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	<id>https://en.doc.boardgamearena.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=JameserWilk</id>
	<title>Board Game Arena - User contributions [en]</title>
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	<updated>2026-09-16T02:20:47Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.39.0</generator>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_twinkletwinkle&amp;diff=24120</id>
		<title>Tips twinkletwinkle</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_twinkletwinkle&amp;diff=24120"/>
		<updated>2025-02-18T02:08:50Z</updated>

		<summary type="html">&lt;p&gt;JameserWilk: Created page with &amp;quot;=== Tricky Nova Stars ===  Nova stars are on all types of tiles, they are not just a pretty element on an asteroid or satellite tile, so be careful placing these next to a black hole as it will make your blackhole only score 2 points.  === Constellations All the Way ===  Try and make large constellations, this is the largest place of points, if you neglect and focus on the other scoring tiles you will fall behind.  === Turn order ===  Pay attention to the upcoming tiles...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Tricky Nova Stars ===&lt;br /&gt;
&lt;br /&gt;
Nova stars are on all types of tiles, they are not just a pretty element on an asteroid or satellite tile, so be careful placing these next to a black hole as it will make your blackhole only score 2 points.&lt;br /&gt;
&lt;br /&gt;
=== Constellations All the Way ===&lt;br /&gt;
&lt;br /&gt;
Try and make large constellations, this is the largest place of points, if you neglect and focus on the other scoring tiles you will fall behind.&lt;br /&gt;
&lt;br /&gt;
=== Turn order ===&lt;br /&gt;
&lt;br /&gt;
Pay attention to the upcoming tiles and think about which tile you take this round to set yourself up for the next round.&lt;/div&gt;</summary>
		<author><name>JameserWilk</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptwinkletwinkle&amp;diff=24119</id>
		<title>Gamehelptwinkletwinkle</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptwinkletwinkle&amp;diff=24119"/>
		<updated>2025-02-18T02:00:27Z</updated>

		<summary type="html">&lt;p&gt;JameserWilk: /* On Your Turn */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Overview ===&lt;br /&gt;
Twinkle Twinkle is a tile placement game where your main is to draw out the nights sky. &lt;br /&gt;
&lt;br /&gt;
=== On Your Turn ===&lt;br /&gt;
&lt;br /&gt;
Select a tile and place it in your anywhere in your sky, you may rotate and flip the tile.&lt;br /&gt;
&lt;br /&gt;
The tile you take will also be your turn order for the next round. The next round&#039;s tiles are below the current round tiles.&lt;br /&gt;
&lt;br /&gt;
In a Two Player game you will place twice.&lt;br /&gt;
&lt;br /&gt;
Your goal is to &amp;quot;connect the dots&amp;quot; to create 2 large clusters of stars. A constellation can have all sorts of turns but any 2 stars are only connected by a straight&amp;quot;ish&amp;quot; line, as such a &amp;quot;V&amp;quot; looking connection is not valid. &lt;br /&gt;
&lt;br /&gt;
=== Base Scoring ===&lt;br /&gt;
&lt;br /&gt;
2 Largest Constellations:&lt;br /&gt;
&lt;br /&gt;
Count up the number of stars in your largest and 2nd-largest constellations and score the points listed under your star chart&lt;br /&gt;
&lt;br /&gt;
Number of Constellations:&lt;br /&gt;
&lt;br /&gt;
Count how many constellations of at least 2 stars you have and score the points listed under your star chart&lt;br /&gt;
&lt;br /&gt;
NOVA STARS&lt;br /&gt;
&lt;br /&gt;
Nova stars are the same as regular stars, except that they are each worth 1 point at the end of the game. Nova stars can be included in constellations&lt;br /&gt;
&lt;br /&gt;
=== Variable Scoring ===&lt;br /&gt;
&lt;br /&gt;
Follow the directions on the tile, any scoring tiles that say adjacency only score for orthogonal not diagonal tiles.&lt;/div&gt;</summary>
		<author><name>JameserWilk</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptwinkletwinkle&amp;diff=24118</id>
		<title>Gamehelptwinkletwinkle</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptwinkletwinkle&amp;diff=24118"/>
		<updated>2025-02-18T01:58:44Z</updated>

		<summary type="html">&lt;p&gt;JameserWilk: /* Variable Scoring */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Overview ===&lt;br /&gt;
Twinkle Twinkle is a tile placement game where your main is to draw out the nights sky. &lt;br /&gt;
&lt;br /&gt;
=== On Your Turn ===&lt;br /&gt;
&lt;br /&gt;
Select a tile and place it in your anywhere in your sky, you may rotate and flip the tile.&lt;br /&gt;
&lt;br /&gt;
The tile you take will also be your turn order for the next round. The next round&#039;s tiles are below the current round tiles.&lt;br /&gt;
&lt;br /&gt;
In a Two Player game you will place twice.&lt;br /&gt;
&lt;br /&gt;
Your goal is to &amp;quot;connect the dots&amp;quot; to create 2 large clusters of stars. A constellation can have all sorts of turns but any 2 stars are only connected by a straight&amp;quot;ish&amp;quot; line, as such a &amp;quot;V&amp;quot; looking connection is not valid. &lt;br /&gt;
&lt;br /&gt;
=== Base Scoring ===&lt;br /&gt;
&lt;br /&gt;
2 Largest Constellations:&lt;br /&gt;
Count up the number of stars in your largest and 2nd-largest constellations and score the points listed under your star chart&lt;br /&gt;
&lt;br /&gt;
Number of Constellations:&lt;br /&gt;
Count how many constellations of at least 2 stars you have and score the points listed under your star chart&lt;br /&gt;
&lt;br /&gt;
=== Variable Scoring ===&lt;br /&gt;
Any scoring tiles that say adjacency only score for orthogonal not diagonal tiles.&lt;/div&gt;</summary>
		<author><name>JameserWilk</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptwinkletwinkle&amp;diff=24117</id>
		<title>Gamehelptwinkletwinkle</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptwinkletwinkle&amp;diff=24117"/>
		<updated>2025-02-18T01:56:09Z</updated>

		<summary type="html">&lt;p&gt;JameserWilk: Created page with &amp;quot;=== Overview === Twinkle Twinkle is a tile placement game where your main is to draw out the nights sky.   === On Your Turn ===  Select a tile and place it in your anywhere in your sky, you may rotate and flip the tile.  The tile you take will also be your turn order for the next round. The next round&amp;#039;s tiles are below the current round tiles.  In a Two Player game you will place twice.  Your goal is to &amp;quot;connect the dots&amp;quot; to create 2 large clusters of stars. A constellat...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Overview ===&lt;br /&gt;
Twinkle Twinkle is a tile placement game where your main is to draw out the nights sky. &lt;br /&gt;
&lt;br /&gt;
=== On Your Turn ===&lt;br /&gt;
&lt;br /&gt;
Select a tile and place it in your anywhere in your sky, you may rotate and flip the tile.&lt;br /&gt;
&lt;br /&gt;
The tile you take will also be your turn order for the next round. The next round&#039;s tiles are below the current round tiles.&lt;br /&gt;
&lt;br /&gt;
In a Two Player game you will place twice.&lt;br /&gt;
&lt;br /&gt;
Your goal is to &amp;quot;connect the dots&amp;quot; to create 2 large clusters of stars. A constellation can have all sorts of turns but any 2 stars are only connected by a straight&amp;quot;ish&amp;quot; line, as such a &amp;quot;V&amp;quot; looking connection is not valid. &lt;br /&gt;
&lt;br /&gt;
=== Base Scoring ===&lt;br /&gt;
&lt;br /&gt;
2 Largest Constellations:&lt;br /&gt;
Count up the number of stars in your largest and 2nd-largest constellations and score the points listed under your star chart&lt;br /&gt;
&lt;br /&gt;
Number of Constellations:&lt;br /&gt;
Count how many constellations of at least 2 stars you have and score the points listed under your star chart&lt;br /&gt;
&lt;br /&gt;
=== Variable Scoring ===&lt;/div&gt;</summary>
		<author><name>JameserWilk</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpazulduel&amp;diff=24105</id>
		<title>Gamehelpazulduel</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpazulduel&amp;diff=24105"/>
		<updated>2025-02-16T19:44:31Z</updated>

		<summary type="html">&lt;p&gt;JameserWilk: /* On Your Turn */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Overview ===&lt;br /&gt;
&lt;br /&gt;
Azul duel is a new game based on the Azul theme both designed by Michael Keisling. The goal is to have the most points at the end of the 5th round. &lt;br /&gt;
&lt;br /&gt;
=== On Your Turn ===&lt;br /&gt;
&lt;br /&gt;
You can either:&lt;br /&gt;
&lt;br /&gt;
1) Select a faceup dome tile. (You must do this twice each round, if you draw from the stack you lose a point)&lt;br /&gt;
&lt;br /&gt;
2) Select all the tiles of one colour from the Sun side of a tile, select what order to place the remaining tiles on to the moon space.&lt;br /&gt;
&lt;br /&gt;
3) Select 1 tile colour from the top of a moon space, and take all tiles of that colour from all moons, top tile only.&lt;br /&gt;
&lt;br /&gt;
4) Take a revealed bonus chip.&lt;br /&gt;
&lt;br /&gt;
If you take from the large factory moon side with the 1 player marker you will become the first player and loose 2 points.&lt;br /&gt;
&lt;br /&gt;
Once the moon area is empty the bonus chip is available for selection.&lt;br /&gt;
&lt;br /&gt;
=== Placing Tiles, Using Bonuses, End of Round Scoring ===&lt;br /&gt;
&lt;br /&gt;
When you gain tiles all of them must go in a single pattern line, any leftovers are broken and cause you negative points based on 1-4 tiles, any over 4 are ignored. At the end of the round full pattern lines will trigger, you will move 1 tile to an open space on a dome tile, scoring 1 point if it is adjacent to nothing, if it has tiles adjacent in a row or column score 1 point for each tile scoring the new tile multiple times once for the column and once for the row.  &lt;br /&gt;
&lt;br /&gt;
Any tiles that do not have home from a full pattern line will stay, but can be moved later if a dome plate comes up. If you can never move your tiles the will break losing you points. &lt;br /&gt;
&lt;br /&gt;
You can use bonus chips to help fill your pattern lines. Select chips matching your missing tile colour, or any 3 tiles then move the tile to a dome tile. &lt;br /&gt;
&lt;br /&gt;
If you have a special dome tile, and have filled it in, you fill the tile with a special tile, and score the points on the far right of that row, then also count that special tile in the future for row and column scoring. &lt;br /&gt;
&lt;br /&gt;
=== End Game Scoring ===&lt;br /&gt;
By this time your player board will be full of dome tiles so you will no longer take no dome tiles.&lt;br /&gt;
&lt;br /&gt;
Score the 3 scoring tiles at the end of the game, hover over the tile to see its scoring condition during the game. &lt;br /&gt;
&lt;br /&gt;
The beginner game mode will always have these 3 end game scoring conditions: &lt;br /&gt;
&lt;br /&gt;
1) 3 points for ever completed row &lt;br /&gt;
&lt;br /&gt;
2) 7 points for every completed column  &lt;br /&gt;
&lt;br /&gt;
3) 10 points for each completed 6 tile diagonal line. &lt;br /&gt;
&lt;br /&gt;
Ties are broken by the player holding the 1st player token.&lt;/div&gt;</summary>
		<author><name>JameserWilk</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpazulduel&amp;diff=24104</id>
		<title>Gamehelpazulduel</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpazulduel&amp;diff=24104"/>
		<updated>2025-02-16T19:41:08Z</updated>

		<summary type="html">&lt;p&gt;JameserWilk: /* Placing Tiles, Using Bonuses, End of Round Scoring */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Overview ===&lt;br /&gt;
&lt;br /&gt;
Azul duel is a new game based on the Azul theme both designed by Michael Keisling. The goal is to have the most points at the end of the 5th round. &lt;br /&gt;
&lt;br /&gt;
=== On Your Turn ===&lt;br /&gt;
&lt;br /&gt;
You can either:&lt;br /&gt;
&lt;br /&gt;
1) Select a faceup dome tile. (You must do this twice each round, if you draw from the stack you lose a point)&lt;br /&gt;
&lt;br /&gt;
2) Select all the tiles of one colour from the Sun side of a tile, select what order to place the remaining tiles on to the moon space.&lt;br /&gt;
&lt;br /&gt;
3) Select 1 tile colour from the top of a moon space, and take all tiles of that colour from all moons, top tile only.&lt;br /&gt;
&lt;br /&gt;
4) Take a revealed bonus chip.&lt;br /&gt;
&lt;br /&gt;
If you take from the factory with the 1 player marker you will become the first player and loose 2 points.&lt;br /&gt;
&lt;br /&gt;
Once the moon area is empty the bonus chip is available for selection.&lt;br /&gt;
&lt;br /&gt;
=== Placing Tiles, Using Bonuses, End of Round Scoring ===&lt;br /&gt;
&lt;br /&gt;
When you gain tiles all of them must go in a single pattern line, any leftovers are broken and cause you negative points based on 1-4 tiles, any over 4 are ignored. At the end of the round full pattern lines will trigger, you will move 1 tile to an open space on a dome tile, scoring 1 point if it is adjacent to nothing, if it has tiles adjacent in a row or column score 1 point for each tile scoring the new tile multiple times once for the column and once for the row.  &lt;br /&gt;
&lt;br /&gt;
Any tiles that do not have home from a full pattern line will stay, but can be moved later if a dome plate comes up. If you can never move your tiles the will break losing you points. &lt;br /&gt;
&lt;br /&gt;
You can use bonus chips to help fill your pattern lines. Select chips matching your missing tile colour, or any 3 tiles then move the tile to a dome tile. &lt;br /&gt;
&lt;br /&gt;
If you have a special dome tile, and have filled it in, you fill the tile with a special tile, and score the points on the far right of that row, then also count that special tile in the future for row and column scoring. &lt;br /&gt;
&lt;br /&gt;
=== End Game Scoring ===&lt;br /&gt;
By this time your player board will be full of dome tiles so you will no longer take no dome tiles.&lt;br /&gt;
&lt;br /&gt;
Score the 3 scoring tiles at the end of the game, hover over the tile to see its scoring condition during the game. &lt;br /&gt;
&lt;br /&gt;
The beginner game mode will always have these 3 end game scoring conditions: &lt;br /&gt;
&lt;br /&gt;
1) 3 points for ever completed row &lt;br /&gt;
&lt;br /&gt;
2) 7 points for every completed column  &lt;br /&gt;
&lt;br /&gt;
3) 10 points for each completed 6 tile diagonal line. &lt;br /&gt;
&lt;br /&gt;
Ties are broken by the player holding the 1st player token.&lt;/div&gt;</summary>
		<author><name>JameserWilk</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpazulduel&amp;diff=24103</id>
		<title>Gamehelpazulduel</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpazulduel&amp;diff=24103"/>
		<updated>2025-02-16T19:25:21Z</updated>

		<summary type="html">&lt;p&gt;JameserWilk: /* On Your Turn */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Overview ===&lt;br /&gt;
&lt;br /&gt;
Azul duel is a new game based on the Azul theme both designed by Michael Keisling. The goal is to have the most points at the end of the 5th round. &lt;br /&gt;
&lt;br /&gt;
=== On Your Turn ===&lt;br /&gt;
&lt;br /&gt;
You can either:&lt;br /&gt;
&lt;br /&gt;
1) Select a faceup dome tile. (You must do this twice each round, if you draw from the stack you lose a point)&lt;br /&gt;
&lt;br /&gt;
2) Select all the tiles of one colour from the Sun side of a tile, select what order to place the remaining tiles on to the moon space.&lt;br /&gt;
&lt;br /&gt;
3) Select 1 tile colour from the top of a moon space, and take all tiles of that colour from all moons, top tile only.&lt;br /&gt;
&lt;br /&gt;
4) Take a revealed bonus chip.&lt;br /&gt;
&lt;br /&gt;
If you take from the factory with the 1 player marker you will become the first player and loose a point.&lt;br /&gt;
&lt;br /&gt;
Once the moon area is empty the bonus chip is available for selection.&lt;br /&gt;
&lt;br /&gt;
=== Placing Tiles, Using Bonuses, End of Round Scoring ===&lt;br /&gt;
&lt;br /&gt;
When you gain tiles all of them must go in a single pattern line, any leftovers are broken and cause you negative points. At the end of the round full pattern lines will trigger, you will move 1 tile to an open space on a dome tile, scoring 1 point if it is adjacent to nothing, if it has tiles adjacent in a row or column score 1 point for each tile scoring the new tile multiple times once for the column and once for the row.  &lt;br /&gt;
&lt;br /&gt;
Any tiles that do not have home from a full pattern line will stay, but can be moved later if a dome plate comes up. If you can never move your tiles the will break losing you points. &lt;br /&gt;
&lt;br /&gt;
You can use bonus chips to help fill your pattern lines. Select chips matching your missing tile colour, or any 3 tiles then move the tile to a dome tile. &lt;br /&gt;
&lt;br /&gt;
If you have a special dome tile, and have filled it in, you fill the tile with a special tile, and score the points on the far right of that row, then also count that special tile in the future for row and column scoring. &lt;br /&gt;
&lt;br /&gt;
=== End Game Scoring ===&lt;br /&gt;
By this time your player board will be full of dome tiles so you will no longer take no dome tiles.&lt;br /&gt;
&lt;br /&gt;
Score the 3 scoring tiles at the end of the game, hover over the tile to see its scoring condition during the game. &lt;br /&gt;
&lt;br /&gt;
The beginner game mode will always have these 3 end game scoring conditions: &lt;br /&gt;
&lt;br /&gt;
1) 3 points for ever completed row &lt;br /&gt;
&lt;br /&gt;
2) 7 points for every completed column  &lt;br /&gt;
&lt;br /&gt;
3) 10 points for each completed 6 tile diagonal line. &lt;br /&gt;
&lt;br /&gt;
Ties are broken by the player holding the 1st player token.&lt;/div&gt;</summary>
		<author><name>JameserWilk</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpazulduel&amp;diff=24102</id>
		<title>Gamehelpazulduel</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpazulduel&amp;diff=24102"/>
		<updated>2025-02-16T19:22:34Z</updated>

		<summary type="html">&lt;p&gt;JameserWilk: /* End Game Scoring */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Overview ===&lt;br /&gt;
&lt;br /&gt;
Azul duel is a new game based on the Azul theme both designed by Michael Keisling. The goal is to have the most points at the end of the 5th round. &lt;br /&gt;
&lt;br /&gt;
=== On Your Turn ===&lt;br /&gt;
&lt;br /&gt;
You can either:&lt;br /&gt;
1) Select a faceup dome tile. (You must do this twice each round, if you draw from the stack you lose a point)&lt;br /&gt;
2) Select all the tiles of one colour from the Sun side of a tile, select what order to place the remaining tiles on to the moon space.&lt;br /&gt;
3) Select 1 tile colour from the top of a moon space, and take all tiles of that colour from all moons, top tile only.&lt;br /&gt;
4) Take a revealed bonus chip.&lt;br /&gt;
&lt;br /&gt;
If you take from the factory with the 1 player marker you will become the first player and loose a point.&lt;br /&gt;
&lt;br /&gt;
Once the moon area is empty the bonus chip is available for selection.&lt;br /&gt;
&lt;br /&gt;
=== Placing Tiles and End of Round Scoring ===&lt;br /&gt;
&lt;br /&gt;
When you gain tiles all of them must go in a single pattern line, any leftovers are broken and cause you negative points. At the end of the round full pattern lines will trigger, you will move 1 tile to an open space on a dome tile, scoring 1 point if it is adjacent to nothing, if it has tiles adjacent in a row or column score 1 point for each tile scoring the new tile multiple times once for the column and once for the row.  &lt;br /&gt;
&lt;br /&gt;
Any tiles that do not have home from a full pattern line will stay, but can be moved later if a dome plate comes up. If you can never move your tiles the will break losing you points. &lt;br /&gt;
&lt;br /&gt;
You can use bonus chips to help fill your pattern lines. Select chips matching your missing tile colour, or any 3 tiles then move the tile to a dome tile. &lt;br /&gt;
&lt;br /&gt;
If you have a special dome tile, and have filled it in, you fill the tile with a special tile, and score the points on the far right of that row, then also count that special tile in the future for row and column scoring. &lt;br /&gt;
&lt;br /&gt;
=== End Game Scoring ===&lt;br /&gt;
By this time your player board will be full of dome tiles so you will no longer take no dome tiles.&lt;br /&gt;
&lt;br /&gt;
Score the 3 scoring tiles at the end of the game, hover over the tile to see its scoring condition during the game. &lt;br /&gt;
&lt;br /&gt;
The beginner game mode will always have these 3 end game scoring conditions: &lt;br /&gt;
&lt;br /&gt;
1) 3 points for ever completed row &lt;br /&gt;
&lt;br /&gt;
2) 7 points for every completed column  &lt;br /&gt;
&lt;br /&gt;
3) 10 points for each completed 6 tile diagonal line. &lt;br /&gt;
&lt;br /&gt;
Ties are broken by the player holding the 1st player token.&lt;/div&gt;</summary>
		<author><name>JameserWilk</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpazulduel&amp;diff=24101</id>
		<title>Gamehelpazulduel</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpazulduel&amp;diff=24101"/>
		<updated>2025-02-16T19:21:11Z</updated>

		<summary type="html">&lt;p&gt;JameserWilk: End game scoring&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Overview ===&lt;br /&gt;
&lt;br /&gt;
Azul duel is a new game based on the Azul theme both designed by Michael Keisling. The goal is to have the most points at the end of the 5th round. &lt;br /&gt;
&lt;br /&gt;
=== On Your Turn ===&lt;br /&gt;
&lt;br /&gt;
You can either:&lt;br /&gt;
1) Select a faceup dome tile. (You must do this twice each round, if you draw from the stack you lose a point)&lt;br /&gt;
2) Select all the tiles of one colour from the Sun side of a tile, select what order to place the remaining tiles on to the moon space.&lt;br /&gt;
3) Select 1 tile colour from the top of a moon space, and take all tiles of that colour from all moons, top tile only.&lt;br /&gt;
4) Take a revealed bonus chip.&lt;br /&gt;
&lt;br /&gt;
If you take from the factory with the 1 player marker you will become the first player and loose a point.&lt;br /&gt;
&lt;br /&gt;
Once the moon area is empty the bonus chip is available for selection.&lt;br /&gt;
&lt;br /&gt;
=== Placing Tiles and End of Round Scoring ===&lt;br /&gt;
&lt;br /&gt;
When you gain tiles all of them must go in a single pattern line, any leftovers are broken and cause you negative points. At the end of the round full pattern lines will trigger, you will move 1 tile to an open space on a dome tile, scoring 1 point if it is adjacent to nothing, if it has tiles adjacent in a row or column score 1 point for each tile scoring the new tile multiple times once for the column and once for the row.  &lt;br /&gt;
&lt;br /&gt;
Any tiles that do not have home from a full pattern line will stay, but can be moved later if a dome plate comes up. If you can never move your tiles the will break losing you points. &lt;br /&gt;
&lt;br /&gt;
You can use bonus chips to help fill your pattern lines. Select chips matching your missing tile colour, or any 3 tiles then move the tile to a dome tile. &lt;br /&gt;
&lt;br /&gt;
If you have a special dome tile, and have filled it in, you fill the tile with a special tile, and score the points on the far right of that row, then also count that special tile in the future for row and column scoring. &lt;br /&gt;
&lt;br /&gt;
=== End Game Scoring ===&lt;br /&gt;
By this time your player board will be full of dome tiles so you will no longer take no dome tiles.&lt;br /&gt;
&lt;br /&gt;
Score the 3 scoring tiles at the end of the game, hover over the tile to see its scoring condition during the game. &lt;br /&gt;
&lt;br /&gt;
Ties are broken by the player holding the 1st player token.&lt;/div&gt;</summary>
		<author><name>JameserWilk</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpazulduel&amp;diff=24100</id>
		<title>Gamehelpazulduel</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpazulduel&amp;diff=24100"/>
		<updated>2025-02-16T19:18:43Z</updated>

		<summary type="html">&lt;p&gt;JameserWilk: How to play&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Overview ===&lt;br /&gt;
&lt;br /&gt;
Azul duel is a new game based on the Azul theme both designed by Michael Keisling. The goal is to have the most points at the end of the 5th round. &lt;br /&gt;
&lt;br /&gt;
=== On Your Turn ===&lt;br /&gt;
&lt;br /&gt;
You can either:&lt;br /&gt;
1) Select a faceup dome tile. (You must do this twice each round, if you draw from the stack you lose a point)&lt;br /&gt;
2) Select all the tiles of one colour from the Sun side of a tile, select what order to place the remaining tiles on to the moon space.&lt;br /&gt;
3) Select 1 tile colour from the top of a moon space, and take all tiles of that colour from all moons, top tile only.&lt;br /&gt;
4) Take a revealed bonus chip.&lt;br /&gt;
&lt;br /&gt;
If you take from the factory with the 1 player marker you will become the first player and loose a point.&lt;br /&gt;
&lt;br /&gt;
Once the moon area is empty the bonus chip is available for selection.&lt;br /&gt;
&lt;br /&gt;
=== Placing Tiles and End of Round Scoring ===&lt;br /&gt;
&lt;br /&gt;
When you gain tiles all of them must go in a single pattern line, any leftovers are broken and cause you negative points. At the end of the round full pattern lines will trigger, you will move 1 tile to an open space on a dome tile, scoring 1 point if it is adjacent to nothing, if it has tiles adjacent in a row or column score 1 point for each tile scoring the new tile multiple times once for the column and once for the row.  &lt;br /&gt;
&lt;br /&gt;
Any tiles that do not have home from a full pattern line will stay, but can be moved later if a dome plate comes up. If you can never move your tiles the will break losing you points. &lt;br /&gt;
&lt;br /&gt;
You can use bonus chips to help fill your pattern lines. Select chips matching your missing tile colour, or any 3 tiles then move the tile to a dome tile. &lt;br /&gt;
&lt;br /&gt;
If you have a special dome tile, and have filled it in, you fill the tile with a special tile, and score the points on the far right of that row, then also count that special tile in the future for row and column scoring. &lt;br /&gt;
&lt;br /&gt;
=== End Game Scoring ===&lt;/div&gt;</summary>
		<author><name>JameserWilk</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpthewhitecastle&amp;diff=24003</id>
		<title>Gamehelpthewhitecastle</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpthewhitecastle&amp;diff=24003"/>
		<updated>2025-02-09T01:32:00Z</updated>

		<summary type="html">&lt;p&gt;JameserWilk: Daiymo spending rule error&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Rounds ===&lt;br /&gt;
&lt;br /&gt;
Players take turns placing dice, the round ends when each player has placed 3 dice.&lt;br /&gt;
&lt;br /&gt;
=== On Your Turn ===&lt;br /&gt;
&lt;br /&gt;
Choose a dice from either end of any of the bridges.&lt;br /&gt;
&lt;br /&gt;
Choose the location to activate with that die.&lt;br /&gt;
&lt;br /&gt;
If you took the die from the left (lower die) of a bridge you additionally get to do your lantern action, the cards tucked on your play board.&lt;br /&gt;
&lt;br /&gt;
Perform the main action of your die.&lt;br /&gt;
&lt;br /&gt;
If you used a die with value higher than the space, you will get the difference of pips as coins.&lt;br /&gt;
&lt;br /&gt;
If you used a die with a value lower than the space, you will pay the difference of pips as coins.&lt;br /&gt;
&lt;br /&gt;
=== Placement Areas ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Castle &#039;&#039;&#039; Dice can be places in any of the 5 spaces on the first level and second level of the castle. Perform all actions that match the colour of your selected die. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Outside the Walls &#039;&#039;&#039; Place die of any colour and take the adjacent principal action (Gardner, Courtier, Warrior)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Personal Domain &#039;&#039;&#039; Gain the resources of all revealed spaces, then perform the action on the card that lines up with the row.&lt;br /&gt;
&lt;br /&gt;
=== Principal Actions ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Gardener &#039;&#039;&#039; Choose a garden card without one of your gardeners, pay the cost in food to place and activate the card. This card will activate again if there is a die left above it at the end of the round. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Courtier &#039;&#039;&#039; Either, Pay 2 coins to place a courtier in the courtyard, AND/OR Pay 2 or 5 mother of pearl resources to move a courtier up 1 or 2 levels. If your courtier ends on the top level of the castle gain a lantern award (your player boards tucked cards) and place your courtier on an empty bonus space. Otherwise on level 1 and 2 pick a card to take and do one of the light banner actions, then it will flip over and add to your future lantern actions. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Warrior &#039;&#039;&#039; Choose any yard (top right corner) and pay the iron resource costs to place a warrior and gain the rewards. These will also multiple your score for your courtiers in the castle at the end of the game. &lt;br /&gt;
&lt;br /&gt;
=== Daimyo Actions === &lt;br /&gt;
&lt;br /&gt;
You can spend your Daimyo seals to exchange resources at 2-1, or coins at 1-1.&lt;br /&gt;
&lt;br /&gt;
=== End of Round ===&lt;br /&gt;
&lt;br /&gt;
Turn order will adjust based on who is furthest right and top down on the Passage of Time (Stork) track. &lt;br /&gt;
&lt;br /&gt;
If dice are left on bridges gardeners will reactivate. &lt;br /&gt;
&lt;br /&gt;
Round will advanced, the game ends after round 3.&lt;/div&gt;</summary>
		<author><name>JameserWilk</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=User:JameserWilk&amp;diff=24002</id>
		<title>User:JameserWilk</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=User:JameserWilk&amp;diff=24002"/>
		<updated>2025-02-09T00:33:07Z</updated>

		<summary type="html">&lt;p&gt;JameserWilk: Add me&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi I&amp;quot;m James, a queer autistic content creator, I&#039;m good with rules so thought I would pitch in here! You can follow me on all socials @boardgaymesjames&lt;/div&gt;</summary>
		<author><name>JameserWilk</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpthewhitecastle&amp;diff=24001</id>
		<title>Gamehelpthewhitecastle</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpthewhitecastle&amp;diff=24001"/>
		<updated>2025-02-09T00:31:11Z</updated>

		<summary type="html">&lt;p&gt;JameserWilk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Rounds ===&lt;br /&gt;
&lt;br /&gt;
Players take turns placing dice, the round ends when each player has placed 3 dice.&lt;br /&gt;
&lt;br /&gt;
=== On Your Turn ===&lt;br /&gt;
&lt;br /&gt;
Choose a dice from either end of any of the bridges.&lt;br /&gt;
&lt;br /&gt;
Choose the location to activate with that die.&lt;br /&gt;
&lt;br /&gt;
If you took the die from the left (lower die) of a bridge you additionally get to do your lantern action, the cards tucked on your play board.&lt;br /&gt;
&lt;br /&gt;
Perform the main action of your die.&lt;br /&gt;
&lt;br /&gt;
If you used a die with value higher than the space, you will get the difference of pips as coins.&lt;br /&gt;
&lt;br /&gt;
If you used a die with a value lower than the space, you will pay the difference of pips as coins.&lt;br /&gt;
&lt;br /&gt;
=== Placement Areas ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Castle &#039;&#039;&#039; Dice can be places in any of the 5 spaces on the first level and second level of the castle. Perform all actions that match the colour of your selected die. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Outside the Walls &#039;&#039;&#039; Place die of any colour and take the adjacent principal action (Gardner, Courtier, Warrior)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Personal Domain &#039;&#039;&#039; Gain the resources of all revealed spaces, then perform the action on the card that lines up with the row.&lt;br /&gt;
&lt;br /&gt;
=== Principal Actions ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Gardener &#039;&#039;&#039; Choose a garden card without one of your gardeners, pay the cost in food to place and activate the card. This card will activate again if there is a die left above it at the end of the round. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Courtier &#039;&#039;&#039; Either, Pay 2 coins to place a courtier in the courtyard, AND/OR Pay 2 or 5 mother of pearl resources to move a courtier up 1 or 2 levels. If your courtier ends on the top level of the castle gain a lantern award (your player boards tucked cards) and place your courtier on an empty bonus space. Otherwise on level 1 and 2 pick a card to take and do one of the light banner actions, then it will flip over and add to your future lantern actions. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Warrior &#039;&#039;&#039; Choose any yard (top right corner) and pay the iron resource costs to place a warrior and gain the rewards. These will also multiple your score for your courtiers in the castle at the end of the game. &lt;br /&gt;
&lt;br /&gt;
=== Daimyo Actions === &lt;br /&gt;
&lt;br /&gt;
You can spend your Daimyo seals to advanced on the Passage of Time Track, exchange resources at 2-1, or coins at 1-1.&lt;br /&gt;
&lt;br /&gt;
=== End of Round ===&lt;br /&gt;
&lt;br /&gt;
Turn order will adjust based on who is furthest right and top down on the Passage of Time (Stork) track. &lt;br /&gt;
&lt;br /&gt;
If dice are left on bridges gardeners will reactivate. &lt;br /&gt;
&lt;br /&gt;
Round will advanced, the game ends after round 3.&lt;/div&gt;</summary>
		<author><name>JameserWilk</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpthewhitecastle&amp;diff=24000</id>
		<title>Gamehelpthewhitecastle</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpthewhitecastle&amp;diff=24000"/>
		<updated>2025-02-09T00:30:05Z</updated>

		<summary type="html">&lt;p&gt;JameserWilk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Rounds ===&lt;br /&gt;
&lt;br /&gt;
Players take turns placing dice, the round ends when each player has placed 3 dice.&lt;br /&gt;
&lt;br /&gt;
=== On Your Turn ===&lt;br /&gt;
&lt;br /&gt;
Choose a dice from either end of any of the bridges.&lt;br /&gt;
&lt;br /&gt;
Choose the location to activate with that die.&lt;br /&gt;
&lt;br /&gt;
If you took the die from the left (lower die) of a bridge you additionally get to do your lantern action, the cards tucked on your play board.&lt;br /&gt;
&lt;br /&gt;
Perform the main action of your die.&lt;br /&gt;
&lt;br /&gt;
If you used a die with value higher than the space, you will get the difference of pips as coins.&lt;br /&gt;
&lt;br /&gt;
If you used a die with a value lower than the space, you will pay the difference of pips as coins.&lt;br /&gt;
&lt;br /&gt;
===== Placement Areas =====&lt;br /&gt;
&#039;&#039;&#039; Castle &#039;&#039;&#039; Dice can be places in any of the 5 spaces on the first level and second level of the castle. Perform all actions that match the colour of your selected die. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Outside the Walls &#039;&#039;&#039; Place die of any colour and take the adjacent principal action (Gardner, Courtier, Warrior)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Personal Domain &#039;&#039;&#039; Gain the resources of all revealed spaces, then perform the action on the card that lines up with the row.&lt;br /&gt;
&lt;br /&gt;
==== Principal Actions ====&lt;br /&gt;
&#039;&#039;&#039; Gardener &#039;&#039;&#039; Choose a garden card without one of your gardeners, pay the cost in food to place and activate the card. This card will activate again if there is a die left above it at the end of the round. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Courtier &#039;&#039;&#039; Either, Pay 2 coins to place a courtier in the courtyard, AND/OR Pay 2 or 5 mother of pearl resources to move a courtier up 1 or 2 levels. If your courtier ends on the top level of the castle gain a lantern award (your player boards tucked cards) and place your courtier on an empty bonus space. Otherwise on level 1 and 2 pick a card to take and do one of the light banner actions, then it will flip over and add to your future lantern actions. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Warrior &#039;&#039;&#039; Choose any yard (top right corner) and pay the iron resource costs to place a warrior and gain the rewards. These will also multiple your score for your courtiers in the castle at the end of the game. &lt;br /&gt;
&lt;br /&gt;
==== Daimyo Actions ==== &lt;br /&gt;
You can spend your Daimyo seals to advanced on the Passage of Time Track, exchange resources at 2-1, or coins at 1-1.&lt;br /&gt;
&lt;br /&gt;
==== End of Round ====&lt;br /&gt;
Turn order will adjust based on who is furthest right and top down on the Passage of Time (Stork) track. &lt;br /&gt;
&lt;br /&gt;
If dice are left on bridges gardeners will reactivate. &lt;br /&gt;
&lt;br /&gt;
Round will advanced, the game ends after round 3.&lt;/div&gt;</summary>
		<author><name>JameserWilk</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpthewhitecastle&amp;diff=23999</id>
		<title>Gamehelpthewhitecastle</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpthewhitecastle&amp;diff=23999"/>
		<updated>2025-02-09T00:27:23Z</updated>

		<summary type="html">&lt;p&gt;JameserWilk: Add Page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Rounds ===&lt;br /&gt;
&lt;br /&gt;
Players take turns placing dice, the round ends when each player has placed 3 dice.&lt;br /&gt;
&lt;br /&gt;
=== On Your Turn ===&lt;br /&gt;
&lt;br /&gt;
Choose a dice from either end of any of the bridges.&lt;br /&gt;
&lt;br /&gt;
Choose the location to activate with that die.&lt;br /&gt;
&lt;br /&gt;
If you took the die from the left (lower die) of a bridge you additionally get to do your lantern action, the cards tucked on your play board.&lt;br /&gt;
&lt;br /&gt;
Perform the main action of your die.&lt;br /&gt;
&lt;br /&gt;
If you used a die with value higher than the space, you will get the difference of pips as coins.&lt;br /&gt;
&lt;br /&gt;
If you used a die with a value lower than the space, you will pay the difference of pips as coins.&lt;br /&gt;
&lt;br /&gt;
==== Placement Areas ====&lt;br /&gt;
&#039;&#039;&#039; Castle &#039;&#039;&#039; Dice can be places in any of the 5 spaces on the first level and second level of the castle. Perform all actions that match the colour of your selected die. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Outside the Walls &#039;&#039;&#039; Place die of any colour and take the adjacent principal action (Gardner, Courtier, Warrior)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Personal Domain &#039;&#039;&#039; Gain the resources of all revealed spaces, then perform the action on the card that lines up with the row.&lt;br /&gt;
&lt;br /&gt;
==== Principal Actions ====&lt;br /&gt;
&#039;&#039;&#039; Gardener &#039;&#039;&#039; Choose a garden card without one of your gardeners, pay the cost in food to place and activate the card. This card will activate again if there is a die left above it at the end of the round. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Courtier &#039;&#039;&#039; Either, Pay 2 coins to place a courtier in the courtyard, AND/OR Pay 2 or 5 mother of pearl resources to move a courtier up 1 or 2 levels. If your courtier ends on the top level of the castle gain a lantern award (your player boards tucked cards) and place your courtier on an empty bonus space. Otherwise on level 1 and 2 pick a card to take and do one of the light banner actions, then it will flip over and add to your future lantern actions. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Warrior &#039;&#039;&#039; Choose any yard (top right corner) and pay the iron resource costs to place a warrior and gain the rewards. These will also multiple your score for your courtiers in the castle at the end of the game. &lt;br /&gt;
&lt;br /&gt;
=== Daimyo Actions === &lt;br /&gt;
You can spend your Daimyo seals to advanced on the Passage of Time Track, exchange resources at 2-1, or coins at 1-1.&lt;br /&gt;
&lt;br /&gt;
=== End of Round ===&lt;br /&gt;
Turn order will adjust based on who is furthest right and top down on the Passage of Time (Stork) track. &lt;br /&gt;
&lt;br /&gt;
If dice are left on bridges gardeners will reactivate. &lt;br /&gt;
&lt;br /&gt;
Round will advanced, the game ends after round 3.&lt;/div&gt;</summary>
		<author><name>JameserWilk</name></author>
	</entry>
</feed>