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	<id>https://en.doc.boardgamearena.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Ironmann66</id>
	<title>Board Game Arena - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://en.doc.boardgamearena.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Ironmann66"/>
	<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/Special:Contributions/Ironmann66"/>
	<updated>2026-09-25T20:36:00Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.39.0</generator>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpnaturalchaos&amp;diff=31428</id>
		<title>Gamehelpnaturalchaos</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpnaturalchaos&amp;diff=31428"/>
		<updated>2026-09-16T08:32:00Z</updated>

		<summary type="html">&lt;p&gt;Ironmann66: Added actions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The goal is to get four of your elements in a row on one of the four playing boards.&lt;br /&gt;
&lt;br /&gt;
Your actions are place a piece, move one of your pieces, or switch a piece with an opponent&#039;s. &lt;br /&gt;
&lt;br /&gt;
If your piece outranks the piece adjacent to it, you can force them to switch places.&lt;br /&gt;
&lt;br /&gt;
Fire &amp;gt; Plant &amp;gt; Earth &amp;gt; Water &amp;gt; Fire&lt;/div&gt;</summary>
		<author><name>Ironmann66</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpnaturalchaos&amp;diff=31421</id>
		<title>Gamehelpnaturalchaos</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpnaturalchaos&amp;diff=31421"/>
		<updated>2026-09-14T16:29:41Z</updated>

		<summary type="html">&lt;p&gt;Ironmann66: Can be any of the two elements in a row&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The goal is to get four of your elements in a row on one of the four playing boards.&lt;br /&gt;
&lt;br /&gt;
If your piece outranks the piece adjacent to it, you can force them to switch places.&lt;br /&gt;
&lt;br /&gt;
Fire &amp;gt; Plant &amp;gt; Earth &amp;gt; Water &amp;gt; Fire&lt;/div&gt;</summary>
		<author><name>Ironmann66</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpnaturalchaos&amp;diff=31420</id>
		<title>Gamehelpnaturalchaos</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpnaturalchaos&amp;diff=31420"/>
		<updated>2026-09-14T15:44:36Z</updated>

		<summary type="html">&lt;p&gt;Ironmann66: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The goal is to get four of one of your two elements in a row on one of the four playing boards.&lt;br /&gt;
&lt;br /&gt;
If your piece outranks the piece adjacent to it, you can force them to switch places.&lt;br /&gt;
&lt;br /&gt;
Fire &amp;gt; Plant &amp;gt; Earth &amp;gt; Water &amp;gt; Fire&lt;/div&gt;</summary>
		<author><name>Ironmann66</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpnaturalchaos&amp;diff=31416</id>
		<title>Gamehelpnaturalchaos</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpnaturalchaos&amp;diff=31416"/>
		<updated>2026-09-14T12:12:13Z</updated>

		<summary type="html">&lt;p&gt;Ironmann66: Created page with &amp;quot;The goal is to get four of one of your two elements in a row on one of the four playing boards.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The goal is to get four of one of your two elements in a row on one of the four playing boards.&lt;/div&gt;</summary>
		<author><name>Ironmann66</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpwizardscup&amp;diff=25462</id>
		<title>Gamehelpwizardscup</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpwizardscup&amp;diff=25462"/>
		<updated>2025-06-16T06:49:45Z</updated>

		<summary type="html">&lt;p&gt;Ironmann66: /* Game rounds */  added further explanation about Waiting card&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Background ==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Wizards Cup&#039;&#039;&#039; is a magical tournament for wizards from all walks of life. You, as the great ruler, will be taking part in these festivities by assembling a team of 6 exceptional wizards from your realm and determining the sequence in which they will engage with the rival team. Once you have set this up, all you can do is observe your wizards fight the duels. Forge a formidable team to win this once-in-a-century tournament and demonstrate the might of your kingdom across the land! &lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
===Preparing decks===&lt;br /&gt;
Before the game begins, each player receives a set of 18 cards, each player randomly draw 1 to display. &lt;br /&gt;
&lt;br /&gt;
Each player then chooses 5 cards from the 17 cards left in the set, combined with the one displayed, together into a &#039;&#039;&#039;deck&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
===Game rounds===&lt;br /&gt;
At the start of each round, each player selects 5 of the 6 cards in their deck and arranges them in the order in which they will be played. The unselected 6th card is the &#039;&#039;&#039;Waiting Card&#039;&#039;&#039;, which could be effected by specific Wizards. &lt;br /&gt;
&lt;br /&gt;
Once both players are ready, start the first &#039;&#039;&#039;duel&#039;&#039;&#039;. Each player reveals the first card from their deck and places it in the &#039;&#039;&#039;Duel zone&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Wizards can win or lose their duel according to 3 criteria, in this order:&lt;br /&gt;
&lt;br /&gt;
A. Their &#039;&#039;&#039;Magic Power&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
B. Their associated &#039;&#039;&#039;Element&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
C. Their &#039;&#039;&#039;Value&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The elements are {{pill|Void|#89a}}, {{pill|Water|#6ac}}, {{pill|Fire|#d66}}, {{pill|Nature|#7a6}}, {{pill|Light|#eb4}} and {{pill|Shadow|#77a}}. They beat certain others as follows:&lt;br /&gt;
&lt;br /&gt;
[[File:HelpWhite.png]]&lt;br /&gt;
&lt;br /&gt;
At the end of the duel, the losing Wizard moves into the owner&#039;s discard pile. The winning Wizard card (if any) &#039;&#039;&#039;remains in place&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Each player with no Wizard in the Duel zone draws the top card from their deck and begins a new duel. &lt;br /&gt;
&lt;br /&gt;
Duels continue in this way until one of the players can no longer play a Wizard card into the Duel zone, at which time their opponent &#039;&#039;&#039;wins the round&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
In rare cases, both players simultaneously cannot play a wizard card from either deck, in which case both win the round. &lt;br /&gt;
&lt;br /&gt;
If a player has received 2 &#039;&#039;&#039;Cup Tokens&#039;&#039;&#039;, go to &#039;&#039;&#039;end of the game&#039;&#039;&#039;. Otherwise, &#039;&#039;&#039;prepare for a new round&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
=== Prepare for a new round ===&lt;br /&gt;
&lt;br /&gt;
Each player has the option to go through the remaining 12 cards in their set. They may swap one of the cards in their deck for one of these 12 cards. Once both players have finished this preparation process, a new round begins (each player selects 5 of the 6 cards in their deck, etc.). &lt;br /&gt;
&lt;br /&gt;
=== End of the game ===&lt;br /&gt;
&lt;br /&gt;
The player with 2 &#039;&#039;&#039;Cup Tokens&#039;&#039;&#039; wins. If both players receive their second &#039;&#039;&#039;Cup Tokens&#039;&#039;&#039; at the same time, the player with the lowest total value of the six cards in their current deck wins the game.&lt;/div&gt;</summary>
		<author><name>Ironmann66</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpwelcometothemoon&amp;diff=24649</id>
		<title>Gamehelpwelcometothemoon</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpwelcometothemoon&amp;diff=24649"/>
		<updated>2025-04-13T14:19:14Z</updated>

		<summary type="html">&lt;p&gt;Ironmann66: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Welcome to the Moon&#039;&#039;&#039; is part of the Welcome to... series of games. After the residential housing estates of the 1950s, after the casinos of the 1960s, you will aim to conquer space...&lt;br /&gt;
&lt;br /&gt;
Welcome to the Moon contains 8 different Adventures that form a complete story with an increasing difficulty level. You can play these 8 Adventures independently, or successively to play out your story. &lt;br /&gt;
&lt;br /&gt;
== Standard Rules == &lt;br /&gt;
&lt;br /&gt;
The 8 Adventures are all played with the same &#039;&#039;&#039;Starship cards&#039;&#039;&#039; (number/actions). However the way you play will be different from one Adventure to the next. &lt;br /&gt;
&lt;br /&gt;
[[https://en.doc.boardgamearena.com/Gamehelpwelcometo]Welcome to... BGA Wiki]&lt;br /&gt;
&lt;br /&gt;
==== Setup ==== &lt;br /&gt;
&lt;br /&gt;
Use the &#039;&#039;&#039;Mission cards&#039;&#039;&#039; that match the chosen Adventure. Randomly use 1 Mission A card, 1 Mission B card and 1 Mission C card. &lt;br /&gt;
&lt;br /&gt;
Shuffle the &#039;&#039;&#039;Starship cards&#039;&#039;&#039; and split them into 3 equal draw piles.  Starship cards are numbered from 1 to 15. &lt;br /&gt;
&lt;br /&gt;
==== Game Turn ==== &lt;br /&gt;
&lt;br /&gt;
A game is played in successive turns. Each turn is made up of the following 6 phases. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Flip 3 starship cards&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the beginning of each turn, three pairs of cards will be drawn. These pairs create three combinations, comprised of a new number and an action icon. These combinations are used to perform actions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Pick a number/action combination&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The players take their turn simultaneously: each player individually picks one of the three available combinations and applies the results on their sheet. Multiple players can pick the same card combination.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Write down a number (compulsory)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You must write down the number of the card combination you picked in an empty space of the marking area of your Adventure sheet. These spaces are grouped in different zones depending on the Adventure you are playing. In each zone, the numbers must be placed in ascending order from the lowest to the highest. A number can never appear twice in the same zone. &lt;br /&gt;
&lt;br /&gt;
You can leave as many empty spaces as you wish between two numbered spaces, then fill them later on, as long as you keep respecting the ascending order. Likewise, you can skip some numbers (for instance: put an 8 just after a 6). &lt;br /&gt;
&lt;br /&gt;
You must pick a card combination if you can write down at least one of the 3 available numbers. Else, you must cross off 1 system Error box in the scoring area of your sheet and skip this turn. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4. Use the action (optional)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can use the action of the card combination that you picked, as long as you have filled in a space of your sheet with the number of the combination. &lt;br /&gt;
&lt;br /&gt;
You will always perform the same 6 actions, but in different ways depending on the Adventure played. Here are the general instructions for each action. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;gt; The Robot action&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;gt; The Water and Plant actions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;gt; The Energy action&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;gt; The Astronaut action&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;gt; The Planning action&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5. Incidents &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some effects or consequences that can be triggered during the different Adventures are resolved at the immediately. &lt;br /&gt;
&lt;br /&gt;
Sabotage effect: Your opponents has a System Error circled on their sheet and the same Sabotage symbol that you have just triggered is crossed off. Your opponents will no longer be able to trigger it themselves in the future.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6. Accomplish a mission (optional)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The 3 mission cards are objectives. The first player to fulfill, in the same turn, the requirements of the mission can accomplish it. They gain the highest value on the mission card. Subsequently, those players that accomplish the mission in future turns will get its lowest value. You can only accomplish each of the 3 missions once during the game. When you have accomplished a mission, you keep the points you have earned, even if you do not continue to meet the requirements later on. &lt;br /&gt;
&lt;br /&gt;
==== End of the Game ====&lt;br /&gt;
&lt;br /&gt;
The game ends immediately at the end of a turn, if one of the players has either: &lt;br /&gt;
&lt;br /&gt;
- Accomplished &#039;&#039;&#039; all three missions A, B and C&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- crossed off all the System Error boxes&lt;br /&gt;
&lt;br /&gt;
- Filled in all spaces of the marking area on their sheet, with numbers or X. &lt;br /&gt;
&lt;br /&gt;
Tally the points. The player with the most points wins. In case of a tie, the player with the least System Error boxes crossed off is the winner. &lt;br /&gt;
&lt;br /&gt;
== Astra Solo Mode ==&lt;br /&gt;
&lt;br /&gt;
== Adventure rules ==&lt;/div&gt;</summary>
		<author><name>Ironmann66</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpwelcometothemoon&amp;diff=24648</id>
		<title>Gamehelpwelcometothemoon</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpwelcometothemoon&amp;diff=24648"/>
		<updated>2025-04-13T14:16:16Z</updated>

		<summary type="html">&lt;p&gt;Ironmann66: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Welcome to the Moon&#039;&#039;&#039; is part of the Welcome to... series of games. After the residential housing estates of the 1950s, after the casinos of the 1960s, you will aim to conquer space...&lt;br /&gt;
&lt;br /&gt;
Welcome to the Moon contains 8 different Adventures that form a complete story with an increasing difficulty level. You can play these 8 Adventures independently, or successively to play out your story. &lt;br /&gt;
&lt;br /&gt;
== Standard Rules == &lt;br /&gt;
&lt;br /&gt;
The 8 Adventures are all played with the same &#039;&#039;&#039;Starship cards&#039;&#039;&#039; (number/actions). However the way you play will be different from one Adventure to the next. &lt;br /&gt;
&lt;br /&gt;
[[https://en.doc.boardgamearena.com/Gamehelpwelcometo]Welcome to... BGA Wiki]&lt;br /&gt;
&lt;br /&gt;
==== Setup ==== &lt;br /&gt;
&lt;br /&gt;
Use the &#039;&#039;&#039;Mission cards&#039;&#039;&#039; that match the chosen Adventure. Randomly use 1 Mission A card, 1 Mission B card and 1 Mission C card. &lt;br /&gt;
&lt;br /&gt;
Shuffle the &#039;&#039;&#039;Starship cards&#039;&#039;&#039; and split them into 3 equal draw piles.  Starship cards are numbered from 1 to 15. &lt;br /&gt;
&lt;br /&gt;
==== Game Turn ==== &lt;br /&gt;
&lt;br /&gt;
A game is played in successive turns. Each turn is made up of the following 6 phases. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Flip 3 starship cards&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the beginning of each turn, three pairs of cards will be drawn. These pairs create three combinations, comprised of a new number and an action icon. These combinations are used to perform actions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Pick a number/action combination&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The players take their turn simultaneously: each player individually picks one of the three available combinations and applies the results on their sheet. Multiple players can pick the same card combination.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Write down a number (compulsory)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You must write down the number of the card combination you picked in an empty space of the marking area of your Adventure sheet. These spaces are grouped in different zones depending on the Adventure you are playing. In each zone, the numbers must be placed in ascending order from the lowest to the highest. A number can never appear twice in the same zone. &lt;br /&gt;
&lt;br /&gt;
You can leave as many empty spaces as you wish between two numbered spaces, then fill them later on, as long as you keep respecting the ascending order. Likewise, you can skip some numbers (for instance: put an 8 just after a 6). &lt;br /&gt;
&lt;br /&gt;
You must pick a card combination if you can write down at least one of the 3 available numbers. Else, you must cross off 1 system Error box in the scoring area of your sheet and skip this turn. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4. Use the action (optional)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can use the action of the card combination that you picked, as long as you have filled in a space of your sheet with the number of the combination. &lt;br /&gt;
&lt;br /&gt;
You will always perform the same 6 actions, but in different ways depending on the Adventure played. Here are the general instructions for each action. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;gt; The Robot action&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;gt; The Water and Plant actions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;gt; The Energy action&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;gt; The Astronaut action&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;gt; The Planning action&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5. Incidents &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some effects or consequences that can be triggered during the different Adventures are resolved at the immediately. &lt;br /&gt;
&lt;br /&gt;
Sabotage effect: During phase 5, announce a  &lt;br /&gt;
&lt;br /&gt;
Sabotage. Your opponents must circle a System &lt;br /&gt;
&lt;br /&gt;
Error on their sheet, then cross off the same Sabotage &lt;br /&gt;
&lt;br /&gt;
symbol that you have just triggered. Your opponents will &lt;br /&gt;
&lt;br /&gt;
no longer be able to trigger it themselves &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6. Accomplish a mission (optional)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The 3 mission cards are objectives. The first player to fulfill, in the same turn, the requirements of the mission can accomplish it. They gain the highest value on the mission card. Subsequently, those players that accomplish the mission in future turns will get its lowest value. You can only accomplish each of the 3 missions once during the game. When you have accomplished a mission, you keep the points you have earned, even if you do not continue to meet the requirements later on. &lt;br /&gt;
&lt;br /&gt;
==== End of the Game ====&lt;br /&gt;
&lt;br /&gt;
The game ends immediately at the end of a turn, if one of the players has either: &lt;br /&gt;
&lt;br /&gt;
- Accomplished &#039;&#039;&#039; all three missions A, B and C&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- crossed off all the System Error boxes&lt;br /&gt;
&lt;br /&gt;
- Filled in all spaces of the marking area on their sheet, with numbers or X. &lt;br /&gt;
&lt;br /&gt;
Tally the points. The player with the most points wins. In case of a tie, the player with the least System Error boxes crossed off is the winner. &lt;br /&gt;
&lt;br /&gt;
== Astra Solo Mode ==&lt;br /&gt;
&lt;br /&gt;
== Adventure rules ==&lt;/div&gt;</summary>
		<author><name>Ironmann66</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelparchitectsofamytis&amp;diff=24040</id>
		<title>Gamehelparchitectsofamytis</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelparchitectsofamytis&amp;diff=24040"/>
		<updated>2025-02-13T18:56:38Z</updated>

		<summary type="html">&lt;p&gt;Ironmann66: Initial overview of the rules&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each tile is coloured (4 colors) and represents a building (6 different types). Each building type will score directly when you place the tile.&lt;br /&gt;
&lt;br /&gt;
As well as scoring points, the Palace building will allow you to gain more King Projects cards.&lt;br /&gt;
&lt;br /&gt;
The coloured tiles, when laid on your city board, will allow you to reproduce some of the King&#039;s projects (which can be rotated) which will grant you points at the end of the game. &lt;br /&gt;
&lt;br /&gt;
While placing your architects on the main board, if you manage to create a line, row or diagonal of 3, you can claim one of the King&#039;s favours: another type of score, triggered at the end of the game. &lt;br /&gt;
&lt;br /&gt;
The game ends when two stacks of tiles are depleted. Whoever have the most points, wins.&lt;/div&gt;</summary>
		<author><name>Ironmann66</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpwarchest&amp;diff=21064</id>
		<title>Gamehelpwarchest</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpwarchest&amp;diff=21064"/>
		<updated>2024-05-08T16:51:34Z</updated>

		<summary type="html">&lt;p&gt;Ironmann66: /* Advanced Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
The aim is to be the first to place all six of your control markers on green spaces (the &amp;quot;locations&amp;quot;). You start the game controlling two locations.&lt;br /&gt;
&lt;br /&gt;
Each player has a set of coins representing different units, which will be different for each player; each unit behaves differently from the others.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Core Concepts ==&lt;br /&gt;
&lt;br /&gt;
You can only have one coin (or stack of coins) of each unit on the board at one time.&lt;br /&gt;
&lt;br /&gt;
Coins are used to take actions with matching coins out in the field&lt;br /&gt;
&lt;br /&gt;
Each player has a wild coin (the Royal seal) which can only be used to take face down actions, the tactic of the Royal Guard unit, or to proclaim a decree (in the nobility expansion).&lt;br /&gt;
&lt;br /&gt;
You have 3 coins available for you to use, a number of coins in your draw bag (in your profile area) and a number of coins in reserve (to the left of your hand) ready to go into your draw bag&lt;br /&gt;
&lt;br /&gt;
You each take turns using a single coin until you have no coins left, at which point you both draw back up to 3 coins.&lt;br /&gt;
&lt;br /&gt;
== Turn ==&lt;br /&gt;
&lt;br /&gt;
On your turn, select a coin and either place it on the board, discard it face up, or discard it face down.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Placement===&lt;br /&gt;
&lt;br /&gt;
If you choose to place the coin on the board this can either be on an empty location with one of your control markers, or on a space where the same unit is present to bolster it (i.e. increase it&#039;s strength to make it more difficult to get rid of)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Discard (Face Down)===&lt;br /&gt;
&lt;br /&gt;
This will give you 3 options:&lt;br /&gt;
&lt;br /&gt;
* - Claim Initiative if you do NOT hold it to go first next round&lt;br /&gt;
* - Pass for this action; you may still take an action next turn&lt;br /&gt;
* - Recruit a new coin from your supply into your discard area, your opponent will get to know what Unit you recruit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Discard (Face Up)===&lt;br /&gt;
&lt;br /&gt;
This will give you 4 options to be performed with the already deployed unit of the same type:&lt;br /&gt;
&lt;br /&gt;
* - Move to an empty adjacent space&lt;br /&gt;
* - Control the location where the unit stands, by placing your control marker on the space or swapping your opponent&#039;s control marker with your own (Note: 1 Control marker per space, i.e. you cannot &amp;quot;bolster&amp;quot; control to have 2+ control markers on same space)&lt;br /&gt;
* - Attack an adjacent enemy unit by removing one of its coins from the game (i.e. if there was a bolstered stack of 2, it is now 1)&lt;br /&gt;
* - Activate the unit&#039;s tactic. The Tactic is the unit&#039;s special ability which is carried out in full; it is described on the unit&#039;s card, an &amp;quot;!&amp;quot; shows something extra they can do beyond normal rules whilst &amp;quot;X&amp;quot; shows something that unit cannot do within normal rules&lt;br /&gt;
&lt;br /&gt;
[Siege Expansion] Siege Tactics requires the unit to be bolstered &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==END OF BASIC RULES==&lt;br /&gt;
&lt;br /&gt;
You do not need to read any further unless you want to know about advanced and 4 player versions&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Advanced Rules==&lt;br /&gt;
&lt;br /&gt;
After you&#039;ve learnt the game, you have three options for future play:&lt;br /&gt;
&lt;br /&gt;
1) You can play with one of the other pre-made unit configurations&lt;br /&gt;
&lt;br /&gt;
2) You can play with random units&lt;br /&gt;
&lt;br /&gt;
3) You can draft units to give wider choices&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the Nobility variant both players start with three Proclamation Seals. There are also three randomly drawn Royal Decree cards at the start.&lt;br /&gt;
&lt;br /&gt;
During the game you can discard the Royal seal coin to place one of your Proclamation Seals on a Royal Decree and execute it&#039;s ability. You may not choose a Decree if you can not fully execute it&#039;s ability, or if it already has one of your seals on it.    &lt;br /&gt;
&lt;br /&gt;
The Siege expansion Fortifications are not units, but can be attacked like units.   &lt;br /&gt;
&lt;br /&gt;
A location that has a Fortification on it has the following rules:&lt;br /&gt;
&lt;br /&gt;
* Units may enter neutral and friendly locations with a fortification.&lt;br /&gt;
* Units may not enter enemy locations with a fortification.&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
* Units cannot attack enemy units in a fortification, they must attack the Fortification first.&lt;br /&gt;
*Units with multi -space movement cannot move through a location with a Fortification.&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
* &lt;br /&gt;
&lt;br /&gt;
==Four Player / Team Changes==&lt;br /&gt;
&lt;br /&gt;
* There are 2 Royal seals (wild coins) shared between the partners&lt;br /&gt;
* There are 3 starting spaces&lt;br /&gt;
* Each player has 3 units unique to them&lt;br /&gt;
* The initiative marker goes to one player, but the other player from the same team cannot take it as an action&lt;br /&gt;
* Players take alternating turns between the two teams&lt;br /&gt;
* Controlled locations are shared by both players on a team&lt;br /&gt;
* Recruit action is for the individual, NOT the team (i.e. you cannot recruit for your partner)&lt;br /&gt;
* Players on the same team are friendlies, so you cannot hurt your partner&lt;br /&gt;
* Any strategy talk MUST be open so no secret discussions, any communication will be known by the other team&lt;/div&gt;</summary>
		<author><name>Ironmann66</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpwarchest&amp;diff=21063</id>
		<title>Gamehelpwarchest</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpwarchest&amp;diff=21063"/>
		<updated>2024-05-08T16:50:26Z</updated>

		<summary type="html">&lt;p&gt;Ironmann66: /* END OF BASIC RULES */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
The aim is to be the first to place all six of your control markers on green spaces (the &amp;quot;locations&amp;quot;). You start the game controlling two locations.&lt;br /&gt;
&lt;br /&gt;
Each player has a set of coins representing different units, which will be different for each player; each unit behaves differently from the others.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Core Concepts ==&lt;br /&gt;
&lt;br /&gt;
You can only have one coin (or stack of coins) of each unit on the board at one time.&lt;br /&gt;
&lt;br /&gt;
Coins are used to take actions with matching coins out in the field&lt;br /&gt;
&lt;br /&gt;
Each player has a wild coin (the Royal seal) which can only be used to take face down actions, the tactic of the Royal Guard unit, or to proclaim a decree (in the nobility expansion).&lt;br /&gt;
&lt;br /&gt;
You have 3 coins available for you to use, a number of coins in your draw bag (in your profile area) and a number of coins in reserve (to the left of your hand) ready to go into your draw bag&lt;br /&gt;
&lt;br /&gt;
You each take turns using a single coin until you have no coins left, at which point you both draw back up to 3 coins.&lt;br /&gt;
&lt;br /&gt;
== Turn ==&lt;br /&gt;
&lt;br /&gt;
On your turn, select a coin and either place it on the board, discard it face up, or discard it face down.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Placement===&lt;br /&gt;
&lt;br /&gt;
If you choose to place the coin on the board this can either be on an empty location with one of your control markers, or on a space where the same unit is present to bolster it (i.e. increase it&#039;s strength to make it more difficult to get rid of)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Discard (Face Down)===&lt;br /&gt;
&lt;br /&gt;
This will give you 3 options:&lt;br /&gt;
&lt;br /&gt;
* - Claim Initiative if you do NOT hold it to go first next round&lt;br /&gt;
* - Pass for this action; you may still take an action next turn&lt;br /&gt;
* - Recruit a new coin from your supply into your discard area, your opponent will get to know what Unit you recruit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Discard (Face Up)===&lt;br /&gt;
&lt;br /&gt;
This will give you 4 options to be performed with the already deployed unit of the same type:&lt;br /&gt;
&lt;br /&gt;
* - Move to an empty adjacent space&lt;br /&gt;
* - Control the location where the unit stands, by placing your control marker on the space or swapping your opponent&#039;s control marker with your own (Note: 1 Control marker per space, i.e. you cannot &amp;quot;bolster&amp;quot; control to have 2+ control markers on same space)&lt;br /&gt;
* - Attack an adjacent enemy unit by removing one of its coins from the game (i.e. if there was a bolstered stack of 2, it is now 1)&lt;br /&gt;
* - Activate the unit&#039;s tactic. The Tactic is the unit&#039;s special ability which is carried out in full; it is described on the unit&#039;s card, an &amp;quot;!&amp;quot; shows something extra they can do beyond normal rules whilst &amp;quot;X&amp;quot; shows something that unit cannot do within normal rules&lt;br /&gt;
&lt;br /&gt;
[Siege Expansion] Siege Tactics requires the unit to be bolstered &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==END OF BASIC RULES==&lt;br /&gt;
&lt;br /&gt;
You do not need to read any further unless you want to know about advanced and 4 player versions&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Advanced Rules==&lt;br /&gt;
&lt;br /&gt;
After you&#039;ve learnt the game, you have three options for future play:&lt;br /&gt;
&lt;br /&gt;
1) You can play with one of the other pre-made unit configurations&lt;br /&gt;
&lt;br /&gt;
2) You can play with random units&lt;br /&gt;
&lt;br /&gt;
3) You can draft units to give wider choices&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the Nobility variant both players start with three Proclamation Seals. There are also three randomly drawn Royal Decree cards at the start.&lt;br /&gt;
&lt;br /&gt;
During the game you can discard the Royal seal coin to place one of your Proclamation Seals on a Royal Decree and execute it&#039;s ability. You may not choose a Decree if you can not fully execute it&#039;s ability, or if it already has one of your seals on it.    &lt;br /&gt;
&lt;br /&gt;
The Siege expansion Fortifications are not units, but can be attacked like units.   &lt;br /&gt;
&lt;br /&gt;
A location that has a Fortification on it has the following rules:&lt;br /&gt;
&lt;br /&gt;
* Units may enter neutral and friendly locations with a fortification.&lt;br /&gt;
* Units may not enter enemy locations with a fortification.&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
* Units cannot attack enemy units in a fortification, they must attack the Fortification first.&lt;br /&gt;
*Units with multi -space movement cannot move through a location with a Fortification.&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
ve through &lt;br /&gt;
&lt;br /&gt;
==Four Player / Team Changes==&lt;br /&gt;
&lt;br /&gt;
* There are 2 Royal seals (wild coins) shared between the partners&lt;br /&gt;
* There are 3 starting spaces&lt;br /&gt;
* Each player has 3 units unique to them&lt;br /&gt;
* The initiative marker goes to one player, but the other player from the same team cannot take it as an action&lt;br /&gt;
* Players take alternating turns between the two teams&lt;br /&gt;
* Controlled locations are shared by both players on a team&lt;br /&gt;
* Recruit action is for the individual, NOT the team (i.e. you cannot recruit for your partner)&lt;br /&gt;
* Players on the same team are friendlies, so you cannot hurt your partner&lt;br /&gt;
* Any strategy talk MUST be open so no secret discussions, any communication will be known by the other team&lt;/div&gt;</summary>
		<author><name>Ironmann66</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpwarchest&amp;diff=21062</id>
		<title>Gamehelpwarchest</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpwarchest&amp;diff=21062"/>
		<updated>2024-05-08T16:47:39Z</updated>

		<summary type="html">&lt;p&gt;Ironmann66: /* Advanced Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
The aim is to be the first to place all six of your control markers on green spaces (the &amp;quot;locations&amp;quot;). You start the game controlling two locations.&lt;br /&gt;
&lt;br /&gt;
Each player has a set of coins representing different units, which will be different for each player; each unit behaves differently from the others.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Core Concepts ==&lt;br /&gt;
&lt;br /&gt;
You can only have one coin (or stack of coins) of each unit on the board at one time.&lt;br /&gt;
&lt;br /&gt;
Coins are used to take actions with matching coins out in the field&lt;br /&gt;
&lt;br /&gt;
Each player has a wild coin (the Royal seal) which can only be used to take face down actions, the tactic of the Royal Guard unit, or to proclaim a decree (in the nobility expansion).&lt;br /&gt;
&lt;br /&gt;
You have 3 coins available for you to use, a number of coins in your draw bag (in your profile area) and a number of coins in reserve (to the left of your hand) ready to go into your draw bag&lt;br /&gt;
&lt;br /&gt;
You each take turns using a single coin until you have no coins left, at which point you both draw back up to 3 coins.&lt;br /&gt;
&lt;br /&gt;
== Turn ==&lt;br /&gt;
&lt;br /&gt;
On your turn, select a coin and either place it on the board, discard it face up, or discard it face down.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Placement===&lt;br /&gt;
&lt;br /&gt;
If you choose to place the coin on the board this can either be on an empty location with one of your control markers, or on a space where the same unit is present to bolster it (i.e. increase it&#039;s strength to make it more difficult to get rid of)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Discard (Face Down)===&lt;br /&gt;
&lt;br /&gt;
This will give you 3 options:&lt;br /&gt;
&lt;br /&gt;
* - Claim Initiative if you do NOT hold it to go first next round&lt;br /&gt;
* - Pass for this action; you may still take an action next turn&lt;br /&gt;
* - Recruit a new coin from your supply into your discard area, your opponent will get to know what Unit you recruit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Discard (Face Up)===&lt;br /&gt;
&lt;br /&gt;
This will give you 4 options to be performed with the already deployed unit of the same type:&lt;br /&gt;
&lt;br /&gt;
* - Move to an empty adjacent space&lt;br /&gt;
* - Control the location where the unit stands, by placing your control marker on the space or swapping your opponent&#039;s control marker with your own (Note: 1 Control marker per space, i.e. you cannot &amp;quot;bolster&amp;quot; control to have 2+ control markers on same space)&lt;br /&gt;
* - Attack an adjacent enemy unit by removing one of its coins from the game (i.e. if there was a bolstered stack of 2, it is now 1)&lt;br /&gt;
* - Activate the unit&#039;s tactic. The Tactic is the unit&#039;s special ability which is carried out in full; it is described on the unit&#039;s card, an &amp;quot;!&amp;quot; shows something extra they can do beyond normal rules whilst &amp;quot;X&amp;quot; shows something that unit cannot do within normal rules&lt;br /&gt;
&lt;br /&gt;
[Siege Expansion] Siege Tactics requires the unit to be bolstered &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==END OF BASIC RULES==&lt;br /&gt;
&lt;br /&gt;
You do not need to read any further unless you want to know about advanced and 4 player versions&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Advanced Rules==&lt;br /&gt;
&lt;br /&gt;
After you&#039;ve learnt the game, you have three options for future play:&lt;br /&gt;
&lt;br /&gt;
1) You can play with one of the other pre-made unit configurations&lt;br /&gt;
&lt;br /&gt;
2) You can play with random units&lt;br /&gt;
&lt;br /&gt;
3) You can draft units to give wider choices&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the Nobility variant both players start with three Proclamation Seals. There are also three randomly drawn Royal Decree cards at the start.&lt;br /&gt;
&lt;br /&gt;
During the game you can discard the Royal seal coin to place one of your Proclamation Seals on a Royal Decree and execute it&#039;s ability. You may not choose a Decree if you can not fully execute it&#039;s ability, or if it already has one of your seals on it.    &lt;br /&gt;
&lt;br /&gt;
The Siege expansion Fortifications are not units, but can be attacked like units.   &lt;br /&gt;
&lt;br /&gt;
A location that has a Fortification on it has the following rules:&lt;br /&gt;
&lt;br /&gt;
* Units may enter neutral and friendly locations with a fortification.&lt;br /&gt;
* Units may not enter enemy locations with a fortification.&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
* Units cannot attack enemy units in a fortification, they must attack the Fortification first.&lt;br /&gt;
*Units w&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
with multi-space movements (e.g.cannoC move tavalry locations with a fortification.) mayove through &lt;br /&gt;
&lt;br /&gt;
==Four Player / Team Changes==&lt;br /&gt;
&lt;br /&gt;
* There are 2 Royal seals (wild coins) shared between the partners&lt;br /&gt;
* There are 3 starting spaces&lt;br /&gt;
* Each player has 3 units unique to them&lt;br /&gt;
* The initiative marker goes to one player, but the other player from the same team cannot take it as an action&lt;br /&gt;
* Players take alternating turns between the two teams&lt;br /&gt;
* Controlled locations are shared by both players on a team&lt;br /&gt;
* Recruit action is for the individual, NOT the team (i.e. you cannot recruit for your partner)&lt;br /&gt;
* Players on the same team are friendlies, so you cannot hurt your partner&lt;br /&gt;
* Any strategy talk MUST be open so no secret discussions, any communication will be known by the other team&lt;/div&gt;</summary>
		<author><name>Ironmann66</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpwarchest&amp;diff=21061</id>
		<title>Gamehelpwarchest</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpwarchest&amp;diff=21061"/>
		<updated>2024-05-08T16:44:48Z</updated>

		<summary type="html">&lt;p&gt;Ironmann66: /* Advanced Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
The aim is to be the first to place all six of your control markers on green spaces (the &amp;quot;locations&amp;quot;). You start the game controlling two locations.&lt;br /&gt;
&lt;br /&gt;
Each player has a set of coins representing different units, which will be different for each player; each unit behaves differently from the others.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Core Concepts ==&lt;br /&gt;
&lt;br /&gt;
You can only have one coin (or stack of coins) of each unit on the board at one time.&lt;br /&gt;
&lt;br /&gt;
Coins are used to take actions with matching coins out in the field&lt;br /&gt;
&lt;br /&gt;
Each player has a wild coin (the Royal seal) which can only be used to take face down actions, the tactic of the Royal Guard unit, or to proclaim a decree (in the nobility expansion).&lt;br /&gt;
&lt;br /&gt;
You have 3 coins available for you to use, a number of coins in your draw bag (in your profile area) and a number of coins in reserve (to the left of your hand) ready to go into your draw bag&lt;br /&gt;
&lt;br /&gt;
You each take turns using a single coin until you have no coins left, at which point you both draw back up to 3 coins.&lt;br /&gt;
&lt;br /&gt;
== Turn ==&lt;br /&gt;
&lt;br /&gt;
On your turn, select a coin and either place it on the board, discard it face up, or discard it face down.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Placement===&lt;br /&gt;
&lt;br /&gt;
If you choose to place the coin on the board this can either be on an empty location with one of your control markers, or on a space where the same unit is present to bolster it (i.e. increase it&#039;s strength to make it more difficult to get rid of)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Discard (Face Down)===&lt;br /&gt;
&lt;br /&gt;
This will give you 3 options:&lt;br /&gt;
&lt;br /&gt;
* - Claim Initiative if you do NOT hold it to go first next round&lt;br /&gt;
* - Pass for this action; you may still take an action next turn&lt;br /&gt;
* - Recruit a new coin from your supply into your discard area, your opponent will get to know what Unit you recruit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Discard (Face Up)===&lt;br /&gt;
&lt;br /&gt;
This will give you 4 options to be performed with the already deployed unit of the same type:&lt;br /&gt;
&lt;br /&gt;
* - Move to an empty adjacent space&lt;br /&gt;
* - Control the location where the unit stands, by placing your control marker on the space or swapping your opponent&#039;s control marker with your own (Note: 1 Control marker per space, i.e. you cannot &amp;quot;bolster&amp;quot; control to have 2+ control markers on same space)&lt;br /&gt;
* - Attack an adjacent enemy unit by removing one of its coins from the game (i.e. if there was a bolstered stack of 2, it is now 1)&lt;br /&gt;
* - Activate the unit&#039;s tactic. The Tactic is the unit&#039;s special ability which is carried out in full; it is described on the unit&#039;s card, an &amp;quot;!&amp;quot; shows something extra they can do beyond normal rules whilst &amp;quot;X&amp;quot; shows something that unit cannot do within normal rules&lt;br /&gt;
&lt;br /&gt;
[Siege Expansion] Siege Tactics requires the unit to be bolstered &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==END OF BASIC RULES==&lt;br /&gt;
&lt;br /&gt;
You do not need to read any further unless you want to know about advanced and 4 player versions&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Advanced Rules==&lt;br /&gt;
&lt;br /&gt;
After you&#039;ve learnt the game, you have three options for future play:&lt;br /&gt;
&lt;br /&gt;
1) You can play with one of the other pre-made unit configurations&lt;br /&gt;
&lt;br /&gt;
2) You can play with random units&lt;br /&gt;
&lt;br /&gt;
3) You can draft units to give wider choices&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the Nobility variant both players start with three Proclamation Seals. There are also three randomly drawn Royal Decree cards at the start.&lt;br /&gt;
&lt;br /&gt;
During the game you can discard the Royal seal coin to place one of your Proclamation Seals on a Royal Decree and execute it&#039;s ability. You may not choose a Decree if you can not fully execute it&#039;s ability, or if it already has one of your seals on it.    &lt;br /&gt;
&lt;br /&gt;
The Siege expansion Fortifications are not units, but can be attacked like units.   &lt;br /&gt;
&lt;br /&gt;
A location that has a Fortification on it has the following rules:&lt;br /&gt;
&lt;br /&gt;
* Units may enter neutral and friendly locations with a fortification.&lt;br /&gt;
* Units may not enter enemy locations with a fortification.&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
* Units cannot attack enemy units in a fortification, they must attack the Fortification first.&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
Units with multi-space movements (e.g. Light Cavalry) mayove through &lt;br /&gt;
&lt;br /&gt;
==Four Player / Team Changes==&lt;br /&gt;
&lt;br /&gt;
* There are 2 Royal seals (wild coins) shared between the partners&lt;br /&gt;
* There are 3 starting spaces&lt;br /&gt;
* Each player has 3 units unique to them&lt;br /&gt;
* The initiative marker goes to one player, but the other player from the same team cannot take it as an action&lt;br /&gt;
* Players take alternating turns between the two teams&lt;br /&gt;
* Controlled locations are shared by both players on a team&lt;br /&gt;
* Recruit action is for the individual, NOT the team (i.e. you cannot recruit for your partner)&lt;br /&gt;
* Players on the same team are friendlies, so you cannot hurt your partner&lt;br /&gt;
* Any strategy talk MUST be open so no secret discussions, any communication will be known by the other team&lt;/div&gt;</summary>
		<author><name>Ironmann66</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpwarchest&amp;diff=21058</id>
		<title>Gamehelpwarchest</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpwarchest&amp;diff=21058"/>
		<updated>2024-05-08T15:57:59Z</updated>

		<summary type="html">&lt;p&gt;Ironmann66: /* Advanced Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
The aim is to be the first to place all six of your control markers on green spaces (the &amp;quot;locations&amp;quot;). You start the game controlling two locations.&lt;br /&gt;
&lt;br /&gt;
Each player has a set of coins representing different units, which will be different for each player; each unit behaves differently from the others.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Core Concepts ==&lt;br /&gt;
&lt;br /&gt;
You can only have one coin (or stack of coins) of each unit on the board at one time.&lt;br /&gt;
&lt;br /&gt;
Coins are used to take actions with matching coins out in the field&lt;br /&gt;
&lt;br /&gt;
Each player has a wild coin (the Royal seal) which can only be used to take face down actions, the tactic of the Royal Guard unit, or to proclaim a decree (in the nobility expansion).&lt;br /&gt;
&lt;br /&gt;
You have 3 coins available for you to use, a number of coins in your draw bag (in your profile area) and a number of coins in reserve (to the left of your hand) ready to go into your draw bag&lt;br /&gt;
&lt;br /&gt;
You each take turns using a single coin until you have no coins left, at which point you both draw back up to 3 coins.&lt;br /&gt;
&lt;br /&gt;
== Turn ==&lt;br /&gt;
&lt;br /&gt;
On your turn, select a coin and either place it on the board, discard it face up, or discard it face down.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Placement===&lt;br /&gt;
&lt;br /&gt;
If you choose to place the coin on the board this can either be on an empty location with one of your control markers, or on a space where the same unit is present to bolster it (i.e. increase it&#039;s strength to make it more difficult to get rid of)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Discard (Face Down)===&lt;br /&gt;
&lt;br /&gt;
This will give you 3 options:&lt;br /&gt;
&lt;br /&gt;
* - Claim Initiative if you do NOT hold it to go first next round&lt;br /&gt;
* - Pass for this action; you may still take an action next turn&lt;br /&gt;
* - Recruit a new coin from your supply into your discard area, your opponent will get to know what Unit you recruit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Discard (Face Up)===&lt;br /&gt;
&lt;br /&gt;
This will give you 4 options to be performed with the already deployed unit of the same type:&lt;br /&gt;
&lt;br /&gt;
* - Move to an empty adjacent space&lt;br /&gt;
* - Control the location where the unit stands, by placing your control marker on the space or swapping your opponent&#039;s control marker with your own (Note: 1 Control marker per space, i.e. you cannot &amp;quot;bolster&amp;quot; control to have 2+ control markers on same space)&lt;br /&gt;
* - Attack an adjacent enemy unit by removing one of its coins from the game (i.e. if there was a bolstered stack of 2, it is now 1)&lt;br /&gt;
* - Activate the unit&#039;s tactic. The Tactic is the unit&#039;s special ability which is carried out in full; it is described on the unit&#039;s card, an &amp;quot;!&amp;quot; shows something extra they can do beyond normal rules whilst &amp;quot;X&amp;quot; shows something that unit cannot do within normal rules&lt;br /&gt;
&lt;br /&gt;
[Siege Expansion] Siege Tactics requires the unit to be bolstered &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==END OF BASIC RULES==&lt;br /&gt;
&lt;br /&gt;
You do not need to read any further unless you want to know about advanced and 4 player versions&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Advanced Rules==&lt;br /&gt;
&lt;br /&gt;
After you&#039;ve learnt the game, you have three options for future play:&lt;br /&gt;
&lt;br /&gt;
1) You can play with one of the other pre-made unit configurations&lt;br /&gt;
&lt;br /&gt;
2) You can play with random units&lt;br /&gt;
&lt;br /&gt;
3) You can draft units to give wider choices&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the Nobility variant both players start with three Proclamation Seals. There are also three randomly drawn Royal Decree cards at the start.&lt;br /&gt;
&lt;br /&gt;
During the game you can discard the Royal seal coin to place one of your Proclamation Seals on a Royal Decree and execute it&#039;s ability. You may not choose a Decree if you can not fully execute it&#039;s ability, or if it already has one of your seals on it.    &lt;br /&gt;
&lt;br /&gt;
Siege expansion Fortifications are not units, but can be attacked like units.   &lt;br /&gt;
&lt;br /&gt;
A location that has a Fortification on it has the following rules:&lt;br /&gt;
&lt;br /&gt;
Units may enter neutral and friendly locations with a Fortification.&lt;br /&gt;
&lt;br /&gt;
* Units may not enter enemy locations with a Fortification. They must attack the Fortification first.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Units with multi-space movements (e.g. Light Cavalry) may not move through &lt;br /&gt;
&lt;br /&gt;
rough locations with a Fortification.&lt;br /&gt;
&lt;br /&gt;
==Four Player / Team Changes==&lt;br /&gt;
&lt;br /&gt;
* There are 2 Royal seals (wild coins) shared between the partners&lt;br /&gt;
* There are 3 starting spaces&lt;br /&gt;
* Each player has 3 units unique to them&lt;br /&gt;
* The initiative marker goes to one player, but the other player from the same team cannot take it as an action&lt;br /&gt;
* Players take alternating turns between the two teams&lt;br /&gt;
* Controlled locations are shared by both players on a team&lt;br /&gt;
* Recruit action is for the individual, NOT the team (i.e. you cannot recruit for your partner)&lt;br /&gt;
* Players on the same team are friendlies, so you cannot hurt your partner&lt;br /&gt;
* Any strategy talk MUST be open so no secret discussions, any communication will be known by the other team&lt;/div&gt;</summary>
		<author><name>Ironmann66</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpwarchest&amp;diff=21057</id>
		<title>Gamehelpwarchest</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpwarchest&amp;diff=21057"/>
		<updated>2024-05-08T15:52:41Z</updated>

		<summary type="html">&lt;p&gt;Ironmann66: /* Advanced Rules */ Siege rules&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
The aim is to be the first to place all six of your control markers on green spaces (the &amp;quot;locations&amp;quot;). You start the game controlling two locations.&lt;br /&gt;
&lt;br /&gt;
Each player has a set of coins representing different units, which will be different for each player; each unit behaves differently from the others.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Core Concepts ==&lt;br /&gt;
&lt;br /&gt;
You can only have one coin (or stack of coins) of each unit on the board at one time.&lt;br /&gt;
&lt;br /&gt;
Coins are used to take actions with matching coins out in the field&lt;br /&gt;
&lt;br /&gt;
Each player has a wild coin (the Royal seal) which can only be used to take face down actions, the tactic of the Royal Guard unit, or to proclaim a decree (in the nobility expansion).&lt;br /&gt;
&lt;br /&gt;
You have 3 coins available for you to use, a number of coins in your draw bag (in your profile area) and a number of coins in reserve (to the left of your hand) ready to go into your draw bag&lt;br /&gt;
&lt;br /&gt;
You each take turns using a single coin until you have no coins left, at which point you both draw back up to 3 coins.&lt;br /&gt;
&lt;br /&gt;
== Turn ==&lt;br /&gt;
&lt;br /&gt;
On your turn, select a coin and either place it on the board, discard it face up, or discard it face down.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Placement===&lt;br /&gt;
&lt;br /&gt;
If you choose to place the coin on the board this can either be on an empty location with one of your control markers, or on a space where the same unit is present to bolster it (i.e. increase it&#039;s strength to make it more difficult to get rid of)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Discard (Face Down)===&lt;br /&gt;
&lt;br /&gt;
This will give you 3 options:&lt;br /&gt;
&lt;br /&gt;
* - Claim Initiative if you do NOT hold it to go first next round&lt;br /&gt;
* - Pass for this action; you may still take an action next turn&lt;br /&gt;
* - Recruit a new coin from your supply into your discard area, your opponent will get to know what Unit you recruit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Discard (Face Up)===&lt;br /&gt;
&lt;br /&gt;
This will give you 4 options to be performed with the already deployed unit of the same type:&lt;br /&gt;
&lt;br /&gt;
* - Move to an empty adjacent space&lt;br /&gt;
* - Control the location where the unit stands, by placing your control marker on the space or swapping your opponent&#039;s control marker with your own (Note: 1 Control marker per space, i.e. you cannot &amp;quot;bolster&amp;quot; control to have 2+ control markers on same space)&lt;br /&gt;
* - Attack an adjacent enemy unit by removing one of its coins from the game (i.e. if there was a bolstered stack of 2, it is now 1)&lt;br /&gt;
* - Activate the unit&#039;s tactic. The Tactic is the unit&#039;s special ability which is carried out in full; it is described on the unit&#039;s card, an &amp;quot;!&amp;quot; shows something extra they can do beyond normal rules whilst &amp;quot;X&amp;quot; shows something that unit cannot do within normal rules&lt;br /&gt;
&lt;br /&gt;
[Siege Expansion] Siege Tactics requires the unit to be bolstered &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==END OF BASIC RULES==&lt;br /&gt;
&lt;br /&gt;
You do not need to read any further unless you want to know about advanced and 4 player versions&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Advanced Rules==&lt;br /&gt;
&lt;br /&gt;
After you&#039;ve learnt the game, you have three options for future play:&lt;br /&gt;
&lt;br /&gt;
1) You can play with one of the other pre-made unit configurations&lt;br /&gt;
&lt;br /&gt;
2) You can play with random units&lt;br /&gt;
&lt;br /&gt;
3) You can draft units to give wider choices&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the Nobility variant both players start with three Proclamation Seals. There are also three randomly drawn Royal Decree cards at the start.&lt;br /&gt;
&lt;br /&gt;
During the game you can discard the Royal seal coin to place one of your Proclamation Seals on a Royal Decree and execute it&#039;s ability. You may not choose a Decree if you can not fully execute it&#039;s ability, or if it already has one of your seals on it.    &lt;br /&gt;
&lt;br /&gt;
Siege expansion Fortifications3 are not units, but can be attacked like units.   &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A location that has a Fortification on it has the following rules:&lt;br /&gt;
&lt;br /&gt;
 Units may enter neutral and friendly locations with a Fortification.&lt;br /&gt;
&lt;br /&gt;
 Units may not enter enemy locations with a Fortification. They must &lt;br /&gt;
&lt;br /&gt;
attack the Fortification first (see below)&lt;br /&gt;
&lt;br /&gt;
 Units with multi-space movements (e.g. Light Cavalry) may not move &lt;br /&gt;
&lt;br /&gt;
through locations with a Fortification.&lt;br /&gt;
&lt;br /&gt;
==Four Player / Team Changes==&lt;br /&gt;
&lt;br /&gt;
* There are 2 Royal seals (wild coins) shared between the partners&lt;br /&gt;
* There are 3 starting spaces&lt;br /&gt;
* Each player has 3 units unique to them&lt;br /&gt;
* The initiative marker goes to one player, but the other player from the same team cannot take it as an action&lt;br /&gt;
* Players take alternating turns between the two teams&lt;br /&gt;
* Controlled locations are shared by both players on a team&lt;br /&gt;
* Recruit action is for the individual, NOT the team (i.e. you cannot recruit for your partner)&lt;br /&gt;
* Players on the same team are friendlies, so you cannot hurt your partner&lt;br /&gt;
* Any strategy talk MUST be open so no secret discussions, any communication will be known by the other team&lt;/div&gt;</summary>
		<author><name>Ironmann66</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpwarchest&amp;diff=21056</id>
		<title>Gamehelpwarchest</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpwarchest&amp;diff=21056"/>
		<updated>2024-05-08T15:49:10Z</updated>

		<summary type="html">&lt;p&gt;Ironmann66: /* Advanced Rules */ adding fortifications&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
The aim is to be the first to place all six of your control markers on green spaces (the &amp;quot;locations&amp;quot;). You start the game controlling two locations.&lt;br /&gt;
&lt;br /&gt;
Each player has a set of coins representing different units, which will be different for each player; each unit behaves differently from the others.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Core Concepts ==&lt;br /&gt;
&lt;br /&gt;
You can only have one coin (or stack of coins) of each unit on the board at one time.&lt;br /&gt;
&lt;br /&gt;
Coins are used to take actions with matching coins out in the field&lt;br /&gt;
&lt;br /&gt;
Each player has a wild coin (the Royal seal) which can only be used to take face down actions, the tactic of the Royal Guard unit, or to proclaim a decree (in the nobility expansion).&lt;br /&gt;
&lt;br /&gt;
You have 3 coins available for you to use, a number of coins in your draw bag (in your profile area) and a number of coins in reserve (to the left of your hand) ready to go into your draw bag&lt;br /&gt;
&lt;br /&gt;
You each take turns using a single coin until you have no coins left, at which point you both draw back up to 3 coins.&lt;br /&gt;
&lt;br /&gt;
== Turn ==&lt;br /&gt;
&lt;br /&gt;
On your turn, select a coin and either place it on the board, discard it face up, or discard it face down.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Placement===&lt;br /&gt;
&lt;br /&gt;
If you choose to place the coin on the board this can either be on an empty location with one of your control markers, or on a space where the same unit is present to bolster it (i.e. increase it&#039;s strength to make it more difficult to get rid of)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Discard (Face Down)===&lt;br /&gt;
&lt;br /&gt;
This will give you 3 options:&lt;br /&gt;
&lt;br /&gt;
* - Claim Initiative if you do NOT hold it to go first next round&lt;br /&gt;
* - Pass for this action; you may still take an action next turn&lt;br /&gt;
* - Recruit a new coin from your supply into your discard area, your opponent will get to know what Unit you recruit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Discard (Face Up)===&lt;br /&gt;
&lt;br /&gt;
This will give you 4 options to be performed with the already deployed unit of the same type:&lt;br /&gt;
&lt;br /&gt;
* - Move to an empty adjacent space&lt;br /&gt;
* - Control the location where the unit stands, by placing your control marker on the space or swapping your opponent&#039;s control marker with your own (Note: 1 Control marker per space, i.e. you cannot &amp;quot;bolster&amp;quot; control to have 2+ control markers on same space)&lt;br /&gt;
* - Attack an adjacent enemy unit by removing one of its coins from the game (i.e. if there was a bolstered stack of 2, it is now 1)&lt;br /&gt;
* - Activate the unit&#039;s tactic. The Tactic is the unit&#039;s special ability which is carried out in full; it is described on the unit&#039;s card, an &amp;quot;!&amp;quot; shows something extra they can do beyond normal rules whilst &amp;quot;X&amp;quot; shows something that unit cannot do within normal rules&lt;br /&gt;
&lt;br /&gt;
[Siege Expansion] Siege Tactics requires the unit to be bolstered &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==END OF BASIC RULES==&lt;br /&gt;
&lt;br /&gt;
You do not need to read any further unless you want to know about advanced and 4 player versions&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Advanced Rules==&lt;br /&gt;
&lt;br /&gt;
After you&#039;ve learnt the game, you have three options for future play:&lt;br /&gt;
&lt;br /&gt;
1) You can play with one of the other pre-made unit configurations&lt;br /&gt;
&lt;br /&gt;
2) You can play with random units&lt;br /&gt;
&lt;br /&gt;
3) You can draft units to give wider choices&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the Nobility variant both players start with three Proclamation Seals. There are also three randomly drawn Royal Decree cards at the start.&lt;br /&gt;
&lt;br /&gt;
During the game you can discard the Royal seal coin to place one of your Proclamation Seals on a Royal Decree and execute it&#039;s ability. You may not choose a Decree if you can not fully execute it&#039;s ability, or if it already has one of your seals on it.    &lt;br /&gt;
&lt;br /&gt;
Siege expansion   &lt;br /&gt;
&lt;br /&gt;
==Four Player / Team Changes==&lt;br /&gt;
&lt;br /&gt;
* There are 2 Royal seals (wild coins) shared between the partners&lt;br /&gt;
* There are 3 starting spaces&lt;br /&gt;
* Each player has 3 units unique to them&lt;br /&gt;
* The initiative marker goes to one player, but the other player from the same team cannot take it as an action&lt;br /&gt;
* Players take alternating turns between the two teams&lt;br /&gt;
* Controlled locations are shared by both players on a team&lt;br /&gt;
* Recruit action is for the individual, NOT the team (i.e. you cannot recruit for your partner)&lt;br /&gt;
* Players on the same team are friendlies, so you cannot hurt your partner&lt;br /&gt;
* Any strategy talk MUST be open so no secret discussions, any communication will be known by the other team&lt;/div&gt;</summary>
		<author><name>Ironmann66</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpwarchest&amp;diff=20912</id>
		<title>Gamehelpwarchest</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpwarchest&amp;diff=20912"/>
		<updated>2024-04-27T22:54:17Z</updated>

		<summary type="html">&lt;p&gt;Ironmann66: /* Advanced Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
The aim is to be the first to place all six of your control markers on green spaces (the &amp;quot;locations&amp;quot;). You start the game controlling two locations.&lt;br /&gt;
&lt;br /&gt;
Each player has a set of coins representing different units, which will be different for each player; each unit behaves differently from the others.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Core Concepts ==&lt;br /&gt;
&lt;br /&gt;
You can only have one coin (or stack of coins) of each unit on the board at one time.&lt;br /&gt;
&lt;br /&gt;
Coins are used to take actions with matching coins out in the field&lt;br /&gt;
&lt;br /&gt;
Each player has a wild coin (the Royal seal) which can only be used to take face down actions, the tactic of the Royal Guard unit, or to proclaim a decree (in the nobility expansion).&lt;br /&gt;
&lt;br /&gt;
You have 3 coins available for you to use, a number of coins in your draw bag (in your profile area) and a number of coins in reserve (to the left of your hand) ready to go into your draw bag&lt;br /&gt;
&lt;br /&gt;
You each take turns using a single coin until you have no coins left, at which point you both draw back up to 3 coins.&lt;br /&gt;
&lt;br /&gt;
== Turn ==&lt;br /&gt;
&lt;br /&gt;
On your turn, select a coin and either place it on the board, discard it face up, or discard it face down.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Placement===&lt;br /&gt;
&lt;br /&gt;
If you choose to place the coin on the board this can either be on an empty location with one of your control markers, or on a space where the same unit is present to bolster it (i.e. increase it&#039;s strength to make it more difficult to get rid of)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Discard (Face Down)===&lt;br /&gt;
&lt;br /&gt;
This will give you 3 options:&lt;br /&gt;
&lt;br /&gt;
* - Claim Initiative if you do NOT hold it to go first next round&lt;br /&gt;
* - Pass for this action; you may still take an action next turn&lt;br /&gt;
* - Recruit a new coin from your supply into your discard area, your opponent will get to know what Unit you recruit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Discard (Face Up)===&lt;br /&gt;
&lt;br /&gt;
This will give you 4 options to be performed with the already deployed unit of the same type:&lt;br /&gt;
&lt;br /&gt;
* - Move to an empty adjacent space&lt;br /&gt;
* - Control the location where the unit stands, by placing your control marker on the space or swapping your opponent&#039;s control marker with your own (Note: 1 Control marker per space, i.e. you cannot &amp;quot;bolster&amp;quot; control to have 2+ control markers on same space)&lt;br /&gt;
* - Attack an adjacent enemy unit by removing one of its coins from the game (i.e. if there was a bolstered stack of 2, it is now 1)&lt;br /&gt;
* - Activate the unit&#039;s tactic. The Tactic is the unit&#039;s special ability which is carried out in full; it is described on the unit&#039;s card, an &amp;quot;!&amp;quot; shows something extra they can do beyond normal rules whilst &amp;quot;X&amp;quot; shows something that unit cannot do within normal rules&lt;br /&gt;
&lt;br /&gt;
[Siege Expansion] Siege Tactics requires the unit to be bolstered &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==END OF BASIC RULES==&lt;br /&gt;
&lt;br /&gt;
You do not need to read any further unless you want to know about advanced and 4 player versions&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Advanced Rules==&lt;br /&gt;
&lt;br /&gt;
After you&#039;ve learnt the game, you have three options for future play:&lt;br /&gt;
&lt;br /&gt;
1) You can play with one of the other pre-made unit configurations&lt;br /&gt;
&lt;br /&gt;
2) You can play with random units&lt;br /&gt;
&lt;br /&gt;
3) You can draft units to give wider choices&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the Nobility variant both players start with three Proclamation Seals. There are also three randomly drawn Royal Decree cards at the start.&lt;br /&gt;
&lt;br /&gt;
During the game you can discard the Royal seal coin to place one of your Proclamation Seals on a Royal Decree and execute it&#039;s ability. You may not choose a Decree if you can not fully execute it&#039;s ability, or if it already has one of your seals on it.  &lt;br /&gt;
&lt;br /&gt;
==Four Player / Team Changes==&lt;br /&gt;
&lt;br /&gt;
* There are 2 Royal seals (wild coins) shared between the partners&lt;br /&gt;
* There are 3 starting spaces&lt;br /&gt;
* Each player has 3 units unique to them&lt;br /&gt;
* The initiative marker goes to one player, but the other player from the same team cannot take it as an action&lt;br /&gt;
* Players take alternating turns between the two teams&lt;br /&gt;
* Controlled locations are shared by both players on a team&lt;br /&gt;
* Recruit action is for the individual, NOT the team (i.e. you cannot recruit for your partner)&lt;br /&gt;
* Players on the same team are friendlies, so you cannot hurt your partner&lt;br /&gt;
* Any strategy talk MUST be open so no secret discussions, any communication will be known by the other team&lt;/div&gt;</summary>
		<author><name>Ironmann66</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpwarchest&amp;diff=20911</id>
		<title>Gamehelpwarchest</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpwarchest&amp;diff=20911"/>
		<updated>2024-04-27T22:50:57Z</updated>

		<summary type="html">&lt;p&gt;Ironmann66: /* Advanced Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
The aim is to be the first to place all six of your control markers on green spaces (the &amp;quot;locations&amp;quot;). You start the game controlling two locations.&lt;br /&gt;
&lt;br /&gt;
Each player has a set of coins representing different units, which will be different for each player; each unit behaves differently from the others.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Core Concepts ==&lt;br /&gt;
&lt;br /&gt;
You can only have one coin (or stack of coins) of each unit on the board at one time.&lt;br /&gt;
&lt;br /&gt;
Coins are used to take actions with matching coins out in the field&lt;br /&gt;
&lt;br /&gt;
Each player has a wild coin (the Royal seal) which can only be used to take face down actions, the tactic of the Royal Guard unit, or to proclaim a decree (in the nobility expansion).&lt;br /&gt;
&lt;br /&gt;
You have 3 coins available for you to use, a number of coins in your draw bag (in your profile area) and a number of coins in reserve (to the left of your hand) ready to go into your draw bag&lt;br /&gt;
&lt;br /&gt;
You each take turns using a single coin until you have no coins left, at which point you both draw back up to 3 coins.&lt;br /&gt;
&lt;br /&gt;
== Turn ==&lt;br /&gt;
&lt;br /&gt;
On your turn, select a coin and either place it on the board, discard it face up, or discard it face down.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Placement===&lt;br /&gt;
&lt;br /&gt;
If you choose to place the coin on the board this can either be on an empty location with one of your control markers, or on a space where the same unit is present to bolster it (i.e. increase it&#039;s strength to make it more difficult to get rid of)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Discard (Face Down)===&lt;br /&gt;
&lt;br /&gt;
This will give you 3 options:&lt;br /&gt;
&lt;br /&gt;
* - Claim Initiative if you do NOT hold it to go first next round&lt;br /&gt;
* - Pass for this action; you may still take an action next turn&lt;br /&gt;
* - Recruit a new coin from your supply into your discard area, your opponent will get to know what Unit you recruit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Discard (Face Up)===&lt;br /&gt;
&lt;br /&gt;
This will give you 4 options to be performed with the already deployed unit of the same type:&lt;br /&gt;
&lt;br /&gt;
* - Move to an empty adjacent space&lt;br /&gt;
* - Control the location where the unit stands, by placing your control marker on the space or swapping your opponent&#039;s control marker with your own (Note: 1 Control marker per space, i.e. you cannot &amp;quot;bolster&amp;quot; control to have 2+ control markers on same space)&lt;br /&gt;
* - Attack an adjacent enemy unit by removing one of its coins from the game (i.e. if there was a bolstered stack of 2, it is now 1)&lt;br /&gt;
* - Activate the unit&#039;s tactic. The Tactic is the unit&#039;s special ability which is carried out in full; it is described on the unit&#039;s card, an &amp;quot;!&amp;quot; shows something extra they can do beyond normal rules whilst &amp;quot;X&amp;quot; shows something that unit cannot do within normal rules&lt;br /&gt;
&lt;br /&gt;
[Siege Expansion] Siege Tactics requires the unit to be bolstered &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==END OF BASIC RULES==&lt;br /&gt;
&lt;br /&gt;
You do not need to read any further unless you want to know about advanced and 4 player versions&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Advanced Rules==&lt;br /&gt;
&lt;br /&gt;
After you&#039;ve learnt the game, you have three options for future play:&lt;br /&gt;
&lt;br /&gt;
1) You can play with one of the other pre-made unit configurations&lt;br /&gt;
&lt;br /&gt;
2) You can play with random units&lt;br /&gt;
&lt;br /&gt;
3) You can draft units to give wider choices&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the Nobility variant both players start with three Proclamation Seals. There are also three randomly drawn Royal Decree cards at the start.&lt;br /&gt;
&lt;br /&gt;
During the game you can discard the Royal seal wild coin to place one of your Proclamation Seals on a Royal Decree and execute it&#039;s ability. You may not  &lt;br /&gt;
&lt;br /&gt;
choose a Decree if you cannot fully executet&#039;s s ability, or if it already has one of your seals on it.&lt;br /&gt;
&lt;br /&gt;
==Four Player / Team Changes==&lt;br /&gt;
&lt;br /&gt;
* There are 2 Royal seals (wild coins) shared between the partners&lt;br /&gt;
* There are 3 starting spaces&lt;br /&gt;
* Each player has 3 units unique to them&lt;br /&gt;
* The initiative marker goes to one player, but the other player from the same team cannot take it as an action&lt;br /&gt;
* Players take alternating turns between the two teams&lt;br /&gt;
* Controlled locations are shared by both players on a team&lt;br /&gt;
* Recruit action is for the individual, NOT the team (i.e. you cannot recruit for your partner)&lt;br /&gt;
* Players on the same team are friendlies, so you cannot hurt your partner&lt;br /&gt;
* Any strategy talk MUST be open so no secret discussions, any communication will be known by the other team&lt;/div&gt;</summary>
		<author><name>Ironmann66</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpwarchest&amp;diff=20910</id>
		<title>Gamehelpwarchest</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpwarchest&amp;diff=20910"/>
		<updated>2024-04-27T22:49:49Z</updated>

		<summary type="html">&lt;p&gt;Ironmann66: /* Advanced Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
The aim is to be the first to place all six of your control markers on green spaces (the &amp;quot;locations&amp;quot;). You start the game controlling two locations.&lt;br /&gt;
&lt;br /&gt;
Each player has a set of coins representing different units, which will be different for each player; each unit behaves differently from the others.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Core Concepts ==&lt;br /&gt;
&lt;br /&gt;
You can only have one coin (or stack of coins) of each unit on the board at one time.&lt;br /&gt;
&lt;br /&gt;
Coins are used to take actions with matching coins out in the field&lt;br /&gt;
&lt;br /&gt;
Each player has a wild coin (the Royal seal) which can only be used to take face down actions, the tactic of the Royal Guard unit, or to proclaim a decree (in the nobility expansion).&lt;br /&gt;
&lt;br /&gt;
You have 3 coins available for you to use, a number of coins in your draw bag (in your profile area) and a number of coins in reserve (to the left of your hand) ready to go into your draw bag&lt;br /&gt;
&lt;br /&gt;
You each take turns using a single coin until you have no coins left, at which point you both draw back up to 3 coins.&lt;br /&gt;
&lt;br /&gt;
== Turn ==&lt;br /&gt;
&lt;br /&gt;
On your turn, select a coin and either place it on the board, discard it face up, or discard it face down.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Placement===&lt;br /&gt;
&lt;br /&gt;
If you choose to place the coin on the board this can either be on an empty location with one of your control markers, or on a space where the same unit is present to bolster it (i.e. increase it&#039;s strength to make it more difficult to get rid of)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Discard (Face Down)===&lt;br /&gt;
&lt;br /&gt;
This will give you 3 options:&lt;br /&gt;
&lt;br /&gt;
* - Claim Initiative if you do NOT hold it to go first next round&lt;br /&gt;
* - Pass for this action; you may still take an action next turn&lt;br /&gt;
* - Recruit a new coin from your supply into your discard area, your opponent will get to know what Unit you recruit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Discard (Face Up)===&lt;br /&gt;
&lt;br /&gt;
This will give you 4 options to be performed with the already deployed unit of the same type:&lt;br /&gt;
&lt;br /&gt;
* - Move to an empty adjacent space&lt;br /&gt;
* - Control the location where the unit stands, by placing your control marker on the space or swapping your opponent&#039;s control marker with your own (Note: 1 Control marker per space, i.e. you cannot &amp;quot;bolster&amp;quot; control to have 2+ control markers on same space)&lt;br /&gt;
* - Attack an adjacent enemy unit by removing one of its coins from the game (i.e. if there was a bolstered stack of 2, it is now 1)&lt;br /&gt;
* - Activate the unit&#039;s tactic. The Tactic is the unit&#039;s special ability which is carried out in full; it is described on the unit&#039;s card, an &amp;quot;!&amp;quot; shows something extra they can do beyond normal rules whilst &amp;quot;X&amp;quot; shows something that unit cannot do within normal rules&lt;br /&gt;
&lt;br /&gt;
[Siege Expansion] Siege Tactics requires the unit to be bolstered &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==END OF BASIC RULES==&lt;br /&gt;
&lt;br /&gt;
You do not need to read any further unless you want to know about advanced and 4 player versions&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Advanced Rules==&lt;br /&gt;
&lt;br /&gt;
After you&#039;ve learnt the game, you have three options for future play:&lt;br /&gt;
&lt;br /&gt;
1) You can play with one of the other pre-made unit configurations&lt;br /&gt;
&lt;br /&gt;
2) You can play with random units&lt;br /&gt;
&lt;br /&gt;
3) You can draft units to give wider choices&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the Nobility variant both players start with three Proclamation Seals. There are also three randomly drawn Royal Decree cards at the start.&lt;br /&gt;
&lt;br /&gt;
During the game you can discard the Royal seal wild coin to place one of your Proclamation Seals on a Royal Decree and execute it&#039;s ability. You may not &lt;br /&gt;
&lt;br /&gt;
not choose a Decree if you cannot fully execute its ability, or if it already has one of your seals on it.&lt;br /&gt;
&lt;br /&gt;
==Four Player / Team Changes==&lt;br /&gt;
&lt;br /&gt;
* There are 2 Royal seals (wild coins) shared between the partners&lt;br /&gt;
* There are 3 starting spaces&lt;br /&gt;
* Each player has 3 units unique to them&lt;br /&gt;
* The initiative marker goes to one player, but the other player from the same team cannot take it as an action&lt;br /&gt;
* Players take alternating turns between the two teams&lt;br /&gt;
* Controlled locations are shared by both players on a team&lt;br /&gt;
* Recruit action is for the individual, NOT the team (i.e. you cannot recruit for your partner)&lt;br /&gt;
* Players on the same team are friendlies, so you cannot hurt your partner&lt;br /&gt;
* Any strategy talk MUST be open so no secret discussions, any communication will be known by the other team&lt;/div&gt;</summary>
		<author><name>Ironmann66</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpwarchest&amp;diff=20909</id>
		<title>Gamehelpwarchest</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpwarchest&amp;diff=20909"/>
		<updated>2024-04-27T22:48:28Z</updated>

		<summary type="html">&lt;p&gt;Ironmann66: /* Advanced Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
The aim is to be the first to place all six of your control markers on green spaces (the &amp;quot;locations&amp;quot;). You start the game controlling two locations.&lt;br /&gt;
&lt;br /&gt;
Each player has a set of coins representing different units, which will be different for each player; each unit behaves differently from the others.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Core Concepts ==&lt;br /&gt;
&lt;br /&gt;
You can only have one coin (or stack of coins) of each unit on the board at one time.&lt;br /&gt;
&lt;br /&gt;
Coins are used to take actions with matching coins out in the field&lt;br /&gt;
&lt;br /&gt;
Each player has a wild coin (the Royal seal) which can only be used to take face down actions, the tactic of the Royal Guard unit, or to proclaim a decree (in the nobility expansion).&lt;br /&gt;
&lt;br /&gt;
You have 3 coins available for you to use, a number of coins in your draw bag (in your profile area) and a number of coins in reserve (to the left of your hand) ready to go into your draw bag&lt;br /&gt;
&lt;br /&gt;
You each take turns using a single coin until you have no coins left, at which point you both draw back up to 3 coins.&lt;br /&gt;
&lt;br /&gt;
== Turn ==&lt;br /&gt;
&lt;br /&gt;
On your turn, select a coin and either place it on the board, discard it face up, or discard it face down.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Placement===&lt;br /&gt;
&lt;br /&gt;
If you choose to place the coin on the board this can either be on an empty location with one of your control markers, or on a space where the same unit is present to bolster it (i.e. increase it&#039;s strength to make it more difficult to get rid of)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Discard (Face Down)===&lt;br /&gt;
&lt;br /&gt;
This will give you 3 options:&lt;br /&gt;
&lt;br /&gt;
* - Claim Initiative if you do NOT hold it to go first next round&lt;br /&gt;
* - Pass for this action; you may still take an action next turn&lt;br /&gt;
* - Recruit a new coin from your supply into your discard area, your opponent will get to know what Unit you recruit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Discard (Face Up)===&lt;br /&gt;
&lt;br /&gt;
This will give you 4 options to be performed with the already deployed unit of the same type:&lt;br /&gt;
&lt;br /&gt;
* - Move to an empty adjacent space&lt;br /&gt;
* - Control the location where the unit stands, by placing your control marker on the space or swapping your opponent&#039;s control marker with your own (Note: 1 Control marker per space, i.e. you cannot &amp;quot;bolster&amp;quot; control to have 2+ control markers on same space)&lt;br /&gt;
* - Attack an adjacent enemy unit by removing one of its coins from the game (i.e. if there was a bolstered stack of 2, it is now 1)&lt;br /&gt;
* - Activate the unit&#039;s tactic. The Tactic is the unit&#039;s special ability which is carried out in full; it is described on the unit&#039;s card, an &amp;quot;!&amp;quot; shows something extra they can do beyond normal rules whilst &amp;quot;X&amp;quot; shows something that unit cannot do within normal rules&lt;br /&gt;
&lt;br /&gt;
[Siege Expansion] Siege Tactics requires the unit to be bolstered &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==END OF BASIC RULES==&lt;br /&gt;
&lt;br /&gt;
You do not need to read any further unless you want to know about advanced and 4 player versions&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Advanced Rules==&lt;br /&gt;
&lt;br /&gt;
After you&#039;ve learnt the game, you have three options for future play:&lt;br /&gt;
&lt;br /&gt;
1) You can play with one of the other pre-made unit configurations&lt;br /&gt;
&lt;br /&gt;
2) You can play with random units&lt;br /&gt;
&lt;br /&gt;
3) You can draft units to give wider choices&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the Nobility variant both players start with three Proclamation Seals. There are also three randomly drawn Royal Decree cards at the start.&lt;br /&gt;
&lt;br /&gt;
During the game you can discard the Royal seal wild coin to place one of your Proclamation Seals on a Royal Decree and execute it&#039;s ability. You may Execute the ability indicated on the chosen Royal Decree card. You may &lt;br /&gt;
&lt;br /&gt;
not choose a Decree if you cannot fully execute its ability, or if it already has one of your seals on it.&lt;br /&gt;
&lt;br /&gt;
==Four Player / Team Changes==&lt;br /&gt;
&lt;br /&gt;
* There are 2 Royal seals (wild coins) shared between the partners&lt;br /&gt;
* There are 3 starting spaces&lt;br /&gt;
* Each player has 3 units unique to them&lt;br /&gt;
* The initiative marker goes to one player, but the other player from the same team cannot take it as an action&lt;br /&gt;
* Players take alternating turns between the two teams&lt;br /&gt;
* Controlled locations are shared by both players on a team&lt;br /&gt;
* Recruit action is for the individual, NOT the team (i.e. you cannot recruit for your partner)&lt;br /&gt;
* Players on the same team are friendlies, so you cannot hurt your partner&lt;br /&gt;
* Any strategy talk MUST be open so no secret discussions, any communication will be known by the other team&lt;/div&gt;</summary>
		<author><name>Ironmann66</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpwarchest&amp;diff=20908</id>
		<title>Gamehelpwarchest</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpwarchest&amp;diff=20908"/>
		<updated>2024-04-27T22:47:09Z</updated>

		<summary type="html">&lt;p&gt;Ironmann66: /* Advanced Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
The aim is to be the first to place all six of your control markers on green spaces (the &amp;quot;locations&amp;quot;). You start the game controlling two locations.&lt;br /&gt;
&lt;br /&gt;
Each player has a set of coins representing different units, which will be different for each player; each unit behaves differently from the others.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Core Concepts ==&lt;br /&gt;
&lt;br /&gt;
You can only have one coin (or stack of coins) of each unit on the board at one time.&lt;br /&gt;
&lt;br /&gt;
Coins are used to take actions with matching coins out in the field&lt;br /&gt;
&lt;br /&gt;
Each player has a wild coin (the Royal seal) which can only be used to take face down actions, the tactic of the Royal Guard unit, or to proclaim a decree (in the nobility expansion).&lt;br /&gt;
&lt;br /&gt;
You have 3 coins available for you to use, a number of coins in your draw bag (in your profile area) and a number of coins in reserve (to the left of your hand) ready to go into your draw bag&lt;br /&gt;
&lt;br /&gt;
You each take turns using a single coin until you have no coins left, at which point you both draw back up to 3 coins.&lt;br /&gt;
&lt;br /&gt;
== Turn ==&lt;br /&gt;
&lt;br /&gt;
On your turn, select a coin and either place it on the board, discard it face up, or discard it face down.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Placement===&lt;br /&gt;
&lt;br /&gt;
If you choose to place the coin on the board this can either be on an empty location with one of your control markers, or on a space where the same unit is present to bolster it (i.e. increase it&#039;s strength to make it more difficult to get rid of)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Discard (Face Down)===&lt;br /&gt;
&lt;br /&gt;
This will give you 3 options:&lt;br /&gt;
&lt;br /&gt;
* - Claim Initiative if you do NOT hold it to go first next round&lt;br /&gt;
* - Pass for this action; you may still take an action next turn&lt;br /&gt;
* - Recruit a new coin from your supply into your discard area, your opponent will get to know what Unit you recruit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Discard (Face Up)===&lt;br /&gt;
&lt;br /&gt;
This will give you 4 options to be performed with the already deployed unit of the same type:&lt;br /&gt;
&lt;br /&gt;
* - Move to an empty adjacent space&lt;br /&gt;
* - Control the location where the unit stands, by placing your control marker on the space or swapping your opponent&#039;s control marker with your own (Note: 1 Control marker per space, i.e. you cannot &amp;quot;bolster&amp;quot; control to have 2+ control markers on same space)&lt;br /&gt;
* - Attack an adjacent enemy unit by removing one of its coins from the game (i.e. if there was a bolstered stack of 2, it is now 1)&lt;br /&gt;
* - Activate the unit&#039;s tactic. The Tactic is the unit&#039;s special ability which is carried out in full; it is described on the unit&#039;s card, an &amp;quot;!&amp;quot; shows something extra they can do beyond normal rules whilst &amp;quot;X&amp;quot; shows something that unit cannot do within normal rules&lt;br /&gt;
&lt;br /&gt;
[Siege Expansion] Siege Tactics requires the unit to be bolstered &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==END OF BASIC RULES==&lt;br /&gt;
&lt;br /&gt;
You do not need to read any further unless you want to know about advanced and 4 player versions&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Advanced Rules==&lt;br /&gt;
&lt;br /&gt;
After you&#039;ve learnt the game, you have three options for future play:&lt;br /&gt;
&lt;br /&gt;
1) You can play with one of the other pre-made unit configurations&lt;br /&gt;
&lt;br /&gt;
2) You can play with random units&lt;br /&gt;
&lt;br /&gt;
3) You can draft units to give wider choices&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the Nobility variant both players start with three Proclamation Seals. There are also three randomly drawn Royal Decree cards at the start.&lt;br /&gt;
&lt;br /&gt;
During the game you can discard the Royal seal wild coin to place one of your Proclamation Seals on a Royal Decree and execute it&#039;s ability. You may Execute the ability indicated on the chosen Royal Decree card. You may &lt;br /&gt;
&lt;br /&gt;
not choose a Decree if you cannot fully execute its abili, or if it already has one of your seals on it.y.&lt;br /&gt;
&lt;br /&gt;
not choose a Decree if you cannot fully execute its abili or it already has one of your seals on it.y.&lt;br /&gt;
&lt;br /&gt;
==Four Player / Team Changes==&lt;br /&gt;
&lt;br /&gt;
* There are 2 Royal seals (wild coins) shared between the partners&lt;br /&gt;
* There are 3 starting spaces&lt;br /&gt;
* Each player has 3 units unique to them&lt;br /&gt;
* The initiative marker goes to one player, but the other player from the same team cannot take it as an action&lt;br /&gt;
* Players take alternating turns between the two teams&lt;br /&gt;
* Controlled locations are shared by both players on a team&lt;br /&gt;
* Recruit action is for the individual, NOT the team (i.e. you cannot recruit for your partner)&lt;br /&gt;
* Players on the same team are friendlies, so you cannot hurt your partner&lt;br /&gt;
* Any strategy talk MUST be open so no secret discussions, any communication will be known by the other team&lt;/div&gt;</summary>
		<author><name>Ironmann66</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpbarenpark&amp;diff=20596</id>
		<title>Gamehelpbarenpark</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpbarenpark&amp;diff=20596"/>
		<updated>2024-03-31T08:57:28Z</updated>

		<summary type="html">&lt;p&gt;Ironmann66: Moved end of game trigger from Covering Icons to End Of Game.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Playing Turns ==&lt;br /&gt;
&lt;br /&gt;
To start: Place your initial tile on your park area. (It must fit on the board and not cover a pit.)&lt;br /&gt;
&lt;br /&gt;
In later turns, place any tile you have obtained on your park area, touching at least one edge of a previously placed tile. It still must fit on the board and not cover a pit.&lt;br /&gt;
&lt;br /&gt;
If you do not have any tiles, you must pass. After passing, you must take a Green Area of your choice, and then end your turn.&lt;br /&gt;
&lt;br /&gt;
== Covering icons ==&lt;br /&gt;
&lt;br /&gt;
When any portion of a tile covers an icon on the park board, you get a reward from the group supply.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;text-align:left;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
! Icon&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b style=&amp;quot;color:green&amp;quot;&amp;gt;Green wheelbarrow&amp;lt;/b&amp;gt;||Gain a Green Area (1 to 3 squares) of your choice..&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b style=&amp;quot;color:grey&amp;quot;&amp;gt;White cement truck&amp;lt;/b&amp;gt;||Gain an Animal House tile (4 squares) or a Green Area (1 to 3 squares) to your supply. Animal Houses earn victory points when placed.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b style=&amp;quot;color:orange&amp;quot;&amp;gt;Orange excavator&amp;lt;/b&amp;gt;||Gain an Enclosure tile (5 squares) to your supply. Enclosures earn victory points when placed.&lt;br /&gt;
|-&lt;br /&gt;
|Construction crew||Gain a new park area and place it immediately. It must border an existing area and not be at a level lower than your entrance.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When you fill any park area completely, you earn a bear statue worth victory points. Finishing a park area earlier is worth more victory points.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
Most experienced Bärenpark players like to play with achievements. 3 random achievements are placed under the supply area. Hover over the achievements to see what is required to earn them. (Long press on mobile). Completing achievements earlier is worth more victory points.&lt;br /&gt;
&lt;br /&gt;
== End of game ==&lt;br /&gt;
The game end is triggered when a player completes all four of their Park Areas. Each other player gets one more turn and then counts up their points. &lt;br /&gt;
&lt;br /&gt;
The player with the most points wins. In case of a tie, the tied players total the point values on the tiles left in their supply (which they did not place)-the highest-value total breaks the tie. If still tied, there are multiple winners.&lt;br /&gt;
&lt;br /&gt;
== Pit variant ==&lt;br /&gt;
As an expert variant, you can cover up pits on your last turn, though you won&#039;t get the bear bonus for a tile with its pit covered up.&lt;br /&gt;
&lt;br /&gt;
== Mini Expansion: Souvenir Shops ==&lt;br /&gt;
When you cover the construction crew icon on your final (i.e., fourth) park area, immediately choose an&lt;br /&gt;
available souvenir shop tile and place it in your supply. (The larger the tile you choose, the fewer points you will&lt;br /&gt;
get for it once placed.)&lt;/div&gt;</summary>
		<author><name>Ironmann66</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpwarchest&amp;diff=20564</id>
		<title>Gamehelpwarchest</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpwarchest&amp;diff=20564"/>
		<updated>2024-03-26T19:27:16Z</updated>

		<summary type="html">&lt;p&gt;Ironmann66: Added that there are six coins.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
The aim is to be the first to place all six of your control markers on green spaces (the &amp;quot;locations&amp;quot;). You start the game controlling two locations.&lt;br /&gt;
&lt;br /&gt;
Each player has a set of coins representing different units, which will be different for each player; each unit behaves differently from the others.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Core Concepts ==&lt;br /&gt;
&lt;br /&gt;
You can only have one coin (or stack of coins) of each unit on the board at one time.&lt;br /&gt;
&lt;br /&gt;
Coins are used to take actions with matching coins out in the field&lt;br /&gt;
&lt;br /&gt;
Each player has a wild coin (the Royal seal) which can only be used to take face down actions, the tactic of the Royal Guard unit, or to proclaim a decree (in the nobility expansion).&lt;br /&gt;
&lt;br /&gt;
You have 3 coins available for you to use, a number of coins in your draw bag (in your profile area) and a number of coins in reserve (to the left of your hand) ready to go into your draw bag&lt;br /&gt;
&lt;br /&gt;
You each take turns using a single coin until you have no coins left, at which point you both draw back up to 3 coins.&lt;br /&gt;
&lt;br /&gt;
== Turn ==&lt;br /&gt;
&lt;br /&gt;
On your turn, select a coin and either place it on the board, discard it face up, or discard it face down.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Placement===&lt;br /&gt;
&lt;br /&gt;
If you choose to place the coin on the board this can either be on an empty location with one of your control markers, or on a space where the same unit is present to bolster it (i.e. increase it&#039;s strength to make it more difficult to get rid of)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Discard (Face Down)===&lt;br /&gt;
&lt;br /&gt;
This will give you 3 options:&lt;br /&gt;
&lt;br /&gt;
* - Claim Initiative if you do NOT hold it to go first next round&lt;br /&gt;
* - Pass for this action; you may still take an action next turn&lt;br /&gt;
* - Recruit a new coin from your supply into your discard area, your opponent will get to know what Unit you recruit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Discard (Face Up)===&lt;br /&gt;
&lt;br /&gt;
This will give you 4 options to be performed with the already deployed unit of the same type:&lt;br /&gt;
&lt;br /&gt;
* - Move to an empty adjacent space&lt;br /&gt;
* - Control the location where the unit stands, by placing your control marker on the space or swapping your opponent&#039;s control marker with your own (Note: 1 Control marker per space, i.e. you cannot &amp;quot;bolster&amp;quot; control to have 2+ control markers on same space)&lt;br /&gt;
* - Attack an adjacent enemy unit by removing one of its coins from the game (i.e. if there was a bolstered stack of 2, it is now 1)&lt;br /&gt;
* - Activate the unit&#039;s tactic. The Tactic is the unit&#039;s special ability which is carried out in full; it is described on the unit&#039;s card, an &amp;quot;!&amp;quot; shows something extra they can do beyond normal rules whilst &amp;quot;X&amp;quot; shows something that unit cannot do within normal rules&lt;br /&gt;
&lt;br /&gt;
[Siege Expansion] Siege Tactics requires the unit to be bolstered &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==END OF BASIC RULES==&lt;br /&gt;
&lt;br /&gt;
You do not need to read any further unless you want to know about advanced and 4 player versions&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Advanced Rules==&lt;br /&gt;
&lt;br /&gt;
After you&#039;ve learnt the game, you have three options for future play:&lt;br /&gt;
&lt;br /&gt;
1) You can play with one of the other pre-made unit configurations&lt;br /&gt;
&lt;br /&gt;
2) You can play with random units&lt;br /&gt;
&lt;br /&gt;
3) You can draft units to give wider choices&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Four Player / Team Changes==&lt;br /&gt;
&lt;br /&gt;
* There are 2 Royal seals (wild coins) shared between the partners&lt;br /&gt;
* There are 3 starting spaces&lt;br /&gt;
* Each player has 3 units unique to them&lt;br /&gt;
* The initiative marker goes to one player, but the other player from the same team cannot take it as an action&lt;br /&gt;
* Players take alternating turns between the two teams&lt;br /&gt;
* Controlled locations are shared by both players on a team&lt;br /&gt;
* Recruit action is for the individual, NOT the team (i.e. you cannot recruit for your partner)&lt;br /&gt;
* Players on the same team are friendlies, so you cannot hurt your partner&lt;br /&gt;
* Any strategy talk MUST be open so no secret discussions, any communication will be known by the other team&lt;/div&gt;</summary>
		<author><name>Ironmann66</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpdragonkeeper&amp;diff=20339</id>
		<title>Gamehelpdragonkeeper</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpdragonkeeper&amp;diff=20339"/>
		<updated>2024-03-06T19:16:01Z</updated>

		<summary type="html">&lt;p&gt;Ironmann66: Added how the level ends.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Type of mechanics&lt;br /&gt;
 &lt;br /&gt;
Dragon Keeper could be considered as a cooperative game, but with all the players being traitors. Each participant plays for himself, but they can be defeated together!&lt;br /&gt;
&lt;br /&gt;
In the game you will collect tiles (which depict different adventures trying to rob the dragon) to score points at the end. However, you will be dealt a guild card at the start, and will score negative points for any adventures from that guild you collect during the game.  &lt;br /&gt;
&lt;br /&gt;
At each of your turns, you first move the dragon to pick up a tile from the row it&#039;s on, then move it again in the column and give a tile to the preceding player. If you give them a tile worth more than 2 you gain a gold. Some tiles include a special action. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The tile that the following player will get depends on the position of the tile you have given, thus creating a strong interaction. The original guilds are secret, so you must deduce which ones are your opponents, to penalize them as much as possible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The level ends when the dragon can land on any adventure tiles, and the player that causes this loses a gold. &lt;br /&gt;
&lt;br /&gt;
At the end of each level you must pay the dragon between 0 to 3 gold depending on how many tiles are left on the board, as depicted by the flames on your player board.. If you can&#039;t, you are eliminated.&lt;br /&gt;
&lt;br /&gt;
At the end of the third level each player must discard their highest stack of tiles (choose if two are equal) before paying the final tribute to the dragon. Then any tiles with the &#039;Release&#039; special action is resolved before the final scores are calculated.&lt;/div&gt;</summary>
		<author><name>Ironmann66</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpdragonkeeper&amp;diff=20338</id>
		<title>Gamehelpdragonkeeper</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpdragonkeeper&amp;diff=20338"/>
		<updated>2024-03-06T19:13:11Z</updated>

		<summary type="html">&lt;p&gt;Ironmann66: Added that you can be eliminated&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Type of mechanics&lt;br /&gt;
 &lt;br /&gt;
Dragon Keeper could be considered as a cooperative game, but with all the players being traitors. Each participant plays for himself, but they can be defeated together!&lt;br /&gt;
&lt;br /&gt;
In the game you will collect tiles (which depict different adventures trying to rob the dragon) to score points at the end. However, you will be dealt a guild card at the start, and will score negative points for any adventures from that guild you collect during the game.  &lt;br /&gt;
&lt;br /&gt;
At each of your turns, you first move the dragon to pick up a tile from the row it&#039;s on, then move it again in the column and give a tile to the preceding player. If you give them a tile worth more than 2 you gain a gold. Some tiles include a special action. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The tile that the following player will get depends on the position of the tile you have given, thus creating a strong interaction. The original guilds are secret, so you must deduce which ones are your opponents, to penalize them as much as possible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At the end of each level you must pay the dragon between 0 to 3 gold depending on how many tiles are left on the board. If you can&#039;t, you are eliminated.&lt;br /&gt;
&lt;br /&gt;
At the end of the third level each player must discard their highest stack of tiles (choose if two are equal) before paying the final tribute to the dragon. Then any tiles with the &#039;Release&#039; special action is resolved before the final scores are calculated.&lt;/div&gt;</summary>
		<author><name>Ironmann66</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpdragonkeeper&amp;diff=20337</id>
		<title>Gamehelpdragonkeeper</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpdragonkeeper&amp;diff=20337"/>
		<updated>2024-03-06T19:12:01Z</updated>

		<summary type="html">&lt;p&gt;Ironmann66: Further clarification of rules&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Type of mechanics&lt;br /&gt;
 &lt;br /&gt;
Dragon Keeper could be considered as a cooperative game, but with all the players being traitors. Each participant plays for himself, but they can be defeated together!&lt;br /&gt;
&lt;br /&gt;
In the game you will collect tiles (which depict different adventures trying to rob the dragon) to score points at the end. However, you will be dealt a guild card at the start, and will score negative points for any adventures from that guild you collect during the game.  &lt;br /&gt;
&lt;br /&gt;
At each of your turns, you first move the dragon to pick up a tile from the row it&#039;s on, then move it again in the column and give a tile to the preceding player. If you give them a tile worth more than 2 you gain a gold. Some tiles include a special action. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The tile that the following player will get depends on the position of the tile you have given, thus creating a strong interaction. The original guilds are secret, so you must deduce which ones are your opponents, to penalize them as much as possible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At the end of each level you must pay the dragon between 0 to 3 gold depending on how many tiles are left on the board.&lt;br /&gt;
&lt;br /&gt;
At the end of the third level each player must discard their highest stack of tiles (choose if two are equal) before paying the final tribute to the dragon. Then any tiles with the &#039;Release&#039; special action is resolved before the final scores are calculated.&lt;/div&gt;</summary>
		<author><name>Ironmann66</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpdragonkeeper&amp;diff=20328</id>
		<title>Gamehelpdragonkeeper</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpdragonkeeper&amp;diff=20328"/>
		<updated>2024-03-05T13:25:01Z</updated>

		<summary type="html">&lt;p&gt;Ironmann66: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Type of mechanics&lt;br /&gt;
 &lt;br /&gt;
Dragon Keeper could be considered as a cooperative game, but with all the players being traitors. Each participant plays for himself, but they can be defeated together!&lt;br /&gt;
&lt;br /&gt;
This game consists in collecting and placing tiles. At each of your turns, you first move the dragon to pick up a tile from the row it&#039;s on, then move it again in the column and give a tile to the preceding player. If you give them a tile worth more than 2 you gain a gold. Some tiles include a special action. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The tile that the following player will get depends on the position of the tile you have given, thus creating a strong interaction. The original guilds are secret, so you must deduce which ones are your opponents, to penalize them as much as possible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At the end of each level you must pay the dragon between 0 to 3 gold depending on how many tiles are left on the board.&lt;br /&gt;
&lt;br /&gt;
At the end of the third level each player must discard their highest stack of tiles (choose if two are equal) before paying the final tribute to the dragon. Then any tiles with the release special action is resolved before the final scores are calculated.&lt;/div&gt;</summary>
		<author><name>Ironmann66</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpdragonkeeper&amp;diff=20327</id>
		<title>Gamehelpdragonkeeper</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpdragonkeeper&amp;diff=20327"/>
		<updated>2024-03-05T13:24:10Z</updated>

		<summary type="html">&lt;p&gt;Ironmann66: Added end game&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Type of mechanics&lt;br /&gt;
 &lt;br /&gt;
Dragon Keeper could be considered as a cooperative game, but with all the players being traitors. Each participant plays for himself, but they can be defeated together!&lt;br /&gt;
&lt;br /&gt;
This game consists in collecting and placing tiles. At each of your turns, you first move the dragon to pick up a tile from the row it&#039;s on, then move it again in the column and give a tile to the preceding player. If you give them a tile worth more than 2 you gain a gold. Some tiles include a special action. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The tile that the following player will get depends on the position of the tile you have given, thus creating a strong interaction. The original guilds are secret, so you must deduce which ones are your opponents, to penalize them as much as possible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At the end of each level you must pay the dragon between 0 to 3 gold depending on how many tiles are left on the board.&lt;br /&gt;
&lt;br /&gt;
At the end of the third round each player must discard their highest stack of tiles (choose if two are equal) before paying the final tribute to the dragon. Then any tiles with the release special action is resolved before the final scores are calculated.&lt;/div&gt;</summary>
		<author><name>Ironmann66</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpdragonkeeper&amp;diff=20317</id>
		<title>Gamehelpdragonkeeper</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpdragonkeeper&amp;diff=20317"/>
		<updated>2024-03-04T18:06:03Z</updated>

		<summary type="html">&lt;p&gt;Ironmann66: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Type of mechanics&lt;br /&gt;
 &lt;br /&gt;
Dragon Keeper could be considered as a cooperative game, but with all the players being traitors. Each participant plays for himself, but they can be defeated together!&lt;br /&gt;
&lt;br /&gt;
This game consists in collecting and placing tiles. At each of your turns, you first move the dragon to pick up a tile from the row it&#039;s on, then move it again in the column and give a tile to the preceding player. If you give them a tile worth more than 2 you gain a gold. Some tiles include a special action. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The tile that the following player will get depends on the position of the tile you have given, thus creating a strong interaction. The original guilds are secret, so you must deduce which ones are your opponents, to penalize them as much as possible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At the end of each level you must pay the dragon between 0 to 3 gold depending on how many tiles are left on the board.&lt;/div&gt;</summary>
		<author><name>Ironmann66</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpdragonkeeper&amp;diff=20315</id>
		<title>Gamehelpdragonkeeper</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpdragonkeeper&amp;diff=20315"/>
		<updated>2024-03-04T14:51:18Z</updated>

		<summary type="html">&lt;p&gt;Ironmann66: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Type of mechanics&lt;br /&gt;
 &lt;br /&gt;
Dragon Keeper could be considered as a cooperative game, but with all the players being traitors. Each participant plays for himself, but they can be defeated together!&lt;br /&gt;
&lt;br /&gt;
This game consists in collecting and placing tiles. At each of your turns, you get a tile and give one to the preceding player. If you give them a tile worth more than 2 you gain a gold. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The tile that the following player will get depends on the position of the tile you have given, thus creating a strong interaction. The original guilds are secret, so you must deduce which ones are your opponents, to penalize them as much as possible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At the end of each level you must pay the dragon between 0 to 3 gold depending on how many tiles are left on the board.&lt;/div&gt;</summary>
		<author><name>Ironmann66</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpdragonkeeper&amp;diff=20314</id>
		<title>Gamehelpdragonkeeper</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpdragonkeeper&amp;diff=20314"/>
		<updated>2024-03-04T14:46:04Z</updated>

		<summary type="html">&lt;p&gt;Ironmann66: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Type of mechanics&lt;br /&gt;
 &lt;br /&gt;
Dragon Keeper could be considered as a cooperative game, but with all the players being traitors. Each participant plays for himself, but they can be defeated together!&lt;br /&gt;
&lt;br /&gt;
This game consists in collecting and placing tiles. At each of your turns, you get a tile and give one to the preceding player. The tile that the following player will get depends on the position of the tile you have given, thus creating a strong interaction. The original guilds are secret, so you must deduce which ones are your opponents, to penalize them as much as possible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At the end of each level you must pay the dragon between 0 to 3 treasure depending on how many tiles are left on the board.&lt;/div&gt;</summary>
		<author><name>Ironmann66</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpdragonkeeper&amp;diff=20313</id>
		<title>Gamehelpdragonkeeper</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpdragonkeeper&amp;diff=20313"/>
		<updated>2024-03-04T07:58:54Z</updated>

		<summary type="html">&lt;p&gt;Ironmann66: &lt;/p&gt;
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&lt;div&gt;Type of mechanics&lt;br /&gt;
 &lt;br /&gt;
Dragon Keeper could be considered as a cooperative game, but with all the players being traitors. Each participant plays for himself, but they can be defeated together!&lt;br /&gt;
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This game consists in collecting and placing tiles. At each of your turns, you get a tile and give one to the preceding player. The tile that the following player will get depends on the position of the tile you have given, thus creating a strong interaction. The original guilds are secret, so you must deduce which ones are your opponents, to penalize them as much as possible.&lt;br /&gt;
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At the end of each level you must pay the dragon treasure depending on how many tiles are left on the board.&lt;/div&gt;</summary>
		<author><name>Ironmann66</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpbubbleepop&amp;diff=5952</id>
		<title>Gamehelpbubbleepop</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpbubbleepop&amp;diff=5952"/>
		<updated>2020-10-24T17:44:33Z</updated>

		<summary type="html">&lt;p&gt;Ironmann66: Added to description of Black  bubblees so it is clear they aren&amp;#039;t removed other than through special powers.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Game Board&#039;&#039;&#039;&lt;br /&gt;
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The game board consists of three sections: two player sections called &amp;quot;planets&amp;quot; and a central section known as the &amp;quot;sky.&amp;quot; Each planet has five slots horizontally and four vertically. The sky has five slots horizontally and two vertically. On the left side of the screen is the scoring area where scored game pieces or &amp;quot;Bubblees&amp;quot; are placed.&lt;br /&gt;
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&#039;&#039;&#039;How to Play&#039;&#039;&#039;&lt;br /&gt;
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In each turn, except for the first turn, the player takes two Bubbles from the bag and fills the empty spots in the sky. (Occasionally there is a third empty spot. That one is filled as well.) The player may choose to swap two adjacent Bubblees of their choice. They must then select two adjacent Bubblees to fall from the sky onto their planet. At least one Bubblee must be from the side of the sky closest to their planet. The next player must then fill the slots in the sky that their opponent took Bubblees from.&lt;br /&gt;
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&#039;&#039;&#039;Scoring&#039;&#039;&#039;&lt;br /&gt;
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Players earn points by scoring three same-colored Bubblees in a row. They can be either in a vertical or horizontal line. Those three, plus any same-colored Bubblees directly adjacent to them, are removed from the board. Each removed Bubblee is worth one point.&lt;br /&gt;
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&#039;&#039;&#039;Powers&#039;&#039;&#039;&lt;br /&gt;
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Each time a player matches three Bubblees in a row, they receive a power related to the color of Bubblees they scored. When multiple sets are scored simultaneously, the player can choose which power to use first. When more than one set is scored in the same turn but not simultaneously, the powers are used in order of the matches made. Below is a list of the powers associated with each color Bubblee. Note that in the base game, only black, blue, purple, yellow, red, and green Bubblees are used. Players on Board Game Arena also have the choice of using the expansion pack, where players have the choice of swapping in orange and/or white.&lt;br /&gt;
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Black: Cannot be removed or scored by making matches, except with powers. &lt;br /&gt;
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Blue: Player may select one Bubblee from their opponent&#039;s side of the sky to fall to their planet.&lt;br /&gt;
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Purple: Player may select one uncovered Bubblee from their planet to send to their opponent&#039;s planet.&lt;br /&gt;
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Yellow: Player may select one uncovered Bubblee from their planet to move to the scoring area.&lt;br /&gt;
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Red: Player may swap two adjacent Bubblees on their opponent&#039;s planet.&lt;br /&gt;
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Green: Player may swap two adjacent Bubblees on their planet.&lt;br /&gt;
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Orange: Player may take one uncovered Bubblee from their opponent&#039;s planet or scoring area.&lt;br /&gt;
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White: Player may push one black Bubblee up the bottom of one of their opponent&#039;s columns.&lt;br /&gt;
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&#039;&#039;&#039;End of Game&#039;&#039;&#039;&lt;br /&gt;
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The game ends when there are not enough Bubblees to fill the sky or one player overfills a column on their planet, causing a Bubblee to remain in the sky. In the first case, the player with the most points wins. In the second, the player who did not overfill their planet wins. It is also possible to end the game with a tie.&lt;/div&gt;</summary>
		<author><name>Ironmann66</name></author>
	</entry>
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