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	<updated>2026-10-23T13:12:56Z</updated>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpracetothebottom&amp;diff=31843</id>
		<title>Gamehelpracetothebottom</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpracetothebottom&amp;diff=31843"/>
		<updated>2026-10-11T22:29:28Z</updated>

		<summary type="html">&lt;p&gt;Jcbarr: Drop the {{Game help page}} header: the template does not exist on this wiki and rendered as text on the game page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Race to the Bottom&#039;&#039;&#039; is a climbing (shedding) game for 2–4 players, with one twist: every player plays from their &#039;&#039;&#039;own private deck of 54 cards&#039;&#039;&#039;. Cards only leave the race when you play them into a trick, so the race is literally &#039;&#039;&#039;who plays the most cards&#039;&#039;&#039;. The first player to shed all 54 wins.&lt;br /&gt;
&lt;br /&gt;
== Components and setup ==&lt;br /&gt;
&lt;br /&gt;
* Each player has their &#039;&#039;&#039;own&#039;&#039;&#039; standard 52-card deck plus 2 Jokers, 54 cards in total. Decks are never mixed and never reshuffled.&lt;br /&gt;
* Each player draws a hand of &#039;&#039;&#039;12 cards&#039;&#039;&#039; from their own deck.&lt;br /&gt;
* A starting player is chosen and leads the first trick.&lt;br /&gt;
&lt;br /&gt;
The number that matters is each player&#039;s &#039;&#039;&#039;cards remaining&#039;&#039;&#039; (hand + deck). It starts at 54 and only ever goes down, and only when that player plays cards.&lt;br /&gt;
&lt;br /&gt;
== Melds ==&lt;br /&gt;
&lt;br /&gt;
Only &#039;&#039;&#039;rank&#039;&#039;&#039; matters. Suits are irrelevant everywhere in this game. A meld is at most &#039;&#039;&#039;6 cards&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type !! Cards !! Definition&lt;br /&gt;
|-&lt;br /&gt;
| Single || 1 || Any one card.&lt;br /&gt;
|-&lt;br /&gt;
| Pair || 2 || Two cards of the same rank.&lt;br /&gt;
|-&lt;br /&gt;
| Run || 2–6 || Consecutive ranks, any suits.&lt;br /&gt;
|-&lt;br /&gt;
| Triplet || 3 || Three cards of the same rank.&lt;br /&gt;
|-&lt;br /&gt;
| Leap || 4 or 6 || Two or three &#039;&#039;&#039;consecutive pairs&#039;&#039;&#039; (e.g. 2-2-3-3, or 3-3-4-4-5-5).&lt;br /&gt;
|-&lt;br /&gt;
| Bound || 6 || Two &#039;&#039;&#039;consecutive triplets&#039;&#039;&#039; (e.g. 3-3-3-4-4-4).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that length alone does not define a meld: 2 cards may be a Pair &#039;&#039;or&#039;&#039; a Run, and 6 cards may be a Run, a Leap or a Bound. Four of a kind is &#039;&#039;&#039;not&#039;&#039;&#039; a normal meld; it is a Cheat (see below).&lt;br /&gt;
&lt;br /&gt;
=== Jokers ===&lt;br /&gt;
&lt;br /&gt;
Jokers are &#039;&#039;&#039;wild for all purposes&#039;&#039;&#039;. When you play a Joker you declare its rank. Jokers may be used in Cheats. A Joker may be declared as an Ace.&lt;br /&gt;
&lt;br /&gt;
=== Aces ===&lt;br /&gt;
&lt;br /&gt;
Aces are both high and low, depending on the meld type:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Singles, Pairs, Triplets and Cheats&#039;&#039;&#039;: an Ace meld may be played over &#039;&#039;&#039;any&#039;&#039;&#039; rank, and &#039;&#039;&#039;any&#039;&#039;&#039; rank may then be played over the Aces. Aces reset the climb. Example: a pair of Queens, then a pair of Aces, then a pair of 4s.&lt;br /&gt;
* &#039;&#039;&#039;Runs, Leaps and Bounds&#039;&#039;&#039;: an Ace may be the &#039;&#039;&#039;highest&#039;&#039;&#039; or the &#039;&#039;&#039;lowest&#039;&#039;&#039; card (Q-K-A and A-2-3 are both legal), but there is no wrap-around (K-A-2 is illegal). &#039;&#039;&#039;Any run containing an Ace can be beaten by any other run of the same length&#039;&#039;&#039;, and an Ace run may be played over any run of the same length.&lt;br /&gt;
&lt;br /&gt;
== Playing a trick ==&lt;br /&gt;
&lt;br /&gt;
The lead player plays any meld into the trick. The lead player &#039;&#039;&#039;must&#039;&#039;&#039; play; only a player with an empty hand may pass when the trick is open.&lt;br /&gt;
&lt;br /&gt;
Each following player, in turn order, must do one of the following:&lt;br /&gt;
&lt;br /&gt;
=== Match ===&lt;br /&gt;
&lt;br /&gt;
Play a meld of the &#039;&#039;&#039;same type&#039;&#039;&#039; and the &#039;&#039;&#039;same length&#039;&#039;&#039;, with &#039;&#039;&#039;equal or higher&#039;&#039;&#039; ranks. (Yes, equal: a pair of 7s may be played over a pair of 7s.) The Ace rules above apply.&lt;br /&gt;
&lt;br /&gt;
=== Cheat ===&lt;br /&gt;
&lt;br /&gt;
A Cheat is four or more cards of the same rank, and it beats &#039;&#039;&#039;any&#039;&#039;&#039; normal meld regardless of rank:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Cheat !! Cards !! Beats&lt;br /&gt;
|-&lt;br /&gt;
| Smokescreen || 4 of a rank || Any normal meld&lt;br /&gt;
|-&lt;br /&gt;
| Oil Slick || 5 of a rank || A Smokescreen&lt;br /&gt;
|-&lt;br /&gt;
| Caltrops || 6 of a rank || An Oil Slick&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Once a Cheat has been played, &#039;&#039;&#039;only Cheats may be played for the rest of the trick&#039;&#039;&#039;. A Cheat is beaten by a higher Cheat, or by the same Cheat of equal or higher rank (Aces reset, as above). Five and six of a rank need Jokers, so each player can hold at most one Caltrops per race.&lt;br /&gt;
&lt;br /&gt;
=== Pass ===&lt;br /&gt;
&lt;br /&gt;
Passing is permanent for the trick: a player who passes is out until the trick ends. When you pass:&lt;br /&gt;
&lt;br /&gt;
# You &#039;&#039;&#039;may pitch up to 6 cards&#039;&#039;&#039; from your hand to the &#039;&#039;&#039;bottom of your own deck, in any order you choose&#039;&#039;&#039;. This is how you stack your deck for later in the race. On BGA, your pitched cards are shown to you, and only you, face down beneath your deck.&lt;br /&gt;
# You then &#039;&#039;&#039;refill your hand to 12&#039;&#039;&#039; from the top of your own deck (or as many as your deck has left).&lt;br /&gt;
&lt;br /&gt;
A player with an empty hand &#039;&#039;&#039;must&#039;&#039;&#039; pass. The refill happens after the pitch, so with a short deck you can draw back cards you just pitched.&lt;br /&gt;
&lt;br /&gt;
== End of the trick ==&lt;br /&gt;
&lt;br /&gt;
The trick ends when every other player has passed. The last player still in &#039;&#039;&#039;may keep playing over their own melds&#039;&#039;&#039; (each new meld must beat their previous one, exactly as if an opponent had played it, and Cheats are allowed) until they too pass. They then pitch and refill as usual and &#039;&#039;&#039;lead the next trick&#039;&#039;&#039;. In a 2-player game this is the main way to dump cards.&lt;br /&gt;
&lt;br /&gt;
== End of the game ==&lt;br /&gt;
&lt;br /&gt;
A player who has emptied &#039;&#039;&#039;both their hand and their deck&#039;&#039;&#039; has crossed the finish line and &#039;&#039;&#039;wins immediately&#039;&#039;&#039;, even in the middle of a trick.&lt;br /&gt;
&lt;br /&gt;
On BGA, the other players are ranked by fewest cards remaining (hand + deck).&lt;br /&gt;
&lt;br /&gt;
== Grand Prix (game option) ==&lt;br /&gt;
&lt;br /&gt;
The Grand Prix is a match of &#039;&#039;&#039;three consecutive races&#039;&#039;&#039;. Each race continues until &#039;&#039;&#039;all but one player&#039;&#039;&#039; has shed out, and players score by finishing position:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Place !! 2 players !! 3 players !! 4 players&lt;br /&gt;
|-&lt;br /&gt;
| 1st || 1 || 2 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || 0 || 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || – || 0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 4th || – || – || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The winner of a race leads the first trick of the next race. Most points after three races wins. &#039;&#039;&#039;Ties share the victory.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&lt;br /&gt;
* Count cards remaining, not cards in hand. Passing refills your hand but never shrinks your total.&lt;br /&gt;
* Cheats are the big dumps: four, five or six cards gone at once, and they answer anything.&lt;br /&gt;
* Pitching is the only long-game lever. Stack the bottom of your deck so a Cheat or a long Run comes back together.&lt;br /&gt;
* A pair of Jokers is a pair of Aces: a reset button you get twice per race.&lt;/div&gt;</summary>
		<author><name>Jcbarr</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpracetothebottom&amp;diff=31834</id>
		<title>Gamehelpracetothebottom</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpracetothebottom&amp;diff=31834"/>
		<updated>2026-10-11T00:09:44Z</updated>

		<summary type="html">&lt;p&gt;Jcbarr: Created page with &amp;quot;{{Game help page | game name = racetothebottom }}  &amp;#039;&amp;#039;&amp;#039;Race to the Bottom&amp;#039;&amp;#039;&amp;#039; is a climbing (shedding) game for 2–4 players, with one twist: every player plays from their &amp;#039;&amp;#039;&amp;#039;own private deck of 54 cards&amp;#039;&amp;#039;&amp;#039;. Cards only leave the race when you play them into a trick, so the race is literally &amp;#039;&amp;#039;&amp;#039;who plays the most cards&amp;#039;&amp;#039;&amp;#039;. The first player to shed all 54 wins.  == Components and setup ==  * Each player has their &amp;#039;&amp;#039;&amp;#039;own&amp;#039;&amp;#039;&amp;#039; standard 52-card deck plus 2 Jokers, 54 cards in to...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Game help page&lt;br /&gt;
| game name = racetothebottom&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Race to the Bottom&#039;&#039;&#039; is a climbing (shedding) game for 2–4 players, with one twist: every player plays from their &#039;&#039;&#039;own private deck of 54 cards&#039;&#039;&#039;. Cards only leave the race when you play them into a trick, so the race is literally &#039;&#039;&#039;who plays the most cards&#039;&#039;&#039;. The first player to shed all 54 wins.&lt;br /&gt;
&lt;br /&gt;
== Components and setup ==&lt;br /&gt;
&lt;br /&gt;
* Each player has their &#039;&#039;&#039;own&#039;&#039;&#039; standard 52-card deck plus 2 Jokers, 54 cards in total. Decks are never mixed and never reshuffled.&lt;br /&gt;
* Each player draws a hand of &#039;&#039;&#039;12 cards&#039;&#039;&#039; from their own deck.&lt;br /&gt;
* A starting player is chosen and leads the first trick.&lt;br /&gt;
&lt;br /&gt;
The number that matters is each player&#039;s &#039;&#039;&#039;cards remaining&#039;&#039;&#039; (hand + deck). It starts at 54 and only ever goes down, and only when that player plays cards.&lt;br /&gt;
&lt;br /&gt;
== Melds ==&lt;br /&gt;
&lt;br /&gt;
Only &#039;&#039;&#039;rank&#039;&#039;&#039; matters. Suits are irrelevant everywhere in this game. A meld is at most &#039;&#039;&#039;6 cards&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type !! Cards !! Definition&lt;br /&gt;
|-&lt;br /&gt;
| Single || 1 || Any one card.&lt;br /&gt;
|-&lt;br /&gt;
| Pair || 2 || Two cards of the same rank.&lt;br /&gt;
|-&lt;br /&gt;
| Run || 2–6 || Consecutive ranks, any suits.&lt;br /&gt;
|-&lt;br /&gt;
| Triplet || 3 || Three cards of the same rank.&lt;br /&gt;
|-&lt;br /&gt;
| Leap || 4 or 6 || Two or three &#039;&#039;&#039;consecutive pairs&#039;&#039;&#039; (e.g. 2-2-3-3, or 3-3-4-4-5-5).&lt;br /&gt;
|-&lt;br /&gt;
| Bound || 6 || Two &#039;&#039;&#039;consecutive triplets&#039;&#039;&#039; (e.g. 3-3-3-4-4-4).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that length alone does not define a meld: 2 cards may be a Pair &#039;&#039;or&#039;&#039; a Run, and 6 cards may be a Run, a Leap or a Bound. Four of a kind is &#039;&#039;&#039;not&#039;&#039;&#039; a normal meld; it is a Cheat (see below).&lt;br /&gt;
&lt;br /&gt;
=== Jokers ===&lt;br /&gt;
&lt;br /&gt;
Jokers are &#039;&#039;&#039;wild for all purposes&#039;&#039;&#039;. When you play a Joker you declare its rank. Jokers may be used in Cheats. A Joker may be declared as an Ace.&lt;br /&gt;
&lt;br /&gt;
=== Aces ===&lt;br /&gt;
&lt;br /&gt;
Aces are both high and low, depending on the meld type:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Singles, Pairs, Triplets and Cheats&#039;&#039;&#039;: an Ace meld may be played over &#039;&#039;&#039;any&#039;&#039;&#039; rank, and &#039;&#039;&#039;any&#039;&#039;&#039; rank may then be played over the Aces. Aces reset the climb. Example: a pair of Queens, then a pair of Aces, then a pair of 4s.&lt;br /&gt;
* &#039;&#039;&#039;Runs, Leaps and Bounds&#039;&#039;&#039;: an Ace may be the &#039;&#039;&#039;highest&#039;&#039;&#039; or the &#039;&#039;&#039;lowest&#039;&#039;&#039; card (Q-K-A and A-2-3 are both legal), but there is no wrap-around (K-A-2 is illegal). &#039;&#039;&#039;Any run containing an Ace can be beaten by any other run of the same length&#039;&#039;&#039;, and an Ace run may be played over any run of the same length.&lt;br /&gt;
&lt;br /&gt;
== Playing a trick ==&lt;br /&gt;
&lt;br /&gt;
The lead player plays any meld into the trick. The lead player &#039;&#039;&#039;must&#039;&#039;&#039; play; only a player with an empty hand may pass when the trick is open.&lt;br /&gt;
&lt;br /&gt;
Each following player, in turn order, must do one of the following:&lt;br /&gt;
&lt;br /&gt;
=== Match ===&lt;br /&gt;
&lt;br /&gt;
Play a meld of the &#039;&#039;&#039;same type&#039;&#039;&#039; and the &#039;&#039;&#039;same length&#039;&#039;&#039;, with &#039;&#039;&#039;equal or higher&#039;&#039;&#039; ranks. (Yes, equal: a pair of 7s may be played over a pair of 7s.) The Ace rules above apply.&lt;br /&gt;
&lt;br /&gt;
=== Cheat ===&lt;br /&gt;
&lt;br /&gt;
A Cheat is four or more cards of the same rank, and it beats &#039;&#039;&#039;any&#039;&#039;&#039; normal meld regardless of rank:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Cheat !! Cards !! Beats&lt;br /&gt;
|-&lt;br /&gt;
| Smokescreen || 4 of a rank || Any normal meld&lt;br /&gt;
|-&lt;br /&gt;
| Oil Slick || 5 of a rank || A Smokescreen&lt;br /&gt;
|-&lt;br /&gt;
| Caltrops || 6 of a rank || An Oil Slick&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Once a Cheat has been played, &#039;&#039;&#039;only Cheats may be played for the rest of the trick&#039;&#039;&#039;. A Cheat is beaten by a higher Cheat, or by the same Cheat of equal or higher rank (Aces reset, as above). Five and six of a rank need Jokers, so each player can hold at most one Caltrops per race.&lt;br /&gt;
&lt;br /&gt;
=== Pass ===&lt;br /&gt;
&lt;br /&gt;
Passing is permanent for the trick: a player who passes is out until the trick ends. When you pass:&lt;br /&gt;
&lt;br /&gt;
# You &#039;&#039;&#039;may pitch up to 6 cards&#039;&#039;&#039; from your hand to the &#039;&#039;&#039;bottom of your own deck, in any order you choose&#039;&#039;&#039;. This is how you stack your deck for later in the race. On BGA, your pitched cards are shown to you, and only you, face down beneath your deck.&lt;br /&gt;
# You then &#039;&#039;&#039;refill your hand to 12&#039;&#039;&#039; from the top of your own deck (or as many as your deck has left).&lt;br /&gt;
&lt;br /&gt;
A player with an empty hand &#039;&#039;&#039;must&#039;&#039;&#039; pass. The refill happens after the pitch, so with a short deck you can draw back cards you just pitched.&lt;br /&gt;
&lt;br /&gt;
== End of the trick ==&lt;br /&gt;
&lt;br /&gt;
The trick ends when every other player has passed. The last player still in &#039;&#039;&#039;may keep playing over their own melds&#039;&#039;&#039; (each new meld must beat their previous one, exactly as if an opponent had played it, and Cheats are allowed) until they too pass. They then pitch and refill as usual and &#039;&#039;&#039;lead the next trick&#039;&#039;&#039;. In a 2-player game this is the main way to dump cards.&lt;br /&gt;
&lt;br /&gt;
== End of the game ==&lt;br /&gt;
&lt;br /&gt;
A player who has emptied &#039;&#039;&#039;both their hand and their deck&#039;&#039;&#039; has crossed the finish line and &#039;&#039;&#039;wins immediately&#039;&#039;&#039;, even in the middle of a trick.&lt;br /&gt;
&lt;br /&gt;
On BGA, the other players are ranked by fewest cards remaining (hand + deck).&lt;br /&gt;
&lt;br /&gt;
== Grand Prix (game option) ==&lt;br /&gt;
&lt;br /&gt;
The Grand Prix is a match of &#039;&#039;&#039;three consecutive races&#039;&#039;&#039;. Each race continues until &#039;&#039;&#039;all but one player&#039;&#039;&#039; has shed out, and players score by finishing position:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Place !! 2 players !! 3 players !! 4 players&lt;br /&gt;
|-&lt;br /&gt;
| 1st || 1 || 2 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || 0 || 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || – || 0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 4th || – || – || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The winner of a race leads the first trick of the next race. Most points after three races wins. &#039;&#039;&#039;Ties share the victory.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&lt;br /&gt;
* Count cards remaining, not cards in hand. Passing refills your hand but never shrinks your total.&lt;br /&gt;
* Cheats are the big dumps: four, five or six cards gone at once, and they answer anything.&lt;br /&gt;
* Pitching is the only long-game lever. Stack the bottom of your deck so a Cheat or a long Run comes back together.&lt;br /&gt;
* A pair of Jokers is a pair of Aces: a reset button you get twice per race.&lt;/div&gt;</summary>
		<author><name>Jcbarr</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmusterraisethebanners&amp;diff=31306</id>
		<title>Gamehelpmusterraisethebanners</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmusterraisethebanners&amp;diff=31306"/>
		<updated>2026-09-04T16:08:50Z</updated>

		<summary type="html">&lt;p&gt;Jcbarr: Created page with &amp;quot;Muster: Raise the Banners is a two-player area-majority card duel. Five castles stand on a shared board; each player builds a column of cards under each castle on their own side, and the higher total strength under a castle takes it.  Official rulebook (EN, DE, FR, ES): [https://www.playmonkeygames.com/games/musterraisethebanners playmonkeygames.com]  == Goal ==  Control the most castles. A castle is controlled by the player with more &amp;#039;&amp;#039;&amp;#039;strength icons&amp;#039;&amp;#039;&amp;#039; in their column...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Muster: Raise the Banners is a two-player area-majority card duel. Five castles stand on a shared board; each player builds a column of cards under each castle on their own side, and the higher total strength under a castle takes it.&lt;br /&gt;
&lt;br /&gt;
Official rulebook (EN, DE, FR, ES): [https://www.playmonkeygames.com/games/musterraisethebanners playmonkeygames.com]&lt;br /&gt;
&lt;br /&gt;
== Goal ==&lt;br /&gt;
&lt;br /&gt;
Control the most castles. A castle is controlled by the player with more &#039;&#039;&#039;strength icons&#039;&#039;&#039; in their column under it. Cards lying &#039;&#039;&#039;on&#039;&#039;&#039; the castle spaces themselves count for nobody.&lt;br /&gt;
&lt;br /&gt;
Tied on strength under a castle? &#039;&#039;&#039;Strength in Numbers:&#039;&#039;&#039; the player with more &#039;&#039;&#039;Banner cards&#039;&#039;&#039; in that column controls it. (Rainbow Wizards, Bridges and Castles are Rainbow cards, not Banner cards.)&lt;br /&gt;
&lt;br /&gt;
== The cards ==&lt;br /&gt;
&lt;br /&gt;
47 cards in one shared deck:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;40 Banner cards&#039;&#039;&#039; — five factions (Water/blue, Leaf/green, Cloud/yellow, Flame/red, Feather/purple), each with strengths 1 to 5. The banner icon in the corner is the faction; the row of pips along the top is the strength, and it is those icons you count. There is no 6-strength Banner card.&lt;br /&gt;
* &#039;&#039;&#039;5 Rainbow Wizard / Bridge cards&#039;&#039;&#039; — one double-ended card. In hand it is neither; you decide which end is up when you play it, and it is then fixed.&lt;br /&gt;
* &#039;&#039;&#039;2 Rainbow Castle cards&#039;&#039;&#039; — only ever played onto a castle space.&lt;br /&gt;
&lt;br /&gt;
Every card in a column is overlapped so that all banner and strength icons stay visible.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
Each player is dealt &#039;&#039;&#039;5 cards&#039;&#039;&#039;. The remaining 37 form the face-down deck. All castle spaces and all columns start empty.&lt;br /&gt;
&lt;br /&gt;
== Your turn ==&lt;br /&gt;
&lt;br /&gt;
Take &#039;&#039;&#039;exactly one&#039;&#039;&#039; action, then &#039;&#039;&#039;refill your hand back to 5 cards&#039;&#039;&#039; if you have fewer.&lt;br /&gt;
&lt;br /&gt;
Each card you draw comes from either:&lt;br /&gt;
&lt;br /&gt;
* the top face-down card of the &#039;&#039;&#039;deck&#039;&#039;&#039;, or&lt;br /&gt;
* the top face-up card on &#039;&#039;&#039;any castle space&#039;&#039;&#039; — &#039;&#039;&#039;never&#039;&#039;&#039; a Rainbow Castle card.&lt;br /&gt;
&lt;br /&gt;
You may mix the two sources freely, but you may not draw back a card you placed on a castle space this same turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The deck is the clock.&#039;&#039;&#039; Drawing from the castle spaces instead of the deck makes the game last longer, so refilling is a real decision.&lt;br /&gt;
&lt;br /&gt;
Two actions end the turn with no refill: &#039;&#039;&#039;Move a Rainbow Wizard&#039;&#039;&#039; (it has its own mandatory draw and place) and &#039;&#039;&#039;Make a Rainbow Swap&#039;&#039;&#039; (one card out, one card in).&lt;br /&gt;
&lt;br /&gt;
== The six actions ==&lt;br /&gt;
&lt;br /&gt;
=== 1. Play a Banner ===&lt;br /&gt;
&lt;br /&gt;
Play one Banner card from your hand, face up, into one of &#039;&#039;&#039;your&#039;&#039;&#039; columns:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Icon&#039;&#039;&#039; — the card&#039;s banner icon must match the castle space&#039;s icon, unless the top card currently on that castle space is a &#039;&#039;&#039;Rainbow Castle&#039;&#039;&#039;, in which case any icon may be played. This is judged when you play; the card stays legal after the Rainbow Castle is buried.&lt;br /&gt;
* &#039;&#039;&#039;Strength&#039;&#039;&#039; — equal to, or exactly &#039;&#039;&#039;one greater than&#039;&#039;&#039;, the card it is played on. A column whose top card is strength &#039;&#039;n&#039;&#039; accepts only &#039;&#039;n&#039;&#039; or &#039;&#039;n+1&#039;&#039;.&lt;br /&gt;
* An &#039;&#039;&#039;empty&#039;&#039;&#039; column accepts any strength (unless &#039;&#039;The Power of One&#039;&#039; is in play).&lt;br /&gt;
&lt;br /&gt;
So a column climbs 1→2→3→4→5, or pads sideways (2→2→2). Play a strong card early and you &#039;&#039;&#039;cap&#039;&#039;&#039; the column.&lt;br /&gt;
&lt;br /&gt;
=== 2. Play a Rainbow Wizard ===&lt;br /&gt;
&lt;br /&gt;
Play a Rainbow card from hand, wizard side up, into any of your columns. It is wild: no icon match, no strength limit, and it may go on an empty space or on top of anything, including another Wizard. It counts &#039;&#039;&#039;6 strength&#039;&#039;&#039; — which also means no Banner card can ever be played on top of it.&lt;br /&gt;
&lt;br /&gt;
=== 3. Move a Rainbow Wizard ===&lt;br /&gt;
&lt;br /&gt;
Move the &#039;&#039;&#039;top&#039;&#039;&#039; Rainbow Wizard from one of your columns to another of your columns, as if you had just played it there. Then &#039;&#039;&#039;draw the top card of the deck and place it face up on the castle space matching its banner icon&#039;&#039;&#039; (a Rainbow card goes to any space you choose). Your hand was never reduced, so there is no refill.&lt;br /&gt;
&lt;br /&gt;
This is the main way cards reach the castle spaces from the deck.&lt;br /&gt;
&lt;br /&gt;
=== 4. Castle a Card ===&lt;br /&gt;
&lt;br /&gt;
Play one card from hand face up &#039;&#039;&#039;on top of a castle space&#039;&#039;&#039; whose banner icon it matches (a Rainbow card goes to any space you choose). You may not draw it back this turn.&lt;br /&gt;
&lt;br /&gt;
* Cards on castle spaces score for nobody.&lt;br /&gt;
* The top card of a castle space may later be drawn by &#039;&#039;&#039;either&#039;&#039;&#039; player — except Rainbow Castles, which can never be drawn.&lt;br /&gt;
* While a &#039;&#039;&#039;Rainbow Castle&#039;&#039;&#039; is the top card of a space, Banner cards played under it — on &#039;&#039;&#039;both&#039;&#039;&#039; sides of the board — may carry any banner icon.&lt;br /&gt;
&lt;br /&gt;
=== 5. Make a Rainbow Bridge ===&lt;br /&gt;
&lt;br /&gt;
Play a Rainbow card from hand, bridge side up, into one of your columns. It &#039;&#039;&#039;substitutes the next card in the sequence&#039;&#039;&#039;, and you must &#039;&#039;&#039;immediately, in the same action, play the following Banner card on top of it&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* On an empty space a Bridge stands in for a &#039;&#039;&#039;1&#039;&#039;&#039; and must be followed by a &#039;&#039;&#039;2&#039;&#039;&#039;.&lt;br /&gt;
* On a card of strength &#039;&#039;n&#039;&#039; it stands in for &#039;&#039;n+1&#039;&#039; and must be followed by an &#039;&#039;n+2&#039;&#039;.&lt;br /&gt;
* A Bridge always counts &#039;&#039;&#039;1 strength&#039;&#039;&#039; when scoring, whatever it substituted.&lt;br /&gt;
* The follow-up Banner card must satisfy the icon rule at that castle space.&lt;br /&gt;
&lt;br /&gt;
Because there is no 6-strength Banner card, a Bridge can only be played on an empty space or on a card of strength 1, 2 or 3 — and you must already hold the follow-up card. A Bridge is never a play on its own.&lt;br /&gt;
&lt;br /&gt;
=== 6. Make a Rainbow Swap ===&lt;br /&gt;
&lt;br /&gt;
Swap one &#039;&#039;&#039;Banner card from your hand&#039;&#039;&#039; for a &#039;&#039;&#039;Rainbow card already in a column on either side of the board&#039;&#039;&#039;, including your opponent&#039;s. The Rainbow card comes into your hand; your Banner card takes its exact place in the column. The turn ends without drawing.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Swapping a Wizard&#039;&#039;&#039; — your Banner card must otherwise be a legal Play a Banner at that spot, checked against the cards both below and above it. Where one column holds several Rainbow cards, only the &#039;&#039;&#039;earliest-placed&#039;&#039;&#039; one may be swapped.&lt;br /&gt;
* &#039;&#039;&#039;Swapping a Bridge&#039;&#039;&#039; — your Banner card must be the card the Bridge was substituting.&lt;br /&gt;
&lt;br /&gt;
This is the only way to &#039;&#039;&#039;reduce&#039;&#039;&#039; an opponent&#039;s strength, and it hands you a Rainbow card as well. A Wizard sitting on a 5-strength Banner card normally cannot be swapped, since the replacement would have to be a 6. Castle a &#039;&#039;&#039;Rainbow Castle&#039;&#039;&#039; onto that space first and the icon rule stops applying, so any faction&#039;s 5 will do.&lt;br /&gt;
&lt;br /&gt;
== End of the game ==&lt;br /&gt;
&lt;br /&gt;
The game ends &#039;&#039;&#039;immediately when the final card is drawn from the deck&#039;&#039;&#039;. Compare the two columns under each castle, award each castle, and the player controlling the most castles wins.&lt;br /&gt;
&lt;br /&gt;
If both players control the same number of castles, BGA ranks by &#039;&#039;&#039;total strength across all five castles&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Table options ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Simplified for new players&#039;&#039;&#039; — the rulebook&#039;s variant for first-time or under-8 players: a card may be played on top of any weaker card rather than only one step higher, and Rainbow Bridges are left out. Rainbow Wizards and swaps are unchanged.&lt;br /&gt;
* &#039;&#039;&#039;The Power of One&#039;&#039;&#039; — only 1-strength Banner cards may be played onto an empty space. Rainbow cards are unaffected.&lt;br /&gt;
* &#039;&#039;&#039;Somewhere Over the Rainbow&#039;&#039;&#039; — several Rainbow Bridges may be played under one castle in a single Bridge action, each substituting the next value in turn, so long as the action still ends with the next Banner card in the sequence.&lt;/div&gt;</summary>
		<author><name>Jcbarr</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpdecadebydecade&amp;diff=31113</id>
		<title>Gamehelpdecadebydecade</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpdecadebydecade&amp;diff=31113"/>
		<updated>2026-08-18T16:49:45Z</updated>

		<summary type="html">&lt;p&gt;Jcbarr: /* The Cards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Decade by Decade =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Decade by Decade&#039;&#039;&#039; is a rummy-style card game spanning a century of history — from the 1900s to the 2020s. Draw cards, build runs of consecutive decades on the shared timeline, and be the first player to empty your hand.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2–4 players · ~30 minutes · Ages 10+&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== The Cards ==&lt;br /&gt;
&lt;br /&gt;
The deck contains &#039;&#039;&#039;107 cards&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
- 104 regular cards — 13 decades × 4 categories × 2 copies each&lt;br /&gt;
- 3 Event cards (wild cards)&lt;br /&gt;
&lt;br /&gt;
The 13 decades are:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 1900s || 1910s || 1920s || 1930s || 1940s || 1950s || 1960s || 1970s || 1980s || 1990s || 2000s || 2010s || 2020s&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each regular card belongs to one of four &#039;&#039;&#039;categories&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot;&lt;br /&gt;
! Icon !! Category !! Examples&lt;br /&gt;
|-&lt;br /&gt;
| 🌍 || &#039;&#039;&#039;World Events&#039;&#039;&#039; || Wars, treaties, elections, geopolitical shifts&lt;br /&gt;
|-&lt;br /&gt;
| 🎭 || &#039;&#039;&#039;Arts &amp;amp; Entertainment&#039;&#039;&#039; || Film, music, literature, sport, pop culture&lt;br /&gt;
|-&lt;br /&gt;
| 🔬 || &#039;&#039;&#039;Science &amp;amp; Technology&#039;&#039;&#039; || Inventions, discoveries, space, medicine&lt;br /&gt;
|-&lt;br /&gt;
| 🏛 || &#039;&#039;&#039;Society &amp;amp; Culture&#039;&#039;&#039; || Social movements, fashion, food, everyday life&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Event Cards (Wild Cards) ====&lt;br /&gt;
&lt;br /&gt;
The two &#039;&#039;&#039;Event cards&#039;&#039;&#039; are wild — they can stand in for any decade and any category when forming a meld. When played, you declare which decade and category the Event represents in that meld.&lt;br /&gt;
&lt;br /&gt;
A real card can later be swapped into a meld in place of an Event card, returning the Event to your hand to be replayed.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
1. Shuffle all 107 cards together.&lt;br /&gt;
2. Deal &#039;&#039;&#039;14 cards&#039;&#039;&#039; face-down to each player. Players may look at their own hand.&lt;br /&gt;
3. Place the remaining cards face-down as the draw pile.&lt;br /&gt;
4. The shared table starts empty.&lt;br /&gt;
5. Decide who goes first. Play proceeds clockwise.&lt;br /&gt;
&lt;br /&gt;
== On Your Turn ==&lt;br /&gt;
&lt;br /&gt;
Each turn you choose &#039;&#039;&#039;exactly one&#039;&#039;&#039; of two actions:&lt;br /&gt;
&lt;br /&gt;
==== Option A — Draw a Card ====&lt;br /&gt;
&lt;br /&gt;
Take the top card from the draw pile, add it to your hand, and end your turn. You may &#039;&#039;&#039;not&#039;&#039;&#039; also play melds on a turn where you draw.&lt;br /&gt;
&lt;br /&gt;
If the draw pile is empty, you must &#039;&#039;&#039;pass&#039;&#039;&#039; (end your turn without drawing or playing).&lt;br /&gt;
&lt;br /&gt;
==== Option B — Play Melds ====&lt;br /&gt;
&lt;br /&gt;
Stage one or more melds using cards from your hand, then &#039;&#039;&#039;commit&#039;&#039;&#039; your play to end your turn. You do not draw on a turn where you play melds.&lt;br /&gt;
&lt;br /&gt;
When playing melds you may also:&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Lay off&#039;&#039;&#039; — add cards to any existing meld on the table, extending it.&lt;br /&gt;
- &#039;&#039;&#039;Swap an Event card&#039;&#039;&#039; — place a real card into a meld that contains an Event, and take the Event back into your hand.&lt;br /&gt;
&lt;br /&gt;
All changes are staged before committing. You can undo and adjust freely until you confirm. Once committed the play cannot be reversed.&lt;br /&gt;
&lt;br /&gt;
== Melds ==&lt;br /&gt;
&lt;br /&gt;
A meld is a valid set of cards played onto the shared table. There are two types:&lt;br /&gt;
&lt;br /&gt;
==== Run ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3 or more cards&#039;&#039;&#039; of the &#039;&#039;&#039;same category&#039;&#039;&#039; with &#039;&#039;&#039;consecutive decades&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
- Event cards may fill any gap in the sequence.&lt;br /&gt;
- Example: 1950s Science &amp;amp; Technology + 1960s Science &amp;amp; Technology + 1970s Science &amp;amp; Technology ✓&lt;br /&gt;
- Example: 1940s World Events + &#039;&#039;&#039;Event&#039;&#039;&#039; + 1960s World Events ✓ (Event fills the 1950s gap)&lt;br /&gt;
&lt;br /&gt;
==== Group ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3 or 4 cards&#039;&#039;&#039; of the &#039;&#039;&#039;same decade&#039;&#039;&#039; from &#039;&#039;&#039;different categories&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
- Event cards may fill a missing category slot.&lt;br /&gt;
- Example: 1980s World Events + 1980s Arts &amp;amp; Entertainment + 1980s Science &amp;amp; Technology ✓&lt;br /&gt;
&lt;br /&gt;
Two copies of the same card (same decade, same category) may not appear in the same meld. A spare copy may be laid off onto an existing run if the run continues on that side.&lt;br /&gt;
&lt;br /&gt;
== Opening Your Timeline ==&lt;br /&gt;
&lt;br /&gt;
Before you can play melds freely, you must &#039;&#039;&#039;establish your timeline&#039;&#039;&#039;. Your first play to the table must include &#039;&#039;&#039;at least one Run of 3 or more consecutive decades in the same category&#039;&#039;&#039;. Event cards count toward this requirement.&lt;br /&gt;
&lt;br /&gt;
A group alone — even a group of 4 — does not satisfy the opening requirement.&lt;br /&gt;
&lt;br /&gt;
Once established, all future turns allow any valid meld (run or group) and lay-offs without restriction.&lt;br /&gt;
&lt;br /&gt;
== Winning ==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;first player to empty their hand&#039;&#039;&#039; wins immediately.&lt;br /&gt;
&lt;br /&gt;
If the draw pile is exhausted and no player can make any play, the player with the &#039;&#039;&#039;fewest cards remaining&#039;&#039;&#039; wins. Ties are broken in favour of the player who most recently took a turn.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
Players are scored at game end:&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Winner:&#039;&#039;&#039; 100 points&lt;br /&gt;
- &#039;&#039;&#039;Others:&#039;&#039;&#039; Points deducted per card remaining in hand (5 points per regular card, more for holding an Event card)&lt;br /&gt;
&lt;br /&gt;
== Quick Reference ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #eaecf0;font-weight: 600;&amp;quot;&lt;br /&gt;
! &amp;amp;nbsp; !! &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Players&#039;&#039;&#039; || 2 – 4&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hand size&#039;&#039;&#039; || 14 cards&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Deck&#039;&#039;&#039; || 107 cards (104 regular + 3 Event wilds)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Turn&#039;&#039;&#039; || Draw a card &#039;&#039;&#039;OR&#039;&#039;&#039; play melds — not both&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Opening&#039;&#039;&#039; || First play must include a Run of 3+ consecutive same-category decades&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Win&#039;&#039;&#039; || First to empty their hand&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Jcbarr</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpsellmeasasquatch&amp;diff=30933</id>
		<title>Gamehelpsellmeasasquatch</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpsellmeasasquatch&amp;diff=30933"/>
		<updated>2026-08-02T04:27:54Z</updated>

		<summary type="html">&lt;p&gt;Jcbarr: Created page with &amp;quot;== Object of the Game ==  Be the first player to earn enough Point Tokens to win.  == Setup ==  * Shuffle all cards and deal 5 face down to each player. Keep your hand secret. * Place the remaining cards face down as the Draw Pile, with room beside it for a Discard Pile. * Put all Point Tokens in the middle of the table. * Each player takes a playmat, folds it, and places it in front of them, with room left in front for their Collection. * Pick a starting player and give...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Object of the Game ==&lt;br /&gt;
&lt;br /&gt;
Be the first player to earn enough Point Tokens to win.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
* Shuffle all cards and deal 5 face down to each player. Keep your hand secret.&lt;br /&gt;
* Place the remaining cards face down as the Draw Pile, with room beside it for a Discard Pile.&lt;br /&gt;
* Put all Point Tokens in the middle of the table.&lt;br /&gt;
* Each player takes a playmat, folds it, and places it in front of them, with room left in front for their Collection.&lt;br /&gt;
* Pick a starting player and give them the Buyer Squatch.&lt;br /&gt;
&lt;br /&gt;
== Cards ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Creatures&#039;&#039;&#039; — collect a matching set to trade in for 1 Point Token. Set size depends on rarity (printed on the card): Giant (set of 1), Big (set of 2), Medium (set of 3), Tiny (set of 4).&lt;br /&gt;
* &#039;&#039;&#039;Nasties&#039;&#039;&#039; — collecting a matching set does not help you. It triggers an effect against you, carried out by whoever holds the Buyer Squatch at trade-in time:&lt;br /&gt;
** Poison Pill Bug (set of 2): the buyer may steal up to 1 card from your Collection.&lt;br /&gt;
** Loan Shark (set of 2): the buyer may steal up to 2 cards from your Collection.&lt;br /&gt;
** Trojan Horse (set of 3): the buyer steals 1 of your Point Tokens (nothing if you have none).&lt;br /&gt;
* &#039;&#039;&#039;Thingamabobs&#039;&#039;&#039; — special-power cards played only from your Collection, never from your hand or a deal. Discard the card to use its effect, then follow its instructions.&lt;br /&gt;
&lt;br /&gt;
== Turn Sequence ==&lt;br /&gt;
&lt;br /&gt;
The player holding the Buyer Squatch is the buyer for this turn.&lt;br /&gt;
&lt;br /&gt;
=== 1. Sellers Offer ===&lt;br /&gt;
&lt;br /&gt;
* Every player except the buyer picks 3 cards from their hand and places them face down in front of their playmat. This is their deal.&lt;br /&gt;
* Each seller then flips 1 of their 3 cards face up.&lt;br /&gt;
&lt;br /&gt;
=== 2. Buyer&#039;s Extra Flip ===&lt;br /&gt;
&lt;br /&gt;
* The buyer turns over exactly 1 additional card, from exactly one deal.&lt;br /&gt;
&lt;br /&gt;
=== 3. Thingamabob Window ===&lt;br /&gt;
&lt;br /&gt;
* The buyer asks whether anyone wants to play a Thingamabob.&lt;br /&gt;
* Any player, including the buyer, may play as many Thingamabobs as they like — but only from their Collection, never from hand or a deal.&lt;br /&gt;
* To play a Thingamabob, discard it and follow its instructions.&lt;br /&gt;
* Before the buyer picks a deal, there is a final chance for anyone to play a Thingamabob.&lt;br /&gt;
&lt;br /&gt;
=== 4. Buyer Chooses a Deal ===&lt;br /&gt;
&lt;br /&gt;
* The buyer selects exactly one deal.&lt;br /&gt;
* That deal&#039;s cards flip face up into the buyer&#039;s Collection.&lt;br /&gt;
* The buyer hands the Buyer Squatch to the seller whose deal was chosen — that player buys next turn.&lt;br /&gt;
&lt;br /&gt;
=== 5. Remaining Deals ===&lt;br /&gt;
&lt;br /&gt;
* Every other seller flips the cards from their own unchosen deal face up into their own Collection.&lt;br /&gt;
&lt;br /&gt;
== Trading In Sets ==&lt;br /&gt;
&lt;br /&gt;
As soon as a player completes a set, it must be traded in.&lt;br /&gt;
&lt;br /&gt;
* First, trade in every completed Nasty set: discard the set and apply its effect (see Cards above).&lt;br /&gt;
* Then, trade in every completed Creature set: discard the set and take 1 Point Token.&lt;br /&gt;
* Cards that don&#039;t complete a set stay in the Collection.&lt;br /&gt;
&lt;br /&gt;
== Redraw ==&lt;br /&gt;
&lt;br /&gt;
* After all trade-ins, every player — including the buyer — draws back up to 5 cards in hand.&lt;br /&gt;
* If the Draw Pile runs out, shuffle the Discard Pile to make a new Draw Pile.&lt;br /&gt;
* The player now holding the Buyer Squatch starts the next turn.&lt;br /&gt;
&lt;br /&gt;
== Winning ==&lt;br /&gt;
&lt;br /&gt;
* 3–4 players: first to 4 Point Tokens at the end of any turn wins.&lt;br /&gt;
* 5–6 players: first to 5 Point Tokens at the end of any turn wins.&lt;/div&gt;</summary>
		<author><name>Jcbarr</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpsalvagedivers&amp;diff=30855</id>
		<title>Gamehelpsalvagedivers</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpsalvagedivers&amp;diff=30855"/>
		<updated>2026-07-24T14:37:48Z</updated>

		<summary type="html">&lt;p&gt;Jcbarr: Created page with &amp;quot;== Overview ==  You&amp;#039;re a wreck diver racing to salvage treasure from a sunken ship across a series of expeditions. Each round, you draw chips from a personal bag to descend along a depth track, managing a limited air supply that depletes with every risky draw. How far you push before surfacing is entirely your call — but running out of air forces an immediate, costly ascent.  Along the way you reach &amp;#039;&amp;#039;&amp;#039;treasure checkpoints&amp;#039;&amp;#039;&amp;#039;. At each one, you decide whether to secure...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
You&#039;re a wreck diver racing to salvage treasure from a sunken ship across a series of&lt;br /&gt;
expeditions. Each round, you draw chips from a personal bag to descend along a depth track,&lt;br /&gt;
managing a limited air supply that depletes with every risky draw. How far you push before&lt;br /&gt;
surfacing is entirely your call — but running out of air forces an immediate, costly ascent.&lt;br /&gt;
&lt;br /&gt;
Along the way you reach &#039;&#039;&#039;treasure checkpoints&#039;&#039;&#039;. At each one, you decide whether to secure&lt;br /&gt;
the find now — at a cost that raises your risk if you keep diving — or leave it behind to&lt;br /&gt;
collect only if you make it back to a safe stop. Reaching greater depths always earns&lt;br /&gt;
&#039;&#039;&#039;Reputation&#039;&#039;&#039;, your score, even on a dive that ends in trouble. Treasure, on the other hand,&lt;br /&gt;
doesn&#039;t score points directly — it&#039;s currency, spent between dives on gear, permanent upgrades,&lt;br /&gt;
and crew that help you dive further and safer next time.&lt;br /&gt;
&lt;br /&gt;
The game runs &#039;&#039;&#039;6 rounds&#039;&#039;&#039;. Whoever has the most Reputation at the end wins.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
Each player takes an identical starting bag of &#039;&#039;&#039;12 chips&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
• 4 Fin Kicks chips — pure movement, no air cost&lt;br /&gt;
• 7 Air Cost chips — a spread of values: four worth 1, two worth 2, one worth 3&lt;br /&gt;
• 1 Dive Buddy chip&lt;br /&gt;
&lt;br /&gt;
Each player starts with a full air tank (capacity &#039;&#039;&#039;6&#039;&#039;&#039;) and begins every dive at depth&lt;br /&gt;
&#039;&#039;&#039;0&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Round Structure ==&lt;br /&gt;
&lt;br /&gt;
Each round has four phases:&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Site Reveal&#039;&#039;&#039; — a card is revealed showing that round&#039;s dive site&lt;br /&gt;
• &#039;&#039;&#039;The Dive&#039;&#039;&#039; — every player dives simultaneously&lt;br /&gt;
• &#039;&#039;&#039;Resolve&#039;&#039;&#039; — treasure and Reputation are tallied, and every player&#039;s dive is revealed&lt;br /&gt;
together&lt;br /&gt;
• &#039;&#039;&#039;Market Phase&#039;&#039;&#039; — spend treasure on upgrades before your next dive&lt;br /&gt;
&lt;br /&gt;
==== The Dive ====&lt;br /&gt;
&lt;br /&gt;
All players draw chips from their own bag at the same time, one at a time, deciding after each&lt;br /&gt;
draw whether to keep going or stop. Your own dive is always visible to you as it happens; other&lt;br /&gt;
players&#039; progress stays hidden until everyone has finished, when all dives are revealed&lt;br /&gt;
together.&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Fin Kicks&#039;&#039;&#039; chips move you forward and cost no air.&lt;br /&gt;
• &#039;&#039;&#039;Air Cost&#039;&#039;&#039; chips move you forward and cost air equal to their own value — an Air Cost chip&lt;br /&gt;
worth 3 moves you 3 spaces and costs 3 air.&lt;br /&gt;
• &#039;&#039;&#039;Dive Buddy&#039;&#039;&#039; chips move you forward for free, and when drawn, restore the air cost of the&lt;br /&gt;
largest Air Cost chip you&#039;ve drawn so far.&lt;br /&gt;
&lt;br /&gt;
If your air tank runs dry, you &#039;&#039;&#039;bust&#039;&#039;&#039; — your dive ends immediately in an emergency ascent.&lt;br /&gt;
You don&#039;t have to bust to stop: you may surface voluntarily after any draw.&lt;br /&gt;
&lt;br /&gt;
Busting doesn&#039;t erase your progress: a busted dive still scores Reputation for the deepest&lt;br /&gt;
point you reached before the fatal draw. Only your uninsured treasure is lost on a bust — insured&lt;br /&gt;
treasure and your Reputation are safe either way.&lt;br /&gt;
&lt;br /&gt;
==== Treasure Checkpoints ====&lt;br /&gt;
&lt;br /&gt;
Your depth track has a treasure checkpoint every 2 spaces, each worth &#039;&#039;&#039;$4&#039;&#039;&#039;. When you reach&lt;br /&gt;
one, choose:&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Insure &amp;amp; advance&#039;&#039;&#039; — bank the treasure immediately, and keep diving. The cost: your&lt;br /&gt;
lowest-value Air Cost chip already drawn this dive goes back into your bag (no air is refunded&lt;br /&gt;
for it). This doesn&#039;t shorten your dive, but that chip is now back in play — if you keep drawing,&lt;br /&gt;
you&#039;ve raised your own risk for the rest of the dive. Insured treasure is yours even if you later&lt;br /&gt;
bust.&lt;br /&gt;
• &#039;&#039;&#039;Advance without insuring&#039;&#039;&#039; — no cost, keep diving. You only receive this treasure if you&lt;br /&gt;
later reach a safe stop; bust before then and it&#039;s lost.&lt;br /&gt;
• &#039;&#039;&#039;Surface&#039;&#039;&#039; — stop here safely. Every treasure you left behind this dive — this checkpoint&#039;s&lt;br /&gt;
and all earlier ones — banks automatically, at no cost.&lt;br /&gt;
&lt;br /&gt;
Insuring is cheap when you&#039;re about to surface anyway, and costly when you plan to push much&lt;br /&gt;
deeper — the same choice carries different weight depending on how much dive you have left.&lt;br /&gt;
&lt;br /&gt;
==== Resolve — Treasure &amp;amp; Reputation ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reputation is your score, and the win condition.&#039;&#039;&#039; You earn 1 Reputation for every 2 spaces&lt;br /&gt;
of depth reached — whether your dive ends safely or in a bust.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treasure is currency, not points.&#039;&#039;&#039; It doesn&#039;t score Reputation directly — it&#039;s spent in the&lt;br /&gt;
markets to help you reach greater depths (and therefore more Reputation) on future dives.&lt;br /&gt;
&lt;br /&gt;
== The Danger Ramp ==&lt;br /&gt;
&lt;br /&gt;
Starting in &#039;&#039;&#039;Round 4&#039;&#039;&#039;, and again in Rounds 5 and 6, the wreck grows more dangerous: every&lt;br /&gt;
player&#039;s bag permanently gains one extra Air Cost chip (value 1). This affects every diver&lt;br /&gt;
equally, and it doesn&#039;t go away — by Round 6, every bag carries three of these additional chips.&lt;br /&gt;
&lt;br /&gt;
== The Markets ==&lt;br /&gt;
&lt;br /&gt;
Spend treasure earned this round (and any saved from before) across three markets. Gear and&lt;br /&gt;
Advancement purchases are &#039;&#039;&#039;permanent&#039;&#039;&#039; — they stay with you for the rest of the game. Crew is&lt;br /&gt;
&#039;&#039;&#039;one-dive only&#039;&#039;&#039; — bought this round, used on your next dive, then it&#039;s gone, and the market&lt;br /&gt;
refreshes.&lt;br /&gt;
&lt;br /&gt;
==== Gear — permanent chips added to your bag ====&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Item !! Effect !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Reinforced Fins I || Moves you 1, no air cost || $5&lt;br /&gt;
|-&lt;br /&gt;
| Reinforced Fins II || Moves you 2, no air cost || $10&lt;br /&gt;
|-&lt;br /&gt;
| Reinforced Fins III || Moves you 3, no air cost || $13&lt;br /&gt;
|-&lt;br /&gt;
| Rebreather I || Moves you 2, restores 1 air on draw || $14&lt;br /&gt;
|-&lt;br /&gt;
| Rebreather II || Moves you 2, restores 2 air on draw || $19&lt;br /&gt;
|-&lt;br /&gt;
| Rebreather III || Moves you 2, restores 3 air on draw || $21&lt;br /&gt;
|-&lt;br /&gt;
| Spare Tank || Moves you 1; on draw, refills your air tank to full || $17&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You may buy any number of copies of any Gear item you can afford.&lt;br /&gt;
&lt;br /&gt;
==== Advancement — permanent upgrades to your diver ====&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Item !! Effect !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Starting Depth || Begin every future dive 2 spaces deeper — lands exactly on a checkpoint, which&lt;br /&gt;
you collect automatically at the start of the dive || $16&lt;br /&gt;
|-&lt;br /&gt;
| Tank Capacity || +1 to your starting air capacity. Limited to 3 purchases per game || $19&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Crew — one-dive specialists ====&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Item !! Effect !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Navigator || This dive only: your first Air Cost draw is free — you keep the movement, spend no&lt;br /&gt;
air || $7&lt;br /&gt;
|-&lt;br /&gt;
| Quartermaster || This dive only: the first time you would bust, your largest Air Cost chip is&lt;br /&gt;
restored instead, averting it || $6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== End of Game ==&lt;br /&gt;
&lt;br /&gt;
The wreck has a floor at depth &#039;&#039;&#039;40&#039;&#039;&#039; — reaching it forces a safe stop, same as choosing to&lt;br /&gt;
surface.&lt;br /&gt;
&lt;br /&gt;
After 6 rounds, any unspent treasure converts to Reputation at a &#039;&#039;&#039;5-to-1&#039;&#039;&#039; rate — a&lt;br /&gt;
deliberately poor exchange, so holding onto treasure instead of spending or diving with it is&lt;br /&gt;
never the smart play.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The diver with the most Reputation wins.&#039;&#039;&#039; Ties are broken by whoever reached the greatest&lt;br /&gt;
depth on a single dive during the game.&lt;/div&gt;</summary>
		<author><name>Jcbarr</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptopthis&amp;diff=30759</id>
		<title>Gamehelptopthis</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptopthis&amp;diff=30759"/>
		<updated>2026-07-21T00:38:53Z</updated>

		<summary type="html">&lt;p&gt;Jcbarr: Created page with &amp;quot;= TopThis =  &amp;#039;&amp;#039;&amp;#039;TopThis!&amp;#039;&amp;#039;&amp;#039; is a cutthroat climbing / trick-taking-style card game for 2–5 players (2 not recommended) where competing bands play sets that each have to top the last one on stage. Your setlist is locked the moment soundcheck ends — no rearranging the lineup. The crowd decides who reigns.  == Components ==  The deck is 45 &amp;#039;&amp;#039;&amp;#039;dual-sided&amp;#039;&amp;#039;&amp;#039; setlist cards. Each half shows a number from 1–10 — every combination of 1–10 is represented across the deck....&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= TopThis =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TopThis!&#039;&#039;&#039; is a cutthroat climbing / trick-taking-style card game for 2–5 players (2 not recommended) where competing bands play sets that each have to top the last one on stage. Your setlist is locked the moment soundcheck ends — no rearranging the lineup. The crowd decides who reigns.&lt;br /&gt;
&lt;br /&gt;
== Components ==&lt;br /&gt;
&lt;br /&gt;
The deck is 45 &#039;&#039;&#039;dual-sided&#039;&#039;&#039; setlist cards. Each half shows a number from 1–10 — every combination of 1–10 is represented across the deck. Each value is the &#039;&#039;energy level&#039;&#039; of a song: 1 is a sleepy acoustic opener, 10 is a face-melting finale.&lt;br /&gt;
&lt;br /&gt;
== Setup (Soundcheck) ==&lt;br /&gt;
&lt;br /&gt;
Shuffle the deck, randomizing both card order &#039;&#039;&#039;and&#039;&#039;&#039; orientation (some songs are dealt upside-down), then deal every card out so each band gets a full hand.&lt;br /&gt;
&lt;br /&gt;
Once dealt, that&#039;s your setlist — you cannot reorder it. You may flip your &#039;&#039;&#039;entire&#039;&#039;&#039; hand end-for-end to use the values on the other side of each card, but the running order stays locked.&lt;br /&gt;
&lt;br /&gt;
== On Your Turn (Showtime) ==&lt;br /&gt;
&lt;br /&gt;
Choose one of two moves.&lt;br /&gt;
&lt;br /&gt;
=== Perform ===&lt;br /&gt;
&lt;br /&gt;
Choose one or more &#039;&#039;&#039;adjacent&#039;&#039;&#039; songs in your setlist that are either:&lt;br /&gt;
&lt;br /&gt;
* all the &#039;&#039;&#039;same&#039;&#039;&#039; energy level (a cohesive set), or&lt;br /&gt;
* in &#039;&#039;&#039;consecutive&#039;&#039;&#039; order up or down (a dynamic run set).&lt;br /&gt;
&lt;br /&gt;
You can only perform if the stage is empty (opening act) or your set &#039;&#039;&#039;outranks&#039;&#039;&#039; the one currently on stage. A set outranks another if it:&lt;br /&gt;
&lt;br /&gt;
* has &#039;&#039;&#039;more songs&#039;&#039;&#039;, or&lt;br /&gt;
* is &#039;&#039;&#039;cohesive&#039;&#039;&#039; (all same value) versus the previous set&#039;s dynamic run, or&lt;br /&gt;
* is the &#039;&#039;&#039;same size and type&#039;&#039;&#039; but with &#039;&#039;&#039;higher values&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
When you blow the previous band off the stage, you claim their cards as &#039;&#039;&#039;trophies&#039;&#039;&#039;, face-down in front of you.&lt;br /&gt;
&lt;br /&gt;
=== Poach ===&lt;br /&gt;
&lt;br /&gt;
Instead of performing, take a card from &#039;&#039;&#039;either end&#039;&#039;&#039; of the set currently on stage and slot it &#039;&#039;&#039;anywhere&#039;&#039;&#039; in your setlist, in whichever orientation you like. The band you poached from collects a &#039;&#039;&#039;1 VP token&#039;&#039;&#039; as consolation.&lt;br /&gt;
&lt;br /&gt;
=== Encore ===&lt;br /&gt;
&lt;br /&gt;
Once per round, instead of choosing between perform and poach, you may &#039;&#039;&#039;poach first, then immediately perform&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Ending a Round (Last Song) ==&lt;br /&gt;
&lt;br /&gt;
The round ends when a band plays their last card and leaves the stage empty-handed, &#039;&#039;&#039;or&#039;&#039;&#039; when all but one band have been poaching instead of playing.&lt;br /&gt;
&lt;br /&gt;
Score the round:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;+1 VP&#039;&#039;&#039; per face-down trophy card.&lt;br /&gt;
* &#039;&#039;&#039;−1 VP&#039;&#039;&#039; per card still stuck in your setlist — unless you were the one left on stage while everyone else poached (no penalty; you held it down).&lt;br /&gt;
&lt;br /&gt;
== Winning (Headliner) ==&lt;br /&gt;
&lt;br /&gt;
Play a number of rounds equal to the number of bands. When the tour ends, the most VP is crowned headliner.&lt;br /&gt;
&lt;br /&gt;
== Table Options ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Poach-lock hand penalty&#039;&#039;&#039; — Exempt last performer / Penalize last performer.&lt;br /&gt;
* &#039;&#039;&#039;Highlight potential plays&#039;&#039;&#039; — Show all valid patterns / Only show stage-beating patterns.&lt;/div&gt;</summary>
		<author><name>Jcbarr</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpstrikegold&amp;diff=30758</id>
		<title>Gamehelpstrikegold</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpstrikegold&amp;diff=30758"/>
		<updated>2026-07-21T00:29:22Z</updated>

		<summary type="html">&lt;p&gt;Jcbarr: Created page with &amp;quot;= Strike Gold =  &amp;#039;&amp;#039;&amp;#039;Strike Gold&amp;#039;&amp;#039;&amp;#039; is a press-your-luck grid card game in the &amp;#039;&amp;#039;Golf&amp;#039;&amp;#039; family for 2–8 players. Each player tends a face-down 3×4 grid of cards and tries to keep its total value as low as possible. Clearing a matching column wipes it off the grid for zero points. Play runs over several rounds; once any player crosses the target total, the game ends and the &amp;#039;&amp;#039;&amp;#039;lowest&amp;#039;&amp;#039;&amp;#039; grand total wins.  == Object ==  Across a series of rounds, keep the total value of y...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Strike Gold =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strike Gold&#039;&#039;&#039; is a press-your-luck grid card game in the &#039;&#039;Golf&#039;&#039; family for 2–8 players. Each player tends a face-down 3×4 grid of cards and tries to keep its total value as low as possible. Clearing a matching column wipes it off the grid for zero points. Play runs over several rounds; once any player crosses the target total, the game ends and the &#039;&#039;&#039;lowest&#039;&#039;&#039; grand total wins.&lt;br /&gt;
&lt;br /&gt;
== Object ==&lt;br /&gt;
&lt;br /&gt;
Across a series of rounds, keep the total value of your 3×4 grid as low as you can. Clear matching columns to erase points entirely. When any player reaches the target total (50, 100, or 200, chosen at setup), the game ends after that round and the player with the &#039;&#039;&#039;lowest&#039;&#039;&#039; grand total wins.&lt;br /&gt;
&lt;br /&gt;
== The Deck ==&lt;br /&gt;
&lt;br /&gt;
A single deck of 150 cards carrying point values:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;−2&#039;&#039;&#039; × 5 — the best card in the game&lt;br /&gt;
* &#039;&#039;&#039;−1&#039;&#039;&#039; × 10&lt;br /&gt;
* &#039;&#039;&#039;0&#039;&#039;&#039; × 15 — harmless filler&lt;br /&gt;
* &#039;&#039;&#039;1 through 12&#039;&#039;&#039; × 10 each — points you want to shed or bury&lt;br /&gt;
&lt;br /&gt;
Low and negative cards are gold. High cards are dead weight.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
* Deal each player a 3×4 grid of 12 face-down cards.&lt;br /&gt;
* Each player turns 2 cards face up to start (only 1 in later rounds).&lt;br /&gt;
* Turn one card face up to start the discard pile; the rest form the face-down draw deck.&lt;br /&gt;
* The player whose revealed cards total the &#039;&#039;&#039;highest&#039;&#039;&#039; goes first.&lt;br /&gt;
&lt;br /&gt;
== On Your Turn ==&lt;br /&gt;
&lt;br /&gt;
Draw either the top of the deck (blind) or the face-up top of the discard pile. Then choose one:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Keep the drawn card&#039;&#039;&#039; — place it into any grid slot. The card that was there goes to the discard pile, and the placed card stays face up.&lt;br /&gt;
* &#039;&#039;&#039;Discard &amp;amp; flip&#039;&#039;&#039; — discard the drawn card and turn one of your face-down grid cards face up, locking in its value.&lt;br /&gt;
&lt;br /&gt;
If you have no face-down cards left, you may simply discard the drawn card.&lt;br /&gt;
&lt;br /&gt;
== Clearing Columns ==&lt;br /&gt;
&lt;br /&gt;
Whenever a column of three matching face-up values is completed, that triplet is cleared off your grid and onto the discard pile — those cards score &#039;&#039;&#039;nothing&#039;&#039;&#039;. Clearing columns is the main way to shed points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Table option — Row wipe&#039;&#039;: when enabled, three matching values in a row are cleared the same way columns are.&lt;br /&gt;
&lt;br /&gt;
== Ending a Round ==&lt;br /&gt;
&lt;br /&gt;
When a player has their entire grid face up, they are &#039;&#039;out&#039;&#039; and the round is ending. By default, every other player takes one final turn (&#039;&#039;Out player takes final turn&#039;&#039; is a table option that also gives the out player one last turn). All remaining face-down cards are then revealed and each grid is scored — cleared columns already count as zero.&lt;br /&gt;
&lt;br /&gt;
== The Scoring Twist ==&lt;br /&gt;
&lt;br /&gt;
The player who went out is rewarded only if they truly dug the lowest hand:&lt;br /&gt;
&lt;br /&gt;
* If the out player &#039;&#039;&#039;does&#039;&#039;&#039; have the lowest round score, they score it normally.&lt;br /&gt;
* If they &#039;&#039;&#039;do not&#039;&#039;&#039;, their round score is &#039;&#039;&#039;doubled&#039;&#039;&#039; as a penalty for going out too early.&lt;br /&gt;
* &#039;&#039;Table option — Out player scores 0&#039;&#039;: replaces the doubling penalty with a flat 0 instead.&lt;br /&gt;
&lt;br /&gt;
== Winning ==&lt;br /&gt;
&lt;br /&gt;
Round scores accumulate. Once any player crosses the target total, the game ends after that round and the lowest total wins. Ties are broken by the number of columns cleared during the game (more is better).&lt;br /&gt;
&lt;br /&gt;
== Table Options ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Game to&#039;&#039;&#039; — 50 / 100 / 200: target total that ends the game.&lt;br /&gt;
* &#039;&#039;&#039;Out player takes final turn&#039;&#039;&#039; — No / Yes: whether the out player also gets a last turn.&lt;br /&gt;
* &#039;&#039;&#039;Out player scores 0&#039;&#039;&#039; — No / Yes: replaces the doubling penalty with a flat 0.&lt;br /&gt;
* &#039;&#039;&#039;Row wipe&#039;&#039;&#039; — Off / On: clears matching rows as well as columns.&lt;/div&gt;</summary>
		<author><name>Jcbarr</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpdecadebydecade&amp;diff=30582</id>
		<title>Gamehelpdecadebydecade</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpdecadebydecade&amp;diff=30582"/>
		<updated>2026-07-07T09:07:10Z</updated>

		<summary type="html">&lt;p&gt;Jcbarr: Created page with &amp;quot;= Decade by Decade =  &amp;#039;&amp;#039;&amp;#039;Decade by Decade&amp;#039;&amp;#039;&amp;#039; is a rummy-style card game spanning a century of history — from the 1900s to the 2020s. Draw cards, build runs of consecutive decades on the shared timeline, and be the first player to empty your hand.  &amp;#039;&amp;#039;&amp;#039;2–4 players · ~30 minutes · Ages 10+&amp;#039;&amp;#039;&amp;#039;  == The Cards ==  The deck contains &amp;#039;&amp;#039;&amp;#039;106 cards&amp;#039;&amp;#039;&amp;#039;:  - 104 regular cards — 13 decades × 4 categories × 2 copies each - 2 Event cards (wild cards)  The 13 decades are:  {| st...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Decade by Decade =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Decade by Decade&#039;&#039;&#039; is a rummy-style card game spanning a century of history — from the 1900s to the 2020s. Draw cards, build runs of consecutive decades on the shared timeline, and be the first player to empty your hand.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2–4 players · ~30 minutes · Ages 10+&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== The Cards ==&lt;br /&gt;
&lt;br /&gt;
The deck contains &#039;&#039;&#039;106 cards&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
- 104 regular cards — 13 decades × 4 categories × 2 copies each&lt;br /&gt;
- 2 Event cards (wild cards)&lt;br /&gt;
&lt;br /&gt;
The 13 decades are:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 1900s || 1910s || 1920s || 1930s || 1940s || 1950s || 1960s || 1970s || 1980s || 1990s || 2000s || 2010s || 2020s&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each regular card belongs to one of four &#039;&#039;&#039;categories&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot;&lt;br /&gt;
! Icon !! Category !! Examples&lt;br /&gt;
|-&lt;br /&gt;
| 🌍 || &#039;&#039;&#039;World Events&#039;&#039;&#039; || Wars, treaties, elections, geopolitical shifts&lt;br /&gt;
|-&lt;br /&gt;
| 🎭 || &#039;&#039;&#039;Arts &amp;amp; Entertainment&#039;&#039;&#039; || Film, music, literature, sport, pop culture&lt;br /&gt;
|-&lt;br /&gt;
| 🔬 || &#039;&#039;&#039;Science &amp;amp; Technology&#039;&#039;&#039; || Inventions, discoveries, space, medicine&lt;br /&gt;
|-&lt;br /&gt;
| 🏛 || &#039;&#039;&#039;Society &amp;amp; Culture&#039;&#039;&#039; || Social movements, fashion, food, everyday life&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Event Cards (Wild Cards) ====&lt;br /&gt;
&lt;br /&gt;
The two &#039;&#039;&#039;Event cards&#039;&#039;&#039; are wild — they can stand in for any decade and any category when forming a meld. When played, you declare which decade and category the Event represents in that meld.&lt;br /&gt;
&lt;br /&gt;
A real card can later be swapped into a meld in place of an Event card, returning the Event to your hand to be replayed.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
1. Shuffle all 106 cards together.&lt;br /&gt;
2. Deal &#039;&#039;&#039;14 cards&#039;&#039;&#039; face-down to each player. Players may look at their own hand.&lt;br /&gt;
3. Place the remaining cards face-down as the draw pile.&lt;br /&gt;
4. The shared table starts empty.&lt;br /&gt;
5. Decide who goes first. Play proceeds clockwise.&lt;br /&gt;
&lt;br /&gt;
== On Your Turn ==&lt;br /&gt;
&lt;br /&gt;
Each turn you choose &#039;&#039;&#039;exactly one&#039;&#039;&#039; of two actions:&lt;br /&gt;
&lt;br /&gt;
==== Option A — Draw a Card ====&lt;br /&gt;
&lt;br /&gt;
Take the top card from the draw pile, add it to your hand, and end your turn. You may &#039;&#039;&#039;not&#039;&#039;&#039; also play melds on a turn where you draw.&lt;br /&gt;
&lt;br /&gt;
If the draw pile is empty, you must &#039;&#039;&#039;pass&#039;&#039;&#039; (end your turn without drawing or playing).&lt;br /&gt;
&lt;br /&gt;
==== Option B — Play Melds ====&lt;br /&gt;
&lt;br /&gt;
Stage one or more melds using cards from your hand, then &#039;&#039;&#039;commit&#039;&#039;&#039; your play to end your turn. You do not draw on a turn where you play melds.&lt;br /&gt;
&lt;br /&gt;
When playing melds you may also:&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Lay off&#039;&#039;&#039; — add cards to any existing meld on the table, extending it.&lt;br /&gt;
- &#039;&#039;&#039;Swap an Event card&#039;&#039;&#039; — place a real card into a meld that contains an Event, and take the Event back into your hand.&lt;br /&gt;
&lt;br /&gt;
All changes are staged before committing. You can undo and adjust freely until you confirm. Once committed the play cannot be reversed.&lt;br /&gt;
&lt;br /&gt;
== Melds ==&lt;br /&gt;
&lt;br /&gt;
A meld is a valid set of cards played onto the shared table. There are two types:&lt;br /&gt;
&lt;br /&gt;
==== Run ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3 or more cards&#039;&#039;&#039; of the &#039;&#039;&#039;same category&#039;&#039;&#039; with &#039;&#039;&#039;consecutive decades&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
- Event cards may fill any gap in the sequence.&lt;br /&gt;
- Example: 1950s Science &amp;amp; Technology + 1960s Science &amp;amp; Technology + 1970s Science &amp;amp; Technology ✓&lt;br /&gt;
- Example: 1940s World Events + &#039;&#039;&#039;Event&#039;&#039;&#039; + 1960s World Events ✓ (Event fills the 1950s gap)&lt;br /&gt;
&lt;br /&gt;
==== Group ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3 or 4 cards&#039;&#039;&#039; of the &#039;&#039;&#039;same decade&#039;&#039;&#039; from &#039;&#039;&#039;different categories&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
- Event cards may fill a missing category slot.&lt;br /&gt;
- Example: 1980s World Events + 1980s Arts &amp;amp; Entertainment + 1980s Science &amp;amp; Technology ✓&lt;br /&gt;
&lt;br /&gt;
Two copies of the same card (same decade, same category) may not appear in the same meld. A spare copy may be laid off onto an existing run if the run continues on that side.&lt;br /&gt;
&lt;br /&gt;
== Opening Your Timeline ==&lt;br /&gt;
&lt;br /&gt;
Before you can play melds freely, you must &#039;&#039;&#039;establish your timeline&#039;&#039;&#039;. Your first play to the table must include &#039;&#039;&#039;at least one Run of 3 or more consecutive decades in the same category&#039;&#039;&#039;. Event cards count toward this requirement.&lt;br /&gt;
&lt;br /&gt;
A group alone — even a group of 4 — does not satisfy the opening requirement.&lt;br /&gt;
&lt;br /&gt;
Once established, all future turns allow any valid meld (run or group) and lay-offs without restriction.&lt;br /&gt;
&lt;br /&gt;
== Winning ==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;first player to empty their hand&#039;&#039;&#039; wins immediately.&lt;br /&gt;
&lt;br /&gt;
If the draw pile is exhausted and no player can make any play, the player with the &#039;&#039;&#039;fewest cards remaining&#039;&#039;&#039; wins. Ties are broken in favour of the player who most recently took a turn.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
Players are scored at game end:&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Winner:&#039;&#039;&#039; 100 points&lt;br /&gt;
- &#039;&#039;&#039;Others:&#039;&#039;&#039; Points deducted per card remaining in hand (5 points per regular card, more for holding an Event card)&lt;br /&gt;
&lt;br /&gt;
== Quick Reference ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #eaecf0;font-weight: 600;&amp;quot;&lt;br /&gt;
! &amp;amp;nbsp; !! &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Players&#039;&#039;&#039; || 2 – 4&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hand size&#039;&#039;&#039; || 14 cards&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Deck&#039;&#039;&#039; || 106 cards (104 regular + 2 Event wilds)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Turn&#039;&#039;&#039; || Draw a card &#039;&#039;&#039;OR&#039;&#039;&#039; play melds — not both&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Opening&#039;&#039;&#039; || First play must include a Run of 3+ consecutive same-category decades&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Win&#039;&#039;&#039; || First to empty their hand&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Jcbarr</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpfilltherows&amp;diff=30581</id>
		<title>Gamehelpfilltherows</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpfilltherows&amp;diff=30581"/>
		<updated>2026-07-07T03:43:56Z</updated>

		<summary type="html">&lt;p&gt;Jcbarr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Goal ==&lt;br /&gt;
&lt;br /&gt;
Score the most points by checking off stops along four iconic American road trip routes. Fill as many stops as you can — every stop counts, and completing a route earns a bonus!&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== The Routes ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Route !! Color !! Direction !! From → To&lt;br /&gt;
|-&lt;br /&gt;
| 🌊 &#039;&#039;&#039;Pacific Coast&#039;&#039;&#039; || Blue || Ascending 2 → 12 || San Diego → Olympic NP&lt;br /&gt;
|-&lt;br /&gt;
| 🛣️ &#039;&#039;&#039;Route 66&#039;&#039;&#039; || Rust || Ascending 2 → 12 || Chicago → Santa Monica&lt;br /&gt;
|-&lt;br /&gt;
| 🏔️ &#039;&#039;&#039;Blue Ridge Pkwy&#039;&#039;&#039; || Green || Descending 12 → 2 || Front Royal → Cherokee&lt;br /&gt;
|-&lt;br /&gt;
| 🌅 &#039;&#039;&#039;Gulf Coast&#039;&#039;&#039; || Teal || Descending 12 → 2 || South Padre → Key West&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Ascending routes fill left-to-right (low to high). Descending routes fill right-to-left (high to low). All stops must be checked off &#039;&#039;&#039;in order&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tip: Hover over any stop to read a fun fact about that location!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== The Dice ==&lt;br /&gt;
&lt;br /&gt;
Each turn uses six dice:&lt;br /&gt;
&lt;br /&gt;
* ⛽ &#039;&#039;&#039;2 Gas Money dice&#039;&#039;&#039; (brown) — neutral dice available to all players.&lt;br /&gt;
* 🎲 &#039;&#039;&#039;4 Route dice&#039;&#039;&#039; (one per route color) — extra dice available only to the Driver.&lt;br /&gt;
&lt;br /&gt;
When a route is completed, its Route die is &#039;&#039;&#039;retired&#039;&#039;&#039; and no longer rolled.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== On Your Turn ==&lt;br /&gt;
&lt;br /&gt;
Each turn has a &#039;&#039;&#039;Driver&#039;&#039;&#039; (the active player) who rolls all eligible dice. The turn has two phases:&lt;br /&gt;
&lt;br /&gt;
=== Phase 1 — Gas Money (all players) ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Every player&#039;&#039;&#039; (including the Driver) may check off one stop on any open route whose stop number matches the &#039;&#039;&#039;sum of the two Gas Money dice&#039;&#039;&#039;. Or skip.&lt;br /&gt;
&lt;br /&gt;
=== Phase 2 — Bonus Miles (Driver only) ===&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Driver&#039;&#039;&#039; may check off one additional stop using the sum of &#039;&#039;&#039;one Route die + one Gas Money die&#039;&#039;&#039; (their choice of which dice to combine). The stop number must match the chosen sum and must be a valid next stop on that route&#039;s die color. Or skip.&lt;br /&gt;
&lt;br /&gt;
After both phases resolve, the Driver role passes to the left.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Stop Rules ==&lt;br /&gt;
&lt;br /&gt;
* Stops must be checked off &#039;&#039;&#039;in order&#039;&#039;&#039; — you cannot skip ahead.&lt;br /&gt;
* The &#039;&#039;&#039;final stop&#039;&#039;&#039; on any route (stop 12 on ascending routes, stop 2 on descending routes) requires &#039;&#039;&#039;at least 4 stops already checked&#039;&#039;&#039; on that route before it can be claimed.&lt;br /&gt;
* Once a route is &#039;&#039;&#039;completed&#039;&#039;&#039;, it is closed — no one can use it and its Route die is retired.&lt;br /&gt;
* A stop that can no longer be reached (because a later stop was already checked by someone else) is shown as ~~crossed out~~.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Detours (Penalties) ==&lt;br /&gt;
&lt;br /&gt;
If the Driver has &#039;&#039;&#039;no valid move in either phase&#039;&#039;&#039; — meaning the dice produce no playable stop in Phase 1 and no playable combo in Phase 2 — they are at a Detour.&lt;br /&gt;
&lt;br /&gt;
The Driver must choose one:&lt;br /&gt;
&lt;br /&gt;
; Take a Detour penalty&lt;br /&gt;
: The Driver marks a Detour (–5 points at scoring). If a player reaches &#039;&#039;&#039;3 Detour penalties&#039;&#039;&#039;, the game ends immediately.&lt;br /&gt;
&lt;br /&gt;
; 🧭 Ask for Directions *(once per game)*&lt;br /&gt;
: Instead of taking a penalty, the Driver may re-roll all dice and replay the full turn from Phase 1. Each player may only use this option &#039;&#039;&#039;once per game&#039;&#039;&#039;. The Ask for Directions option can also be disabled as a table option before the game starts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; A Detour is only triggered when the Driver has no valid move in &#039;&#039;both&#039;&#039; phases. Skipping Phase 1 voluntarily (when valid moves exist) simply advances to Phase 2 — no penalty.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== End of Game ==&lt;br /&gt;
&lt;br /&gt;
The game ends immediately when either of these conditions is met:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;2 routes are completed&#039;&#039;&#039; (closed), or&lt;br /&gt;
* &#039;&#039;&#039;Any player reaches 3 Detour penalties&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All players finish scoring at that point.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
Each route is scored independently using a &#039;&#039;&#039;triangular number formula&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Score = n × (n + 1) ÷ 2&#039;&#039;&#039;   where &#039;&#039;n&#039;&#039; = number of stops you checked on that route.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stops checked (n) !! Score&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 6&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 10&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 15&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 21&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 28&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 36&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 45&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 55&lt;br /&gt;
|-&lt;br /&gt;
| 11 || 66&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Completion bonus:&#039;&#039;&#039; If you were the player who checked off the final stop to complete a route, add &#039;&#039;&#039;+1&#039;&#039;&#039; to your score for that route.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Detour penalty:&#039;&#039;&#039; Subtract &#039;&#039;&#039;5 points&#039;&#039;&#039; for each Detour penalty you have taken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: You checked off 7 stops on the Pacific Coast route and completed it. Score = 7×8÷2 + 1 = 29 points.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Iconography ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Symbol !! Meaning&lt;br /&gt;
|-&lt;br /&gt;
| 🌊 || Pacific Coast route / Route die&lt;br /&gt;
|-&lt;br /&gt;
| 🛣️ || Route 66 route / Route die&lt;br /&gt;
|-&lt;br /&gt;
| 🏔️ || Blue Ridge Pkwy route / Route die&lt;br /&gt;
|-&lt;br /&gt;
| 🌅 || Gulf Coast route / Route die&lt;br /&gt;
|-&lt;br /&gt;
| ⛽ || Gas Money dice (brown, neutral)&lt;br /&gt;
|-&lt;br /&gt;
| ✓ || Stop checked off&lt;br /&gt;
|-&lt;br /&gt;
| ~~n~~ || Stop no longer reachable (crossed out)&lt;br /&gt;
|-&lt;br /&gt;
| 🧭 || Ask for Directions (once-per-game re-roll)&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Jcbarr</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpunearthed&amp;diff=28930</id>
		<title>Gamehelpunearthed</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpunearthed&amp;diff=28930"/>
		<updated>2026-03-15T14:02:16Z</updated>

		<summary type="html">&lt;p&gt;Jcbarr: Created page with &amp;quot;Unearthed Overview  In Unearthed, players lead archaeological expeditions, carefully uncovering artifacts while trying to avoid worthless rubble. Each player builds a grid of excavation sites and gradually reveals what lies beneath.  Rare discoveries reduce your score, but careless digging can leave you with piles of debris. Timing when to reveal your final site is crucial — end the expedition at the right moment to avoid a costly mistake.  The archaeologist with the l...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Unearthed&lt;br /&gt;
Overview&lt;br /&gt;
&lt;br /&gt;
In Unearthed, players lead archaeological expeditions, carefully uncovering artifacts while trying to avoid worthless rubble. Each player builds a grid of excavation sites and gradually reveals what lies beneath.&lt;br /&gt;
&lt;br /&gt;
Rare discoveries reduce your score, but careless digging can leave you with piles of debris. Timing when to reveal your final site is crucial — end the expedition at the right moment to avoid a costly mistake.&lt;br /&gt;
&lt;br /&gt;
The archaeologist with the lowest total score wins.&lt;br /&gt;
&lt;br /&gt;
Setup&lt;br /&gt;
&lt;br /&gt;
Shuffle all cards to form the excavation deck.&lt;br /&gt;
&lt;br /&gt;
Deal 12 cards to each player.&lt;br /&gt;
&lt;br /&gt;
Each player arranges their cards face-down in a 4 × 3 grid.&lt;br /&gt;
&lt;br /&gt;
Each player flips two random cards face-up in their grid.&lt;br /&gt;
&lt;br /&gt;
Flip the top card of the deck to start the discard pile.&lt;br /&gt;
&lt;br /&gt;
The player whose two face-up cards have the highest total value takes the first turn.&lt;br /&gt;
&lt;br /&gt;
Card Values&lt;br /&gt;
&lt;br /&gt;
The deck contains:&lt;br /&gt;
&lt;br /&gt;
5 cards of value –2&lt;br /&gt;
&lt;br /&gt;
10 cards of value –1&lt;br /&gt;
&lt;br /&gt;
15 cards of value 0&lt;br /&gt;
&lt;br /&gt;
10 cards each of values 1–12&lt;br /&gt;
&lt;br /&gt;
Negative cards represent valuable discoveries, which reduce your score.&lt;br /&gt;
&lt;br /&gt;
Turn Structure&lt;br /&gt;
&lt;br /&gt;
On your turn, perform the following steps:&lt;br /&gt;
&lt;br /&gt;
1. Draw a Card&lt;br /&gt;
&lt;br /&gt;
Choose one:&lt;br /&gt;
&lt;br /&gt;
Draw the top card from the draw pile (you may look at it before deciding what to do).&lt;br /&gt;
&lt;br /&gt;
Take the top card from the discard pile.&lt;br /&gt;
&lt;br /&gt;
2. Choose One Action&lt;br /&gt;
Keep the Card&lt;br /&gt;
&lt;br /&gt;
Place the drawn card into your grid by replacing any card (face-up or face-down).&lt;br /&gt;
&lt;br /&gt;
The replaced card is placed face-up on the discard pile.&lt;br /&gt;
&lt;br /&gt;
Discard the Card&lt;br /&gt;
&lt;br /&gt;
Place the drawn card onto the discard pile, then:&lt;br /&gt;
&lt;br /&gt;
Flip one face-down card in your grid face-up.&lt;br /&gt;
&lt;br /&gt;
Ending the Round&lt;br /&gt;
&lt;br /&gt;
A round ends when a player reveals their final face-down card.&lt;br /&gt;
&lt;br /&gt;
After this happens, each player takes one final turn, including the player who revealed the last card.&lt;br /&gt;
&lt;br /&gt;
Once these turns are complete, the round ends.&lt;br /&gt;
&lt;br /&gt;
Scoring&lt;br /&gt;
&lt;br /&gt;
At the end of the round:&lt;br /&gt;
&lt;br /&gt;
All remaining face-down cards are revealed.&lt;br /&gt;
&lt;br /&gt;
Each player adds together the values of all cards in their grid.&lt;br /&gt;
&lt;br /&gt;
Negative values reduce your total score.&lt;br /&gt;
&lt;br /&gt;
Expedition Bonus&lt;br /&gt;
&lt;br /&gt;
The player who ended the round receives a bonus:&lt;br /&gt;
&lt;br /&gt;
If they have the lowest score of the round, their score becomes 0.&lt;br /&gt;
&lt;br /&gt;
If they do not have the lowest score, their score is doubled&lt;br /&gt;
(unless the score is 0 or less).&lt;br /&gt;
&lt;br /&gt;
End of the Game&lt;br /&gt;
&lt;br /&gt;
Play multiple rounds until a player reaches 100 points or more.&lt;br /&gt;
&lt;br /&gt;
At that point, the game ends and the player with the lowest total score wins.&lt;br /&gt;
&lt;br /&gt;
Strategy Tips&lt;br /&gt;
&lt;br /&gt;
Revealing cards early helps control your grid.&lt;br /&gt;
&lt;br /&gt;
Valuable discoveries (negative cards) are rare — protect them.&lt;br /&gt;
&lt;br /&gt;
Ending the round at the right moment can avoid dangerous high-value cards.&lt;/div&gt;</summary>
		<author><name>Jcbarr</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpfilltherows&amp;diff=27862</id>
		<title>Gamehelpfilltherows</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpfilltherows&amp;diff=27862"/>
		<updated>2025-12-26T03:25:04Z</updated>

		<summary type="html">&lt;p&gt;Jcbarr: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Fill the Rows: City Planning&amp;#039;&amp;#039;&amp;#039;  &amp;#039;&amp;#039;&amp;#039;Goal:&amp;#039;&amp;#039;&amp;#039; Score the most points by approving development permits across four city districts.  &amp;#039;&amp;#039;&amp;#039;Districts:&amp;#039;&amp;#039;&amp;#039;  Residential (Red, Ascending 2®12)  Greenbelt (Green, Ascending 2®12)  Commercial (Gray, Descending 12®2)  Industrial (Brown, Descending 12®2)  &amp;#039;&amp;#039;&amp;#039;Dice:&amp;#039;&amp;#039;&amp;#039;  2 Gold dice = Federal Funding  4 District dice = Local Investment  &amp;#039;&amp;#039;&amp;#039;Turn:&amp;#039;&amp;#039;&amp;#039;  1. Active planner rolls all eligible dice.  2. All players may approve one permit usi...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Fill the Rows: City Planning&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Goal:&#039;&#039;&#039; Score the most points by approving development permits across four city districts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Districts:&#039;&#039;&#039;&lt;br /&gt;
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Residential (Red, Ascending 2®12)&lt;br /&gt;
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Greenbelt (Green, Ascending 2®12)&lt;br /&gt;
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Commercial (Gray, Descending 12®2)&lt;br /&gt;
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Industrial (Brown, Descending 12®2)&lt;br /&gt;
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&#039;&#039;&#039;Dice:&#039;&#039;&#039;&lt;br /&gt;
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2 Gold dice = Federal Funding&lt;br /&gt;
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4 District dice = Local Investment&lt;br /&gt;
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&#039;&#039;&#039;Turn:&#039;&#039;&#039;&lt;br /&gt;
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1. Active planner rolls all eligible dice.&lt;br /&gt;
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2. All players may approve one permit using the sum of the gold dice or skip.&lt;br /&gt;
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3. Active planner may approve one additional permit using a district die + one gold die or skip.&lt;br /&gt;
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&#039;&#039;&#039;Rules:&#039;&#039;&#039;&lt;br /&gt;
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Permits must be placed in order. Final blocks require 4+ permits. Closed districts cannot be used.&lt;br /&gt;
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&#039;&#039;&#039;Penalties:&#039;&#039;&#039;&lt;br /&gt;
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If the active planner skips both phases, take a NIMBY penalty (–5) or use a once-per-game Hail Mary&lt;br /&gt;
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(re-roll).&lt;br /&gt;
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&#039;&#039;&#039;End Game:&#039;&#039;&#039;&lt;br /&gt;
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Triggered when 2 districts are closed or a player reaches 3 penalties.&lt;br /&gt;
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&#039;&#039;&#039;Scoring:&#039;&#039;&#039;&lt;br /&gt;
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Each district scores n(n+1)/2 where n is permits (+1 if you closed it). Subtract penalties.&lt;/div&gt;</summary>
		<author><name>Jcbarr</name></author>
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