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	<updated>2026-11-11T14:24:53Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpasterion&amp;diff=32516</id>
		<title>Gamehelpasterion</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpasterion&amp;diff=32516"/>
		<updated>2026-11-08T14:00:30Z</updated>

		<summary type="html">&lt;p&gt;Jayadevhaddadi: Publish asterion rules from repository GAMEHELP.wiki&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Goal==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Asterion&#039;&#039;&#039; is a tile-laying game for 2 to 4 players by Néstor Romeral Andrés (nestorgames). Players lay labyrinth cards around Asterion the Minotaur, seeking to impale opponents&#039; prisoners while guiding their own prisoners to escape with treasure chests (coins) or fly away with mythical wings.&lt;br /&gt;
&lt;br /&gt;
==Components==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Component !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Labyrinth Cards&#039;&#039;&#039; || 68 cards (17 per player: Blue, Green, Red, Yellow). Each card has labyrinth corridors and 1 prisoner of the card&#039;s color. Some cards also feature Wings or Treasure Chests (coins).&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Asterion Tile&#039;&#039;&#039; || The starting central card at (0, 0) where the Minotaur awaits.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Minotaur Figure&#039;&#039;&#039; || Sits on the central card.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Black Tombs&#039;&#039;&#039; || Placed on prisoners who are impaled by Asterion.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Diamond Board&#039;&#039;&#039; || Used in the Crete Island edition (25 spaces for 2 players, 41 for 3 players, 61 for 4 players).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
&lt;br /&gt;
* Each player takes the 17 labyrinth cards of their color.&lt;br /&gt;
* In the &#039;&#039;&#039;Crete Island&#039;&#039;&#039; upgrade (with board), players decide which tiles to remove before the game begins:&lt;br /&gt;
** &#039;&#039;&#039;2 players:&#039;&#039;&#039; choose 5 cards to discard (12 cards in deck, 25 board spaces).&lt;br /&gt;
** &#039;&#039;&#039;3 players:&#039;&#039;&#039; choose 4 cards to discard (13 cards in deck, 41 board spaces).&lt;br /&gt;
** &#039;&#039;&#039;4 players:&#039;&#039;&#039; choose 2 cards to discard (15 cards in deck, 61 board spaces).&lt;br /&gt;
* Players choose their discards simultaneously from their set of 17 tiles. The remaining tiles are shuffled into their face-down draw deck.&lt;br /&gt;
* In the &#039;&#039;&#039;Basic Rules&#039;&#039;&#039; (without board), no tiles are discarded; all 17 cards are shuffled into the draw deck.&lt;br /&gt;
* Each player draws 1 card from their deck into hand.&lt;br /&gt;
* Asterion is placed on the center space (0, 0).&lt;br /&gt;
&lt;br /&gt;
==Your Turn==&lt;br /&gt;
&lt;br /&gt;
Players take turns placing their tile on the table:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Place your tile:&#039;&#039;&#039; Choose an empty space orthogonally adjacent to at least one already placed tile (and inside the board boundaries in Crete mode). You may rotate your tile in any of the 4 orthogonal directions (0°, 90°, 180°, 270°).&lt;br /&gt;
# &#039;&#039;&#039;Trapping rule:&#039;&#039;&#039; It is strictly forbidden to trap Asterion. There must always remain at least one continuous path connecting Asterion to the outside of the labyrinth. Placements that would trap Asterion are illegal.&lt;br /&gt;
# &#039;&#039;&#039;Impale prisoners:&#039;&#039;&#039; If any prisoners (your own or opponents&#039;) become connected to Asterion by a continuous path, they are immediately impaled by the Minotaur and receive a black tomb.&lt;br /&gt;
#* With standard scoring enabled, the active player scores &#039;&#039;&#039;+1 point per opponent prisoner impaled&#039;&#039;&#039; minus &#039;&#039;&#039;1 point per own prisoner impaled&#039;&#039;&#039;.&lt;br /&gt;
# &#039;&#039;&#039;Draw:&#039;&#039;&#039; At the end of your turn, draw a new tile from your draw deck into your hand.&lt;br /&gt;
&lt;br /&gt;
==Game End and Scoring==&lt;br /&gt;
&lt;br /&gt;
The game ends when all cards from all players have been placed.&lt;br /&gt;
&lt;br /&gt;
===Final Escape Scoring===&lt;br /&gt;
Each living (non-impaled) prisoner of your color checks whether they can escape:&lt;br /&gt;
* A prisoner escapes if connected by corridors to either the &#039;&#039;&#039;outside of the labyrinth&#039;&#039;&#039; OR to &#039;&#039;&#039;at least 2 wings&#039;&#039;&#039; anywhere in the connected maze.&lt;br /&gt;
* Each escaping prisoner scores &#039;&#039;&#039;1 point for each treasure coin&#039;&#039;&#039; connected to them.&lt;br /&gt;
* Escaping prisoners with &#039;&#039;&#039;0 coins&#039;&#039;&#039; score 0 points, but count towards the tie-breaker.&lt;br /&gt;
&lt;br /&gt;
===Winner===&lt;br /&gt;
The player with the highest total score (points from Asterion&#039;s victims + points from escaped treasure coins) wins.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tie-breaker:&#039;&#039;&#039; The player with more prisoners escaping the labyrinth without coins wins. If the tie persists, victory is shared.&lt;/div&gt;</summary>
		<author><name>Jayadevhaddadi</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpsugargliders&amp;diff=32515</id>
		<title>Gamehelpsugargliders</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpsugargliders&amp;diff=32515"/>
		<updated>2026-11-08T11:34:41Z</updated>

		<summary type="html">&lt;p&gt;Jayadevhaddadi: Publish sugargliders rules from repository GAMEHELP.wiki&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Goal==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sugar Gliders&#039;&#039;&#039; is a strategic foraging board game for 2–4 players designed by Néstor Romeral Andrés. Guide your sugar glider leaping through the tree canopy to collect fruit tiles. The player with the highest total fruit point value in their reserve at game end wins!&lt;br /&gt;
&lt;br /&gt;
==Components==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Component !! Icon !! Value !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;White Seed&#039;&#039;&#039; || [[File:Sugargliders_tile_1.png|28px|middle]] || 1 point || Starting launchpad for gliders during setup (12 in standard, 9 in compact).&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Yellow Seeds&#039;&#039;&#039; || [[File:Sugargliders_tile_2.png|28px|middle]] || 2 points || Common nectar seed tile (12 in standard, 9 in compact).&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Acorns&#039;&#039;&#039; || [[File:Sugargliders_tile_3.png|28px|middle]] || 3 points || Nutrient acorn tile (12 in standard, 9 in compact).&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Red Berries&#039;&#039;&#039; || [[File:Sugargliders_tile_4.png|28px|middle]] || 4 points || Sweet berry tile (12 in standard, 9 in compact).&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Purple Fruit&#039;&#039;&#039; || [[File:Sugargliders_tile_5.png|28px|middle]] || 5 points || Premium large fruit tile (12 in standard; omitted in compact variant).&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tree Board&#039;&#039;&#039; || — || — || Hexagonal tree canopy grid with 61 spaces (37 spaces in the compact variant). The centre space is the special tree hollow nest.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
&lt;br /&gt;
* The centre nest space begins empty.&lt;br /&gt;
* All other tree canopy spaces are populated face-up with one random fruit tile each (60 tiles in standard, 36 in compact).&lt;br /&gt;
* In turn order, each player places their sugar glider on any available space containing a 1-point fruit tile [[File:Sugargliders_tile_1.png|18px|middle]]. That tile rests beneath the glider as their initial jumping tile.&lt;br /&gt;
&lt;br /&gt;
==Your turn==&lt;br /&gt;
&lt;br /&gt;
On your turn, choose exactly &#039;&#039;&#039;one&#039;&#039;&#039; of two actions:&lt;br /&gt;
&lt;br /&gt;
===1. Jump===&lt;br /&gt;
* &#039;&#039;&#039;Jump Distance&#039;&#039;&#039;:&lt;br /&gt;
** If you have a &#039;&#039;&#039;tile underneath&#039;&#039;&#039; your glider: you must leap in a straight line along any of the 6 hex directions by &#039;&#039;&#039;exactly&#039;&#039;&#039; that tile&#039;s point value (no turning).&lt;br /&gt;
** If you have &#039;&#039;&#039;no tile underneath&#039;&#039;&#039; your glider: you must spend and discard one tile from your reserve, jumping in a straight line equal to the spent tile&#039;s value. The spent reserve tile leaves the game.&lt;br /&gt;
* &#039;&#039;&#039;Collect takeoff tile&#039;&#039;&#039;: When jumping with a tile underneath you, pick it up and add it to your reserve as you leap.&lt;br /&gt;
* &#039;&#039;&#039;Landing&#039;&#039;&#039;:&lt;br /&gt;
** Landing on a space with a fruit tile places that tile under your glider to dictate your next jump.&lt;br /&gt;
** Landing on an empty space leaves you with no tile underneath for your next turn (requiring a reserve tile sacrifice to jump).&lt;br /&gt;
* &#039;&#039;&#039;Center nest space&#039;&#039;&#039;: A glider taking off from the centre nest space may spend any tile from their reserve to glide to &#039;&#039;&#039;any unoccupied space on the entire board&#039;&#039;&#039; (ignoring straight-line and distance rules).&lt;br /&gt;
* &#039;&#039;&#039;Restrictions&#039;&#039;&#039;: Gliders cannot jump off the board, nor pass through or land on another glider.&lt;br /&gt;
&lt;br /&gt;
===2. Enter Torpor===&lt;br /&gt;
* Do not move your glider.&lt;br /&gt;
* If a fruit tile is underneath your glider, eat it: pick it up and add it to your personal reserve.&lt;br /&gt;
* On your next turn, you will have no tile underneath and must spend a reserve tile to jump, or enter torpor again.&lt;br /&gt;
&lt;br /&gt;
==End of the game and scoring==&lt;br /&gt;
&lt;br /&gt;
The game ends immediately when:&lt;br /&gt;
* All players take the Torpor action in succession without anyone jumping.&lt;br /&gt;
* All fruit tiles on the tree canopy have been gathered.&lt;br /&gt;
&lt;br /&gt;
===Final scoring===&lt;br /&gt;
* Each player also collects the fruit tile their glider is currently resting upon into their reserve.&lt;br /&gt;
* Sum the values of all fruit tiles ([[File:Sugargliders_tile_1.png|16px|middle]] to [[File:Sugargliders_tile_5.png|16px|middle]]) in your reserve.&lt;br /&gt;
* The player with the highest total score wins! Ties share victory (no tie-breaker).&lt;br /&gt;
&lt;br /&gt;
==Variants (table options)==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Board Size &amp;amp; Variant&#039;&#039;&#039; (Option 100):&lt;br /&gt;
** &#039;&#039;&#039;Automatic (compact for 2 players, full tree for 3–4)&#039;&#039;&#039; (default): 37-space compact board for 2 players; 61-space full tree for 3–4 players.&lt;br /&gt;
** &#039;&#039;&#039;Standard (Full Tree)&#039;&#039;&#039;: 61 spaces, 60 food tiles (values 1–5).&lt;br /&gt;
** &#039;&#039;&#039;Compact Inner Tree (Short Variant)&#039;&#039;&#039;: 37 spaces, 36 food tiles (values 1–4, all 5-point purple fruits and 3 of each other value removed).&lt;br /&gt;
&lt;br /&gt;
==Controls on BGA==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Setup&#039;&#039;&#039;: click an empty space with a 1-point fruit tile, then press &#039;&#039;&#039;Confirm placement&#039;&#039;&#039; (or &#039;&#039;&#039;Cancel&#039;&#039;&#039;).&lt;br /&gt;
* &#039;&#039;&#039;Jumping&#039;&#039;&#039;: click any highlighted destination space to stage your leap. Press &#039;&#039;&#039;Confirm jump&#039;&#039;&#039; (or &#039;&#039;&#039;Confirm: spend [N] VP from reserve&#039;&#039;&#039;), or press red &#039;&#039;&#039;Cancel&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Center nest glide&#039;&#039;&#039;: click any unoccupied space on the tree, then select which fruit tile to spend from your reserve tray.&lt;br /&gt;
* &#039;&#039;&#039;Torpor&#039;&#039;&#039;: click the &#039;&#039;&#039;Enter torpor&#039;&#039;&#039; button (or &#039;&#039;&#039;Enter torpor (ends the game)&#039;&#039;&#039;).&lt;br /&gt;
* &#039;&#039;&#039;Tooltips&#039;&#039;&#039;: hover over the centre nest space, or over player panels (fruit under glider, torpor status, reserve breakdown).&lt;br /&gt;
* &#039;&#039;&#039;Preferences&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Confirm jump before moving&#039;&#039;&#039; (Preference 101, default: Automatic [touch screens only]; options: Always, Never).&lt;br /&gt;
** &#039;&#039;&#039;Colour-blind support&#039;&#039;&#039; (Preference 102, default: Off): adds distinctive symbols to each player&#039;s glider.&lt;br /&gt;
** &#039;&#039;&#039;Glider style&#039;&#039;&#039; (Preference 103, default: Original figure [wooden glider]; option: Classic drawing).&lt;br /&gt;
** &#039;&#039;&#039;Animations&#039;&#039;&#039; (Preference 104, default: Full; option: Reduced): Reduced removes the pulsing ring around your glider (it stays as a still ring) and the glider&#039;s jump animation. Your device&#039;s &amp;quot;reduce motion&amp;quot; setting has the same effect.&lt;/div&gt;</summary>
		<author><name>Jayadevhaddadi</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmicrochip&amp;diff=32498</id>
		<title>Gamehelpmicrochip</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmicrochip&amp;diff=32498"/>
		<updated>2026-11-07T14:27:32Z</updated>

		<summary type="html">&lt;p&gt;Jayadevhaddadi: Publish microchip rules from repository GAMEHELP.wiki&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Goal==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Microchip&#039;&#039;&#039; is a spatial abstract strategy game for 2–5 players designed by Néstor Romeral Andrés. Draft circuit tiles from a shared pool and arrange them on your personal 5×5 circuit board. Build the highest-scoring closed microchip: each connection in your microchip scores 1 point, while every tile outside your microchip costs 2 penalty points.&lt;br /&gt;
&lt;br /&gt;
==Components==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Component !! Icon !! Connections !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cross&#039;&#039;&#039; || [[File:Microchip_tile_plus.png|28px|middle]] || 4 connections || 1 copy per colour (5 total). Connects in all 4 cardinal directions.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;T-Junction&#039;&#039;&#039; || [[File:Microchip_tile_tee.png|28px|middle]] || 3 connections || 3 copies per colour (15 total). Branches into 3 directions.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Corner&#039;&#039;&#039; || [[File:Microchip_tile_corner.png|28px|middle]] || 2 connections || 2 copies per colour (10 total). Turns 90°.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Straight&#039;&#039;&#039; || [[File:Microchip_tile_straight.png|28px|middle]] || 2 connections || 2 copies per colour (10 total). Runs straight through.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Terminal End&#039;&#039;&#039; || [[File:Microchip_tile_end.png|28px|middle]] || 1 connection || 4 copies per colour (20 total). Caps and closes a path.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Circuit Board&#039;&#039;&#039; || — || — || Personal 5×5 grid per player (25 spaces: 5 each of blue, red, green, yellow, pink).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shared Pool&#039;&#039;&#039;: 60 tiles (12 of each of the 5 colours: blue, red, green, yellow, pink) arranged in a grid:&lt;br /&gt;
** 2 players: 50 tiles (5 rows × 10 columns; 10 tiles removed at random).&lt;br /&gt;
** 3–4 players: 60 tiles (5 rows × 12 columns).&lt;br /&gt;
** 5 players: 60 tiles (6 rows × 10 columns).&lt;br /&gt;
* The rightmost column with remaining tiles forms the active &#039;&#039;&#039;draw column&#039;&#039;&#039;.&lt;br /&gt;
* Each player receives a unique 5×5 circuit board (5 spaces of each colour) and a tray.&lt;br /&gt;
&lt;br /&gt;
==Your turn==&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Draft a tile (mandatory)&#039;&#039;&#039;: On your turn, take one tile of your choice from the active draw column into your tray. When a column is exhausted, the next column to the left becomes the new draw column.&lt;br /&gt;
# &#039;&#039;&#039;Arrange your board (free action)&#039;&#039;&#039;: You may place, rotate, move, swap, or return tiles from your tray to your board at any time, even during other players&#039; turns.&lt;br /&gt;
&lt;br /&gt;
===Placing circuit tiles===&lt;br /&gt;
A tile may be placed on your board only when all conditions are met:&lt;br /&gt;
* The space is empty.&lt;br /&gt;
* The &#039;&#039;&#039;colour of the tile matches the colour of the space&#039;&#039;&#039;.&lt;br /&gt;
* No connection may point off the edge of the board.&lt;br /&gt;
* Where two tiles touch, their paths must match (wire meets wire, or blank edge meets blank edge). Mismatched paths or paths pointing off-board show a red `!` error badge. A path pointing to an empty space shows a yellow warning triangle until closed.&lt;br /&gt;
&lt;br /&gt;
==End of the game and scoring==&lt;br /&gt;
&lt;br /&gt;
* When the shared pool is completely empty, all players finalize their circuit boards and press &#039;&#039;&#039;Finish&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Closed Microchip&#039;&#039;&#039;: Your scored microchip is your single most valuable connected group of tiles that has &#039;&#039;&#039;zero open connections&#039;&#039;&#039; (no wire pointing to an empty space, off-board, or to a mismatched edge). Any group with an open wire is invalid and scores 0 points.&lt;br /&gt;
* &#039;&#039;&#039;Scoring&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;+1 point&#039;&#039;&#039; for each connection point on tiles within your closed microchip.&lt;br /&gt;
** &#039;&#039;&#039;-2 points&#039;&#039;&#039; for each tile remaining in your tray or placed outside your closed microchip.&lt;br /&gt;
* The player with the highest score wins!&lt;br /&gt;
* &#039;&#039;&#039;Tie-breaker&#039;&#039;&#039;: Most tiles in the winning microchip. If still tied, victory is shared.&lt;br /&gt;
&lt;br /&gt;
==Table options==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Improve after others finish&#039;&#039;&#039; (default: On):&lt;br /&gt;
** &#039;&#039;&#039;On&#039;&#039;&#039;: When the draft is over and players finish their microchips, a player who presses Finish while another player&#039;s posted (finished) score is higher gets their Finish button back and may keep changing their board (as long as they have time) and press Finish again, or press &#039;&#039;&#039;Concede&#039;&#039;&#039; to stay at their score. The building phase ends when every player has finished and nobody is still below a higher posted score without having conceded.&lt;br /&gt;
** &#039;&#039;&#039;Off&#039;&#039;&#039;: Standard rules: each player finishes once when the draft ends; pressing Finish locks in your score.&lt;br /&gt;
&lt;br /&gt;
==Controls on BGA==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Drafting&#039;&#039;&#039;: Click any tile in the active rightmost draw column to take it.&lt;br /&gt;
* &#039;&#039;&#039;Placing&#039;&#039;&#039;: Click a tile in your tray, then click an empty matching-colour space on your board.&lt;br /&gt;
* &#039;&#039;&#039;Rotating&#039;&#039;&#039;: Click a tile already on your board to rotate it 90° clockwise, or select it and press &#039;&#039;&#039;Rotate&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Moving &amp;amp; Removing&#039;&#039;&#039;: Click a placed tile to select it, then click another cell to move or swap, or press &#039;&#039;&#039;Remove&#039;&#039;&#039; to return it to your tray. Press &#039;&#039;&#039;Deselect&#039;&#039;&#039; to clear your selection.&lt;br /&gt;
* &#039;&#039;&#039;Clear board&#039;&#039;&#039;: with no tile selected and at least 2 tiles on your board, press &#039;&#039;&#039;Clear board&#039;&#039;&#039; and confirm to take all your tiles back to your tray at once.&lt;br /&gt;
* &#039;&#039;&#039;Finish&#039;&#039;&#039;: Once all pool tiles are drafted, click blue &#039;&#039;&#039;Finish&#039;&#039;&#039;. If you need to make changes before everyone finishes, click &#039;&#039;&#039;Resume building&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Concede&#039;&#039;&#039;: When an opponent has posted a higher finished score (with Improve after others finish enabled), click red &#039;&#039;&#039;Concede&#039;&#039;&#039; to accept your current score and lock it in.&lt;br /&gt;
* &#039;&#039;&#039;Badges&#039;&#039;&#039;: A red `!` badge indicates an invalid placement (path running off-board or mismatched edges). A yellow warning triangle indicates an unclosed path.&lt;br /&gt;
* &#039;&#039;&#039;Preferences&#039;&#039;&#039;: Colourblind support (Preference 100, default: Off): displays geometric symbols on board spaces and tiles.&lt;/div&gt;</summary>
		<author><name>Jayadevhaddadi</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppentup&amp;diff=32481</id>
		<title>Gamehelppentup</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppentup&amp;diff=32481"/>
		<updated>2026-11-06T08:46:01Z</updated>

		<summary type="html">&lt;p&gt;Jayadevhaddadi: Publish pentup rules from repository GAMEHELP.wiki&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Goal==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pent-Up&#039;&#039;&#039; is a 3D stacking abstract strategy game for 2–3 players designed by Néstor Romeral Andrés. Place pentomino tiles flat onto the table or stack them on top of lower tiles to build multi-level structures. When all tiles have been played, the player who controls &#039;&#039;&#039;more tiles on the highest level reached&#039;&#039;&#039; wins!&lt;br /&gt;
&lt;br /&gt;
==Components==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Component !! Icon !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pentominoes&#039;&#039;&#039; || [[File:Pentup_piece_P_white.png|28px|middle]] [[File:Pentup_piece_X_black.png|28px|middle]] [[File:Pentup_piece_T_red.png|28px|middle]] [[File:Pentup_piece_U_black.png|28px|middle]] [[File:Pentup_piece_F_white.png|28px|middle]] || 12 unique pentomino shapes (F, I, L, N, P, T, U, V, W, X, Y, Z) per player in White, Black, or Red. Each pentomino consists of 5 squares.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Game Arena&#039;&#039;&#039; || [[File:Pentup_logo.png|28px|middle]] || Open table surface where pieces are played flat on a square grid.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
&lt;br /&gt;
* Played with 2 or 3 players:&lt;br /&gt;
** &#039;&#039;&#039;2 Players&#039;&#039;&#039;: White [[File:Pentup_piece_P_white.png|18px|middle]] vs. Black [[File:Pentup_piece_X_black.png|18px|middle]] (12 tiles each, 24 total).&lt;br /&gt;
** &#039;&#039;&#039;3 Players&#039;&#039;&#039;: White [[File:Pentup_piece_P_white.png|18px|middle]], Black [[File:Pentup_piece_X_black.png|18px|middle]], and Red [[File:Pentup_piece_T_red.png|18px|middle]] (12 tiles each, 36 total).&lt;br /&gt;
* White plays first; turn order proceeds in table order.&lt;br /&gt;
* Tiles may be rotated in 90° increments and flipped freely before placement.&lt;br /&gt;
&lt;br /&gt;
==Your turn==&lt;br /&gt;
&lt;br /&gt;
On your turn, choose one of your unplayed pentominoes and place it on the board:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Level 1 (The Table)&#039;&#039;&#039;:&lt;br /&gt;
** The first tile of the game may be placed anywhere.&lt;br /&gt;
** Subsequent tiles on Level 1 must touch at least one already placed tile along an edge (corner-only contact is not permitted).&lt;br /&gt;
* &#039;&#039;&#039;Level 2+ (Stacking on Top)&#039;&#039;&#039;:&lt;br /&gt;
** Every unit square of the tile must be completely supported by the level directly beneath (no overhangs).&lt;br /&gt;
** The supporting squares directly underneath must belong to &#039;&#039;&#039;at least 2 different tiles&#039;&#039;&#039; (of any player&#039;s colour). You cannot stack directly on top of a single tile!&lt;br /&gt;
&lt;br /&gt;
===The Key Rule: Mandatory Highest Level===&lt;br /&gt;
A tile &#039;&#039;&#039;must be placed on the highest level on which that specific tile can legally fit&#039;&#039;&#039;. You cannot place a tile on the table if a legal stacking position exists for it on Level 2 or higher! The interface automatically enforces this by calculating and displaying only legal positions at each tile&#039;s mandatory level.&lt;br /&gt;
&lt;br /&gt;
==End of the game and scoring==&lt;br /&gt;
&lt;br /&gt;
The game ends when all tiles (24 in 2P, 36 in 3P) have been placed:&lt;br /&gt;
* &#039;&#039;&#039;Standard Scoring&#039;&#039;&#039;: Inspect the highest level reached. The player with the most tiles on that top level wins!&lt;br /&gt;
* &#039;&#039;&#039;Tie-breaker&#039;&#039;&#039;: If tied on the top level, compare tile counts on the next level down, and so on.&lt;br /&gt;
* &#039;&#039;&#039;Misère Variant&#039;&#039;&#039;: The player with the most tiles on the lowest level (Level 1) wins! Ties are broken level by level upwards.&lt;br /&gt;
* &#039;&#039;&#039;Advanced 3-Player Scoring&#039;&#039;&#039;: Each tile scores its level number (Level 1 = 1 pt, Level 2 = 2 pts, Level 3 = 3 pts...). The highest point total wins; ties broken by most tiles on the top level.&lt;br /&gt;
&lt;br /&gt;
==Variants (table options)==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Variant&#039;&#039;&#039; (Option 100):&lt;br /&gt;
** &#039;&#039;&#039;Standard&#039;&#039;&#039; (default): most tiles on the highest level wins.&lt;br /&gt;
** &#039;&#039;&#039;Misère&#039;&#039;&#039;: most tiles on the lowest level wins (ignored if Advanced 3-player scoring is selected).&lt;br /&gt;
* &#039;&#039;&#039;Scoring (3 players only)&#039;&#039;&#039; (Option 101):&lt;br /&gt;
** &#039;&#039;&#039;Standard&#039;&#039;&#039; (default): most tiles on the top level wins.&lt;br /&gt;
** &#039;&#039;&#039;Advanced&#039;&#039;&#039;: each tile scores its level number; highest total points wins.&lt;br /&gt;
&lt;br /&gt;
==Controls on BGA==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Selecting a tile&#039;&#039;&#039;: click any unplayed tile in your tray (or press keys &#039;&#039;&#039;1&#039;&#039;&#039;–&#039;&#039;&#039;9&#039;&#039;&#039;, &#039;&#039;&#039;0&#039;&#039;&#039;, &#039;&#039;&#039;-&#039;&#039;&#039;, &#039;&#039;&#039;=&#039;&#039;&#039;).&lt;br /&gt;
* &#039;&#039;&#039;Rotating &amp;amp; Flipping&#039;&#039;&#039;: press &#039;&#039;&#039;Rotate&#039;&#039;&#039; or &#039;&#039;&#039;Flip&#039;&#039;&#039; in the action bar at the top, or use the keyboard: &#039;&#039;&#039;R&#039;&#039;&#039; rotates clockwise, &#039;&#039;&#039;Shift+R&#039;&#039;&#039; counter-clockwise, &#039;&#039;&#039;F&#039;&#039;&#039; flips. The tile in your tray shows the current orientation, and the green squares on the board show where it can go in that orientation.&lt;br /&gt;
* &#039;&#039;&#039;Placing&#039;&#039;&#039;: tap (or click) a green square on the board to see a preview of your tile there. Only legal squares react. Rotate or flip to adjust the preview (it jumps to the nearest legal square if needed; if it still cannot go there it is shown in red and cannot be confirmed). Then press blue &#039;&#039;&#039;Confirm&#039;&#039;&#039; (or &#039;&#039;&#039;Enter&#039;&#039;&#039;) to place it, or red &#039;&#039;&#039;Cancel&#039;&#039;&#039; (or &#039;&#039;&#039;Esc&#039;&#039;&#039;) to take it back. Nothing is sent to the server until you press Confirm. On a computer, moving the mouse over the board also shows a preview.&lt;br /&gt;
* &#039;&#039;&#039;Camera &amp;amp; View Controls&#039;&#039;&#039;: drag to orbit in 3D, scroll to zoom, click &#039;&#039;&#039;Reset camera (C)&#039;&#039;&#039;, toggle &#039;&#039;&#039;2D / 3D (D)&#039;&#039;&#039;, toggle &#039;&#039;&#039;Show levels (L)&#039;&#039;&#039;, or use the X-ray slider to hide upper levels.&lt;br /&gt;
* &#039;&#039;&#039;Tooltips&#039;&#039;&#039;: hover over remaining tile counters in player panels.&lt;br /&gt;
* &#039;&#039;&#039;Preferences&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Colorblind support&#039;&#039;&#039; (Preference 100, default: Off): adds distinctive symbols to pentomino tiles.&lt;br /&gt;
** &#039;&#039;&#039;Sound effects&#039;&#039;&#039; (Preference 101, default: On).&lt;/div&gt;</summary>
		<author><name>Jayadevhaddadi</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmicroforge&amp;diff=32293</id>
		<title>Gamehelpmicroforge</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmicroforge&amp;diff=32293"/>
		<updated>2026-11-02T13:54:47Z</updated>

		<summary type="html">&lt;p&gt;Jayadevhaddadi: Publish microforge rules from repository GAMEHELP.wiki&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview &amp;amp; Goal ==&lt;br /&gt;
&#039;&#039;&#039;MicroForge&#039;&#039;&#039; is a strategic hex-based game of robotic armies, resource extraction, and expansion for 2 to 6 commanders.&lt;br /&gt;
The objective is to be the first commander to reach &#039;&#039;&#039;5 Victory Points&#039;&#039;&#039; [[File:Microforge_vp.png|20px|middle]]. Victory Points are earned by fulfilling conditions and purchasing &#039;&#039;&#039;Mission cards&#039;&#039;&#039; [[File:Microforge_mission.png|20px|middle]].&lt;br /&gt;
&lt;br /&gt;
== Components &amp;amp; Units ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto; text-align: left;&amp;quot;&lt;br /&gt;
! Component !! Visual !! Power / Cost !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bot&#039;&#039;&#039; || [[File:Microforge_bot.png|28px|middle]] || Power 1 || Light robotic infantry. Transports and escorts raw resources. Starts with 3 on home tile (20 in supply).&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mech&#039;&#039;&#039; || [[File:Microforge_mech.png|28px|middle]] || Power 5 || Heavy armored combat unit. Dominates battlefield combat (5 in supply).&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Iron&#039;&#039;&#039; || [[File:Microforge_iron.png|28px|middle]] || Resource || Industrial metal ingot. Used to construct buildings and fabricate units.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Crystal&#039;&#039;&#039; || [[File:Microforge_crystal.png|28px|middle]] || Resource || High-energy crystal. Combined with Iron to construct heavy Mechs.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Credit&#039;&#039;&#039; || [[File:Microforge_credit.png|28px|middle]] || Currency || Financial currency. Used for movement, operating buildings, trading, and buying Missions.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Victory Point&#039;&#039;&#039; || [[File:Microforge_vp.png|28px|middle]] || 5 to win || Scored immediately when claiming completed Mission cards.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Extractor&#039;&#039;&#039; || [[File:Microforge_extractor.png|28px|middle]] || 1 Iron || Shared building (pool of 3 per player): placed on a tile with a deposit. Pay 1 Credit once per turn to extract 1 Iron or Crystal token.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Factory&#039;&#039;&#039; || [[File:Microforge_factory.png|28px|middle]] || 2 Iron || Shared building (pool of 3 per player): placed in an open building socket. Pay 1 Credit once per turn to manufacture units.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mission Card&#039;&#039;&#039; || [[File:Microforge_mission.png|28px|middle]] || 5+ Credits || Objectives yielding 1 VP (Level 1) or 2 VP (Level 2) when claimed while conditions are met.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Port / Dock&#039;&#039;&#039; || [[File:Microforge_port.png|28px|middle]] || Facility || Trading facility. Home Dock trades Bots &amp;amp; Iron; coastal Ports trade goods at market prices.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Setup &amp;amp; Board ==&lt;br /&gt;
* &#039;&#039;&#039;Board Size&#039;&#039;&#039;: The modular hexagon board uses 19 land tiles (radius 2) for 2–3 players, or 37 land tiles (radius 3) for 4–6 players.&lt;br /&gt;
* &#039;&#039;&#039;Home Tile&#039;&#039;&#039;: Each player starts on their designated colored home tile with &#039;&#039;&#039;3 Bots&#039;&#039;&#039;, &#039;&#039;&#039;2 Iron&#039;&#039;&#039;, and a &#039;&#039;&#039;Home Dock&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Control&#039;&#039;&#039;: A player controls a hex only while one or more of their units (Bots or Mechs) occupy it. Buildings and trade access require current control.&lt;br /&gt;
&lt;br /&gt;
== Turn Sequence ==&lt;br /&gt;
At the start of your turn:&lt;br /&gt;
# &#039;&#039;&#039;Collect Income&#039;&#039;&#039;: You receive &#039;&#039;&#039;3 base Credits&#039;&#039;&#039; [[File:Microforge_credit.png|20px|middle]] plus &#039;&#039;&#039;1 additional Credit for every land hex you control&#039;&#039;&#039;.&lt;br /&gt;
# &#039;&#039;&#039;Refresh Buildings&#039;&#039;&#039;: All buildings on hexes you control refresh and become ready for use this turn.&lt;br /&gt;
&lt;br /&gt;
During your turn, you may perform any of the following actions in any order:&lt;br /&gt;
&lt;br /&gt;
=== 1. Movement &amp;amp; Transport ===&lt;br /&gt;
* &#039;&#039;&#039;Movement Cost&#039;&#039;&#039;: Moving any group of pieces costs &#039;&#039;&#039;1 Credit per step&#039;&#039;&#039; [[File:Microforge_credit.png|20px|middle]], regardless of the number of pieces moving together.&lt;br /&gt;
* &#039;&#039;&#039;Paths&#039;&#039;&#039;: Units travel along connected roads across tile borders. Movement cannot cross blocked borders or pass through enemy units.&lt;br /&gt;
* &#039;&#039;&#039;Resource Transport&#039;&#039;&#039;: Raw resources (Iron [[File:Microforge_iron.png|20px|middle]] and Crystal [[File:Microforge_crystal.png|20px|middle]]) cannot move alone: you must have at least 1 Bot [[File:Microforge_bot.png|20px|middle]] at the origin hex, and at least 1 Bot at the destination hex (or moving with the resources as an escort).&lt;br /&gt;
* &#039;&#039;&#039;Attacking&#039;&#039;&#039;: Moving Bots or Mechs into an enemy-controlled hex declares an attack. Attackers occupy the target hex with combat resolved at the end of your turn.&lt;br /&gt;
&lt;br /&gt;
=== 2. Operate Buildings ===&lt;br /&gt;
* &#039;&#039;&#039;Build&#039;&#039;&#039;: Spend Iron tokens standing on the target hex to construct a building from the shared pool into an open socket:&lt;br /&gt;
** &#039;&#039;&#039;Extractor&#039;&#039;&#039; [[File:Microforge_extractor.png|20px|middle]]: Costs &#039;&#039;&#039;1 Iron&#039;&#039;&#039;. Can only be built on a hex with a resource deposit.&lt;br /&gt;
** &#039;&#039;&#039;Factory&#039;&#039;&#039; [[File:Microforge_factory.png|20px|middle]]: Costs &#039;&#039;&#039;2 Iron&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Scrap Building&#039;&#039;&#039;: You may scrap an Extractor or Factory on a hex you control to return it to the supply and refund its Iron cost minus 1 (Factory refunds 1 Iron; Extractor refunds 0).&lt;br /&gt;
* &#039;&#039;&#039;Extract (Produce)&#039;&#039;&#039;: Pay &#039;&#039;&#039;1 Credit&#039;&#039;&#039; on a ready Extractor to produce 1 token of that hex&#039;s resource (Iron [[File:Microforge_iron.png|20px|middle]] or Crystal [[File:Microforge_crystal.png|20px|middle]]). Tokens appear on the hex.&lt;br /&gt;
* &#039;&#039;&#039;Manufacture&#039;&#039;&#039;: Pay &#039;&#039;&#039;1 Credit&#039;&#039;&#039; on a ready Factory consuming goods on its hex to synthesize:&lt;br /&gt;
** 1 Iron [[File:Microforge_iron.png|20px|middle]] → &#039;&#039;&#039;2 Bots&#039;&#039;&#039; [[File:Microforge_bot.png|20px|middle]], OR&lt;br /&gt;
** 1 Iron [[File:Microforge_iron.png|20px|middle]] + 1 Crystal [[File:Microforge_crystal.png|20px|middle]] → &#039;&#039;&#039;1 Mech&#039;&#039;&#039; [[File:Microforge_mech.png|20px|middle]].&lt;br /&gt;
&lt;br /&gt;
=== 3. Market Trading ===&lt;br /&gt;
Trade at your Home Dock or at any coastal Port [[File:Microforge_port.png|20px|middle]] adjacent to a hex you control:&lt;br /&gt;
* &#039;&#039;&#039;Buy&#039;&#039;&#039;: Pay Credits [[File:Microforge_credit.png|20px|middle]] to purchase goods, placing them on your trading hex.&lt;br /&gt;
* &#039;&#039;&#039;Sell&#039;&#039;&#039;: Sell units or resource tokens from your trading hex for Credits.&lt;br /&gt;
* &#039;&#039;&#039;Rules Variant (Option 100)&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Basic&#039;&#039;&#039; (default): Fixed prices (Iron: 3, Crystal: 4, Bot: 5, Mech: 10 Credits). Every Port trades all 4 goods.&lt;br /&gt;
** &#039;&#039;&#039;Advanced&#039;&#039;&#039;: Dynamic moving prices. Each trade shifts the item price by 1 (+1 when bought, -1 when sold) within min/max boundaries. Each Port only trades two specific goods.&lt;br /&gt;
&lt;br /&gt;
=== 4. Claim Mission Cards ===&lt;br /&gt;
* At most &#039;&#039;&#039;1 Mission card&#039;&#039;&#039; [[File:Microforge_mission.png|20px|middle]] may be bought per turn from the 5 face-up cards.&lt;br /&gt;
* &#039;&#039;&#039;Fee&#039;&#039;&#039;: Costs &#039;&#039;&#039;5 Credits&#039;&#039;&#039; base plus &#039;&#039;&#039;1 Credit for each Mission you have previously bought&#039;&#039;&#039; (5, 6, 7...).&lt;br /&gt;
* &#039;&#039;&#039;Fulfillment&#039;&#039;&#039;: If the mission&#039;s condition is met at the moment of purchase, it awards its Victory Points immediately (Level 1 cards award 1 VP, Level 2 cards award 2 VP) and is replaced from the deck.&lt;br /&gt;
* If the condition is not met, the Credits are spent and wasted with no reward.&lt;br /&gt;
&lt;br /&gt;
=== 5. Combat Resolution (End Turn) ===&lt;br /&gt;
When you click &#039;&#039;&#039;End turn&#039;&#039;&#039;, all attacks you declared are resolved target-by-target:&lt;br /&gt;
* &#039;&#039;&#039;Attack Power&#039;&#039;&#039;: Each Bot provides &#039;&#039;&#039;1 Power&#039;&#039;&#039;; each Mech provides &#039;&#039;&#039;5 Power&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Targeting Order&#039;&#039;&#039;: Combat resolves against defending units from lightest to heaviest (Bots first, then Mechs).&lt;br /&gt;
* &#039;&#039;&#039;Pushing&#039;&#039;&#039;: Allocating &#039;&#039;&#039;2× a defending unit&#039;s power&#039;&#039;&#039; pushes it back (e.g. 2 power pushes a Bot, 10 power pushes a Mech). The defender chooses an open or friendly adjacent hex for each pushed piece to retreat to. If no retreat path exists, the piece is destroyed.&lt;br /&gt;
* &#039;&#039;&#039;Destroying (Kill)&#039;&#039;&#039;: Allocating &#039;&#039;&#039;3× a defending unit&#039;s power&#039;&#039;&#039; completely destroys and removes that piece from the game.&lt;br /&gt;
* &#039;&#039;&#039;Outcome&#039;&#039;&#039;: If all defending units are eliminated or pushed away, your attacking units conquer and hold the hex. If any defending units remain, the attack fails and surviving attackers retreat back to their origin hexes.&lt;br /&gt;
&lt;br /&gt;
== Undo &amp;amp; Controls ==&lt;br /&gt;
* &#039;&#039;&#039;Undo&#039;&#039;&#039;: You can undo your actions during your turn using the &#039;&#039;&#039;Undo&#039;&#039;&#039; (one action) or &#039;&#039;&#039;Undo all&#039;&#039;&#039; (entire turn) action buttons before clicking End turn.&lt;br /&gt;
&lt;br /&gt;
== Winning the Game ==&lt;br /&gt;
* As soon as any commander reaches &#039;&#039;&#039;5 Victory Points&#039;&#039;&#039; [[File:Microforge_vp.png|20px|middle]], the game concludes immediately!&lt;br /&gt;
* &#039;&#039;&#039;Tie-Breaker&#039;&#039;&#039;: Most remaining Credits [[File:Microforge_credit.png|20px|middle]] breaks any tie (tracked in auxiliary score), followed by total manufactured mechs and bots.&lt;br /&gt;
&lt;br /&gt;
== Options &amp;amp; Preferences ==&lt;br /&gt;
* &#039;&#039;&#039;Rules&#039;&#039;&#039; (Option 100):&lt;br /&gt;
** &#039;&#039;&#039;Basic&#039;&#039;&#039; (default): Fixed market prices; every Port opens all four goods.&lt;br /&gt;
** &#039;&#039;&#039;Advanced&#039;&#039;&#039;: Market prices shift by 1 per item traded; every Port opens only two specific goods.&lt;br /&gt;
* &#039;&#039;&#039;Sound Effects&#039;&#039;&#039; (Preference 101): On (default) or Off.&lt;br /&gt;
* &#039;&#039;&#039;Player Panels &amp;amp; Tooltips&#039;&#039;&#039;: Hovering over panel statistics displays tooltips for Credits, completed Missions, Army size (Bots &amp;amp; Mechs), and expected income next turn.&lt;/div&gt;</summary>
		<author><name>Jayadevhaddadi</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpnestorgamesgp&amp;diff=32292</id>
		<title>Gamehelpnestorgamesgp</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpnestorgamesgp&amp;diff=32292"/>
		<updated>2026-11-02T13:51:35Z</updated>

		<summary type="html">&lt;p&gt;Jayadevhaddadi: Publish nestorgamesgp rules from repository GAMEHELP.wiki&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Goal ==&lt;br /&gt;
&#039;&#039;&#039;nestorgames GP&#039;&#039;&#039; is a push-your-luck Formula racing game designed by &#039;&#039;&#039;Néstor Romeral Andrés&#039;&#039;&#039;. Players pilot racecars around asphalt circuits, pushing their luck with dice to overtake rivals, dodging hazards, and avoiding high-speed corner crashes. The first car to complete all laps takes the checkered flag, and championship points are awarded to determine the Grand Prix winner!&lt;br /&gt;
&lt;br /&gt;
== Components &amp;amp; Hazards ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto; text-align: left;&amp;quot;&lt;br /&gt;
! Component !! Visual !! Description &amp;amp; Rules&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Formula Racecar&#039;&#039;&#039; || [[File:Nestorgamesgp_car_red.png|28px|middle]] [[File:Nestorgamesgp_car_blue.png|28px|middle]] || Each player controls 1 car (or 2–4 cars in Team GP). Each car starts with 6 dice [[File:Nestorgamesgp_die.png|20px|middle]]. Crashed cars flip belly-up.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Speed Die (D6)&#039;&#039;&#039; || [[File:Nestorgamesgp_die.png|28px|middle]] || Rolled one by one on a turn to accumulate Movement Points (MP).&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rocket&#039;&#039;&#039; || [[File:Nestorgamesgp_item_rocket.png|28px|middle]] || Usable before rolling: target the nearest car directly ahead in an uninterrupted straight line. Roll 1D6: if roll ≥ distance, direct hit! The target car (and all occupants on its space) crashes (flips belly-up, loses 1 die). Recycled behind you.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Wrench&#039;&#039;&#039; || [[File:Nestorgamesgp_item_wrench.png|28px|middle]] || Usable before rolling: fully repairs the car back to 6 dice, flips it upright if crashed, and recycles the wrench onto the track behind you.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Turbo Boost&#039;&#039;&#039; || [[File:Nestorgamesgp_item_turboboost.png|28px|middle]] || Usable before rolling: your single highest die rolled this turn counts twice. Recycled onto the track behind you.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bomb / Mine&#039;&#039;&#039; || [[File:Nestorgamesgp_item_mine.png|28px|middle]] || Track hazard: if any car steps onto a mine during movement, roll 1D6. On 1–3, the mine explodes! The car immediately stops, crashes belly-up, and loses 1 die. On 4–6, safe!&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Oil Spill&#039;&#039;&#039; || [[File:Nestorgamesgp_item_spill.png|28px|middle]] || Track hazard: stopping on an oil spill causes the car to slide all the way to the next corner and crash (along with any cars already in that corner)!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Setup &amp;amp; Qualifying ==&lt;br /&gt;
* &#039;&#039;&#039;Starting Grid&#039;&#039;&#039;: Cars start in pit bays behind the finish line.&lt;br /&gt;
* &#039;&#039;&#039;Qualifying Round&#039;&#039;&#039; (Option 101, default: Disabled):&lt;br /&gt;
** When disabled, standard table seating order determines grid position.&lt;br /&gt;
** When enabled, drivers roll push-your-luck dice one by one before the race to lock in qualifying points. Rolling a duplicate busts (0 pts, rear of the grid). Highest score takes pole position (Bay 1).&lt;br /&gt;
&lt;br /&gt;
== Turn Sequence ==&lt;br /&gt;
Cars take turns in round-robin order. On your turn:&lt;br /&gt;
&lt;br /&gt;
=== Crashed Car (Belly-Up) ===&lt;br /&gt;
If your car is crashed, you cannot drive:&lt;br /&gt;
* Click &#039;&#039;&#039;Flip Car Upright&#039;&#039;&#039; to right your car and end your turn without movement.&lt;br /&gt;
* Alternatively, if holding a &#039;&#039;&#039;Wrench&#039;&#039;&#039; [[File:Nestorgamesgp_item_wrench.png|20px|middle]], use it to instantly flip the car upright, recover all 6 dice, and drive this turn.&lt;br /&gt;
&lt;br /&gt;
=== Active Car Turn ===&lt;br /&gt;
Before rolling dice, you may use any collectible item held in your car&#039;s inventory:&lt;br /&gt;
* &#039;&#039;&#039;Rocket&#039;&#039;&#039; [[File:Nestorgamesgp_item_rocket.png|20px|middle]]: Fire at the car straight ahead.&lt;br /&gt;
* &#039;&#039;&#039;Turbo Boost&#039;&#039;&#039; [[File:Nestorgamesgp_item_turboboost.png|20px|middle]]: Activate to double your highest roll.&lt;br /&gt;
* &#039;&#039;&#039;Wrench&#039;&#039;&#039; [[File:Nestorgamesgp_item_wrench.png|20px|middle]]: Fully repair your car to 6 dice.&lt;br /&gt;
* &#039;&#039;&#039;Fix Car&#039;&#039;&#039; (Action button &#039;&#039;Fix Car (+1 Die)&#039;&#039;): If you have fewer than 6 dice and no wrench, you may skip driving this round to take a pit stop and restore all dice back to 6.&lt;br /&gt;
&lt;br /&gt;
=== Driving (Push Your Luck) ===&lt;br /&gt;
Roll your available dice [[File:Nestorgamesgp_die.png|20px|middle]] one at a time:&lt;br /&gt;
* &#039;&#039;&#039;Safe Roll&#039;&#039;&#039;: The die value is added to your Movement Points (MP). You may click &#039;&#039;&#039;Push Luck: Roll Again&#039;&#039;&#039; or click &#039;&#039;&#039;Drive X Spaces&#039;&#039;&#039; to end rolling and move.&lt;br /&gt;
* &#039;&#039;&#039;Duplicate on a Straight (Engine Stall)&#039;&#039;&#039;: Rolling a number already rolled earlier this turn while currently on a straight section stalls your engine. Your turn ends immediately with 0 movement.&lt;br /&gt;
* &#039;&#039;&#039;Duplicate in a Corner (CRASH!)&#039;&#039;&#039;: Rolling a duplicate number while currently navigating a corner cell causes a violent crash! Your car flips belly-up, permanently loses 1 die (down to a minimum of 1), and ends its turn with 0 movement.&lt;br /&gt;
&lt;br /&gt;
== Movement, Bumping &amp;amp; Track Features ==&lt;br /&gt;
* &#039;&#039;&#039;Movement&#039;&#039;&#039;: When you stop rolling, your car advances forward along the track spaces by your total MP.&lt;br /&gt;
* &#039;&#039;&#039;Item Pickup&#039;&#039;&#039;: Stopping on a straight space holding a collectible item (Rocket, Wrench, Turbo) automatically adds it to your car&#039;s inventory.&lt;br /&gt;
* &#039;&#039;&#039;Bumping on Straights&#039;&#039;&#039;: Stopping on a space occupied by other cars pushes those cars 1 space forward. If pushed into a corner, the bumped car (and any cars in that corner) crashes!&lt;br /&gt;
* &#039;&#039;&#039;Corner Collisions&#039;&#039;&#039;: Stopping in a corner space that already contains other cars causes all cars in that corner (including the incoming car) to crash!&lt;br /&gt;
* &#039;&#039;&#039;Circuit 1 (Shortcut &amp;amp; Loop)&#039;&#039;&#039;: A one-way shortcut (from space 8 to 36) can be used once per race per car. The loop crossover lets cars cross over the same space.&lt;br /&gt;
* &#039;&#039;&#039;Circuit 2 (Triple Loop)&#039;&#039;&#039;: Features three intersecting loop crossovers.&lt;br /&gt;
* &#039;&#039;&#039;Circuit 3 (Gate &amp;amp; Teleport)&#039;&#039;&#039;: Stopping on a gate switch opens or closes the gate shortcut. Stopping on a teleport pad (&#039;T&#039;) instantly teleports the car to the opposite teleport pad.&lt;br /&gt;
&lt;br /&gt;
== Winning the Race ==&lt;br /&gt;
* &#039;&#039;&#039;Laps&#039;&#039;&#039;: Each time a car crosses the finish line, its lap counter advances. The total laps required is chosen by table option (default: &#039;&#039;&#039;1 Lap&#039;&#039;&#039;, or 2 / 3 laps).&lt;br /&gt;
* &#039;&#039;&#039;Checkered Flag&#039;&#039;&#039;: When a car completes all laps, it locks in its finishing position (P1, P2, P3...). The race concludes when at most 1 unfinished racer remains.&lt;br /&gt;
* &#039;&#039;&#039;Championship Scoring&#039;&#039;&#039;: Players receive Grand Prix championship points based on car finish rank:&lt;br /&gt;
** &#039;&#039;&#039;1st&#039;&#039;&#039;: 10 pts&lt;br /&gt;
** &#039;&#039;&#039;2nd&#039;&#039;&#039;: 8 pts&lt;br /&gt;
** &#039;&#039;&#039;3rd&#039;&#039;&#039;: 6 pts&lt;br /&gt;
** &#039;&#039;&#039;4th&#039;&#039;&#039;: 5 pts&lt;br /&gt;
** &#039;&#039;&#039;5th&#039;&#039;&#039;: 4 pts&lt;br /&gt;
** &#039;&#039;&#039;6th&#039;&#039;&#039;: 3 pts&lt;br /&gt;
** &#039;&#039;&#039;7th&#039;&#039;&#039;: 2 pts&lt;br /&gt;
** &#039;&#039;&#039;8th&#039;&#039;&#039;: 1 pt&lt;br /&gt;
* In Team GP, points for all cars on a team are combined.&lt;br /&gt;
* &#039;&#039;&#039;Tie-Breaker&#039;&#039;&#039;: The player whose single car had the highest individual finishing position wins.&lt;br /&gt;
&lt;br /&gt;
== Game Options ==&lt;br /&gt;
* &#039;&#039;&#039;Track Circuit&#039;&#039;&#039; (Option 100): Circuit 1 (Standard with Shortcut &amp;amp; Loop, default), Circuit 2 (Triple Loop), or Circuit 3 (Gate and Teleport).&lt;br /&gt;
* &#039;&#039;&#039;Qualifying Round&#039;&#039;&#039; (Option 101): Disabled (default, table order) or Enabled (push-your-luck qualifying roll for grid positions).&lt;br /&gt;
* &#039;&#039;&#039;Race Length&#039;&#039;&#039; (Option 102): 1 Lap (Quick Sprint, default), 2 Laps (Short), or 3 Laps (Standard).&lt;br /&gt;
* &#039;&#039;&#039;Special Items &amp;amp; Hazards&#039;&#039;&#039; (Option 103): Disabled (Classic, default) or Enabled (Arcade Battle GP with items &amp;amp; hazards).&lt;br /&gt;
* &#039;&#039;&#039;Cars per Player&#039;&#039;&#039; (Option 104): 1 car per player (Standard Solo, default), 2, 3, or 4 cars per player (Team GP).&lt;br /&gt;
* &#039;&#039;&#039;Item Placement&#039;&#039;&#039; (Option 105): Fixed layout (default) or Random.&lt;br /&gt;
* &#039;&#039;&#039;Track Condition&#039;&#039;&#039; (Option 106): Dry race (default) or Wet race (4 oil spills placed on track).&lt;br /&gt;
* &#039;&#039;&#039;Additional Special Items&#039;&#039;&#039; (Option 107): No (default, 1 set: 2 each) or Yes (advanced rule, 2 sets: 4 each).&lt;br /&gt;
&lt;br /&gt;
== Preferences &amp;amp; Interface ==&lt;br /&gt;
* &#039;&#039;&#039;Car Style&#039;&#039;&#039; (Pref 100): Chibi Kart (default) or Chibi F1.&lt;br /&gt;
* &#039;&#039;&#039;Colorblind Support&#039;&#039;&#039; (Pref 101): Off (default) or Show car numbers on the board.&lt;br /&gt;
* &#039;&#039;&#039;Sound Effects&#039;&#039;&#039; (Pref 102): On (default) or Off.&lt;br /&gt;
* &#039;&#039;&#039;Player Panels &amp;amp; Tooltips&#039;&#039;&#039;: Tooltips in player panels show car status, active/lost dice pips, and detailed descriptions of collected items. You can click an item badge in your panel to pin its description.&lt;/div&gt;</summary>
		<author><name>Jayadevhaddadi</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppushfight&amp;diff=32291</id>
		<title>Gamehelppushfight</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppushfight&amp;diff=32291"/>
		<updated>2026-11-02T13:46:48Z</updated>

		<summary type="html">&lt;p&gt;Jayadevhaddadi: Publish pushfight rules from repository GAMEHELP.wiki&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Goal==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Push Fight&#039;&#039;&#039; is a fast, purely abstract 2-player game of leverage and spatial tactics designed by Brett J. Gilbert. Push one opponent piece off an open edge of the 26-square board to win immediately!&lt;br /&gt;
&lt;br /&gt;
==Components==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Component !! Visual !! Role &amp;amp; Abilities&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;White Pusher (King)&#039;&#039;&#039; || [[File:Pushfight_white_king.png|28px|middle]] || 3 white square pieces. Moves like a chess rook through empty squares and can &#039;&#039;&#039;push&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;White Pawn&#039;&#039;&#039; || [[File:Pushfight_white_pawn.png|28px|middle]] || 2 white round pieces. Moves like a chess rook through empty squares, but &#039;&#039;&#039;cannot push&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Brown Pusher (King)&#039;&#039;&#039; || [[File:Pushfight_brown_king.png|28px|middle]] || 3 brown square pieces. Moves like a chess rook through empty squares and can &#039;&#039;&#039;push&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Brown Pawn&#039;&#039;&#039; || [[File:Pushfight_brown_pawn.png|28px|middle]] || 2 brown round pieces. Moves like a chess rook through empty squares, but &#039;&#039;&#039;cannot push&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Anchor&#039;&#039;&#039; || [[File:Pushfight_anchor.png|28px|middle]] || Red anchor ring placed on the piece that pushed. The anchored piece &#039;&#039;&#039;cannot be pushed&#039;&#039;&#039; on the opponent&#039;s next turn.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Side Rails&#039;&#039;&#039; || [[File:Pushfight_rail.png|28px|middle]] || Raised barriers along the top and bottom borders. Pieces cannot be pushed off across railed edges.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Board&#039;&#039;&#039; || — || Asymmetrical 26-square board.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
&lt;br /&gt;
* One player commands the White pieces (moves first); the other commands the Brown pieces.&lt;br /&gt;
* Each player has 3 square Kings and 2 round Pawns.&lt;br /&gt;
&lt;br /&gt;
==Your turn==&lt;br /&gt;
&lt;br /&gt;
On your turn, carry out two steps in order:&lt;br /&gt;
&lt;br /&gt;
===1. Move Step (up to 2 moves)===&lt;br /&gt;
* You may move any of your pieces (King or Pawn) orthogonally across any number of empty squares (like a chess rook).&lt;br /&gt;
* Pieces cannot move diagonally and cannot jump over other pieces.&lt;br /&gt;
* You may move two different pieces once, move the same piece twice, move only one piece, or skip moving entirely by pressing &#039;&#039;&#039;Skip to Mandatory Push&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===2. Push Step (1 mandatory push)===&lt;br /&gt;
* You &#039;&#039;&#039;must&#039;&#039;&#039; execute exactly one push using one of your square Kings [[File:Pushfight_white_king.png|20px|middle]] / [[File:Pushfight_brown_king.png|20px|middle]]. Round Pawns cannot push.&lt;br /&gt;
* Choose a square King and an orthogonal direction into an adjacent occupied square. That piece, and any unbroken line of pieces directly behind it (regardless of owner), is shoved exactly one square in that direction.&lt;br /&gt;
* A push is blocked and illegal if the shoved line hits a side rail [[File:Pushfight_rail.png|20px|middle]] or an anchored piece [[File:Pushfight_anchor.png|20px|middle]].&lt;br /&gt;
* If a piece is pushed off an open (unrailed) edge, it falls off the board and that push wins the game immediately!&lt;br /&gt;
* If a player has no legal push available on their turn, they lose immediately.&lt;br /&gt;
&lt;br /&gt;
===The Anchor===&lt;br /&gt;
Immediately after your push, the red Anchor [[File:Pushfight_anchor.png|20px|middle]] is placed onto the King that pushed. That piece cannot be pushed by your opponent during their next turn. The anchor transfers to your opponent&#039;s pushing King on their turn.&lt;br /&gt;
&lt;br /&gt;
==End of the game==&lt;br /&gt;
&lt;br /&gt;
* The game ends immediately when a piece is pushed off the board: the player who made the push wins!&lt;br /&gt;
* If a player cannot make a legal push on their turn, they lose and the opponent wins.&lt;br /&gt;
&lt;br /&gt;
==Variants (table options)==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Starting Setup&#039;&#039;&#039; (Option 100):&lt;br /&gt;
** &#039;&#039;&#039;Standard Opening (Beginner)&#039;&#039;&#039; (default): pieces start in the standard tournament positions.&lt;br /&gt;
** &#039;&#039;&#039;Free Placement (Pro Variant)&#039;&#039;&#039;: starting with White, players take turns placing their 3 Kings and 2 Pawns on their half of the board before turn 1.&lt;br /&gt;
* &#039;&#039;&#039;First Player / White Team&#039;&#039;&#039; (Option 101):&lt;br /&gt;
** &#039;&#039;&#039;Default (table order)&#039;&#039;&#039; (default): first player in table order plays White.&lt;br /&gt;
** &#039;&#039;&#039;Table Creator&#039;&#039;&#039;: table creator plays White.&lt;br /&gt;
** &#039;&#039;&#039;Opponent&#039;&#039;&#039;: opponent plays White.&lt;br /&gt;
&lt;br /&gt;
==Controls on BGA==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Moving&#039;&#039;&#039;: click one of your pieces to select it, then click any highlighted legal destination square.&lt;br /&gt;
* &#039;&#039;&#039;Pushing&#039;&#039;&#039;: click one of your square Kings, then click the directional arrow pointing into the line to push.&lt;br /&gt;
* &#039;&#039;&#039;Skip &amp;amp; Undo&#039;&#039;&#039;: click &#039;&#039;&#039;Skip to Mandatory Push&#039;&#039;&#039; to proceed directly to pushing, or click &#039;&#039;&#039;↺ Undo Moves / Restart Turn&#039;&#039;&#039; to revert staged moves.&lt;br /&gt;
* &#039;&#039;&#039;Free Placement Setup&#039;&#039;&#039;: click a piece button (King or Pawn) and click an empty square on your half of the board. You can also click &#039;&#039;&#039;Standard Preset&#039;&#039;&#039;, &#039;&#039;&#039;Clear All&#039;&#039;&#039;, and click blue &#039;&#039;&#039;Confirm Placement&#039;&#039;&#039; once all 5 pieces are placed.&lt;br /&gt;
* &#039;&#039;&#039;Tooltips&#039;&#039;&#039;: hover over Kings, Pawns, the Anchor ring, side rails, or turn counter for detailed role descriptions.&lt;br /&gt;
* &#039;&#039;&#039;Preferences&#039;&#039;&#039;: Sound effects (Preference 101, default: On).&lt;/div&gt;</summary>
		<author><name>Jayadevhaddadi</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpyavalath&amp;diff=32290</id>
		<title>Gamehelpyavalath</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpyavalath&amp;diff=32290"/>
		<updated>2026-11-02T13:44:58Z</updated>

		<summary type="html">&lt;p&gt;Jayadevhaddadi: Publish yavalath rules from repository GAMEHELP.wiki&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Goal==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yavalath&#039;&#039;&#039; is an abstract strategy game designed in 2007 by computer scientist Cameron Browne using his evolutionary program LUDI, and published by nestorgames. It is famous for its simple yet diabolical rule: &#039;&#039;&#039;Connect 4 to WIN, but connect 3 and you LOSE!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Components==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Component !! Visual !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;White Stone&#039;&#039;&#039; || [[File:Yavalath_stone_white.png|28px|middle]] || Player 1 piece.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Black Stone&#039;&#039;&#039; || [[File:Yavalath_stone_black.png|28px|middle]] || Player 2 piece.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Red Stone&#039;&#039;&#039; || [[File:Yavalath_stone_red.png|28px|middle]] || Player 3 piece (in 3-player games).&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hexagonal Board&#039;&#039;&#039; || [[File:Yavalath_board_hex.png|28px|middle]] || Hexagonal grid of cells (Standard: Side 5, 61 cells).&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Winning Line&#039;&#039;&#039; || [[File:Yavalath_win_4.png|28px|middle]] || Highlighted in green: 4 or more stones in an unbroken straight line (5 in Five-not-four).&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Losing Line&#039;&#039;&#039; || [[File:Yavalath_lose_3.png|28px|middle]] || Highlighted in red: exactly 3 stones in an unbroken straight line (4 in Five-not-four).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
&lt;br /&gt;
* The board starts empty.&lt;br /&gt;
* Turn order: White &amp;amp;rarr; Black (&amp;amp;rarr; Red in 3-player games).&lt;br /&gt;
* Players take turns placing one stone of their colour on an unoccupied hexagonal cell [[File:Yavalath_board_hex.png|20px|middle]].&lt;br /&gt;
&lt;br /&gt;
==Winning and Losing==&lt;br /&gt;
&lt;br /&gt;
After placing a stone, all unbroken straight lines along the 3 hexagonal axes through that stone are evaluated:&lt;br /&gt;
* &#039;&#039;&#039;WIN&#039;&#039;&#039; [[File:Yavalath_win_4.png|20px|middle]]: If you complete a straight line of &#039;&#039;&#039;4 or more&#039;&#039;&#039; stones of your colour (5 in Five-not-four), you immediately &#039;&#039;&#039;WIN&#039;&#039;&#039;!&lt;br /&gt;
* &#039;&#039;&#039;LOSE&#039;&#039;&#039; [[File:Yavalath_lose_3.png|20px|middle]]: If you complete a straight line of &#039;&#039;&#039;exactly 3&#039;&#039;&#039; stones of your colour (4 in Five-not-four) without simultaneously completing 4, you immediately &#039;&#039;&#039;LOSE&#039;&#039;&#039;!&lt;br /&gt;
* &#039;&#039;&#039;Win takes precedence&#039;&#039;&#039;: If a single placement forms both a winning line and a losing line simultaneously, the &#039;&#039;&#039;WIN takes precedence&#039;&#039;&#039; and you win the game.&lt;br /&gt;
* &#039;&#039;&#039;Draw&#039;&#039;&#039;: If the board fills completely with no winning line, the game ends in a tie.&lt;br /&gt;
&lt;br /&gt;
===Pie Rule (Swap)===&lt;br /&gt;
In 2-player games (when enabled), after Player 1 places their opening stone, Player 2 may either play a normal move or click &#039;&#039;&#039;Swap Color&#039;&#039;&#039; to take over Player 1&#039;s stone and colour.&lt;br /&gt;
&lt;br /&gt;
==Three-Player Rules==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Elimination&#039;&#039;&#039;: A player who forms a line of 3 stones [[File:Yavalath_lose_3.png|20px|middle]] is immediately eliminated.&lt;br /&gt;
* &#039;&#039;&#039;Obstacles&#039;&#039;&#039;: The eliminated player&#039;s stones remain on the board as permanent neutral blockers.&lt;br /&gt;
* &#039;&#039;&#039;Must-Block Rule&#039;&#039;&#039;: You must not allow the player whose turn comes next to win. If the next active player can win on their turn, you &#039;&#039;&#039;must&#039;&#039;&#039; place your stone on one of those winning cells to block them. This applies even if blocking eliminates you.&lt;br /&gt;
* The game ends when a player completes 4-in-a-row (wins), or when two players have been eliminated (the sole survivor wins).&lt;br /&gt;
&lt;br /&gt;
==Variants (table options)==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Board Size &amp;amp; Ruleset&#039;&#039;&#039; (Option 100):&lt;br /&gt;
** &#039;&#039;&#039;Standard (Side 5)&#039;&#039;&#039; (default): 61 cells. Connect 4 to win, 3 to lose.&lt;br /&gt;
** &#039;&#039;&#039;Five-not-four (Side 6)&#039;&#039;&#039;: 91 cells. Connect 5 to win, 4 to lose.&lt;br /&gt;
** &#039;&#039;&#039;Compact (Side 4)&#039;&#039;&#039;: 37 cells. Connect 4 to win, 3 to lose.&lt;br /&gt;
* &#039;&#039;&#039;Pie Rule (Swap)&#039;&#039;&#039; (Option 101, 2 players only):&lt;br /&gt;
** &#039;&#039;&#039;Enabled&#039;&#039;&#039; (default): Player 2 may swap colours on their opening turn.&lt;br /&gt;
** &#039;&#039;&#039;Disabled&#039;&#039;&#039;: standard opening without swapping.&lt;br /&gt;
&lt;br /&gt;
==Controls on BGA==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Placing a stone&#039;&#039;&#039;: click any unoccupied cell to stage your piece.&lt;br /&gt;
* &#039;&#039;&#039;Confirming &amp;amp; Undoing&#039;&#039;&#039;: click blue &#039;&#039;&#039;Confirm move&#039;&#039;&#039; to finalize, or red &#039;&#039;&#039;Undo&#039;&#039;&#039; (or click another cell) to change your placement.&lt;br /&gt;
* &#039;&#039;&#039;Pie Rule&#039;&#039;&#039;: on Player 2&#039;s opening turn (if enabled), click &#039;&#039;&#039;Swap Color&#039;&#039;&#039; in the status bar to swap colours.&lt;br /&gt;
* &#039;&#039;&#039;Forced block&#039;&#039;&#039;: when required to block the next player, only the valid blocking cells are legal.&lt;br /&gt;
* &#039;&#039;&#039;Preferences&#039;&#039;&#039;: Colour-blind symbols on stones (Preference 100, default: Off): displays geometric symbols on stones.&lt;/div&gt;</summary>
		<author><name>Jayadevhaddadi</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppentup&amp;diff=32289</id>
		<title>Gamehelppentup</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppentup&amp;diff=32289"/>
		<updated>2026-11-02T13:43:00Z</updated>

		<summary type="html">&lt;p&gt;Jayadevhaddadi: Publish pentup rules from repository GAMEHELP.wiki&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Goal==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pent-Up&#039;&#039;&#039; is a 3D stacking abstract strategy game for 2–3 players designed by Néstor Romeral Andrés. Place pentomino tiles flat onto the table or stack them on top of lower tiles to build multi-level structures. When all tiles have been played, the player who controls &#039;&#039;&#039;more tiles on the highest level reached&#039;&#039;&#039; wins!&lt;br /&gt;
&lt;br /&gt;
==Components==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Component !! Icon !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pentominoes&#039;&#039;&#039; || [[File:Pentup_piece_P_white.png|28px|middle]] [[File:Pentup_piece_X_black.png|28px|middle]] [[File:Pentup_piece_T_red.png|28px|middle]] [[File:Pentup_piece_U_black.png|28px|middle]] [[File:Pentup_piece_F_white.png|28px|middle]] || 12 unique pentomino shapes (F, I, L, N, P, T, U, V, W, X, Y, Z) per player in White, Black, or Red. Each pentomino consists of 5 squares.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Game Arena&#039;&#039;&#039; || [[File:Pentup_logo.png|28px|middle]] || Open table surface where pieces are played flat on a square grid.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
&lt;br /&gt;
* Played with 2 or 3 players:&lt;br /&gt;
** &#039;&#039;&#039;2 Players&#039;&#039;&#039;: White [[File:Pentup_piece_P_white.png|18px|middle]] vs. Black [[File:Pentup_piece_X_black.png|18px|middle]] (12 tiles each, 24 total).&lt;br /&gt;
** &#039;&#039;&#039;3 Players&#039;&#039;&#039;: White [[File:Pentup_piece_P_white.png|18px|middle]], Black [[File:Pentup_piece_X_black.png|18px|middle]], and Red [[File:Pentup_piece_T_red.png|18px|middle]] (12 tiles each, 36 total).&lt;br /&gt;
* White plays first; turn order proceeds in table order.&lt;br /&gt;
* Tiles may be rotated in 90° increments and flipped freely before placement.&lt;br /&gt;
&lt;br /&gt;
==Your turn==&lt;br /&gt;
&lt;br /&gt;
On your turn, choose one of your unplayed pentominoes and place it on the board:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Level 1 (The Table)&#039;&#039;&#039;:&lt;br /&gt;
** The first tile of the game may be placed anywhere.&lt;br /&gt;
** Subsequent tiles on Level 1 must touch at least one already placed tile along an edge (corner-only contact is not permitted).&lt;br /&gt;
* &#039;&#039;&#039;Level 2+ (Stacking on Top)&#039;&#039;&#039;:&lt;br /&gt;
** Every unit square of the tile must be completely supported by the level directly beneath (no overhangs).&lt;br /&gt;
** The supporting squares directly underneath must belong to &#039;&#039;&#039;at least 2 different tiles&#039;&#039;&#039; (of any player&#039;s colour). You cannot stack directly on top of a single tile!&lt;br /&gt;
&lt;br /&gt;
===The Key Rule: Mandatory Highest Level===&lt;br /&gt;
A tile &#039;&#039;&#039;must be placed on the highest level on which that specific tile can legally fit&#039;&#039;&#039;. You cannot place a tile on the table if a legal stacking position exists for it on Level 2 or higher! The interface automatically enforces this by calculating and displaying only legal positions at each tile&#039;s mandatory level.&lt;br /&gt;
&lt;br /&gt;
==End of the game and scoring==&lt;br /&gt;
&lt;br /&gt;
The game ends when all tiles (24 in 2P, 36 in 3P) have been placed:&lt;br /&gt;
* &#039;&#039;&#039;Standard Scoring&#039;&#039;&#039;: Inspect the highest level reached. The player with the most tiles on that top level wins!&lt;br /&gt;
* &#039;&#039;&#039;Tie-breaker&#039;&#039;&#039;: If tied on the top level, compare tile counts on the next level down, and so on.&lt;br /&gt;
* &#039;&#039;&#039;Misère Variant&#039;&#039;&#039;: The player with the most tiles on the lowest level (Level 1) wins! Ties are broken level by level upwards.&lt;br /&gt;
* &#039;&#039;&#039;Advanced 3-Player Scoring&#039;&#039;&#039;: Each tile scores its level number (Level 1 = 1 pt, Level 2 = 2 pts, Level 3 = 3 pts...). The highest point total wins; ties broken by most tiles on the top level.&lt;br /&gt;
&lt;br /&gt;
==Variants (table options)==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Variant&#039;&#039;&#039; (Option 100):&lt;br /&gt;
** &#039;&#039;&#039;Standard&#039;&#039;&#039; (default): most tiles on the highest level wins.&lt;br /&gt;
** &#039;&#039;&#039;Misère&#039;&#039;&#039;: most tiles on the lowest level wins (ignored if Advanced 3-player scoring is selected).&lt;br /&gt;
* &#039;&#039;&#039;Scoring (3 players only)&#039;&#039;&#039; (Option 101):&lt;br /&gt;
** &#039;&#039;&#039;Standard&#039;&#039;&#039; (default): most tiles on the top level wins.&lt;br /&gt;
** &#039;&#039;&#039;Advanced&#039;&#039;&#039;: each tile scores its level number; highest total points wins.&lt;br /&gt;
&lt;br /&gt;
==Controls on BGA==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Selecting a tile&#039;&#039;&#039;: click any unplayed tile in your tray (or press keys &#039;&#039;&#039;1&#039;&#039;&#039;–&#039;&#039;&#039;9&#039;&#039;&#039;, &#039;&#039;&#039;0&#039;&#039;&#039;, &#039;&#039;&#039;-&#039;&#039;&#039;, &#039;&#039;&#039;=&#039;&#039;&#039;).&lt;br /&gt;
* &#039;&#039;&#039;Rotating &amp;amp; Flipping&#039;&#039;&#039;: click the on-screen buttons beside the board, or use keyboard shortcuts:&lt;br /&gt;
** &#039;&#039;&#039;Rotate clockwise&#039;&#039;&#039;: click button or press &#039;&#039;&#039;R&#039;&#039;&#039;.&lt;br /&gt;
** &#039;&#039;&#039;Rotate counter-clockwise&#039;&#039;&#039;: click button or press &#039;&#039;&#039;Shift+R&#039;&#039;&#039;.&lt;br /&gt;
** &#039;&#039;&#039;Flip&#039;&#039;&#039;: click button or press &#039;&#039;&#039;F&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Placing&#039;&#039;&#039;: click any highlighted position on the board to stage your tile, then click blue &#039;&#039;&#039;Confirm&#039;&#039;&#039; (or red &#039;&#039;&#039;Cancel&#039;&#039;&#039;).&lt;br /&gt;
* &#039;&#039;&#039;Camera &amp;amp; View Controls&#039;&#039;&#039;: drag to orbit in 3D, scroll to zoom, click &#039;&#039;&#039;Reset camera (C)&#039;&#039;&#039;, toggle &#039;&#039;&#039;2D / 3D (D)&#039;&#039;&#039;, toggle &#039;&#039;&#039;Show levels (L)&#039;&#039;&#039;, or use the X-ray slider to hide upper levels.&lt;br /&gt;
* &#039;&#039;&#039;Tooltips&#039;&#039;&#039;: hover over remaining tile counters in player panels.&lt;br /&gt;
* &#039;&#039;&#039;Preferences&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Colorblind support&#039;&#039;&#039; (Preference 100, default: Off): adds distinctive symbols to pentomino tiles.&lt;br /&gt;
** &#039;&#039;&#039;Sound effects&#039;&#039;&#039; (Preference 101, default: On).&lt;/div&gt;</summary>
		<author><name>Jayadevhaddadi</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpfeedtheducks&amp;diff=32288</id>
		<title>Gamehelpfeedtheducks</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpfeedtheducks&amp;diff=32288"/>
		<updated>2026-11-02T13:40:37Z</updated>

		<summary type="html">&lt;p&gt;Jayadevhaddadi: Publish feedtheducks rules from repository GAMEHELP.wiki&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Goal==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feed the Ducks&#039;&#039;&#039; is an abstract strategy game for 2–4 players designed by Néstor Romeral Andrés. Gather all the ducks of your assigned colour into &#039;&#039;&#039;one single connected flock&#039;&#039;&#039; across the pond before your rivals do! Each turn, drop a breadcrumb to attract all ducks along its 6 straight lines.&lt;br /&gt;
&lt;br /&gt;
==Components==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Component !! Icon !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ducks&#039;&#039;&#039; || [[File:Feedtheducks_duck_white.png|28px|middle]] [[File:Feedtheducks_duck_green.png|28px|middle]] [[File:Feedtheducks_duck_red.png|28px|middle]] [[File:Feedtheducks_duck_blue.png|28px|middle]] || 24 duck pieces in 4 colours (White, Green, Red, Blue).&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Breadcrumb&#039;&#039;&#039; || [[File:Feedtheducks_crumb.png|28px|middle]] || 1 golden breadcrumb dropped onto open pond cells to lure ducks.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pond Board&#039;&#039;&#039; || — || Hexagonal pond grid with 61 spaces (side 5, 24 perimeter spaces).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
&lt;br /&gt;
* Ducks start occupying the 24 perimeter edge spaces of the pond:&lt;br /&gt;
** &#039;&#039;&#039;2 Players&#039;&#039;&#039;: 12 White [[File:Feedtheducks_duck_white.png|18px|middle]] vs. 12 Green [[File:Feedtheducks_duck_green.png|18px|middle]] ducks.&lt;br /&gt;
** &#039;&#039;&#039;3 Players&#039;&#039;&#039;: 8 White [[File:Feedtheducks_duck_white.png|18px|middle]], 8 Green [[File:Feedtheducks_duck_green.png|18px|middle]], and 8 Red [[File:Feedtheducks_duck_red.png|18px|middle]] ducks.&lt;br /&gt;
** &#039;&#039;&#039;4 Players&#039;&#039;&#039;: 6 ducks of each colour (White [[File:Feedtheducks_duck_white.png|18px|middle]], Green [[File:Feedtheducks_duck_green.png|18px|middle]], Red [[File:Feedtheducks_duck_red.png|18px|middle]], Blue [[File:Feedtheducks_duck_blue.png|18px|middle]]).&lt;br /&gt;
* Ducks are placed around the perimeter: by default at random (never more than 2 adjacent ducks of the same colour), or placed alternately by players with the advanced table option.&lt;br /&gt;
* White drops the opening breadcrumb [[File:Feedtheducks_crumb.png|18px|middle]].&lt;br /&gt;
&lt;br /&gt;
==Your turn==&lt;br /&gt;
&lt;br /&gt;
On your turn, execute the following two steps:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Drop the Breadcrumb&#039;&#039;&#039;: Place the breadcrumb [[File:Feedtheducks_crumb.png|18px|middle]] on an unoccupied pond space.&lt;br /&gt;
#* On the opening turn of the game, any empty space is legal.&lt;br /&gt;
#* On subsequent turns, you &#039;&#039;&#039;cannot drop the breadcrumb onto any of the 6 straight lines radiating from its previous position&#039;&#039;&#039;.&lt;br /&gt;
# &#039;&#039;&#039;Ducks Swim&#039;&#039;&#039;: Every duck located on any of the 6 straight lines radiating outward from the new breadcrumb position swims straight toward the breadcrumb as far as possible.&lt;br /&gt;
#* Ducks stop immediately before the breadcrumb or behind preceding ducks on the same line (packing together without jumping).&lt;br /&gt;
&lt;br /&gt;
==End of the game and winning==&lt;br /&gt;
&lt;br /&gt;
The game ends immediately when a player connects their flock into a single contiguous group (ducks sharing hex edges):&lt;br /&gt;
* &#039;&#039;&#039;2 or 4 Players&#039;&#039;&#039;: All ducks of your colour must form a single connected group (12 ducks for 2P; 6 ducks for 4P).&lt;br /&gt;
* &#039;&#039;&#039;3 Players&#039;&#039;&#039;: At least &#039;&#039;&#039;7 ducks&#039;&#039;&#039; of your colour (7 of 8) must form a single group (or all 8 with the advanced option).&lt;br /&gt;
&lt;br /&gt;
The player who completes their connected flock wins immediately!&lt;br /&gt;
* &#039;&#039;&#039;Tie-breaker&#039;&#039;&#039;: If a single breadcrumb simultaneously unites winning flocks for multiple players, the player who dropped that breadcrumb chooses the winner among them!&lt;br /&gt;
&lt;br /&gt;
==Variants (table options)==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Setup&#039;&#039;&#039; (Option 100):&lt;br /&gt;
** &#039;&#039;&#039;Random setup&#039;&#039;&#039; (default): ducks are placed randomly around the edge (at most 2 adjacent of the same colour).&lt;br /&gt;
** &#039;&#039;&#039;Players place the ducks (advanced)&#039;&#039;&#039;: starting with White, players take turns placing ducks onto empty edge spaces.&lt;br /&gt;
* &#039;&#039;&#039;Goal (3 players only)&#039;&#039;&#039; (Option 101):&lt;br /&gt;
** &#039;&#039;&#039;7 of 8 ducks&#039;&#039;&#039; (default): a single group of 7 or 8 ducks wins.&lt;br /&gt;
** &#039;&#039;&#039;All 8 ducks (advanced)&#039;&#039;&#039;: all 8 ducks must connect.&lt;br /&gt;
&lt;br /&gt;
==Controls on BGA==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Aiming&#039;&#039;&#039;: hover over (or tap) any legal space to preview destination ghost ducks and swimming paths.&lt;br /&gt;
* &#039;&#039;&#039;Dropping&#039;&#039;&#039;: click a valid space to stage the breadcrumb, then click blue &#039;&#039;&#039;Drop the breadcrumb here&#039;&#039;&#039; (or red &#039;&#039;&#039;Cancel&#039;&#039;&#039;).&lt;br /&gt;
* &#039;&#039;&#039;Setup Placement&#039;&#039;&#039;: click an empty perimeter space, then click the duck colour button.&lt;br /&gt;
* &#039;&#039;&#039;Tied Victory&#039;&#039;&#039;: if multiple players connect simultaneously, the active player clicks &#039;&#039;&#039;[Name] wins&#039;&#039;&#039; to decide.&lt;br /&gt;
* &#039;&#039;&#039;Tooltips&#039;&#039;&#039;: hover over each player&#039;s duck count in the player panel to view goal details, or tap it to highlight that flock on the pond.&lt;br /&gt;
* &#039;&#039;&#039;Preferences&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Colorblind support&#039;&#039;&#039; (Preference 100, default: Off): adds distinctive symbols to ducks.&lt;br /&gt;
** &#039;&#039;&#039;Sound effects&#039;&#039;&#039; (Preference 101, default: On).&lt;br /&gt;
** &#039;&#039;&#039;Move confirmation&#039;&#039;&#039; (Preference 102, default: Enabled): set to Disabled to drop immediately on click.&lt;br /&gt;
** &#039;&#039;&#039;Show coordinates&#039;&#039;&#039; (Preference 103, default: Off).&lt;/div&gt;</summary>
		<author><name>Jayadevhaddadi</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpvaultnestorgames&amp;diff=32287</id>
		<title>Gamehelpvaultnestorgames</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpvaultnestorgames&amp;diff=32287"/>
		<updated>2026-11-02T13:38:45Z</updated>

		<summary type="html">&lt;p&gt;Jayadevhaddadi: Publish vaultnestorgames rules from repository GAMEHELP.wiki&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Goal==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vault&#039;&#039;&#039; is a 2-player combinatorial abstract strategy game designed by Néstor Romeral Andrés. Advance your pieces across a checkered grid by walking or leaping over friendly pivots to invade your opponent&#039;s back rank. If you start your turn with at least one pawn on the opponent&#039;s back rank, you win!&lt;br /&gt;
&lt;br /&gt;
==Components==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Component !! Icon !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;White Pawns&#039;&#039;&#039; || [[File:Vaultnestorgames_pawn_white.png|28px|middle]] || White pawns controlled by Player 1 (8 pawns on the default 8×8 board).&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Black Pawns&#039;&#039;&#039; || [[File:Vaultnestorgames_pawn_black.png|28px|middle]] || Black pawns controlled by Player 2 (8 pawns on the default 8×8 board).&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Checkered Board&#039;&#039;&#039; || [[File:Vaultnestorgames_board_tile.png|28px|middle]] || Square grid patterned with 4 distinct tonal squares (default: 8×8).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
&lt;br /&gt;
* White [[File:Vaultnestorgames_pawn_white.png|18px|middle]] starts with pawns occupying the bottom back rank.&lt;br /&gt;
* Black [[File:Vaultnestorgames_pawn_black.png|18px|middle]] starts with pawns occupying the opposite top back rank.&lt;br /&gt;
* White plays first; players alternate turns.&lt;br /&gt;
&lt;br /&gt;
==Your turn==&lt;br /&gt;
&lt;br /&gt;
On your turn, execute exactly &#039;&#039;&#039;one&#039;&#039;&#039; action:&lt;br /&gt;
&lt;br /&gt;
===1. Walk===&lt;br /&gt;
* Move any friendly pawn one square in any direction (orthogonal or diagonal, like a chess King) to an adjacent unoccupied square.&lt;br /&gt;
* Walking &#039;&#039;&#039;cannot make captures&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===2. Jump (Vault)===&lt;br /&gt;
* Select a friendly jumping pawn and a second friendly pawn to act as a &#039;&#039;&#039;pivot&#039;&#039;&#039;.&lt;br /&gt;
* The jumping pawn leaps over the pivot in a straight line, landing straight across the pivot at the exact same distance on the other side.&lt;br /&gt;
* Jumps may be executed along any vector (orthogonal, diagonal, or knight-like angles). Intermediate squares between jumper, pivot, and landing site may be empty or occupied.&lt;br /&gt;
* &#039;&#039;&#039;Captures&#039;&#039;&#039;: If the landing square is occupied by an enemy pawn, that enemy pawn is &#039;&#039;&#039;captured and removed from the board&#039;&#039;&#039;! You cannot land on a friendly pawn or off the board.&lt;br /&gt;
&lt;br /&gt;
==Board tones &amp;amp; colour-blind support==&lt;br /&gt;
&lt;br /&gt;
* The board features a 4-toned checkered pattern [[File:Vaultnestorgames_board_tile.png|18px|middle]].&lt;br /&gt;
* Because every jump doubles vector distances, the takeoff square and landing square of any valid jump are mathematically guaranteed to share the exact same board tone!&lt;br /&gt;
* Enabling Colorblind Support (Preference 100) displays distinct geometric markers on each of the 4 tones.&lt;br /&gt;
&lt;br /&gt;
==End of the game==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Back rank victory&#039;&#039;&#039;: If you land a pawn on the opponent&#039;s back rank and they cannot capture it on their immediately upcoming turn with a legal jump, you win at the start of your turn! (If they have no legal jump to capture your invading pawn, you win immediately).&lt;br /&gt;
* &#039;&#039;&#039;Stalemate&#039;&#039;&#039;: If a player starts their turn with no legal moves (neither a walk nor a jump), that player loses and their opponent wins.&lt;br /&gt;
&lt;br /&gt;
==Variants (table options)==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Board Size&#039;&#039;&#039; (Option 100):&lt;br /&gt;
** &#039;&#039;&#039;8×8 (Standard)&#039;&#039;&#039; (default): 8 pawns per player.&lt;br /&gt;
** &#039;&#039;&#039;5×5&#039;&#039;&#039;: 5 pawns per player.&lt;br /&gt;
** &#039;&#039;&#039;6×6&#039;&#039;&#039;: 6 pawns per player.&lt;br /&gt;
** &#039;&#039;&#039;7×7&#039;&#039;&#039;: 7 pawns per player.&lt;br /&gt;
** &#039;&#039;&#039;9×9&#039;&#039;&#039;: 9 pawns per player.&lt;br /&gt;
** &#039;&#039;&#039;10×10&#039;&#039;&#039;: 10 pawns per player (nestorgames edition).&lt;br /&gt;
&lt;br /&gt;
==Controls on BGA==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Selecting a pawn&#039;&#039;&#039;: click a friendly pawn to select it. Click red &#039;&#039;&#039;Deselect&#039;&#039;&#039; if you wish to choose another pawn.&lt;br /&gt;
* &#039;&#039;&#039;Walking&#039;&#039;&#039;: valid adjacent empty walk squares highlight in green. Click an adjacent square, then click blue &#039;&#039;&#039;Confirm Walk&#039;&#039;&#039; (or red &#039;&#039;&#039;Undo&#039;&#039;&#039;).&lt;br /&gt;
* &#039;&#039;&#039;Vaulting&#039;&#039;&#039;: click your jumper pawn, then click a friendly pivot pawn. Valid landing squares highlight in blue (or red for captures). Click the landing square, then click blue &#039;&#039;&#039;Confirm Vault&#039;&#039;&#039; or &#039;&#039;&#039;Confirm Vault (Capture)&#039;&#039;&#039; (or red &#039;&#039;&#039;Undo&#039;&#039;&#039;).&lt;br /&gt;
* &#039;&#039;&#039;Tooltips&#039;&#039;&#039;: hover over the pawn counter in player panels to view current pawn counts.&lt;br /&gt;
* &#039;&#039;&#039;Preferences&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Colorblind support&#039;&#039;&#039; (Preference 100, default: Off): displays geometric markers on the 4 board tones.&lt;br /&gt;
** &#039;&#039;&#039;Sound effects&#039;&#039;&#039; (Preference 101, default: On).&lt;br /&gt;
** &#039;&#039;&#039;Board orientation&#039;&#039;&#039; (Preference 102, default: Seat-relative [own pawns at bottom]; option: Fixed [White at bottom]).&lt;/div&gt;</summary>
		<author><name>Jayadevhaddadi</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpsugargliders&amp;diff=32286</id>
		<title>Gamehelpsugargliders</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpsugargliders&amp;diff=32286"/>
		<updated>2026-11-02T13:36:49Z</updated>

		<summary type="html">&lt;p&gt;Jayadevhaddadi: Publish sugargliders rules from repository GAMEHELP.wiki&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Goal==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sugar Gliders&#039;&#039;&#039; is a strategic foraging board game for 2–4 players designed by Néstor Romeral Andrés. Guide your sugar glider leaping through the tree canopy to collect fruit tiles. The player with the highest total fruit point value in their reserve at game end wins!&lt;br /&gt;
&lt;br /&gt;
==Components==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Component !! Icon !! Value !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;White Seed&#039;&#039;&#039; || [[File:Sugargliders_tile_1.png|28px|middle]] || 1 point || Starting launchpad for gliders during setup (12 in standard, 9 in compact).&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Yellow Seeds&#039;&#039;&#039; || [[File:Sugargliders_tile_2.png|28px|middle]] || 2 points || Common nectar seed tile (12 in standard, 9 in compact).&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Acorns&#039;&#039;&#039; || [[File:Sugargliders_tile_3.png|28px|middle]] || 3 points || Nutrient acorn tile (12 in standard, 9 in compact).&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Red Berries&#039;&#039;&#039; || [[File:Sugargliders_tile_4.png|28px|middle]] || 4 points || Sweet berry tile (12 in standard, 9 in compact).&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Purple Fruit&#039;&#039;&#039; || [[File:Sugargliders_tile_5.png|28px|middle]] || 5 points || Premium large fruit tile (12 in standard; omitted in compact variant).&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tree Board&#039;&#039;&#039; || — || — || Hexagonal tree canopy grid with 61 spaces (37 spaces in the compact variant). The centre space is the special tree hollow nest.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
&lt;br /&gt;
* The centre nest space begins empty.&lt;br /&gt;
* All other tree canopy spaces are populated face-up with one random fruit tile each (60 tiles in standard, 36 in compact).&lt;br /&gt;
* In turn order, each player places their sugar glider on any available space containing a 1-point fruit tile [[File:Sugargliders_tile_1.png|18px|middle]]. That tile rests beneath the glider as their initial jumping tile.&lt;br /&gt;
&lt;br /&gt;
==Your turn==&lt;br /&gt;
&lt;br /&gt;
On your turn, choose exactly &#039;&#039;&#039;one&#039;&#039;&#039; of two actions:&lt;br /&gt;
&lt;br /&gt;
===1. Jump===&lt;br /&gt;
* &#039;&#039;&#039;Jump Distance&#039;&#039;&#039;:&lt;br /&gt;
** If you have a &#039;&#039;&#039;tile underneath&#039;&#039;&#039; your glider: you must leap in a straight line along any of the 6 hex directions by &#039;&#039;&#039;exactly&#039;&#039;&#039; that tile&#039;s point value (no turning).&lt;br /&gt;
** If you have &#039;&#039;&#039;no tile underneath&#039;&#039;&#039; your glider: you must spend and discard one tile from your reserve, jumping in a straight line equal to the spent tile&#039;s value. The spent reserve tile leaves the game.&lt;br /&gt;
* &#039;&#039;&#039;Collect takeoff tile&#039;&#039;&#039;: When jumping with a tile underneath you, pick it up and add it to your reserve as you leap.&lt;br /&gt;
* &#039;&#039;&#039;Landing&#039;&#039;&#039;:&lt;br /&gt;
** Landing on a space with a fruit tile places that tile under your glider to dictate your next jump.&lt;br /&gt;
** Landing on an empty space leaves you with no tile underneath for your next turn (requiring a reserve tile sacrifice to jump).&lt;br /&gt;
* &#039;&#039;&#039;Center nest space&#039;&#039;&#039;: A glider taking off from the centre nest space may spend any tile from their reserve to glide to &#039;&#039;&#039;any unoccupied space on the entire board&#039;&#039;&#039; (ignoring straight-line and distance rules).&lt;br /&gt;
* &#039;&#039;&#039;Restrictions&#039;&#039;&#039;: Gliders cannot jump off the board, nor pass through or land on another glider.&lt;br /&gt;
&lt;br /&gt;
===2. Enter Torpor===&lt;br /&gt;
* Do not move your glider.&lt;br /&gt;
* If a fruit tile is underneath your glider, eat it: pick it up and add it to your personal reserve.&lt;br /&gt;
* On your next turn, you will have no tile underneath and must spend a reserve tile to jump, or enter torpor again.&lt;br /&gt;
&lt;br /&gt;
==End of the game and scoring==&lt;br /&gt;
&lt;br /&gt;
The game ends immediately when:&lt;br /&gt;
* All players take the Torpor action in succession without anyone jumping.&lt;br /&gt;
* All fruit tiles on the tree canopy have been gathered.&lt;br /&gt;
&lt;br /&gt;
===Final scoring===&lt;br /&gt;
* Each player also collects the fruit tile their glider is currently resting upon into their reserve.&lt;br /&gt;
* Sum the values of all fruit tiles ([[File:Sugargliders_tile_1.png|16px|middle]] to [[File:Sugargliders_tile_5.png|16px|middle]]) in your reserve.&lt;br /&gt;
* The player with the highest total score wins! Ties share victory (no tie-breaker).&lt;br /&gt;
&lt;br /&gt;
==Variants (table options)==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Board Size &amp;amp; Variant&#039;&#039;&#039; (Option 100):&lt;br /&gt;
** &#039;&#039;&#039;Automatic (compact for 2 players, full tree for 3–4)&#039;&#039;&#039; (default): 37-space compact board for 2 players; 61-space full tree for 3–4 players.&lt;br /&gt;
** &#039;&#039;&#039;Standard (Full Tree)&#039;&#039;&#039;: 61 spaces, 60 food tiles (values 1–5).&lt;br /&gt;
** &#039;&#039;&#039;Compact Inner Tree (Short Variant)&#039;&#039;&#039;: 37 spaces, 36 food tiles (values 1–4, all 5-point purple fruits and 3 of each other value removed).&lt;br /&gt;
&lt;br /&gt;
==Controls on BGA==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Setup&#039;&#039;&#039;: click an empty space with a 1-point fruit tile, then press &#039;&#039;&#039;Confirm placement&#039;&#039;&#039; (or &#039;&#039;&#039;Cancel&#039;&#039;&#039;).&lt;br /&gt;
* &#039;&#039;&#039;Jumping&#039;&#039;&#039;: click any highlighted destination space to stage your leap. Press &#039;&#039;&#039;Confirm jump&#039;&#039;&#039; (or &#039;&#039;&#039;Confirm: spend [N] VP from reserve&#039;&#039;&#039;), or press red &#039;&#039;&#039;Cancel&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Center nest glide&#039;&#039;&#039;: click any unoccupied space on the tree, then select which fruit tile to spend from your reserve tray.&lt;br /&gt;
* &#039;&#039;&#039;Torpor&#039;&#039;&#039;: click the &#039;&#039;&#039;Enter torpor&#039;&#039;&#039; button (or &#039;&#039;&#039;Enter torpor (ends the game)&#039;&#039;&#039;).&lt;br /&gt;
* &#039;&#039;&#039;Tooltips&#039;&#039;&#039;: hover over the centre nest space, or over player panels (fruit under glider, torpor status, reserve breakdown).&lt;br /&gt;
* &#039;&#039;&#039;Preferences&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Confirm jump before moving&#039;&#039;&#039; (Preference 101, default: Automatic [touch screens only]; options: Always, Never).&lt;br /&gt;
** &#039;&#039;&#039;Colour-blind support&#039;&#039;&#039; (Preference 102, default: Off): adds distinctive symbols to each player&#039;s glider.&lt;br /&gt;
** &#039;&#039;&#039;Glider style&#039;&#039;&#039; (Preference 103, default: Original figure [wooden glider]; option: Classic drawing).&lt;/div&gt;</summary>
		<author><name>Jayadevhaddadi</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpomega&amp;diff=32285</id>
		<title>Gamehelpomega</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpomega&amp;diff=32285"/>
		<updated>2026-11-02T13:34:38Z</updated>

		<summary type="html">&lt;p&gt;Jayadevhaddadi: Publish omega rules from repository GAMEHELP.wiki&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Goal==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Omega&#039;&#039;&#039; is a combinatorial abstract strategy game for 2–4 players designed by Néstor Romeral Andrés. Place stones onto a hexagonal grid to cultivate separate connected groups of your colour. Your final score is calculated by &#039;&#039;&#039;multiplying the sizes of all your separate connected groups together&#039;&#039;&#039; — the highest product wins!&lt;br /&gt;
&lt;br /&gt;
==Components==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Component !! Icon !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;White Stones&#039;&#039;&#039; || [[File:Omega_stone_white.png|28px|middle]] || Player 1 stones.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Black Stones&#039;&#039;&#039; || [[File:Omega_stone_black.png|28px|middle]] || Player 2 stones.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Red Stones&#039;&#039;&#039; || [[File:Omega_stone_red.png|28px|middle]] || Player 3 stones (used in 3–4 player games).&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Blue Stones&#039;&#039;&#039; || [[File:Omega_stone_blue.png|28px|middle]] || Player 4 stones (used in 4 player games).&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hexagonal Board&#039;&#039;&#039; || — || Hexagonal grid of cells in various sizes (Standard: Side 5 / 61 cells).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
&lt;br /&gt;
* Players are assigned colours in fixed order: [[File:Omega_stone_white.png|18px|middle]] &#039;&#039;&#039;White&#039;&#039;&#039; &amp;amp;rarr; [[File:Omega_stone_black.png|18px|middle]] &#039;&#039;&#039;Black&#039;&#039;&#039; &amp;amp;rarr; [[File:Omega_stone_red.png|18px|middle]] &#039;&#039;&#039;Red&#039;&#039;&#039; &amp;amp;rarr; [[File:Omega_stone_blue.png|18px|middle]] &#039;&#039;&#039;Blue&#039;&#039;&#039;.&lt;br /&gt;
* The board starts completely empty.&lt;br /&gt;
* &#039;&#039;&#039;Pie Rule (2-player option)&#039;&#039;&#039;: Player 1 places 1 White and 1 Black stone. Player 2 then chooses whether to play normally or swap colours to take over White&#039;s position.&lt;br /&gt;
&lt;br /&gt;
==Your turn==&lt;br /&gt;
&lt;br /&gt;
On your turn, you must place &#039;&#039;&#039;exactly one stone of each active colour in play&#039;&#039;&#039; onto unoccupied hexagonal cells:&lt;br /&gt;
* &#039;&#039;&#039;2 Players&#039;&#039;&#039;: place 1 White [[File:Omega_stone_white.png|18px|middle]] and 1 Black [[File:Omega_stone_black.png|18px|middle]] stone.&lt;br /&gt;
* &#039;&#039;&#039;3 Players&#039;&#039;&#039;: place 1 White [[File:Omega_stone_white.png|18px|middle]], 1 Black [[File:Omega_stone_black.png|18px|middle]], and 1 Red [[File:Omega_stone_red.png|18px|middle]] stone.&lt;br /&gt;
* &#039;&#039;&#039;4 Players&#039;&#039;&#039;: place 1 White [[File:Omega_stone_white.png|18px|middle]], 1 Black [[File:Omega_stone_black.png|18px|middle]], 1 Red [[File:Omega_stone_red.png|18px|middle]], and 1 Blue [[File:Omega_stone_blue.png|18px|middle]] stone.&lt;br /&gt;
&lt;br /&gt;
You place your own colour first, followed by each opponent&#039;s colour in turn order. Because you place stones of all colours, you can place opponents&#039; stones to disrupt their structures or force unwanted merges!&lt;br /&gt;
&lt;br /&gt;
==End of the game and scoring==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Game End Trigger&#039;&#039;&#039;: The game ends immediately when, just before White&#039;s turn, not enough empty cells remain to complete another full round (requires at least N × N cells for N players: 4 cells for 2P, 9 for 3P, 16 for 4P). A few empty cells will remain at game end.&lt;br /&gt;
* &#039;&#039;&#039;Multiplication Scoring&#039;&#039;&#039;: Every distinct connected group (stones of the same colour sharing an edge) is counted. Your score is the product of all your group sizes multiplied together:&lt;br /&gt;
: &#039;&#039;&#039;Score = size of group 1 × size of group 2 × … × size of last group&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Example&#039;&#039;: Groups of sizes 3, 4, and 5 score 3 × 4 × 5 = &#039;&#039;&#039;60&#039;&#039;&#039;. A single giant group of 12 stones scores only &#039;&#039;&#039;12&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Winner&#039;&#039;&#039;: The player with the highest final product wins!&lt;br /&gt;
* &#039;&#039;&#039;Tie-breaker&#039;&#039;&#039;: If tied, the player who played &#039;&#039;&#039;latest in turn order&#039;&#039;&#039; wins (Blue &amp;amp;gt; Red &amp;amp;gt; Black &amp;amp;gt; White), compensating for opening turn advantage.&lt;br /&gt;
&lt;br /&gt;
==Variants (table options)==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pie Rule (Swap)&#039;&#039;&#039; (Option 100, 2 players only):&lt;br /&gt;
** &#039;&#039;&#039;Enabled&#039;&#039;&#039; (default): Player 2 may swap colours on their opening turn.&lt;br /&gt;
** &#039;&#039;&#039;Disabled&#039;&#039;&#039;: standard play without swap option.&lt;br /&gt;
* &#039;&#039;&#039;Board Size&#039;&#039;&#039; (Option 101):&lt;br /&gt;
** &#039;&#039;&#039;Standard (Side 5, 61 hexes)&#039;&#039;&#039; (default): tournament board (approx. 30 turns).&lt;br /&gt;
** &#039;&#039;&#039;Mini (Side 3, 19 hexes)&#039;&#039;&#039;: ultra-fast game (approx. 9 turns).&lt;br /&gt;
** &#039;&#039;&#039;Short (Side 4, 37 hexes)&#039;&#039;&#039;: quick game (approx. 18 turns).&lt;br /&gt;
** &#039;&#039;&#039;Large (Side 6, 91 hexes)&#039;&#039;&#039;: pro game (approx. 45 turns).&lt;br /&gt;
** &#039;&#039;&#039;Expert (Side 7, 127 hexes)&#039;&#039;&#039;: deep strategy with massive products.&lt;br /&gt;
&lt;br /&gt;
==Controls on BGA==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Placing stones&#039;&#039;&#039;: click unoccupied hexagonal cells on the board to stage each required stone in sequence.&lt;br /&gt;
* &#039;&#039;&#039;Confirming &amp;amp; Resetting&#039;&#039;&#039;: once all stones for your turn are staged, click blue &#039;&#039;&#039;Confirm turn&#039;&#039;&#039;. To clear staged stones and start your turn over, click red &#039;&#039;&#039;Reset turn&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Pie Rule&#039;&#039;&#039;: on Player 2&#039;s opening turn (if enabled), click &#039;&#039;&#039;Swap colors (Pie Rule)&#039;&#039;&#039; to swap colours with Player 1.&lt;br /&gt;
* &#039;&#039;&#039;Tooltips&#039;&#039;&#039;: hover over the turn order badge in player panels to view tie-breaker rules.&lt;br /&gt;
* &#039;&#039;&#039;Preferences&#039;&#039;&#039;: Colorblind support (Preference 100, default: Off): adds distinctive symbols onto stones.&lt;/div&gt;</summary>
		<author><name>Jayadevhaddadi</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppeople&amp;diff=32284</id>
		<title>Gamehelppeople</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppeople&amp;diff=32284"/>
		<updated>2026-11-02T13:33:08Z</updated>

		<summary type="html">&lt;p&gt;Jayadevhaddadi: Publish people rules from repository GAMEHELP.wiki&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Goal==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;People&#039;&#039;&#039; is a dystopian economic strategy game for 2–4 players designed by Néstor Romeral Andrés (a tribute to &#039;&#039;Soylent Green&#039;&#039;). Build licensed food-processing factories on the borders between city districts. Each factory scores the number of humans in its two adjacent districts multiplied together. Unspent bitcoins score 1 point each. The player with the highest total score wins!&lt;br /&gt;
&lt;br /&gt;
==Components==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Component !! Icon !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Factories&#039;&#039;&#039; || [[File:People_factory_red.png|28px|middle]] [[File:People_factory_blue.png|28px|middle]] [[File:People_factory_yellow.png|28px|middle]] [[File:People_factory_green.png|28px|middle]] || Food production plants in 4 player colours (Red, Blue, Yellow, Green) placed on district borders.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Humans&#039;&#039;&#039; || [[File:People_human.png|28px|middle]] || Citizens populating city districts that feed adjacent factories (72 start on the board, 8 in the outside pool).&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bitcoins&#039;&#039;&#039; || [[File:People_coin.png|28px|middle]] || Currency used to bribe city authorities, or saved for +1 point each at game end.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Roadblocks&#039;&#039;&#039; || [[File:People_roadblock.png|28px|middle]] || 12 barriers that block human movement and factory placement along street edges.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bulldozer&#039;&#039;&#039; || [[File:People_bulldozer.png|28px|middle]] || Heavy vehicle used to scoop up citizens and redistribute them along a straight street.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Riot Police &amp;amp; Shield&#039;&#039;&#039; || [[File:People_police.png|28px|middle]] || Police unit used to disperse citizens from a crowded district into surrounding districts.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Board&#039;&#039;&#039; || — || 6×6 city grid. The active play area adapts to the player count.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;City Area&#039;&#039;&#039;:&lt;br /&gt;
** 2 players: 5×5 area (25 districts).&lt;br /&gt;
** 3 players: 5×6 area (30 districts).&lt;br /&gt;
** 4 players: full 6×6 city (36 districts).&lt;br /&gt;
** Inactive districts outside the play area are fenced off with roadblocks.&lt;br /&gt;
* 72 citizens [[File:People_human.png|20px|middle]] start distributed across the active area (at least 1 in every district). 8 citizens start in the outside pool.&lt;br /&gt;
* Each player starts with 10 bitcoins [[File:People_coin.png|20px|middle]] and their supply of factories: 2 players: 15; 3 players: 14; 4 players: 13.&lt;br /&gt;
* Turn order determines colours: 1st: Red [[File:People_factory_red.png|18px|middle]], 2nd: Blue [[File:People_factory_blue.png|18px|middle]], 3rd: Yellow [[File:People_factory_yellow.png|18px|middle]], 4th: Green [[File:People_factory_green.png|18px|middle]].&lt;br /&gt;
* The bulldozer [[File:People_bulldozer.png|20px|middle]] starts on a random district. The riot shield starts off-board.&lt;br /&gt;
&lt;br /&gt;
==Your turn==&lt;br /&gt;
&lt;br /&gt;
Each turn consists of two steps:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Build a factory (mandatory)&#039;&#039;&#039;: Click an empty edge between two districts in the active city area. Your factory is built immediately.&lt;br /&gt;
# &#039;&#039;&#039;Bribe city authorities (optional)&#039;&#039;&#039;: Spend 1 bitcoin [[File:People_coin.png|20px|middle]] to execute one bribe, or click &#039;&#039;&#039;Skip bribe&#039;&#039;&#039;. If you wish to reposition your factory, you can click red &#039;&#039;&#039;Undo&#039;&#039;&#039; before bribing.&lt;br /&gt;
&lt;br /&gt;
===Available Bribes (cost 1 bitcoin each)===&lt;br /&gt;
&lt;br /&gt;
* [[File:People_police.png|24px|middle]] &#039;&#039;&#039;Police&#039;&#039;&#039;: select any district with humans (except where the bulldozer sits). The riot shield moves there, dispersing 1 human into each adjacent district that is not blocked by a roadblock.&lt;br /&gt;
* [[File:People_bulldozer.png|24px|middle]] &#039;&#039;&#039;Bulldozer&#039;&#039;&#039;: scoop up 1 to 5 humans from its current district. Drive in a straight line in any cardinal direction, dropping at least 1 human in each district passed through until all scooped humans are distributed. The bulldozer cannot pass through roadblocks [[File:People_roadblock.png|18px|middle]] or leave the active city area.&lt;br /&gt;
* [[File:People_roadblock.png|24px|middle]] &#039;&#039;&#039;Roadblock&#039;&#039;&#039;: place 1 roadblock from the supply onto any empty street edge in the active city area.&lt;br /&gt;
* [[File:People_human.png|24px|middle]] &#039;&#039;&#039;Outside (More People)&#039;&#039;&#039;: bring 4 citizens from the outside pool into the city. Choose a 2×2 block of districts; each of the 4 districts receives 1 human.&lt;br /&gt;
&lt;br /&gt;
==End of the game and scoring==&lt;br /&gt;
&lt;br /&gt;
The game ends immediately when the active player cannot build a factory (either having 0 factories left in their reserve or no legal empty edges remaining).&lt;br /&gt;
&lt;br /&gt;
Final score calculation:&lt;br /&gt;
* &#039;&#039;&#039;Factory points&#039;&#039;&#039;: For each factory you built, multiply the number of humans in the district on one side by the number of humans in the district on the other side.&lt;br /&gt;
* &#039;&#039;&#039;Bitcoin points&#039;&#039;&#039;: +1 point for each unspent bitcoin [[File:People_coin.png|20px|middle]] in your possession.&lt;br /&gt;
&lt;br /&gt;
The player with the highest total score wins! Ties share victory (no tie-breaker).&lt;br /&gt;
&lt;br /&gt;
==Controls on BGA==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Building a factory&#039;&#039;&#039;: click any highlighted border edge between two districts to place your factory immediately.&lt;br /&gt;
* &#039;&#039;&#039;Bribing&#039;&#039;&#039;: click one of the 4 bribe buttons in the supply bar above the board (Police, Bulldozer, Roadblocks, Outside), then click the required board targets. For the bulldozer, click &#039;&#039;&#039;Humans: [N]&#039;&#039;&#039; in the status bar to adjust how many humans to scoop (1 to 5). Then click blue &#039;&#039;&#039;Confirm&#039;&#039;&#039; (or red &#039;&#039;&#039;Cancel&#039;&#039;&#039;).&lt;br /&gt;
* &#039;&#039;&#039;Skipping &amp;amp; Undoing&#039;&#039;&#039;: click &#039;&#039;&#039;Skip bribe&#039;&#039;&#039; to end your turn without bribing, or click red &#039;&#039;&#039;Undo&#039;&#039;&#039; to take back your factory placement.&lt;br /&gt;
* &#039;&#039;&#039;Tooltips&#039;&#039;&#039;: hover over bitcoins and factories in player panels to view counts, and over bribe buttons in the supply bar.&lt;br /&gt;
* &#039;&#039;&#039;Preferences&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Colorblind support&#039;&#039;&#039; (Preference 100, default: Off): adds distinctive geometric shapes to factories and the bulldozer.&lt;br /&gt;
** &#039;&#039;&#039;Sound effects&#039;&#039;&#039; (Preference 101, default: On).&lt;/div&gt;</summary>
		<author><name>Jayadevhaddadi</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpred&amp;diff=32283</id>
		<title>Gamehelpred</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpred&amp;diff=32283"/>
		<updated>2026-11-02T13:30:15Z</updated>

		<summary type="html">&lt;p&gt;Jayadevhaddadi: Publish red rules from repository GAMEHELP.wiki&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Goal==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red&#039;&#039;&#039; is a tile-placement abstract strategy game for 2–3 players designed by Néstor Romeral Andrés. Each player commands one colour: &#039;&#039;&#039;White&#039;&#039;&#039;, &#039;&#039;&#039;Black&#039;&#039;&#039;, or &#039;&#039;&#039;Red&#039;&#039;&#039;. Build a large connected group of tiles featuring your colour as the &#039;&#039;&#039;outer border&#039;&#039;&#039;, and another connected group featuring your colour as the &#039;&#039;&#039;inner circle&#039;&#039;&#039;. Your final score is the point value of your border group multiplied by the point value of your circle group!&lt;br /&gt;
&lt;br /&gt;
==Components==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Component !! Icon !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Small Tiles (1 pt)&#039;&#039;&#039; || [[File:Red_tile_white_red.png|28px|middle]] [[File:Red_tile_black_red.png|28px|middle]] [[File:Red_tile_red_white.png|28px|middle]] [[File:Red_tile_red_black.png|28px|middle]] [[File:Red_tile_white_black.png|28px|middle]] [[File:Red_tile_black_white.png|28px|middle]] || 30 single-square tiles (5 copies of each of the 6 colour combinations). Each tile scores 1 point in a group.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Large Tiles (2 pts)&#039;&#039;&#039; || [[File:Red_tile_large.png|28px|middle]] || 6 large 2×2 square tiles (1 copy of each of the 6 colour combinations). Each large tile scores 2 points in a group.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pool&#039;&#039;&#039; || — || All 36 tiles are available in the public pool beside the board.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
&lt;br /&gt;
* Players are assigned colours: White, Black, and Red. Turn order always runs &#039;&#039;&#039;White → Black → Red&#039;&#039;&#039;.&lt;br /&gt;
* In a 2-player game, the two players control White and Black; Red is a neutral blocker colour (scores nothing).&lt;br /&gt;
* The board starts empty.&lt;br /&gt;
&lt;br /&gt;
==Your turn==&lt;br /&gt;
&lt;br /&gt;
On your turn, choose any available tile from the pool and place it onto the table:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Grid alignment&#039;&#039;&#039;: All tiles line up on a shared square grid.&lt;br /&gt;
# &#039;&#039;&#039;Touch a small tile&#039;&#039;&#039;: Except for the very first tile played in the game, every newly placed tile must share at least one orthogonal edge with an already played &#039;&#039;&#039;small tile&#039;&#039;&#039;. Touching only at a diagonal corner is not permitted.&lt;br /&gt;
# &#039;&#039;&#039;Large tiles apart&#039;&#039;&#039;: A large 2×2 tile [[File:Red_tile_large.png|20px|middle]] may &#039;&#039;&#039;never share an edge&#039;&#039;&#039; with another large tile (touching at a diagonal corner is allowed).&lt;br /&gt;
# &#039;&#039;&#039;Opening move&#039;&#039;&#039;: White cannot start the game with a large 2×2 tile.&lt;br /&gt;
&lt;br /&gt;
===Two-player restriction===&lt;br /&gt;
In a 2-player game, you &#039;&#039;&#039;cannot play the same tile type that your opponent just played&#039;&#039;&#039; (same size and colour combination), unless no other legal move is available.&lt;br /&gt;
&lt;br /&gt;
==End of the game and scoring==&lt;br /&gt;
&lt;br /&gt;
* The game ends immediately when no remaining tile from the pool can be legally placed on the table.&lt;br /&gt;
* &#039;&#039;&#039;Scoring&#039;&#039;&#039;: For each player, calculate:&lt;br /&gt;
** The point value of their single largest connected group of tiles having &#039;&#039;&#039;their colour as the outer border&#039;&#039;&#039; (small tile = 1 pt, large tile = 2 pts).&lt;br /&gt;
** The point value of their single largest connected group of tiles having &#039;&#039;&#039;their colour as the inner circle&#039;&#039;&#039; (small tile = 1 pt, large tile = 2 pts).&lt;br /&gt;
** Multiply the two values together to get your final score (border points × circle points).&lt;br /&gt;
* The player with the highest score wins!&lt;br /&gt;
* &#039;&#039;&#039;Tie-breaker&#039;&#039;&#039;: In a 3-player game, if exactly two players tie for first place, the &#039;&#039;&#039;third player wins&#039;&#039;&#039;! (A 3-way tie is a shared victory).&lt;br /&gt;
&lt;br /&gt;
==Controls on BGA==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Selecting a tile&#039;&#039;&#039;: click any available tile in the pool.&lt;br /&gt;
* &#039;&#039;&#039;Placing&#039;&#039;&#039;: click any highlighted square on the board to stage your placement, then click blue &#039;&#039;&#039;Place tile&#039;&#039;&#039; (or red &#039;&#039;&#039;Cancel&#039;&#039;&#039;).&lt;br /&gt;
* &#039;&#039;&#039;Tooltips&#039;&#039;&#039;: hover over the border and circle icons in the player panels to view &amp;quot;Largest square (border) group&amp;quot; and &amp;quot;Largest circle group&amp;quot;.&lt;br /&gt;
* &#039;&#039;&#039;Preferences&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Colorblind support&#039;&#039;&#039; (Preference 100, default: Off): adds distinctive symbols to tiles (White: circle, Black: square, Red: triangle).&lt;br /&gt;
** &#039;&#039;&#039;Sound effects&#039;&#039;&#039; (Preference 101, default: On).&lt;br /&gt;
** &#039;&#039;&#039;Confirm placement&#039;&#039;&#039; (Preference 102, default: Ask me first): set to &amp;quot;Place on tap&amp;quot; to place immediately on click without requiring the Confirm button.&lt;/div&gt;</summary>
		<author><name>Jayadevhaddadi</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmicrochip&amp;diff=32282</id>
		<title>Gamehelpmicrochip</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmicrochip&amp;diff=32282"/>
		<updated>2026-11-02T13:28:10Z</updated>

		<summary type="html">&lt;p&gt;Jayadevhaddadi: Publish microchip rules from repository GAMEHELP.wiki&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Goal==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Microchip&#039;&#039;&#039; is a spatial abstract strategy game for 2–5 players designed by Néstor Romeral Andrés. Draft circuit tiles from a shared pool and arrange them on your personal 5×5 circuit board. Build the highest-scoring closed microchip: each connection in your microchip scores 1 point, while every tile outside your microchip costs 2 penalty points.&lt;br /&gt;
&lt;br /&gt;
==Components==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Component !! Icon !! Connections !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cross&#039;&#039;&#039; || [[File:Microchip_tile_plus.png|28px|middle]] || 4 connections || 1 copy per colour (5 total). Connects in all 4 cardinal directions.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;T-Junction&#039;&#039;&#039; || [[File:Microchip_tile_tee.png|28px|middle]] || 3 connections || 3 copies per colour (15 total). Branches into 3 directions.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Corner&#039;&#039;&#039; || [[File:Microchip_tile_corner.png|28px|middle]] || 2 connections || 2 copies per colour (10 total). Turns 90°.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Straight&#039;&#039;&#039; || [[File:Microchip_tile_straight.png|28px|middle]] || 2 connections || 2 copies per colour (10 total). Runs straight through.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Terminal End&#039;&#039;&#039; || [[File:Microchip_tile_end.png|28px|middle]] || 1 connection || 4 copies per colour (20 total). Caps and closes a path.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Circuit Board&#039;&#039;&#039; || — || — || Personal 5×5 grid per player (25 spaces: 5 each of blue, red, green, yellow, pink).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shared Pool&#039;&#039;&#039;: 60 tiles (12 of each of the 5 colours: blue, red, green, yellow, pink) arranged in a grid:&lt;br /&gt;
** 2 players: 50 tiles (5 rows × 10 columns; 10 tiles removed at random).&lt;br /&gt;
** 3–4 players: 60 tiles (5 rows × 12 columns).&lt;br /&gt;
** 5 players: 60 tiles (6 rows × 10 columns).&lt;br /&gt;
* The rightmost column with remaining tiles forms the active &#039;&#039;&#039;draw column&#039;&#039;&#039;.&lt;br /&gt;
* Each player receives a unique 5×5 circuit board (5 spaces of each colour) and a tray.&lt;br /&gt;
&lt;br /&gt;
==Your turn==&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Draft a tile (mandatory)&#039;&#039;&#039;: On your turn, take one tile of your choice from the active draw column into your tray. When a column is exhausted, the next column to the left becomes the new draw column.&lt;br /&gt;
# &#039;&#039;&#039;Arrange your board (free action)&#039;&#039;&#039;: You may place, rotate, move, swap, or return tiles from your tray to your board at any time, even during other players&#039; turns.&lt;br /&gt;
&lt;br /&gt;
===Placing circuit tiles===&lt;br /&gt;
A tile may be placed on your board only when all conditions are met:&lt;br /&gt;
* The space is empty.&lt;br /&gt;
* The &#039;&#039;&#039;colour of the tile matches the colour of the space&#039;&#039;&#039;.&lt;br /&gt;
* No connection may point off the edge of the board.&lt;br /&gt;
* Where two tiles touch, their paths must match (wire meets wire, or blank edge meets blank edge). Mismatched paths or paths pointing off-board show a red `!` error badge. A path pointing to an empty space shows a yellow warning triangle until closed.&lt;br /&gt;
&lt;br /&gt;
==End of the game and scoring==&lt;br /&gt;
&lt;br /&gt;
* When the shared pool is completely empty, all players finalize their circuit boards and press &#039;&#039;&#039;Finish&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Closed Microchip&#039;&#039;&#039;: Your scored microchip is your single most valuable connected group of tiles that has &#039;&#039;&#039;zero open connections&#039;&#039;&#039; (no wire pointing to an empty space, off-board, or to a mismatched edge). Any group with an open wire is invalid and scores 0 points.&lt;br /&gt;
* &#039;&#039;&#039;Scoring&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;+1 point&#039;&#039;&#039; for each connection point on tiles within your closed microchip.&lt;br /&gt;
** &#039;&#039;&#039;-2 points&#039;&#039;&#039; for each tile remaining in your tray or placed outside your closed microchip.&lt;br /&gt;
* The player with the highest score wins!&lt;br /&gt;
* &#039;&#039;&#039;Tie-breaker&#039;&#039;&#039;: Most tiles in the winning microchip. If still tied, victory is shared.&lt;br /&gt;
&lt;br /&gt;
==Controls on BGA==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Drafting&#039;&#039;&#039;: Click any tile in the active rightmost draw column to take it.&lt;br /&gt;
* &#039;&#039;&#039;Placing&#039;&#039;&#039;: Click a tile in your tray, then click an empty matching-colour space on your board.&lt;br /&gt;
* &#039;&#039;&#039;Rotating&#039;&#039;&#039;: Click a tile already on your board to rotate it 90° clockwise, or select it and press &#039;&#039;&#039;Rotate&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Moving &amp;amp; Removing&#039;&#039;&#039;: Click a placed tile to select it, then click another cell to move or swap, or press &#039;&#039;&#039;Remove&#039;&#039;&#039; to return it to your tray. Press &#039;&#039;&#039;Deselect&#039;&#039;&#039; to clear your selection.&lt;br /&gt;
* &#039;&#039;&#039;Finish&#039;&#039;&#039;: Once all pool tiles are drafted, click blue &#039;&#039;&#039;Finish&#039;&#039;&#039;. If you need to make changes before everyone finishes, click &#039;&#039;&#039;Resume building&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Badges&#039;&#039;&#039;: A red `!` badge indicates an invalid placement (path running off-board or mismatched edges). A yellow warning triangle indicates an unclosed path.&lt;br /&gt;
* &#039;&#039;&#039;Preferences&#039;&#039;&#039;: Colourblind support (Preference 100, default: Off): displays geometric symbols on board spaces and tiles.&lt;/div&gt;</summary>
		<author><name>Jayadevhaddadi</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpkiln&amp;diff=32281</id>
		<title>Gamehelpkiln</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpkiln&amp;diff=32281"/>
		<updated>2026-11-02T13:25:58Z</updated>

		<summary type="html">&lt;p&gt;Jayadevhaddadi: Publish kiln rules from repository GAMEHELP.wiki&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Goal==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;KILN&#039;&#039;&#039; is an abstract strategy game for 2–4 players designed by Néstor Romeral Andrés. Slide ceramic tiles through a central 6×6 kiln, replicate matching colour polyomino shapes into your private 5×5 warehouse, and sell full rows or columns to reach the winning score threshold first (default: 14 victory points).&lt;br /&gt;
&lt;br /&gt;
==Components==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Component !! Icon !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Coloured Tiles&#039;&#039;&#039; || [[File:Kiln_tile_red.png|28px|middle]] [[File:Kiln_tile_blue.png|28px|middle]] [[File:Kiln_tile_green.png|28px|middle]] [[File:Kiln_tile_yellow.png|28px|middle]] || 36 ceramic tiles in 4 player colours (9 Red, 9 Blue, 9 Green, 9 Yellow) inside the 6×6 kiln.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Neutral Black Tile&#039;&#039;&#039; || [[File:Kiln_tile_black.png|28px|middle]] || 1 neutral black tile that starts on an outer perimeter arrow and grants an extra turn when pushed out of the kiln.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Kiln Board (6×6)&#039;&#039;&#039; || [[File:Kiln_logo.png|28px|middle]] || Central sliding board holding 36 tiles with 24 push arrows around its perimeter.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Warehouse (5×5)&#039;&#039;&#039; || — || Personal 5×5 warehouse per player where copied shapes land and completed rows/columns are cleared.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Score Track&#039;&#039;&#039; || — || Linear track from 0 to 29 points.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
&lt;br /&gt;
* The 6×6 kiln is filled with all 36 coloured tiles (9 Red, 9 Blue, 9 Green, 9 Yellow).&lt;br /&gt;
* The neutral black tile [[File:Kiln_tile_black.png|20px|middle]] starts on a random perimeter arrow slot (0–23).&lt;br /&gt;
* Each player controls one colour ([[File:Kiln_tile_red.png|18px|middle]] Red, [[File:Kiln_tile_blue.png|18px|middle]] Blue, [[File:Kiln_tile_green.png|18px|middle]] Green, or [[File:Kiln_tile_yellow.png|18px|middle]] Yellow) and an empty 5×5 warehouse.&lt;br /&gt;
* &#039;&#039;&#039;Starting player&#039;&#039;&#039;: For each colour, the largest orthogonally connected group in the kiln is identified. The owner of the smallest group among those starts the game.&lt;br /&gt;
&lt;br /&gt;
==Your turn==&lt;br /&gt;
&lt;br /&gt;
On your turn, execute the following phases in order:&lt;br /&gt;
&lt;br /&gt;
===1. Push tile into the kiln===&lt;br /&gt;
* Take the current outer tile from its perimeter slot and place it onto any of the other 23 empty perimeter arrow slots.&lt;br /&gt;
* Push the tile into that row or column: all 6 tiles slide forward 1 space, and the tile at the far end is pushed out to become the next outer tile.&lt;br /&gt;
&lt;br /&gt;
===2. Copy largest shape to warehouse===&lt;br /&gt;
* Find your &#039;&#039;&#039;largest orthogonally connected group&#039;&#039;&#039; of tiles of your colour in the kiln (diagonals do not connect; if tied, choose which one).&lt;br /&gt;
* Replicate that exact polyomino shape into empty cells of your 5×5 warehouse.&lt;br /&gt;
* &#039;&#039;&#039;Orientation&#039;&#039;&#039;: The shape &#039;&#039;&#039;cannot be rotated or flipped&#039;&#039;&#039;.&lt;br /&gt;
* If the shape cannot legally fit into your warehouse:&lt;br /&gt;
** With &#039;&#039;Fixing the Mess&#039;&#039; (default): you may erase 1 painted cell in your warehouse to make room, or skip placement.&lt;br /&gt;
** Without &#039;&#039;Fixing the Mess&#039;&#039;: you skip placement this turn.&lt;br /&gt;
&lt;br /&gt;
===3. Sell completed rows or columns (optional)===&lt;br /&gt;
* If you have completely filled rows or columns (5 tiles across), you may sell them for points:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; margin:8px auto;&amp;quot;&lt;br /&gt;
! Full lines sold !! 1 line !! 2 lines !! 3 lines !! 4 lines !! 5 lines&lt;br /&gt;
|-&lt;br /&gt;
| Points earned || 1 pt || 3 pts || 6 pts || 10 pts || 15 pts&lt;br /&gt;
|}&lt;br /&gt;
* You may sell &#039;&#039;&#039;either rows OR columns&#039;&#039;&#039; in a single turn (no mixing).&lt;br /&gt;
* Sold tiles are cleared from your warehouse, opening space for future shapes.&lt;br /&gt;
&lt;br /&gt;
===4. Extra turns===&lt;br /&gt;
* If the tile pushed out of the kiln was the neutral black tile [[File:Kiln_tile_black.png|20px|middle]], you immediately take a full extra turn.&lt;br /&gt;
* If &#039;&#039;Heating up the Kiln&#039;&#039; is enabled, landing exactly on bonus spaces 5, 8, 14, 17, 19, 23, or 26 also awards an extra turn.&lt;br /&gt;
&lt;br /&gt;
==End of the game==&lt;br /&gt;
&lt;br /&gt;
* The game ends immediately the moment any player reaches or exceeds the target winning score (default: &#039;&#039;&#039;14 points&#039;&#039;&#039;).&lt;br /&gt;
* That player wins immediately!&lt;br /&gt;
&lt;br /&gt;
==Variants (table options)==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Target Winning Score&#039;&#039;&#039; (Option 100):&lt;br /&gt;
** &#039;&#039;&#039;Short / Beginners Game (14 points)&#039;&#039;&#039; (default).&lt;br /&gt;
** &#039;&#039;&#039;Standard Game (17 points)&#039;&#039;&#039;.&lt;br /&gt;
** &#039;&#039;&#039;Long Game (20 points)&#039;&#039;&#039;.&lt;br /&gt;
** &#039;&#039;&#039;Marathon Game (25 points)&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Heating up the Kiln (Bonus Spaces)&#039;&#039;&#039; (Option 101):&lt;br /&gt;
** &#039;&#039;&#039;Disabled (Standard)&#039;&#039;&#039; (default): standard scoring track.&lt;br /&gt;
** &#039;&#039;&#039;Enabled&#039;&#039;&#039;: landing exactly on track spaces 5, 8, 14, 17, 19, 23, or 26 awards an extra turn.&lt;br /&gt;
* &#039;&#039;&#039;Fixing the Mess&#039;&#039;&#039; (Option 102):&lt;br /&gt;
** &#039;&#039;&#039;Enabled (Catch-up Rule)&#039;&#039;&#039; (default): if your largest shape cannot fit, erase 1 painted cell from your warehouse.&lt;br /&gt;
** &#039;&#039;&#039;Disabled&#039;&#039;&#039;: standard rule (skip placement if shape does not fit).&lt;br /&gt;
* &#039;&#039;&#039;Starting Board Setup&#039;&#039;&#039; (Option 103):&lt;br /&gt;
** &#039;&#039;&#039;Balanced Sector Placement (Recommended)&#039;&#039;&#039; (default): 2×2 sectors ensure fair initial distribution (max group size 2 for all colours).&lt;br /&gt;
** &#039;&#039;&#039;Fully Random (Official Rules)&#039;&#039;&#039;: all 36 tiles shuffled completely at random.&lt;br /&gt;
&lt;br /&gt;
==Controls on BGA==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pushing&#039;&#039;&#039;: click any perimeter arrow around the kiln to stage where to push the outer tile. Click blue &#039;&#039;&#039;Push&#039;&#039;&#039; (or red &#039;&#039;&#039;Cancel&#039;&#039;&#039;).&lt;br /&gt;
* &#039;&#039;&#039;Tied groups&#039;&#039;&#039;: if tied, click &#039;&#039;&#039;Select Group [N] ([Size] tiles)&#039;&#039;&#039;, or click &#039;&#039;&#039;Undo Push&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Warehouse placement&#039;&#039;&#039;: click any highlighted square in your warehouse, then click blue &#039;&#039;&#039;Confirm placement&#039;&#039;&#039; (or red &#039;&#039;&#039;Undo Push&#039;&#039;&#039;).&lt;br /&gt;
* &#039;&#039;&#039;Fixing the mess&#039;&#039;&#039;: if your group cannot fit, click &#039;&#039;&#039;Fix the Mess&#039;&#039;&#039; and click 1 cell in your warehouse to erase it, or click &#039;&#039;&#039;Skip Placement&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Selling&#039;&#039;&#039;: click the arrow next to a completed row or column on your warehouse to toggle selling it, then click &#039;&#039;&#039;Sell [N] Line(s) (+[Pts] pts)&#039;&#039;&#039;, or click &#039;&#039;&#039;Pass (Keep Tiles)&#039;&#039;&#039; (or &#039;&#039;&#039;Confirm end of turn&#039;&#039;&#039;). Click &#039;&#039;&#039;Undo Move&#039;&#039;&#039; to revert.&lt;br /&gt;
* &#039;&#039;&#039;Tooltips&#039;&#039;&#039;: hover over perimeter arrows, the kiln grid, track legend, black tile badge, warehouses, and price tables.&lt;br /&gt;
* &#039;&#039;&#039;Preferences&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Colorblind support&#039;&#039;&#039; (Preference 100, default: Off): displays letter glyphs on tiles (Red: N, Blue: K, Green: I, Yellow: L).&lt;br /&gt;
** &#039;&#039;&#039;Sound effects&#039;&#039;&#039; (Preference 101, default: On).&lt;br /&gt;
** &#039;&#039;&#039;Confirm placement&#039;&#039;&#039; (Preference 102, default: Ask me first).&lt;br /&gt;
** &#039;&#039;&#039;Tooltips&#039;&#039;&#039; (Preference 103, default: On).&lt;br /&gt;
** &#039;&#039;&#039;Confirm end of turn&#039;&#039;&#039; (Preference 104, default: Ask me first): set to Off to auto-pass when no lines can be sold.&lt;/div&gt;</summary>
		<author><name>Jayadevhaddadi</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelphipposcrocodiles&amp;diff=32280</id>
		<title>Gamehelphipposcrocodiles</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelphipposcrocodiles&amp;diff=32280"/>
		<updated>2026-11-02T13:23:53Z</updated>

		<summary type="html">&lt;p&gt;Jayadevhaddadi: Publish hipposcrocodiles rules from repository GAMEHELP.wiki&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Goal==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hippos &amp;amp; Crocodiles&#039;&#039;&#039; is a 2-player spatial abstract strategy game designed by Néstor Romeral Andrés. Players take turns placing polyomino animal pieces onto the grid. If you cannot place an animal on your turn, you lose immediately; the last player to legally place a piece wins!&lt;br /&gt;
&lt;br /&gt;
==Components==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Component !! Icon !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hippos&#039;&#039;&#039; || [[File:Hipposcrocodiles_hippo.png|28px|middle]] || 8 hippo pieces (each occupies 10 squares: a 3×3 body plus 1 snout cell).&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Crocodiles&#039;&#039;&#039; || [[File:Hipposcrocodiles_crocodile.png|28px|middle]] || 8 crocodile pieces (each occupies 10 squares: a central 6-square spine with 4 legs).&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Trunks&#039;&#039;&#039; || [[File:Hipposcrocodiles_trunk.png|28px|middle]] || Optional 3×1 wooden log obstacles that block placement.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Maps&#039;&#039;&#039; || [[File:Hipposcrocodiles_map_square.png|28px|middle]] [[File:Hipposcrocodiles_map_rectangle.png|28px|middle]] [[File:Hipposcrocodiles_map_lagoon.png|28px|middle]] [[File:Hipposcrocodiles_map_pool.png|28px|middle]] || 4 distinct aquatic terrains: Square (14×14, 196 squares), Rectangle (20×10, 200 squares), Lagoon (209 squares), and Pool (208 squares).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
&lt;br /&gt;
* One player plays the [[File:Hipposcrocodiles_hippo.png|20px|middle]] &#039;&#039;&#039;Hippos&#039;&#039;&#039; (8 pieces); the other plays the [[File:Hipposcrocodiles_crocodile.png|20px|middle]] &#039;&#039;&#039;Crocodiles&#039;&#039;&#039; (8 pieces).&lt;br /&gt;
* The game takes place on the chosen map (Square [[File:Hipposcrocodiles_map_square.png|20px|middle]], Rectangle [[File:Hipposcrocodiles_map_rectangle.png|20px|middle]], Lagoon [[File:Hipposcrocodiles_map_lagoon.png|20px|middle]], or Pool [[File:Hipposcrocodiles_map_pool.png|20px|middle]]).&lt;br /&gt;
* Pieces must fit entirely within the water area of the board and cannot overlap other pieces or trunks.&lt;br /&gt;
* &#039;&#039;&#039;Trunks (table option)&#039;&#039;&#039;: If enabled, 4 trunks [[File:Hipposcrocodiles_trunk.png|20px|middle]] (3×1 squares) are placed before any animals are played (either placed alternately by players, 2 each, or placed randomly).&lt;br /&gt;
&lt;br /&gt;
==Your turn==&lt;br /&gt;
&lt;br /&gt;
On your turn, place one of your remaining animal pieces onto the board:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Choose position&#039;&#039;&#039;: Click any legal square on the board to preview your animal.&lt;br /&gt;
# &#039;&#039;&#039;Rotate orientation&#039;&#039;&#039;: Turn your piece into any of the 4 cardinal directions (0°, 90°, 180°, 270°) by clicking &#039;&#039;&#039;↻ Rotate&#039;&#039;&#039; in the status bar, pressing &#039;&#039;&#039;R&#039;&#039;&#039; (or &#039;&#039;&#039;Shift+R&#039;&#039;&#039;), or using keys &#039;&#039;&#039;W&#039;&#039;&#039;, &#039;&#039;&#039;D&#039;&#039;&#039;, &#039;&#039;&#039;S&#039;&#039;&#039;, &#039;&#039;&#039;A&#039;&#039;&#039;.&lt;br /&gt;
# &#039;&#039;&#039;Confirm placement&#039;&#039;&#039;: Click the blue &#039;&#039;&#039;Confirm&#039;&#039;&#039; button to lock in your move (or click red &#039;&#039;&#039;Cancel&#039;&#039;&#039; to clear your preview).&lt;br /&gt;
&lt;br /&gt;
===Difficulty options===&lt;br /&gt;
* &#039;&#039;&#039;Easy (default)&#039;&#039;&#039;: All valid placement squares are highlighted on the board for the current orientation.&lt;br /&gt;
* &#039;&#039;&#039;Hard&#039;&#039;&#039;: No highlights are shown. If no legal placements remain, click the red &#039;&#039;&#039;Surrender&#039;&#039;&#039; button to concede.&lt;br /&gt;
&lt;br /&gt;
==End of the game==&lt;br /&gt;
&lt;br /&gt;
* The game ends immediately when the active player cannot legally place any of their remaining animal pieces (or clicks &#039;&#039;&#039;Surrender&#039;&#039;&#039; in Hard mode).&lt;br /&gt;
* That player loses (0 points), and the opponent wins (1 point).&lt;br /&gt;
&lt;br /&gt;
==Variants (table options)==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Map&#039;&#039;&#039; (Option 100):&lt;br /&gt;
** &#039;&#039;&#039;Square (14×14)&#039;&#039;&#039; (default): 196 squares.&lt;br /&gt;
** &#039;&#039;&#039;Rectangle (20×10)&#039;&#039;&#039;: 200 squares.&lt;br /&gt;
** &#039;&#039;&#039;Lagoon&#039;&#039;&#039;: 209 squares.&lt;br /&gt;
** &#039;&#039;&#039;Pool&#039;&#039;&#039;: 208 squares.&lt;br /&gt;
** &#039;&#039;&#039;Random&#039;&#039;&#039;: randomly selects one of the four maps.&lt;br /&gt;
* &#039;&#039;&#039;Trunks&#039;&#039;&#039; (Option 101):&lt;br /&gt;
** &#039;&#039;&#039;Off&#039;&#039;&#039; (default): no trunks on the board.&lt;br /&gt;
** &#039;&#039;&#039;On – players place 2 each&#039;&#039;&#039;: players take turns placing 2 trunks each before animals are placed.&lt;br /&gt;
** &#039;&#039;&#039;On – randomly placed&#039;&#039;&#039;: 4 trunks are placed at random during setup.&lt;br /&gt;
* &#039;&#039;&#039;Animal distribution&#039;&#039;&#039; (Option 102):&lt;br /&gt;
** &#039;&#039;&#039;Random&#039;&#039;&#039; (default): animal assignments are decided at random.&lt;br /&gt;
** &#039;&#039;&#039;First player plays Hippos&#039;&#039;&#039;: starting player gets Hippos.&lt;br /&gt;
** &#039;&#039;&#039;First player plays Crocodiles&#039;&#039;&#039;: starting player gets Crocodiles.&lt;br /&gt;
* &#039;&#039;&#039;Difficulty&#039;&#039;&#039; (Option 103):&lt;br /&gt;
** &#039;&#039;&#039;Easy&#039;&#039;&#039; (default): valid placements are highlighted on the board.&lt;br /&gt;
** &#039;&#039;&#039;Hard&#039;&#039;&#039;: no highlights; surrender button available when stuck.&lt;br /&gt;
&lt;br /&gt;
==Controls on BGA==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Placement&#039;&#039;&#039;: click a square on the board to stage your piece.&lt;br /&gt;
* &#039;&#039;&#039;Rotation&#039;&#039;&#039;: click &#039;&#039;&#039;↻ Rotate&#039;&#039;&#039; in the status bar, press &#039;&#039;&#039;R&#039;&#039;&#039; (rotate clockwise), &#039;&#039;&#039;Shift+R&#039;&#039;&#039; (rotate counter-clockwise), or use keys &#039;&#039;&#039;W&#039;&#039;&#039;, &#039;&#039;&#039;D&#039;&#039;&#039;, &#039;&#039;&#039;S&#039;&#039;&#039;, &#039;&#039;&#039;A&#039;&#039;&#039; to orient directly.&lt;br /&gt;
* &#039;&#039;&#039;Confirm / Cancel&#039;&#039;&#039;: click blue &#039;&#039;&#039;Confirm&#039;&#039;&#039; to finalize, or red &#039;&#039;&#039;Cancel&#039;&#039;&#039; to clear your preview.&lt;br /&gt;
* &#039;&#039;&#039;Surrender&#039;&#039;&#039;: in Hard mode, click red &#039;&#039;&#039;Surrender&#039;&#039;&#039; if you have no legal placements remaining.&lt;br /&gt;
* &#039;&#039;&#039;Trunk placement&#039;&#039;&#039;: click an empty square, rotate if needed, and press &#039;&#039;&#039;Confirm&#039;&#039;&#039; (or &#039;&#039;&#039;Cancel&#039;&#039;&#039;).&lt;br /&gt;
* &#039;&#039;&#039;Tooltips&#039;&#039;&#039;: hover over the &#039;&#039;&#039;↻ Rotate&#039;&#039;&#039; button to view keyboard shortcuts.&lt;br /&gt;
* &#039;&#039;&#039;Preferences&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Colorblind support&#039;&#039;&#039; (Preference 100, default: Off): enables colour-blind styling.&lt;br /&gt;
** &#039;&#039;&#039;Sound effects&#039;&#039;&#039; (Preference 101, default: On): toggle sounds.&lt;br /&gt;
** &#039;&#039;&#039;Confirm placement&#039;&#039;&#039; (Preference 102, default: On): set to Off to place immediately on click without requiring Confirm.&lt;br /&gt;
** &#039;&#039;&#039;Animal colours&#039;&#039;&#039; (Preference 104, default: Bright): choose Bright (pink hippos, bright green crocodiles) or Natural (brown hippos, olive-green crocodiles).&lt;/div&gt;</summary>
		<author><name>Jayadevhaddadi</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgardensofenceladus&amp;diff=32279</id>
		<title>Gamehelpgardensofenceladus</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgardensofenceladus&amp;diff=32279"/>
		<updated>2026-11-02T13:21:38Z</updated>

		<summary type="html">&lt;p&gt;Jayadevhaddadi: Publish gardensofenceladus rules from repository GAMEHELP.wiki&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Goal==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gardens of Enceladus&#039;&#039;&#039; is an abstract strategy game for 2–5 players designed by Néstor Romeral Andrés. Move your Martian gardener across the icy 10×10 garden to harvest flowers and build the best &#039;&#039;&#039;hand&#039;&#039;&#039;. A hand consists of the flower counts of the five colours, sorted from lowest to highest. The highest hand wins.&lt;br /&gt;
&lt;br /&gt;
==Components==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Component !! Icon !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Flowers&#039;&#039;&#039; || [[File:Gardensofenceladus_flower_blue.png|28px|middle]] [[File:Gardensofenceladus_flower_red.png|28px|middle]] [[File:Gardensofenceladus_flower_yellow.png|28px|middle]] [[File:Gardensofenceladus_flower_green.png|28px|middle]] [[File:Gardensofenceladus_flower_magenta.png|28px|middle]] || 95 flowers: 19 each of 5 colours (blue, red, yellow, green, magenta). Each colour carries a distinct centre symbol.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Wildflower&#039;&#039;&#039; || [[File:Gardensofenceladus_flower_wild.png|28px|middle]] || 1 grey wildflower, available via special action 10. Automatically counts as whichever colour makes your hand highest.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Peaks&#039;&#039;&#039; || [[File:Gardensofenceladus_peak.png|28px|middle]] || 5 ice peaks that block movement (Martians cannot pass over or land on them).&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Martians&#039;&#039;&#039; || [[File:Gardensofenceladus_martian_bot.png|28px|middle]] [[File:Gardensofenceladus_martian_ali.png|28px|middle]] [[File:Gardensofenceladus_martian_marty.png|28px|middle]] [[File:Gardensofenceladus_martian_bob.png|28px|middle]] [[File:Gardensofenceladus_martian_robby.png|28px|middle]] || Martian gardeners in 5 types: Bot, Ali, Marty, Bob, and Robby.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Carrying tube&#039;&#039;&#039; || [[File:Gardensofenceladus_special_tube.png|28px|middle]] || Holds flowers spent to pay for special actions.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Action discs&#039;&#039;&#039; || [[File:Gardensofenceladus_counter.png|28px|middle]] || Player-coloured discs that mark special actions once used.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Board&#039;&#039;&#039; || — || 10×10 garden with 100 squares (95 flowers and 5 peaks).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
&lt;br /&gt;
* The 10×10 garden is filled with 95 flowers and 5 peaks [[File:Gardensofenceladus_peak.png|20px|middle]]. Peaks never isolate any garden area.&lt;br /&gt;
* In turn order, each player chooses a Martian gardener and places it on a start square outside the garden (along the left, right, or bottom edge).&lt;br /&gt;
* The carrying tube [[File:Gardensofenceladus_special_tube.png|20px|middle]] starts empty.&lt;br /&gt;
&lt;br /&gt;
==Your turn==&lt;br /&gt;
&lt;br /&gt;
On your turn, execute the following steps in order:&lt;br /&gt;
&lt;br /&gt;
===1. Special actions (optional)===&lt;br /&gt;
You may pay 3 flowers of the same colour from your reserve to perform a special action. You may perform multiple special actions per turn as long as you can pay for each. Each special action slot can be used only once per game across all players. Spent flowers go into the carrying tube [[File:Gardensofenceladus_special_tube.png|20px|middle]].&lt;br /&gt;
* [[File:Gardensofenceladus_special_tube.png|24px|middle]] &#039;&#039;&#039;1. Tube&#039;&#039;&#039;: draw 3 random flowers from the tube (requires at least 3 flowers in the tube).&lt;br /&gt;
* [[File:Gardensofenceladus_special_jump.png|24px|middle]] &#039;&#039;&#039;2. Jump&#039;&#039;&#039;: jump over an adjacent peak in a straight line, landing on the square immediately beyond. Collect any flower on the destination.&lt;br /&gt;
* [[File:Gardensofenceladus_special_diagonal.png|24px|middle]] &#039;&#039;&#039;3. Diagonal&#039;&#039;&#039;: move your Martian diagonally any distance without crossing peaks. Collect any flower on the destination.&lt;br /&gt;
* [[File:Gardensofenceladus_special_pick.png|24px|middle]] &#039;&#039;&#039;4. Pick&#039;&#039;&#039;: collect any flower from the garden into your reserve.&lt;br /&gt;
* [[File:Gardensofenceladus_special_swap_martian.png|24px|middle]] &#039;&#039;&#039;5. Swap Martian&#039;&#039;&#039;: swap your Martian with any peak or flower on the board.&lt;br /&gt;
* [[File:Gardensofenceladus_special_swap_peak_flower.png|24px|middle]] &#039;&#039;&#039;6. Swap Peak &amp;amp; Flower&#039;&#039;&#039;: swap any peak with any flower.&lt;br /&gt;
* [[File:Gardensofenceladus_special_swap_flowers.png|24px|middle]] &#039;&#039;&#039;7. Swap Flowers&#039;&#039;&#039;: swap any two flowers on the board.&lt;br /&gt;
* [[File:Gardensofenceladus_special_move_flower.png|24px|middle]] &#039;&#039;&#039;8. Move Flower&#039;&#039;&#039;: move any flower to an empty square.&lt;br /&gt;
* [[File:Gardensofenceladus_special_move_peak.png|24px|middle]] &#039;&#039;&#039;9. Move Peak&#039;&#039;&#039;: move any peak to an empty square.&lt;br /&gt;
* [[File:Gardensofenceladus_special_wildflower.png|24px|middle]] &#039;&#039;&#039;10. Wildflower&#039;&#039;&#039;: take the grey wildflower [[File:Gardensofenceladus_flower_wild.png|20px|middle]] into your reserve. Once taken, this action is no longer available.&lt;br /&gt;
&lt;br /&gt;
===2. Move your Martian (mandatory)===&lt;br /&gt;
Move your Martian in an orthogonal straight line (up, down, left, right) to any flower in that line:&lt;br /&gt;
* You may pass over flowers and other Martians, but never over peaks.&lt;br /&gt;
* Collect the flower you land on into your reserve.&lt;br /&gt;
* If there is at least one flower orthogonally adjacent to your destination, choose and collect one adjacent flower as well.&lt;br /&gt;
&lt;br /&gt;
===3. Soliflowers (automatic)===&lt;br /&gt;
Collect every soliflower remaining on the board: any flower that has no other flowers orthogonally adjacent to it (diagonals do not count).&lt;br /&gt;
&lt;br /&gt;
==End of the game and scoring==&lt;br /&gt;
&lt;br /&gt;
The game ends immediately when the active player cannot reach any flower with their Martian (and cannot or chooses not to use special actions to enable a move).&lt;br /&gt;
&lt;br /&gt;
===Hand scoring===&lt;br /&gt;
* Count your flowers of each of the 5 colours and sort the counts from lowest to highest (e.g. &#039;&#039;&#039;2-3-3-4-5&#039;&#039;&#039;).&lt;br /&gt;
* The grey wildflower [[File:Gardensofenceladus_flower_wild.png|20px|middle]] is automatically assigned to whichever colour produces the highest hand.&lt;br /&gt;
* Hands are compared lexicographically: the highest lowest count wins (e.g. 2-2-3-4-5 beats 1-4-5-5-6). If tied, compare the second lowest, and so on.&lt;br /&gt;
* Highest hand wins. Equal hands share the win (no tie-breaker).&lt;br /&gt;
&lt;br /&gt;
==Variants (table options)==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Game mode&#039;&#039;&#039; (Option 100):&lt;br /&gt;
** &#039;&#039;&#039;Competitive (Standard)&#039;&#039;&#039; (default): highest hand wins.&lt;br /&gt;
** &#039;&#039;&#039;Cooperative&#039;&#039;&#039;: all players collaborate. The team score is the lowest hand among all players.&lt;br /&gt;
* &#039;&#039;&#039;Martians per player&#039;&#039;&#039; (Option 101, 2 players only):&lt;br /&gt;
** &#039;&#039;&#039;One Martian (Standard)&#039;&#039;&#039; (default): standard rules.&lt;br /&gt;
** &#039;&#039;&#039;Two Martians&#039;&#039;&#039;: each player places two Martians and can move either one on their turn. All special actions in a turn must use the Martian moved that turn.&lt;br /&gt;
* &#039;&#039;&#039;Tube action&#039;&#039;&#039; (Option 102):&lt;br /&gt;
** &#039;&#039;&#039;Available (Standard)&#039;&#039;&#039; (default): tube action is usable once &amp;gt;= 3 flowers are inside.&lt;br /&gt;
** &#039;&#039;&#039;Not available&#039;&#039;&#039;: purely combinatorial variant; tube action is covered from the start.&lt;br /&gt;
&lt;br /&gt;
==Controls on BGA==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Setup&#039;&#039;&#039;: click your chosen Martian, then click a highlighted start space outside the garden.&lt;br /&gt;
* &#039;&#039;&#039;Moving&#039;&#039;&#039;: click your Martian (or click a destination flower in its line). If an adjacent flower is available, click it. Then press &#039;&#039;&#039;Confirm&#039;&#039;&#039; (or &#039;&#039;&#039;Undo&#039;&#039;&#039;).&lt;br /&gt;
* &#039;&#039;&#039;Cannot move&#039;&#039;&#039;: press &#039;&#039;&#039;End the game&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Special actions&#039;&#039;&#039;: click a special action icon beside the board (or click &#039;&#039;&#039;Special action&#039;&#039;&#039; in the status bar, or click a piece directly on the board). Select the required squares. If multiple colours can pay the 3-flower cost, click the colour button to pay. Press &#039;&#039;&#039;Confirm&#039;&#039;&#039; (or &#039;&#039;&#039;Undo&#039;&#039;&#039;).&lt;br /&gt;
* &#039;&#039;&#039;Tooltips&#039;&#039;&#039;: hover over special action icons for rules and who used them, and over player panels for reserve counts, hand score, and used actions.&lt;br /&gt;
* &#039;&#039;&#039;Preferences&#039;&#039;&#039;: Sound effects (Preference 101, default: On). All flowers permanently include distinct centre symbols for colour-blind accessibility.&lt;/div&gt;</summary>
		<author><name>Jayadevhaddadi</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgardensofio&amp;diff=32278</id>
		<title>Gamehelpgardensofio</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgardensofio&amp;diff=32278"/>
		<updated>2026-11-02T13:19:12Z</updated>

		<summary type="html">&lt;p&gt;Jayadevhaddadi: Publish gardensofio rules from repository GAMEHELP.wiki&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Goal==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gardens of Io&#039;&#039;&#039; is an abstract strategy game for 2–5 players designed by Néstor Romeral Andrés. Plant flowers on a 9×9 grid to form connected groups of the same colour, score points, and advance your Martian around the 40-space perimeter track. The player furthest along the track wins.&lt;br /&gt;
&lt;br /&gt;
==Components==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Component !! Icon !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Flowers&#039;&#039;&#039; || [[File:Gardensofio_flower_blue.png|28px|middle]] [[File:Gardensofio_flower_yellow.png|28px|middle]] [[File:Gardensofio_flower_orange.png|28px|middle]] [[File:Gardensofio_flower_purple.png|28px|middle]] [[File:Gardensofio_flower_red.png|28px|middle]] [[File:Gardensofio_flower_green.png|28px|middle]] || 60 flowers: 10 each of 6 colours (blue, yellow, orange, purple, red, green), kept in player reserves.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Martians&#039;&#039;&#039; || [[File:Gardensofio_martian_ali.png|28px|middle]] [[File:Gardensofio_martian_bob.png|28px|middle]] [[File:Gardensofio_martian_bot.png|28px|middle]] [[File:Gardensofio_martian_marty.png|28px|middle]] [[File:Gardensofio_martian_robby.png|28px|middle]] || 5 Martian gardeners (Ali, Bob, Bot, Marty, Robby) racing along the 40-space perimeter track (numbered 0–39).&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Trees&#039;&#039;&#039; || [[File:Gardensofio_tree.png|28px|middle]] || 3 permanent obstacles on the 9×9 grid that block sightlines.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Special Actions&#039;&#039;&#039; || [[File:Gardensofio_special_swap_tree.png|28px|middle]] [[File:Gardensofio_special_swap_flowers.png|28px|middle]] [[File:Gardensofio_special_move_flower.png|28px|middle]] [[File:Gardensofio_special_move_tree.png|28px|middle]] [[File:Gardensofio_special_advance.png|28px|middle]] || 5 special action slots on the board. Each can be used only once per game across all players.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Board&#039;&#039;&#039; || — || 9×9 grid (81 circles) enclosed by a 40-space perimeter scoring track.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Reserves&#039;&#039;&#039;: Flowers are drawn at random from the shared supply into public player reserves: 2 players get 27 flowers each; 3 players: 18; 4 players: 14; 5 players: 11. Unused flowers remain in the supply.&lt;br /&gt;
* &#039;&#039;&#039;Trees&#039;&#039;&#039;: 3 trees [[File:Gardensofio_tree.png|20px|middle]] are placed on empty circles of the garden (by default randomly; with the option, placed alternately by players). Trees never divide the grid into separate disconnected areas.&lt;br /&gt;
* &#039;&#039;&#039;Martians&#039;&#039;&#039;: Each player&#039;s Martian starts off-board behind space 0 and enters space 0 on their first turn.&lt;br /&gt;
&lt;br /&gt;
==Your turn==&lt;br /&gt;
&lt;br /&gt;
On your turn, execute the following steps:&lt;br /&gt;
&lt;br /&gt;
===1. Special action (optional)===&lt;br /&gt;
Before planting, you may use one available special action slot (maximum 1 per turn, up to 1 per game per player, or 2 in a 2-player game; once a slot is used by anyone, it is unavailable for the rest of the game):&lt;br /&gt;
* [[File:Gardensofio_special_swap_tree.png|24px|middle]] &#039;&#039;&#039;Swap Tree &amp;amp; Flower&#039;&#039;&#039;: swap any tree [[File:Gardensofio_tree.png|18px|middle]] on the board with any planted flower.&lt;br /&gt;
* [[File:Gardensofio_special_swap_flowers.png|24px|middle]] &#039;&#039;&#039;Swap Flowers&#039;&#039;&#039;: swap any two planted flowers on the board.&lt;br /&gt;
* [[File:Gardensofio_special_move_flower.png|24px|middle]] &#039;&#039;&#039;Move Flower&#039;&#039;&#039;: move any planted flower to an empty circle.&lt;br /&gt;
* [[File:Gardensofio_special_move_tree.png|24px|middle]] &#039;&#039;&#039;Move Tree&#039;&#039;&#039;: move any tree [[File:Gardensofio_tree.png|18px|middle]] to an empty circle.&lt;br /&gt;
* [[File:Gardensofio_special_advance.png|24px|middle]] &#039;&#039;&#039;Advance 5&#039;&#039;&#039;: instantly advance your Martian 5 spaces forward on the track.&lt;br /&gt;
&lt;br /&gt;
Your player token marks the used special action slot on the board.&lt;br /&gt;
&lt;br /&gt;
===2. Planting===&lt;br /&gt;
* Place one flower from your reserve onto an empty circle that lies in a direct &#039;&#039;&#039;straight or diagonal line&#039;&#039;&#039; inward from your Martian&#039;s track position (corner spaces only aim diagonally into the garden).&lt;br /&gt;
* Trees [[File:Gardensofio_tree.png|20px|middle]] block lines of sight; flowers do not.&lt;br /&gt;
* If no empty circle is reachable along your Martian&#039;s sightlines, you cannot plant and must instead advance your Martian 1 space.&lt;br /&gt;
&lt;br /&gt;
===3. Scoring and moving===&lt;br /&gt;
* Count the total number of connected flowers of the same colour touching the newly planted flower horizontally or vertically (orthogonal adjacency; diagonals do not connect). The newly planted flower counts.&lt;br /&gt;
* Advance your Martian forward along the track by that many spaces.&lt;br /&gt;
* Spaces occupied by other Martians are skipped over without counting. You cannot end your move on an occupied space.&lt;br /&gt;
&lt;br /&gt;
===4. Extra turns===&lt;br /&gt;
* If you plant the &#039;&#039;&#039;last remaining flower of a colour in play&#039;&#039;&#039; (zero of that colour left across all player reserves), you immediately take another complete turn!&lt;br /&gt;
&lt;br /&gt;
==End of the game and scoring==&lt;br /&gt;
&lt;br /&gt;
The game ends immediately when:&lt;br /&gt;
* Any player exhausts all flowers from their reserve.&lt;br /&gt;
* The leading Martian is a full lap (40 spaces) ahead of the trailing Martian.&lt;br /&gt;
&lt;br /&gt;
The player furthest along the track wins (completed laps count: 40 points per lap). Ties share victory (no tie-breaker).&lt;br /&gt;
&lt;br /&gt;
==Variants (table options)==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Tree placement&#039;&#039;&#039; (Option 102):&lt;br /&gt;
** &#039;&#039;&#039;Random&#039;&#039;&#039; (default): the 3 trees are placed on random circles before the game starts.&lt;br /&gt;
** &#039;&#039;&#039;Players place them (Standard)&#039;&#039;&#039;: players take turns placing the 3 trees on empty circles.&lt;br /&gt;
* &#039;&#039;&#039;Lap flower bonus&#039;&#039;&#039; (Option 100):&lt;br /&gt;
** &#039;&#039;&#039;Disabled (Standard)&#039;&#039;&#039; (default): standard rules.&lt;br /&gt;
** &#039;&#039;&#039;Enabled&#039;&#039;&#039;: when your Martian crosses the start line (between space 39 and 0), choose one flower from the board (whose colour is not yet exhausted) and add it to your reserve.&lt;br /&gt;
* &#039;&#039;&#039;Game mode&#039;&#039;&#039; (Option 101):&lt;br /&gt;
** &#039;&#039;&#039;Competitive (Standard)&#039;&#039;&#039; (default): the Martian furthest along the track wins.&lt;br /&gt;
** &#039;&#039;&#039;Cooperative&#039;&#039;&#039;: all players collaborate. The group score is the score of the lowest scoring Martian.&lt;br /&gt;
&lt;br /&gt;
==Controls on BGA==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Tree setup&#039;&#039;&#039;: click an empty circle on the board, then press &#039;&#039;&#039;Confirm&#039;&#039;&#039; (or &#039;&#039;&#039;Undo&#039;&#039;&#039;).&lt;br /&gt;
* &#039;&#039;&#039;Planting&#039;&#039;&#039;: click a flower in your reserve, then click a highlighted reachable circle on the board (or click the circle first, then the flower). Press &#039;&#039;&#039;Confirm&#039;&#039;&#039; to finalize, or &#039;&#039;&#039;Undo&#039;&#039;&#039; to cancel staging.&lt;br /&gt;
* &#039;&#039;&#039;No reachable circle&#039;&#039;&#039;: press &#039;&#039;&#039;Move 1 space&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Special actions&#039;&#039;&#039;: click an available special action slot, click the required circle(s) on the board (or confirm the advance), and press &#039;&#039;&#039;Confirm&#039;&#039;&#039; (or &#039;&#039;&#039;Undo&#039;&#039;&#039;). If you staged a special action, you can press &#039;&#039;&#039;Undo special action&#039;&#039;&#039; before planting.&lt;br /&gt;
* &#039;&#039;&#039;Lap bonus&#039;&#039;&#039;: when crossing the start line (if enabled), click an eligible flower on the board and press &#039;&#039;&#039;Confirm&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Tooltips&#039;&#039;&#039;: hover over a player&#039;s Martian score in the player panel to view total score and laps, reserve counts for colour names, and special action tokens.&lt;br /&gt;
* &#039;&#039;&#039;Accessibility&#039;&#039;&#039;: every flower piece permanently features a distinctive colour-blind pattern and centre symbol.&lt;/div&gt;</summary>
		<author><name>Jayadevhaddadi</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgardensofuranus&amp;diff=32277</id>
		<title>Gamehelpgardensofuranus</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgardensofuranus&amp;diff=32277"/>
		<updated>2026-11-02T13:16:00Z</updated>

		<summary type="html">&lt;p&gt;Jayadevhaddadi: Publish gardensofuranus rules from repository GAMEHELP.wiki&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Goal==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gardens of Uranus&#039;&#039;&#039; is an abstract strategy game for 2–5 players by Néstor Romeral Andrés. Move your Martian gardener across the garden to plant flowers, fulfill mission cards, and score the most points while minimizing penalties for unused flowers.&lt;br /&gt;
&lt;br /&gt;
==Components==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Component !! Icon !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Flowers&#039;&#039;&#039; || [[File:Gardensofuranus_flower_blue.png|28px|middle]] [[File:Gardensofuranus_flower_green.png|28px|middle]] [[File:Gardensofuranus_flower_purple.png|28px|middle]] [[File:Gardensofuranus_flower_red.png|28px|middle]] [[File:Gardensofuranus_flower_yellow.png|28px|middle]] || 60 flowers: 12 each of 5 colours (blue, green, purple, red, yellow), kept in player reserves.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Martians&#039;&#039;&#039; || [[File:Gardensofuranus_martian_ali.png|28px|middle]] [[File:Gardensofuranus_martian_bob.png|28px|middle]] [[File:Gardensofuranus_martian_bot.png|28px|middle]] [[File:Gardensofuranus_martian_marty.png|28px|middle]] [[File:Gardensofuranus_martian_robby.png|28px|middle]] || 5 Martian gardeners (Ali, Bob, Bot, Marty, Robby). Each player controls one gardener.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Trees&#039;&#039;&#039; || [[File:Gardensofuranus_tree.png|28px|middle]] || Obstacles placed on interior spots that block movement.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mission Cards&#039;&#039;&#039; || [[File:Gardensofuranus_card.png|28px|middle]] || 36 pattern cards scored during the game or at game end.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Board&#039;&#039;&#039; || — || Hexagonal (61 spots), Trapezoid (63 spots), or Rhombus (64 spots).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Board&#039;&#039;&#039;: Hexagonal (61 spots, 1 tree, 4 card decks), Trapezoid (63 spots, 2 trees, 2 decks), or Rhombus (64 spots, 3 trees, 3 decks). Trees [[File:Gardensofuranus_tree.png|20px|middle]] are placed on random interior spots.&lt;br /&gt;
* &#039;&#039;&#039;Flowers&#039;&#039;&#039;: 60 flowers are shuffled and dealt to player reserves (2 players: 30 flowers; 3 players: 20; 4 players: 15; 5 players: 12). Reserves are public.&lt;br /&gt;
* &#039;&#039;&#039;Mission card draft&#039;&#039;&#039;: Each player receives 5 mission cards [[File:Gardensofuranus_card.png|20px|middle]]. Each player secretly keeps 1 card and passes the rest to the player on the left. This repeats until 4 cards are drafted; the 5th card is kept automatically.&lt;br /&gt;
* The remaining cards are divided into board decks (Hexagonal: 4 decks with 1 face-down and 3 face-up; Trapezoid: 2 decks with 1 face-down and 1 face-up; Rhombus: 3 decks with 1 face-down and 2 face-up).&lt;br /&gt;
* In turn order, each player places their Martian gardener on any empty spot without a tree.&lt;br /&gt;
&lt;br /&gt;
==Your turn==&lt;br /&gt;
&lt;br /&gt;
On your turn, perform &#039;&#039;&#039;one&#039;&#039;&#039; of the following actions:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Move your gardener&#039;&#039;&#039;: move in a straight line along any of the 6 directions, as far as you wish, without turning.&lt;br /&gt;
#* Trees [[File:Gardensofuranus_tree.png|20px|middle]] block movement. You may jump over other Martians, but cannot land on a tree or another gardener.&lt;br /&gt;
#* &#039;&#039;&#039;Empty spot&#039;&#039;&#039;: you must plant a flower from your reserve.&lt;br /&gt;
#* &#039;&#039;&#039;Spot with an existing flower&#039;&#039;&#039;: nothing is planted (unless using Bob&#039;s power).&lt;br /&gt;
# &#039;&#039;&#039;Score a mission card&#039;&#039;&#039;: choose one mission card [[File:Gardensofuranus_card.png|20px|middle]] from your hand. Its points are added immediately and the card is discarded face up. Then draw 1 replacement card from any non-empty board deck. You may score a card for 0 points to discard it.&lt;br /&gt;
&lt;br /&gt;
===Martian powers (table option)===&lt;br /&gt;
&lt;br /&gt;
When enabled (Table Option 101), each player can use their Martian&#039;s unique power &#039;&#039;&#039;once per game&#039;&#039;&#039;:&lt;br /&gt;
* [[File:Gardensofuranus_martian_ali.png|20px|middle]] &#039;&#039;&#039;Ali (Swap Flowers)&#039;&#039;&#039;: swap two flowers that lie on the same straight line through Ali.&lt;br /&gt;
* [[File:Gardensofuranus_martian_bot.png|20px|middle]] &#039;&#039;&#039;Bot (Nuke Tree)&#039;&#039;&#039;: remove one tree [[File:Gardensofuranus_tree.png|20px|middle]] from the garden.&lt;br /&gt;
* [[File:Gardensofuranus_martian_marty.png|20px|middle]] &#039;&#039;&#039;Marty (Teleport)&#039;&#039;&#039;: jump to any unoccupied spot without a tree.&lt;br /&gt;
* [[File:Gardensofuranus_martian_robby.png|20px|middle]] &#039;&#039;&#039;Robby (Swap Martians)&#039;&#039;&#039;: swap positions with any other player&#039;s Martian.&lt;br /&gt;
* [[File:Gardensofuranus_martian_bob.png|20px|middle]] &#039;&#039;&#039;Bob (Replace Flower)&#039;&#039;&#039;: during movement, land on an existing flower and replace it with a flower from your reserve (the old flower leaves the game).&lt;br /&gt;
&lt;br /&gt;
Powers for Ali, Bot, Marty, and Robby trigger before the regular move/score action. Bob&#039;s power activates as part of movement.&lt;br /&gt;
&lt;br /&gt;
==End of the game and scoring==&lt;br /&gt;
&lt;br /&gt;
The game ends immediately when:&lt;br /&gt;
* A player starts their turn with 0 flowers remaining in their reserve.&lt;br /&gt;
* Every player in turn order moves consecutively without planting a flower.&lt;br /&gt;
* The last mission card is drawn from the board decks.&lt;br /&gt;
* A player achieves the instant-win Hexagon mission (6 flowers of the same colour on the vertices of a regular hexagon) — that player wins immediately!&lt;br /&gt;
&lt;br /&gt;
At game end (unless won instantly by Hexagon), unplayed mission cards in hand are revealed and scored. Each player then subtracts penalty points for unused flowers remaining in their reserve:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; margin:8px auto;&amp;quot;&lt;br /&gt;
! Unused flowers !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12&lt;br /&gt;
|-&lt;br /&gt;
| Points lost || -1 || -3 || -6 || -10 || -15 || -21 || -28 || -36 || -45 || -55 || -66 || -78&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The player with the most points wins. Ties share victory (no tie-breaker).&lt;br /&gt;
&lt;br /&gt;
==Variants (table options)==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Garden board&#039;&#039;&#039; (Option 100): Hexagonal (default: 61 spots, 1 tree, 4 decks), Trapezoid (63 spots, 2 trees, 2 decks), or Rhombus (64 spots, 3 trees, 3 decks).&lt;br /&gt;
* &#039;&#039;&#039;Martian powers&#039;&#039;&#039; (Option 101):&lt;br /&gt;
** &#039;&#039;&#039;No powers&#039;&#039;&#039; (default): Martians are assigned at random and differ only in appearance.&lt;br /&gt;
** &#039;&#039;&#039;Powers: random Martian&#039;&#039;&#039;: each player is dealt a random Martian and can use its power once per game.&lt;br /&gt;
** &#039;&#039;&#039;Powers: pick your Martian&#039;&#039;&#039;: players choose their Martian when placing their gardener.&lt;br /&gt;
&lt;br /&gt;
==Controls on BGA==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Drafting&#039;&#039;&#039;: click a mission card to preview, then press &#039;&#039;&#039;Confirm&#039;&#039;&#039; or &#039;&#039;&#039;Cancel&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Placing gardener&#039;&#039;&#039;: click an available Martian (if picking), then click an empty spot.&lt;br /&gt;
* &#039;&#039;&#039;Moving&#039;&#039;&#039;: click any highlighted spot. If it is empty, click a flower colour in the flower picker to plant immediately, or press &#039;&#039;&#039;Cancel&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Bob&#039;s power&#039;&#039;&#039;: when landing on an existing flower with Bob, click a flower colour to replace, or click &#039;&#039;&#039;Just move here&#039;&#039;&#039; (or &#039;&#039;&#039;Cancel&#039;&#039;&#039;).&lt;br /&gt;
* &#039;&#039;&#039;Scoring a mission card&#039;&#039;&#039;: click a card in your hand with a score badge, then click any non-empty board deck to draw a replacement (or press &#039;&#039;&#039;Cancel&#039;&#039;&#039;).&lt;br /&gt;
* &#039;&#039;&#039;Using powers&#039;&#039;&#039;: click &#039;&#039;&#039;Use power: [Name]&#039;&#039;&#039;, then click the required target (tree, spot, Martian, or flowers). Press &#039;&#039;&#039;Cancel&#039;&#039;&#039; to abort.&lt;br /&gt;
* &#039;&#039;&#039;Tooltips&#039;&#039;&#039;: hover (or tap) on cards for points and patterns, trees, Martians for power details, board decks for remaining counts, and player panel flower reserves and penalty previews.&lt;br /&gt;
* &#039;&#039;&#039;Preferences&#039;&#039;&#039;: Colour-blind shapes and patterns on flowers (Preference 100, default: Off).&lt;/div&gt;</summary>
		<author><name>Jayadevhaddadi</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgardensofmars&amp;diff=32276</id>
		<title>Gamehelpgardensofmars</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgardensofmars&amp;diff=32276"/>
		<updated>2026-11-02T13:08:50Z</updated>

		<summary type="html">&lt;p&gt;Jayadevhaddadi: Publish gardensofmars rules from repository GAMEHELP.wiki&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Goal==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gardens of Mars&#039;&#039;&#039; is an abstract game for 2–5 players by Néstor Romeral Andrés. Move your Martian gardener in straight lines, plant flowers next to flowers of the same colour, and score the most points.&lt;br /&gt;
&lt;br /&gt;
==Components==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Component !! Icon !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Flowers&#039;&#039;&#039; || [[File:Gardensofmars_flower_blue.png|28px|middle]] [[File:Gardensofmars_flower_yellow.png|28px|middle]] [[File:Gardensofmars_flower_orange.png|28px|middle]] [[File:Gardensofmars_flower_purple.png|28px|middle]] [[File:Gardensofmars_flower_red.png|28px|middle]] [[File:Gardensofmars_flower_green.png|28px|middle]] || 60 flowers: 10 of each of 6 colours (blue, yellow, orange, purple, red, green).&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Martians&#039;&#039;&#039; || [[File:Gardensofmars_martian_ali.png|28px|middle]] [[File:Gardensofmars_martian_bob.png|28px|middle]] [[File:Gardensofmars_martian_bot.png|28px|middle]] [[File:Gardensofmars_martian_marty.png|28px|middle]] [[File:Gardensofmars_martian_robby.png|28px|middle]] || Each player has a gardener on the board (shown with a ring in your player colour) and a scoring Martian on the track around the board.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Peaks&#039;&#039;&#039; || [[File:Gardensofmars_peak.png|28px|middle]] || Only with the Peaks variant. They block movement.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Board&#039;&#039;&#039; || — || 91 hexagonal spaces, with the scoring track (0–50) around the edge.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dice&#039;&#039;&#039; || — || Up to 6 dice. Each die is one move.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
&lt;br /&gt;
* The 60 flowers are shuffled and dealt at random. Each player gets: 2 players: 30, 3 players: 20, 4 players: 15, 5 players: 12. Every reserve is public.&lt;br /&gt;
* Each player gets a Martian at random.&lt;br /&gt;
* In turn order, each player places their gardener (both gardeners in the 2-gardener variant) on any empty space except the central space.&lt;br /&gt;
* All scoring Martians start on 0.&lt;br /&gt;
&lt;br /&gt;
==Your turn==&lt;br /&gt;
&lt;br /&gt;
Players take turns in table order. On your turn you use &#039;&#039;&#039;one die&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===1. Roll dice (only if no dice are left)===&lt;br /&gt;
* If there are no unused dice on the table, you roll new dice: one die for each space next to your gardener that has no flower (up to 6). The central space counts as a space without a flower; a peak [[File:Gardensofmars_peak.png|20px|middle]] does not.&lt;br /&gt;
* If every space around your gardener has a flower, you roll no dice and your turn ends.&lt;br /&gt;
* Dice that are not used stay on the table for the next players.&lt;br /&gt;
&lt;br /&gt;
===2. Move===&lt;br /&gt;
* Choose one die and move your gardener in a straight line in one of the 6 directions, &#039;&#039;&#039;exactly&#039;&#039;&#039; as many spaces as the die shows. No turning.&lt;br /&gt;
* You may pass over the central space but not stop on it.&lt;br /&gt;
* You cannot pass over or stop on another gardener or a peak [[File:Gardensofmars_peak.png|20px|middle]].&lt;br /&gt;
* The die is then used up.&lt;br /&gt;
&lt;br /&gt;
===3. Plant or lose a point===&lt;br /&gt;
* &#039;&#039;&#039;You stop on an empty space&#039;&#039;&#039;: plant a flower of any colour from your reserve. You score 1 point for every flower in the connected group of that colour, the new flower included (alone = 1 point, a group of 3 = 3 points, and so on).&lt;br /&gt;
* &#039;&#039;&#039;You stop on a flower&#039;&#039;&#039;: nothing is planted and you lose 1 point.&lt;br /&gt;
* &#039;&#039;&#039;No die gives you a legal move&#039;&#039;&#039;: you use up one die and lose 1 point.&lt;br /&gt;
* Your score never goes below 0. After 50 the scoring Martian goes around the track again; your score keeps counting.&lt;br /&gt;
&lt;br /&gt;
==End of the game==&lt;br /&gt;
&lt;br /&gt;
The game ends:&lt;br /&gt;
* after the turn in which a player plants their last flower, or&lt;br /&gt;
* when every player in a row has been unable to roll any dice.&lt;br /&gt;
&lt;br /&gt;
The highest score wins. &#039;&#039;&#039;Tie-breaker&#039;&#039;&#039;: most flowers planted.&lt;br /&gt;
&lt;br /&gt;
==Variants (table options)==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Peaks&#039;&#039;&#039;: 1 to 3 peaks [[File:Gardensofmars_peak.png|20px|middle]] are placed at random, never next to each other (fewer with more players; none with 5 players).&lt;br /&gt;
* &#039;&#039;&#039;Last flower extra turn&#039;&#039;&#039;: when you plant the 10th and last flower of a colour, you play again, if at least 1 unused die is left.&lt;br /&gt;
* &#039;&#039;&#039;Occupied space above 25 extra turn&#039;&#039;&#039;: when your scoring Martian ends on a space above 25 where another scoring Martian already stands, you play again, if at least 1 unused die is left.&lt;br /&gt;
* &#039;&#039;&#039;Cooperative&#039;&#039;&#039;: everybody gets the score of the lowest-scoring Martian. Play together to make that score as high as possible.&lt;br /&gt;
* &#039;&#039;&#039;2 players: 2 gardeners each&#039;&#039;&#039;: each player has 2 gardeners and moves one of them each turn. The dice you roll count the empty spaces around the gardener that has more of them.&lt;br /&gt;
&lt;br /&gt;
==Controls on BGA==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Moving&#039;&#039;&#039;: at the start of your turn, every space you can reach is ringed, with the value of the die that reaches it shown on the space. Tap a ringed space.&lt;br /&gt;
* &#039;&#039;&#039;2 gardeners&#039;&#039;&#039;: tap one of your gardeners to show only its moves (tap it again to show both). If both can reach a space, choose the gardener with the buttons.&lt;br /&gt;
* &#039;&#039;&#039;Planting&#039;&#039;&#039;: choose a colour in the flower picker next to the space, then press &#039;&#039;&#039;Confirm Placement&#039;&#039;&#039; or &#039;&#039;&#039;Undo / Change&#039;&#039;&#039;. With the preference &amp;quot;Move Confirmation: Instant&amp;quot;, the move is played as soon as you choose the colour.&lt;br /&gt;
* &#039;&#039;&#039;Stopping on a flower&#039;&#039;&#039;: press &#039;&#039;&#039;Confirm Move (-1 point)&#039;&#039;&#039; or &#039;&#039;&#039;Undo / Change&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;No legal move&#039;&#039;&#039;: press &#039;&#039;&#039;Cannot move (-1 point)&#039;&#039;&#039;. &#039;&#039;&#039;No dice&#039;&#039;&#039;: press &#039;&#039;&#039;End Turn (Stuck)&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Tooltips&#039;&#039;&#039;: hover (or long press on a phone) on a gardener, peak, flower in a reserve or the central space.&lt;/div&gt;</summary>
		<author><name>Jayadevhaddadi</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Gardensofmars_flower_purple.png&amp;diff=32275</id>
		<title>File:Gardensofmars flower purple.png</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Gardensofmars_flower_purple.png&amp;diff=32275"/>
		<updated>2026-11-02T13:08:35Z</updated>

		<summary type="html">&lt;p&gt;Jayadevhaddadi: Upload icon Gardensofmars_flower_purple.png from repository&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Upload icon Gardensofmars_flower_purple.png from repository&lt;/div&gt;</summary>
		<author><name>Jayadevhaddadi</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Gardensofmars_flower_orange.png&amp;diff=32274</id>
		<title>File:Gardensofmars flower orange.png</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Gardensofmars_flower_orange.png&amp;diff=32274"/>
		<updated>2026-11-02T13:08:35Z</updated>

		<summary type="html">&lt;p&gt;Jayadevhaddadi: Upload icon Gardensofmars_flower_orange.png from repository&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Upload icon Gardensofmars_flower_orange.png from repository&lt;/div&gt;</summary>
		<author><name>Jayadevhaddadi</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpvaultnestorgames&amp;diff=32273</id>
		<title>Gamehelpvaultnestorgames</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpvaultnestorgames&amp;diff=32273"/>
		<updated>2026-11-02T12:05:58Z</updated>

		<summary type="html">&lt;p&gt;Jayadevhaddadi: Publish vaultnestorgames rules from repository GAMEHELP.wiki&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Goal==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vault&#039;&#039;&#039; is a 2-player combinatorial abstract strategy game designed by Néstor Romeral Andrés. Advance your pieces across a 10×10 checkered grid by walking or leaping over friendly pivots to invade your opponent&#039;s back rank. If you start your turn with at least one pawn on the opponent&#039;s back rank, you win!&lt;br /&gt;
&lt;br /&gt;
==Components==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Component !! Icon !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;White Pawns&#039;&#039;&#039; || [[File:Vaultnestorgames_pawn_white.png|28px|middle]] || 10 white ceramic pawns controlled by Player 1.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Black Pawns&#039;&#039;&#039; || [[File:Vaultnestorgames_pawn_black.png|28px|middle]] || 10 black ceramic pawns controlled by Player 2.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Checkered Board&#039;&#039;&#039; || [[File:Vaultnestorgames_board_tile.png|28px|middle]] || 10×10 grid patterned with 4 distinct tonal squares.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
&lt;br /&gt;
* White [[File:Vaultnestorgames_pawn_white.png|18px|middle]] starts with 10 pawns occupying Rank 1 (the bottom row).&lt;br /&gt;
* Black [[File:Vaultnestorgames_pawn_black.png|18px|middle]] starts with 10 pawns occupying Rank 10 (the top row).&lt;br /&gt;
* White plays first; players alternate turns.&lt;br /&gt;
&lt;br /&gt;
==Your turn==&lt;br /&gt;
&lt;br /&gt;
On your turn, you must execute exactly &#039;&#039;&#039;one&#039;&#039;&#039; action:&lt;br /&gt;
&lt;br /&gt;
===1. Walk===&lt;br /&gt;
* Move any friendly pawn one square in any direction (orthogonal or diagonal, like a Chess King) to an adjacent unoccupied square.&lt;br /&gt;
* Walking &#039;&#039;&#039;cannot make captures&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===2. Jump (Vault)===&lt;br /&gt;
* Select a friendly jumping pawn and a second friendly pawn to act as a &#039;&#039;&#039;pivot&#039;&#039;&#039;.&lt;br /&gt;
* The jumping pawn leaps over the pivot in a straight line, landing straight across the pivot, at the same distance on the other side.&lt;br /&gt;
* Jumps may be executed along any vector (orthogonal, diagonal, or knight-like angles). Intermediate squares between jumper, pivot, and landing site may be empty or occupied.&lt;br /&gt;
* &#039;&#039;&#039;Captures&#039;&#039;&#039;: If the landing square is occupied by an enemy pawn, that enemy pawn is &#039;&#039;&#039;captured and removed from the board&#039;&#039;&#039;! You cannot land on a friendly pawn or off the board.&lt;br /&gt;
&lt;br /&gt;
==Board tones &amp;amp; colorblind support==&lt;br /&gt;
&lt;br /&gt;
* The board features a 4-toned checkered pattern [[File:Vaultnestorgames_board_tile.png|18px|middle]].&lt;br /&gt;
* Because every jump doubles vector distances, the takeoff square and landing square of any valid jump are mathematically guaranteed to share the exact same board tone!&lt;br /&gt;
* Enabling Colorblind Support (Preference 100) displays distinct geometric markers on each of the 4 tones.&lt;br /&gt;
&lt;br /&gt;
==End of the game==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Back rank victory&#039;&#039;&#039;: If you land a pawn on the opponent&#039;s back rank and they cannot capture it on their very next turn with a legal jump, you win at the start of your turn! (If they have no legal capture available, you win immediately).&lt;br /&gt;
* &#039;&#039;&#039;Stalemate&#039;&#039;&#039;: If a player starts their turn with no legal moves (neither a walk nor a jump), that player loses and their opponent wins.&lt;br /&gt;
&lt;br /&gt;
==Controls on BGA==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Walking&#039;&#039;&#039;: Click a friendly pawn to select it; valid adjacent empty walk squares highlight green. Click an adjacent square to stage your move, then click blue &#039;&#039;&#039;Confirm&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Vaulting&#039;&#039;&#039;: Click your jumper pawn, then click a friendly pivot pawn. Valid landing squares highlight in blue (or red for captures). Click the landing square and confirm.&lt;br /&gt;
* &#039;&#039;&#039;Undo&#039;&#039;&#039;: Click red &#039;&#039;&#039;Undo&#039;&#039;&#039; to cancel a staged move before confirmation.&lt;/div&gt;</summary>
		<author><name>Jayadevhaddadi</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpomega&amp;diff=32272</id>
		<title>Gamehelpomega</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpomega&amp;diff=32272"/>
		<updated>2026-11-02T12:05:49Z</updated>

		<summary type="html">&lt;p&gt;Jayadevhaddadi: Publish omega rules from repository GAMEHELP.wiki&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Goal==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Omega&#039;&#039;&#039; is a combinatorial abstract strategy game for 2–4 players designed by Néstor Romeral Andrés. Place stones onto a hexagonal grid to cultivate separate connected groups of your color. Your final score is calculated by &#039;&#039;&#039;multiplying the sizes of all your separate connected groups together&#039;&#039;&#039;—the highest product wins!&lt;br /&gt;
&lt;br /&gt;
==Components==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Component !! Icon !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;White Stones&#039;&#039;&#039; || [[File:Omega_stone_white.png|28px|middle]] || Player 1 stones (matte ivory with dark contour).&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Black Stones&#039;&#039;&#039; || [[File:Omega_stone_black.png|28px|middle]] || Player 2 stones (matte obsidian black).&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Red Stones&#039;&#039;&#039; || [[File:Omega_stone_red.png|28px|middle]] || Player 3 stones (matte ruby red; used in 3–4 player games).&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Blue Stones&#039;&#039;&#039; || [[File:Omega_stone_blue.png|28px|middle]] || Player 4 stones (matte sapphire blue; used in 4 player games).&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hexagonal Board&#039;&#039;&#039; || — || Hexagonal grid of hexagonal cells available in multiple sizes (Standard: Side 5 / 61 cells).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
&lt;br /&gt;
* Players are assigned colors in fixed order: [[File:Omega_stone_white.png|18px|middle]] &#039;&#039;&#039;White&#039;&#039;&#039; &amp;amp;rarr; [[File:Omega_stone_black.png|18px|middle]] &#039;&#039;&#039;Black&#039;&#039;&#039; &amp;amp;rarr; [[File:Omega_stone_red.png|18px|middle]] &#039;&#039;&#039;Red&#039;&#039;&#039; &amp;amp;rarr; [[File:Omega_stone_blue.png|18px|middle]] &#039;&#039;&#039;Blue&#039;&#039;&#039;.&lt;br /&gt;
* The board starts completely empty.&lt;br /&gt;
* &#039;&#039;&#039;Pie Rule (2-player option)&#039;&#039;&#039;: Player 1 places 1 White and 1 Black stone. Player 2 then chooses whether to continue normally or swap colors to take over White&#039;s position.&lt;br /&gt;
&lt;br /&gt;
==Your turn==&lt;br /&gt;
&lt;br /&gt;
On your turn, you must place &#039;&#039;&#039;exactly one stone of each active color in play&#039;&#039;&#039; onto unoccupied hexagonal cells:&lt;br /&gt;
* &#039;&#039;&#039;2 Players&#039;&#039;&#039;: Place 1 White [[File:Omega_stone_white.png|18px|middle]] and 1 Black [[File:Omega_stone_black.png|18px|middle]] stone.&lt;br /&gt;
* &#039;&#039;&#039;3 Players&#039;&#039;&#039;: Place 1 White [[File:Omega_stone_white.png|18px|middle]], 1 Black [[File:Omega_stone_black.png|18px|middle]], and 1 Red [[File:Omega_stone_red.png|18px|middle]] stone.&lt;br /&gt;
* &#039;&#039;&#039;4 Players&#039;&#039;&#039;: Place 1 White [[File:Omega_stone_white.png|18px|middle]], 1 Black [[File:Omega_stone_black.png|18px|middle]], 1 Red [[File:Omega_stone_red.png|18px|middle]], and 1 Blue [[File:Omega_stone_blue.png|18px|middle]] stone.&lt;br /&gt;
&lt;br /&gt;
You place your own color first, followed by each opponent&#039;s color in turn order. Because you place stones of all colors, you can place opponents&#039; stones to disrupt their structures or force unwanted merges!&lt;br /&gt;
&lt;br /&gt;
==End of the game and scoring==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Game End Trigger&#039;&#039;&#039;: The game ends immediately when, just before White&#039;s turn, not enough empty cells remain to complete another full round (at least N × N cells are required for N players: 4 cells for 2P, 9 for 3P, 16 for 4P). A few empty cells will remain at game end.&lt;br /&gt;
* &#039;&#039;&#039;Multiplication Scoring&#039;&#039;&#039;: Every distinct connected group (stones sharing an edge) is counted. Your score is the product of all your group sizes multiplied together:&lt;br /&gt;
&#039;&#039;&#039;Score = size of group 1 × size of group 2 × … × size of your last group&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Example&#039;&#039;: Groups of sizes 3, 4, and 5 score 3 × 4 × 5 = &#039;&#039;&#039;60&#039;&#039;&#039;. A single giant group of 12 stones scores only &#039;&#039;&#039;12&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Winner&#039;&#039;&#039;: The player with the highest final product wins!&lt;br /&gt;
* &#039;&#039;&#039;Tiebreaker&#039;&#039;&#039;: If tied, the player who played &#039;&#039;&#039;latest in round order&#039;&#039;&#039; wins (Blue &amp;amp;gt; Red &amp;amp;gt; Black &amp;amp;gt; White), compensating for earlier turn advantage.&lt;br /&gt;
&lt;br /&gt;
==Controls on BGA==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Placing stones&#039;&#039;&#039;: Click any unoccupied hexagonal cell on the board to stage your current stone. Click blue &#039;&#039;&#039;Confirm&#039;&#039;&#039; (or red &#039;&#039;&#039;Undo&#039;&#039;&#039; to pick another cell).&lt;br /&gt;
* &#039;&#039;&#039;Tooltips&#039;&#039;&#039;: Hover over any stone or player panel to preview group outlines and current multiplier scores.&lt;/div&gt;</summary>
		<author><name>Jayadevhaddadi</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmicroforge&amp;diff=32271</id>
		<title>Gamehelpmicroforge</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmicroforge&amp;diff=32271"/>
		<updated>2026-11-02T12:01:37Z</updated>

		<summary type="html">&lt;p&gt;Jayadevhaddadi: Publish microforge rules from repository GAMEHELP.wiki&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&#039;&#039;&#039;MicroForge&#039;&#039;&#039; is a strategic game of toy robotic armies, resource extraction, and tactical expansion across modular hexagon tiles for 2 to 6 commanders.&lt;br /&gt;
&lt;br /&gt;
== Game Components &amp;amp; Units ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto; text-align: left;&amp;quot;&lt;br /&gt;
! Component !! Visual !! Cost &amp;amp; Combat !! Abilities &amp;amp; Production&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bot&#039;&#039;&#039; || [[File:Microforge_bot.png|28px|middle]] || Power 1 || Light infantry robotic unit. Escorts and transports Iron and Crystal resources.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mech&#039;&#039;&#039; || [[File:Microforge_mech.png|28px|middle]] || Power 5 || Heavy armor combat unit. Decimates opposing forces and controls vital territories.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Iron&#039;&#039;&#039; || [[File:Microforge_iron.png|28px|middle]] || Resource || Industrial metal ingot. Used to construct buildings and fabricate Bots and Mechs.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Crystal&#039;&#039;&#039; || [[File:Microforge_crystal.png|28px|middle]] || Resource || Advanced energy crystal. Combined with Iron to construct heavy Mechs.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Credit&#039;&#039;&#039; || [[File:Microforge_credit.png|28px|middle]] || Currency || Financial currency. Used to fund unit movements, activate buildings, and acquire Missions.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Victory Point&#039;&#039;&#039; || [[File:Microforge_vp.png|28px|middle]] || Goal || Earned exclusively by fulfilling and claiming completed Mission cards.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Extractor&#039;&#039;&#039; || [[File:Microforge_extractor.png|28px|middle]] || 1 Iron || Shared building: pay 1 Credit once per turn to mine 1 resource token from its hex.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Factory&#039;&#039;&#039; || [[File:Microforge_factory.png|28px|middle]] || 2 Iron || Shared building: pay 1 Credit once per turn: converts 1 Iron → 2 Bots, or 1 Iron + 1 Crystal → 1 Mech.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mission&#039;&#039;&#039; || [[File:Microforge_mission.png|28px|middle]] || Card || Objective card yielding Victory Points when conditions are satisfied upon purchase.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Port&#039;&#039;&#039; || [[File:Microforge_port.png|28px|middle]] || Facility || Trading facility on coastal borders enabling market commerce for adjacent controllers.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Objective ==&lt;br /&gt;
Be the first commander to reach &#039;&#039;&#039;5 Victory Points&#039;&#039;&#039; [[File:Microforge_vp.png|20px|middle]]. Victory Points are earned solely by purchasing and completing &#039;&#039;&#039;Mission cards&#039;&#039;&#039; [[File:Microforge_mission.png|20px|middle]].&lt;br /&gt;
&lt;br /&gt;
== Turn Sequence ==&lt;br /&gt;
At the beginning of your turn:&lt;br /&gt;
# &#039;&#039;&#039;Collect Income&#039;&#039;&#039;: Gain &#039;&#039;&#039;3 Credits&#039;&#039;&#039; [[File:Microforge_credit.png|20px|middle]] plus &#039;&#039;&#039;1 additional Credit for every land tile you control&#039;&#039;&#039;.&lt;br /&gt;
# &#039;&#039;&#039;Refresh Buildings&#039;&#039;&#039;: All buildings on tiles you control become ready for operation.&lt;br /&gt;
&lt;br /&gt;
Then, execute any of the following actions in any order:&lt;br /&gt;
&lt;br /&gt;
=== 1. Operate Buildings ===&lt;br /&gt;
* &#039;&#039;&#039;Extractor&#039;&#039;&#039; [[File:Microforge_extractor.png|20px|middle]]: Pay 1 Credit [[File:Microforge_credit.png|20px|middle]] to harvest 1 resource token (Iron [[File:Microforge_iron.png|20px|middle]] or Crystal [[File:Microforge_crystal.png|20px|middle]]) corresponding to the tile&#039;s deposit.&lt;br /&gt;
* &#039;&#039;&#039;Factory&#039;&#039;&#039; [[File:Microforge_factory.png|20px|middle]]: Pay 1 Credit [[File:Microforge_credit.png|20px|middle]] to synthesize either:&lt;br /&gt;
** 1 Iron [[File:Microforge_iron.png|20px|middle]] → &#039;&#039;&#039;2 Bots&#039;&#039;&#039; [[File:Microforge_bot.png|20px|middle]], OR&lt;br /&gt;
** 1 Iron [[File:Microforge_iron.png|20px|middle]] + 1 Crystal [[File:Microforge_crystal.png|20px|middle]] → &#039;&#039;&#039;1 Mech&#039;&#039;&#039; [[File:Microforge_mech.png|20px|middle]].&lt;br /&gt;
&lt;br /&gt;
=== 2. Movement &amp;amp; Transport ===&lt;br /&gt;
* Group movement costs &#039;&#039;&#039;1 Credit per step&#039;&#039;&#039; [[File:Microforge_credit.png|20px|middle]] for the entire travelling group, regardless of piece count.&lt;br /&gt;
* Units move along open roads across contiguous tile borders; movements cannot cross blocked hazard borders or pass through enemy units.&lt;br /&gt;
* Raw resources (Iron [[File:Microforge_iron.png|20px|middle]] and Crystal [[File:Microforge_crystal.png|20px|middle]]) cannot travel unassisted: you must have a Bot [[File:Microforge_bot.png|20px|middle]] at both endpoints or escorting them.&lt;br /&gt;
&lt;br /&gt;
=== 3. Combat &amp;amp; Resolution ===&lt;br /&gt;
Combat resolutions occur at the conclusion of your turn:&lt;br /&gt;
* &#039;&#039;&#039;Power Ratings&#039;&#039;&#039;: A Bot [[File:Microforge_bot.png|20px|middle]] contributes &#039;&#039;&#039;1 Power&#039;&#039;&#039;; a Mech [[File:Microforge_mech.png|20px|middle]] contributes &#039;&#039;&#039;5 Power&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Pushing&#039;&#039;&#039;: To push an enemy defender out of a hex, your attacking force must equal at least &#039;&#039;&#039;2× the defender&#039;s total power&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Eliminating&#039;&#039;&#039;: To destroy and remove an enemy defender, your force must equal at least &#039;&#039;&#039;3× the defender&#039;s total power&#039;&#039;&#039;.&lt;br /&gt;
* If an attack lacks sufficient strength, it fails and surviving attackers retreat to their starting hex.&lt;br /&gt;
&lt;br /&gt;
=== 4. Mission Acquisition ===&lt;br /&gt;
* Pay &#039;&#039;&#039;5 Credits&#039;&#039;&#039; (plus 1 Credit per Mission you have previously acquired) to claim one face-up Mission card [[File:Microforge_mission.png|20px|middle]] per turn.&lt;br /&gt;
* You score its Victory Points [[File:Microforge_vp.png|20px|middle]] immediately if its conditions are fulfilled at that instant; otherwise the Credits are spent without reward.&lt;br /&gt;
&lt;br /&gt;
=== 5. Market Trading ===&lt;br /&gt;
Trade resources at your home Dock or at any Port [[File:Microforge_port.png|20px|middle]] adjacent to a tile you control:&lt;br /&gt;
* &#039;&#039;&#039;Basic Mode&#039;&#039;&#039;: Fixed prices for goods (Iron 3, Crystal 4, Bot 5, Mech 10 Credits).&lt;br /&gt;
* &#039;&#039;&#039;Advanced Mode&#039;&#039;&#039;: Dynamic market economy where prices fluctuate with supply and demand (+1 Credit when purchased, -1 Credit when sold).&lt;/div&gt;</summary>
		<author><name>Jayadevhaddadi</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Microforge_port.png&amp;diff=32270</id>
		<title>File:Microforge port.png</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Microforge_port.png&amp;diff=32270"/>
		<updated>2026-11-02T12:01:03Z</updated>

		<summary type="html">&lt;p&gt;Jayadevhaddadi: Upload icon Microforge_port.png from repository&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Upload icon Microforge_port.png from repository&lt;/div&gt;</summary>
		<author><name>Jayadevhaddadi</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Microforge_mission.png&amp;diff=32269</id>
		<title>File:Microforge mission.png</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Microforge_mission.png&amp;diff=32269"/>
		<updated>2026-11-02T12:01:02Z</updated>

		<summary type="html">&lt;p&gt;Jayadevhaddadi: Upload icon Microforge_mission.png from repository&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Upload icon Microforge_mission.png from repository&lt;/div&gt;</summary>
		<author><name>Jayadevhaddadi</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Microforge_factory.png&amp;diff=32268</id>
		<title>File:Microforge factory.png</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Microforge_factory.png&amp;diff=32268"/>
		<updated>2026-11-02T12:01:02Z</updated>

		<summary type="html">&lt;p&gt;Jayadevhaddadi: Upload icon Microforge_factory.png from repository&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Upload icon Microforge_factory.png from repository&lt;/div&gt;</summary>
		<author><name>Jayadevhaddadi</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Microforge_extractor.png&amp;diff=32267</id>
		<title>File:Microforge extractor.png</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Microforge_extractor.png&amp;diff=32267"/>
		<updated>2026-11-02T12:01:01Z</updated>

		<summary type="html">&lt;p&gt;Jayadevhaddadi: Upload icon Microforge_extractor.png from repository&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Upload icon Microforge_extractor.png from repository&lt;/div&gt;</summary>
		<author><name>Jayadevhaddadi</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Microforge_vp.png&amp;diff=32266</id>
		<title>File:Microforge vp.png</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Microforge_vp.png&amp;diff=32266"/>
		<updated>2026-11-02T12:01:01Z</updated>

		<summary type="html">&lt;p&gt;Jayadevhaddadi: Upload icon Microforge_vp.png from repository&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Upload icon Microforge_vp.png from repository&lt;/div&gt;</summary>
		<author><name>Jayadevhaddadi</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Microforge_credit.png&amp;diff=32265</id>
		<title>File:Microforge credit.png</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Microforge_credit.png&amp;diff=32265"/>
		<updated>2026-11-02T12:01:00Z</updated>

		<summary type="html">&lt;p&gt;Jayadevhaddadi: Upload icon Microforge_credit.png from repository&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Upload icon Microforge_credit.png from repository&lt;/div&gt;</summary>
		<author><name>Jayadevhaddadi</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Microforge_crystal.png&amp;diff=32264</id>
		<title>File:Microforge crystal.png</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Microforge_crystal.png&amp;diff=32264"/>
		<updated>2026-11-02T12:00:59Z</updated>

		<summary type="html">&lt;p&gt;Jayadevhaddadi: Upload icon Microforge_crystal.png from repository&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Upload icon Microforge_crystal.png from repository&lt;/div&gt;</summary>
		<author><name>Jayadevhaddadi</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Microforge_iron.png&amp;diff=32263</id>
		<title>File:Microforge iron.png</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Microforge_iron.png&amp;diff=32263"/>
		<updated>2026-11-02T12:00:59Z</updated>

		<summary type="html">&lt;p&gt;Jayadevhaddadi: Upload icon Microforge_iron.png from repository&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Upload icon Microforge_iron.png from repository&lt;/div&gt;</summary>
		<author><name>Jayadevhaddadi</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Microforge_mech.png&amp;diff=32262</id>
		<title>File:Microforge mech.png</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Microforge_mech.png&amp;diff=32262"/>
		<updated>2026-11-02T12:00:58Z</updated>

		<summary type="html">&lt;p&gt;Jayadevhaddadi: Upload icon Microforge_mech.png from repository&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Upload icon Microforge_mech.png from repository&lt;/div&gt;</summary>
		<author><name>Jayadevhaddadi</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Microforge_bot.png&amp;diff=32261</id>
		<title>File:Microforge bot.png</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Microforge_bot.png&amp;diff=32261"/>
		<updated>2026-11-02T12:00:57Z</updated>

		<summary type="html">&lt;p&gt;Jayadevhaddadi: Upload icon Microforge_bot.png from repository&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Upload icon Microforge_bot.png from repository&lt;/div&gt;</summary>
		<author><name>Jayadevhaddadi</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpnestorgamesgp&amp;diff=32260</id>
		<title>Gamehelpnestorgamesgp</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpnestorgamesgp&amp;diff=32260"/>
		<updated>2026-11-02T11:59:35Z</updated>

		<summary type="html">&lt;p&gt;Jayadevhaddadi: Publish nestorgamesgp rules from repository GAMEHELP.wiki&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Goal ==&lt;br /&gt;
&#039;&#039;&#039;nestorgames GP&#039;&#039;&#039; is a high-speed Formula racing game designed by &#039;&#039;&#039;Néstor Romeral Andrés&#039;&#039;&#039;. Players control racecars circling asphalt circuits, pushing their luck with dice to overtake rivals, drafting, using weapons and gadgets, and avoiding fatal high-speed corner crashes to be the first driver to complete &#039;&#039;&#039;3 laps&#039;&#039;&#039; (or the chosen target lap count) and take the checkered flag!&lt;br /&gt;
&lt;br /&gt;
== Components &amp;amp; Hazards ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto; text-align: left;&amp;quot;&lt;br /&gt;
! Component !! Visual !! Role &amp;amp; Effect&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Red Formula Car&#039;&#039;&#039; || [[File:Nestorgamesgp_car_red.png|28px|middle]] || High-speed racing machine. Flips upside-down when crashed.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Blue Formula Car&#039;&#039;&#039; || [[File:Nestorgamesgp_car_blue.png|28px|middle]] || Competitor racecar. Bumping into cars shoves them down the track.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Speed Die (D6)&#039;&#039;&#039; || [[File:Nestorgamesgp_die.png|28px|middle]] || Roll one by one to determine movement speed (up to 6 dice).&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rocket&#039;&#039;&#039; || [[File:Nestorgamesgp_item_rocket.png|28px|middle]] || Fired before driving at a car ahead in a straight line; roll ≥ distance to hit and crash it.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Wrench&#039;&#039;&#039; || [[File:Nestorgamesgp_item_wrench.png|28px|middle]] || Use before rolling: instantly flip your car upright and restore all 6 dice.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Turbo Boost&#039;&#039;&#039; || [[File:Nestorgamesgp_item_turboboost.png|28px|middle]] || Use before rolling: your single highest die rolled counts twice this turn.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bomb / Mine&#039;&#039;&#039; || [[File:Nestorgamesgp_item_mine.png|28px|middle]] || Hazard on track: drive over it and roll 1–3 to trigger an explosion, crash, and lose 1 die.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Oil Spill&#039;&#039;&#039; || [[File:Nestorgamesgp_item_spill.png|28px|middle]] || Hazard on track: stopping on an oil spill causes your car to slide to the next corner and crash.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Race Setup &amp;amp; Qualifying ==&lt;br /&gt;
* At the beginning of the race, drivers make a qualifying roll to determine grid positions.&lt;br /&gt;
* Each player starts in their designated grid stall with &#039;&#039;&#039;6 dice&#039;&#039;&#039; [[File:Nestorgamesgp_die.png|20px|middle]] and &#039;&#039;&#039;3 lap discs&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Turn Sequence ==&lt;br /&gt;
If your car is currently &#039;&#039;&#039;crashed (belly-up)&#039;&#039;&#039;, your turn is spent righting the car: click to flip it upright and pass the turn without movement (unless using a Wrench [[File:Nestorgamesgp_item_wrench.png|20px|middle]]).&lt;br /&gt;
&lt;br /&gt;
Otherwise, choose one of two options:&lt;br /&gt;
&lt;br /&gt;
=== 1. Fix Your Car ===&lt;br /&gt;
Instead of driving, you may retrieve 1 lost die from your pit box back into your active dice pool. Your car remains stationary this round.&lt;br /&gt;
&lt;br /&gt;
=== 2. Drive (Push Your Luck Rolling) ===&lt;br /&gt;
Roll your dice [[File:Nestorgamesgp_die.png|20px|middle]] one at a time, up to your total available dice count:&lt;br /&gt;
* After each die roll, decide whether to &#039;&#039;&#039;Stop&#039;&#039;&#039; or &#039;&#039;&#039;Roll Another Die&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Safe Driving (No Duplicates)&#039;&#039;&#039;: If you stop with all distinct numbers rolled, sum the face values and advance your car forward along the track spaces by that exact total.&lt;br /&gt;
* &#039;&#039;&#039;Spinout on a Straight (Duplicate Number)&#039;&#039;&#039;: If you roll a number already rolled earlier this turn while entering or travelling on a straight, your engine stalls! Your turn ends immediately and your car stays in place without moving.&lt;br /&gt;
* &#039;&#039;&#039;Crash on a Corner (Duplicate Number)&#039;&#039;&#039;: If you roll a duplicate while your move enters or navigates a red-and-white corner section, your car &#039;&#039;&#039;crashes&#039;&#039;&#039;! Flip your car belly-up, lose 1 die to the pit box, and immediately end your turn.&lt;br /&gt;
&lt;br /&gt;
== Bumping, Collisions, and Drafting ==&lt;br /&gt;
* &#039;&#039;&#039;Bumping on Straights&#039;&#039;&#039;: If your car ends its movement on an occupied space on a straight section, you bump that car forward 1 space. If that space is also occupied, a chain reaction bumps subsequent cars forward.&lt;br /&gt;
* &#039;&#039;&#039;Corner Collisions&#039;&#039;&#039;: If a car is bumped into a corner cell, or lands on a car occupying a corner, both cars crash!&lt;br /&gt;
* &#039;&#039;&#039;Drafting (Slipstream)&#039;&#039;&#039;: Starting your turn directly behind another car grants aerodynamic slipstream bonuses.&lt;br /&gt;
&lt;br /&gt;
== Winning the Grand Prix ==&lt;br /&gt;
Each time your car crosses the finish line at the end of a full circuit, you clear 1 lap. The first driver to complete all 3 laps wins the Grand Prix! Remaining racers complete the current lap to determine podium placements.&lt;/div&gt;</summary>
		<author><name>Jayadevhaddadi</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Nestorgamesgp_item_spill.png&amp;diff=32259</id>
		<title>File:Nestorgamesgp item spill.png</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Nestorgamesgp_item_spill.png&amp;diff=32259"/>
		<updated>2026-11-02T11:59:02Z</updated>

		<summary type="html">&lt;p&gt;Jayadevhaddadi: Upload icon Nestorgamesgp_item_spill.png from repository&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Upload icon Nestorgamesgp_item_spill.png from repository&lt;/div&gt;</summary>
		<author><name>Jayadevhaddadi</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Nestorgamesgp_item_mine.png&amp;diff=32258</id>
		<title>File:Nestorgamesgp item mine.png</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Nestorgamesgp_item_mine.png&amp;diff=32258"/>
		<updated>2026-11-02T11:59:01Z</updated>

		<summary type="html">&lt;p&gt;Jayadevhaddadi: Upload icon Nestorgamesgp_item_mine.png from repository&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Upload icon Nestorgamesgp_item_mine.png from repository&lt;/div&gt;</summary>
		<author><name>Jayadevhaddadi</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Nestorgamesgp_item_turboboost.png&amp;diff=32257</id>
		<title>File:Nestorgamesgp item turboboost.png</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Nestorgamesgp_item_turboboost.png&amp;diff=32257"/>
		<updated>2026-11-02T11:59:01Z</updated>

		<summary type="html">&lt;p&gt;Jayadevhaddadi: Upload icon Nestorgamesgp_item_turboboost.png from repository&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Upload icon Nestorgamesgp_item_turboboost.png from repository&lt;/div&gt;</summary>
		<author><name>Jayadevhaddadi</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Nestorgamesgp_item_wrench.png&amp;diff=32256</id>
		<title>File:Nestorgamesgp item wrench.png</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Nestorgamesgp_item_wrench.png&amp;diff=32256"/>
		<updated>2026-11-02T11:59:00Z</updated>

		<summary type="html">&lt;p&gt;Jayadevhaddadi: Upload icon Nestorgamesgp_item_wrench.png from repository&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Upload icon Nestorgamesgp_item_wrench.png from repository&lt;/div&gt;</summary>
		<author><name>Jayadevhaddadi</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Nestorgamesgp_item_rocket.png&amp;diff=32255</id>
		<title>File:Nestorgamesgp item rocket.png</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Nestorgamesgp_item_rocket.png&amp;diff=32255"/>
		<updated>2026-11-02T11:58:59Z</updated>

		<summary type="html">&lt;p&gt;Jayadevhaddadi: Upload icon Nestorgamesgp_item_rocket.png from repository&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Upload icon Nestorgamesgp_item_rocket.png from repository&lt;/div&gt;</summary>
		<author><name>Jayadevhaddadi</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Nestorgamesgp_die.png&amp;diff=32254</id>
		<title>File:Nestorgamesgp die.png</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Nestorgamesgp_die.png&amp;diff=32254"/>
		<updated>2026-11-02T11:58:59Z</updated>

		<summary type="html">&lt;p&gt;Jayadevhaddadi: Upload icon Nestorgamesgp_die.png from repository&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Upload icon Nestorgamesgp_die.png from repository&lt;/div&gt;</summary>
		<author><name>Jayadevhaddadi</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Nestorgamesgp_car_blue.png&amp;diff=32253</id>
		<title>File:Nestorgamesgp car blue.png</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Nestorgamesgp_car_blue.png&amp;diff=32253"/>
		<updated>2026-11-02T11:58:58Z</updated>

		<summary type="html">&lt;p&gt;Jayadevhaddadi: Upload icon Nestorgamesgp_car_blue.png from repository&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Upload icon Nestorgamesgp_car_blue.png from repository&lt;/div&gt;</summary>
		<author><name>Jayadevhaddadi</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Nestorgamesgp_car_red.png&amp;diff=32252</id>
		<title>File:Nestorgamesgp car red.png</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Nestorgamesgp_car_red.png&amp;diff=32252"/>
		<updated>2026-11-02T11:58:57Z</updated>

		<summary type="html">&lt;p&gt;Jayadevhaddadi: Upload icon Nestorgamesgp_car_red.png from repository&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Upload icon Nestorgamesgp_car_red.png from repository&lt;/div&gt;</summary>
		<author><name>Jayadevhaddadi</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppushfight&amp;diff=32251</id>
		<title>Gamehelppushfight</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppushfight&amp;diff=32251"/>
		<updated>2026-11-02T11:56:10Z</updated>

		<summary type="html">&lt;p&gt;Jayadevhaddadi: Publish pushfight rules from repository GAMEHELP.wiki&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&#039;&#039;&#039;Push Fight&#039;&#039;&#039; is a fast, purely abstract two-player game of leverage and spatial tactics designed by &#039;&#039;&#039;Brett J. Gilbert&#039;&#039;&#039;. With no dice, no cards, and no hidden information, players face off on an asymmetrical 26-square board bounded by rails.&lt;br /&gt;
&lt;br /&gt;
== Components ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto; text-align: left;&amp;quot;&lt;br /&gt;
! Component !! Visual !! Role &amp;amp; Abilities&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;White Pusher (King)&#039;&#039;&#039; || [[File:Pushfight_white_king.png|28px|middle]] || White square piece (3 pieces). Moves freely along empty squares and can &#039;&#039;&#039;push&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;White Pawn&#039;&#039;&#039; || [[File:Pushfight_white_pawn.png|28px|middle]] || White round piece (2 pieces). Moves freely along empty squares, but &#039;&#039;&#039;cannot push&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Brown Pusher (King)&#039;&#039;&#039; || [[File:Pushfight_brown_king.png|28px|middle]] || Brown square piece (3 pieces). Moves freely along empty squares and can &#039;&#039;&#039;push&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Brown Pawn&#039;&#039;&#039; || [[File:Pushfight_brown_pawn.png|28px|middle]] || Brown round piece (2 pieces). Moves freely along empty squares, but &#039;&#039;&#039;cannot push&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Anchor&#039;&#039;&#039; || [[File:Pushfight_anchor.png|28px|middle]] || Placed on the piece that pushed. The anchored piece &#039;&#039;&#039;cannot be pushed&#039;&#039;&#039; on the opponent&#039;s next turn.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Side Rail&#039;&#039;&#039; || [[File:Pushfight_rail.png|28px|middle]] || Raised wooden barrier. Pieces cannot be pushed off or moved across railed edges.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Objective ==&lt;br /&gt;
Push &#039;&#039;&#039;one opponent piece&#039;&#039;&#039; completely off an open edge of the board. The moment any opposing piece falls off the board into the abyss, the game ends immediately and the player who executed the push wins!&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
* &#039;&#039;&#039;Standard Setup (Default)&#039;&#039;&#039;: Pieces start automatically in the standard tournament opening configuration.&lt;br /&gt;
* &#039;&#039;&#039;Free Placement&#039;&#039;&#039;: Starting with White, players take turns placing their 3 Pushers [[File:Pushfight_white_king.png|20px|middle]] and 2 Pawns [[File:Pushfight_white_pawn.png|20px|middle]] onto any empty squares on their own half of the board before turn 1.&lt;br /&gt;
&lt;br /&gt;
== Turn Sequence ==&lt;br /&gt;
On your turn, you carry out two mandatory steps in order:&lt;br /&gt;
&lt;br /&gt;
=== 1. Move Step (Up to 2 Moves) ===&lt;br /&gt;
* You may move any of your pieces (Pusher or Pawn) across any number of empty squares orthogonally (horizontally or vertically).&lt;br /&gt;
* Pieces cannot move diagonally and cannot jump over other pieces.&lt;br /&gt;
* You may move two different pieces once, move the same piece twice, move only one piece, or skip movement entirely to go straight to pushing.&lt;br /&gt;
&lt;br /&gt;
=== 2. Push Step (1 Mandatory Push) ===&lt;br /&gt;
* You &#039;&#039;&#039;must&#039;&#039;&#039; execute exactly one push using one of your square Pushers [[File:Pushfight_white_king.png|20px|middle]] / [[File:Pushfight_brown_king.png|20px|middle]]. Round Pawns cannot push.&lt;br /&gt;
* Choose a Pusher and an orthogonal direction into an adjacent occupied square. The adjacent piece (and any contiguous line of pieces behind it, regardless of owner) is shoved exactly one square in that direction.&lt;br /&gt;
* If a contiguous line encounters a side rail [[File:Pushfight_rail.png|20px|middle]] or an anchored piece [[File:Pushfight_anchor.png|20px|middle]], that push direction is blocked and illegal.&lt;br /&gt;
* If a piece is pushed past an unrailed edge, it falls off the board and that push wins the game!&lt;br /&gt;
* If a player has no legal push available on their turn, they immediately lose the game.&lt;br /&gt;
&lt;br /&gt;
=== The Anchor Piece ===&lt;br /&gt;
Immediately after executing your push, place the red Anchor [[File:Pushfight_anchor.png|20px|middle]] onto the pusher piece that just made the move.&lt;br /&gt;
* The anchored piece is immune: it cannot be pushed by your opponent during their subsequent turn.&lt;br /&gt;
* The anchor transfers to your opponent&#039;s pusher piece once they complete their push, liberating your piece.&lt;br /&gt;
&lt;br /&gt;
== Controls on BGA ==&lt;br /&gt;
* &#039;&#039;&#039;Movement&#039;&#039;&#039;: Click one of your pieces to select it, then click any highlighted legal destination square.&lt;br /&gt;
* &#039;&#039;&#039;Pushing&#039;&#039;&#039;: Click one of your square pieces, then click the directional arrow indicator pointing into the line you wish to shove.&lt;br /&gt;
* &#039;&#039;&#039;Undo&#039;&#039;&#039;: While staging your moves before pushing, click &#039;&#039;&#039;Undo Moves&#039;&#039;&#039; to take back moves and replan your turn.&lt;/div&gt;</summary>
		<author><name>Jayadevhaddadi</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Pushfight_rail.png&amp;diff=32250</id>
		<title>File:Pushfight rail.png</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Pushfight_rail.png&amp;diff=32250"/>
		<updated>2026-11-02T11:55:49Z</updated>

		<summary type="html">&lt;p&gt;Jayadevhaddadi: Upload icon Pushfight_rail.png from repository&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Upload icon Pushfight_rail.png from repository&lt;/div&gt;</summary>
		<author><name>Jayadevhaddadi</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Pushfight_anchor.png&amp;diff=32249</id>
		<title>File:Pushfight anchor.png</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Pushfight_anchor.png&amp;diff=32249"/>
		<updated>2026-11-02T11:55:49Z</updated>

		<summary type="html">&lt;p&gt;Jayadevhaddadi: Upload icon Pushfight_anchor.png from repository&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Upload icon Pushfight_anchor.png from repository&lt;/div&gt;</summary>
		<author><name>Jayadevhaddadi</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Pushfight_brown_pawn.png&amp;diff=32248</id>
		<title>File:Pushfight brown pawn.png</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Pushfight_brown_pawn.png&amp;diff=32248"/>
		<updated>2026-11-02T11:55:48Z</updated>

		<summary type="html">&lt;p&gt;Jayadevhaddadi: Upload icon Pushfight_brown_pawn.png from repository&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Upload icon Pushfight_brown_pawn.png from repository&lt;/div&gt;</summary>
		<author><name>Jayadevhaddadi</name></author>
	</entry>
</feed>