Combat===&lt;br /&gt;
&lt;br /&gt;
From left to right, each weapon has 6 icons&lt;br /&gt;
&lt;br /&gt;
The first shows the type, Melee or Ranged&lt;br /&gt;
&lt;br /&gt;
The second shows the distance, usually with a min and max value. 0 is the zone the character currently resides, whilst 1 is the zone adjacent to you and so on.&lt;br /&gt;
&lt;br /&gt;
The third shows how many dice are rolled when using this weapon&lt;br /&gt;
&lt;br /&gt;
The fourth shows what value or higher you want to roll on each dice in order to count it as a success&lt;br /&gt;
&lt;br /&gt;
The fifth shows how much damage a success grants&lt;br /&gt;
&lt;br /&gt;
The sixth shows whether this weapon is noisy or silent&lt;br /&gt;
&lt;br /&gt;
If a weapon had the red dual wield symbol, and you have a duplicate of it in each hand, you can use both weapons with one action as long as the same zone (not zombie) is targeted&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Adrenaline, Danger, and Character Leveling===&lt;br /&gt;
&lt;br /&gt;
Each time a character kills a monster, that character gains a number of AP (Adrenaline Points)&lt;br /&gt;
&lt;br /&gt;
Gaining enough AP allows that character to level up (Blue - Yellow - Orange - Red)&lt;br /&gt;
&lt;br /&gt;
Each level up gives 1 Ability, some levels only give one ability so it&#039;s automatic, whilst others give multiple options but you can only choose 1 to take and the others are lost&lt;br /&gt;
&lt;br /&gt;
Be aware that character levels are linked to danger levels, the highest character level in the group when zombies spawn determine which and how many zombies spawn based on the same blue/yellow/orange/red level. As mentioned, it&#039;s the highest character level which counts, so if one character is a blue, four are yellows, and one is orange then the zombie spawn will be of Orange level. As such, it&#039;s advised to try to stay around the same level for everyone, lagging behind will make it difficult for you!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Zombies===&lt;br /&gt;
&lt;br /&gt;
Zombies spawn at the beginning of the game as part of setup, whenever a door of a building is opened for the first time, or during their phase determined by the zombie deck and the current danger level. When a card is drawn for a zombie, it could be a normal card which simply spawns it, or a Rush card which spawns it and allows it to take an action, or an Activation card which does NOT spawn but instead allows all zombies of that type to take an action.&lt;br /&gt;
&lt;br /&gt;
Zombies have a damage, health, Actions, and AP reward, and may have special rules&lt;br /&gt;
&lt;br /&gt;
The four zombie types are:&lt;br /&gt;
&lt;br /&gt;
Walkers have Damage 1, Health 1, Actions 1, AP 1&lt;br /&gt;
&lt;br /&gt;
Fattys have Damage 1, Health 2, Actions 1, AP 1, Special Rule: Only a Damage 2+ weapon or Molotov can have an impact on them.&lt;br /&gt;
&lt;br /&gt;
Runners have Damage 1, Health 1, Actions 2, AP 1&lt;br /&gt;
&lt;br /&gt;
Abominations have Damage 1, Health 3, Actions 1, AP 5, Special Rule: Only a Damage 3+ weapon or a Molotov can have an impact on them. No weapon has a natural 3, a Skill or similar is needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Abominations===&lt;br /&gt;
&lt;br /&gt;
If an Abomination card is drawn, what happens depends on whether there is an Abomination out or not&lt;br /&gt;
&lt;br /&gt;
If there is no Abomination, an abomination spawns&lt;br /&gt;
&lt;br /&gt;
If there is an Abomination, that abomination takes an action&lt;br /&gt;
&lt;br /&gt;
In this way, there will only ever be 1 Abomination active at most&lt;br /&gt;
&lt;br /&gt;
There are 4 unique Abominations with their own rules&lt;br /&gt;
&lt;br /&gt;
Hobomination - No combat action can be taken if you share a zone with this abomination&lt;br /&gt;
&lt;br /&gt;
Abominacop - This abomination takes first priority in targeting order&lt;br /&gt;
&lt;br /&gt;
Abominawild - Molotovs used in this abomination&#039;s zone only affect the abomination, nothing else is destroyed&lt;br /&gt;
&lt;br /&gt;
Patient 0 - None&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Player Turn===&lt;br /&gt;
&lt;br /&gt;
If you are controlling multiple characters, fully complete one character&#039;s turn before taking a different character&#039;s turn, but you can choose the order in which your characters act&lt;br /&gt;
&lt;br /&gt;
A character starts with 3 Actions per turn, but this can be increased as they level. The actions are as follows:&lt;br /&gt;
&lt;br /&gt;
Move - 1 Action to move to an adjacent Zone +1 Action per zombie in current zone. This means with the base 3 actions, if a character has 3 zombies in their zone, they cannot move. If movement takes a character into a zone with zombies they cannot continue moving even if they have enough actions to progress.&lt;br /&gt;
&lt;br /&gt;
Search - Whilst in an Inside Zone with no Zombies, 1 action to draw an equipment card and either put it in Hand, put it in Backpack, or Discard it. If they put it in Hand/Backpack, they get a free action to redistribute the cards they currently hold however they like. If they have no space for the new item, during the redistribution they can choose a different item to discard. A Character can only perform 1 Search per turn, if they have a skill which gives them a Free Search this also counts as their 1 Search per turn.&lt;br /&gt;
&lt;br /&gt;
Open Door - If the character holds an item in hand which contains the door symbol on the top left, they can spend 1 action to open a door adjacent to the zone they are in. Abnormal doors may require a mission based objective to be met before they can be opened. If the door was the first door to be opened for that building, spawn zombies in each Dark Zone of that building. If a rush card was drawn, the zombie will both spawn and take an action, which may mean they move into a Light Zone.&lt;br /&gt;
&lt;br /&gt;
Trade - For 1 action, you can either trade with one other character in the same zone or redistribute your items between your Backpack and Hand. A trade does not have to be equal, it can be 1-for-1 or it could be a full take or a full give or some other arrangement agreed upon between the controlling players. The other character in the trade gets a free redistribution.&lt;br /&gt;
&lt;br /&gt;
Noise - For 1 action you can place a noise token in your zone&lt;br /&gt;
&lt;br /&gt;
Interact with Objective - For 1 Action you can interact with or take an objective, this effect can vary based on the Mission, but typically gives 5AP unless the Mission states otherwise.&lt;br /&gt;
&lt;br /&gt;
Combat - For 1 action, you can use a weapon against a zone with Zombies, if you satisfy the condition for Dual Wield you can use a single action to use both weapons.&lt;br /&gt;
&lt;br /&gt;
Wait - You can pass on any actions you don&#039;t wish to take&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Zombie Turn===&lt;br /&gt;
&lt;br /&gt;
After all characters and thus all players have taken their turns, the zombies activate&lt;br /&gt;
&lt;br /&gt;
First, attacks happen. Each zombie attacks a character in its zone, if there are multiple characters then the players choose which character takes the hit.&lt;br /&gt;
&lt;br /&gt;
Second, movement happens. Each zombie which did not attack, as such has no characters in its zone, moves 1 zone. Where they move will depend on a few things. First, they&#039;d like to go towards a zone (note they may not actually reach it) that has the most combined characters and noise tokens in it which is within its line of sight and contains at least 1 character. If there are no characters in its Line of Sight, then it moves towards the noisiest zone regardless of distance. Remember, character tokens count towards the noise level. If the path to the destination is blocked at any point between the zombie and the target zone, the zombie does not move at all. If the target zone has multiple routes of equal distance, the zombies split up as evenly as possible and take all the equidistant routes.&lt;br /&gt;
&lt;br /&gt;
For Runners, they do this check twice, their first priority is always attack, with second priority being move. This means they could, in priority order, attack-attack, attack-move, or move-move&lt;/div&gt;</summary>
		<author><name>Hulb</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpzombicidesecondedition&amp;diff=29455</id>
		<title>Gamehelpzombicidesecondedition</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpzombicidesecondedition&amp;diff=29455"/>
		<updated>2026-04-17T13:11:35Z</updated>

		<summary type="html">&lt;p&gt;Hulb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
This is a co-operative game&lt;br /&gt;
&lt;br /&gt;
Zombiecide has a number of missions to pick from, the top right on BGA will show you the win conditions for your particular Mission&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Setup===&lt;br /&gt;
&lt;br /&gt;
As part of setup, players choose characters, there are always 6 characters regardless of players so these may end up distributed unevenly&lt;br /&gt;
&lt;br /&gt;
There are two types of characters to choose from: Adults or Children (Note that this does NOT reflect difficulty or type of player to pick them). Children are shown by having a yellow head in the top right.&lt;br /&gt;
&lt;br /&gt;
Children have 2 Health and get the Slippery Skill from the start as a bonus&lt;br /&gt;
&lt;br /&gt;
Adults have 3 Health and do not get the Slippery Skill unless they can unlock it as part of natural progression&lt;br /&gt;
&lt;br /&gt;
On BGA, you can click the yellow triangle on the right of a character to give a definition of some of the skills they can unlock&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Map===&lt;br /&gt;
&lt;br /&gt;
The Map is divided into a number of Zones&lt;br /&gt;
&lt;br /&gt;
An outside zone is displayed by crosswalk borders, in addition it may be bordered by the edge of the map or by buildings&lt;br /&gt;
&lt;br /&gt;
An inside zone is displayed by walls and door breaks&lt;br /&gt;
&lt;br /&gt;
From an outside zone, an individual can see in orthogonal lines to as many other outside zones. An individual can only see one zone into a directly adjacent inside zone connected via an open door.&lt;br /&gt;
&lt;br /&gt;
From an inside zone, an individual can see a distance of one zone into adjacent connected inside zones by open doors. An individual can see in an orthogonal line as many outside zones as long as they are in a zone adjacent to an open door.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Equipment Cards===&lt;br /&gt;
&lt;br /&gt;
Cards can be either Melee, Ranged, or Skills&lt;br /&gt;
&lt;br /&gt;
A character can hold 2 Hand cards and 3 Backpack Cards. Unless the card states otherwise, Backpack cards cannot actively be used.&lt;br /&gt;
&lt;br /&gt;
Weapons will either show a knife for Melee or a gun for Ranged&lt;br /&gt;
&lt;br /&gt;
Ranged cards may have a bullet or shell symbol, there is no ammo consumption, but these symbols will indicate how they might interact with Skill cards e.g. a Skill card may only affect Shell ranged weapons&lt;br /&gt;
&lt;br /&gt;
If a weapon has the red Dual Wield symbol on the top left, having two identical of this item will let you use the dual wield rules during combat&lt;br /&gt;
&lt;br /&gt;
If a weapon has the white door symbol on the top left, this can be used to open doors&lt;br /&gt;
&lt;br /&gt;
Cards will contain a noise indicator, a blue noise indicator means it makes no noise, a yellow noise indicator means it makes noise. Some cards may have both symbols, depending on how it&#039;s used e.g. combat may be silent, but door opening may be noisy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Weapons in Combat===&lt;br /&gt;
&lt;br /&gt;
From left to right, each weapon has 6 icons&lt;br /&gt;
&lt;br /&gt;
The first shows the type, Melee or Ranged&lt;br /&gt;
&lt;br /&gt;
The second shows the distance, usually with a min and max value. 0 is the zone the character currently resides, whilst 1 is the zone adjacent to you and so on.&lt;br /&gt;
&lt;br /&gt;
The third shows how many dice are rolled when using this weapon&lt;br /&gt;
&lt;br /&gt;
The fourth shows what value or higher you want to roll on each dice in order to count it as a success&lt;br /&gt;
&lt;br /&gt;
The fifth shows how much damage a success grants&lt;br /&gt;
&lt;br /&gt;
The sixth shows whether this weapon is noisy or silent&lt;br /&gt;
&lt;br /&gt;
If a weapon had the red dual wield symbol, and you have a duplicate of it in each hand, you can use both weapons with one action as long as the same zone (not zombie) is targeted&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Adrenaline, Danger, and Character Leveling===&lt;br /&gt;
&lt;br /&gt;
Each time a character kills a monster, that character gains a number of AP (Adrenaline Points)&lt;br /&gt;
&lt;br /&gt;
Gaining enough AP allows that character to level up (Blue - Yellow - Orange - Red)&lt;br /&gt;
&lt;br /&gt;
Each level up gives 1 Ability, some levels only give one ability so it&#039;s automatic, whilst others give multiple options but you can only choose 1 to take and the others are lost&lt;br /&gt;
&lt;br /&gt;
Be aware that character levels are linked to danger levels, the highest character level in the group when zombies spawn determine which and how many zombies spawn based on the same blue/yellow/orange/red level. As mentioned, it&#039;s the highest character level which counts, so if one character is a blue, four are yellows, and one is orange then the zombie spawn will be of Orange level. As such, it&#039;s advised to try to stay around the same level for everyone, lagging behind will make it difficult for you!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Zombies===&lt;br /&gt;
&lt;br /&gt;
Zombies spawn at the beginning of the game as part of setup, whenever a door of a building is opened for the first time, or during their phase determined by the zombie deck and the current danger level. When a card is drawn for a zombie, it could be a normal card which simply spawns it, or a Rush card which spawns it and allows it to take an action, or an Activation card which does NOT spawn but instead allows all zombies of that type to take an action.&lt;br /&gt;
&lt;br /&gt;
Zombies have a damage, health, Actions, and AP reward, and may have special rules&lt;br /&gt;
&lt;br /&gt;
The four zombie types are:&lt;br /&gt;
&lt;br /&gt;
Walkers have Damage 1, Health 1, Actions 1, AP 1&lt;br /&gt;
&lt;br /&gt;
Fattys have Damage 1, Health 2, Actions 1, AP 1, Special Rule: Only a Damage 2+ weapon or Molotov can have an impact on them.&lt;br /&gt;
&lt;br /&gt;
Runners have Damage 1, Health 1, Actions 2, AP 1&lt;br /&gt;
&lt;br /&gt;
Abominations have Damage 1, Health 3, Actions 1, AP 5, Special Rule: Only a Damage 3+ weapon or a Molotov can have an impact on them. No weapon has a natural 3, a Skill or similar is needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Abominations===&lt;br /&gt;
&lt;br /&gt;
If an Abomination card is drawn, what happens depends on whether there is an Abomination out or not&lt;br /&gt;
&lt;br /&gt;
If there is no Abomination, an abomination spawns&lt;br /&gt;
&lt;br /&gt;
If there is an Abomination, that abomination takes an action&lt;br /&gt;
&lt;br /&gt;
In this way, there will only ever be 1 Abomination active at most&lt;br /&gt;
&lt;br /&gt;
There are 4 unique Abominations with their own rules&lt;br /&gt;
&lt;br /&gt;
Hobomination - No combat action can be taken if you share a zone with this abomination&lt;br /&gt;
&lt;br /&gt;
Abominacop - This abomination takes first priority in targeting order&lt;br /&gt;
&lt;br /&gt;
Abominawild - Molotovs used in this abomination&#039;s zone only affect the abomination, nothing else is destroyed&lt;br /&gt;
&lt;br /&gt;
Patient 0 - None&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Player Turn===&lt;br /&gt;
&lt;br /&gt;
If you are controlling multiple characters, fully complete one character&#039;s turn before taking a different character&#039;s turn, but you can choose the order in which your characters act&lt;br /&gt;
&lt;br /&gt;
A character starts with 3 Actions per turn, but this can be increased as they level. The actions are as follows:&lt;br /&gt;
&lt;br /&gt;
Move - 1 Action to move to an adjacent Zone +1 Action per zombie in current zone. This means with the base 3 actions, if a character has 3 zombies in their zone, they cannot move. If movement takes a character into a zone with zombies they cannot continue moving even if they have enough actions to progress.&lt;br /&gt;
&lt;br /&gt;
Search - Whilst in an Inside Zone with no Zombies, 1 action to draw an equipment card and either put it in Hand, put it in Backpack, or Discard it. If they put it in Hand/Backpack, they get a free action to redistribute the cards they currently hold however they like. If they have no space for the new item, during the redistribution they can choose a different item to discard. A Character can only perform 1 Search per turn, if they have a skill which gives them a Free Search this also counts as their 1 Search per turn.&lt;br /&gt;
&lt;br /&gt;
Open Door - If the character holds an item in hand which contains the door symbol on the top left, they can spend 1 action to open a door adjacent to the zone they are in. Abnormal doors may require a mission based objective to be met before they can be opened. If the door was the first door to be opened for that building, spawn zombies in each Dark Zone of that building. If a rush card was drawn, the zombie will both spawn and take an action, which may mean they move into a Light Zone.&lt;br /&gt;
&lt;br /&gt;
Trade - For 1 action, you can either trade with one other character in the same zone or redistribute your items between your Backpack and Hand. A trade does not have to be equal, it can be 1-for-1 or it could be a full take or a full give or some other arrangement agreed upon between the controlling players. The other character in the trade gets a free redistribution.&lt;br /&gt;
&lt;br /&gt;
Noise - For 1 action you can place a noise token in your zone&lt;br /&gt;
&lt;br /&gt;
Interact with Objective - For 1 Action you can interact with or take an objective, this effect can vary based on the Mission, but typically gives 5AP unless the Mission states otherwise.&lt;br /&gt;
&lt;br /&gt;
Combat - For 1 action, you can use a weapon against a zone with Zombies, if you satisfy the condition for Dual Wield you can use a single action to use both weapons.&lt;br /&gt;
&lt;br /&gt;
Wait - You can pass on any actions you don&#039;t wish to take&lt;/div&gt;</summary>
		<author><name>Hulb</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpzombicidesecondedition&amp;diff=29454</id>
		<title>Gamehelpzombicidesecondedition</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpzombicidesecondedition&amp;diff=29454"/>
		<updated>2026-04-17T13:05:01Z</updated>

		<summary type="html">&lt;p&gt;Hulb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
This is a co-operative game&lt;br /&gt;
&lt;br /&gt;
Zombiecide has a number of missions to pick from, the top right on BGA will show you the win conditions for your particular Mission&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Setup===&lt;br /&gt;
&lt;br /&gt;
As part of setup, players choose characters, there are always 6 characters regardless of players so these may end up distributed unevenly&lt;br /&gt;
&lt;br /&gt;
There are two types of characters to choose from: Adults or Children (Note that this does NOT reflect difficulty or type of player to pick them). Children are shown by having a yellow head in the top right.&lt;br /&gt;
&lt;br /&gt;
Children have 2 Health and get the Slippery Skill from the start as a bonus&lt;br /&gt;
&lt;br /&gt;
Adults have 3 Health and do not get the Slippery Skill unless they can unlock it as part of natural progression&lt;br /&gt;
&lt;br /&gt;
On BGA, you can click the yellow triangle on the right of a character to give a definition of some of the skills they can unlock&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Map===&lt;br /&gt;
&lt;br /&gt;
The Map is divided into a number of Zones&lt;br /&gt;
&lt;br /&gt;
An outside zone is displayed by crosswalk borders, in addition it may be bordered by the edge of the map or by buildings&lt;br /&gt;
&lt;br /&gt;
An inside zone is displayed by walls and door breaks&lt;br /&gt;
&lt;br /&gt;
From an outside zone, an individual can see in orthogonal lines to as many other outside zones. An individual can only see one zone into a directly adjacent inside zone connected via an open door.&lt;br /&gt;
&lt;br /&gt;
From an inside zone, an individual can see a distance of one zone into adjacent connected inside zones by open doors. An individual can see in an orthogonal line as many outside zones as long as they are in a zone adjacent to an open door.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Equipment Cards===&lt;br /&gt;
&lt;br /&gt;
Cards can be either Melee, Ranged, or Skills&lt;br /&gt;
&lt;br /&gt;
A character can hold 2 Hand cards and 3 Backpack Cards. Unless the card states otherwise, Backpack cards cannot actively be used.&lt;br /&gt;
&lt;br /&gt;
Weapons will either show a knife for Melee or a gun for Ranged&lt;br /&gt;
&lt;br /&gt;
Ranged cards may have a bullet or shell symbol, there is no ammo consumption, but these symbols will indicate how they might interact with Skill cards e.g. a Skill card may only affect Shell ranged weapons&lt;br /&gt;
&lt;br /&gt;
If a weapon has the red Dual Wield symbol on the top left, having two identical of this item will let you use the dual wield rules during combat&lt;br /&gt;
&lt;br /&gt;
If a weapon has the white door symbol on the top left, this can be used to open doors&lt;br /&gt;
&lt;br /&gt;
Cards will contain a noise indicator, a blue noise indicator means it makes no noise, a yellow noise indicator means it makes noise. Some cards may have both symbols, depending on how it&#039;s used e.g. combat may be silent, but door opening may be noisy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Weapons in Combat===&lt;br /&gt;
&lt;br /&gt;
From left to right, each weapon has 6 icons&lt;br /&gt;
&lt;br /&gt;
The first shows the type, Melee or Ranged&lt;br /&gt;
&lt;br /&gt;
The second shows the distance, usually with a min and max value. 0 is the zone the character currently resides, whilst 1 is the zone adjacent to you and so on.&lt;br /&gt;
&lt;br /&gt;
The third shows how many dice are rolled when using this weapon&lt;br /&gt;
&lt;br /&gt;
The fourth shows what value or higher you want to roll on each dice in order to count it as a success&lt;br /&gt;
&lt;br /&gt;
The fifth shows how much damage a success grants&lt;br /&gt;
&lt;br /&gt;
The sixth shows whether this weapon is noisy or silent&lt;br /&gt;
&lt;br /&gt;
If a weapon had the red dual wield symbol, and you have a duplicate of it in each hand, you can use both weapons with one action as long as the same zone (not zombie) is targeted&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Adrenaline, Danger, and Character Leveling===&lt;br /&gt;
&lt;br /&gt;
Each time a character kills a monster, that character gains a number of AP (Adrenaline Points)&lt;br /&gt;
&lt;br /&gt;
Gaining enough AP allows that character to level up (Blue - Yellow - Orange - Red)&lt;br /&gt;
&lt;br /&gt;
Each level up gives 1 Ability, some levels only give one ability so it&#039;s automatic, whilst others give multiple options but you can only choose 1 to take and the others are lost&lt;br /&gt;
&lt;br /&gt;
Be aware that character levels are linked to danger levels, the highest character level in the group when zombies spawn determine which and how many zombies spawn based on the same blue/yellow/orange/red level. As mentioned, it&#039;s the highest character level which counts, so if one character is a blue, four are yellows, and one is orange then the zombie spawn will be of Orange level. As such, it&#039;s advised to try to stay around the same level for everyone, lagging behind will make it difficult for you!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Zombies===&lt;br /&gt;
&lt;br /&gt;
Zombies spawn at the beginning of the game as part of setup, whenever a door of a building is opened for the first time, or during their phase determined by the zombie deck and the current danger level. When a card is drawn for a zombie, it could be a normal card which simply spawns it, or a Rush card which spawns it and allows it to take an action, or an Activation card which does NOT spawn but instead allows all zombies of that type to take an action.&lt;br /&gt;
&lt;br /&gt;
Zombies have a damage, health, Actions, and AP reward, and may have special rules&lt;br /&gt;
&lt;br /&gt;
The four zombie types are:&lt;br /&gt;
&lt;br /&gt;
Walkers have Damage 1, Health 1, Actions 1, AP 1&lt;br /&gt;
&lt;br /&gt;
Fattys have Damage 1, Health 2, Actions 1, AP 1&lt;br /&gt;
&lt;br /&gt;
Runners have Damage 1, Health 1, Actions 2, AP 1&lt;br /&gt;
&lt;br /&gt;
Abominations have Damage 1, Health 3, Actions 1, AP 5, Special Rule: Only a Damage 3+ weapon or a Molotov can have an impact on them. No weapon has a natural 3, a Skill or similar is needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Abominations===&lt;br /&gt;
&lt;br /&gt;
If an Abomination card is drawn, what happens depends on whether there is an Abomination out or not&lt;br /&gt;
&lt;br /&gt;
If there is no Abomination, an abomination spawns&lt;br /&gt;
&lt;br /&gt;
If there is an Abomination, that abomination takes an action&lt;br /&gt;
&lt;br /&gt;
In this way, there will only ever be 1 Abomination active at most&lt;br /&gt;
&lt;br /&gt;
There are 4 unique Abominations with their own rules&lt;br /&gt;
&lt;br /&gt;
Hobomination - No combat action can be taken if you share a zone with this abomination&lt;br /&gt;
&lt;br /&gt;
Abominacop - This abomination takes first priority in targeting order&lt;br /&gt;
&lt;br /&gt;
Abominawild - Molotovs used in this abomination&#039;s zone only affect the abomination, nothing else is destroyed&lt;br /&gt;
&lt;br /&gt;
Patient 0 - None&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Player Turn===&lt;br /&gt;
&lt;br /&gt;
If you are controlling multiple characters, fully complete one character&#039;s turn before taking a different character&#039;s turn, but you can choose the order in which your characters act&lt;br /&gt;
&lt;br /&gt;
A character starts with 3 Actions per turn, but this can be increased as they level. The actions are as follows:&lt;br /&gt;
&lt;br /&gt;
Move - 1 Action to move to an adjacent Zone +1 Action per zombie in current zone. This means with the base 3 actions, if a character has 3 zombies in their zone, they cannot move. If movement takes a character into a zone with zombies they cannot continue moving even if they have enough actions to progress.&lt;br /&gt;
&lt;br /&gt;
Search - Whilst in an Inside Zone with no Zombies, 1 action to draw an equipment card and either put it in Hand, put it in Backpack, or Discard it. If they put it in Hand/Backpack, they get a free action to redistribute the cards they currently hold however they like. If they have no space for the new item, during the redistribution they can choose a different item to discard. A Character can only perform 1 Search per turn, if they have a skill which gives them a Free Search this also counts as their 1 Search per turn.&lt;br /&gt;
&lt;br /&gt;
Open Door - If the character holds an item in hand which contains the door symbol on the top left, they can spend 1 action to open a door adjacent to the zone they are in. Abnormal doors may require a mission based objective to be met before they can be opened. If the door was the first door to be opened for that building, spawn zombies in each Dark Zone of that building. If a rush card was drawn, the zombie will both spawn and take an action, which may mean they move into a Light Zone.&lt;br /&gt;
&lt;br /&gt;
Trade - For 1 action, you can either trade with one other character in the same zone or redistribute your items between your Backpack and Hand. A trade does not have to be equal, it can be 1-for-1 or it could be a full take or a full give or some other arrangement agreed upon between the controlling players. The other character in the trade gets a free redistribution.&lt;br /&gt;
&lt;br /&gt;
Noise - For 1 action you can place a noise token in your zone&lt;br /&gt;
&lt;br /&gt;
Interact with Objective - For 1 Action you can interact with or take an objective, this effect can vary based on the Mission, but typically gives 5AP unless the Mission states otherwise.&lt;br /&gt;
&lt;br /&gt;
Combat - For 1 action, you can use a weapon against a zone with Zombies, if you satisfy the condition for Dual Wield you can use a single action to use both weapons.&lt;br /&gt;
&lt;br /&gt;
Wait - You can pass on any actions you don&#039;t wish to take&lt;/div&gt;</summary>
		<author><name>Hulb</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpzombicidesecondedition&amp;diff=29453</id>
		<title>Gamehelpzombicidesecondedition</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpzombicidesecondedition&amp;diff=29453"/>
		<updated>2026-04-17T13:00:06Z</updated>

		<summary type="html">&lt;p&gt;Hulb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
This is a co-operative game&lt;br /&gt;
&lt;br /&gt;
Zombiecide has a number of missions to pick from, the top right on BGA will show you the win conditions for your particular Mission&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Setup===&lt;br /&gt;
&lt;br /&gt;
As part of setup, players choose characters, there are always 6 characters regardless of players so these may end up distributed unevenly&lt;br /&gt;
&lt;br /&gt;
There are two types of characters to choose from: Adults or Children (Note that this does NOT reflect difficulty or type of player to pick them). Children are shown by having a yellow head in the top right.&lt;br /&gt;
&lt;br /&gt;
Children have 2 Health and get the Slippery Skill from the start as a bonus&lt;br /&gt;
&lt;br /&gt;
Adults have 3 Health and do not get the Slippery Skill unless they can unlock it as part of natural progression&lt;br /&gt;
&lt;br /&gt;
On BGA, you can click the yellow triangle on the right of a character to give a definition of some of the skills they can unlock&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Map===&lt;br /&gt;
&lt;br /&gt;
The Map is divided into a number of Zones&lt;br /&gt;
&lt;br /&gt;
An outside zone is displayed by crosswalk borders, in addition it may be bordered by the edge of the map or by buildings&lt;br /&gt;
&lt;br /&gt;
An inside zone is displayed by walls and door breaks&lt;br /&gt;
&lt;br /&gt;
From an outside zone, an individual can see in orthogonal lines to as many other outside zones. An individual can only see one zone into a directly adjacent inside zone connected via an open door.&lt;br /&gt;
&lt;br /&gt;
From an inside zone, an individual can see a distance of one zone into adjacent connected inside zones by open doors. An individual can see in an orthogonal line as many outside zones as long as they are in a zone adjacent to an open door.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Equipment Cards===&lt;br /&gt;
&lt;br /&gt;
Cards can be either Melee, Ranged, or Skills&lt;br /&gt;
&lt;br /&gt;
A character can hold 2 Hand cards and 3 Backpack Cards. Unless the card states otherwise, Backpack cards cannot actively be used.&lt;br /&gt;
&lt;br /&gt;
Weapons will either show a knife for Melee or a gun for Ranged&lt;br /&gt;
&lt;br /&gt;
Ranged cards may have a bullet or shell symbol, there is no ammo consumption, but these symbols will indicate how they might interact with Skill cards e.g. a Skill card may only affect Shell ranged weapons&lt;br /&gt;
&lt;br /&gt;
If a weapon has the red Dual Wield symbol on the top left, having two identical of this item will let you use the dual wield rules during combat&lt;br /&gt;
&lt;br /&gt;
If a weapon has the white door symbol on the top left, this can be used to open doors&lt;br /&gt;
&lt;br /&gt;
Cards will contain a noise indicator, a blue noise indicator means it makes no noise, a yellow noise indicator means it makes noise. Some cards may have both symbols, depending on how it&#039;s used e.g. combat may be silent, but door opening may be noisy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Weapons in Combat===&lt;br /&gt;
&lt;br /&gt;
From left to right, each weapon has 6 icons&lt;br /&gt;
&lt;br /&gt;
The first shows the type, Melee or Ranged&lt;br /&gt;
&lt;br /&gt;
The second shows the distance, usually with a min and max value. 0 is the zone the character currently resides, whilst 1 is the zone adjacent to you and so on.&lt;br /&gt;
&lt;br /&gt;
The third shows how many dice are rolled when using this weapon&lt;br /&gt;
&lt;br /&gt;
The fourth shows what value or higher you want to roll on each dice in order to count it as a success&lt;br /&gt;
&lt;br /&gt;
The fifth shows how much damage a success grants&lt;br /&gt;
&lt;br /&gt;
The sixth shows whether this weapon is noisy or silent&lt;br /&gt;
&lt;br /&gt;
If a weapon had the red dual wield symbol, and you have a duplicate of it in each hand, you can use both weapons with one action as long as the same zone (not zombie) is targeted&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Adrenaline, Danger, and Character Leveling===&lt;br /&gt;
&lt;br /&gt;
Each time a character kills a monster, that character gains a number of AP (Adrenaline Points)&lt;br /&gt;
&lt;br /&gt;
Gaining enough AP allows that character to level up (Blue - Yellow - Orange - Red)&lt;br /&gt;
&lt;br /&gt;
Each level up gives 1 Ability, some levels only give one ability so it&#039;s automatic, whilst others give multiple options but you can only choose 1 to take and the others are lost&lt;br /&gt;
&lt;br /&gt;
Be aware that character levels are linked to danger levels, the highest character level in the group when zombies spawn determine which and how many zombies spawn based on the same blue/yellow/orange/red level. As mentioned, it&#039;s the highest character level which counts, so if one character is a blue, four are yellows, and one is orange then the zombie spawn will be of Orange level. As such, it&#039;s advised to try to stay around the same level for everyone, lagging behind will make it difficult for you!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Zombies===&lt;br /&gt;
&lt;br /&gt;
Zombies spawn at the beginning of the game as part of setup, whenever a door of a building is opened for the first time, or during their phase determined by the zombie deck and the current danger level. When a card is drawn for a zombie, it could be a normal card which simply spawns it, or a Rush card which spawns it and allows it to take an action.&lt;br /&gt;
&lt;br /&gt;
Zombies have a damage, health, Actions, and AP reward, and may have special rules&lt;br /&gt;
&lt;br /&gt;
The four zombie types are:&lt;br /&gt;
&lt;br /&gt;
Walkers have Damage 1, Health 1, Actions 1, AP 1&lt;br /&gt;
&lt;br /&gt;
Fattys have Damage 1, Health 2, Actions 1, AP 1&lt;br /&gt;
&lt;br /&gt;
Runners have Damage 1, Health 1, Actions 2, AP 1&lt;br /&gt;
&lt;br /&gt;
Abominations have Damage 1, Health 3, Actions 1, AP 5, Special Rule: Only a Damage 3+ weapon or a Molotov can have an impact on them. No weapon has a natural 3, a Skill or similar is needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Abominations===&lt;br /&gt;
&lt;br /&gt;
If an Abomination card is drawn, what happens depends on whether there is an Abomination out or not&lt;br /&gt;
&lt;br /&gt;
If there is no Abomination, an abomination spawns&lt;br /&gt;
&lt;br /&gt;
If there is an Abomination, that abomination takes an action&lt;br /&gt;
&lt;br /&gt;
In this way, there will only ever be 1 Abomination active at most&lt;br /&gt;
&lt;br /&gt;
There are 4 unique Abominations with their own rules&lt;br /&gt;
&lt;br /&gt;
Hobomination - No combat action can be taken if you share a zone with this abomination&lt;br /&gt;
&lt;br /&gt;
Abominacop - This abomination takes first priority in targeting order&lt;br /&gt;
&lt;br /&gt;
Abominawild - Molotovs used in this abomination&#039;s zone only affect the abomination, nothing else is destroyed&lt;br /&gt;
&lt;br /&gt;
Patient 0 - None&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Player Turn===&lt;br /&gt;
&lt;br /&gt;
If you are controlling multiple characters, fully complete one character&#039;s turn before taking a different character&#039;s turn, but you can choose the order in which your characters act&lt;br /&gt;
&lt;br /&gt;
A character starts with 3 Actions per turn, but this can be increased as they level. The actions are as follows:&lt;br /&gt;
&lt;br /&gt;
Move - 1 Action to move to an adjacent Zone +1 Action per zombie in current zone. This means with the base 3 actions, if a character has 3 zombies in their zone, they cannot move. If movement takes a character into a zone with zombies they cannot continue moving even if they have enough actions to progress.&lt;br /&gt;
&lt;br /&gt;
Search - Whilst in an Inside Zone with no Zombies, 1 action to draw an equipment card and either put it in Hand, put it in Backpack, or Discard it. If they put it in Hand/Backpack, they get a free action to redistribute the cards they currently hold however they like. If they have no space for the new item, during the redistribution they can choose a different item to discard. A Character can only perform 1 Search per turn, if they have a skill which gives them a Free Search this also counts as their 1 Search per turn.&lt;br /&gt;
&lt;br /&gt;
Open Door - If the character holds an item in hand which contains the door symbol on the top left, they can spend 1 action to open a door adjacent to the zone they are in. Abnormal doors may require a mission based objective to be met before they can be opened. If the door was the first door to be opened for that building, spawn zombies in each Dark Zone of that building. If a rush card was drawn, the zombie will both spawn and take an action, which may mean they move into a Light Zone.&lt;br /&gt;
&lt;br /&gt;
Trade - For 1 action, you can either trade with one other character in the same zone or redistribute your items between your Backpack and Hand. A trade does not have to be equal, it can be 1-for-1 or it could be a full take or a full give or some other arrangement agreed upon between the controlling players. The other character in the trade gets a free redistribution.&lt;/div&gt;</summary>
		<author><name>Hulb</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpzombicidesecondedition&amp;diff=29452</id>
		<title>Gamehelpzombicidesecondedition</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpzombicidesecondedition&amp;diff=29452"/>
		<updated>2026-04-17T12:39:21Z</updated>

		<summary type="html">&lt;p&gt;Hulb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
This is a co-operative game&lt;br /&gt;
&lt;br /&gt;
Zombiecide has a number of missions to pick from, the top right on BGA will show you the win conditions for your particular Mission&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Setup===&lt;br /&gt;
&lt;br /&gt;
As part of setup, players choose characters, there are always 6 characters regardless of players so these may end up distributed unevenly&lt;br /&gt;
&lt;br /&gt;
There are two types of characters to choose from: Adults or Children (Note that this does NOT reflect difficulty or type of player to pick them). Children are shown by having a yellow head in the top right.&lt;br /&gt;
&lt;br /&gt;
Children have 2 Health and get the Slippery Skill from the start as a bonus&lt;br /&gt;
&lt;br /&gt;
Adults have 3 Health and do not get the Slippery Skill unless they can unlock it as part of natural progression&lt;br /&gt;
&lt;br /&gt;
On BGA, you can click the yellow triangle on the right of a character to give a definition of some of the skills they can unlock&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Map===&lt;br /&gt;
&lt;br /&gt;
The Map is divided into a number of Zones&lt;br /&gt;
&lt;br /&gt;
An outside zone is displayed by crosswalk borders, in addition it may be bordered by the edge of the map or by buildings&lt;br /&gt;
&lt;br /&gt;
An inside zone is displayed by walls and door breaks&lt;br /&gt;
&lt;br /&gt;
From an outside zone, an individual can see in orthogonal lines to as many other outside zones. An individual can only see one zone into a directly adjacent inside zone connected via an open door.&lt;br /&gt;
&lt;br /&gt;
From an inside zone, an individual can see a distance of one zone into adjacent connected inside zones by open doors. An individual can see in an orthogonal line as many outside zones as long as they are in a zone adjacent to an open door.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Equipment Cards===&lt;br /&gt;
&lt;br /&gt;
Cards can be either Melee, Ranged, or Skills&lt;br /&gt;
&lt;br /&gt;
A character can hold 2 Hand cards and 3 Backpack Cards. Unless the card states otherwise, Backpack cards cannot actively be used.&lt;br /&gt;
&lt;br /&gt;
Weapons will either show a knife for Melee or a gun for Ranged&lt;br /&gt;
&lt;br /&gt;
Ranged cards may have a bullet or shell symbol, there is no ammo consumption, but these symbols will indicate how they might interact with Skill cards e.g. a Skill card may only affect Shell ranged weapons&lt;br /&gt;
&lt;br /&gt;
If a weapon has the red Dual Wield symbol on the top left, having two identical of this item will let you use the dual wield rules during combat&lt;br /&gt;
&lt;br /&gt;
If a weapon has the white door symbol on the top left, this can be used to open doors&lt;br /&gt;
&lt;br /&gt;
Cards will contain a noise indicator, a blue noise indicator means it makes no noise, a yellow noise indicator means it makes noise. Some cards may have both symbols, depending on how it&#039;s used e.g. combat may be silent, but door opening may be noisy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Weapons in Combat===&lt;br /&gt;
&lt;br /&gt;
From left to right, each weapon has 6 icons&lt;br /&gt;
&lt;br /&gt;
The first shows the type, Melee or Ranged&lt;br /&gt;
&lt;br /&gt;
The second shows the distance, usually with a min and max value. 0 is the zone the character currently resides, whilst 1 is the zone adjacent to you and so on.&lt;br /&gt;
&lt;br /&gt;
The third shows how many dice are rolled when using this weapon&lt;br /&gt;
&lt;br /&gt;
The fourth shows what value or higher you want to roll on each dice in order to count it as a success&lt;br /&gt;
&lt;br /&gt;
The fifth shows how much damage a success grants&lt;br /&gt;
&lt;br /&gt;
The sixth shows whether this weapon is noisy or silent&lt;br /&gt;
&lt;br /&gt;
If a weapon had the red dual wield symbol, and you have a duplicate of it in each hand, you can use both weapons with one action as long as the same zone (not zombie) is targeted&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Adrenaline, Danger, and Character Leveling===&lt;br /&gt;
&lt;br /&gt;
Each time a character kills a monster, that character gains a number of AP (Adrenaline Points)&lt;br /&gt;
&lt;br /&gt;
Gaining enough AP allows that character to level up (Blue - Yellow - Orange - Red)&lt;br /&gt;
&lt;br /&gt;
Each level up gives 1 Ability, some levels only give one ability so it&#039;s automatic, whilst others give multiple options but you can only choose 1 to take and the others are lost&lt;br /&gt;
&lt;br /&gt;
Be aware that character levels are linked to danger levels, the highest character level in the group when zombies spawn determine which and how many zombies spawn based on the same blue/yellow/orange/red level. As mentioned, it&#039;s the highest character level which counts, so if one character is a blue, four are yellows, and one is orange then the zombie spawn will be of Orange level. As such, it&#039;s advised to try to stay around the same level for everyone, lagging behind will make it difficult for you!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Zombies===&lt;br /&gt;
&lt;br /&gt;
Zombies spawn at the beginning of the game as part of setup, whenever a door of a building is opened for the first time, or during their phase determined by the zombie deck and the current danger level. When a card is drawn for a zombie, it could be a normal card which simply spawns it, or a Rush card which spawns it and allows it to take an action.&lt;br /&gt;
&lt;br /&gt;
Zombies have a damage, health, Actions, and AP reward, and may have special rules&lt;br /&gt;
&lt;br /&gt;
The four zombie types are:&lt;br /&gt;
&lt;br /&gt;
Walkers have Damage 1, Health 1, Actions 1, AP 1&lt;br /&gt;
&lt;br /&gt;
Fattys have Damage 1, Health 2, Actions 1, AP 1&lt;br /&gt;
&lt;br /&gt;
Runners have Damage 1, Health 1, Actions 2, AP 1&lt;br /&gt;
&lt;br /&gt;
Abominations have Damage 1, Health 3, Actions 1, AP 5, Special Rule: Only a Damage 3+ weapon or a Molotov can have an impact on them. No weapon has a natural 3, a Skill or similar is needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Abominations===&lt;br /&gt;
&lt;br /&gt;
If an Abomination card is drawn, what happens depends on whether there is an Abomination out or not&lt;br /&gt;
&lt;br /&gt;
If there is no Abomination, an abomination spawns&lt;br /&gt;
&lt;br /&gt;
If there is an Abomination, that abomination takes an action&lt;br /&gt;
&lt;br /&gt;
In this way, there will only ever be 1 Abomination active at most&lt;br /&gt;
&lt;br /&gt;
There are 4 unique Abominations with their own rules&lt;br /&gt;
&lt;br /&gt;
Hobomination - No combat action can be taken if you share a zone with this abomination&lt;br /&gt;
&lt;br /&gt;
Abominacop - This abomination takes first priority in targeting order&lt;br /&gt;
&lt;br /&gt;
Abominawild - Molotovs used in this abomination&#039;s zone only affect the abomination, nothing else is destroyed&lt;br /&gt;
&lt;br /&gt;
Patient 0 - None&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Player Turn===&lt;br /&gt;
&lt;br /&gt;
If you are controlling multiple characters, fully complete one character&#039;s turn before taking a different character&#039;s turn, but you can choose the order in which your characters act&lt;/div&gt;</summary>
		<author><name>Hulb</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpzombicidesecondedition&amp;diff=29450</id>
		<title>Gamehelpzombicidesecondedition</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpzombicidesecondedition&amp;diff=29450"/>
		<updated>2026-04-17T12:20:41Z</updated>

		<summary type="html">&lt;p&gt;Hulb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
This is a co-operative game&lt;br /&gt;
&lt;br /&gt;
Zombiecide has a number of missions to pick from, the top right on BGA will show you the win conditions for your particular Mission&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Setup===&lt;br /&gt;
&lt;br /&gt;
As part of setup, players choose characters, there are always 6 characters regardless of players so these may end up distributed unevenly&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Map===&lt;br /&gt;
&lt;br /&gt;
The Map is divided into a number of Zones&lt;br /&gt;
&lt;br /&gt;
An outside zone is displayed by crosswalk borders, in addition it may be bordered by the edge of the map or by buildings&lt;br /&gt;
&lt;br /&gt;
An inside zone is displayed by walls and door breaks&lt;br /&gt;
&lt;br /&gt;
From an outside zone, an individual can see in orthogonal lines to as many other outside zones. An individual can only see one zone into a directly adjacent inside zone connected via an open door.&lt;br /&gt;
&lt;br /&gt;
From an inside zone, an individual can see a distance of one zone into adjacent connected inside zones by open doors. An individual can see in an orthogonal line as many outside zones as long as they are in a zone adjacent to an open door.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Equipment Cards===&lt;br /&gt;
&lt;br /&gt;
Cards can be either Melee, Ranged, or Skills&lt;br /&gt;
&lt;br /&gt;
A character can hold 2 Hand cards and 3 Backpack Cards. Unless the card states otherwise, Backpack cards cannot actively be used.&lt;br /&gt;
&lt;br /&gt;
Weapons will either show a knife for Melee or a gun for Ranged&lt;br /&gt;
&lt;br /&gt;
Ranged cards may have a bullet or shell symbol, there is no ammo consumption, but these symbols will indicate how they might interact with Skill cards e.g. a Skill card may only affect Shell ranged weapons&lt;br /&gt;
&lt;br /&gt;
If a weapon has the red Dual Wield symbol on the top left, having two identical of this item will let you use the dual wield rules during combat&lt;br /&gt;
&lt;br /&gt;
If a weapon has the white door symbol on the top left, this can be used to open doors&lt;br /&gt;
&lt;br /&gt;
Cards will contain a noise indicator, a blue noise indicator means it makes no noise, a yellow noise indicator means it makes noise. Some cards may have both symbols, depending on how it&#039;s used e.g. combat may be silent, but door opening may be noisy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Weapons in Combat===&lt;br /&gt;
&lt;br /&gt;
From left to right, each weapon has 6 icons&lt;br /&gt;
&lt;br /&gt;
The first shows the type, Melee or Ranged&lt;br /&gt;
&lt;br /&gt;
The second shows the distance, usually with a min and max value. 0 is the zone the character currently resides, whilst 1 is the zone adjacent to you and so on.&lt;br /&gt;
&lt;br /&gt;
The third shows how many dice are rolled when using this weapon&lt;br /&gt;
&lt;br /&gt;
The fourth shows what value or higher you want to roll on each dice in order to count it as a success&lt;br /&gt;
&lt;br /&gt;
The fifth shows how much damage a success grants&lt;br /&gt;
&lt;br /&gt;
The sixth shows whether this weapon is noisy or silent&lt;br /&gt;
&lt;br /&gt;
If a weapon had the red dual wield symbol, and you have a duplicate of it in each hand, you can use both weapons with one action as long as the same zone (not zombie) is targeted&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Adrenaline, Danger, and Character Leveling===&lt;br /&gt;
&lt;br /&gt;
Each time a character kills a monster, that character gains a number of AP (Adrenaline Points)&lt;br /&gt;
&lt;br /&gt;
Gaining enough AP allows that character to level up (Blue - Yellow - Orange - Red)&lt;br /&gt;
&lt;br /&gt;
Each level up gives 1 Ability, some levels only give one ability so it&#039;s automatic, whilst others give multiple options but you can only choose 1 to take and the others are lost&lt;br /&gt;
&lt;br /&gt;
Be aware that character levels are linked to danger levels, the highest character level in the group when zombies spawn determine which and how many zombies spawn based on the same blue/yellow/orange/red level. As mentioned, it&#039;s the highest character level which counts, so if one character is a blue, four are yellows, and one is orange then the zombie spawn will be of Orange level. As such, it&#039;s advised to try to stay around the same level for everyone, lagging behind will make it difficult for you!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Zombies===&lt;br /&gt;
&lt;br /&gt;
Zombies spawn at the beginning of the game as part of setup, whenever a door of a building is opened for the first time, or during their phase determined by the zombie deck and the current danger level. When a card is drawn for a zombie, it could be a normal card which simply spawns it, or a Rush card which spawns it and allows it to take an action.&lt;br /&gt;
&lt;br /&gt;
Zombies have a damage, health, Actions, and AP reward, and may have special rules&lt;br /&gt;
&lt;br /&gt;
The four zombie types are:&lt;br /&gt;
&lt;br /&gt;
Walkers have Damage 1, Health 1, Actions 1, AP 1&lt;br /&gt;
&lt;br /&gt;
Fattys have Damage 1, Health 2, Actions 1, AP 1&lt;br /&gt;
&lt;br /&gt;
Runners have Damage 1, Health 1, Actions 2, AP 1&lt;br /&gt;
&lt;br /&gt;
Abominations have Damage 1, Health 3, Actions 1, AP 5, Special Rule: Only a Damage 3+ weapon or a Molotov can have an impact on them. No weapon has a natural 3, a Skill or similar is needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Abominations===&lt;br /&gt;
&lt;br /&gt;
If an Abomination card is drawn, what happens depends on whether there is an Abomination out or not&lt;br /&gt;
&lt;br /&gt;
If there is no Abomination, an abomination spawns&lt;br /&gt;
&lt;br /&gt;
If there is an Abomination, that abomination takes an action&lt;br /&gt;
&lt;br /&gt;
In this way, there will only ever be 1 Abomination active at most&lt;br /&gt;
&lt;br /&gt;
There are 4 unique Abominations with their own rules&lt;br /&gt;
&lt;br /&gt;
Hobomination - No combat action can be taken if you share a zone with this abomination&lt;br /&gt;
&lt;br /&gt;
Abominacop - This abomination takes first priority in targeting order&lt;br /&gt;
&lt;br /&gt;
Abominawild - Molotovs used in this abomination&#039;s zone only affect the abomination, nothing else is destroyed&lt;br /&gt;
&lt;br /&gt;
Patient 0 - None&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Player Turn===&lt;br /&gt;
&lt;br /&gt;
If you are controlling multiple characters, fully complete one character&#039;s turn before taking a different character&#039;s turn, but you can choose the order in which your characters act&lt;/div&gt;</summary>
		<author><name>Hulb</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpzombicidesecondedition&amp;diff=29449</id>
		<title>Gamehelpzombicidesecondedition</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpzombicidesecondedition&amp;diff=29449"/>
		<updated>2026-04-17T12:17:32Z</updated>

		<summary type="html">&lt;p&gt;Hulb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
This is a co-operative game&lt;br /&gt;
&lt;br /&gt;
Zombiecide has a number of missions to pick from, the top right on BGA will show you the win conditions for your particular Mission&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Setup===&lt;br /&gt;
&lt;br /&gt;
As part of setup, players choose characters, there are always 6 characters regardless of players so these may end up distributed unevenly&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Map===&lt;br /&gt;
&lt;br /&gt;
The Map is divided into a number of Zones&lt;br /&gt;
&lt;br /&gt;
An outside zone is displayed by crosswalk borders, in addition it may be bordered by the edge of the map or by buildings&lt;br /&gt;
&lt;br /&gt;
An inside zone is displayed by walls and door breaks&lt;br /&gt;
&lt;br /&gt;
From an outside zone, an individual can see in orthogonal lines to as many other outside zones. An individual can only see one zone into a directly adjacent inside zone connected via an open door.&lt;br /&gt;
&lt;br /&gt;
From an inside zone, an individual can see a distance of one zone into adjacent connected inside zones by open doors. An individual can see in an orthogonal line as many outside zones as long as they are in a zone adjacent to an open door.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Equipment Cards===&lt;br /&gt;
&lt;br /&gt;
Cards can be either Melee, Ranged, or Skills&lt;br /&gt;
&lt;br /&gt;
A character can hold 2 Hand cards and 3 Backpack Cards. Unless the card states otherwise, Backpack cards cannot actively be used.&lt;br /&gt;
&lt;br /&gt;
Weapons will either show a knife for Melee or a gun for Ranged&lt;br /&gt;
&lt;br /&gt;
Ranged cards may have a bullet or shell symbol, there is no ammo consumption, but these symbols will indicate how they might interact with Skill cards e.g. a Skill card may only affect Shell ranged weapons&lt;br /&gt;
&lt;br /&gt;
If a weapon has the red Dual Wield symbol on the top left, having two identical of this item will let you use the dual wield rules during combat&lt;br /&gt;
&lt;br /&gt;
If a weapon has the white door symbol on the top left, this can be used to open doors&lt;br /&gt;
&lt;br /&gt;
Cards will contain a noise indicator, a blue noise indicator means it makes no noise, a yellow noise indicator means it makes noise. Some cards may have both symbols, depending on how it&#039;s used e.g. combat may be silent, but door opening may be noisy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Weapons in Combat===&lt;br /&gt;
&lt;br /&gt;
From left to right, each weapon has 6 icons&lt;br /&gt;
&lt;br /&gt;
The first shows the type, Melee or Ranged&lt;br /&gt;
&lt;br /&gt;
The second shows the distance, usually with a min and max value. 0 is the zone the character currently resides, whilst 1 is the zone adjacent to you and so on.&lt;br /&gt;
&lt;br /&gt;
The third shows how many dice are rolled when using this weapon&lt;br /&gt;
&lt;br /&gt;
The fourth shows what value or higher you want to roll on each dice in order to count it as a success&lt;br /&gt;
&lt;br /&gt;
The fifth shows how much damage a success grants&lt;br /&gt;
&lt;br /&gt;
The sixth shows whether this weapon is noisy or silent&lt;br /&gt;
&lt;br /&gt;
If a weapon had the red dual wield symbol, and you have a duplicate of it in each hand, you can use both weapons with one action as long as the same zone (not zombie) is targeted&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Adrenaline, Danger, and Character Leveling===&lt;br /&gt;
&lt;br /&gt;
Each time a character kills a monster, that character gains a number of AP (Adrenaline Points)&lt;br /&gt;
&lt;br /&gt;
Gaining enough AP allows that character to level up (Blue - Yellow - Orange - Red)&lt;br /&gt;
&lt;br /&gt;
Each level up gives 1 Ability, some levels only give one ability so it&#039;s automatic, whilst others give multiple options but you can only choose 1 to take and the others are lost&lt;br /&gt;
&lt;br /&gt;
Be aware that character levels are linked to danger levels, the highest character level in the group when zombies spawn determine which and how many zombies spawn based on the same blue/yellow/orange/red level. As mentioned, it&#039;s the highest character level which counts, so if one character is a blue, four are yellows, and one is orange then the zombie spawn will be of Orange level. As such, it&#039;s advised to try to stay around the same level for everyone, lagging behind will make it difficult for you!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Zombies===&lt;br /&gt;
&lt;br /&gt;
Zombies spawn at the beginning of the game as part of setup, whenever a door of a building is opened for the first time, or during their phase determined by the zombie deck and the current danger level. When a card is drawn for a zombie, it could be a normal card which simply spawns it, or a Rush card which spawns it and allows it to take an action.&lt;br /&gt;
&lt;br /&gt;
Zombies have a damage, health, Actions, and AP reward, and may have special rules&lt;br /&gt;
&lt;br /&gt;
The four zombie types are:&lt;br /&gt;
&lt;br /&gt;
Walkers have Damage 1, Health 1, Actions 1, AP 1&lt;br /&gt;
&lt;br /&gt;
Fattys have Damage 1, Health 2, Actions 1, AP 1&lt;br /&gt;
&lt;br /&gt;
Runners have Damage 1, Health 1, Actions 2, AP 1&lt;br /&gt;
&lt;br /&gt;
Abominations have Damage 1, Health 3, Actions 1, AP 5, Special Rule: Only a Damage 3+ weapon or a Molotov can have an impact on them. No weapon has a natural 3, a Skill or similar is needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Abominations===&lt;br /&gt;
&lt;br /&gt;
If an Abomination card is drawn, what happens depends on whether there is an Abomination out or not&lt;br /&gt;
&lt;br /&gt;
If there is no Abomination, an abomination spawns&lt;br /&gt;
&lt;br /&gt;
If there is an Abomination, that abomination takes an action&lt;br /&gt;
&lt;br /&gt;
In this way, there will only ever be 1 Abomination active at most&lt;br /&gt;
&lt;br /&gt;
There are 4 unique Abominations with their own rules&lt;br /&gt;
&lt;br /&gt;
Hobomination - No combat action can be taken if you share a zone with this abomination&lt;br /&gt;
&lt;br /&gt;
Abominacop - This abomination takes first priority in targeting order&lt;br /&gt;
&lt;br /&gt;
Abominawild - Molotovs used in this abomination&#039;s zone only affect the abomination, nothing else is destroyed&lt;br /&gt;
&lt;br /&gt;
Patient 0 - None&lt;/div&gt;</summary>
		<author><name>Hulb</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpzombicidesecondedition&amp;diff=29448</id>
		<title>Gamehelpzombicidesecondedition</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpzombicidesecondedition&amp;diff=29448"/>
		<updated>2026-04-17T12:03:01Z</updated>

		<summary type="html">&lt;p&gt;Hulb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
This is a co-operative game&lt;br /&gt;
&lt;br /&gt;
Zombiecide has a number of missions to pick from, the top right on BGA will show you the win conditions for your particular Mission&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Setup===&lt;br /&gt;
&lt;br /&gt;
As part of setup, players choose characters, there are always 6 characters regardless of players so these may end up distributed unevenly&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Map===&lt;br /&gt;
&lt;br /&gt;
The Map is divided into a number of Zones&lt;br /&gt;
&lt;br /&gt;
An outside zone is displayed by crosswalk borders, in addition it may be bordered by the edge of the map or by buildings&lt;br /&gt;
&lt;br /&gt;
An inside zone is displayed by walls and door breaks&lt;br /&gt;
&lt;br /&gt;
From an outside zone, an individual can see in orthogonal lines to as many other outside zones. An individual can only see one zone into a directly adjacent inside zone connected via an open door.&lt;br /&gt;
&lt;br /&gt;
From an inside zone, an individual can see a distance of one zone into adjacent connected inside zones by open doors. An individual can see in an orthogonal line as many outside zones as long as they are in a zone adjacent to an open door.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Equipment Cards===&lt;br /&gt;
&lt;br /&gt;
Cards can be either Melee, Ranged, or Skills&lt;br /&gt;
&lt;br /&gt;
A character can hold 2 Hand cards and 3 Backpack Cards. Unless the card states otherwise, Backpack cards cannot actively be used.&lt;br /&gt;
&lt;br /&gt;
Weapons will either show a knife for Melee or a gun for Ranged&lt;br /&gt;
&lt;br /&gt;
Ranged cards may have a bullet or shell symbol, there is no ammo consumption, but these symbols will indicate how they might interact with Skill cards e.g. a Skill card may only affect Shell ranged weapons&lt;br /&gt;
&lt;br /&gt;
If a weapon has the red Dual Wield symbol on the top left, having two identical of this item will let you use the dual wield rules during combat&lt;br /&gt;
&lt;br /&gt;
If a weapon has the white door symbol on the top left, this can be used to open doors&lt;br /&gt;
&lt;br /&gt;
Cards will contain a noise indicator, a blue noise indicator means it makes no noise, a yellow noise indicator means it makes noise. Some cards may have both symbols, depending on how it&#039;s used e.g. combat may be silent, but door opening may be noisy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Weapons in Combat===&lt;br /&gt;
&lt;br /&gt;
From left to right, each weapon has 6 icons&lt;br /&gt;
&lt;br /&gt;
The first shows the type, Melee or Ranged&lt;br /&gt;
&lt;br /&gt;
The second shows the distance, usually with a min and max value. 0 is the zone the character currently resides, whilst 1 is the zone adjacent to you and so on.&lt;br /&gt;
&lt;br /&gt;
The third shows how many dice are rolled when using this weapon&lt;br /&gt;
&lt;br /&gt;
The fourth shows what value or higher you want to roll on each dice in order to count it as a success&lt;br /&gt;
&lt;br /&gt;
The fifth shows how much damage a success grants&lt;br /&gt;
&lt;br /&gt;
The sixth shows whether this weapon is noisy or silent&lt;br /&gt;
&lt;br /&gt;
If a weapon had the red dual wield symbol, and you have a duplicate of it in each hand, you can use both weapons with one action as long as the same zone (not zombie) is targeted&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Adrenaline, Danger, and Character Leveling===&lt;br /&gt;
&lt;br /&gt;
Each time a character kills a monster, that character gains a number of AP (Adrenaline Points)&lt;br /&gt;
&lt;br /&gt;
Gaining enough AP allows that character to level up (Blue - Yellow - Orange - Red)&lt;br /&gt;
&lt;br /&gt;
Each level up gives 1 Ability, some levels only give one ability so it&#039;s automatic, whilst others give multiple options but you can only choose 1 to take and the others are lost&lt;br /&gt;
&lt;br /&gt;
Be aware that character levels are linked to danger levels, the highest character level in the group when zombies spawn determine which and how many zombies spawn based on the same blue/yellow/orange/red level. As mentioned, it&#039;s the highest character level which counts, so if one character is a blue, four are yellows, and one is orange then the zombie spawn will be of Orange level. As such, it&#039;s advised to try to stay around the same level for everyone, lagging behind will make it difficult for you!&lt;/div&gt;</summary>
		<author><name>Hulb</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpzombicidesecondedition&amp;diff=29447</id>
		<title>Gamehelpzombicidesecondedition</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpzombicidesecondedition&amp;diff=29447"/>
		<updated>2026-04-17T12:01:57Z</updated>

		<summary type="html">&lt;p&gt;Hulb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
Zombiecide has a number of missions to pick from, the top right on BGA will show you the win conditions for your particular Mission&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Setup===&lt;br /&gt;
&lt;br /&gt;
As part of setup, players choose characters, there are always 6 characters regardless of players so these may end up distributed unevenly&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Map===&lt;br /&gt;
&lt;br /&gt;
The Map is divided into a number of Zones&lt;br /&gt;
&lt;br /&gt;
An outside zone is displayed by crosswalk borders, in addition it may be bordered by the edge of the map or by buildings&lt;br /&gt;
&lt;br /&gt;
An inside zone is displayed by walls and door breaks&lt;br /&gt;
&lt;br /&gt;
From an outside zone, an individual can see in orthogonal lines to as many other outside zones. An individual can only see one zone into a directly adjacent inside zone connected via an open door.&lt;br /&gt;
&lt;br /&gt;
From an inside zone, an individual can see a distance of one zone into adjacent connected inside zones by open doors. An individual can see in an orthogonal line as many outside zones as long as they are in a zone adjacent to an open door.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Equipment Cards===&lt;br /&gt;
&lt;br /&gt;
Cards can be either Melee, Ranged, or Skills&lt;br /&gt;
&lt;br /&gt;
A character can hold 2 Hand cards and 3 Backpack Cards. Unless the card states otherwise, Backpack cards cannot actively be used.&lt;br /&gt;
&lt;br /&gt;
Weapons will either show a knife for Melee or a gun for Ranged&lt;br /&gt;
&lt;br /&gt;
Ranged cards may have a bullet or shell symbol, there is no ammo consumption, but these symbols will indicate how they might interact with Skill cards e.g. a Skill card may only affect Shell ranged weapons&lt;br /&gt;
&lt;br /&gt;
If a weapon has the red Dual Wield symbol on the top left, having two identical of this item will let you use the dual wield rules during combat&lt;br /&gt;
&lt;br /&gt;
If a weapon has the white door symbol on the top left, this can be used to open doors&lt;br /&gt;
&lt;br /&gt;
Cards will contain a noise indicator, a blue noise indicator means it makes no noise, a yellow noise indicator means it makes noise. Some cards may have both symbols, depending on how it&#039;s used e.g. combat may be silent, but door opening may be noisy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Weapons in Combat===&lt;br /&gt;
&lt;br /&gt;
From left to right, each weapon has 6 icons&lt;br /&gt;
&lt;br /&gt;
The first shows the type, Melee or Ranged&lt;br /&gt;
&lt;br /&gt;
The second shows the distance, usually with a min and max value. 0 is the zone the character currently resides, whilst 1 is the zone adjacent to you and so on.&lt;br /&gt;
&lt;br /&gt;
The third shows how many dice are rolled when using this weapon&lt;br /&gt;
&lt;br /&gt;
The fourth shows what value or higher you want to roll on each dice in order to count it as a success&lt;br /&gt;
&lt;br /&gt;
The fifth shows how much damage a success grants&lt;br /&gt;
&lt;br /&gt;
The sixth shows whether this weapon is noisy or silent&lt;br /&gt;
&lt;br /&gt;
If a weapon had the red dual wield symbol, and you have a duplicate of it in each hand, you can use both weapons with one action as long as the same zone (not zombie) is targeted&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Adrenaline, Danger, and Character Leveling===&lt;br /&gt;
&lt;br /&gt;
Each time a character kills a monster, that character gains a number of AP (Adrenaline Points)&lt;br /&gt;
&lt;br /&gt;
Gaining enough AP allows that character to level up (Blue - Yellow - Orange - Red)&lt;br /&gt;
&lt;br /&gt;
Each level up gives 1 Ability, some levels only give one ability so it&#039;s automatic, whilst others give multiple options but you can only choose 1 to take and the others are lost&lt;br /&gt;
&lt;br /&gt;
Be aware that character levels are linked to danger levels, the highest character level in the group when zombies spawn determine which and how many zombies spawn based on the same blue/yellow/orange/red level. As mentioned, it&#039;s the highest character level which counts, so if one character is a blue, four are yellows, and one is orange then the zombie spawn will be of Orange level. As such, it&#039;s advised to try to stay around the same level for everyone, lagging behind will make it difficult for you!&lt;/div&gt;</summary>
		<author><name>Hulb</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpzombicidesecondedition&amp;diff=29446</id>
		<title>Gamehelpzombicidesecondedition</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpzombicidesecondedition&amp;diff=29446"/>
		<updated>2026-04-17T11:47:45Z</updated>

		<summary type="html">&lt;p&gt;Hulb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
Zombiecide has a number of missions to pick from, the top right on BGA will show you the win conditions for your particular Mission&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Setup===&lt;br /&gt;
&lt;br /&gt;
As part of setup, players choose characters, there are always 6 characters regardless of players so these may end up distributed unevenly&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Map===&lt;br /&gt;
&lt;br /&gt;
The Map is divided into a number of Zones&lt;br /&gt;
&lt;br /&gt;
An outside zone is displayed by crosswalk borders, in addition it may be bordered by the edge of the map or by buildings&lt;br /&gt;
&lt;br /&gt;
An inside zone is displayed by walls and door breaks&lt;br /&gt;
&lt;br /&gt;
From an outside zone, an individual can see in orthogonal lines to as many other outside zones. An individual can only see one zone into a directly adjacent inside zone connected via an open door.&lt;br /&gt;
&lt;br /&gt;
From an inside zone, an individual can see a distance of one zone into adjacent connected inside zones by open doors. An individual can see in an orthogonal line as many outside zones as long as they are in a zone adjacent to an open door.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Equipment Cards===&lt;br /&gt;
&lt;br /&gt;
Cards can be either Melee, Ranged, or Skills&lt;br /&gt;
&lt;br /&gt;
A character can hold 2 Hand cards and 3 Backpack Cards. Unless the card states otherwise, Backpack cards cannot actively be used.&lt;br /&gt;
&lt;br /&gt;
Weapons will either show a knife for Melee or a gun for Ranged&lt;br /&gt;
&lt;br /&gt;
Ranged cards may have a bullet or shell symbol, there is no ammo consumption, but these symbols will indicate how they might interact with Skill cards e.g. a Skill card may only affect Shell ranged weapons&lt;br /&gt;
&lt;br /&gt;
If a weapon has the red Dual Wield symbol on the top left, having two identical of this item will let you use the dual wield rules during combat&lt;br /&gt;
&lt;br /&gt;
If a weapon has the white door symbol on the top left, this can be used to open doors&lt;br /&gt;
&lt;br /&gt;
Cards will contain a noise indicator, a blue noise indicator means it makes no noise, a yellow noise indicator means it makes noise. Some cards may have both symbols, depending on how it&#039;s used e.g. combat may be silent, but door opening may be noisy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Weapons in Combat===&lt;br /&gt;
&lt;br /&gt;
From left to right, each weapon has 6 icons&lt;br /&gt;
&lt;br /&gt;
The first shows the type, Melee or Ranged&lt;br /&gt;
&lt;br /&gt;
The second shows the distance, usually with a min and max value. 0 is the zone the character currently resides, whilst 1 is the zone adjacent to you and so on.&lt;br /&gt;
&lt;br /&gt;
The third shows how many dice are rolled when using this weapon&lt;br /&gt;
&lt;br /&gt;
The fourth shows what value or higher you want to roll on each dice in order to count it as a success&lt;br /&gt;
&lt;br /&gt;
The fifth shows how much damage a success grants&lt;br /&gt;
&lt;br /&gt;
The sixth shows whether this weapon is noisy or silent&lt;br /&gt;
&lt;br /&gt;
If a weapon had the red dual wield symbol, and you have a duplicate of it in each hand, you can use both weapons with one action as long as the same zone (not zombie) is targeted&lt;/div&gt;</summary>
		<author><name>Hulb</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpzombicidesecondedition&amp;diff=29445</id>
		<title>Gamehelpzombicidesecondedition</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpzombicidesecondedition&amp;diff=29445"/>
		<updated>2026-04-17T11:40:10Z</updated>

		<summary type="html">&lt;p&gt;Hulb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
Zombiecide has a number of missions to pick from, the top right on BGA will show you the win conditions for your particular Mission&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Setup===&lt;br /&gt;
&lt;br /&gt;
As part of setup, players choose characters, there are always 6 characters regardless of players so these may end up distributed unevenly&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Map===&lt;br /&gt;
&lt;br /&gt;
The Map is divided into a number of Zones&lt;br /&gt;
&lt;br /&gt;
An outside zone is displayed by crosswalk borders, in addition it may be bordered by the edge of the map or by buildings&lt;br /&gt;
&lt;br /&gt;
An inside zone is displayed by walls and door breaks&lt;br /&gt;
&lt;br /&gt;
From an outside zone, an individual can see in orthogonal lines to as many other outside zones. An individual can only see one zone into a directly adjacent inside zone connected via an open door.&lt;br /&gt;
&lt;br /&gt;
From an inside zone, an individual can see a distance of one zone into adjacent connected inside zones by open doors. An individual can see in an orthogonal line as many outside zones as long as they are in a zone adjacent to an open door.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Equipment Cards===&lt;br /&gt;
&lt;br /&gt;
Cards can be either Melee, Ranged, or Skills&lt;br /&gt;
&lt;br /&gt;
A character can hold 2 Hand cards and 3 Backpack Cards. Unless the card states otherwise, Backpack cards cannot actively be used.&lt;br /&gt;
&lt;br /&gt;
Weapons will either show a knife for Melee or a gun for Ranged&lt;br /&gt;
&lt;br /&gt;
Ranged cards may have a bullet or shell symbol, there is no ammo consumption, but these symbols will indicate how they might interact with Skill cards e.g. a Skill card may only affect Shell ranged weapons&lt;br /&gt;
&lt;br /&gt;
If a weapon has the red Dual Wield symbol on the top left, having two identical of this item will let you use the dual wield rules during combat&lt;br /&gt;
&lt;br /&gt;
If a weapon has the white door symbol on the top left, this can be used to open doors&lt;br /&gt;
&lt;br /&gt;
Cards will contain a noise indicator, a blue noise indicator means it makes no noise, a yellow noise indicator means it makes noise. Some cards may have both symbols, depending on how it&#039;s used e.g. combat may be silent, but door opening may be noisy&lt;/div&gt;</summary>
		<author><name>Hulb</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpzombicidesecondedition&amp;diff=29444</id>
		<title>Gamehelpzombicidesecondedition</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpzombicidesecondedition&amp;diff=29444"/>
		<updated>2026-04-17T11:39:25Z</updated>

		<summary type="html">&lt;p&gt;Hulb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
Zombiecide has a number of missions to pick from, the top right on BGA will show you the win conditions for your particular Mission&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Setup===&lt;br /&gt;
&lt;br /&gt;
As part of setup, players choose characters, there are always 6 characters regardless of players so these may end up distributed unevenly&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Map===&lt;br /&gt;
&lt;br /&gt;
The Map is divided into a number of Zones&lt;br /&gt;
&lt;br /&gt;
An outside zone is displayed by crosswalk borders, in addition it may be bordered by the edge of the map or by buildings&lt;br /&gt;
&lt;br /&gt;
An inside zone is displayed by walls and door breaks&lt;br /&gt;
&lt;br /&gt;
From an outside zone, an individual can see in orthogonal lines to as many other outside zones. An individual can only see one zone into a directly adjacent inside zone connected via an open door.&lt;br /&gt;
&lt;br /&gt;
From an inside zone, an individual can see a distance of one zone into adjacent connected inside zones by open doors. An individual can see in an orthogonal line as many outside zones as long as they are in a zone adjacent to an open door.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Equipment Cards===&lt;br /&gt;
&lt;br /&gt;
Cards can be either Melee, Ranged, or Skills&lt;br /&gt;
&lt;br /&gt;
A character can hold 2 Hand cards and 3 Backpack Cards. Unless the card states otherwise, Backpack cards cannot actively be used.&lt;br /&gt;
&lt;br /&gt;
Weapons will either show a knife for Melee or a gun for Ranged&lt;br /&gt;
&lt;br /&gt;
Ranged cards may have a bullet or shell symbol, there is no ammo consumption, but these symbols will indicate how they might interact with Skill cards e.g. a Skill card may only affect Shell ranged weapons&lt;br /&gt;
&lt;br /&gt;
If a weapon has the red Dual Wield symbol on the top left, having two identical of this item will let you use the dual wield rules during combat&lt;br /&gt;
&lt;br /&gt;
If a weapon has the white door symbol on the top left, this can be used to open doors&lt;br /&gt;
&lt;br /&gt;
Cards will contain a noise indicator, a blue noise indicator means it makes no noise, a yellow noise indicator means it makes noise.&lt;/div&gt;</summary>
		<author><name>Hulb</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpzombicidesecondedition&amp;diff=29443</id>
		<title>Gamehelpzombicidesecondedition</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpzombicidesecondedition&amp;diff=29443"/>
		<updated>2026-04-17T11:38:09Z</updated>

		<summary type="html">&lt;p&gt;Hulb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
Zombiecide has a number of missions to pick from, the top right on BGA will show you the win conditions for your particular Mission&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Setup===&lt;br /&gt;
&lt;br /&gt;
As part of setup, players choose characters, there are always 6 characters regardless of players so these may end up distributed unevenly&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Map===&lt;br /&gt;
&lt;br /&gt;
The Map is divided into a number of Zones&lt;br /&gt;
&lt;br /&gt;
An outside zone is displayed by crosswalk borders, in addition it may be bordered by the edge of the map or by buildings&lt;br /&gt;
&lt;br /&gt;
An inside zone is displayed by walls and door breaks&lt;br /&gt;
&lt;br /&gt;
From an outside zone, an individual can see in orthogonal lines to as many other outside zones. An individual can only see one zone into a directly adjacent inside zone connected via an open door.&lt;br /&gt;
&lt;br /&gt;
From an inside zone, an individual can see a distance of one zone into adjacent connected inside zones by open doors. An individual can see in an orthogonal line as many outside zones as long as they are in a zone adjacent to an open door.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Equipment Cards===&lt;br /&gt;
&lt;br /&gt;
Cards can be either Melee, Ranged, or Skills&lt;br /&gt;
&lt;br /&gt;
A character can hold 2 Hand cards and 3 Backpack Cards. Unless the card states otherwise, Backpack cards cannot actively be used.&lt;br /&gt;
&lt;br /&gt;
Weapons will either show a knife for Melee or a gun for Ranged&lt;br /&gt;
&lt;br /&gt;
Ranged cards may have a bullet or shell symbol, there is no ammo consumption, but these symbols will indicate how they might interact with Skill cards e.g. a Skill card may only affect Shell ranged weapons&lt;br /&gt;
&lt;br /&gt;
If a weapon has the red Dual Wield symbol on the top left, having two identical of this item will let you use the dual wield rules during combat&lt;br /&gt;
&lt;br /&gt;
If a weapon has the white door symbol on the top left, this can be used to open doors&lt;/div&gt;</summary>
		<author><name>Hulb</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpzombicidesecondedition&amp;diff=29442</id>
		<title>Gamehelpzombicidesecondedition</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpzombicidesecondedition&amp;diff=29442"/>
		<updated>2026-04-17T11:30:03Z</updated>

		<summary type="html">&lt;p&gt;Hulb: Created page with &amp;quot;===Overview===  Zombiecide has a number of missions to pick from, the top right on BGA will show you the win conditions for your particular Mission   ===Setup===  As part of setup, players choose characters, there are always 6 characters regardless of players so these may end up distributed unevenly   ===The Map===  The Map is divided into a number of Zones  An outside zone is displayed by crosswalk borders, in addition it may be bordered by the edge of the map or by bui...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
Zombiecide has a number of missions to pick from, the top right on BGA will show you the win conditions for your particular Mission&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Setup===&lt;br /&gt;
&lt;br /&gt;
As part of setup, players choose characters, there are always 6 characters regardless of players so these may end up distributed unevenly&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Map===&lt;br /&gt;
&lt;br /&gt;
The Map is divided into a number of Zones&lt;br /&gt;
&lt;br /&gt;
An outside zone is displayed by crosswalk borders, in addition it may be bordered by the edge of the map or by buildings&lt;br /&gt;
&lt;br /&gt;
An inside zone is displayed by walls and door breaks&lt;br /&gt;
&lt;br /&gt;
From an outside zone, an individual can see in orthogonal lines to as many other outside zones. An individual can only see one zone into a directly adjacent inside zone connected via an open door.&lt;br /&gt;
&lt;br /&gt;
From an inside zone, an individual can see a distance of one zone into adjacent connected inside zones by open doors. An individual can see in an orthogonal line as many outside zones as long as they are in a zone adjacent to an open door.&lt;/div&gt;</summary>
		<author><name>Hulb</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelparctic&amp;diff=29402</id>
		<title>Gamehelparctic</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelparctic&amp;diff=29402"/>
		<updated>2026-04-14T14:40:18Z</updated>

		<summary type="html">&lt;p&gt;Hulb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Arctic is a collection game where you will create a personal pile with Animal cards from the Arctic landscape.&lt;br /&gt;
&lt;br /&gt;
=== OVERVIEW ===&lt;br /&gt;
The objective of the game is to score the most points by:&lt;br /&gt;
&lt;br /&gt;
- Creating the longest possible sequence of consecutive cards for each animal from the Arctic landscape,&lt;br /&gt;
&lt;br /&gt;
- Diversifying your sequences,&lt;br /&gt;
&lt;br /&gt;
- Advancing your secret totem animal as far as possible.&lt;br /&gt;
&lt;br /&gt;
Important Rules:&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&amp;gt; An animal only counts once, only its longest sequence is considered.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&amp;gt; A sequence requires at least two cards.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&amp;gt; The scoring rules for all three ways to earn points are the same: 1=0pt, 2=1pt, 3=3pt, 4=6pt, 5=10pt, 6=15pt. You can find this scoring table on the Landscape.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&amp;gt; Once a card goes into your pile it will not move, you have to therefore create the sequences as you play e.g. fox-fox-puffin-fox-fox is a sequence 2 for Fox and sequence 1 for Puffin, the Foxes don&#039;t get combined as the animals changed during play&lt;br /&gt;
&lt;br /&gt;
=== GAME TURN ===&lt;br /&gt;
Each turn, you must:&lt;br /&gt;
&lt;br /&gt;
1 • Add Animal cards to your pile and take a Power card.&lt;br /&gt;
&lt;br /&gt;
2 • Move the Animal tokens on the Landscape.&lt;br /&gt;
&lt;br /&gt;
3 • Draw cards into your hand.&lt;br /&gt;
&lt;br /&gt;
IMPORTANT: The most important card is the visible card on top of your pile. It determines your turn&#039;s characteristics, such as how many cards you will draw this turn, which animals you will move, and how many cards you will place during the next turn. This visible card changes every turn.&lt;br /&gt;
&lt;br /&gt;
1 • Choose from your Hand a number of cards equal to the placement value on your visible Animal card and place them on top of your personal pile in the order of your choice. Take the Power card corresponding to the main animal on your visible Animal card. Keep this Power card until someone takes it from you. (Power card details are on pages 10-11 of the rules.)&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&amp;gt; If you don&#039;t have enough cards in your hand, draw the necessary cards from the common draw pile and add them to your Penalty zone.&lt;br /&gt;
&lt;br /&gt;
2 • Move the Animal tokens on the Landscape corresponding to the main animal and the companion animal on your visible Animal card.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&amp;gt; The Animal tokens always move in opposite directions unless they are both on one of the two ends of the Landscape (cards 0 and 15).&lt;br /&gt;
&lt;br /&gt;
3 • Draw from the River a number of cards equal to the draw value on your visible Animal card.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&amp;gt; You can only have a maximum of 7 cards in your hand at the end of your turn. If you have more than 7, discard the excess cards of your choice into your Penalty zone.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&amp;gt; Final Scoring: For each card in your Penalty zone at the end of the game, deduct 1 point from your score.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;GAME END&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When the common draw pile is empty and the River can no longer be refilled,&lt;br /&gt;
&lt;br /&gt;
create a final draw pile using the cards in the Reserve that were put aside underneath the Reserve token during setup. &lt;br /&gt;
&lt;br /&gt;
Finish the current round as normal until you reach the player with the Paw print token. That player does not carry out their turn.&lt;br /&gt;
&lt;br /&gt;
Then, each player carries out one final turn, which consists of playing through steps A and B but doesn&#039;t include drawing cards (i.e., ignore step C). After this, the game is over and it&#039;s time for final scoring&lt;/div&gt;</summary>
		<author><name>Hulb</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpthegang&amp;diff=29376</id>
		<title>Gamehelpthegang</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpthegang&amp;diff=29376"/>
		<updated>2026-04-12T10:57:40Z</updated>

		<summary type="html">&lt;p&gt;Hulb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Game Overview ==&lt;br /&gt;
In this &#039;&#039;&#039;cooperative poker game&#039;&#039;&#039;, you take on the roles of a gang of bank robbers trying to crack the combination locks of three safes one after another through perfect coordination and blind intuition. You are not allowed to speak freely; instead, you communicate only via chips to collectively assess who has which card combination. At the end of each round, the poker hands of all players should be revealed in the correct order &#039;&#039;&#039;from weakest to strongest&#039;&#039;&#039; to crack a safe and avoid triggering an alarm.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Goal of the game:&#039;&#039;&#039; Crack 3 safes before 3 alarms are triggered. &lt;br /&gt;
&lt;br /&gt;
The 1 chip is the weakest hand, and the others are stronger in ascending order&lt;br /&gt;
&lt;br /&gt;
== Sequence of a Round ==&lt;br /&gt;
A round consists of &#039;&#039;&#039;4 phases&#039;&#039;&#039; and a &#039;&#039;&#039;showdown&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 1 (Hand cards):&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Everyone receives two face-down cards. Everyone simultaneously takes a &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color: white; background-color: #737373; padding: 3px;&amp;quot;&amp;gt;white&amp;lt;/span&amp;gt; chip&#039;&#039;&#039;, signaling the estimated strength of their hand.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 2 (The Flop):&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Three community cards are dealt face-up. You reassess your combination and take/exchange the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color: #8B8000; background-color: #FFFFFF; padding: 3px;&amp;quot;&amp;gt;yellow&amp;lt;/span&amp;gt; chips&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 3 (The Turn):&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
A fourth community card is revealed. You take/exchange the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color: orange; background-color: #FFFFFF; padding: 3px;&amp;quot;&amp;gt;orange&amp;lt;/span&amp;gt; chips&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 4 (The River):&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
The fifth community card is revealed. You take/exchange the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color: red; background-color: #FFFFFF; padding: 3px;&amp;quot;&amp;gt;red&amp;lt;/span&amp;gt; chips&#039;&#039;&#039;.&amp;lt;/br&amp;gt;&lt;br /&gt;
This final distribution counts for the showdown.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Showdown:&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Reveal in the order of the &#039;&#039;&#039;last (&amp;lt;span style=&amp;quot;color: red; background-color: #FFFFFF; padding: 3px;&amp;quot;&amp;gt;red&amp;lt;/span&amp;gt;) chips&#039;&#039;&#039;: lowest stars first.&amp;lt;br/&amp;gt;&lt;br /&gt;
The poker hands shown must be &#039;&#039;&#039;of equal strength or increasing&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Success:&#039;&#039;&#039; Each revealed combination is equal to or stronger than the previous one. → Reveal a safe.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Failure:&#039;&#039;&#039; A combination is weaker than one already shown. → Trigger an alarm.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Allowed Actions == &lt;br /&gt;
# All players play &#039;&#039;&#039;simultaneously&#039;&#039;&#039;.&lt;br /&gt;
# Each player may have &#039;&#039;&#039;only 1 chip per color&#039;&#039;&#039;.&lt;br /&gt;
# You may take a chip &#039;&#039;&#039;from the center or from others&#039;&#039;&#039;.&lt;br /&gt;
# You may put a chip you have taken &#039;&#039;&#039;back into the center&#039;&#039;&#039;.&lt;br /&gt;
You must &#039;&#039;&#039;not&#039;&#039;&#039; talk about your own hand cards (not even in chat).&amp;lt;/br&amp;gt;&lt;br /&gt;
You may only discuss information that is clearly visible to everyone.&lt;br /&gt;
&lt;br /&gt;
== Tie-breaking ==&lt;br /&gt;
In the case of identical combinations:&lt;br /&gt;
# Higher main value (e.g., higher pair/three of a kind).&lt;br /&gt;
# Then side cards (kickers) from high to low.&lt;br /&gt;
&lt;br /&gt;
Exactly the same 5 cards = a true tie → order does not matter.&lt;br /&gt;
&lt;br /&gt;
== Poker Combinations ==&lt;br /&gt;
&lt;br /&gt;
The poker combinations from low (High Card) to high (Royal Flush):&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High Card&#039;&#039;&#039;: No combination.&amp;lt;/br&amp;gt;&lt;br /&gt;
Highest single card counts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;One Pair&#039;&#039;&#039;: 2 cards of the same rank.&amp;lt;/br&amp;gt;&lt;br /&gt;
In a tie: Higher pair wins; otherwise side card (kicker).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Two Pair&#039;&#039;&#039;: 2 x 2 cards of the same rank.&amp;lt;/br&amp;gt;&lt;br /&gt;
In a tie: Highest pair; then second pair; then kicker.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Three of a Kind&#039;&#039;&#039;: 3 cards of the same rank.&amp;lt;/br&amp;gt;&lt;br /&gt;
In a tie: Higher three of a kind wins.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Straight&#039;&#039;&#039;: Cards in direct numerical sequence.&amp;lt;/br&amp;gt;&lt;br /&gt;
In a tie: Highest card of the straight wins.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flush&#039;&#039;&#039;: 5 cards of the same suit.&amp;lt;/br&amp;gt;&lt;br /&gt;
In a tie: Highest card of the flush wins.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Full House&#039;&#039;&#039;: Three of a kind + one pair.&amp;lt;/br&amp;gt;&lt;br /&gt;
In a tie: Higher three of a kind wins; otherwise higher pair.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Four of a Kind&#039;&#039;&#039;: 4 cards of the same rank.&amp;lt;/br&amp;gt;&lt;br /&gt;
In a tie: Higher four of a kind wins.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Straight Flush&#039;&#039;&#039;&lt;br /&gt;
5 cards in sequence of the same suit.&amp;lt;/br&amp;gt;&lt;br /&gt;
In a tie: Highest card wins.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Royal Flush&#039;&#039;&#039;&lt;br /&gt;
Straight A-K-Q-J-10 in one suit.&amp;lt;/br&amp;gt;&lt;br /&gt;
In a tie: Draw.&lt;/div&gt;</summary>
		<author><name>Hulb</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpthegang&amp;diff=29375</id>
		<title>Gamehelpthegang</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpthegang&amp;diff=29375"/>
		<updated>2026-04-12T10:57:06Z</updated>

		<summary type="html">&lt;p&gt;Hulb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Game Overview ==&lt;br /&gt;
In this &#039;&#039;&#039;cooperative poker game&#039;&#039;&#039;, you take on the roles of a gang of bank robbers trying to crack the combination locks of three safes one after another through perfect coordination and blind intuition. You are not allowed to speak freely; instead, you communicate only via chips to collectively assess who has which card combination. At the end of each round, the poker hands of all players should be revealed in the correct order &#039;&#039;&#039;from weakest to strongest&#039;&#039;&#039; to crack a safe and avoid triggering an alarm.&lt;br /&gt;
&lt;br /&gt;
The 1 chip is the weakest hand, and the others are stronger in ascending order&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Goal of the game:&#039;&#039;&#039; Crack 3 safes before 3 alarms are triggered. &lt;br /&gt;
&lt;br /&gt;
== Sequence of a Round ==&lt;br /&gt;
A round consists of &#039;&#039;&#039;4 phases&#039;&#039;&#039; and a &#039;&#039;&#039;showdown&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 1 (Hand cards):&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Everyone receives two face-down cards. Everyone simultaneously takes a &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color: white; background-color: #737373; padding: 3px;&amp;quot;&amp;gt;white&amp;lt;/span&amp;gt; chip&#039;&#039;&#039;, signaling the estimated strength of their hand.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 2 (The Flop):&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Three community cards are dealt face-up. You reassess your combination and take/exchange the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color: #8B8000; background-color: #FFFFFF; padding: 3px;&amp;quot;&amp;gt;yellow&amp;lt;/span&amp;gt; chips&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 3 (The Turn):&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
A fourth community card is revealed. You take/exchange the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color: orange; background-color: #FFFFFF; padding: 3px;&amp;quot;&amp;gt;orange&amp;lt;/span&amp;gt; chips&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 4 (The River):&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
The fifth community card is revealed. You take/exchange the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color: red; background-color: #FFFFFF; padding: 3px;&amp;quot;&amp;gt;red&amp;lt;/span&amp;gt; chips&#039;&#039;&#039;.&amp;lt;/br&amp;gt;&lt;br /&gt;
This final distribution counts for the showdown.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Showdown:&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Reveal in the order of the &#039;&#039;&#039;last (&amp;lt;span style=&amp;quot;color: red; background-color: #FFFFFF; padding: 3px;&amp;quot;&amp;gt;red&amp;lt;/span&amp;gt;) chips&#039;&#039;&#039;: lowest stars first.&amp;lt;br/&amp;gt;&lt;br /&gt;
The poker hands shown must be &#039;&#039;&#039;of equal strength or increasing&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Success:&#039;&#039;&#039; Each revealed combination is equal to or stronger than the previous one. → Reveal a safe.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Failure:&#039;&#039;&#039; A combination is weaker than one already shown. → Trigger an alarm.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Allowed Actions == &lt;br /&gt;
# All players play &#039;&#039;&#039;simultaneously&#039;&#039;&#039;.&lt;br /&gt;
# Each player may have &#039;&#039;&#039;only 1 chip per color&#039;&#039;&#039;.&lt;br /&gt;
# You may take a chip &#039;&#039;&#039;from the center or from others&#039;&#039;&#039;.&lt;br /&gt;
# You may put a chip you have taken &#039;&#039;&#039;back into the center&#039;&#039;&#039;.&lt;br /&gt;
You must &#039;&#039;&#039;not&#039;&#039;&#039; talk about your own hand cards (not even in chat).&amp;lt;/br&amp;gt;&lt;br /&gt;
You may only discuss information that is clearly visible to everyone.&lt;br /&gt;
&lt;br /&gt;
== Tie-breaking ==&lt;br /&gt;
In the case of identical combinations:&lt;br /&gt;
# Higher main value (e.g., higher pair/three of a kind).&lt;br /&gt;
# Then side cards (kickers) from high to low.&lt;br /&gt;
&lt;br /&gt;
Exactly the same 5 cards = a true tie → order does not matter.&lt;br /&gt;
&lt;br /&gt;
== Poker Combinations ==&lt;br /&gt;
&lt;br /&gt;
The poker combinations from low (High Card) to high (Royal Flush):&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High Card&#039;&#039;&#039;: No combination.&amp;lt;/br&amp;gt;&lt;br /&gt;
Highest single card counts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;One Pair&#039;&#039;&#039;: 2 cards of the same rank.&amp;lt;/br&amp;gt;&lt;br /&gt;
In a tie: Higher pair wins; otherwise side card (kicker).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Two Pair&#039;&#039;&#039;: 2 x 2 cards of the same rank.&amp;lt;/br&amp;gt;&lt;br /&gt;
In a tie: Highest pair; then second pair; then kicker.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Three of a Kind&#039;&#039;&#039;: 3 cards of the same rank.&amp;lt;/br&amp;gt;&lt;br /&gt;
In a tie: Higher three of a kind wins.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Straight&#039;&#039;&#039;: Cards in direct numerical sequence.&amp;lt;/br&amp;gt;&lt;br /&gt;
In a tie: Highest card of the straight wins.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flush&#039;&#039;&#039;: 5 cards of the same suit.&amp;lt;/br&amp;gt;&lt;br /&gt;
In a tie: Highest card of the flush wins.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Full House&#039;&#039;&#039;: Three of a kind + one pair.&amp;lt;/br&amp;gt;&lt;br /&gt;
In a tie: Higher three of a kind wins; otherwise higher pair.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Four of a Kind&#039;&#039;&#039;: 4 cards of the same rank.&amp;lt;/br&amp;gt;&lt;br /&gt;
In a tie: Higher four of a kind wins.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Straight Flush&#039;&#039;&#039;&lt;br /&gt;
5 cards in sequence of the same suit.&amp;lt;/br&amp;gt;&lt;br /&gt;
In a tie: Highest card wins.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Royal Flush&#039;&#039;&#039;&lt;br /&gt;
Straight A-K-Q-J-10 in one suit.&amp;lt;/br&amp;gt;&lt;br /&gt;
In a tie: Draw.&lt;/div&gt;</summary>
		<author><name>Hulb</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpnoneshallpass&amp;diff=29345</id>
		<title>Gamehelpnoneshallpass</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpnoneshallpass&amp;diff=29345"/>
		<updated>2026-04-10T11:44:23Z</updated>

		<summary type="html">&lt;p&gt;Hulb: /* Guard Classes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
Each player chooses a &#039;&#039;&#039;Guard&#039;&#039;&#039;. One monster from each level is selected at random, and the first monster is revealed. Every round, all players roll their dice, then each player in turn selects one of their dice and follows the corresponding action on their &#039;&#039;&#039;Guard cards&#039;&#039;&#039;. Next, if the monster’s &#039;&#039;&#039;Health&#039;&#039;&#039; has reached zero, it is defeated and replaced with the next monster. Otherwise, the monster attacks the players whose actions had the highest &#039;&#039;&#039;Peril&#039;&#039;&#039;. The players have a limited number of rounds before the monster &#039;&#039;&#039;Breaches&#039;&#039;&#039; their defenses, and they win by defeating the final monster before then.&lt;br /&gt;
&lt;br /&gt;
== Guards ==&lt;br /&gt;
&lt;br /&gt;
A player’s &#039;&#039;&#039;Guard&#039;&#039;&#039; is like their specialty within the team, and every combination of Guards can be successful. Learn about each Guard in the &#039;&#039;&#039;Guard Classes&#039;&#039;&#039; section.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039; &amp;lt;u&amp;gt;Guard Cards&amp;lt;/u&amp;gt; &#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guard cards&#039;&#039;&#039; determine a player’s possible actions and attributes. Each card shows a Guard’s title, a level, a &#039;&#039;&#039;Level Up Cost (Green Arrow)&#039;&#039;&#039;, and an attribute: &#039;&#039;&#039;Health (Red Heart), Armor (Blue Shield)&#039;&#039;&#039;, or &#039;&#039;&#039;Experience Reward (Green Diamond)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Additionally, each card shows two actions, each consisting of a name, instructions to follow when taking the action, a die roll needed to select that action, and a &#039;&#039;&#039;Peril (Yellow Triangle)&#039;&#039;&#039; number that indicates how dangerous the action is.&lt;br /&gt;
&lt;br /&gt;
== Monsters ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039; &amp;lt;u&amp;gt;Monster Cards&amp;lt;/u&amp;gt; &#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Monster cards are organized by level, with higher levels representing stronger monsters. Each monster card shows the monster’s name, level, &#039;&#039;&#039;Health (Red Heart)&#039;&#039;&#039; and &#039;&#039;&#039;Attack (Yellow Sword)&#039;&#039;&#039; showing how much the monster hurts the players, and a unique ability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039; &amp;lt;u&amp;gt;Monster Abilities&amp;lt;/u&amp;gt; &#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Every monster has a unique ability, and some might even override the regular rules. Take a close look when a new monster arrives!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039; &amp;lt;u&amp;gt;List of Monsters&amp;lt;/u&amp;gt; &#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Apothecary (level 2, 22 health, 9 attack): Noxious Fumes (Any 6 must be rerolled until it is no longer a 6.)&lt;br /&gt;
* Awakened Tree (level 1, 23 health, 7 attack): Slow Roots (Its breach starts 1 higher than normal.)&lt;br /&gt;
* Cursed Mirror (level 3, 28 health, 0 attack): Reflective (When it takes damage, its attack increases by the damage taken. After it attacks, its attack is halved.)&lt;br /&gt;
* Death Knight (level 5, 36 health, 14 attack): Unholy Armor (When it takes damage, the damage is reduced to 4 if it were greater than 4.)&lt;br /&gt;
* Ferrovore (level 5, 50 health, 12 attack): Consume Metal (When it attacks, temporarily adds the sum of all player&#039;s armor to its attack.)&lt;br /&gt;
* Fisherman (level 2, 24 health, 8 attack): Piercing Harpoon (It makes an additional attack against players with 1 less peril than the highest.)&lt;br /&gt;
* Goblin Assassin (level 4, 33 health, 11 attack): Backstab (It attacks players with the least peril, excluding 0 peril.)&lt;br /&gt;
* Golem (level 3, 21 health, 9 attack): Stone Body (It has 1 armor.)&lt;br /&gt;
* Gorgon (level 3, 25 health, 8 attack): Endless Snakes (After it attacks, its attack increases by 2.)&lt;br /&gt;
* Hungry Ooze (level 1, 17 health, 2 attack): Growing Form (When it takes damage, its attack increases by 1.)&lt;br /&gt;
* Hydra (level 4, 31 health, 9 attack): Excess Heads (Its attack is not divided by the number of players with the highest peril.)&lt;br /&gt;
* Ice Sorceress (level 4, 32 health, 11 attack): Frozen Wounds (Any action that removes wounds only removes half as many, rounded up.)&lt;br /&gt;
* Intellect Devourer (level 5, 50 health, 10 attack): Mind Sap (When it is revealed, its attack increases by half of all player&#039;s current experience, rounded down.)&lt;br /&gt;
* Kraken (level 5, 60 health, - attack): Infinite tentacles (Its attack causes each player to take damage equal to twice their peril.)&lt;br /&gt;
* Lich (level 4, 27 health, 10 attack): Lifesteal (Its health increases by the number of wounds players gain from its attack.)&lt;br /&gt;
* Mimic (level 1, 18 health, 7 attack): Surprise Attack (When it is revealed, each player takes 2 wounds.)&lt;br /&gt;
* Myconid Burster (level 2, 23 health, 7 attack): Explosive Spores (Once per round when it takes damage, the damaging player gains 2 wounds.)&lt;br /&gt;
* Skeleton (level 1, 24 health, 8 attack): Brittle Bones (Before its turn begins, it takes 1 damage for each player with at least 3 peril.)&lt;br /&gt;
* Storm Sprite (level 3, 26 health, 9 attack): Lightning (Its attacks ignore armor.)&lt;br /&gt;
* Tiny Phoenix (level 2, 9 health, 9 attack): Rebirth (After it attacks, its health returns to its starting health.)&lt;br /&gt;
&lt;br /&gt;
== Rules of Play ==&lt;br /&gt;
&lt;br /&gt;
Play is divided into rounds, in which all players take one turn, then the monster takes its turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039; &amp;lt;u&amp;gt;Player&#039;s Turn Summary&amp;lt;/u&amp;gt; &#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* -Each player rolls their dice (unless &#039;&#039;&#039;Incapacitated&#039;&#039;&#039;)&lt;br /&gt;
* -Each player selects a die and follows its action’s instructions&lt;br /&gt;
* -If you rolled a &#039;&#039;&#039;6&#039;&#039;&#039;, may also select it as an action before or after your main action&lt;br /&gt;
* -Rolling triples allows ANY two actions&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039; &amp;lt;u&amp;gt;Beginning of the Round&amp;lt;/u&amp;gt; &#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the beginning of each round, all players roll their three dice. Starting with the player who has the first turn token and moving clockwise, each player takes their turn. You can hover over (or tap, for mobile users) another player&#039;s dice to see their possible actions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039; &amp;lt;u&amp;gt;Player&#039;s Turn: Rolling&amp;lt;/u&amp;gt; &#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
On each player’s turn, the player selects one of their rolled dice, follows the instructions of the action with that die on their Guard cards, and places the selected die on the &#039;&#039;&#039;Peril Track&#039;&#039;&#039; according to the action’s &#039;&#039;&#039;Peril (Yellow Triangle).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The player may select one 6 result in addition to their selected die. If so, they follow the instructions of both dice in either order, but their &#039;&#039;&#039;Peril (Yellow Traingle)&#039;&#039;&#039; remains that of their normally-selected action.&lt;br /&gt;
&lt;br /&gt;
If a player’s three dice all roll the same number, the player follows the instructions of any two actions (or the same action twice) instead. Their &#039;&#039;&#039;Peril (Yellow Triangle)&#039;&#039;&#039; is whichever they choose from those two actions.&lt;br /&gt;
&lt;br /&gt;
Level-4 Guard cards allow rerolling dice. Once per round, each player with at least one level-4 Guard card may spend one &#039;&#039;&#039;Experience (Green Diamond)&#039;&#039;&#039; to reroll one of their dice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039; &amp;lt;u&amp;gt;Player&#039;s Turn: Actions&amp;lt;/u&amp;gt; &#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Many player actions and monster abilities refer to someone taking &#039;&#039;&#039;Damage (Yellow X)&#039;&#039;&#039;. When a monster takes Damage, its &#039;&#039;&#039;Health (Red Heart)&#039;&#039;&#039; decreases by that amount, moving the monster tracker’s tokens accordingly. When a player takes Damage, they gain &#039;&#039;&#039;Wounds (Red Heart with X)&#039;&#039;&#039; equal to that Damage minus their &#039;&#039;&#039;Armor (Blue Shield)&#039;&#039;&#039; (shown on the &#039;&#039;&#039;3-4 Guard cards&#039;&#039;&#039;); Armor reduces the amount of Damage a player takes and may even reduce it to zero.&lt;br /&gt;
&lt;br /&gt;
A player’s &#039;&#039;&#039;Health (Red Heart)&#039;&#039;&#039; (shown on the &#039;&#039;&#039;1-2 Guard cards&#039;&#039;&#039;) indicates how many &#039;&#039;&#039;Wounds (Red Heart with X)&#039;&#039;&#039; they can have while still fighting. At the beginning of a round, if a player has Wounds greater than or equal to their &#039;&#039;&#039;Health&#039;&#039;&#039;, they are &#039;&#039;&#039;Incapacitated&#039;&#039;&#039; for that round. Incapacitated players do not roll their dice. Instead, they must follow their &#039;&#039;&#039;3&#039;&#039;&#039; action’s instructions on their turn and cannot place a die on the &#039;&#039;&#039;Peril (Yellow Triangle)&#039;&#039;&#039; board (they have no Peril). Incapacitation lasts an entire round, even if you lose enough &#039;&#039;&#039;Wounds&#039;&#039;&#039; before your turn. Similarly, gaining &#039;&#039;&#039;Wounds&#039;&#039;&#039; during the round can’t Incapacitate you until the next round.&lt;br /&gt;
&lt;br /&gt;
Some actions and events give players &#039;&#039;&#039;Experience (Green Diamond)&#039;&#039;&#039; which can be spent to level up, or improve, player attributes and actions. At any time, a player may spend Experience equal to the &#039;&#039;&#039;Level Up Cost (Green Triangle)&#039;&#039;&#039; on one of their Guard cards. That card is flipped or swapped with the card beneath it to reveal the card with the same dice and one level higher.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039; &amp;lt;u&amp;gt;Monster&#039;s Turn&amp;lt;/u&amp;gt; &#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once all players have taken their turns, the monster takes its turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039; &amp;lt;u&amp;gt;Monster&#039;s Turn Summary&amp;lt;/u&amp;gt; &#039;&#039;&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* -If Monster&#039;s &#039;&#039;&#039;Health (Red Heart)&#039;&#039;&#039; is 0, players get &#039;&#039;&#039;Experience (Green Diamond)&#039;&#039;&#039; and next monster is revealed.&lt;br /&gt;
* -If not, player with a dice on the highest level of the &#039;&#039;&#039;Peril Track (Yellow Triangle)&#039;&#039;&#039; receives the &#039;&#039;&#039;Monsters Attack (Yellow Sword)&#039;&#039;&#039;; multiple players with highest &#039;&#039;&#039;Peril (Yellow Triangle)&#039;&#039;&#039; divide the Damage evenly.&lt;br /&gt;
* -It&#039;s &#039;&#039;&#039;Breach Level (Purple Arrow)&#039;&#039;&#039; goes down by 1.&lt;br /&gt;
* -If &#039;&#039;&#039;Breach Level&#039;&#039;&#039; gets below 1, the monster has gotten through, you receive no &#039;&#039;&#039;Experience&#039;&#039;&#039; and the next monster is revealed. If the 5th Monster has &#039;&#039;&#039;Breached&#039;&#039;&#039;, you lose the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039; &amp;lt;u&amp;gt;Monster&#039;s Turn Full&amp;lt;/u&amp;gt; &#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
First, the players may have reduced the monster’s &#039;&#039;&#039;Health (Red Heart)&#039;&#039;&#039; to 0. If so, the monster has been defeated. The monster’s card is removed from play, and each player receives &#039;&#039;&#039;Experience (Green Diamond)&#039;&#039;&#039; equal to their&lt;br /&gt;
&#039;&#039;&#039;Experience Reward&#039;&#039;&#039; attribute (shown on the &#039;&#039;&#039;5-6 Guard cards&#039;&#039;&#039;). The next monster is then revealed, and the monster tracker is updated to reflect the new monster’s &#039;&#039;&#039;Health and Attack (Yellow Sword)&#039;&#039;&#039;; the new monster’s &#039;&#039;&#039;Breach (Purple Arrow)&#039;&#039;&#039; begins at 4 (or 5 for the final monster). Finally, the first turn token is moved one player clockwise.&lt;br /&gt;
&lt;br /&gt;
If the monster hasn’t been defeated, then the monster attacks. The players typically take Damage, as determined by the monster’s &#039;&#039;&#039;Attack (Yellow Sword)&#039;&#039;&#039;, each player’s &#039;&#039;&#039;Armor (Blue Shield)&#039;&#039;&#039;, and each player’s &#039;&#039;&#039;Peril (Yellow Triangle)&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* -If one player has a higher &#039;&#039;&#039;Peril&#039;&#039;&#039; than any other player, that player takes Damage equal to the monster’s current &#039;&#039;&#039;Attack&#039;&#039;&#039;. Remember to apply the player’s Armor before gaining &#039;&#039;&#039;Wounds (Red Heart with X)&#039;&#039;&#039;.&lt;br /&gt;
* -If multiple players share the highest &#039;&#039;&#039;Peril&#039;&#039;&#039;, the monster’s current Attack is divided by that number of players (rounded down). Each of those players takes &#039;&#039;&#039;Wounds (Red Heart with X)&#039;&#039;&#039; equal to that result.&lt;br /&gt;
&lt;br /&gt;
After attacking, the monster will try to get past the players, decreasing its &#039;&#039;&#039;Breach (Purple Arrow)&#039;&#039;&#039; by 1. If its &#039;&#039;&#039;Breach&#039;&#039;&#039; reaches 0, the monster is replaced just as though it were defeated, except the players receive no &#039;&#039;&#039;Experience Reward (Green Diamond)&#039;&#039;&#039;; the next monster is revealed, the tracker is updated, and the first turn token is moved.&lt;br /&gt;
&lt;br /&gt;
== End of Game ==&lt;br /&gt;
&lt;br /&gt;
The players win by reducing the &#039;&#039;&#039;final&#039;&#039;&#039; monster’s &#039;&#039;&#039;Health (Red Heart)&#039;&#039;&#039; to 0. The players lose if the &#039;&#039;&#039;final&#039;&#039;&#039; monster&#039;s Breach (Purple Arrow) reaches 0.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039; &amp;lt;u&amp;gt;The Last Stand&amp;lt;/u&amp;gt; &#039;&#039;&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;final&#039;&#039;&#039; monster’s &#039;&#039;&#039;Breach (Purple Arrow)&#039;&#039;&#039; begins at 5, not 4. Make that extra turn count!&lt;br /&gt;
&lt;br /&gt;
== Two or Three Player Variant ==&lt;br /&gt;
&lt;br /&gt;
-In a two-player game, each player will get a second Guard to control. The game automatically shows the cards and dice for the current Guard&#039;s turn, but you can use the &amp;quot;Toggle Guards&amp;quot; button at the bottom-left to see the other Guard&#039;s cards and dice at any time.&lt;br /&gt;
&lt;br /&gt;
-In a three-player game, there will be one Automaton, and the current party leader will decide its actions in a similar manner to the two-player game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Guard Classes ==&lt;br /&gt;
The different Guards that players can select will excel in different scenarios and complement one another. Their different actions and attributes influence how players will contribute, so the following descriptions can help players choose which Guard best fits their play style. These Guards are roughly organized by increasing complexity, though all are strong. New players may wish to begin with Guards earlier in the list, while experienced players may appreciate the added complexity of later ones.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039; &amp;lt;u&amp;gt;Lancer&amp;lt;/u&amp;gt; &#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
The daring Lancer is eager to dive into any fray and never misses an opportunity to train. Deliver high and consistent Damage to monsters and improve your allies’ capabilities.&lt;br /&gt;
* 9/10/11/12 health, 0/1/1/2 armor, 2/3/4/5 experience&lt;br /&gt;
* 1: Spear (Deal 2/3/5/7 damage. 3 peril. 2/4/7 to upgrade.)&lt;br /&gt;
* 2: Charge (Deal 4/6/8/10 damage. 4 peril. 2/4/7 to upgrade.)&lt;br /&gt;
* 3: Treat Wounds (Heal 5/6/7/8 wounds. 0 peril. 2/4/7 to upgrade.)&lt;br /&gt;
* 4: Spar (You/You/You/Any player gain 1/1/1/2 experience. Another player gains 1/1/2/2 experience. 2 peril. 2/4/7 to upgrade.)&lt;br /&gt;
* 5: Practice (Gain 1/2/2/3 experience. 3 peril. 3/5/7 to upgrade.)&lt;br /&gt;
* 6: Jab (Deal 1/1/2/4 damage. 1 peril. 3/5/7 to upgrade.)&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039; &amp;lt;u&amp;gt;Medic&amp;lt;/u&amp;gt; &#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
The collected Medic lifts any who fall injured in the chaos of battle. Tend to the Wounds of your allies, but don’t underestimate your ability to permanently weaken monsters.&lt;br /&gt;
* 6/7/9/10 health, 0/0/1/1 armor, 2/3/4/5 experience&lt;br /&gt;
* 1: Acid Vial (Deal 1/3/4/6 damage. 2 peril. 2/4/7 to upgrade.)&lt;br /&gt;
* 2: Spray Poison (Deal 1/2/2/3 damage. Reduce its attack by 1/1/1/2. 2 peril. 2/4/7 to upgrade.)&lt;br /&gt;
* 3: Treat Wounds (Heal 4/5/6/7 wounds. 0 peril. 2/4/7 to upgrade.)&lt;br /&gt;
* 4: Distribute Bandages (All players heal 1/2/2/3 wounds. 1 peril. 2/4/7 to upgrade.)&lt;br /&gt;
* 5: Practice (Gain 1/2/2/3 experience. 3 peril. 3/5/7 to upgrade.)&lt;br /&gt;
* 6: Triage (A player heals 1/1/2/4 wounds. 1 peril. 3/5/7 to upgrade.)&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039; &amp;lt;u&amp;gt;Sensei&amp;lt;/u&amp;gt; &#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
The wizened Sensei finds strength through enlightenment. Gain Experience as you unravel monsters’ strategies, then pass it on to your allies and weave illusions to trick monsters.&lt;br /&gt;
* 6/7/9/10 health, 1/1/2/2 armor, 2/3/4/5 experience&lt;br /&gt;
* 1: Fists (Deal 2/3/4/6 damage. 3 peril. 2/4/7 to upgrade.)&lt;br /&gt;
* 2: Feint (Deal 1/2/2/3 damage and gain 1/1/2/2 experience. 2 peril. 2/4/7 to upgrade.)&lt;br /&gt;
* 3: Treat Wounds (Heal 4/5/6/6 wounds. 0 peril. 2/4/7 to upgrade.)&lt;br /&gt;
* 4: Create Illusion (Divide its attack as if there are 2 players/+1 player/+1 player/+2 players at each attacked peril this round. 1 peril. 2/4/7 to upgrade.)&lt;br /&gt;
* 5: Practice (Gain 1/2/2/3 experience. 3 peril. 3/5/7 to upgrade.)&lt;br /&gt;
* 6: Instruct (1/1/2/All other players gains 1 experience. 1 peril. 3/5/7 to upgrade.)&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039; &amp;lt;u&amp;gt;Blood Mage&amp;lt;/u&amp;gt; &#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
The unnatural Blood Mage manipulates the essence of life within all creatures. Use your massive Health to absorb Wounds from your allies, then heal yourself by draining the monsters.&lt;br /&gt;
* 9/12/15/18 health, 0/0/0/0 armor, 2/3/4/5 experience&lt;br /&gt;
* 1: Knife (Deal 1/3/5/7 damage. 2 peril. 2/4/7 to upgrade.)&lt;br /&gt;
* 2: Drain Life (Deal 1/2/3/4 damage. Heal 1/2/3/4 wounds. 3 peril. 2/4/7 to upgrade.)&lt;br /&gt;
* 3: Treat Wounds (Heal 7/9/12/14 wounds. 0 peril. 2/4/7 to upgrade.)&lt;br /&gt;
* 4: Sacrifice (Take up to 3/6/9/12 wounds from the other players. Gain 0/1/1/1 experience per 4 wounds taken. 1 peril. 2/4/7 to upgrade.)&lt;br /&gt;
* 5: Practice (Gain 1/2/2/3 experience. 3 peril. 3/5/7 to upgrade.)&lt;br /&gt;
* 6: Transfuse (Take up to 2/2/3/5 wounds from another player. Heal 0/0/0/2 wounds. 1 peril. 3/5/7 to upgrade.)&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039; &amp;lt;u&amp;gt;Hunter&amp;lt;/u&amp;gt; &#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
The wild Hunter outmaneuvers and subdues any beast. Enrage monsters to slow their advance and weaken them with snares and venom.&lt;br /&gt;
* 7/9/10/12 health, 0/0/1/1 armor, 2/3/4/5 experience&lt;br /&gt;
* 1: Bow (Deal 2/3/5/6 damage. 2 peril. 2/4/7 to upgrade.)&lt;br /&gt;
* 2: Envenom (Deal 1/2/3/4 damage and reduce its attack by 1/2/3/4 this round. 3 peril. 2/4/7 to upgrade.)&lt;br /&gt;
* 3: Treat Wounds (Heal 4/6/7/8 wounds. 0 peril. 2/4/7 to upgrade.)&lt;br /&gt;
* 4: Provoke (Increase breach by 1 and its attack by 2/1/1/1. 4 peril. 2/4/7 to upgrade.)&lt;br /&gt;
* 5: Practice (Gain 1/2/2/3 experience. 3 peril. 3/5/7 to upgrade.)&lt;br /&gt;
* 6: Ensnare (Reduce its attack by 1/2/2/4 this round. 1 peril. 3/5/7 to upgrade.)&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039; &amp;lt;u&amp;gt;Death Strider&amp;lt;/u&amp;gt; &#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
The tormented Death Strider walks the line between life and death, channeling pain into great power. Grow stronger offensively and defensively as you accumulate Wounds, but beware pushing yourself too far.&lt;br /&gt;
* 8/10/12/14 health, 0/1/1/2 armor, 2/3/4/5 experience&lt;br /&gt;
* 1: Scythe (Deal 2/3/5/7 damage. 2 peril. 2/4/7 to upgrade.)&lt;br /&gt;
* 2: Reciprocate (Deal damage equal to your number of wounds, to a maximum of 3/5/8/10. 3 peril. 2/4/7 to upgrade.)&lt;br /&gt;
* 3: Treat Wounds (Heal up to 5/6/7/8 wounds. 0 peril. 2/4/7 to upgrade.)&lt;br /&gt;
* 4: Embrace Pain (This round your armor is equal to your number of wounds, to a maximum of 3/5/8/10. 4 peril. 2/4/7 to upgrade.)&lt;br /&gt;
* 5: Practice (Gain 1/2/2/3 experience. 3 peril. 3/5/7 to upgrade.)&lt;br /&gt;
* 6: Share Wounds (Gain up to 2/2/3/3 wounds and deal 1/1/1/2 times the number of wounds taken. 1 peril. 3/5/7 to upgrade.)&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039; &amp;lt;u&amp;gt;Commander&amp;lt;/u&amp;gt; &#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
The stalwart Commander leads the Guards with rallying battle cries and durable armor. Carefully consider the positions of your allies for the greatest effect, then order them to act during your turn.&lt;br /&gt;
* 7/8/9/10 health, 1/2/2/3 armor, 2/3/4/5 experience&lt;br /&gt;
* 1: Sword (Deal 1/3/4/6 damage. 3 peril. 2/4/7 to upgrade.)&lt;br /&gt;
* 2: &amp;quot;For Glory!&amp;quot; (After all other actions, choose your peril. Deal 1/2/3/4 damage per other player with that peril. 2/4/7 to upgrade.)&lt;br /&gt;
* 3: Treat Wounds (Heal 4/5/6/7 wounds. 0 peril. 2/4/7 to upgrade.)&lt;br /&gt;
* 4: &amp;quot;Form Ranks!&amp;quot; (After all other actions, choose your peril. All other players with that peril gain 1/1/2/2 armor this round. 2/4/7 to upgrade.)&lt;br /&gt;
* 5: Practice (Gain 1/2/2/3 experience. 3 peril. 3/5/7 to upgrade.)&lt;br /&gt;
* 6: &amp;quot;... Now!&amp;quot; (After all other actions, choose another player with a difference of at most 0/0/1/4 peril. They take a 6 action. 1 peril. 3/5/7 to upgrade.)&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039; &amp;lt;u&amp;gt;Stargazer&amp;lt;/u&amp;gt; &#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
The mysterious Stargazer draws upon the light of the cosmos to harm and illuminate. Switch between burning Solar (Yellow Sun) Light and soothing Lunar (Purple Moon) Light to overcome any challenge.&lt;br /&gt;
The Stargazer’s actions change depending on their current Light source. Track your current Light source (beginning with Solar) using the Light token.&lt;br /&gt;
* 7/8/10/11 health, 0/0/1/1 armor, 2/3/4/5 experience&lt;br /&gt;
* 1: Scepter (Deal 2/3/4/6 damage. 2 peril. 2/4/7 to upgrade.)&lt;br /&gt;
* 2: Flare (Deal 4/6/7/9 damage and gain 1/1/2/2 wounds if solar. Reduce monster&#039;s attack by 1/1/2/2 if lunar. 3 peril. 2/4/7 to upgrade.)&lt;br /&gt;
* 3: Treat Wounds (Heal 4/5/6/7 wounds. 0 peril. 2/4/7 to upgrade.)&lt;br /&gt;
* 4: Illuminate (One player gain 1/2/2/3 experience and 1/2/2/3 wounds if solar. Heal 3/5/7/9 wounds from a player if lunar. 2 peril. 2/4/7 to upgrade.)&lt;br /&gt;
* 5: Practice (Gain 1/2/2/3 experience. 3 peril. 3/5/7 to upgrade.)&lt;br /&gt;
* 6: Eclipse (Deal 1/1/2/3 damage if solar. A player gain 1/1/2/3 armor this round if lunar. Change light source. 1 peril. 3/5/7 to upgrade.)&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039; &amp;lt;u&amp;gt;Automaton&amp;lt;/u&amp;gt; &#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
The mechanical Automaton follows its directive to protect its allies at any cost. This Guard is greatly simplified compared to others, making it ideal for younger players or those who want an easier time making decisions. It also serves well in games with fewer than four players. However, the Automaton ignores the rules about selecting an extra 6 and rolling the same numbers.&lt;br /&gt;
* 7/8/10/11 health, 0/1/2/3 armor, 2/3/4/5 experience&lt;br /&gt;
* 1-2: Crossbow (Deal 2/4/5/7 damage. 2 peril. 2/4/7 to upgrade.)&lt;br /&gt;
* 3-4: Repair (Heal 5/6/7/8 wounds. 0 peril. 2/4/7 to upgrade.)&lt;br /&gt;
* 5-6: Upgrade (Gain 1/2/2/3 experience. 3 peril. 3/5/7 to upgrade.)&lt;/div&gt;</summary>
		<author><name>Hulb</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpnoneshallpass&amp;diff=29344</id>
		<title>Gamehelpnoneshallpass</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpnoneshallpass&amp;diff=29344"/>
		<updated>2026-04-10T11:43:43Z</updated>

		<summary type="html">&lt;p&gt;Hulb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
Each player chooses a &#039;&#039;&#039;Guard&#039;&#039;&#039;. One monster from each level is selected at random, and the first monster is revealed. Every round, all players roll their dice, then each player in turn selects one of their dice and follows the corresponding action on their &#039;&#039;&#039;Guard cards&#039;&#039;&#039;. Next, if the monster’s &#039;&#039;&#039;Health&#039;&#039;&#039; has reached zero, it is defeated and replaced with the next monster. Otherwise, the monster attacks the players whose actions had the highest &#039;&#039;&#039;Peril&#039;&#039;&#039;. The players have a limited number of rounds before the monster &#039;&#039;&#039;Breaches&#039;&#039;&#039; their defenses, and they win by defeating the final monster before then.&lt;br /&gt;
&lt;br /&gt;
== Guards ==&lt;br /&gt;
&lt;br /&gt;
A player’s &#039;&#039;&#039;Guard&#039;&#039;&#039; is like their specialty within the team, and every combination of Guards can be successful. Learn about each Guard in the &#039;&#039;&#039;Guard Classes&#039;&#039;&#039; section.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039; &amp;lt;u&amp;gt;Guard Cards&amp;lt;/u&amp;gt; &#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guard cards&#039;&#039;&#039; determine a player’s possible actions and attributes. Each card shows a Guard’s title, a level, a &#039;&#039;&#039;Level Up Cost (Green Arrow)&#039;&#039;&#039;, and an attribute: &#039;&#039;&#039;Health (Red Heart), Armor (Blue Shield)&#039;&#039;&#039;, or &#039;&#039;&#039;Experience Reward (Green Diamond)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Additionally, each card shows two actions, each consisting of a name, instructions to follow when taking the action, a die roll needed to select that action, and a &#039;&#039;&#039;Peril (Yellow Triangle)&#039;&#039;&#039; number that indicates how dangerous the action is.&lt;br /&gt;
&lt;br /&gt;
== Monsters ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039; &amp;lt;u&amp;gt;Monster Cards&amp;lt;/u&amp;gt; &#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Monster cards are organized by level, with higher levels representing stronger monsters. Each monster card shows the monster’s name, level, &#039;&#039;&#039;Health (Red Heart)&#039;&#039;&#039; and &#039;&#039;&#039;Attack (Yellow Sword)&#039;&#039;&#039; showing how much the monster hurts the players, and a unique ability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039; &amp;lt;u&amp;gt;Monster Abilities&amp;lt;/u&amp;gt; &#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Every monster has a unique ability, and some might even override the regular rules. Take a close look when a new monster arrives!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039; &amp;lt;u&amp;gt;List of Monsters&amp;lt;/u&amp;gt; &#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Apothecary (level 2, 22 health, 9 attack): Noxious Fumes (Any 6 must be rerolled until it is no longer a 6.)&lt;br /&gt;
* Awakened Tree (level 1, 23 health, 7 attack): Slow Roots (Its breach starts 1 higher than normal.)&lt;br /&gt;
* Cursed Mirror (level 3, 28 health, 0 attack): Reflective (When it takes damage, its attack increases by the damage taken. After it attacks, its attack is halved.)&lt;br /&gt;
* Death Knight (level 5, 36 health, 14 attack): Unholy Armor (When it takes damage, the damage is reduced to 4 if it were greater than 4.)&lt;br /&gt;
* Ferrovore (level 5, 50 health, 12 attack): Consume Metal (When it attacks, temporarily adds the sum of all player&#039;s armor to its attack.)&lt;br /&gt;
* Fisherman (level 2, 24 health, 8 attack): Piercing Harpoon (It makes an additional attack against players with 1 less peril than the highest.)&lt;br /&gt;
* Goblin Assassin (level 4, 33 health, 11 attack): Backstab (It attacks players with the least peril, excluding 0 peril.)&lt;br /&gt;
* Golem (level 3, 21 health, 9 attack): Stone Body (It has 1 armor.)&lt;br /&gt;
* Gorgon (level 3, 25 health, 8 attack): Endless Snakes (After it attacks, its attack increases by 2.)&lt;br /&gt;
* Hungry Ooze (level 1, 17 health, 2 attack): Growing Form (When it takes damage, its attack increases by 1.)&lt;br /&gt;
* Hydra (level 4, 31 health, 9 attack): Excess Heads (Its attack is not divided by the number of players with the highest peril.)&lt;br /&gt;
* Ice Sorceress (level 4, 32 health, 11 attack): Frozen Wounds (Any action that removes wounds only removes half as many, rounded up.)&lt;br /&gt;
* Intellect Devourer (level 5, 50 health, 10 attack): Mind Sap (When it is revealed, its attack increases by half of all player&#039;s current experience, rounded down.)&lt;br /&gt;
* Kraken (level 5, 60 health, - attack): Infinite tentacles (Its attack causes each player to take damage equal to twice their peril.)&lt;br /&gt;
* Lich (level 4, 27 health, 10 attack): Lifesteal (Its health increases by the number of wounds players gain from its attack.)&lt;br /&gt;
* Mimic (level 1, 18 health, 7 attack): Surprise Attack (When it is revealed, each player takes 2 wounds.)&lt;br /&gt;
* Myconid Burster (level 2, 23 health, 7 attack): Explosive Spores (Once per round when it takes damage, the damaging player gains 2 wounds.)&lt;br /&gt;
* Skeleton (level 1, 24 health, 8 attack): Brittle Bones (Before its turn begins, it takes 1 damage for each player with at least 3 peril.)&lt;br /&gt;
* Storm Sprite (level 3, 26 health, 9 attack): Lightning (Its attacks ignore armor.)&lt;br /&gt;
* Tiny Phoenix (level 2, 9 health, 9 attack): Rebirth (After it attacks, its health returns to its starting health.)&lt;br /&gt;
&lt;br /&gt;
== Rules of Play ==&lt;br /&gt;
&lt;br /&gt;
Play is divided into rounds, in which all players take one turn, then the monster takes its turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039; &amp;lt;u&amp;gt;Player&#039;s Turn Summary&amp;lt;/u&amp;gt; &#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* -Each player rolls their dice (unless &#039;&#039;&#039;Incapacitated&#039;&#039;&#039;)&lt;br /&gt;
* -Each player selects a die and follows its action’s instructions&lt;br /&gt;
* -If you rolled a &#039;&#039;&#039;6&#039;&#039;&#039;, may also select it as an action before or after your main action&lt;br /&gt;
* -Rolling triples allows ANY two actions&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039; &amp;lt;u&amp;gt;Beginning of the Round&amp;lt;/u&amp;gt; &#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the beginning of each round, all players roll their three dice. Starting with the player who has the first turn token and moving clockwise, each player takes their turn. You can hover over (or tap, for mobile users) another player&#039;s dice to see their possible actions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039; &amp;lt;u&amp;gt;Player&#039;s Turn: Rolling&amp;lt;/u&amp;gt; &#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
On each player’s turn, the player selects one of their rolled dice, follows the instructions of the action with that die on their Guard cards, and places the selected die on the &#039;&#039;&#039;Peril Track&#039;&#039;&#039; according to the action’s &#039;&#039;&#039;Peril (Yellow Triangle).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The player may select one 6 result in addition to their selected die. If so, they follow the instructions of both dice in either order, but their &#039;&#039;&#039;Peril (Yellow Traingle)&#039;&#039;&#039; remains that of their normally-selected action.&lt;br /&gt;
&lt;br /&gt;
If a player’s three dice all roll the same number, the player follows the instructions of any two actions (or the same action twice) instead. Their &#039;&#039;&#039;Peril (Yellow Triangle)&#039;&#039;&#039; is whichever they choose from those two actions.&lt;br /&gt;
&lt;br /&gt;
Level-4 Guard cards allow rerolling dice. Once per round, each player with at least one level-4 Guard card may spend one &#039;&#039;&#039;Experience (Green Diamond)&#039;&#039;&#039; to reroll one of their dice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039; &amp;lt;u&amp;gt;Player&#039;s Turn: Actions&amp;lt;/u&amp;gt; &#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Many player actions and monster abilities refer to someone taking &#039;&#039;&#039;Damage (Yellow X)&#039;&#039;&#039;. When a monster takes Damage, its &#039;&#039;&#039;Health (Red Heart)&#039;&#039;&#039; decreases by that amount, moving the monster tracker’s tokens accordingly. When a player takes Damage, they gain &#039;&#039;&#039;Wounds (Red Heart with X)&#039;&#039;&#039; equal to that Damage minus their &#039;&#039;&#039;Armor (Blue Shield)&#039;&#039;&#039; (shown on the &#039;&#039;&#039;3-4 Guard cards&#039;&#039;&#039;); Armor reduces the amount of Damage a player takes and may even reduce it to zero.&lt;br /&gt;
&lt;br /&gt;
A player’s &#039;&#039;&#039;Health (Red Heart)&#039;&#039;&#039; (shown on the &#039;&#039;&#039;1-2 Guard cards&#039;&#039;&#039;) indicates how many &#039;&#039;&#039;Wounds (Red Heart with X)&#039;&#039;&#039; they can have while still fighting. At the beginning of a round, if a player has Wounds greater than or equal to their &#039;&#039;&#039;Health&#039;&#039;&#039;, they are &#039;&#039;&#039;Incapacitated&#039;&#039;&#039; for that round. Incapacitated players do not roll their dice. Instead, they must follow their &#039;&#039;&#039;3&#039;&#039;&#039; action’s instructions on their turn and cannot place a die on the &#039;&#039;&#039;Peril (Yellow Triangle)&#039;&#039;&#039; board (they have no Peril). Incapacitation lasts an entire round, even if you lose enough &#039;&#039;&#039;Wounds&#039;&#039;&#039; before your turn. Similarly, gaining &#039;&#039;&#039;Wounds&#039;&#039;&#039; during the round can’t Incapacitate you until the next round.&lt;br /&gt;
&lt;br /&gt;
Some actions and events give players &#039;&#039;&#039;Experience (Green Diamond)&#039;&#039;&#039; which can be spent to level up, or improve, player attributes and actions. At any time, a player may spend Experience equal to the &#039;&#039;&#039;Level Up Cost (Green Triangle)&#039;&#039;&#039; on one of their Guard cards. That card is flipped or swapped with the card beneath it to reveal the card with the same dice and one level higher.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039; &amp;lt;u&amp;gt;Monster&#039;s Turn&amp;lt;/u&amp;gt; &#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once all players have taken their turns, the monster takes its turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039; &amp;lt;u&amp;gt;Monster&#039;s Turn Summary&amp;lt;/u&amp;gt; &#039;&#039;&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* -If Monster&#039;s &#039;&#039;&#039;Health (Red Heart)&#039;&#039;&#039; is 0, players get &#039;&#039;&#039;Experience (Green Diamond)&#039;&#039;&#039; and next monster is revealed.&lt;br /&gt;
* -If not, player with a dice on the highest level of the &#039;&#039;&#039;Peril Track (Yellow Triangle)&#039;&#039;&#039; receives the &#039;&#039;&#039;Monsters Attack (Yellow Sword)&#039;&#039;&#039;; multiple players with highest &#039;&#039;&#039;Peril (Yellow Triangle)&#039;&#039;&#039; divide the Damage evenly.&lt;br /&gt;
* -It&#039;s &#039;&#039;&#039;Breach Level (Purple Arrow)&#039;&#039;&#039; goes down by 1.&lt;br /&gt;
* -If &#039;&#039;&#039;Breach Level&#039;&#039;&#039; gets below 1, the monster has gotten through, you receive no &#039;&#039;&#039;Experience&#039;&#039;&#039; and the next monster is revealed. If the 5th Monster has &#039;&#039;&#039;Breached&#039;&#039;&#039;, you lose the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039; &amp;lt;u&amp;gt;Monster&#039;s Turn Full&amp;lt;/u&amp;gt; &#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
First, the players may have reduced the monster’s &#039;&#039;&#039;Health (Red Heart)&#039;&#039;&#039; to 0. If so, the monster has been defeated. The monster’s card is removed from play, and each player receives &#039;&#039;&#039;Experience (Green Diamond)&#039;&#039;&#039; equal to their&lt;br /&gt;
&#039;&#039;&#039;Experience Reward&#039;&#039;&#039; attribute (shown on the &#039;&#039;&#039;5-6 Guard cards&#039;&#039;&#039;). The next monster is then revealed, and the monster tracker is updated to reflect the new monster’s &#039;&#039;&#039;Health and Attack (Yellow Sword)&#039;&#039;&#039;; the new monster’s &#039;&#039;&#039;Breach (Purple Arrow)&#039;&#039;&#039; begins at 4 (or 5 for the final monster). Finally, the first turn token is moved one player clockwise.&lt;br /&gt;
&lt;br /&gt;
If the monster hasn’t been defeated, then the monster attacks. The players typically take Damage, as determined by the monster’s &#039;&#039;&#039;Attack (Yellow Sword)&#039;&#039;&#039;, each player’s &#039;&#039;&#039;Armor (Blue Shield)&#039;&#039;&#039;, and each player’s &#039;&#039;&#039;Peril (Yellow Triangle)&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* -If one player has a higher &#039;&#039;&#039;Peril&#039;&#039;&#039; than any other player, that player takes Damage equal to the monster’s current &#039;&#039;&#039;Attack&#039;&#039;&#039;. Remember to apply the player’s Armor before gaining &#039;&#039;&#039;Wounds (Red Heart with X)&#039;&#039;&#039;.&lt;br /&gt;
* -If multiple players share the highest &#039;&#039;&#039;Peril&#039;&#039;&#039;, the monster’s current Attack is divided by that number of players (rounded down). Each of those players takes &#039;&#039;&#039;Wounds (Red Heart with X)&#039;&#039;&#039; equal to that result.&lt;br /&gt;
&lt;br /&gt;
After attacking, the monster will try to get past the players, decreasing its &#039;&#039;&#039;Breach (Purple Arrow)&#039;&#039;&#039; by 1. If its &#039;&#039;&#039;Breach&#039;&#039;&#039; reaches 0, the monster is replaced just as though it were defeated, except the players receive no &#039;&#039;&#039;Experience Reward (Green Diamond)&#039;&#039;&#039;; the next monster is revealed, the tracker is updated, and the first turn token is moved.&lt;br /&gt;
&lt;br /&gt;
== End of Game ==&lt;br /&gt;
&lt;br /&gt;
The players win by reducing the &#039;&#039;&#039;final&#039;&#039;&#039; monster’s &#039;&#039;&#039;Health (Red Heart)&#039;&#039;&#039; to 0. The players lose if the &#039;&#039;&#039;final&#039;&#039;&#039; monster&#039;s Breach (Purple Arrow) reaches 0.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039; &amp;lt;u&amp;gt;The Last Stand&amp;lt;/u&amp;gt; &#039;&#039;&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;final&#039;&#039;&#039; monster’s &#039;&#039;&#039;Breach (Purple Arrow)&#039;&#039;&#039; begins at 5, not 4. Make that extra turn count!&lt;br /&gt;
&lt;br /&gt;
== Two or Three Player Variant ==&lt;br /&gt;
&lt;br /&gt;
-In a two-player game, each player will get a second Guard to control. The game automatically shows the cards and dice for the current Guard&#039;s turn, but you can use the &amp;quot;Toggle Guards&amp;quot; button at the bottom-left to see the other Guard&#039;s cards and dice at any time.&lt;br /&gt;
&lt;br /&gt;
-In a three-player game, there will be one Automaton, and the current party leader will decide its actions in a similar manner to the two-player game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Guard Classes ==&lt;br /&gt;
The different Guards that players can select will excel in different scenarios and complement one another. Their different actions and attributes influence how players will contribute, so the following descriptions can help players choose which Guard best fits their play style. These Guards are roughly organized by increasing complexity, though all are strong. New players may wish to begin with Guards earlier in the list, while experienced players may appreciate the added complexity of later ones.&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039; &amp;lt;u&amp;gt;Lancer&amp;lt;/u&amp;gt; &#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
The daring Lancer is eager to dive into any fray and never misses an opportunity to train. Deliver high and consistent Damage to monsters and improve your allies’ capabilities.&lt;br /&gt;
* 9/10/11/12 health, 0/1/1/2 armor, 2/3/4/5 experience&lt;br /&gt;
* 1: Spear (Deal 2/3/5/7 damage. 3 peril. 2/4/7 to upgrade.)&lt;br /&gt;
* 2: Charge (Deal 4/6/8/10 damage. 4 peril. 2/4/7 to upgrade.)&lt;br /&gt;
* 3: Treat Wounds (Heal 5/6/7/8 wounds. 0 peril. 2/4/7 to upgrade.)&lt;br /&gt;
* 4: Spar (You/You/You/Any player gain 1/1/1/2 experience. Another player gains 1/1/2/2 experience. 2 peril. 2/4/7 to upgrade.)&lt;br /&gt;
* 5: Practice (Gain 1/2/2/3 experience. 3 peril. 3/5/7 to upgrade.)&lt;br /&gt;
* 6: Jab (Deal 1/1/2/4 damage. 1 peril. 3/5/7 to upgrade.)&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039; &amp;lt;u&amp;gt;Medic&amp;lt;/u&amp;gt; &#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
The collected Medic lifts any who fall injured in the chaos of battle. Tend to the Wounds of your allies, but don’t underestimate your ability to permanently weaken monsters.&lt;br /&gt;
* 6/7/9/10 health, 0/0/1/1 armor, 2/3/4/5 experience&lt;br /&gt;
* 1: Acid Vial (Deal 1/3/4/6 damage. 2 peril. 2/4/7 to upgrade.)&lt;br /&gt;
* 2: Spray Poison (Deal 1/2/2/3 damage. Reduce its attack by 1/1/1/2. 2 peril. 2/4/7 to upgrade.)&lt;br /&gt;
* 3: Treat Wounds (Heal 4/5/6/7 wounds. 0 peril. 2/4/7 to upgrade.)&lt;br /&gt;
* 4: Distribute Bandages (All players heal 1/2/2/3 wounds. 1 peril. 2/4/7 to upgrade.)&lt;br /&gt;
* 5: Practice (Gain 1/2/2/3 experience. 3 peril. 3/5/7 to upgrade.)&lt;br /&gt;
* 6: Triage (A player heals 1/1/2/4 wounds. 1 peril. 3/5/7 to upgrade.)&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039; &amp;lt;u&amp;gt;Sensei&amp;lt;/u&amp;gt; &#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
The wizened Sensei finds strength through enlightenment. Gain Experience as you unravel monsters’ strategies, then pass it on to your allies and weave illusions to trick monsters.&lt;br /&gt;
* 6/7/9/10 health, 1/1/2/2 armor, 2/3/4/5 experience&lt;br /&gt;
* 1: Fists (Deal 2/3/4/6 damage. 3 peril. 2/4/7 to upgrade.)&lt;br /&gt;
* 2: Feint (Deal 1/2/2/3 damage and gain 1/1/2/2 experience. 2 peril. 2/4/7 to upgrade.)&lt;br /&gt;
* 3: Treat Wounds (Heal 4/5/6/6 wounds. 0 peril. 2/4/7 to upgrade.)&lt;br /&gt;
* 4: Create Illusion (Divide its attack as if there are 2 players/+1 player/+1 player/+2 players at each attacked peril this round. 1 peril. 2/4/7 to upgrade.)&lt;br /&gt;
* 5: Practice (Gain 1/2/2/3 experience. 3 peril. 3/5/7 to upgrade.)&lt;br /&gt;
* 6: Instruct (1/1/2/All other players gains 1 experience. 1 peril. 3/5/7 to upgrade.)&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039; &amp;lt;u&amp;gt;Blood Mage&amp;lt;/u&amp;gt; &#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
The unnatural Blood Mage manipulates the essence of life within all creatures. Use your massive Health to absorb Wounds from your allies, then heal yourself by draining the monsters.&lt;br /&gt;
* 9/12/15/18 health, 0/0/0/0 armor, 2/3/4/5 experience&lt;br /&gt;
* 1: Knife (Deal 1/3/5/7 damage. 2 peril. 2/4/7 to upgrade.)&lt;br /&gt;
* 2: Drain Life (Deal 1/2/3/4 damage. Heal 1/2/3/4 wounds. 3 peril. 2/4/7 to upgrade.)&lt;br /&gt;
* 3: Treat Wounds (Heal 7/9/12/14 wounds. 0 peril. 2/4/7 to upgrade.)&lt;br /&gt;
* 4: Sacrifice (Take up to 3/6/9/12 wounds from the other players. Gain 0/1/1/1 experience per 4 wounds taken. 1 peril. 2/4/7 to upgrade.)&lt;br /&gt;
* 5: Practice (Gain 1/2/2/3 experience. 3 peril. 3/5/7 to upgrade.)&lt;br /&gt;
* 6: Transfuse (Take up to 2/2/3/5 wounds from another player. Heal 0/0/0/2 wounds. 1 peril. 3/5/7 to upgrade.)&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039; &amp;lt;u&amp;gt;Hunter&amp;lt;/u&amp;gt; &#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
The wild Hunter outmaneuvers and subdues any beast. Enrage monsters to slow their advance and weaken them with snares and venom.&lt;br /&gt;
* 7/9/10/12 health, 0/0/1/1 armor, 2/3/4/5 experience&lt;br /&gt;
* 1: Bow (Deal 2/3/5/6 damage. 2 peril. 2/4/7 to upgrade.)&lt;br /&gt;
* 2: Envenom (Deal 1/2/3/4 damage and reduce its attack by 1/2/3/4 this round. 3 peril. 2/4/7 to upgrade.)&lt;br /&gt;
* 3: Treat Wounds (Heal 4/6/7/8 wounds. 0 peril. 2/4/7 to upgrade.)&lt;br /&gt;
* 4: Provoke (Increase breach by 1 and its attack by 2/1/1/1. 4 peril. 2/4/7 to upgrade.)&lt;br /&gt;
* 5: Practice (Gain 1/2/2/3 experience. 3 peril. 3/5/7 to upgrade.)&lt;br /&gt;
* 6: Ensnare (Reduce its attack by 1/2/2/4 this round. 1 peril. 3/5/7 to upgrade.)&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039; &amp;lt;u&amp;gt;Death Strider&amp;lt;/u&amp;gt; &#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
The tormented Death Strider walks the line between life and death, channeling pain into great power. Grow stronger offensively and defensively as you accumulate Wounds, but beware pushing yourself too far.&lt;br /&gt;
* 8/10/12/14 health, 0/1/1/2 armor, 2/3/4/5 experience&lt;br /&gt;
* 1: Scythe (Deal 2/3/5/7 damage. 2 peril. 2/4/7 to upgrade.)&lt;br /&gt;
* 2: Reciprocate (Deal damage equal to your number of wounds, to a maximum of 3/5/8/10. 3 peril. 2/4/7 to upgrade.)&lt;br /&gt;
* 3: Treat Wounds (Heal up to 5/6/7/8 wounds. 0 peril. 2/4/7 to upgrade.)&lt;br /&gt;
* 4: Embrace Pain (This round your armor is equal to your number of wounds, to a maximum of 3/5/8/10. 4 peril. 2/4/7 to upgrade.)&lt;br /&gt;
* 5: Practice (Gain 1/2/2/3 experience. 3 peril. 3/5/7 to upgrade.)&lt;br /&gt;
* 6: Share Wounds (Gain up to 2/2/3/3 wounds and deal 1/1/1/2 times the number of wounds taken. 1 peril. 3/5/7 to upgrade.)&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039; &amp;lt;u&amp;gt;Commander&amp;lt;/u&amp;gt; &#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
The stalwart Commander leads the Guards with rallying battle cries and durable armor. Carefully consider the positions of your allies for the greatest effect, then order them to act during your turn.&lt;br /&gt;
* 7/8/9/10 health, 1/2/2/3 armor, 2/3/4/5 experience&lt;br /&gt;
* 1: Sword (Deal 1/3/4/6 damage. 3 peril. 2/4/7 to upgrade.)&lt;br /&gt;
* 2: &amp;quot;For Glory!&amp;quot; (After all other actions, choose your peril. Deal 1/2/3/4 damage per other player with that peril. 2/4/7 to upgrade.)&lt;br /&gt;
* 3: Treat Wounds (Heal 4/5/6/7 wounds. 0 peril. 2/4/7 to upgrade.)&lt;br /&gt;
* 4: &amp;quot;Form Ranks!&amp;quot; (After all other actions, choose your peril. All other players with that peril gain 1/1/2/2 armor this round. 2/4/7 to upgrade.)&lt;br /&gt;
* 5: Practice (Gain 1/2/2/3 experience. 3 peril. 3/5/7 to upgrade.)&lt;br /&gt;
* 6: &amp;quot;... Now!&amp;quot; (After all other actions, choose another player with a difference of at most 0/0/1/4 peril. They take a 6 action. 1 peril. 3/5/7 to upgrade.)&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039; &amp;lt;u&amp;gt;Stargazer&amp;lt;/u&amp;gt; &#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
The mysterious Stargazer draws upon the light of the cosmos to harm and illuminate. Switch between burning Solar (Yellow Sun) Light and soothing Lunar (Purple Moon) Light to overcome any challenge.&lt;br /&gt;
The Stargazer’s actions change depending on their current Light source. Track your current Light source (beginning with Solar) using the Light token.&lt;br /&gt;
* 7/8/10/11 health, 0/0/1/1 armor, 2/3/4/5 experience&lt;br /&gt;
* 1: Scepter (Deal 2/3/4/6 damage. 2 peril. 2/4/7 to upgrade.)&lt;br /&gt;
* 2: Flare (Deal 4/6/7/9 damage and gain 1/1/2/2 wounds if solar. Reduce monster&#039;s attack by 1/1/2/2 if lunar. 3 peril. 2/4/7 to upgrade.)&lt;br /&gt;
* 3: Treat Wounds (Heal 4/5/6/7 wounds. 0 peril. 2/4/7 to upgrade.)&lt;br /&gt;
* 4: Illuminate (One player gain 1/2/2/3 experience and 1/2/2/3 wounds if solar. Heal 3/5/7/9 wounds from a player if lunar. 2 peril. 2/4/7 to upgrade.)&lt;br /&gt;
* 5: Practice (Gain 1/2/2/3 experience. 3 peril. 3/5/7 to upgrade.)&lt;br /&gt;
* 6: Eclipse (Deal 1/1/2/3 damage if solar. A player gain 1/1/2/3 armor this round if lunar. Change light source. 1 peril. 3/5/7 to upgrade.)&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039; &amp;lt;u&amp;gt;Automaton&amp;lt;/u&amp;gt; &#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
The mechanical Automaton follows its directive to protect its allies at any cost. This Guard is greatly simplified compared to others, making it ideal for younger players or those who want an easier time making decisions. It also serves well in games with fewer than four players. However, the Automaton ignores the rules about selecting an extra 6 and rolling the same numbers.&lt;br /&gt;
* 7/8/10/11 health, 0/1/2/3 armor, 2/3/4/5 experience&lt;br /&gt;
* 1-2: Crossbow (Deal 2/4/5/7 damage. 2 peril. 2/4/7 to upgrade.)&lt;br /&gt;
* 3-4: Repair (Heal 5/6/7/8 wounds. 0 peril. 2/4/7 to upgrade.)&lt;br /&gt;
* 5-6: Upgrade (Gain 1/2/2/3 experience. 3 peril. 3/5/7 to upgrade.)&lt;/div&gt;</summary>
		<author><name>Hulb</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpvaultdenofthieves&amp;diff=27132</id>
		<title>Gamehelpvaultdenofthieves</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpvaultdenofthieves&amp;diff=27132"/>
		<updated>2025-11-02T12:34:13Z</updated>

		<summary type="html">&lt;p&gt;Hulb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
This is a single player game only consisting of 12 rounds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
Roll the 5 dice&lt;br /&gt;
&lt;br /&gt;
Mark off squares using the dice results&lt;br /&gt;
&lt;br /&gt;
Finish marking and lock off the next row or column&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Marking Squares===&lt;br /&gt;
&lt;br /&gt;
Squares with numbers can be obtained either by the actual number on a dice, adding dice together, or subtracting dice from each other (e.g. a 5 &amp;amp; 6 could mark off 5 &amp;amp; 6, 1, or 11)&lt;br /&gt;
&lt;br /&gt;
Squares with E or O stand for Even and Odd respectively, and as such require a number of that type and can ONLY be made with one dice e.g. a 3 is fine, but a 5 and 2 can&#039;t make a 3&lt;br /&gt;
&lt;br /&gt;
Squares with X2 on them require a pair of the same number and again can ONLY be made with two singles, e.g. 3 and 3 is fine, but 3 and 5 &amp;amp; 2 won&#039;t cut it&lt;br /&gt;
&lt;br /&gt;
Black squares have helpfully already been completed for you by the previous lock-breaker, whose fate is unknown....&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Using Dice===&lt;br /&gt;
&lt;br /&gt;
When marking off squares, each die can only be used in one capacity, so once used it is placed in the used area to help you keep track of what&#039;s still available to you&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Skimmers===&lt;br /&gt;
&lt;br /&gt;
You have 3 skimmers which need to first be charged up, then each can be used ONCE&lt;br /&gt;
&lt;br /&gt;
To charge a skimmer, instead of marking off a square with a dice, instead add its value to a single skimmer of your choice e.g. at the start, all skimmers are at 0, so a 3 would move one skimmer to 3, later on you have a 5 you want to charge the same skimmer with so this would bring this skimmer to 8&lt;br /&gt;
&lt;br /&gt;
Skimmers can be charged in any order and you can bounce between them&lt;br /&gt;
&lt;br /&gt;
When you&#039;re ready to use a Skimmer, take its current value like it were a die and use, add, or subtract it with other real dice. After which, the Skimmer powers out and can no longer be charged any further.&lt;br /&gt;
&lt;br /&gt;
Each Skimmer is independent of the others, so each can be in varying states of not started, charged, or used&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Re-Rolls===&lt;br /&gt;
&lt;br /&gt;
You have 3 re-rolls for the whole GAME&lt;br /&gt;
&lt;br /&gt;
When you use a re-roll, you may re-roll as many dice as you wish then mark off that you&#039;ve used a re-roll&lt;br /&gt;
&lt;br /&gt;
Multiple re-rolls can be used in the same round, but you still only have 3 for the WHOLE game&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cracking The Safes===&lt;br /&gt;
&lt;br /&gt;
If you mark off all boxes in either a row or column, you MIGHT have cracked the safe&lt;br /&gt;
&lt;br /&gt;
If a safe is in its regular state, you gain all the gems shown in it&lt;br /&gt;
&lt;br /&gt;
If a safe is on full lockdown, you gain NOTHING&lt;br /&gt;
&lt;br /&gt;
There is no required order to the safes, so it&#039;s up to you how you tackle them. However, full lockdown DOES have an order to it, as explained later, so you might want to keep this in mind.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===End of Round===&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve finished using all your dice, or finished using all the dice you&#039;re able to the round ends (remember, dice that can&#039;t be used to mark off on the grid can always be shoved into available Skimmers, if any)&lt;br /&gt;
&lt;br /&gt;
The next safe in alphabetical order now goes into full lockdown and can no longer be opened, on the first round this will be A&lt;br /&gt;
&lt;br /&gt;
The next alphabetical safe is always the one which goes into full lockdown, even if you&#039;ve already stolen from it&lt;br /&gt;
&lt;br /&gt;
If L Safe just went into full lockdown, the game ends, otherwise start a new round&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
When Safe L goes into full lockdown, the game ends&lt;br /&gt;
&lt;br /&gt;
Count up your gems and any unused Skimmers&lt;br /&gt;
&lt;br /&gt;
Your final score then gives you your title:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;10 Busted&lt;br /&gt;
&lt;br /&gt;
10-12 Pickpocket&lt;br /&gt;
&lt;br /&gt;
13-15 Shoplifter&lt;br /&gt;
&lt;br /&gt;
16-18 Cat Burglar&lt;br /&gt;
&lt;br /&gt;
19-21 Bank Robber&lt;br /&gt;
&lt;br /&gt;
22+ Pink Panther&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Summarised by https://boardgamearena.com/player?id=90078516&lt;/div&gt;</summary>
		<author><name>Hulb</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpkokeshi&amp;diff=26175</id>
		<title>Gamehelpkokeshi</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpkokeshi&amp;diff=26175"/>
		<updated>2025-08-12T11:54:18Z</updated>

		<summary type="html">&lt;p&gt;Hulb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Setup===&lt;br /&gt;
&lt;br /&gt;
At the start, you receive two pieces to place on your board, these must go on separate columns&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
On your turn, pick one Kokeshi and move it 1 space upwards then resolve effects resulting from this, you can move your Kokeshi onto a blank or filled space&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Movement Results===&lt;br /&gt;
&lt;br /&gt;
If the space is empty, move the Kokeshi back home and take a new tile (you can purchase a Quality tile if you are high enough and pass the threshold shown on the left)&lt;br /&gt;
&lt;br /&gt;
If the space has a normal tile, activate it&lt;br /&gt;
&lt;br /&gt;
If the space has a Quality tile, activate it then move that piece one more space and trigger the outcome on the next space&lt;br /&gt;
&lt;br /&gt;
If the space is the end of the track, gain 3 Happiness and return home&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Tile Effects===&lt;br /&gt;
&lt;br /&gt;
If a tile has a slash, you can only perform the action on one side&lt;br /&gt;
&lt;br /&gt;
Any Kokeshi movement is always upwards, like your starter movement&lt;br /&gt;
&lt;br /&gt;
If it depicts a Kokeshi, move that Kokeshi 1 space&lt;br /&gt;
&lt;br /&gt;
If it depicts a group of Kokeshi with a large arrow to left or right, move a single Kokeshi who resides in that direction (placement note: as such, think about who you can affect when placing these, and try not to put a right arrow on the far right as this will affect nothing, same as a left arrow on the far left will do nothing)&lt;br /&gt;
&lt;br /&gt;
If it depicts a group of Kokeshi with two up arrows, move a single Kokeshi of your choice 2 spaces but only resolve the effects of the 2nd space&lt;br /&gt;
&lt;br /&gt;
If it depicts an Animal, move that Animal 1 space&lt;br /&gt;
&lt;br /&gt;
If it depicts a group of Animals, move an animal of your choice 1 space&lt;br /&gt;
&lt;br /&gt;
If it depicts a black tile, take a tile and place it as depicted, the arrows will show where it can be placed e.g. only that track, or any track&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cascade===&lt;br /&gt;
&lt;br /&gt;
Effects may trigger further effects, such as if you move a different Kokeshi onto a new tile on its track which depicts an effect&lt;br /&gt;
&lt;br /&gt;
As such, fully resolve your initial Kokeshi, the one you first moved, before resolving the effects of the next Kokeshi, and resolve that one fully before resolving effects of Kokeshi it affects&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Tile Placement===&lt;br /&gt;
&lt;br /&gt;
Except for instances such as the anywhere tile placement effect, tiles will be placed on the same track which triggered their creation&lt;br /&gt;
&lt;br /&gt;
If a track is full, when landing on a tile which gives tiles to that track, ignore the effect&lt;br /&gt;
&lt;br /&gt;
If multiple tiles are gained for a track, these can be placed in whichever order you choose&lt;br /&gt;
&lt;br /&gt;
If you have some tiles which can be allocated to any track, and some which can only be allocated to a particular track, the any track tiles can still be added to that track, and again in an order of your choosing&lt;br /&gt;
&lt;br /&gt;
Be warned: Tiles placed orthogonally adjacent to tiles of the same shade will lose 3 Happiness, but can still be placed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Quality Tiles===&lt;br /&gt;
&lt;br /&gt;
Quality Tiles follow the same tile placement restrictions as shown above&lt;br /&gt;
&lt;br /&gt;
To gain a Quality Tile, either land on an empty space higher than its level on the left of the board with your Kokeshi, or pass the red line on the Animal track&lt;br /&gt;
&lt;br /&gt;
The Quality Tile gained must be placed on the same track as the Kokeshi depicted within it&lt;br /&gt;
&lt;br /&gt;
The Quality Tile must be placed on a space equal or higher than the matching threshold on the left, e.g. a Level 3 Quality cannot be placed below the level 3 threshold i.e. it has to be placed in the top space only&lt;br /&gt;
&lt;br /&gt;
Each Kokeshi track can only hold a single Quality tile regardless of level&lt;br /&gt;
&lt;br /&gt;
One player will always miss out on gaining a Quality tile for a Kokeshi, as such when everyone but 1 player has taken a Quality for a particular Kokeshi, discard the rest of that Kokeshi&#039;s Quality Tiles. Remember, the player who misses out can be different for each Kokeshi, missing out on one does not cut you out from all of them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Animal Tracks===&lt;br /&gt;
&lt;br /&gt;
As well as passing the red line to gain Quality Tiles as discussed, these tracks also hold bonus tiles which can be gained on a first come first served basis. The earlier ones are related to a single track, whilst the later ones can be claimed by reaching the space on either track they cover.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
The game ends after a player collects 5 Quality Tiles (or 4 in a 4-player game)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
=== End Game Scoring ===&lt;br /&gt;
&lt;br /&gt;
	1. Position of where are you on the each animal track scores the point on top of the track.&lt;br /&gt;
&lt;br /&gt;
	2. For each track that you are ahead of your opponent(s), you score 3 additional points.&lt;br /&gt;
&lt;br /&gt;
	3. Recognition tiles placed on your workshop board score the scores on the tile.&lt;br /&gt;
&lt;br /&gt;
	4. The position of each of your kokeshi doll score the points on the right on the board.&lt;br /&gt;
&lt;br /&gt;
	5. -3 points for each two tiles on your workshop board of the same color that are orthogonally adjacent to each other.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== In-Game Scoring ===&lt;br /&gt;
&lt;br /&gt;
1. 3 points each time your kokeshi doll hit the top of the board and returned to the starting point.&lt;/div&gt;</summary>
		<author><name>Hulb</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpkokeshi&amp;diff=26174</id>
		<title>Gamehelpkokeshi</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpkokeshi&amp;diff=26174"/>
		<updated>2025-08-12T11:52:56Z</updated>

		<summary type="html">&lt;p&gt;Hulb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Setup===&lt;br /&gt;
&lt;br /&gt;
At the start, you receive two pieces to place on your board, these must go on separate columns&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
On your turn, pick one Kokeshi and move it 1 space upwards then resolve effects resulting from this, you can move your Kokeshi onto a blank or filled space&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Movement Results===&lt;br /&gt;
&lt;br /&gt;
If the space is empty, move the Kokeshi back home and take a new tile (you can purchase a Quality tile if you are high enough and pass the threshold shown on the left)&lt;br /&gt;
&lt;br /&gt;
If the space has a normal tile, activate it&lt;br /&gt;
&lt;br /&gt;
If the space has a Quality tile, activate it then move that piece one more space and trigger the outcome on the next space&lt;br /&gt;
&lt;br /&gt;
If the space is the end of the track, gain 3 Happiness and return home&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Tile Effects===&lt;br /&gt;
&lt;br /&gt;
If a tile has a slash, you can only perform the action on one side&lt;br /&gt;
&lt;br /&gt;
Any Kokeshi movement is always upwards, like your starter movement&lt;br /&gt;
&lt;br /&gt;
If it depicts a Kokeshi, move that Kokeshi 1 space&lt;br /&gt;
&lt;br /&gt;
If it depicts a group of Kokeshi with a large arrow to left or right, move a single Kokeshi who resides in that direction (placement note: as such, think about who you can affect when placing these, and try not to put a right arrow on the far right as this will affect nothing, same as a left arrow on the far left will do nothing)&lt;br /&gt;
&lt;br /&gt;
If it depicts a group of Kokeshi with two up arrows, move a single Kokeshi of your choice 2 spaces but only resolve the effects of the 2nd space&lt;br /&gt;
&lt;br /&gt;
If it depicts an Animal, move that Animal 1 space&lt;br /&gt;
&lt;br /&gt;
If it depicts a group of Animals, move an animal of your choice 1 space&lt;br /&gt;
&lt;br /&gt;
If it depicts a black tile, take a tile and place it as depicted, the arrows will show where it can be placed e.g. only that track, or any track&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cascade===&lt;br /&gt;
&lt;br /&gt;
Effects may trigger further effects, such as if you move a different Kokeshi onto a new tile on its track which depicts an effect&lt;br /&gt;
&lt;br /&gt;
As such, fully resolve your initial Kokeshi, the one you first moved, before resolving the effects of the next Kokeshi, and resolve that one fully before resolving effects of Kokeshi it affects&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Tile Placement===&lt;br /&gt;
&lt;br /&gt;
Except for instances such as the anywhere tile placement effect, tiles will be placed on the same track which triggered their creation&lt;br /&gt;
&lt;br /&gt;
If a track is full, when landing on a tile which gives tiles to that track, ignore the effect&lt;br /&gt;
&lt;br /&gt;
If multiple tiles are gained for a track, these can be placed in whichever order you choose&lt;br /&gt;
&lt;br /&gt;
If you have some tiles which can be allocated to any track, and some which can only be allocated to a particular track, the any track tiles can still be added to that track, and again in an order of your choosing&lt;br /&gt;
&lt;br /&gt;
Be warned: Tiles placed orthogonally adjacent to tiles of the same shade will lose 3 Happiness, but can still be placed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Quality Tiles===&lt;br /&gt;
&lt;br /&gt;
Quality Tiles follow the same tile placement restrictions as shown above&lt;br /&gt;
&lt;br /&gt;
To gain a Quality Tile, either land on an empty space higher than its level on the left of the board with your Kokeshi, or pass the red line on the Animal track&lt;br /&gt;
&lt;br /&gt;
The Quality Tile gained must be placed on the same track as the Kokeshi depicted within it&lt;br /&gt;
&lt;br /&gt;
The Quality Tile must be placed on a space equal or higher than the matching threshold on the left, e.g. a Level 3 Quality cannot be placed below the level 3 threshold i.e. it has to be placed in the top space only&lt;br /&gt;
&lt;br /&gt;
Each Kokeshi track can only hold a single Quality tile regardless of level&lt;br /&gt;
&lt;br /&gt;
One player will always miss out on gaining a Quality tile for a Kokeshi, as such when everyone but 1 player has taken a Quality for a particular Kokeshi, discard the rest of that Kokeshi&#039;s Quality Tiles. Remember, the player who misses out can be different for each Kokeshi, missing out on one does not cut you out from all of them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Animal Tracks===&lt;br /&gt;
&lt;br /&gt;
As well as passing the red line to gain Quality Tiles as discussed, these tracks also hold bonus tiles which can be gained on a first come first served basis. The earlier ones are related to a single track, whilst the later ones can be claimed by reaching the space on either track they cover.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
=== End Game Scoring ===&lt;br /&gt;
&lt;br /&gt;
	1. Position of where are you on the each animal track scores the point on top of the track.&lt;br /&gt;
&lt;br /&gt;
	2. For each track that you are ahead of your opponent(s), you score 3 additional points.&lt;br /&gt;
&lt;br /&gt;
	3. Recognition tiles placed on your workshop board score the scores on the tile.&lt;br /&gt;
&lt;br /&gt;
	4. The position of each of your kokeshi doll score the points on the right on the board.&lt;br /&gt;
&lt;br /&gt;
	5. -3 points for each two tiles on your workshop board of the same color that are orthogonally adjacent to each other.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== In-Game Scoring ===&lt;br /&gt;
&lt;br /&gt;
1. 3 points each time your kokeshi doll hit the top of the board and returned to the starting point.&lt;/div&gt;</summary>
		<author><name>Hulb</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpkokeshi&amp;diff=26173</id>
		<title>Gamehelpkokeshi</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpkokeshi&amp;diff=26173"/>
		<updated>2025-08-12T11:41:44Z</updated>

		<summary type="html">&lt;p&gt;Hulb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Setup===&lt;br /&gt;
&lt;br /&gt;
At the start, you receive two pieces to place on your board, these must go on separate columns&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
On your turn, pick one Kokeshi and move it 1 space upwards then resolve effects resulting from this, you can move your Kokeshi onto a blank or filled space&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Movement Results===&lt;br /&gt;
&lt;br /&gt;
If the space is empty, move the Kokeshi back home and take a new tile (you can purchase a Quality tile if you are high enough and pass the threshold shown on the left)&lt;br /&gt;
&lt;br /&gt;
If the space has a normal tile, activate it&lt;br /&gt;
&lt;br /&gt;
If the space has a Quality tile, activate it then move that piece one more space and trigger the outcome on the next space&lt;br /&gt;
&lt;br /&gt;
If the space is the end of the track, gain 3 Happiness and return home&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Tile Effects===&lt;br /&gt;
&lt;br /&gt;
If a tile has a slash, you can only perform the action on one side&lt;br /&gt;
&lt;br /&gt;
Any Kokeshi movement is always upwards, like your starter movement&lt;br /&gt;
&lt;br /&gt;
If it depicts a Kokeshi, move that Kokeshi 1 space&lt;br /&gt;
&lt;br /&gt;
If it depicts a group of Kokeshi with a large arrow to left or right, move a single Kokeshi who resides in that direction (placement note: as such, think about who you can affect when placing these, and try not to put a right arrow on the far right as this will affect nothing, same as a left arrow on the far left will do nothing)&lt;br /&gt;
&lt;br /&gt;
If it depicts a group of Kokeshi with two up arrows, move a single Kokeshi of your choice 2 spaces but only resolve the effects of the 2nd space&lt;br /&gt;
&lt;br /&gt;
If it depicts an Animal, move that Animal 1 space&lt;br /&gt;
&lt;br /&gt;
If it depicts a group of Animals, move an animal of your choice 1 space&lt;br /&gt;
&lt;br /&gt;
If it depicts a black tile, take a tile and place it as depicted, the arrows will show where it can be placed e.g. only that track, or any track&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cascade===&lt;br /&gt;
&lt;br /&gt;
Effects may trigger further effects, such as if you move a different Kokeshi onto a new tile on its track which depicts an effect&lt;br /&gt;
&lt;br /&gt;
As such, fully resolve your initial Kokeshi, the one you first moved, before resolving the effects of the next Kokeshi, and resolve that one fully before resolving effects of Kokeshi it affects&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Tile Placement===&lt;br /&gt;
&lt;br /&gt;
Except for instances such as the anywhere tile placement effect, tiles will be placed on the same track which triggered their creation&lt;br /&gt;
&lt;br /&gt;
If a track is full, when landing on a tile which gives tiles to that track, ignore the effect&lt;br /&gt;
&lt;br /&gt;
If multiple tiles are gained for a track, these can be placed in whichever order you choose&lt;br /&gt;
&lt;br /&gt;
If you have some tiles which can be allocated to any track, and some which can only be allocated to a particular track, the any track tiles can still be added to that track, and again in an order of your choosing&lt;br /&gt;
&lt;br /&gt;
Be warned: Tiles placed orthogonally adjacent to tiles of the same shade will lose 3 Happiness, but can still be placed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
=== End Game Scoring ===&lt;br /&gt;
&lt;br /&gt;
	1. Position of where are you on the each animal track scores the point on top of the track.&lt;br /&gt;
&lt;br /&gt;
	2. For each track that you are ahead of your opponent(s), you score 3 additional points.&lt;br /&gt;
&lt;br /&gt;
	3. Recognition tiles placed on your workshop board score the scores on the tile.&lt;br /&gt;
&lt;br /&gt;
	4. The position of each of your kokeshi doll score the points on the right on the board.&lt;br /&gt;
&lt;br /&gt;
	5. -3 points for each two tiles on your workshop board of the same color that are orthogonally adjacent to each other.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== In-Game Scoring ===&lt;br /&gt;
&lt;br /&gt;
1. 3 points each time your kokeshi doll hit the top of the board and returned to the starting point.&lt;/div&gt;</summary>
		<author><name>Hulb</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpkokeshi&amp;diff=26172</id>
		<title>Gamehelpkokeshi</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpkokeshi&amp;diff=26172"/>
		<updated>2025-08-12T10:58:43Z</updated>

		<summary type="html">&lt;p&gt;Hulb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Setup===&lt;br /&gt;
&lt;br /&gt;
At the start, you receive two pieces to place on your board, these must go on separate columns&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
On your turn, pick one Kokeshi and move it 1 space upwards then resolve effects resulting from this, you can move your Kokeshi onto a blank or filled space&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Movement Results===&lt;br /&gt;
&lt;br /&gt;
If the space is empty, move the Kokeshi back home and take a new tile (you can purchase a Quality tile if you are high enough and pass the threshold shown on the left)&lt;br /&gt;
&lt;br /&gt;
If the space has a normal tile, activate it&lt;br /&gt;
&lt;br /&gt;
If the space has a Quality tile, activate it then move that piece one more space and trigger the outcome on the next space&lt;br /&gt;
&lt;br /&gt;
If the space is the end of the track, gain 3 Happiness and return home&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
=== End Game Scoring ===&lt;br /&gt;
&lt;br /&gt;
	1. Position of where are you on the each animal track scores the point on top of the track.&lt;br /&gt;
&lt;br /&gt;
	2. For each track that you are ahead of your opponent(s), you score 3 additional points.&lt;br /&gt;
&lt;br /&gt;
	3. Recognition tiles placed on your workshop board score the scores on the tile.&lt;br /&gt;
&lt;br /&gt;
	4. The position of each of your kokeshi doll score the points on the right on the board.&lt;br /&gt;
&lt;br /&gt;
	5. -3 points for each two tiles on your workshop board of the same color that are orthogonally adjacent to each other.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== In-Game Scoring ===&lt;br /&gt;
&lt;br /&gt;
1. 3 points each time your kokeshi doll hit the top of the board and returned to the starting point.&lt;/div&gt;</summary>
		<author><name>Hulb</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpscratchandcatch&amp;diff=25746</id>
		<title>Gamehelpscratchandcatch</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpscratchandcatch&amp;diff=25746"/>
		<updated>2025-07-10T16:02:34Z</updated>

		<summary type="html">&lt;p&gt;Hulb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
Get rid of your Fleas and collect cats&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
On your turn, play 2 cards&lt;br /&gt;
&lt;br /&gt;
First card does NOTHING&lt;br /&gt;
&lt;br /&gt;
Second card will have an effect based on how it&#039;s played&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Second Card Effects===&lt;br /&gt;
&lt;br /&gt;
Normal or Scratch added to Stack - Take all cards on the immediate adjacent spaces&lt;br /&gt;
&lt;br /&gt;
Normal or Scratch added to Empty - Discard fleas equal to the number of connected adjacent cards in a sequence including itself&lt;br /&gt;
&lt;br /&gt;
Scratch (black border) bonus - Give each opponent fleas from the supply equal to the number of cards in the space regardless of whether they are Scratch or Normal. e.g. a Scratch added to an empty space means there is now one of that number so everyone else takes 1 Flea. A Scratch added to a pile of two before it, means there is now three in that pile and so everyone else takes 3 Fleas&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
When either a player cannot draw cards at end of turn or a player runs out of Fleas, the game ends&lt;br /&gt;
&lt;br /&gt;
Except for the Game Ender, everyone else takes a final turn&lt;br /&gt;
&lt;br /&gt;
Each collected Cat is a point&lt;br /&gt;
&lt;br /&gt;
Fleas gain you points if under 11&lt;br /&gt;
&lt;br /&gt;
Fleas lose you points if over 15&lt;br /&gt;
&lt;br /&gt;
Fleas neither gain nor lose if 11-15&lt;br /&gt;
&lt;br /&gt;
The player with the most points wins!&lt;br /&gt;
&lt;br /&gt;
If tied, the tied player with the least Fleas wins!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Summarised by https://boardgamearena.com/player?id=90078516&lt;/div&gt;</summary>
		<author><name>Hulb</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpscratchandcatch&amp;diff=25745</id>
		<title>Gamehelpscratchandcatch</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpscratchandcatch&amp;diff=25745"/>
		<updated>2025-07-10T15:59:07Z</updated>

		<summary type="html">&lt;p&gt;Hulb: Created page with &amp;quot;===Overview===  Get rid of your Fleas and collect cats   ===Turn===  On your turn, play 2 cards  First card does NOTHING  Second card will have an effect based on how it&amp;#039;s played   ===Second Card Effects===  Normal or Scratch added to Stack - Take all cards on the immediate adjacent spaces  Normal or Scratch added to Empty - Discard fleas equal to the number of connected adjacent cards in a sequence including itself  Scratch (black border) bonus - Give each opponent flea...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
Get rid of your Fleas and collect cats&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
On your turn, play 2 cards&lt;br /&gt;
&lt;br /&gt;
First card does NOTHING&lt;br /&gt;
&lt;br /&gt;
Second card will have an effect based on how it&#039;s played&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Second Card Effects===&lt;br /&gt;
&lt;br /&gt;
Normal or Scratch added to Stack - Take all cards on the immediate adjacent spaces&lt;br /&gt;
&lt;br /&gt;
Normal or Scratch added to Empty - Discard fleas equal to the number of connected adjacent cards in a sequence including itself&lt;br /&gt;
&lt;br /&gt;
Scratch (black border) bonus - Give each opponent fleas from the supply equal to the number of cards in the space regardless of whether they are Scratch or Normal. e.g. a Scratch added to an empty space means there is now one of that number so everyone else takes 1 Flea. A Scratch added to a pile of two before it, means there is now three in that pile and so everyone else takes 3 Fleas&lt;/div&gt;</summary>
		<author><name>Hulb</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppandaarei&amp;diff=25744</id>
		<title>Gamehelppandaarei</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppandaarei&amp;diff=25744"/>
		<updated>2025-07-10T11:07:03Z</updated>

		<summary type="html">&lt;p&gt;Hulb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
The game is played over 2 rounds, each consisting of 11 turns&lt;br /&gt;
&lt;br /&gt;
Score the animals you collected at the end, but remember some animals score negatively&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
The first player plays a card, followed by the others&lt;br /&gt;
&lt;br /&gt;
The highest Unique card wins UNLESS&lt;br /&gt;
&lt;br /&gt;
There are duplicate cards, in which case the player closest to start player with that duplicate card wins&lt;br /&gt;
&lt;br /&gt;
If there are different duplicate card sets, first the duplicate card there is the most of will be judged as above, then if still tied the duplicate group with the highest value will be judged as above&lt;br /&gt;
&lt;br /&gt;
Regardless of how you win, you gain the start card along with two animal cards played this turn of your choice. After which, in the new turn order, the other players pick from the remaining cards played to keep. This means whoever is in last turn order gets no card.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===2 Player===&lt;br /&gt;
&lt;br /&gt;
There is a Dummy&lt;br /&gt;
&lt;br /&gt;
The Dummy cannot win a turn&lt;br /&gt;
&lt;br /&gt;
As such, the purpose of the Dummy is to provide the chance of a duplicate card for either player to win via that method&lt;br /&gt;
&lt;br /&gt;
The Dummy always plays last&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
After everyone has played their entire hand once, deal a new hand to everyone&lt;br /&gt;
&lt;br /&gt;
After everyone has played their second hand, the game ends.&lt;br /&gt;
&lt;br /&gt;
Rabbits - 1-5 score, 6+ lose 5pts&lt;br /&gt;
&lt;br /&gt;
Bear - only pairs score, solos score nothing&lt;br /&gt;
&lt;br /&gt;
Giraffes - each giraffe scores by itself&lt;br /&gt;
&lt;br /&gt;
Owl - An owl scores nothing, but if you can pair it with a giraffe it scores&lt;br /&gt;
&lt;br /&gt;
Cat - Cats are multiplied by each other, e.g. 3 cats is 3x3 for 9&lt;br /&gt;
&lt;br /&gt;
Fox - Foxes only lose points!&lt;br /&gt;
&lt;br /&gt;
Lions - having no or too few Lions lose points, have to have at least 2 to breakeven&lt;br /&gt;
&lt;br /&gt;
Pigs - have no score, but give tiebreaking for during the game for those previously collected&lt;br /&gt;
&lt;br /&gt;
Pandas - most and least gain and lose points respectively&lt;br /&gt;
&lt;br /&gt;
Monkey - Wild for Rabbit, Bear, Giraffe, Owl, or Cat (during play its worth is one higher than the previous card played)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The player with the highest score, wins!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Summarised by https://boardgamearena.com/player?id=90078516&lt;/div&gt;</summary>
		<author><name>Hulb</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppandaarei&amp;diff=25743</id>
		<title>Gamehelppandaarei</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppandaarei&amp;diff=25743"/>
		<updated>2025-07-10T10:52:19Z</updated>

		<summary type="html">&lt;p&gt;Hulb: Created page with &amp;quot;===Overview===  X   ===Turn===  The first player plays a card, followed by the others  The highest Unique card wins UNLESS  There are duplicate cards, in which case the player closest to start player with that duplicate card wins  If there are different duplicate card sets, first the duplicate card there is the most of will be judged as above, then if still tied the duplicate group with the highest value will be judged as above  Regardless of how you win, you gain the st...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
X&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
The first player plays a card, followed by the others&lt;br /&gt;
&lt;br /&gt;
The highest Unique card wins UNLESS&lt;br /&gt;
&lt;br /&gt;
There are duplicate cards, in which case the player closest to start player with that duplicate card wins&lt;br /&gt;
&lt;br /&gt;
If there are different duplicate card sets, first the duplicate card there is the most of will be judged as above, then if still tied the duplicate group with the highest value will be judged as above&lt;br /&gt;
&lt;br /&gt;
Regardless of how you win, you gain the start card along with two animal cards played this turn of your choice. After which, in the new turn order, the other players pick from the remaining cards played to keep. This means whoever is in last turn order gets no card.&lt;/div&gt;</summary>
		<author><name>Hulb</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpdontletitdie&amp;diff=25692</id>
		<title>Gamehelpdontletitdie</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpdontletitdie&amp;diff=25692"/>
		<updated>2025-07-04T13:53:41Z</updated>

		<summary type="html">&lt;p&gt;Hulb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Player Phase ===&lt;br /&gt;
Each character takes a turn taking actions. Followed by the night phase, and morning phase.&lt;br /&gt;
&lt;br /&gt;
* (Cost 0) Add Wood to fire&lt;br /&gt;
* (Cost 0) Spend Fire Knowledge Points (FKP)&lt;br /&gt;
* (Cost 0) Eat 3 Raw Berry or 2 Raw Meat for 1HP, 2 Cooked Berry or 1 Cooked Meat for 2HP&lt;br /&gt;
* (Cost 1) Cook food (Requires Cook Skill) turns 1 Raw into 1 Cooked&lt;br /&gt;
* (Cost 1) Trade resources with neighboring tribe, any 3 tokens for 1 token (excluding cooked food, but including FKP)&lt;br /&gt;
* (Cost 2) Forage - draw a card and hope for Berry or Fiber&lt;br /&gt;
* (Cost 2) Gather - draw a card and hope for Wood or Rock&lt;br /&gt;
* (Cost 3) Investigate Fire - Roll FKP Dice and hope for FKP&lt;br /&gt;
* (Cost 3) Craft&lt;br /&gt;
* (Cost 3) Hunt (Requires Weapon) - draw a card and hope for Meat or Bone or Hide&lt;br /&gt;
* (Cost 3) Harvest (Requires Tool) - draw a card and hope for Wood or Rock&lt;br /&gt;
* (Cost 4) Explore (Hindrance Expansion)&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
&lt;br /&gt;
* If no weapon or damage is less than the Danger! cards life take health equal to the card&#039;s damage&lt;br /&gt;
* If you have a weapon with 1 Range, take 1 Damage and Meat equal to the card&#039;s life&lt;br /&gt;
* If you have a weapon with 2 Range, take 0 Damage and Meat equal to the card&#039;s life&lt;br /&gt;
&lt;br /&gt;
=== Crafting ===&lt;br /&gt;
Items can be crafted and traded between characters. Each character can have 1 weapon and 1 tool.&lt;br /&gt;
&lt;br /&gt;
Crafting Discoveries will unlock additional crafting options.&lt;br /&gt;
&lt;br /&gt;
Only 1 building can be created per game.&lt;br /&gt;
&lt;br /&gt;
There is a limited number of each item.&lt;br /&gt;
&lt;br /&gt;
=== Dice Rolling ===&lt;br /&gt;
When rolling the special FKP dice it is a d6, with the following sides &amp;quot;0, 1, 1, 1, 2, 3&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Incapacitation ===&lt;br /&gt;
If a character becomes incapacitated they can be revived using 3 cooked Meat. They will start at 3 HP and can return top play after the next morning phase.&lt;br /&gt;
&lt;br /&gt;
=== Knowledge Tree ===&lt;br /&gt;
&lt;br /&gt;
* Investigate the fire to generate Fire Knowledge Points (FKP)&lt;br /&gt;
* Spend FKP to unlock discoveries&lt;br /&gt;
* All discoveries with a gold arrow must be unlocked as prerequisites.&lt;br /&gt;
&lt;br /&gt;
=== Night &amp;amp; Morning Phase ===&lt;br /&gt;
After all players have taken their turn, a night card is drawn.&lt;br /&gt;
&lt;br /&gt;
After the night phase the morning phase starts&lt;br /&gt;
* Remove wood from the fire (number of wood removed based on the day track)&lt;br /&gt;
* Damage each character&lt;br /&gt;
* Move the first player token (skull token)&lt;br /&gt;
* Trade Items between characters&lt;br /&gt;
&lt;br /&gt;
=== Hindrance (Hindrance Expansion) ===&lt;br /&gt;
A physical hindrance is acquired from events or when taking damage from combat.&lt;br /&gt;
&lt;br /&gt;
There is a max of 3 physical hindrances and 1 mental hindrance.&lt;br /&gt;
&lt;br /&gt;
If a character has a maximum number of physical hindrances, the next draw will will be a mental hindrance (unless maxed) and all physical hindrances will be removed.&lt;br /&gt;
&lt;br /&gt;
Physical hindrances can be removed by spending a stamina and Medical Herb&lt;br /&gt;
&lt;br /&gt;
=== Game End ===&lt;br /&gt;
&#039;&#039;&#039;Win&#039;&#039;&#039; when you unlock the Fire Starter discovery&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lose&#039;&#039;&#039; when there is 0 wood in the fire, when all members die, or when night phase 14 comes.&lt;/div&gt;</summary>
		<author><name>Hulb</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpdontletitdie&amp;diff=25691</id>
		<title>Gamehelpdontletitdie</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpdontletitdie&amp;diff=25691"/>
		<updated>2025-07-04T13:52:42Z</updated>

		<summary type="html">&lt;p&gt;Hulb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Player Phase ===&lt;br /&gt;
Each character takes a turn taking actions. Followed by the night phase, and morning phase.&lt;br /&gt;
&lt;br /&gt;
* (Cost 0) Add Wood to fire&lt;br /&gt;
* (Cost 0) Spend Fire Knowledge Points (FKP)&lt;br /&gt;
* (Cost 0) Eat 3 Raw Berry or 2 Raw Meat for 1HP, 2 Cooked Berry or 1 Cooked Meat for 2HP&lt;br /&gt;
* (Cost 1) Cook food (Requires Cook Skill) turns 1 Raw into 1 Cooked&lt;br /&gt;
* (Cost 1) Trade resources with neighboring tribe, any 3 tokens for 1 token (excluding cooked food, but including FKP)&lt;br /&gt;
* (Cost 2) Forage - draw a card and hope for Berry or Fiber&lt;br /&gt;
* (Cost 2) Gather - draw a card and hope for Wood or Rock&lt;br /&gt;
* (Cost 3) Investigate Fire&lt;br /&gt;
* (Cost 3) Craft&lt;br /&gt;
* (Cost 3) Hunt (Requires Weapon) - draw a card and hope for Meat or Bone or Hide&lt;br /&gt;
* (Cost 3) Harvest (Requires Tool) - draw a card and hope for Wood or Rock&lt;br /&gt;
* (Cost 4) Explore (Hindrance Expansion)&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
&lt;br /&gt;
* If no weapon or damage is less than the Danger! cards life take health equal to the card&#039;s damage&lt;br /&gt;
* If you have a weapon with 1 Range, take 1 Damage and Meat equal to the card&#039;s life&lt;br /&gt;
* If you have a weapon with 2 Range, take 0 Damage and Meat equal to the card&#039;s life&lt;br /&gt;
&lt;br /&gt;
=== Crafting ===&lt;br /&gt;
Items can be crafted and traded between characters. Each character can have 1 weapon and 1 tool.&lt;br /&gt;
&lt;br /&gt;
Crafting Discoveries will unlock additional crafting options.&lt;br /&gt;
&lt;br /&gt;
Only 1 building can be created per game.&lt;br /&gt;
&lt;br /&gt;
There is a limited number of each item.&lt;br /&gt;
&lt;br /&gt;
=== Dice Rolling ===&lt;br /&gt;
When rolling the special FKP dice it is a d6, with the following sides &amp;quot;0, 1, 1, 1, 2, 3&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Incapacitation ===&lt;br /&gt;
If a character becomes incapacitated they can be revived using 3 cooked Meat. They will start at 3 HP and can return top play after the next morning phase.&lt;br /&gt;
&lt;br /&gt;
=== Knowledge Tree ===&lt;br /&gt;
&lt;br /&gt;
* Investigate the fire to generate Fire Knowledge Points (FKP)&lt;br /&gt;
* Spend FKP to unlock discoveries&lt;br /&gt;
* All discoveries with a gold arrow must be unlocked as prerequisites.&lt;br /&gt;
&lt;br /&gt;
=== Night &amp;amp; Morning Phase ===&lt;br /&gt;
After all players have taken their turn, a night card is drawn.&lt;br /&gt;
&lt;br /&gt;
After the night phase the morning phase starts&lt;br /&gt;
* Remove wood from the fire (number of wood removed based on the day track)&lt;br /&gt;
* Damage each character&lt;br /&gt;
* Move the first player token (skull token)&lt;br /&gt;
* Trade Items between characters&lt;br /&gt;
&lt;br /&gt;
=== Hindrance (Hindrance Expansion) ===&lt;br /&gt;
A physical hindrance is acquired from events or when taking damage from combat.&lt;br /&gt;
&lt;br /&gt;
There is a max of 3 physical hindrances and 1 mental hindrance.&lt;br /&gt;
&lt;br /&gt;
If a character has a maximum number of physical hindrances, the next draw will will be a mental hindrance (unless maxed) and all physical hindrances will be removed.&lt;br /&gt;
&lt;br /&gt;
Physical hindrances can be removed by spending a stamina and Medical Herb&lt;br /&gt;
&lt;br /&gt;
=== Game End ===&lt;br /&gt;
&#039;&#039;&#039;Win&#039;&#039;&#039; when you unlock the Fire Starter discovery&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lose&#039;&#039;&#039; when there is 0 wood in the fire, when all members die, or when night phase 14 comes.&lt;/div&gt;</summary>
		<author><name>Hulb</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppaperworld&amp;diff=24671</id>
		<title>Gamehelppaperworld</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppaperworld&amp;diff=24671"/>
		<updated>2025-04-16T17:39:26Z</updated>

		<summary type="html">&lt;p&gt;Hulb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
You are a traveler trying to recreate the landscapes you have seen during the journey, using layers of paper. Stack the various layers of paper you find to have the most victory points at the end of the game. &lt;br /&gt;
&lt;br /&gt;
== On Your Turn ==&lt;br /&gt;
&lt;br /&gt;
You must either &#039;&#039;&#039;Take&#039;&#039;&#039; one or more card(s) or &#039;&#039;&#039;Place&#039;&#039;&#039; one or more card(s) in front of you to form your landscape. &lt;br /&gt;
&lt;br /&gt;
To take, select a card and &#039;&#039;&#039;take all&#039;&#039;&#039; the cards  of the same value &#039;&#039;&#039;or all&#039;&#039;&#039; the cards of the same color from the center. You cannot have more than 9 cards in hand at the end of your turn. If you exceed the limit, you must discard the excess cards to your discard pile. &lt;br /&gt;
&lt;br /&gt;
To place, you can place on one or more piles in your landscape either card of the same color &#039;&#039;&#039;or&#039;&#039;&#039; the same value, with the following rules: &lt;br /&gt;
&lt;br /&gt;
- You do not have to place all possible cards from your hand. &lt;br /&gt;
&lt;br /&gt;
- You must build your landscape in ascending order on the same spot, always of the same color and every pile must commence with 1 (unless a skip is used). &lt;br /&gt;
&lt;br /&gt;
- If you want to &amp;quot;skip&amp;quot; a number, you must discard a card from your hand to do so. This skip can only be performed once per turn. &lt;br /&gt;
&lt;br /&gt;
- Cards in your landscape must be a 3x3 grid. &lt;br /&gt;
&lt;br /&gt;
- cards can be placed orthogonally adjacent (not diagonally) to already created piles, as long as this respects the 3x3 grid by the end of the game. &lt;br /&gt;
&lt;br /&gt;
If you play a card with a &amp;quot;scissors&amp;quot; logo surrounding the number, you &#039;&#039;&#039;may&#039;&#039;&#039; place the scissors token onto the card. &#039;&#039;&#039;Placing the scissors token onto the card is optional.&#039;&#039;&#039; &#039;&#039;&#039;As long as you holding the scissors token, you can skip for free each turn. &#039;&#039;&#039;However, you &#039;&#039;&#039;cannot place any card on the card with scissors token&#039;&#039;&#039; until either player plays a new card with a scissors logo &#039;&#039;&#039;and&#039;&#039;&#039; moves the token.  &lt;br /&gt;
&lt;br /&gt;
At the end of your turn, if you have fulfilled an objective, take the highest remaining score. You cannot fulfill the same objective twice. &lt;br /&gt;
&lt;br /&gt;
== End of Game ==&lt;br /&gt;
&lt;br /&gt;
When only 2 piles of cards remaining in the center at at the end of a player&#039;s turn, the end game is triggered. Each player, including the one who triggered, plays one more turn before the final scoring. &lt;br /&gt;
&lt;br /&gt;
==== Scoring ====&lt;br /&gt;
&lt;br /&gt;
- Number of stars on each visible card&lt;br /&gt;
&lt;br /&gt;
- Stars from objectives&lt;br /&gt;
&lt;br /&gt;
- Lose 1 point for each card in your hand and your discard pile. &lt;br /&gt;
&lt;br /&gt;
- The scissors token earns you an additional 2 stars. &lt;br /&gt;
&lt;br /&gt;
The player with the most stars wins. In case of a tie, the player with the fewest cards in their discard pile wins.&lt;/div&gt;</summary>
		<author><name>Hulb</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpclashofdecks&amp;diff=23674</id>
		<title>Gamehelpclashofdecks</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpclashofdecks&amp;diff=23674"/>
		<updated>2025-01-09T16:57:44Z</updated>

		<summary type="html">&lt;p&gt;Hulb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
==Gameplay==&lt;br /&gt;
* Place 2 bridges, one above the other, to form two lanes. Each player controls one side of the bridges.&lt;br /&gt;
* Each player receives a bastion/fort. Shuffle the remaining cards.&lt;br /&gt;
* The game starts with drafting: Draw 4 cards. The first player picks 1, then the second player picks 2; the first player receives the last card. Repeat with the second player becoming the first player until each player has 8 cards.&lt;br /&gt;
* Shuffle the 8 cards you drafted to form your hand, together with the bastion/fort in the leftmost space, bastion side up.&lt;br /&gt;
* Players alternate taking turns, beginning with the player who received the last card in the draft.&lt;br /&gt;
* &amp;lt;b&amp;gt;Mana Regeneration:&amp;lt;/b&amp;gt; Gain mana equal to the number of cards in your hand, including the bastion. (Exception: the first player gains only 6 mana on the first turn.)&lt;br /&gt;
** Mana is spent to play cards during your turn.&lt;br /&gt;
** Unspent mana is lost at the end of the turn.&lt;br /&gt;
* &amp;lt;b&amp;gt;Summoning:&amp;lt;/b&amp;gt; You may play as many cards as you want (and can afford), but only if the card is one of the 4 leftmost cards (excluding the bastion/fort) in your hand when it is played. (The leftmost cards change as cards are played.) When you are done, begin your assault.&lt;br /&gt;
** To play a creature, pay its cost, and choose a lane. It is placed at the end of your side of that lane (furthest from the bridge).&lt;br /&gt;
** To play an incantation, pay its cost, select a target card in play, and apply the incantation’s effects to that creature. Then place the card in the rightmost space in your hand.&lt;br /&gt;
* &amp;lt;b&amp;gt;Assault:&amp;lt;/b&amp;gt; All your cards in play (except creatures that you played this turn) attack, first those in the upper lane, then those in the lower lane. Within a lane, cards further from the bridge attack before cards nearer the bridge.&lt;br /&gt;
** Apply the attacks one by one to the nearest card on the opposite side of the lane. If a card suffers damage equal to or exceeding its health &amp;lt;b&amp;gt;in this turn&amp;lt;/b&amp;gt;, it is immediately destroyed and returned to the rightmost space of its owner&#039;s hand. (Excess damage is lost. Damage that does not destroy a card is also lost at the end of the turn: every card has its full health at the beginning of a turn.)&lt;br /&gt;
** If the opposite side of the lane is empty, apply the damage to the bastion/fort: move it right a number of spaces equal to the damage. (Again, excess damage is lost.)&lt;br /&gt;
** If your bastion is ever in the rightmost space of your hand, it is destroyed. Flip it to the fort side and move it to the leftmost space. If the fort is ever in the rightmost space of your hand, you lose immediately.&lt;br /&gt;
&lt;br /&gt;
==End of the Game==&lt;br /&gt;
When a player&#039;s fort reaches the rightmost space, it is destroyed. That player loses and their opponent wins.&lt;br /&gt;
&lt;br /&gt;
Be Warned: If you play all of the cards to the right of your Fort, you destroy the fort yourself, and thus cause the opponent to win&lt;br /&gt;
&lt;br /&gt;
==Special Abilities==&lt;br /&gt;
* Aerial: Can only be attacked by cards with Aim.&lt;br /&gt;
* Aim: Can attack Aerial cards.&lt;br /&gt;
* Aquatic: Double its attack if it is closest to the bridge.&lt;br /&gt;
* Aura: Apply the effect to cards immediately to its right and left (but not to itself).&lt;br /&gt;
* Berserk: Attack again if it destroys a card. (It cannot attack the bastion/fort on the turn it enters play, even if it has Rage.)&lt;br /&gt;
* Catalyst: Gain 2 extra mana at the beginning of the turn.&lt;br /&gt;
* Focus: When played, insert it in the space directly behind a bridge.&lt;br /&gt;
* Indestructible: Immune to incantations.&lt;br /&gt;
* Perforation: Attack both the target and the card behind the target.&lt;br /&gt;
* Protection: Nullify the first source of (nonzero) damage applied to the card.&lt;br /&gt;
* Rage: Can attack cards (not the bastion/fort) on the turn it enters play.&lt;br /&gt;
* Splash: Attack both the target and the card in the other lane adjacent to the target.&lt;br /&gt;
* Sprint: When it attacks, move it until it is adjacent to the bridge.  Until the end of the turn, its attack damage is increased by the number of spaces it moved.&lt;br /&gt;
* Wrecker: Can attack buildings (including the bastion/fort) but not creatures.&lt;/div&gt;</summary>
		<author><name>Hulb</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppiratas&amp;diff=22941</id>
		<title>Gamehelppiratas</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppiratas&amp;diff=22941"/>
		<updated>2024-10-07T21:35:09Z</updated>

		<summary type="html">&lt;p&gt;Hulb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
Start Fights with other Pirates to gain Treasure and be the first to hold 5 Treasure at the start of your turn&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
Each turn you can take two actions, these can be either draw a card or play a card&lt;br /&gt;
&lt;br /&gt;
Drawn cards come from the facedown deck&lt;br /&gt;
&lt;br /&gt;
Playing a card depends on its  type&lt;br /&gt;
&lt;br /&gt;
Treasure Cards CANNOT be played, instead you are trying to collect them&lt;br /&gt;
&lt;br /&gt;
Instants are played to the discard after the effect resolves&lt;br /&gt;
&lt;br /&gt;
Crew can be played to an empty Crew space, either your own or someone else&#039;s (max 2 per player)&lt;br /&gt;
&lt;br /&gt;
Vessels are played tot their spot on your area and have 3 health (max 1 at a time, but you can play a new vessel to replace the current one)&lt;br /&gt;
&lt;br /&gt;
A Cannon can be played to initiate combat&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
&lt;br /&gt;
Active player picks a single opponent to attack&lt;br /&gt;
&lt;br /&gt;
Active player places one cannon facedown&lt;br /&gt;
&lt;br /&gt;
Active player can place a 2nd cannon facedown if they have both their actions available&lt;br /&gt;
&lt;br /&gt;
Defender can pick up to two combat cards to play facedown&lt;br /&gt;
&lt;br /&gt;
Reveal all cards and count up shots fired, factor in Crew and Vessel abilities, and the player with the most shots wins the combat (ties go to Defender)&lt;br /&gt;
&lt;br /&gt;
The combat loser discards all their crew, except Ghost Crew, and their Vessel takes 1 damage (if this was it&#039;s 3rd damage, any cards under it are returned to their owners)&lt;br /&gt;
&lt;br /&gt;
All played combat cards are then discarded&lt;br /&gt;
&lt;br /&gt;
Combat winner looks at opponent&#039;s hand and picks a card to take for themself&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
If at start of turn a player has 5 Treasures in hand, they display these to everyone and win!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Summarised by https://boardgamearena.com/player?id=90078516&lt;/div&gt;</summary>
		<author><name>Hulb</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppiratas&amp;diff=22940</id>
		<title>Gamehelppiratas</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppiratas&amp;diff=22940"/>
		<updated>2024-10-07T21:16:23Z</updated>

		<summary type="html">&lt;p&gt;Hulb: Created page with &amp;quot;===Overview===  X   ===Turn===  Each turn you can take two actions, these can be either draw a card or play a card  Drawn cards come from the facedown deck  Playing a card depends on its  type  Treasure Cards CANNOT be played, instead you are trying to collect them  Instants are played to the discard after the effect resolves  Crew can be played to an empty Crew space, either your own or someone else&amp;#039;s  Vessels are played tot their spot on your area and have 3 health&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
X&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
Each turn you can take two actions, these can be either draw a card or play a card&lt;br /&gt;
&lt;br /&gt;
Drawn cards come from the facedown deck&lt;br /&gt;
&lt;br /&gt;
Playing a card depends on its  type&lt;br /&gt;
&lt;br /&gt;
Treasure Cards CANNOT be played, instead you are trying to collect them&lt;br /&gt;
&lt;br /&gt;
Instants are played to the discard after the effect resolves&lt;br /&gt;
&lt;br /&gt;
Crew can be played to an empty Crew space, either your own or someone else&#039;s&lt;br /&gt;
&lt;br /&gt;
Vessels are played tot their spot on your area and have 3 health&lt;/div&gt;</summary>
		<author><name>Hulb</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcoffee&amp;diff=22935</id>
		<title>Gamehelpcoffee</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcoffee&amp;diff=22935"/>
		<updated>2024-10-07T20:57:28Z</updated>

		<summary type="html">&lt;p&gt;Hulb: Created page with &amp;quot;===Overview===  Place pieces to try to form a line whilst making sure there is always a spot for your opponent to place   ===Setup===  If using the Pie rule, 2nd player may choose to swap pieces after 1st player&amp;#039;s initial placement   ===Turn===  On the first turn, Black places a piece on any space then adds the rod facing any direction  After which, alternate turns by placing a piece on a space along the rod&amp;#039;s direction and moving the rod to your piece and picking a dire...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
Place pieces to try to form a line whilst making sure there is always a spot for your opponent to place&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Setup===&lt;br /&gt;
&lt;br /&gt;
If using the Pie rule, 2nd player may choose to swap pieces after 1st player&#039;s initial placement&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
On the first turn, Black places a piece on any space then adds the rod facing any direction&lt;br /&gt;
&lt;br /&gt;
After which, alternate turns by placing a piece on a space along the rod&#039;s direction and moving the rod to your piece and picking a direction for it to rest&lt;br /&gt;
&lt;br /&gt;
The rod must always point to at least 1 empty space&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
If a player makes a line of a pre-determined length, they win!&lt;br /&gt;
&lt;br /&gt;
If a player is unable to point the rod to an empty space, they lose!&lt;br /&gt;
&lt;br /&gt;
If a player makes a line but cannot place the rod, the win!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Summarised by https://boardgamearena.com/player?id=90078516&lt;/div&gt;</summary>
		<author><name>Hulb</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmexica&amp;diff=22933</id>
		<title>Gamehelpmexica</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmexica&amp;diff=22933"/>
		<updated>2024-10-07T20:26:37Z</updated>

		<summary type="html">&lt;p&gt;Hulb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
Use Action Points to form and found Districts, and build Temples in the districts to have the most Spiritual Grandeur at the end of each Period&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Setup===&lt;br /&gt;
&lt;br /&gt;
To start off, each player picks a spot in the Emperor&#039;s Palace to place their Pilli Mexica&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Two Periods===&lt;br /&gt;
&lt;br /&gt;
The game is played over 2 Periods&lt;br /&gt;
&lt;br /&gt;
If the 8 Calpulli tokens have been used to found Districts and one player has placed all 9 of their initial temples then period 1 ends when the round is complete and a scoring opportunity occurs&lt;br /&gt;
&lt;br /&gt;
Period 2 commences by granting each player 9 new temples regardless of how many they currently hold&lt;br /&gt;
&lt;br /&gt;
Period 2 ends the same way as 1, with using up the Calpulli and at least one player using all their temples&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
Each turn, a player has 6 Action Points to spend, different actions may cost variable amount of points, the actions and related cost are:&lt;br /&gt;
&lt;br /&gt;
Construct a Canal (1AP)&lt;br /&gt;
&lt;br /&gt;
Found a District (0AP)&lt;br /&gt;
&lt;br /&gt;
Construct or Move a Bridge (1AP)&lt;br /&gt;
&lt;br /&gt;
Build a Temple (1-4AP)&lt;br /&gt;
&lt;br /&gt;
Move your Pilla Mexica (1-5AP)&lt;br /&gt;
&lt;br /&gt;
Take an Action Point token (1AP)&lt;br /&gt;
&lt;br /&gt;
Spend an Action Point token (0AP)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Construct a Canal===&lt;br /&gt;
&lt;br /&gt;
You do not need to be adjacent to where you wish to build a canal&lt;br /&gt;
&lt;br /&gt;
It costs 1AP to place a Canal tile regardless of whether it is a single or double tile&lt;br /&gt;
&lt;br /&gt;
Canals are how you form districts, by blocking off areas, both orthogonal and diagonal adjacency forms a barrier&lt;br /&gt;
&lt;br /&gt;
A district can be made smaller later, however protected districts can no longer have their size amended (see Found a District)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Found a District===&lt;br /&gt;
&lt;br /&gt;
You have to be in the district you wish to found&lt;br /&gt;
&lt;br /&gt;
There needs to be an available Calpulli token which corresponds to the size of the district in squares (the big number on the upper portion)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Construct or Move a Bridge===&lt;br /&gt;
&lt;br /&gt;
You do not need to be adjacent to a bridge or the location where you wish to construct one&lt;br /&gt;
&lt;br /&gt;
Both sides of a bridge must be adjacent to land&lt;br /&gt;
&lt;br /&gt;
To relocate a bridge, all bridges must already be out and no pieces can be on the bridge you wish to move&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Build a Temple===&lt;br /&gt;
&lt;br /&gt;
The cost of this action is equal to the size of the temple you wish to build i.e. the size 1 costs 1AP, whilst the size 3 costs 3AP&lt;br /&gt;
&lt;br /&gt;
You must be in the district you wish to build a temple&lt;br /&gt;
&lt;br /&gt;
The district does NOT need to be founded&lt;br /&gt;
&lt;br /&gt;
A Temple can only be built on an unoccupied land space&lt;br /&gt;
&lt;br /&gt;
A Temple can block a bridge or another piece (as long as said piece has the option of building a bridge to escape)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Move your Pilla Mexica===&lt;br /&gt;
&lt;br /&gt;
Other pieces, Temples, and Calpulli tokens are obstacles which stop movement&lt;br /&gt;
&lt;br /&gt;
To move one land space orthogonally is 1AP&lt;br /&gt;
&lt;br /&gt;
If your piece is on a bridge, you can move to any other bridge connected to it via water for 1AP, this water can be either a canal or the ocean (which borders the map)&lt;br /&gt;
&lt;br /&gt;
Bridges and pieces on bridges do NOT block bridge to bridge connections, assume you travel under the bridge via the water beneath it (however, you cannot land on an occupied bridge)&lt;br /&gt;
&lt;br /&gt;
For 5AP, you can move to any land space regardless of how it can be reached and what obstacles might be in the way&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Take an Action Point Token===&lt;br /&gt;
&lt;br /&gt;
You can only take this action twice per turn at most&lt;br /&gt;
&lt;br /&gt;
You can only take a token if there is one in the supply&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Spend an Action Point Token===&lt;br /&gt;
&lt;br /&gt;
If you have one or more Action Point Tokens, you can use them for 0AP (you essentially already banked them in the previous action for 1AP) to carry out any action which you meet the cost&lt;br /&gt;
&lt;br /&gt;
As such, they can be spent alone or alongside your regular AP for the turn e.g. you could build a level 3 Temple with 2AP + 1 token&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Scoring===&lt;br /&gt;
&lt;br /&gt;
The majority of scoring occurs at the end of a Period&lt;br /&gt;
&lt;br /&gt;
Founding a District is scored at the point it is placed, with the placer gaining the blue value, and anyone else present in the district when it is founded gaining the white value&lt;br /&gt;
&lt;br /&gt;
Period One looks for Temple levels in Founded Districts. For each Founded District, add up the heights of your Temples e.g. a Level 2 temple is worth 2. Whoever has the most temple points gains the yellow value on the Founded District, 2nd most gets the blue value, and 3rd gets the white value. If there&#039;s a tie for a place, all players score the full points for that place, but the next rank(s) are skipped&lt;br /&gt;
&lt;br /&gt;
Period One also gives 5 bonus points if your piece ends the Period on one of the Starting locations&lt;br /&gt;
&lt;br /&gt;
Period Two scores the same two factors as above, however it also scores Unfounded Districts. For Unfounded Districts, again count up your Temple Points, the player with the most gains points equal to the number of spaces in the District, 2nd gets half this, and 3rd gets a quarter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
The game ends at the end of the 2nd Period&lt;br /&gt;
&lt;br /&gt;
The player with the most points, wins!&lt;br /&gt;
&lt;br /&gt;
If tied, the player with the most action point tokens remaining, wins!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Summarised by https://boardgamearena.com/player?id=90078516&lt;/div&gt;</summary>
		<author><name>Hulb</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmexica&amp;diff=22932</id>
		<title>Gamehelpmexica</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmexica&amp;diff=22932"/>
		<updated>2024-10-07T20:10:48Z</updated>

		<summary type="html">&lt;p&gt;Hulb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
X&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Setup===&lt;br /&gt;
&lt;br /&gt;
To start off, each player picks a spot in the Emperor&#039;s Palace to place their Pilli Mexica&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Two Periods===&lt;br /&gt;
&lt;br /&gt;
The game is played over 2 Periods&lt;br /&gt;
&lt;br /&gt;
If the 8 Calpulli tokens have been used to found Districts and one player has placed all 9 of their initial temples then period 1 ends when the round is complete and a scoring opportunity occurs&lt;br /&gt;
&lt;br /&gt;
Period 2 commences by granting each player 9 new temples regardless of how many they currently hold&lt;br /&gt;
&lt;br /&gt;
Period 2 ends the same way as 1, with using up the Calpulli and at least one player using all their temples&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
Each turn, a player has 6 Action Points to spend, different actions may cost variable amount of points, the actions and related cost are:&lt;br /&gt;
&lt;br /&gt;
Construct a Canal (1AP)&lt;br /&gt;
&lt;br /&gt;
Found a District (0AP)&lt;br /&gt;
&lt;br /&gt;
Construct or Move a Bridge (1AP)&lt;br /&gt;
&lt;br /&gt;
Build a Temple (1-4AP)&lt;br /&gt;
&lt;br /&gt;
Move your Pilla Mexica (1-5AP)&lt;br /&gt;
&lt;br /&gt;
Take an Action Point token (1AP)&lt;br /&gt;
&lt;br /&gt;
Spend an Action Point token (0AP)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Construct a Canal===&lt;br /&gt;
&lt;br /&gt;
You do not need to be adjacent to where you wish to build a canal&lt;br /&gt;
&lt;br /&gt;
It costs 1AP to place a Canal tile regardless of whether it is a single or double tile&lt;br /&gt;
&lt;br /&gt;
Canals are how you form districts, by blocking off areas, both orthogonal and diagonal adjacency forms a barrier&lt;br /&gt;
&lt;br /&gt;
A district can be made smaller later, however protected districts can no longer have their size amended (see Found a District)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Found a District===&lt;br /&gt;
&lt;br /&gt;
You have to be in the district you wish to found&lt;br /&gt;
&lt;br /&gt;
There needs to be an available Calpulli token which corresponds to the size of the district in squares (the big number on the upper portion)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Construct or Move a Bridge===&lt;br /&gt;
&lt;br /&gt;
You do not need to be adjacent to a bridge or the location where you wish to construct one&lt;br /&gt;
&lt;br /&gt;
Both sides of a bridge must be adjacent to land&lt;br /&gt;
&lt;br /&gt;
To relocate a bridge, all bridges must already be out and no pieces can be on the bridge you wish to move&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Build a Temple===&lt;br /&gt;
&lt;br /&gt;
The cost of this action is equal to the size of the temple you wish to build i.e. the size 1 costs 1AP, whilst the size 3 costs 3AP&lt;br /&gt;
&lt;br /&gt;
You must be in the district you wish to build a temple&lt;br /&gt;
&lt;br /&gt;
The district does NOT need to be founded&lt;br /&gt;
&lt;br /&gt;
A Temple can only be built on an unoccupied land space&lt;br /&gt;
&lt;br /&gt;
A Temple can block a bridge or another piece (as long as said piece has the option of building a bridge to escape)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Move your Pilla Mexica===&lt;br /&gt;
&lt;br /&gt;
Other pieces, Temples, and Calpulli tokens are obstacles which stop movement&lt;br /&gt;
&lt;br /&gt;
To move one land space orthogonally is 1AP&lt;br /&gt;
&lt;br /&gt;
If your piece is on a bridge, you can move to any other bridge connected to it via water for 1AP, this water can be either a canal or the ocean (which borders the map)&lt;br /&gt;
&lt;br /&gt;
Bridges and pieces on bridges do NOT block bridge to bridge connections, assume you travel under the bridge via the water beneath it (however, you cannot land on an occupied bridge)&lt;br /&gt;
&lt;br /&gt;
For 5AP, you can move to any land space regardless of how it can be reached and what obstacles might be in the way&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Take an Action Point Token===&lt;br /&gt;
&lt;br /&gt;
You can only take this action twice per turn at most&lt;br /&gt;
&lt;br /&gt;
You can only take a token if there is one in the supply&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Spend an Action Point Token===&lt;br /&gt;
&lt;br /&gt;
If you have one or more Action Point Tokens, you can use them for 0AP (you essentially already banked them in the previous action for 1AP) to carry out any action which you meet the cost&lt;br /&gt;
&lt;br /&gt;
As such, they can be spent alone or alongside your regular AP for the turn e.g. you could build a level 3 Temple with 2AP + 1 token&lt;/div&gt;</summary>
		<author><name>Hulb</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmexica&amp;diff=22931</id>
		<title>Gamehelpmexica</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmexica&amp;diff=22931"/>
		<updated>2024-10-07T19:51:55Z</updated>

		<summary type="html">&lt;p&gt;Hulb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
X&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Setup===&lt;br /&gt;
&lt;br /&gt;
To start off, each player picks a spot in the Emperor&#039;s Palace to place their Pilli Mexica&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Two Periods===&lt;br /&gt;
&lt;br /&gt;
The game is played over 2 Periods&lt;br /&gt;
&lt;br /&gt;
If the 8 Calpulli tokens have been used to found Districts and one player has placed all 9 of their initial temples then period 1 ends when the round is complete and a scoring opportunity occurs&lt;br /&gt;
&lt;br /&gt;
Period 2 commences by granting each player 9 new temples regardless of how many they currently hold&lt;br /&gt;
&lt;br /&gt;
Period 2 ends the same way as 1, with using up the Calpulli and at least one player using all their temples&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
Each turn, a player has 6 Action Points to spend, different actions may cost variable amount of points, the actions and related cost are:&lt;br /&gt;
&lt;br /&gt;
Construct a Canal (1AP)&lt;br /&gt;
&lt;br /&gt;
Found a District (0AP)&lt;br /&gt;
&lt;br /&gt;
Construct or Move a Bridge (1AP)&lt;br /&gt;
&lt;br /&gt;
Build a Temple (1-4AP)&lt;br /&gt;
&lt;br /&gt;
Move your Pilla Mexica (1-5AP)&lt;br /&gt;
&lt;br /&gt;
Take an Action Point token (1AP)&lt;br /&gt;
&lt;br /&gt;
Spend an Action Point token (0AP)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Construct a Canal===&lt;br /&gt;
&lt;br /&gt;
You do not need to be adjacent to where you wish to build a canal&lt;br /&gt;
&lt;br /&gt;
It costs 1AP to place a Canal tile regardless of whether it is a single or double tile&lt;br /&gt;
&lt;br /&gt;
Canals are how you form districts, by blocking off areas, both orthogonal and diagonal adjacency forms a barrier&lt;br /&gt;
&lt;br /&gt;
A district can be made smaller later, however protected districts can no longer have their size amended (see Found a District)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Found a District===&lt;br /&gt;
&lt;br /&gt;
You have to be in the district you wish to found&lt;br /&gt;
&lt;br /&gt;
There needs to be an available Calpulli token which corresponds to the size of the district in squares (the big number on the upper portion)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Construct or Move a Bridge===&lt;br /&gt;
&lt;br /&gt;
You do not need to be adjacent to a bridge or the location where you wish to construct one&lt;br /&gt;
&lt;br /&gt;
Both sides of a bridge must be adjacent to land&lt;br /&gt;
&lt;br /&gt;
To relocate a bridge, all bridges must already be out and no pieces can be on the bridge you wish to move&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Build a Temple===&lt;br /&gt;
&lt;br /&gt;
The cost of this action is equal to the size of the temple you wish to build i.e. the size 1 costs 1AP, whilst the size 3 costs 3AP&lt;br /&gt;
&lt;br /&gt;
You must be in the district you wish to build a temple&lt;br /&gt;
&lt;br /&gt;
The district does NOT need to be founded&lt;br /&gt;
&lt;br /&gt;
A Temple can only be built on an unoccupied land space&lt;br /&gt;
&lt;br /&gt;
A Temple can block a bridge or another piece (as long as said piece has the option of building a bridge to escape)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Move your Pilla Mexica===&lt;br /&gt;
&lt;br /&gt;
X&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Take an Action Point Token===&lt;br /&gt;
&lt;br /&gt;
X&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Spend an Action Point Token===&lt;br /&gt;
&lt;br /&gt;
X&lt;/div&gt;</summary>
		<author><name>Hulb</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmexica&amp;diff=22930</id>
		<title>Gamehelpmexica</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmexica&amp;diff=22930"/>
		<updated>2024-10-07T19:37:09Z</updated>

		<summary type="html">&lt;p&gt;Hulb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===overview===&lt;br /&gt;
&lt;br /&gt;
X&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Setup===&lt;br /&gt;
&lt;br /&gt;
To start off, each player picks a spot in the Emperor&#039;s Palace to place their Pilli Mexica&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Two Periods===&lt;br /&gt;
&lt;br /&gt;
The game is played over 2 Periods&lt;br /&gt;
&lt;br /&gt;
If the 8 Calpulli tokens have been used to found Districts and one player has placed all 9 of their initial temples then period 1 ends when the round is complete and a scoring opportunity occurs&lt;br /&gt;
&lt;br /&gt;
Period 2 commences by granting each player 9 new temples regardless of how many they currently hold&lt;br /&gt;
&lt;br /&gt;
Period 2 ends the same way as 1, with using up the Calpulli and at least one player using all their temples&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
Each turn, a player has 6 Action Points to spend, different actions may cost variable amount of points, the actions and related cost are:&lt;br /&gt;
&lt;br /&gt;
Construct a Canal (1AP)&lt;br /&gt;
&lt;br /&gt;
Found a District (0AP)&lt;br /&gt;
&lt;br /&gt;
Construct or Move a Bridge (1AP)&lt;br /&gt;
&lt;br /&gt;
Build a Temple (1-4AP)&lt;br /&gt;
&lt;br /&gt;
Move your Pilla Mexica (1-5AP)&lt;br /&gt;
&lt;br /&gt;
Take an Action Point token (1AP)&lt;br /&gt;
&lt;br /&gt;
Spend an Action Point token (0AP)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Construct a Canal===&lt;br /&gt;
&lt;br /&gt;
You do not need to be adjacent to where you wish to build a canal&lt;br /&gt;
&lt;br /&gt;
It costs 1AP to place a Canal tile regardless of whether it is a single or double tile&lt;br /&gt;
&lt;br /&gt;
Canals are how you form districts, by blocking off areas, both orthogonal and diagonal adjacency forms a barrier&lt;br /&gt;
&lt;br /&gt;
A district can be made smaller later, however protected districts can no longer have their size amended (see Found a District)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Found a District===&lt;br /&gt;
&lt;br /&gt;
You have to be in the district you wish to found&lt;br /&gt;
&lt;br /&gt;
There needs to be an available Calpulli token which corresponds to the size of the district in squares (the big number on the upper portion)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Construct or Move a Bridge===&lt;br /&gt;
&lt;br /&gt;
You do not need to be adjacent to a bridge or the location where you wish to construct one&lt;br /&gt;
&lt;br /&gt;
Both sides of a bridge must be adjacent to land&lt;br /&gt;
&lt;br /&gt;
To relocate a bridge, all bridges must already be out and no pieces can be on the bridge you wish to move&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Build a Temple===&lt;br /&gt;
&lt;br /&gt;
The cost of this action is equal to the level of the temple you wish to build i.e. the 1st level costs 1AP, whilst the 3rd level costs 3AP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Move your Pilla Mexica===&lt;br /&gt;
&lt;br /&gt;
X&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Take an Action Point Token===&lt;br /&gt;
&lt;br /&gt;
X&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Spend an Action Point Token===&lt;br /&gt;
&lt;br /&gt;
X&lt;/div&gt;</summary>
		<author><name>Hulb</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmexica&amp;diff=22929</id>
		<title>Gamehelpmexica</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmexica&amp;diff=22929"/>
		<updated>2024-10-07T19:35:32Z</updated>

		<summary type="html">&lt;p&gt;Hulb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===overview===&lt;br /&gt;
&lt;br /&gt;
X&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Setup===&lt;br /&gt;
&lt;br /&gt;
To start off, each player picks a spot in the Emperor&#039;s Palace to place their Pilli Mexica&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Two Periods===&lt;br /&gt;
&lt;br /&gt;
The game is played over 2 Periods&lt;br /&gt;
&lt;br /&gt;
If the 8 Calpulli tokens have been used to found Districts and one player has placed all 9 of their initial temples then period 1 ends when the round is complete and a scoring opportunity occurs&lt;br /&gt;
&lt;br /&gt;
Period 2 commences by granting each player 9 new temples regardless of how many they currently hold&lt;br /&gt;
&lt;br /&gt;
Period 2 ends the same way as 1, with using up the Calpulli and at least one player using all their temples&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
Each turn, a player has 6 Action Points to spend, different actions may cost variable amount of points, the actions and related cost are:&lt;br /&gt;
&lt;br /&gt;
Construct a Canal (1AP)&lt;br /&gt;
&lt;br /&gt;
Found a District (0AP)&lt;br /&gt;
&lt;br /&gt;
Construct or Move a Bridge (1AP)&lt;br /&gt;
&lt;br /&gt;
Build a Temple (1-4AP)&lt;br /&gt;
&lt;br /&gt;
Move your Pilla Mexica (1-5AP)&lt;br /&gt;
&lt;br /&gt;
Take an Action Point token (1AP)&lt;br /&gt;
&lt;br /&gt;
Spend an Action Point token (0AP)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Construct a Canal===&lt;br /&gt;
&lt;br /&gt;
You do not need to be adjacent to where you wish to build a canal&lt;br /&gt;
&lt;br /&gt;
It costs 1AP to place a Canal tile regardless of whether it is a single or double tile&lt;br /&gt;
&lt;br /&gt;
Canals are how you form districts, by blocking off areas, both orthogonal and diagonal adjacency forms a barrier&lt;br /&gt;
&lt;br /&gt;
A district can be made smaller later, however protected districts can no longer have their size amended (see Found a District)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Found a District===&lt;br /&gt;
&lt;br /&gt;
You have to be in the district you wish to found&lt;br /&gt;
&lt;br /&gt;
There needs to be an available Calpulli token which corresponds to the size of the district in squares (the big number on the upper portion)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Construct or Move a Bridge===&lt;br /&gt;
&lt;br /&gt;
You do not need to be adjacent to a bridge or the location where you wish to construct one&lt;br /&gt;
&lt;br /&gt;
Both sides of a bridge must be adjacent to land&lt;br /&gt;
&lt;br /&gt;
To relocate a bridge, all bridges must already be out and no pieces can be on the bridge you wish to move&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Build a Temple===&lt;br /&gt;
&lt;br /&gt;
X&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Move your Pilla Mexica===&lt;br /&gt;
&lt;br /&gt;
X&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Take an Action Point Token===&lt;br /&gt;
&lt;br /&gt;
X&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Spend an Action Point Token===&lt;br /&gt;
&lt;br /&gt;
X&lt;/div&gt;</summary>
		<author><name>Hulb</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmexica&amp;diff=22928</id>
		<title>Gamehelpmexica</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmexica&amp;diff=22928"/>
		<updated>2024-10-07T19:32:38Z</updated>

		<summary type="html">&lt;p&gt;Hulb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===overview===&lt;br /&gt;
&lt;br /&gt;
X&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Setup===&lt;br /&gt;
&lt;br /&gt;
To start off, each player picks a spot in the Emperor&#039;s Palace to place their Pilli Mexica&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Two Periods===&lt;br /&gt;
&lt;br /&gt;
The game is played over 2 Periods&lt;br /&gt;
&lt;br /&gt;
If the 8 Calpulli tokens have been used to found Districts and one player has placed all 9 of their initial temples then period 1 ends when the round is complete and a scoring opportunity occurs&lt;br /&gt;
&lt;br /&gt;
Period 2 commences by granting each player 9 new temples regardless of how many they currently hold&lt;br /&gt;
&lt;br /&gt;
Period 2 ends the same way as 1, with using up the Calpulli and at least one player using all their temples&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
Each turn, a player has 6 Action Points to spend, different actions may cost variable amount of points, the actions and related cost are:&lt;br /&gt;
&lt;br /&gt;
Construct a Canal (1AP)&lt;br /&gt;
&lt;br /&gt;
Found a District (0AP)&lt;br /&gt;
&lt;br /&gt;
Construct or Move a Bridge (1AP)&lt;br /&gt;
&lt;br /&gt;
Build a Temple (1-4AP)&lt;br /&gt;
&lt;br /&gt;
Move your Pilla Mexica (1-5AP)&lt;br /&gt;
&lt;br /&gt;
Take an Action Point token (1AP)&lt;br /&gt;
&lt;br /&gt;
Spend an Action Point token (0AP)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Construct a Canal===&lt;br /&gt;
&lt;br /&gt;
You do not need to be adjacent to where you wish to build a canal&lt;br /&gt;
&lt;br /&gt;
It costs 1AP to place a Canal tile regardless of whether it is a single or double tile&lt;br /&gt;
&lt;br /&gt;
Canals are how you form districts, by blocking off areas, both orthogonal and diagonal adjacency forms a barrier&lt;br /&gt;
&lt;br /&gt;
A district can be made smaller later, however protected districts can no longer have their size amended (see Found a District)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Found a District===&lt;br /&gt;
&lt;br /&gt;
You have to be in the district you wish to found&lt;br /&gt;
&lt;br /&gt;
There needs to be an available Calpulli token which corresponds to the size of the district in squares (the big number on the upper portion)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Construct or Move a Bridge===&lt;br /&gt;
&lt;br /&gt;
X&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Build a Temple===&lt;br /&gt;
&lt;br /&gt;
X&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Move your Pilla Mexica===&lt;br /&gt;
&lt;br /&gt;
X&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Take an Action Point Token===&lt;br /&gt;
&lt;br /&gt;
X&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Spend an Action Point Token===&lt;br /&gt;
&lt;br /&gt;
X&lt;/div&gt;</summary>
		<author><name>Hulb</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmexica&amp;diff=22927</id>
		<title>Gamehelpmexica</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmexica&amp;diff=22927"/>
		<updated>2024-10-07T19:09:38Z</updated>

		<summary type="html">&lt;p&gt;Hulb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===overview===&lt;br /&gt;
&lt;br /&gt;
X&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Setup===&lt;br /&gt;
&lt;br /&gt;
To start off, each player picks a spot in the Emperor&#039;s Palace to place their Pilli Mexica&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Two Periods===&lt;br /&gt;
&lt;br /&gt;
The game is played over 2 Periods&lt;br /&gt;
&lt;br /&gt;
If the 8 Calpulli tokens have been used to found Districts and one player has placed all 9 of their initial temples then period 1 ends when the round is complete and a scoring opportunity occurs&lt;br /&gt;
&lt;br /&gt;
Period 2 commences by granting each player 9 new temples regardless of how many they currently hold&lt;br /&gt;
&lt;br /&gt;
Period 2 ends the same way as 1, with using up the Calpulli and at least one player using all their temples&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
Each turn, a player has 6 Action Points to spend, different actions may cost variable amount of points, the actions and related cost are:&lt;br /&gt;
&lt;br /&gt;
Construct a Canal (1AP)&lt;br /&gt;
&lt;br /&gt;
Found a District (0AP)&lt;br /&gt;
&lt;br /&gt;
Construct or Move a Bridge (1AP)&lt;br /&gt;
&lt;br /&gt;
Build a Temple (1-4AP)&lt;br /&gt;
&lt;br /&gt;
Move your Pilla Mexica (1-5AP)&lt;br /&gt;
&lt;br /&gt;
Take an Action Point token (1AP)&lt;br /&gt;
&lt;br /&gt;
Spend an Action Point token (0AP)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Construct a Canal===&lt;br /&gt;
&lt;br /&gt;
X&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Found a District===&lt;br /&gt;
&lt;br /&gt;
X&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Construct or Move a Bridge===&lt;br /&gt;
&lt;br /&gt;
X&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Build a Temple===&lt;br /&gt;
&lt;br /&gt;
X&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Move your Pilla Mexica===&lt;br /&gt;
&lt;br /&gt;
X&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Take an Action Point Token===&lt;br /&gt;
&lt;br /&gt;
X&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Spend an Action Point Token===&lt;br /&gt;
&lt;br /&gt;
X&lt;/div&gt;</summary>
		<author><name>Hulb</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmexica&amp;diff=22926</id>
		<title>Gamehelpmexica</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmexica&amp;diff=22926"/>
		<updated>2024-10-07T19:04:24Z</updated>

		<summary type="html">&lt;p&gt;Hulb: Created page with &amp;quot;===overview===  X   ===Setup===  To start off, each player picks a spot in the Emperor&amp;#039;s Palace to place their Pilli Mexica   ===The Two Periods===  The game is played over 2 Periods  If the 8 Calpulli tokens have been used to found Districts and one player has placed all 9 of their initial temples then period 1 ends when the round is complete and a scoring opportunity occurs  Period 2 commences by granting each player 9 new temples regardless of how many they currently...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===overview===&lt;br /&gt;
&lt;br /&gt;
X&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Setup===&lt;br /&gt;
&lt;br /&gt;
To start off, each player picks a spot in the Emperor&#039;s Palace to place their Pilli Mexica&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Two Periods===&lt;br /&gt;
&lt;br /&gt;
The game is played over 2 Periods&lt;br /&gt;
&lt;br /&gt;
If the 8 Calpulli tokens have been used to found Districts and one player has placed all 9 of their initial temples then period 1 ends when the round is complete and a scoring opportunity occurs&lt;br /&gt;
&lt;br /&gt;
Period 2 commences by granting each player 9 new temples regardless of how many they currently hold&lt;br /&gt;
&lt;br /&gt;
Period 2 ends the same way as 1, with using up the Calpulli and at least one player using all their temples&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;/div&gt;</summary>
		<author><name>Hulb</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpfiftyfirststate&amp;diff=22896</id>
		<title>Gamehelpfiftyfirststate</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpfiftyfirststate&amp;diff=22896"/>
		<updated>2024-10-04T16:54:03Z</updated>

		<summary type="html">&lt;p&gt;Hulb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
Play cards to your area to try to meet or exceed 30 points the quickest&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
The round is split into five phases, each of which is completed by every player before moving to the next, the phases are:&lt;br /&gt;
&lt;br /&gt;
Lookout&lt;br /&gt;
&lt;br /&gt;
Production&lt;br /&gt;
&lt;br /&gt;
Action&lt;br /&gt;
&lt;br /&gt;
Count&lt;br /&gt;
&lt;br /&gt;
Clean&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Lookout===&lt;br /&gt;
&lt;br /&gt;
First, reveal 5 new cards from the draw deck&lt;br /&gt;
&lt;br /&gt;
After which, players take turns taking a new card&lt;br /&gt;
&lt;br /&gt;
Depending on the player count, this has a few variations which mainly add moments where new cards are dealt to the display&lt;br /&gt;
&lt;br /&gt;
During this phase only, a player has a 10 card hand limit&lt;br /&gt;
&lt;br /&gt;
If a player already has 10 cards, then they must choose a card from the display to discard instead of drawing it&lt;br /&gt;
&lt;br /&gt;
At most, a player will gain 2 seen cards from this phase&lt;br /&gt;
&lt;br /&gt;
Any cards left in the display at the end are discarded&lt;br /&gt;
&lt;br /&gt;
Finally, every player draws 1 blind card from the draw deck&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Production===&lt;br /&gt;
&lt;br /&gt;
First, each base produces 3 workers and one resources as depicted on it&lt;br /&gt;
&lt;br /&gt;
Second, each Agreement produces resources shown in the blue area&lt;br /&gt;
&lt;br /&gt;
Third, players may discard Spoils to gain the resources shown in the red area&lt;br /&gt;
&lt;br /&gt;
Fourth, Locations produce the resources depicted in the central area&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Action===&lt;br /&gt;
&lt;br /&gt;
In a clockwise order, each player takes a single action or passes, if you pass then you cannot take another action. Continue like this until everyone has Passed. The actions are:&lt;br /&gt;
&lt;br /&gt;
Conquer a Location&lt;br /&gt;
&lt;br /&gt;
Establish Cooperation&lt;br /&gt;
&lt;br /&gt;
Incorporate a Location&lt;br /&gt;
&lt;br /&gt;
Redevelop a Location&lt;br /&gt;
&lt;br /&gt;
Play or Swap Leader&lt;br /&gt;
&lt;br /&gt;
Discard 2 to Draw 1&lt;br /&gt;
&lt;br /&gt;
Send Worker to Location&lt;br /&gt;
&lt;br /&gt;
Send Worker to Opponent Location&lt;br /&gt;
&lt;br /&gt;
Send 2 Workers to an occupied Location&lt;br /&gt;
&lt;br /&gt;
Send 2 Workers for Resources&lt;br /&gt;
&lt;br /&gt;
Perform the Leader Action&lt;br /&gt;
&lt;br /&gt;
Pass&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Count===&lt;br /&gt;
&lt;br /&gt;
Check VPs at the current position, VPs are not accumulated from round to round&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Clean===&lt;br /&gt;
&lt;br /&gt;
Discard unused Resource, Worker, Contact, and Redevelopment Tokens&lt;br /&gt;
&lt;br /&gt;
Return Faction Tokens&lt;br /&gt;
&lt;br /&gt;
All Tokens used to Pay for actions are discarded&lt;br /&gt;
&lt;br /&gt;
Note that some abilities may allow you to keep certain things normally discarded&lt;br /&gt;
&lt;br /&gt;
Start a new round with the Lookout phase&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
If during the Count phase a player has met or exceeded 30 VP, then the current round is the last round&lt;br /&gt;
&lt;br /&gt;
The player with the most points, wins!&lt;br /&gt;
&lt;br /&gt;
If tied, the player with more hand cards wins!&lt;br /&gt;
&lt;br /&gt;
If still tied, the player with the most resources and workers wins!&lt;/div&gt;</summary>
		<author><name>Hulb</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpfiftyfirststate&amp;diff=22895</id>
		<title>Gamehelpfiftyfirststate</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpfiftyfirststate&amp;diff=22895"/>
		<updated>2024-10-04T16:50:13Z</updated>

		<summary type="html">&lt;p&gt;Hulb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
X&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
The round is split into five phases, each of which is completed by every player before moving to the next, the phases are:&lt;br /&gt;
&lt;br /&gt;
Lookout&lt;br /&gt;
&lt;br /&gt;
Production&lt;br /&gt;
&lt;br /&gt;
Action&lt;br /&gt;
&lt;br /&gt;
Count&lt;br /&gt;
&lt;br /&gt;
Clean&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Lookout===&lt;br /&gt;
&lt;br /&gt;
First, reveal 5 new cards from the draw deck&lt;br /&gt;
&lt;br /&gt;
After which, players take turns taking a new card&lt;br /&gt;
&lt;br /&gt;
Depending on the player count, this has a few variations which mainly add moments where new cards are dealt to the display&lt;br /&gt;
&lt;br /&gt;
During this phase only, a player has a 10 card hand limit&lt;br /&gt;
&lt;br /&gt;
If a player already has 10 cards, then they must choose a card from the display to discard instead of drawing it&lt;br /&gt;
&lt;br /&gt;
At most, a player will gain 2 seen cards from this phase&lt;br /&gt;
&lt;br /&gt;
Any cards left in the display at the end are discarded&lt;br /&gt;
&lt;br /&gt;
Finally, every player draws 1 blind card from the draw deck&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Production===&lt;br /&gt;
&lt;br /&gt;
First, each base produces 3 workers and one resources as depicted on it&lt;br /&gt;
&lt;br /&gt;
Second, each Agreement produces resources shown in the blue area&lt;br /&gt;
&lt;br /&gt;
Third, players may discard Spoils to gain the resources shown in the red area&lt;br /&gt;
&lt;br /&gt;
Fourth, Locations produce the resources depicted in the central area&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Action===&lt;br /&gt;
&lt;br /&gt;
In a clockwise order, each player takes a single action or passes, if you pass then you cannot take another action. Continue like this until everyone has Passed. The actions are:&lt;br /&gt;
&lt;br /&gt;
Conquer a Location&lt;br /&gt;
&lt;br /&gt;
Establish Cooperation&lt;br /&gt;
&lt;br /&gt;
Incorporate a Location&lt;br /&gt;
&lt;br /&gt;
Redevelop a Location&lt;br /&gt;
&lt;br /&gt;
Play or Swap Leader&lt;br /&gt;
&lt;br /&gt;
Discard 2 to Draw 1&lt;br /&gt;
&lt;br /&gt;
Send Worker to Location&lt;br /&gt;
&lt;br /&gt;
Send Worker to Opponent Location&lt;br /&gt;
&lt;br /&gt;
Send 2 Workers to an occupied Location&lt;br /&gt;
&lt;br /&gt;
Send 2 Workers for Resources&lt;br /&gt;
&lt;br /&gt;
Perform the Leader Action&lt;br /&gt;
&lt;br /&gt;
Pass&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Count===&lt;br /&gt;
&lt;br /&gt;
Check VPs at the current position, VPs are not accumulated from round to round&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Clean===&lt;br /&gt;
&lt;br /&gt;
Discard unused Resource, Worker, Contact, and Redevelopment Tokens&lt;br /&gt;
&lt;br /&gt;
Return Faction Tokens&lt;br /&gt;
&lt;br /&gt;
All Tokens used to Pay for actions are discarded&lt;br /&gt;
&lt;br /&gt;
Note that some abilities may allow you to keep certain things normally discarded&lt;br /&gt;
&lt;br /&gt;
Start a new round with the Lookout phase&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
If during the Count phase a player has met or exceeded 30 VP, then the current round is the last round&lt;br /&gt;
&lt;br /&gt;
The player with the most points, wins!&lt;br /&gt;
&lt;br /&gt;
If tied, the player with more hand cards wins!&lt;br /&gt;
&lt;br /&gt;
If still tied, the player with the most resources and workers wins!&lt;/div&gt;</summary>
		<author><name>Hulb</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpfiftyfirststate&amp;diff=22894</id>
		<title>Gamehelpfiftyfirststate</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpfiftyfirststate&amp;diff=22894"/>
		<updated>2024-10-04T16:41:31Z</updated>

		<summary type="html">&lt;p&gt;Hulb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
X&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
The round is split into five phases, each of which is completed by every player before moving to the next, the phases are:&lt;br /&gt;
&lt;br /&gt;
Lookout&lt;br /&gt;
&lt;br /&gt;
Production&lt;br /&gt;
&lt;br /&gt;
Action&lt;br /&gt;
&lt;br /&gt;
Count&lt;br /&gt;
&lt;br /&gt;
Clean&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Lookout===&lt;br /&gt;
&lt;br /&gt;
First, reveal 5 new cards from the draw deck&lt;br /&gt;
&lt;br /&gt;
After which, players take turns taking a new card&lt;br /&gt;
&lt;br /&gt;
Depending on the player count, this has a few variations which mainly add moments where new cards are dealt to the display&lt;br /&gt;
&lt;br /&gt;
During this phase only, a player has a 10 card hand limit&lt;br /&gt;
&lt;br /&gt;
If a player already has 10 cards, then they must choose a card from the display to discard instead of drawing it&lt;br /&gt;
&lt;br /&gt;
At most, a player will gain 2 seen cards from this phase&lt;br /&gt;
&lt;br /&gt;
Any cards left in the display at the end are discarded&lt;br /&gt;
&lt;br /&gt;
Finally, every player draws 1 blind card from the draw deck&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Production===&lt;br /&gt;
&lt;br /&gt;
First, each base produces 3 workers and one resources as depicted on it&lt;br /&gt;
&lt;br /&gt;
Second, each Agreement produces resources shown in the blue area&lt;br /&gt;
&lt;br /&gt;
Third, players may discard Spoils to gain the resources shown in the red area&lt;br /&gt;
&lt;br /&gt;
Fourth, Locations produce the resources depicted in the central area&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Action===&lt;br /&gt;
&lt;br /&gt;
In a clockwise order, each player takes a single action or passes, if you pass then you cannot take another action. Continue like this until everyone has Passed.&lt;/div&gt;</summary>
		<author><name>Hulb</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpfiftyfirststate&amp;diff=22893</id>
		<title>Gamehelpfiftyfirststate</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpfiftyfirststate&amp;diff=22893"/>
		<updated>2024-10-04T16:35:03Z</updated>

		<summary type="html">&lt;p&gt;Hulb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
X&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
The round is split into five phases, each of which is completed by every player before moving to the next, the phases are:&lt;br /&gt;
&lt;br /&gt;
Lookout&lt;br /&gt;
&lt;br /&gt;
Production&lt;br /&gt;
&lt;br /&gt;
Action&lt;br /&gt;
&lt;br /&gt;
Count&lt;br /&gt;
&lt;br /&gt;
Clean&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Lookout===&lt;br /&gt;
&lt;br /&gt;
First, reveal 5 new cards from the draw deck&lt;br /&gt;
&lt;br /&gt;
After which, players take turns taking a new card&lt;br /&gt;
&lt;br /&gt;
Depending on the player count, this has a few variations which mainly add moments where new cards are dealt to the display&lt;br /&gt;
&lt;br /&gt;
During this phase only, a player has a 10 card hand limit&lt;br /&gt;
&lt;br /&gt;
If a player already has 10 cards, then they must choose a card from the display to discard instead of drawing it&lt;br /&gt;
&lt;br /&gt;
At most, a player will gain 2 seen cards from this phase&lt;br /&gt;
&lt;br /&gt;
Any cards left in the display at the end are discarded&lt;br /&gt;
&lt;br /&gt;
Finally, every player draws 1 blind card from the draw deck&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Production===&lt;br /&gt;
&lt;br /&gt;
First, each base produces 3 workers and one resources as depicted on it&lt;br /&gt;
&lt;br /&gt;
Second, each Agreement produces resources shown in the blue area&lt;br /&gt;
&lt;br /&gt;
Third, players may discard Spoils to gain the resources shown in the red area&lt;br /&gt;
&lt;br /&gt;
Fourth, Locations produce the resources depicted in the central area&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Action===&lt;/div&gt;</summary>
		<author><name>Hulb</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpfiftyfirststate&amp;diff=22892</id>
		<title>Gamehelpfiftyfirststate</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpfiftyfirststate&amp;diff=22892"/>
		<updated>2024-10-04T16:30:15Z</updated>

		<summary type="html">&lt;p&gt;Hulb: Created page with &amp;quot;===Overview===  X   ===Turn===  The round is split into five phases, each of which is completed by every player before moving to the next, the phases are:  Lookout  Production  Action  Count  Clean   ===Lookout===  First, reveal 5 new cards from the draw deck  After which, players take turns taking a new card  Depending on the player count, this has a few variations which mainly add moments where new cards are dealt to the display  During this phase only, a player has a...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
X&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
The round is split into five phases, each of which is completed by every player before moving to the next, the phases are:&lt;br /&gt;
&lt;br /&gt;
Lookout&lt;br /&gt;
&lt;br /&gt;
Production&lt;br /&gt;
&lt;br /&gt;
Action&lt;br /&gt;
&lt;br /&gt;
Count&lt;br /&gt;
&lt;br /&gt;
Clean&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Lookout===&lt;br /&gt;
&lt;br /&gt;
First, reveal 5 new cards from the draw deck&lt;br /&gt;
&lt;br /&gt;
After which, players take turns taking a new card&lt;br /&gt;
&lt;br /&gt;
Depending on the player count, this has a few variations which mainly add moments where new cards are dealt to the display&lt;br /&gt;
&lt;br /&gt;
During this phase only, a player has a 10 card hand limit&lt;br /&gt;
&lt;br /&gt;
If a player already has 10 cards, then they must choose a card from the display to discard instead of drawing it&lt;br /&gt;
&lt;br /&gt;
At most, a player will gain 2 seen cards from this phase&lt;br /&gt;
&lt;br /&gt;
Any cards left in the display at the end are discarded&lt;br /&gt;
&lt;br /&gt;
Finally, every player draws 1 blind card from the draw deck&lt;/div&gt;</summary>
		<author><name>Hulb</name></author>
	</entry>
</feed>