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	<title>Board Game Arena - User contributions [en]</title>
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	<updated>2026-10-05T23:13:45Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppickomino&amp;diff=29621</id>
		<title>Gamehelppickomino</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppickomino&amp;diff=29621"/>
		<updated>2026-04-27T22:10:28Z</updated>

		<summary type="html">&lt;p&gt;JefferoNW: Added tie breaker info. Updated grammar and some wording.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Pickomino ==&lt;br /&gt;
&lt;br /&gt;
=== Introduction ===&lt;br /&gt;
Pickomino is a dice drafting and tile collecting game with &amp;quot;push your luck&amp;quot; elements.&lt;br /&gt;
&lt;br /&gt;
The BGA game is based on the 40th anniversary edition, in which players are meerkats competing to gather tasty bugs.&lt;br /&gt;
&lt;br /&gt;
=== Objective ===&lt;br /&gt;
The goal of the game is to gather more bugs than your opponents. You do this by using a combination of dice rolls to either win tiles from the playing area or steal tiles from other players.&lt;br /&gt;
&lt;br /&gt;
=== Game Play ===&lt;br /&gt;
1. Roll the dice. Choose one die face. All the dice matching that die face are moved and put into the &amp;quot;collection line&amp;quot; below the game board. &lt;br /&gt;
&lt;br /&gt;
* For example, if you rolled some 3s, you could choose them and they would ALL be added to the collection line.&lt;br /&gt;
&lt;br /&gt;
2. Once you&#039;ve added dice to the collection line, you can choose to re-roll the remaining dice. However, you cannot choose any dice fave/value that is already in the collection line. &lt;br /&gt;
&lt;br /&gt;
* For example, you might roll a 5 and decide to add it to the collection line. If you choose to re-roll the remaining dice and get additional 5s, you will not be allowed to choose them.&lt;br /&gt;
&lt;br /&gt;
3. Your score so far is shown on the right hand side of the collection line. This is calculated as a total of all the dice pips, plus 5 points for each &amp;quot;paw print&amp;quot; die face.&lt;br /&gt;
&lt;br /&gt;
4. To win a tile, you must have at least 1 paw print in your line by the end of the turn.&lt;br /&gt;
&lt;br /&gt;
5. Continue re-rolling dice until either:&lt;br /&gt;
&lt;br /&gt;
* You are happy with your current score, or&lt;br /&gt;
* There are no more dice to roll, or&lt;br /&gt;
* You can&#039;t add any more dice to your line. -&amp;gt; you BUST&lt;br /&gt;
&lt;br /&gt;
You can now do the end of turn actions.&lt;br /&gt;
&lt;br /&gt;
=== End of Turn Actions ===&lt;br /&gt;
If you have busted, not scored enough to collect a tile, or you do not have a paw print, you will not be able to collect a tile. In this case, you lose the top-most tile from your hand, which is returned into play on the game board (if you don&#039;t have any tiles, there is no penalty). Next, if you returned a tile, the highest value tile on the game board is turned over and removed from play for the rest of the game.&lt;br /&gt;
&lt;br /&gt;
If you have a paw print in your line, you may now choose a tile from those available. If a tile exactly matches the sum of your dice in the collection line you must take it, even if it is in another player&#039;s hand. Doing this steals points from your opponent. Otherwise, you may take a tile that is worth less than your score from the playing area.&lt;br /&gt;
&lt;br /&gt;
Your new tile is placed on top of any existing tiles you have already collected. This protects the existing tiles, as your opponents can only steal the top-most tile.&lt;br /&gt;
&lt;br /&gt;
Play now passes clockwise to the next player.&lt;br /&gt;
&lt;br /&gt;
=== End of Game ===&lt;br /&gt;
The game ends when there are no more tiles available on the game board.&lt;br /&gt;
&lt;br /&gt;
Final scores are calculated by the number of bugs shown on each tile (not the tile value). The player with the most bugs is the winner.&lt;br /&gt;
&lt;br /&gt;
If there is a tie, the player with the highest numbered tile in their possession is the winner.&lt;br /&gt;
&lt;br /&gt;
=== Hints ===&lt;br /&gt;
&lt;br /&gt;
* Remember that you need to add at least one paw print to your dice collection line, on each turn.&lt;br /&gt;
* To get higher value tiles, you could hold out for more than one paw print to boost your score, but you run the risk of getting none.&lt;br /&gt;
* Lower value tiles are easier to obtain, but are also easier for opponents to steal.&lt;br /&gt;
* Remember that the final score is based on the number of bugs on the tile, not the value of the tiles.&lt;/div&gt;</summary>
		<author><name>JefferoNW</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpskullking&amp;diff=25594</id>
		<title>Gamehelpskullking</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpskullking&amp;diff=25594"/>
		<updated>2025-06-27T15:41:08Z</updated>

		<summary type="html">&lt;p&gt;JefferoNW: Minor typo and clarity fixes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Skull King is a trick-taking game in which you attempt to bid the &amp;lt;i&amp;gt;&amp;lt;u&amp;gt;exact&amp;lt;/u&amp;gt;&amp;lt;/i&amp;gt; number of tricks you think you will win each round. &lt;br /&gt;
&lt;br /&gt;
You’ll battle with your rivals as you strive to keep your own bid afloat... while seizing opportunities to also sink your opponents (and their bids)! &lt;br /&gt;
&lt;br /&gt;
The pirate with the highest score at the end of the game wins and earns the title of Pirate Captain of the Seven Seas!&lt;br /&gt;
&lt;br /&gt;
==Key Terms==&lt;br /&gt;
For those unfamiliar with these waters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;A Trick:&amp;lt;/b&amp;gt; Consists of each player, in clockwise order, playing 1 card face-up to the table. The person who plays the highest valued card wins and takes all the cards played in that trick.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Round:&amp;lt;/b&amp;gt; Consisting of 1 or more tricks. The number of tricks in a round is determined by the number of cards dealt. A round begins by dealing cards and ends when all cards dealt have been played.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Example: In the third round, 3 cards are dealt so 3 tricks will be played that round.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Suit:&amp;lt;/b&amp;gt; Suit cards are the numbered cards (1-14) in four colors: Parrots (green), Pirate Maps (purple), Treasure Chests (Yellow) &amp;amp; Jolly Roger flags (black).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Superior Suit:&amp;lt;/b&amp;gt; All black bordered cards (Jolly Roger maps) form the &amp;quot;superior&amp;quot; suit. Every card in black ranked higher than all the cards of the other three colors of numbered cards.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Example: The number 14 of green (Parrots) is of lower rank than the number 1 of black (Jolly Roger) because black is the superior suit.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Leading and Following Suit:&amp;lt;/b&amp;gt; The first card played in a trick sets the pattern (the &#039;lead&#039; suit) that must be followed. All following players must play a card of that same suit (if they have one).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Important: Cards &amp;lt;u&amp;gt;without&amp;lt;/u&amp;gt; numbers do not need to &#039;follow suit!&#039;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Dealing Cards==&lt;br /&gt;
Skull King is played over 10 rounds. 1 card is dealt to each player in the first round, 2 are dealt in the second, and so on, ending with 10 cards dealt to each player in round 10. &lt;br /&gt;
&lt;br /&gt;
The entire deck, including all cards played in the previous round, is shuffled together and redealt at the start of each round.&lt;br /&gt;
&lt;br /&gt;
==Bidding==&lt;br /&gt;
After the cards are dealt and you’ve studied your hand, you must decide the exact number of tricks you predict you will win in that round. &lt;br /&gt;
&lt;br /&gt;
Remember, the higher a card’s value, the more likely you are to win a trick.&lt;br /&gt;
&lt;br /&gt;
Be sure to acquaint yourself with all the Special Cards too (see below)!&lt;br /&gt;
&lt;br /&gt;
==Numbered Cards==&lt;br /&gt;
There are 4 suits of numbered cards in the deck. Each suit contains cards numbered from 1 to 14.&lt;br /&gt;
&lt;br /&gt;
There are three &amp;lt;b&amp;gt;standard suits:&amp;lt;/b&amp;gt; Parrots (green), Treasure Chests (yellow), Treasure Maps (purple), and one &amp;lt;b&amp;gt;superior suit:&amp;lt;/b&amp;gt; Jolly Roger (black). &lt;br /&gt;
&lt;br /&gt;
Each and every Jolly Roger (black) card outranks all cards in the other three standard suits.&lt;br /&gt;
&lt;br /&gt;
If any numbered suit card is played first in a trick (even a black card), all other players must &#039;follow suit&#039; and play a card from their hand of that same suit if they have one (if they are going to play a numbered card). This means that you cannot play a black card if you have a card in the suit that was lead!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Important: Cards without numbers are NOT suit cards and may be played regardless of what was led.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you do not have a card in the suit that was lead, you may play &amp;lt;i&amp;gt;any&amp;lt;/i&amp;gt; other suit card including a Jolly Roger (black) card.&lt;br /&gt;
&lt;br /&gt;
If all cards played are the &amp;lt;i&amp;gt;same&amp;lt;/i&amp;gt; suit, the highest numbered card in that suit would win the trick. But if a black card was played, its rank is superior and it will beat any standard suit card, even a standard suit card of a greater number value. If more than one black card was played, the highest numbered black card would win the trick.&lt;br /&gt;
&lt;br /&gt;
==Special Cards==&lt;br /&gt;
Special cards allow you to override the rules that govern numbered cards. You can choose to play a special card in &amp;lt;i&amp;gt;any&amp;lt;/i&amp;gt; trick, even if you would normally be required to follow suit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Escape (qty: 5):&amp;lt;/b&amp;gt; An Escape card loses to &amp;lt;i&amp;gt;all&amp;lt;/i&amp;gt; other cards. Escape cards can be handy to help you meet your bid by &#039;not winning&#039; more tricks than you want. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Pirate (qty: 5):&amp;lt;/b&amp;gt; A Pirate card beats &amp;lt;i&amp;gt;all&amp;lt;/i&amp;gt; numbered cards. They are of equal rank with each other, so if more than one Pirate card is played in a&lt;br /&gt;
trick, the person who played the first Pirate card wins the trick.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Tigress (qty: 1):&amp;lt;/b&amp;gt; The cunning Tigress chooses her battles wisely. When you play the Tigress, you must declare whether she will count as a Pirate card or as an Escape card: the choice is yours! She takes on all characteristics of either a Pirate or an Escape. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Skull King (qty: 1):&amp;lt;/b&amp;gt; As the scourge of the seas, the Skull King is superior to all other Pirates! He beats all numbered cards and beats all Pirates (including the Tigress). The only card that can defeat the Skull King is the Mermaid, luring him into the sea with their precious treasure!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Mermaid (qty: 2):&amp;lt;/b&amp;gt; A Mermaid card beats all numbered cards but loses to all of the Pirate cards (including the Tigress, when played as a Pirate), with the exception of the Skull King. If both Mermaids are played in the same trick, the first one played takes precedence.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: If a Pirate, the Skull King, and a Mermaid are all played in the same trick, the Mermaid wins the trick, regardless of order of play. (For scoring purposes, only the Mermaid&#039;s &amp;quot;capturing the Skull King&amp;quot; bonus is earned. See Bonus Points, below).&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Leading with Special Cards==&lt;br /&gt;
When you lead a trick, you may choose to play either a suit card (even a black card) or a special card. &lt;br /&gt;
&lt;br /&gt;
When a special card is led, the rules for the &#039;lead suit&#039; are altered as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Leading with an Escape:&amp;lt;/b&amp;gt; When an Escape, Tigress (as an Escape), or Loot card (see Expansion Cards, below) is lead, the &amp;lt;i&amp;gt;next&amp;lt;/i&amp;gt; player sets the lead suit that must be followed, unless they play one of these as well, which would defer setting the suit to the next player.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Leading with a Character:&amp;lt;/b&amp;gt; When a Mermaid, Pirate, Skull King, Tigress (as a Pirate), Kraken, or White Whale (see Expansion Cards, below) leads a trick, there is no suit to follow for that trick. Each other player may play any card they choose.&lt;br /&gt;
&lt;br /&gt;
==Turn Sequence==&lt;br /&gt;
For each round, once bidding is complete, the player to the left of the &#039;dealer&#039; leads the first trick by playing a card. In clockwise order, each other player plays a card following the rules outlined in the previous sections. The person who played the highest-ranking card wins the trick and plays a card to lead the next trick.&lt;br /&gt;
&lt;br /&gt;
Play continues until all the tricks in that round have been played. Tally each player&#039;s score, including any bonus points earned (see below).&lt;br /&gt;
&lt;br /&gt;
All cards, including the ones played in the previous round, are collected, shuffled and redealt, increasing the number of cards dealt to each player by 1.&lt;br /&gt;
&lt;br /&gt;
The player to the left of the previous round&#039;s &#039;dealer&#039; leads the first trick of the next round.&lt;br /&gt;
&lt;br /&gt;
After the tenth round is completed, final scores are tallied, the player with the highest score is declared the victor and is appointed as the Pirate Captain of the Seven Seas! &lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Bidding One or More&amp;lt;/b&amp;gt; &lt;br /&gt;
&lt;br /&gt;
When you win the exact number of tricks that you bid, you are awarded 20 points for each trick taken.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Example: Calvin bids 3 and then takes 3 tricks. This earns him 60 points (20 × 3).&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Capture more or fewer tricks than you bid, and you’ll &amp;lt;i&amp;gt;lose&amp;lt;/i&amp;gt; 10 points for every trick you were off! You don’t earn points for any tricks captured that round.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Example: Angela bids 2 but takes 4 tricks. She&#039;s off by 2 so she loses 20 points (-10 × 2).&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Bidding Zero&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bid zero and get your bid correct and your score is 10 points times the number of cards dealt that round. The higher the card count, the greater your reward! &lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Example: Kate bids zero on round 7 and takes zero tricks. She scores 70 points (10 x 7).&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However, if you bid zero and then take 1 or more tricks, you&#039;ll &amp;lt;i&amp;gt;lose&amp;lt;/i&amp;gt; 10 points per card dealt that round instead! Zero bids are risky, but fortune favors the bold!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Example: Johnny bids zero in the ninth round but he captures 2 tricks. He scores -90 points for the round.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Bonus Points==&lt;br /&gt;
In each round you&#039;ll have the chance to earn bonus points, but get your bid wrong and you forfeit all bonuses!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;The Number Fourteen Cards&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Every 14 card you have collected in a trick earns you a bonus at the end of the round (whether played by you or an opponent):&lt;br /&gt;
&lt;br /&gt;
10 points for each standard suit (yellow, purple, or green) 14 card you have at the end of the round.&lt;br /&gt;
&lt;br /&gt;
20 points for possessing the black (Jolly Roger) 14 card at the end of the round.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Character Cards&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Capturing character cards in a trick earns you a bonus at the end of the round:&lt;br /&gt;
&lt;br /&gt;
20 points for each Mermaid taken by a Pirate.&lt;br /&gt;
&lt;br /&gt;
30 points for each Pirate taken by the Skull King.&lt;br /&gt;
&lt;br /&gt;
40 points for taking the Skull King with a Mermaid.&lt;br /&gt;
&lt;br /&gt;
==Standard Card Count==&lt;br /&gt;
Total cards in the standard deck = 70.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Suit Cards:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&lt;br /&gt;
&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;Parrot (1-14)&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;Pirate Map (1-14)&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;Treasure Chest (1-14)&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;Jolly Roger (1-14)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Special Cards:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&lt;br /&gt;
&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;Pirate (Qty: 5)&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;Escape (Qty: 5)&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;Tigress (Qty: 1)&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;Skull King (Qty: 1)&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;Mermaid (Qty: 2)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Expansion Cards==&lt;br /&gt;
These expansion cards can be added when creating the game on BGA.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Loot (qty: 2):&amp;lt;/b&amp;gt; Time to get yerself some treasure me hearties! When you play a loot card, you enter into an alliance with the player who captures it. If both of you bid correctly, you are each awarded 20 bonus points. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Kraken (qty: 1):&amp;lt;/b&amp;gt; Pirates fear nothin’ at all, ‘cept fer maybe the Kraken (and their in-laws). When the Kraken is played, the trick is destroyed entirely as the Kraken consumes all. No one wins the trick and the cards are set aside. &lt;br /&gt;
&lt;br /&gt;
The next trick is led by the player who would have won the trick. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;White Whale (qty: 1):&amp;lt;/b&amp;gt; Once hunted by whalers, the White Whale now hunts any vessel that dares cross its path. The White Whale effects both the special cards and numbered suits in unique ways.&lt;br /&gt;
&lt;br /&gt;
Special cards are destroyed and can’t win! &lt;br /&gt;
&lt;br /&gt;
Numbered cards (including black cards) turn white with fear! This means that the highest numbered card wins the trick, regardless of the suit. If there is a tie, the first one played is the winner. If only special cards were played, then the trick is discarded (like the Kraken) and the person who played the White Whale is the next to lead.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: The Kraken and the White Whale are ancient rivals. When played in the same trick the second one played wins the battle. That card then sets the action to be applied. When either of these beasts leads a trick, there is no suit for others to follow.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Advanced Pirate Abilities==&lt;br /&gt;
These Pirate Powers can be enabled when creating the game on BGA.&lt;br /&gt;
&lt;br /&gt;
Unlock each pirate’s unique skill! To do this, you must first win a trick with that pirate rather than just capturing them. Also, it must be used immediately and does not carry over to the next round. Harry the Giant is the only pirate who’s ability may be used after the final trick of a round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Rosie D’ Laney:&amp;lt;/b&amp;gt; A galley chef with a temper hot as her pies and cold eyes as blue as the sea.&lt;br /&gt;
&lt;br /&gt;
Ability: Choose any player, including yourself, to lead the next trick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Bendt the Bandit:&amp;lt;/b&amp;gt; An orphan raised by smugglers, Bendt is a trader (and traitor).&lt;br /&gt;
&lt;br /&gt;
Ability: Add 2 cards to your hand from the deck and then discard 2 cards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Rascal of Roatan:&amp;lt;/b&amp;gt; A notorious mercenary and gambler with suspiciously good luck.&lt;br /&gt;
&lt;br /&gt;
Ability: Make a side bet of 0, 10, or 20 points. Win these points if you hit your original bid correct, lose the points if you fail to hit your bid exactly!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Juanita Jade:&amp;lt;/b&amp;gt; Rumored to have mermaid ancestry granting her the gift of divination.&lt;br /&gt;
&lt;br /&gt;
Ability: Privately look through any cards not dealt that round to see which are not in play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Harry the Giant:&amp;lt;/b&amp;gt; Known to wrestle panthers and crocs for fun, no one dares oppose this man.&lt;br /&gt;
&lt;br /&gt;
Ability: You may choose to change your bid by plus or minus 1, or to leave it the same.&lt;/div&gt;</summary>
		<author><name>JefferoNW</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpskullking&amp;diff=25593</id>
		<title>Gamehelpskullking</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpskullking&amp;diff=25593"/>
		<updated>2025-06-26T16:17:25Z</updated>

		<summary type="html">&lt;p&gt;JefferoNW: Minor edits and format changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Skull King is a trick-taking game in which you attempt to bid the &amp;lt;i&amp;gt;&amp;lt;u&amp;gt;exact&amp;lt;/u&amp;gt;&amp;lt;/i&amp;gt; number of tricks you think you will win each round. &lt;br /&gt;
&lt;br /&gt;
You’ll battle with your rivals as you strive to keep your own bid afloat... while seizing opportunities to also sink your opponents (and their bids)! &lt;br /&gt;
&lt;br /&gt;
The pirate with the highest score at the end of the game wins and earns the title of Pirate Captain of the Seven Seas!&lt;br /&gt;
&lt;br /&gt;
==Key Terms==&lt;br /&gt;
For those unfamiliar with these waters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;A Trick:&amp;lt;/b&amp;gt; Consists of each player, in clockwise order, playing 1 card face-up to the table. The person who plays the highest valued card wins and takes all the cards played in that trick.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Round:&amp;lt;/b&amp;gt; Consisting of 1 or more tricks. The number of tricks in a round is determined by the number of cards dealt. A round begins by dealing cards and ends when all cards dealt have been played.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Example: In the third round, 3 cards are dealt so 3 tricks will be played that round.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Suit:&amp;lt;/b&amp;gt; Suit cards are the numbered cards (1-14) in four colors: Parrots (green), Pirate Maps (purple), Treasure Chests (Yellow) &amp;amp; Jolly Roger flags (black).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Superior Suit:&amp;lt;/b&amp;gt; All black bordered cards (Jolly Roger maps) form the &amp;quot;superior&amp;quot; suit. Every card in black ranked higher than all the cards of the other three colors of numbered cards.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Example: The number 14 of green (Parrots) is of lower rank than the number 1 of black (Jolly Roger) because black is the superior suit.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Leading and Following Suit:&amp;lt;/b&amp;gt; The first card played in a trick sets the pattern (the &#039;lead&#039; suit) that must be followed. All following players must play a card of that same suit (if they have one).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Important: Cards &amp;lt;u&amp;gt;without&amp;lt;/u&amp;gt; numbers do not need to &#039;follow suit!&#039;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Dealing Cards==&lt;br /&gt;
Skull King is played over 10 rounds. 1 card is dealt to each player in the first round, 2 are dealt in the second, and so on, ending with 10 cards dealt to each player in round 10. &lt;br /&gt;
&lt;br /&gt;
The entire deck, including all cards played in the previous round, is shuffled together and redealt at the start of each round.&lt;br /&gt;
&lt;br /&gt;
==Bidding==&lt;br /&gt;
After the cards are dealt and you’ve studied your hand, you must decide the exact number of tricks you predict you will win in that round. &lt;br /&gt;
&lt;br /&gt;
Remember, the higher a card’s value, the more likely you are to win a trick.&lt;br /&gt;
&lt;br /&gt;
Be sure to acquaint yourself with all the Special Cards too (see below)!&lt;br /&gt;
&lt;br /&gt;
==Numbered Cards==&lt;br /&gt;
There are 4 suits of numbered cards in the deck. Each suit contains cards numbered from 1 to 14.&lt;br /&gt;
&lt;br /&gt;
There are three &amp;lt;b&amp;gt;standard suits:&amp;lt;/b&amp;gt; Parrots (green), Treasure Chests (yellow), Treasure Maps (purple), and one &amp;lt;b&amp;gt;superior suit:&amp;lt;/b&amp;gt; Jolly Roger (black). &lt;br /&gt;
&lt;br /&gt;
Each and every Jolly Roger (black) card outranks all cards in the other three standard suits.&lt;br /&gt;
&lt;br /&gt;
If any numbered suit card is played first in a trick (even a black card), all other players must &#039;follow suit&#039; and play a card from their hand of that same suit if they have one (if they are going to play a numbered card). This means that you cannot play a black card if you have a card in the suit that was lead!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Important: Cards without numbers are NOT suit cards and may be played regardless of what was led.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you do not have a card in the suit that was lead, you may play &amp;lt;i&amp;gt;any&amp;lt;/i&amp;gt; other suit card including a Jolly Roger (black) card.&lt;br /&gt;
&lt;br /&gt;
If all cards played are the &amp;lt;i&amp;gt;same&amp;lt;/i&amp;gt; suit, the highest numbered card in that suit would win the trick. But if a black card was played, its rank is superior and it will beat any standard suit card, even a standard suit card of a greater number value. If more than one black card was played, the highest numbered black card would win the trick.&lt;br /&gt;
&lt;br /&gt;
==Special Cards==&lt;br /&gt;
Special cards allow you to override the rules that govern numbered cards. You can choose to play a special card in &amp;lt;i&amp;gt;any&amp;lt;/i&amp;gt; trick, even if you would normally be required to follow suit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Escape (qty: 5):&amp;lt;/b&amp;gt; An Escape card loses to &amp;lt;i&amp;gt;all&amp;lt;/i&amp;gt; other cards. Escape cards can be handy to help you meet your bid by &#039;not winning&#039; more tricks than you want. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Pirate (qty: 5):&amp;lt;/b&amp;gt; A Pirate card beats &amp;lt;i&amp;gt;all&amp;lt;/i&amp;gt; numbered cards. They are of equal rank with each other, so if more than one Pirate card is played in a&lt;br /&gt;
trick, the person who played the first Pirate card wins the trick.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Tigress (qty: 1):&amp;lt;/b&amp;gt; The cunning Tigress chooses her battles wisely. When you play the Tigress, you must declare whether she will count as a Pirate card or as an Escape card: the choice is yours! She takes on all characteristics of either a Pirate or an Escape. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Skull King (qty: 1):&amp;lt;/b&amp;gt; As the scourge of the seas, the Skull King is superior to all other Pirates! He beats all numbered cards and beats all Pirates (including the Tigress). The only card that can defeat the Skull King is the Mermaid, luring him into the sea with their precious treasure!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Mermaid (qty: 2):&amp;lt;/b&amp;gt; A Mermaid card beats all numbered cards but loses to all of the Pirate cards (including the Tigress, when played as a Pirate), with the exception of the Skull King. If both Mermaids are played in the same trick, the first one played takes precedence.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: If a Pirate, the Skull King, and a Mermaid are all played in the same trick, the Mermaid wins the trick, regardless of order of play. (For scoring purposes, only the Mermaid&#039;s &amp;quot;capturing the Skull King&amp;quot; bonus is earned. See Bonus Points, below).&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Leading with Special Cards==&lt;br /&gt;
When you lead a trick, you may choose to play either a suit card (even a black card) or a special card. &lt;br /&gt;
&lt;br /&gt;
When a special card is led, the rules for the &#039;lead suit&#039; are altered as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Leading with an Escape:&amp;lt;/b&amp;gt; When an Escape, Tigress (as an Escape), or Loot card (see Expansion Cards, below) is lead, the &amp;lt;i&amp;gt;next&amp;lt;/i&amp;gt; player sets the lead suit that must be followed, unless they play one of these as well, which would defer setting the suit to the next player.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Leading with a Character:&amp;lt;/b&amp;gt; When a Mermaid, Pirate, Skull King, Tigress (as a Pirate), Kraken, or White Whale (see Expansion Cards, below) leads a trick, there is no suit to follow for that trick. Each other player may play any card they choose.&lt;br /&gt;
&lt;br /&gt;
==Turn Sequence==&lt;br /&gt;
For each round, once bidding is complete, the player to the left of the &#039;dealer&#039; leads the first trick by playing a card. In clockwise order, each other player plays a card following the rules outlined in the previous sections. The person who played the highest-ranking card wins the trick and plays a card to lead the next trick.&lt;br /&gt;
&lt;br /&gt;
Play continues until all the tricks in that round have been played. Tally each player&#039;s score, including any bonus points earned (see below).&lt;br /&gt;
&lt;br /&gt;
All cards, including the ones played in the previous round, are collected, shuffled and redealt, increasing the number of cards dealt to each player by 1.&lt;br /&gt;
&lt;br /&gt;
The player to the left of the previous round&#039;s &#039;dealer&#039; leads the first trick of the next round.&lt;br /&gt;
&lt;br /&gt;
After the tenth round is completed, final scores are tallied, the player with the highest score is declared the victor and is appointed as the Pirate Captain of the Seven Seas! &lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Bidding One or More&amp;lt;/b&amp;gt; &lt;br /&gt;
&lt;br /&gt;
When you win the exact number of tricks that you bid, you are awarded 20 points for each trick taken.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Example: Calvin bids 3 and then takes 3 tricks. This earns him 60 points (20 × 3).&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Capture more or fewer tricks than you bid, and you’ll &amp;lt;i&amp;gt;lose&amp;lt;/i&amp;gt; 10 points for every trick you were off! You don’t earn points for any tricks captured that round.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Example: Angela bids 2 but takes 4 tricks. She&#039;s off by 2 so she loses 20 points (-10 × 2).&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Bidding Zero&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bid zero and get your bid correct and your score is 10 points times the number of cards dealt that round. The higher the card count, the greater your reward! &lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Example: Kate bids zero on round 7 and takes zero tricks. She scores 70 points (10 x 7).&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However, if you bid zero and then take 1 or more tricks, you&#039;ll &amp;lt;i&amp;gt;lose&amp;lt;/i&amp;gt; 10 points per card dealt that round instead! Zero bids are risky, but fortune favors the bold!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Example: Johnny bids zero in the ninth round but he captures 2 tricks. He scores -90 points for the round.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Bonus Points==&lt;br /&gt;
In each round you&#039;ll have the chance to earn bonus points, but get your bid wrong and you forfeit all bonuses!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;The Number Fourteen Cards&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Every 14 card you have collected in a trick earns you a bonus at the end of the round (whether played by you or an opponent):&lt;br /&gt;
&lt;br /&gt;
10 points for each standard suit (yellow, purple, or green) 14 card you have at the end of the round.&lt;br /&gt;
&lt;br /&gt;
20 points for possessing the black (Jolly Roger) 14 card at the end of the round.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Character Cards&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Capturing character cards in a trick earns you a bonus at the end of the round:&lt;br /&gt;
&lt;br /&gt;
20 points for each Mermaid taken by a Pirate.&lt;br /&gt;
&lt;br /&gt;
30 points for each Pirate taken by the Skull King.&lt;br /&gt;
&lt;br /&gt;
40 points for taking the Skull King with a Mermaid.&lt;br /&gt;
&lt;br /&gt;
==Standard Card Count==&lt;br /&gt;
Total cards in the standard deck = 70.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Suit Cards:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&lt;br /&gt;
&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;Parrot (14)&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;Pirate Map (14)&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;Treasure Chest (14)&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;Jolly Roger (14)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Special Cards&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&lt;br /&gt;
&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;Pirate (5)&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;Escape (5)&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;Tigress (1)&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;Skull King (1)&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;Mermaid (2)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Expansion Cards==&lt;br /&gt;
These expansion cards can be added when creating the game on BGA.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Loot (qty: 2):&amp;lt;/b&amp;gt; Time to get yerself some treasure me hearties! When you play a loot card, you enter into an alliance with the player who captures it. If both of you bid correctly, you are each awarded 20 bonus points. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Kraken (qty: 1):&amp;lt;/b&amp;gt; Pirates fear nothin’ at all, ‘cept fer maybe the Kraken (and their in-laws). When the Kraken is played, the trick is destroyed entirely as the Kraken consumes all. No one wins the trick and the cards are set aside. &lt;br /&gt;
&lt;br /&gt;
The next trick is led by the player who would have won the trick. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;White Whale (qty: 1):&amp;lt;/b&amp;gt; Once hunted by whalers, the White Whale now hunts any vessel that dares cross its path. The White Whale effects both the special cards and numbered suits in unique ways.&lt;br /&gt;
&lt;br /&gt;
Special cards are destroyed and can’t win! &lt;br /&gt;
&lt;br /&gt;
Numbered cards (including black cards) turn white with fear! This means that the highest numbered card wins the trick, regardless of the suit. If there is a tie, the first one played is the winner. If only special cards were played, then the trick is discarded (like the Kraken) and the person who played the White Whale is the next to lead.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: The Kraken and the White Whale are ancient rivals. When played in the same trick the second one played wins the battle. That card then sets the action to be applied. When either of these beasts leads a trick, there is no suit for others to follow.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Advanced Pirate Abilities==&lt;br /&gt;
These Pirate Powers can be enabled when creating the game on BGA.&lt;br /&gt;
&lt;br /&gt;
Unlock each pirate’s unique skill! To do this, you must first win a trick with that pirate rather than just capturing them. Also, it must be used immediately and does not carry over to the next round. Harry the Giant is the only pirate who’s ability may be used after the final trick of a round.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Rosie D’ Laney:&amp;lt;/b&amp;gt; A galley chef with a temper hot as her pies and cold eyes as blue as the sea.&lt;br /&gt;
&lt;br /&gt;
Ability: Choose any player, including yourself, to lead the next trick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Bendt the Bandit:&amp;lt;/b&amp;gt; An orphan raised by smugglers, Bendt is a trader (and traitor).&lt;br /&gt;
&lt;br /&gt;
Ability: Add 2 cards to your hand from the deck and then discard 2 cards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Rascal of Roatan:&amp;lt;/b&amp;gt; A notorious mercenary and gambler with suspiciously good luck.&lt;br /&gt;
&lt;br /&gt;
Ability: Make a side bet of 0, 10, or 20 points. Win these points if you hit your original bid correct, lose the points if you fail to hit your bid exactly!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Juanita Jade:&amp;lt;/b&amp;gt; Rumored to have mermaid ancestry granting her the gift of divination.&lt;br /&gt;
&lt;br /&gt;
Ability: Privately look through any cards not dealt that round to see which are not in play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Harry the Giant:&amp;lt;/b&amp;gt; Known to wrestle panthers and crocs for fun, no one dares oppose this man.&lt;br /&gt;
&lt;br /&gt;
Ability: You may choose to change your bid by plus or minus 1, or to leave it the same.&lt;/div&gt;</summary>
		<author><name>JefferoNW</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcoinage&amp;diff=25488</id>
		<title>Gamehelpcoinage</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcoinage&amp;diff=25488"/>
		<updated>2025-06-17T16:44:02Z</updated>

		<summary type="html">&lt;p&gt;JefferoNW: Corrected image links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Adam P. McIver&#039;s CoinAge&lt;br /&gt;
&lt;br /&gt;
==Game Overview==&lt;br /&gt;
Coin Age is a microgame for two players that is played with a single card and pocket change.&lt;br /&gt;
&lt;br /&gt;
Players take turns placing coins on a map to control spaces, outmaneuver their opponent, and score victory points.&lt;br /&gt;
&lt;br /&gt;
The game was originally published as a &amp;quot;print &amp;amp; play&amp;quot; download that could be carried in a small &amp;quot;mint tin&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
Place the map card in the center of the table directly between the two players.&lt;br /&gt;
&lt;br /&gt;
Each map has ten spaces and several color-coded regions of various sizes (depending on the map).&lt;br /&gt;
&lt;br /&gt;
Both players begin the game with 4 dimes, 3 pennies, 2 nickels, and 1 quarter in their &amp;quot;bank.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
In this BGA implementation, each coin is represented by its value at the end of the game when controlling a territory:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|+Coin Representation on BGA&lt;br /&gt;
!&#039;&#039;&#039;Coin&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Represented by&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Dimes&lt;br /&gt;
|The value &amp;quot;1&amp;quot; coin (smallest in size)&lt;br /&gt;
|-&lt;br /&gt;
!Pennies&lt;br /&gt;
|The value &amp;quot;2&amp;quot; coin&lt;br /&gt;
|-&lt;br /&gt;
!Nickels&lt;br /&gt;
|The value &amp;quot;3&amp;quot; coin&lt;br /&gt;
|-&lt;br /&gt;
!The Quarter&lt;br /&gt;
|The value &amp;quot;4&amp;quot; coin (largest in size)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Coins can be stacked (see the &amp;quot;Place&amp;quot; action) with &amp;quot;smaller&amp;quot; coins being placed on top of &amp;quot;larger&amp;quot; coins: Dimes (1) &amp;lt; Pennies (2) &amp;lt; Nickels (3) &amp;lt; Quarters (4)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Heads&amp;quot; are represented as gold coins. &amp;quot;Tails&amp;quot; are represented as silver coins.&lt;br /&gt;
&lt;br /&gt;
The player assigned &amp;quot;Heads&amp;quot; takes the first turn.&lt;br /&gt;
&lt;br /&gt;
==Turn Sequence and Actions==&lt;br /&gt;
At the beginning of your turn, a &amp;lt;i&amp;gt;single coin&amp;lt;/i&amp;gt; of each &amp;lt;i&amp;gt;different kind&amp;lt;/i&amp;gt; of the coins remaining in your &amp;quot;bank&amp;quot; are tossed/flipped.&lt;br /&gt;
&lt;br /&gt;
The number of coins that match your side (&amp;quot;Heads&amp;quot; or &amp;quot;Tails&amp;quot;) determine what actions you can take:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|+Coin Matches and Actions&lt;br /&gt;
!&#039;&#039;&#039;Number of Matches&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Available Actions (Optional and in Any Order)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Four (4)&lt;br /&gt;
|Place 2 &amp;lt;i&amp;gt;or&amp;lt;/i&amp;gt; Pay 1 to Place 3&lt;br /&gt;
|-&lt;br /&gt;
!Three (3)&lt;br /&gt;
|Place 2&lt;br /&gt;
|-&lt;br /&gt;
!Two (2)&lt;br /&gt;
|Place 2&lt;br /&gt;
|-&lt;br /&gt;
!One (1)&lt;br /&gt;
|Place 1 &amp;lt;i&amp;gt;and&amp;lt;/i&amp;gt; Move&lt;br /&gt;
|-&lt;br /&gt;
!None (0)&lt;br /&gt;
|Capture &amp;lt;i&amp;gt;and&amp;lt;/i&amp;gt; Move&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Action Details==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Place&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Take one of your matching coins and either: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&lt;br /&gt;
&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;Place it on an empty map space, or&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;Place it on an occupied map space (if your coin is of a lower rank [i.e.: smaller])&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Pay&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Transfer one of your matching coins to your opponent&#039;s bank.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Move&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Move a stack (all the coins) in one map space to an empty, adjacent map space.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Capture&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Remove any single coin from a map space (or from the top of stack) and place it in your bank.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: Click the [[File:CoinAge-QuestionMark.png]] icon in the BGA game display for a graphical representation of coins and actions.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Game End &amp;amp; Scoring==&lt;br /&gt;
The game ends immediately when a player places a coin in the last empty map space, or when a player runs out of coins in their bank (whichever comes first). The players then add up their victory points:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Controlling Spaces&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each coin that &amp;quot;control&amp;quot; a space scores victory points (VP) equal to their rank (1, 2, 3 or 4).&lt;br /&gt;
A coin &amp;quot;controls&amp;quot; a space if it is either the only coin on a space or is the top coin on a stack of coins on a space.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Region Bonuses&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If a player controls the majority of spaces in each color-coded region, the VP scored by their coins in that region is doubled. No&lt;br /&gt;
region bonus is given in the case of a tie.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Bank Bonuses&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Players score 1 bonus VP per coin remaining in their bank at the end of the game. &lt;br /&gt;
&lt;br /&gt;
The player with the most VP wins! In the case of a tie, the player with the highest total value of coins (based on the values above) remaining in their bank is the winner.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: Click the [[File:CoinAge-Star.png]] icon in the BGA game display for a running tally of the current scoring situation for both players.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Map Variants==&lt;br /&gt;
There are several maps available, each with different (creatively-named) regions and unique region sizes. You can also allow BGA to choose a random map.&lt;br /&gt;
&lt;br /&gt;
Forest, Frozen, Lagoon, Volcano or Random.&lt;/div&gt;</summary>
		<author><name>JefferoNW</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpskullking&amp;diff=25474</id>
		<title>Gamehelpskullking</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpskullking&amp;diff=25474"/>
		<updated>2025-06-16T23:49:47Z</updated>

		<summary type="html">&lt;p&gt;JefferoNW: Initial Rules taken (and adjusted) from the publisher.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Skull King is a trick-taking game in which you attempt to bid the &amp;lt;i&amp;gt;exact&amp;lt;/i&amp;gt; number of tricks you think you will win each round. &lt;br /&gt;
&lt;br /&gt;
You’ll battle with your rivals as you strive to keep your own bid afloat... while seizing opportunities to also sink your opponents (and their bids)! &lt;br /&gt;
&lt;br /&gt;
The pirate with the highest score at the end of the game wins and earns the title of Pirate Captain of the Seven Seas!&lt;br /&gt;
&lt;br /&gt;
==Key Terms==&lt;br /&gt;
For those unfamiliar with these waters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;A Trick:&amp;lt;/b&amp;gt; Consists of each player, in clockwise order, playing 1 card face-up to the table. The person who plays the highest valued card wins and takes all the cards played in that trick.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Round:&amp;lt;/b&amp;gt; Consisting of 1 or more tricks. The number of tricks in a round is determined by the number of cards dealt. A round begins by dealing cards and ends when all cards dealt have been played.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Example: In the third round, 3 cards are dealt so 3 tricks will be played that round.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Suit:&amp;lt;/b&amp;gt; Suit cards are the numbered cards (1-14) in four colors: Parrots (green), Pirate Maps (purple), Treasure Chests (Yellow) &amp;amp; Jolly Roger flags (black).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Superior Suit:&amp;lt;/b&amp;gt; All black bordered cards (Jolly Roger maps) form the &amp;quot;superior&amp;quot; suit. Every card in black ranked higher than all the cards of the other three colors of numbered cards.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Example: The number 14 of green (Parrots) is of lower rank than the number 1 of black (Jolly Roger) because black is the superior suit.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Leading and Following Suit:&amp;lt;/b&amp;gt; The first card played in a trick sets the pattern (the &#039;lead&#039; suit) that must be followed. All following players must play a card of that same suit (if they have one).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt; Important: Cards &amp;lt;u&amp;gt;without&amp;lt;/u&amp;gt; numbers do not need &#039;follow suit!&#039;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Dealing Cards==&lt;br /&gt;
Skull King is played over 10 rounds. 1 card is dealt to each player in the first round, 2 are dealt in the second, and so on, ending with 10 cards dealt to each player in round 10. &lt;br /&gt;
&lt;br /&gt;
The entire deck, including all cards played in the previous round, is shuffled together and redealt at the start of each round.&lt;br /&gt;
&lt;br /&gt;
==Bidding==&lt;br /&gt;
After the cards are dealt and you’ve studied your hand, you must decide the exact number of tricks you predict you will win in that round. &lt;br /&gt;
&lt;br /&gt;
Remember, the higher a card’s value, the more likely you are to win a trick.&lt;br /&gt;
&lt;br /&gt;
Be sure to acquaint yourself with all the Special Cards too (see below)!&lt;br /&gt;
&lt;br /&gt;
==Numbered Cards==&lt;br /&gt;
There are 4 suits of numbered cards in the deck. Each suit contains cards numbered from 1 to 14.&lt;br /&gt;
&lt;br /&gt;
There are three &amp;lt;b&amp;gt;standard suits:&amp;lt;/b&amp;gt; Parrots (green), Treasure Chests (yellow), Treasure Maps (purple), and one &amp;lt;b&amp;gt;superior suit:&amp;lt;/b&amp;gt; Jolly Roger (black). &lt;br /&gt;
&lt;br /&gt;
Each and every Jolly Roger (black) card outranks all cards in the other three standard suits.&lt;br /&gt;
&lt;br /&gt;
If any numbered suit card is played first in a trick (even a black card), all other players must &#039;follow suit&#039; and play a card from their hand of that same suit if they have one (if they are going to play a numbered card). This means that you cannot play a black card if you have a card in the suit that was lead!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Important: Cards without numbers are NOT suit cards and may be played regardless of what was led.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you do not have a card in the suit that was lead, you may play &amp;lt;i&amp;gt;any&amp;lt;/i&amp;gt; other suit card including a Jolly Roger (black) card.&lt;br /&gt;
&lt;br /&gt;
If all cards played are the &amp;lt;i&amp;gt;same&amp;lt;/i&amp;gt; suit, the highest numbered card in that suit would win the trick. But if a black card was played, its rank is superior and it will beat any standard suit card, even a standard suit card of a greater number value. If more than one black card was played, the highest numbered black card would win the trick.&lt;br /&gt;
&lt;br /&gt;
==Special Cards==&lt;br /&gt;
Special cards allow you to override the rules that govern numbered cards. You can choose to play a special card in &amp;lt;i&amp;gt;any&amp;lt;/i&amp;gt; trick, even if you would normally be required to follow suit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Escape (qty: 5):&amp;lt;/b&amp;gt; An Escape card loses to &amp;lt;i&amp;gt;all&amp;lt;/i&amp;gt; other cards. Escape cards can be handy to help you meet your bid by &#039;not winning&#039; more tricks than you want. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Pirate (qty: 5):&amp;lt;/b&amp;gt; A Pirate card beats &amp;lt;i&amp;gt;all&amp;lt;/i&amp;gt; numbered cards. They are of equal rank with each other, so if more than one Pirate card is played in a&lt;br /&gt;
trick, the person who played the first Pirate card wins the trick.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Tigress (qty: 1):&amp;lt;/b&amp;gt; The cunning Tigress chooses her battles wisely. When you play the Tigress, you must declare whether she will count as a Pirate card or as an Escape card: the choice is yours! She takes on all characteristics of either a Pirate or an Escape. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Skull King (qty: 1):&amp;lt;/b&amp;gt; As the scourge of the seas, the Skull King is superior to all other Pirates! He beats all numbered cards and beats all Pirates (including the Tigress). The only card that can defeat the Skull King is the Mermaid, luring him into the sea with their precious treasure!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Mermaid (qty: 2):&amp;lt;/b&amp;gt; A Mermaid card beats all numbered cards but loses to all of the Pirate cards (including the Tigress, when played as a Pirate), with the exception of the Skull King. If both Mermaids are played in the same trick, the first one played takes precedence.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: If a Pirate, the Skull King, and a Mermaid are all played in the same trick, the Mermaid wins the trick, regardless of order of play. (For scoring purposes, only the Mermaid&#039;s &amp;quot;capturing the Skull King&amp;quot; bonus is earned. See Bonus Points, below).&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Leading with Special Cards==&lt;br /&gt;
When you lead a trick, you may choose to play either a suit card (even a black card) or a special card. &lt;br /&gt;
&lt;br /&gt;
When a special card is led, the rules for the &#039;lead suit&#039; are altered as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Leading with an Escape:&amp;lt;/b&amp;gt; When an Escape, Tigress (as an Escape), or Loot card (see Expansion Cards, below) is lead, the &amp;lt;i&amp;gt;next&amp;lt;/i&amp;gt; player sets the lead suit that must be followed, unless they play one of these as well, which would defer setting the suit to the next player.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Leading with a Character:&amp;lt;/b&amp;gt; When a Mermaid, Pirate, Skull King, Tigress (as a Pirate), Kraken, or White Whale (see Expansion Cards, below) leads a trick, there is no suit to follow for that trick. Each other player may play any card they choose.&lt;br /&gt;
&lt;br /&gt;
==Turn Sequence==&lt;br /&gt;
For each round, once bidding is complete, the player to the left of the &#039;dealer&#039; leads the first trick by playing a card. In clockwise order, each other player plays a card following the rules outlined in the previous sections. The person who played the highest-ranking card wins the trick and plays a card to lead the next trick.&lt;br /&gt;
&lt;br /&gt;
Play continues until all the tricks in that round have been played. Tally each player&#039;s score, including any bonus points earned (see below).&lt;br /&gt;
&lt;br /&gt;
All cards, including the ones played in the previous round, are collected, shuffled and redealt, increasing the number of cards dealt to each player by 1.&lt;br /&gt;
&lt;br /&gt;
The player to the left of the previous round&#039;s &#039;dealer&#039; leads the first trick of the next round.&lt;br /&gt;
&lt;br /&gt;
After the tenth round is completed, final scores are tallied, the player with the highest score is declared the victor and is appointed as the Pirate Captain of the Seven Seas! &lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Bidding One or More&amp;lt;/b&amp;gt; &lt;br /&gt;
&lt;br /&gt;
When you win the exact number of tricks that you bid, you are awarded 20 points for each trick taken.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Example: Calvin bids 3 and then takes 3 tricks. This earns him 60 points (20 × 3).&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Capture more or fewer tricks than you bid, and you’ll &amp;lt;i&amp;gt;lose&amp;lt;/i&amp;gt; 10 points for every trick you were off! You don’t earn points for any tricks captured that round.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Example: Angela bids 2 but takes 4 tricks. She&#039;s off by 2 so she loses 20 points (-10 × 2).&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Bidding Zero&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bid zero and get your bid correct and your score is 10 points times the number of cards dealt that round. The higher the card count, the greater your reward! &lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Example: Kate bids zero on round 7 and takes zero tricks. She scores 70 points (10 x 7).&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However, if you bid zero and then take 1 or more tricks, you&#039;ll &amp;lt;i&amp;gt;lose&amp;lt;/i&amp;gt; 10 points per card dealt that round instead! Zero bids are risky, but fortune favors the bold!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Example: Johnny bids zero in the ninth round but he captures 2 tricks. He scores -90 points for the round.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Bonus Points==&lt;br /&gt;
In each round you&#039;ll have the chance to earn bonus points, but get your bid wrong and you forfeit all bonuses!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;The Number Fourteen Cards&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Every 14 card you have collected in a trick earns you a bonus at the end of the round (whether played by you or an opponent):&lt;br /&gt;
&lt;br /&gt;
10 points for each standard suit (yellow, purple, or green) 14 card you have at the end of the round.&lt;br /&gt;
&lt;br /&gt;
20 points for possessing the black (Jolly Roger) 14 card at the end of the round.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Character Cards&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Capturing character cards in a trick earns you a bonus at the end of the round:&lt;br /&gt;
&lt;br /&gt;
20 points for each Mermaid taken by a Pirate.&lt;br /&gt;
&lt;br /&gt;
30 points for each Pirate taken by the Skull King.&lt;br /&gt;
&lt;br /&gt;
40 points for taking the Skull King with a Mermaid.&lt;br /&gt;
&lt;br /&gt;
==Standard Card Count==&lt;br /&gt;
Total cards in the standard deck = 70.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Suit Cards:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&lt;br /&gt;
&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;Parrot (14)&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;Pirate Map (14)&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;Treasure Chest (14)&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;Jolly Roger (14)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Special Cards&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&lt;br /&gt;
&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;Pirate (5)&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;Escape (5)&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;Tigress (1)&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;Skull King (1)&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;Mermaid (2)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Expansion Cards==&lt;br /&gt;
These expansion cards can be added when creating the game on BGA.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Loot (qty: 2):&amp;lt;/b&amp;gt; Time to get yerself some treasure me hearties! When you play a loot card, you enter into an alliance with the player who captures it. If both of you bid correctly, you are each awarded 20 bonus points. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Kraken (qty: 1):&amp;lt;/b&amp;gt; Pirates fear nothin’ at all, ‘cept fer maybe the Kraken (and their in-laws). When the Kraken is played, the trick is destroyed entirely as the Kraken consumes all. No one wins the trick and the cards are set aside. &lt;br /&gt;
&lt;br /&gt;
The next trick is led by the player who would have won the trick. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;White Whale (qty: 1):&amp;lt;/b&amp;gt; Once hunted by whalers, the White Whale now hunts any vessel that dares cross its path. The White Whale effects both the special cards and numbered suits in unique ways.&lt;br /&gt;
&lt;br /&gt;
Special cards are destroyed and can’t win! &lt;br /&gt;
&lt;br /&gt;
Numbered cards (including black cards) turn white with fear! This means that the highest numbered card wins the trick, regardless of the suit. If there is a tie, the first one played is the winner. If only special cards were played, then the trick is discarded (like the Kraken) and the person who played the White Whale is the next to lead.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: The Kraken and the White Whale are ancient rivals. When played in the same trick the second one played wins the battle. That card then sets the action to be applied. When either of these beasts leads a trick, there is no suit for others to follow.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Advanced Pirate Abilities==&lt;br /&gt;
These Pirate Powers can be enabled when creating the game on BGA.&lt;br /&gt;
&lt;br /&gt;
Unlock each pirate’s unique skill! To do this, you must first win a trick with that pirate rather than just capturing them. Also, it must be used immediately and does not carry over to the next round. Harry the Giant is the only pirate who’s ability may be used after the final trick of a round.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Rosie D’ Laney:&amp;lt;/b&amp;gt; A galley chef with a temper hot as her pies and cold eyes as blue as the sea.&lt;br /&gt;
&lt;br /&gt;
Ability: Choose any player, including yourself, to lead the next trick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Bendt the Bandit:&amp;lt;/b&amp;gt; An orphan raised by smugglers, Bendt is a trader (and traitor).&lt;br /&gt;
&lt;br /&gt;
Ability: Add 2 cards to your hand from the deck and then discard 2 cards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Rascal of Roatan:&amp;lt;/b&amp;gt; A notorious mercenary and gambler with suspiciously good luck.&lt;br /&gt;
&lt;br /&gt;
Ability: Make a side bet of 0, 10, or 20 points. Win these points if you hit your original bid correct, lose the points if you fail to hit your bid exactly!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Juanita Jade:&amp;lt;/b&amp;gt; Rumored to have mermaid ancestry granting her the gift of divination.&lt;br /&gt;
&lt;br /&gt;
Ability: Privately look through any cards not dealt that round to see which are not in play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Harry the Giant:&amp;lt;/b&amp;gt; Known to wrestle panthers and crocs for fun, no one dares oppose this man.&lt;br /&gt;
&lt;br /&gt;
Ability: You may choose to change your bid by plus or minus 1, or to leave it the same.&lt;/div&gt;</summary>
		<author><name>JefferoNW</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:CoinAge-QuestionMark.png&amp;diff=25473</id>
		<title>File:CoinAge-QuestionMark.png</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:CoinAge-QuestionMark.png&amp;diff=25473"/>
		<updated>2025-06-16T21:47:20Z</updated>

		<summary type="html">&lt;p&gt;JefferoNW: JefferoNW uploaded a new version of File:CoinAge-QuestionMark.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Question Mark icon from CoinAge&lt;/div&gt;</summary>
		<author><name>JefferoNW</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:CoinAge-QuestionMark.png&amp;diff=25472</id>
		<title>File:CoinAge-QuestionMark.png</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:CoinAge-QuestionMark.png&amp;diff=25472"/>
		<updated>2025-06-16T21:46:22Z</updated>

		<summary type="html">&lt;p&gt;JefferoNW: JefferoNW reverted File:CoinAge-QuestionMark.png to an old version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Question Mark icon from CoinAge&lt;/div&gt;</summary>
		<author><name>JefferoNW</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:CoinAge-Star.png&amp;diff=25471</id>
		<title>File:CoinAge-Star.png</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:CoinAge-Star.png&amp;diff=25471"/>
		<updated>2025-06-16T21:45:23Z</updated>

		<summary type="html">&lt;p&gt;JefferoNW: JefferoNW uploaded a new version of File:CoinAge-Star.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Star icon from CoinAge&lt;/div&gt;</summary>
		<author><name>JefferoNW</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:CoinAge-QuestionMark.png&amp;diff=25470</id>
		<title>File:CoinAge-QuestionMark.png</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:CoinAge-QuestionMark.png&amp;diff=25470"/>
		<updated>2025-06-16T21:44:10Z</updated>

		<summary type="html">&lt;p&gt;JefferoNW: JefferoNW uploaded a new version of File:CoinAge-QuestionMark.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Question Mark icon from CoinAge&lt;/div&gt;</summary>
		<author><name>JefferoNW</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcoinage&amp;diff=25469</id>
		<title>Gamehelpcoinage</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcoinage&amp;diff=25469"/>
		<updated>2025-06-16T21:43:22Z</updated>

		<summary type="html">&lt;p&gt;JefferoNW: removed image resizing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Adam P. McIver&#039;s CoinAge&lt;br /&gt;
&lt;br /&gt;
==Game Overview==&lt;br /&gt;
Coin Age is a microgame for two players that is played with a single card and pocket change.&lt;br /&gt;
&lt;br /&gt;
Players take turns placing coins on a map to control spaces, outmaneuver their opponent, and score victory points.&lt;br /&gt;
&lt;br /&gt;
The game was originally published as a &amp;quot;print &amp;amp; play&amp;quot; download that could be carried in a small &amp;quot;mint tin&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
Place the map card in the center of the table directly between the two players.&lt;br /&gt;
&lt;br /&gt;
Each map has ten spaces and several color-coded regions of various sizes (depending on the map).&lt;br /&gt;
&lt;br /&gt;
Both players begin the game with 4 dimes, 3 pennies, 2 nickels, and 1 quarter in their &amp;quot;bank.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
In this BGA implementation, each coin is represented by its value at the end of the game when controlling a territory:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|+Coin Representation on BGA&lt;br /&gt;
!&#039;&#039;&#039;Coin&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Represented by&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Dimes&lt;br /&gt;
|The value &amp;quot;1&amp;quot; coin (smallest in size)&lt;br /&gt;
|-&lt;br /&gt;
!Pennies&lt;br /&gt;
|The value &amp;quot;2&amp;quot; coin&lt;br /&gt;
|-&lt;br /&gt;
!Nickels&lt;br /&gt;
|The value &amp;quot;3&amp;quot; coin&lt;br /&gt;
|-&lt;br /&gt;
!The Quarter&lt;br /&gt;
|The value &amp;quot;4&amp;quot; coin (largest in size)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Coins can be stacked (see the &amp;quot;Place&amp;quot; action) with &amp;quot;smaller&amp;quot; coins being placed on top of &amp;quot;larger&amp;quot; coins: Dimes (1) &amp;lt; Pennies (2) &amp;lt; Nickels (3) &amp;lt; Quarters (4)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Heads&amp;quot; are represented as gold coins. &amp;quot;Tails&amp;quot; are represented as silver coins.&lt;br /&gt;
&lt;br /&gt;
The player assigned &amp;quot;Heads&amp;quot; takes the first turn.&lt;br /&gt;
&lt;br /&gt;
==Turn Sequence and Actions==&lt;br /&gt;
At the beginning of your turn, a &amp;lt;i&amp;gt;single coin&amp;lt;/i&amp;gt; of each &amp;lt;i&amp;gt;different kind&amp;lt;/i&amp;gt; of the coins remaining in your &amp;quot;bank&amp;quot; are tossed/flipped.&lt;br /&gt;
&lt;br /&gt;
The number of coins that match your side (&amp;quot;Heads&amp;quot; or &amp;quot;Tails&amp;quot;) determine what actions you can take:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|+Coin Matches and Actions&lt;br /&gt;
!&#039;&#039;&#039;Number of Matches&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Available Actions (Optional and in Any Order)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Four (4)&lt;br /&gt;
|Place 2 &amp;lt;i&amp;gt;or&amp;lt;/i&amp;gt; Pay 1 to Place 3&lt;br /&gt;
|-&lt;br /&gt;
!Three (3)&lt;br /&gt;
|Place 2&lt;br /&gt;
|-&lt;br /&gt;
!Two (2)&lt;br /&gt;
|Place 2&lt;br /&gt;
|-&lt;br /&gt;
!One (1)&lt;br /&gt;
|Place 1 &amp;lt;i&amp;gt;and&amp;lt;/i&amp;gt; Move&lt;br /&gt;
|-&lt;br /&gt;
!None (0)&lt;br /&gt;
|Capture &amp;lt;i&amp;gt;and&amp;lt;/i&amp;gt; Move&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Action Details==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Place&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Take one of your matching coins and either: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&lt;br /&gt;
&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;Place it on an empty map space, or&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;Place it on an occupied map space (if your coin is of a lower rank [i.e.: smaller])&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Pay&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Transfer one of your matching coins to your opponent&#039;s bank.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Move&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Move a stack (all the coins) in one map space to an empty, adjacent map space.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Capture&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Remove any single coin from a map space (or from the top of stack) and place it in your bank.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: Click the [[File:CoinAge-QuestionMark.png] icon in the BGA game display for a graphical representation of coins and actions.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Game End &amp;amp; Scoring==&lt;br /&gt;
The game ends immediately when a player places a coin in the last empty map space, or when a player runs out of coins in their bank (whichever comes first). The players then add up their victory points:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Controlling Spaces&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each coin that &amp;quot;control&amp;quot; a space scores victory points (VP) equal to their rank (1, 2, 3 or 4).&lt;br /&gt;
A coin &amp;quot;controls&amp;quot; a space if it is either the only coin on a space or is the top coin on a stack of coins on a space.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Region Bonuses&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If a player controls the majority of spaces in each color-coded region, the VP scored by their coins in that region is doubled. No&lt;br /&gt;
region bonus is given in the case of a tie.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Bank Bonuses&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Players score 1 bonus VP per coin remaining in their bank at the end of the game. &lt;br /&gt;
&lt;br /&gt;
The player with the most VP wins! In the case of a tie, the player with the highest total value of coins (based on the values above) remaining in their bank is the winner.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: Click the [[File:CoinAge-Star.png] icon in the BGA game display for a running tally of the current scoring situation for both players.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Map Variants==&lt;br /&gt;
There are several maps available, each with different (creatively-named) regions and unique region sizes. You can also allow BGA to choose a random map.&lt;br /&gt;
&lt;br /&gt;
Forest, Frozen, Lagoon, Volcano or Random.&lt;/div&gt;</summary>
		<author><name>JefferoNW</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcoinage&amp;diff=25460</id>
		<title>Gamehelpcoinage</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcoinage&amp;diff=25460"/>
		<updated>2025-06-15T18:56:22Z</updated>

		<summary type="html">&lt;p&gt;JefferoNW: Table improvements&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Adam P. McIver&#039;s CoinAge&lt;br /&gt;
&lt;br /&gt;
==Game Overview==&lt;br /&gt;
Coin Age is a microgame for two players that is played with a single card and pocket change.&lt;br /&gt;
&lt;br /&gt;
Players take turns placing coins on a map to control spaces, outmaneuver their opponent, and score victory points.&lt;br /&gt;
&lt;br /&gt;
The game was originally published as a &amp;quot;print &amp;amp; play&amp;quot; download that could be carried in a small &amp;quot;mint tin&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
Place the map card in the center of the table directly between the two players.&lt;br /&gt;
&lt;br /&gt;
Each map has ten spaces and several color-coded regions of various sizes (depending on the map).&lt;br /&gt;
&lt;br /&gt;
Both players begin the game with 4 dimes, 3 pennies, 2 nickels, and 1 quarter in their &amp;quot;bank.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
In this BGA implementation, each coin is represented by its value at the end of the game when controlling a territory:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|+Coin Representation on BGA&lt;br /&gt;
!&#039;&#039;&#039;Coin&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Represented by&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Dimes&lt;br /&gt;
|The value &amp;quot;1&amp;quot; coin (smallest in size)&lt;br /&gt;
|-&lt;br /&gt;
!Pennies&lt;br /&gt;
|The value &amp;quot;2&amp;quot; coin&lt;br /&gt;
|-&lt;br /&gt;
!Nickels&lt;br /&gt;
|The value &amp;quot;3&amp;quot; coin&lt;br /&gt;
|-&lt;br /&gt;
!The Quarter&lt;br /&gt;
|The value &amp;quot;4&amp;quot; coin (largest in size)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Coins can be stacked (see the &amp;quot;Place&amp;quot; action) with &amp;quot;smaller&amp;quot; coins being placed on top of &amp;quot;larger&amp;quot; coins: Dimes (1) &amp;lt; Pennies (2) &amp;lt; Nickels (3) &amp;lt; Quarters (4)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Heads&amp;quot; are represented as gold coins. &amp;quot;Tails&amp;quot; are represented as silver coins.&lt;br /&gt;
&lt;br /&gt;
The player assigned &amp;quot;Heads&amp;quot; takes the first turn.&lt;br /&gt;
&lt;br /&gt;
==Turn Sequence and Actions==&lt;br /&gt;
At the beginning of your turn, a &amp;lt;i&amp;gt;single coin&amp;lt;/i&amp;gt; of each &amp;lt;i&amp;gt;different kind&amp;lt;/i&amp;gt; of the coins remaining in your &amp;quot;bank&amp;quot; are tossed/flipped.&lt;br /&gt;
&lt;br /&gt;
The number of coins that match your side (&amp;quot;Heads&amp;quot; or &amp;quot;Tails&amp;quot;) determine what actions you can take:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|+Coin Matches and Actions&lt;br /&gt;
!&#039;&#039;&#039;Number of Matches&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Available Actions (Optional and in Any Order)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Four (4)&lt;br /&gt;
|Place 2 &amp;lt;i&amp;gt;or&amp;lt;/i&amp;gt; Pay 1 to Place 3&lt;br /&gt;
|-&lt;br /&gt;
!Three (3)&lt;br /&gt;
|Place 2&lt;br /&gt;
|-&lt;br /&gt;
!Two (2)&lt;br /&gt;
|Place 2&lt;br /&gt;
|-&lt;br /&gt;
!One (1)&lt;br /&gt;
|Place 1 &amp;lt;i&amp;gt;and&amp;lt;/i&amp;gt; Move&lt;br /&gt;
|-&lt;br /&gt;
!None (0)&lt;br /&gt;
|Capture &amp;lt;i&amp;gt;and&amp;lt;/i&amp;gt; Move&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Action Details==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Place&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Take one of your matching coins and either: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&lt;br /&gt;
&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;Place it on an empty map space, or&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;Place it on an occupied map space (if your coin is of a lower rank [i.e.: smaller])&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Pay&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Transfer one of your matching coins to your opponent&#039;s bank.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Move&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Move a stack (all the coins) in one map space to an empty, adjacent map space.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Capture&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Remove any single coin from a map space (or from the top of stack) and place it in your bank.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: Click the [[File:CoinAge-QuestionMark.png|30px]] icon in the BGA game display for a graphical representation of coins and actions.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Game End &amp;amp; Scoring==&lt;br /&gt;
The game ends immediately when a player places a coin in the last empty map space, or when a player runs out of coins in their bank (whichever comes first). The players then add up their victory points:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Controlling Spaces&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each coin that &amp;quot;control&amp;quot; a space scores victory points (VP) equal to their rank (1, 2, 3 or 4).&lt;br /&gt;
A coin &amp;quot;controls&amp;quot; a space if it is either the only coin on a space or is the top coin on a stack of coins on a space.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Region Bonuses&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If a player controls the majority of spaces in each color-coded region, the VP scored by their coins in that region is doubled. No&lt;br /&gt;
region bonus is given in the case of a tie.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Bank Bonuses&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Players score 1 bonus VP per coin remaining in their bank at the end of the game. &lt;br /&gt;
&lt;br /&gt;
The player with the most VP wins! In the case of a tie, the player with the highest total value of coins (based on the values above) remaining in their bank is the winner.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: Click the [[File:CoinAge-Star.png|30px]] icon in the BGA game display for a running tally of the current scoring situation for both players.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Map Variants==&lt;br /&gt;
There are several maps available, each with different (creatively-named) regions and unique region sizes. You can also allow BGA to choose a random map.&lt;br /&gt;
&lt;br /&gt;
Forest, Frozen, Lagoon, Volcano or Random.&lt;/div&gt;</summary>
		<author><name>JefferoNW</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcoinage&amp;diff=25459</id>
		<title>Gamehelpcoinage</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcoinage&amp;diff=25459"/>
		<updated>2025-06-15T18:42:08Z</updated>

		<summary type="html">&lt;p&gt;JefferoNW: Bullet adjustments &amp;amp; testing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Adam P. McIver&#039;s CoinAge&lt;br /&gt;
&lt;br /&gt;
==Game Overview==&lt;br /&gt;
Coin Age is a microgame for two players that is played with a single card and pocket change.&lt;br /&gt;
&lt;br /&gt;
Players take turns placing coins on a map to control spaces, outmaneuver their opponent, and score victory points.&lt;br /&gt;
&lt;br /&gt;
The game was originally published as a &amp;quot;print &amp;amp; play&amp;quot; download that could be carried in a small &amp;quot;mint tin&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
Place the map card in the center of the table directly between the two players.&lt;br /&gt;
&lt;br /&gt;
Each map has ten spaces and several color-coded regions of various sizes (depending on the map).&lt;br /&gt;
&lt;br /&gt;
Both players begin the game with 4 dimes, 3 pennies, 2 nickels, and 1 quarter in their &amp;quot;bank.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
In this BGA implementation, each coin is represented by its value at the end of the game when controlling a territory:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TABLE border=&amp;quot;2&amp;quot; rules=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Coin&#039;&#039;&#039; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Represented by&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; Dimes &amp;lt;TD&amp;gt; The value &amp;quot;1&amp;quot; coin (smallest in size)&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; Pennies &amp;lt;TD&amp;gt; The value &amp;quot;2&amp;quot; coin&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; Nickels &amp;lt;TD&amp;gt; The value &amp;quot;3&amp;quot; coin&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; The Quarter &amp;lt;TD&amp;gt; The value &amp;quot;4&amp;quot; coin (largest in size)&lt;br /&gt;
&amp;lt;/TABLE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Coins can be stacked (see the &amp;quot;Place&amp;quot; action) with &amp;quot;smaller&amp;quot; coins being placed on top of &amp;quot;larger&amp;quot; coins: Dimes (1) &amp;lt; Pennies (2) &amp;lt; Nickels (3) &amp;lt; Quarters (4)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Heads&amp;quot; are represented as gold coins. &amp;quot;Tails&amp;quot; are represented as silver coins.&lt;br /&gt;
&lt;br /&gt;
The player assigned &amp;quot;Heads&amp;quot; takes the first turn.&lt;br /&gt;
&lt;br /&gt;
==Turn Sequence and Actions==&lt;br /&gt;
At the beginning of your turn, a &amp;lt;i&amp;gt;single coin&amp;lt;/i&amp;gt; of each &amp;lt;i&amp;gt;different kind&amp;lt;/i&amp;gt; of the coins remaining in your &amp;quot;bank&amp;quot; are tossed/flipped.&lt;br /&gt;
&lt;br /&gt;
The number of coins that match your side (&amp;quot;Heads&amp;quot; or &amp;quot;Tails&amp;quot;) determine what actions you can take:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TABLE border=&amp;quot;2&amp;quot; rules=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Number of Matches&#039;&#039;&#039; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Available Actions (Optional and in Any Order)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; Four (4) &amp;lt;TD&amp;gt; Place 2 &amp;lt;i&amp;gt;or&amp;lt;/i&amp;gt; Pay 1 to Place 3&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; Three (3) &amp;lt;TD&amp;gt; Place 2&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; Two (2) &amp;lt;TD&amp;gt; Place 2&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; One (1) &amp;lt;TD&amp;gt; Place 1 &amp;lt;i&amp;gt;and&amp;lt;/i&amp;gt; Move&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; None (0) &amp;lt;TD&amp;gt; Capture &amp;lt;i&amp;gt;and&amp;lt;/i&amp;gt; Move&lt;br /&gt;
&amp;lt;/TABLE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Action Details==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Place&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Take one of your matching coins and either: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&lt;br /&gt;
&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;Place it on an empty map space, or&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;Place it on an occupied map space (if your coin is of a lower rank [i.e.: smaller])&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Pay&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Transfer one of your matching coins to your opponent&#039;s bank.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Move&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Move a stack (all the coins) in one map space to an empty, adjacent map space.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Capture&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Remove any single coin from a map space (or from the top of stack) and place it in your bank.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: Click the [[File:CoinAge-QuestionMark.png|30px]] icon in the BGA game display for a graphical representation of coins and actions.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Game End &amp;amp; Scoring==&lt;br /&gt;
The game ends immediately when a player places a coin in the last empty map space, or when a player runs out of coins in their bank (whichever comes first). The players then add up their victory points:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Controlling Spaces&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each coin that &amp;quot;control&amp;quot; a space scores victory points (VP) equal to their rank (1, 2, 3 or 4).&lt;br /&gt;
A coin &amp;quot;controls&amp;quot; a space if it is either the only coin on a space or is the top coin on a stack of coins on a space.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Region Bonuses&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If a player controls the majority of spaces in each color-coded region, the VP scored by their coins in that region is doubled. No&lt;br /&gt;
region bonus is given in the case of a tie.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Bank Bonuses&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Players score 1 bonus VP per coin remaining in their bank at the end of the game. &lt;br /&gt;
&lt;br /&gt;
The player with the most VP wins! In the case of a tie, the player with the highest total value of coins (based on the values above) remaining in their bank is the winner.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: Click the [[File:CoinAge-Star.png|30px]] icon in the BGA game display for a running tally of the current scoring situation for both players.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Map Variants==&lt;br /&gt;
There are several maps available, each with different (creatively-named) regions and unique region sizes. You can also allow BGA to choose a random map.&lt;br /&gt;
&lt;br /&gt;
Forest, Frozen, Lagoon, Volcano or Random.&lt;/div&gt;</summary>
		<author><name>JefferoNW</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcoinage&amp;diff=25458</id>
		<title>Gamehelpcoinage</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcoinage&amp;diff=25458"/>
		<updated>2025-06-15T18:27:06Z</updated>

		<summary type="html">&lt;p&gt;JefferoNW: Added graphics for in-game iconography&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Adam P. McIver&#039;s CoinAge&lt;br /&gt;
&lt;br /&gt;
==Game Overview==&lt;br /&gt;
Coin Age is a microgame for two players that is played with a single card and pocket change.&lt;br /&gt;
&lt;br /&gt;
Players take turns placing coins on a map to control spaces, outmaneuver their opponent, and score victory points.&lt;br /&gt;
&lt;br /&gt;
The game was originally published as a &amp;quot;print &amp;amp; play&amp;quot; download that could be carried in a small &amp;quot;mint tin&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
Place the map card in the center of the table directly between the two players.&lt;br /&gt;
&lt;br /&gt;
Each map has ten spaces and several color-coded regions of various sizes (depending on the map).&lt;br /&gt;
&lt;br /&gt;
Both players begin the game with 4 dimes, 3 pennies, 2 nickels, and 1 quarter in their &amp;quot;bank.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
In this BGA implementation, each coin is represented by its value at the end of the game when controlling a territory:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TABLE border=&amp;quot;2&amp;quot; rules=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Coin&#039;&#039;&#039; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Represented by&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; Dimes &amp;lt;TD&amp;gt; The value &amp;quot;1&amp;quot; coin (smallest in size)&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; Pennies &amp;lt;TD&amp;gt; The value &amp;quot;2&amp;quot; coin&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; Nickels &amp;lt;TD&amp;gt; The value &amp;quot;3&amp;quot; coin&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; The Quarter &amp;lt;TD&amp;gt; The value &amp;quot;4&amp;quot; coin (largest in size)&lt;br /&gt;
&amp;lt;/TABLE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Coins can be stacked (see the &amp;quot;Place&amp;quot; action) with &amp;quot;smaller&amp;quot; coins being placed on top of &amp;quot;larger&amp;quot; coins: Dimes (1) &amp;lt; Pennies (2) &amp;lt; Nickels (3) &amp;lt; Quarters (4)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Heads&amp;quot; are represented as gold coins. &amp;quot;Tails&amp;quot; are represented as silver coins.&lt;br /&gt;
&lt;br /&gt;
The player assigned &amp;quot;Heads&amp;quot; takes the first turn.&lt;br /&gt;
&lt;br /&gt;
==Turn Sequence and Actions==&lt;br /&gt;
At the beginning of your turn, a &amp;lt;i&amp;gt;single coin&amp;lt;/i&amp;gt; of each &amp;lt;i&amp;gt;different kind&amp;lt;/i&amp;gt; of the coins remaining in your &amp;quot;bank&amp;quot; are tossed/flipped.&lt;br /&gt;
&lt;br /&gt;
The number of coins that match your side (&amp;quot;Heads&amp;quot; or &amp;quot;Tails&amp;quot;) determine what actions you can take:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TABLE border=&amp;quot;2&amp;quot; rules=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Number of Matches&#039;&#039;&#039; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Available Actions (Optional and in Any Order)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; Four (4) &amp;lt;TD&amp;gt; Place 2 &amp;lt;i&amp;gt;or&amp;lt;/i&amp;gt; Pay 1 to Place 3&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; Three (3) &amp;lt;TD&amp;gt; Place 2&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; Two (2) &amp;lt;TD&amp;gt; Place 2&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; One (1) &amp;lt;TD&amp;gt; Place 1 &amp;lt;i&amp;gt;and&amp;lt;/i&amp;gt; Move&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; None (0) &amp;lt;TD&amp;gt; Capture &amp;lt;i&amp;gt;and&amp;lt;/i&amp;gt; Move&lt;br /&gt;
&amp;lt;/TABLE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Action Details==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Place&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Take one of your matching coins and either: &lt;br /&gt;
&lt;br /&gt;
1) Place it on an empty map space, or&lt;br /&gt;
&lt;br /&gt;
2) Place it on an occupied map space (if your coin is of a lower rank [i.e.: smaller])&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Pay&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Transfer one of your matching coins to your opponent&#039;s bank.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Move&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Move a stack (all the coins) in one map space to an empty, adjacent map space.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Capture&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Remove any single coin from a map space (or from the top of stack) and place it in your bank.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: Click the [[File:CoinAge-QuestionMark.png|30px]] icon in the BGA game display for a graphical representation of coins and actions.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Game End &amp;amp; Scoring==&lt;br /&gt;
The game ends immediately when a player places a coin in the last empty map space, or when a player runs out of coins in their bank (whichever comes first). The players then add up their victory points:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Controlling Spaces&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each coin that &amp;quot;control&amp;quot; a space scores victory points (VP) equal to their rank (1, 2, 3 or 4).&lt;br /&gt;
A coin &amp;quot;controls&amp;quot; a space if it is either the only coin on a space or is the top coin on a stack of coins on a space.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Region Bonuses&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If a player controls the majority of spaces in each color-coded region, the VP scored by their coins in that region is doubled. No&lt;br /&gt;
region bonus is given in the case of a tie.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Bank Bonuses&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Players score 1 bonus VP per coin remaining in their bank at the end of the game. &lt;br /&gt;
&lt;br /&gt;
The player with the most VP wins! In the case of a tie, the player with the highest total value of coins (based on the values above) remaining in their bank is the winner.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: Click the [[File:CoinAge-Star.png|30px]] icon in the BGA game display for a running tally of the current scoring situation for both players.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Map Variants==&lt;br /&gt;
There are several maps available, each with different (creatively-named) regions and unique region sizes. You can also allow BGA to choose a random map.&lt;br /&gt;
&lt;br /&gt;
Forest, Frozen, Lagoon, Volcano or Random.&lt;/div&gt;</summary>
		<author><name>JefferoNW</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:CoinAge-QuestionMark.png&amp;diff=25457</id>
		<title>File:CoinAge-QuestionMark.png</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:CoinAge-QuestionMark.png&amp;diff=25457"/>
		<updated>2025-06-15T18:05:40Z</updated>

		<summary type="html">&lt;p&gt;JefferoNW: Question Mark icon from CoinAge&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Question Mark icon from CoinAge&lt;/div&gt;</summary>
		<author><name>JefferoNW</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:CoinAge-Star.png&amp;diff=25456</id>
		<title>File:CoinAge-Star.png</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:CoinAge-Star.png&amp;diff=25456"/>
		<updated>2025-06-15T18:05:08Z</updated>

		<summary type="html">&lt;p&gt;JefferoNW: Star icon from CoinAge&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Star icon from CoinAge&lt;/div&gt;</summary>
		<author><name>JefferoNW</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcoinage&amp;diff=25454</id>
		<title>Gamehelpcoinage</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcoinage&amp;diff=25454"/>
		<updated>2025-06-15T16:38:00Z</updated>

		<summary type="html">&lt;p&gt;JefferoNW: FOrmatting changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Adam P. McIver&#039;s CoinAge&lt;br /&gt;
&lt;br /&gt;
==Game Overview==&lt;br /&gt;
Coin Age is a microgame for two players that is played with a single card and pocket change. &lt;br /&gt;
Players take turns placing coins on a map to control spaces, outmaneuver their opponent, and score victory points.&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
Place the map card in the center of the table directly between the two players.&lt;br /&gt;
&lt;br /&gt;
Each map has ten spaces and several color-coded regions of various sizes (depending on the map).&lt;br /&gt;
&lt;br /&gt;
Both players begin the game with 4 dimes, 3 pennies, 2 nickels, and 1 quarter in their &amp;quot;bank.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
In this BGA implementation, each coin is represented by its value at the end of the game when controlling a territory:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TABLE border=&amp;quot;2&amp;quot; rules=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Coin&#039;&#039;&#039; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Represented by&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; Dimes &amp;lt;TD&amp;gt; The value &amp;quot;1&amp;quot; coin (smallest in size)&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; Pennies &amp;lt;TD&amp;gt; The value &amp;quot;2&amp;quot; coin&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; Nickels &amp;lt;TD&amp;gt; The value &amp;quot;3&amp;quot; coin&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; The Quarter &amp;lt;TD&amp;gt; The value &amp;quot;4&amp;quot; coin (largest in size)&lt;br /&gt;
&amp;lt;/TABLE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Coins can be stacked (see the &amp;quot;Place&amp;quot; action) with &amp;quot;smaller&amp;quot; coins being placed on top of &amp;quot;larger&amp;quot; coins: Dimes (1) &amp;lt; Pennies (2) &amp;lt; Nickels (3) &amp;lt; Quarters (4)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Heads&amp;quot; are represented as gold coins. &amp;quot;Tails&amp;quot; are represented as silver coins.&lt;br /&gt;
&lt;br /&gt;
The player assigned &amp;quot;Heads&amp;quot; takes the first turn.&lt;br /&gt;
&lt;br /&gt;
==Turn Sequence and Actions==&lt;br /&gt;
At the beginning of your turn, a &amp;lt;i&amp;gt;single coin&amp;lt;/i&amp;gt; of each &amp;lt;i&amp;gt;different kind&amp;lt;/i&amp;gt; of the coins remaining in your &amp;quot;bank&amp;quot; are tossed/flipped.&lt;br /&gt;
&lt;br /&gt;
The number of coins that match your side (&amp;quot;Heads&amp;quot; or &amp;quot;Tails&amp;quot;) determine what actions you can take:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TABLE border=&amp;quot;2&amp;quot; rules=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Number of Matches&#039;&#039;&#039; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Actions (Optional and in Any Order)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; Four (4) &amp;lt;TD&amp;gt; Place 2 &amp;lt;i&amp;gt;or&amp;lt;/i&amp;gt; Pay 1 to Place 3&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; Three (3) &amp;lt;TD&amp;gt; Place 2&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; Two (2) &amp;lt;TD&amp;gt; Place 2&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; One (1) &amp;lt;TD&amp;gt; Place 1 &amp;lt;i&amp;gt;and&amp;lt;/i&amp;gt; Move&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; None (0) &amp;lt;TD&amp;gt; Capture &amp;lt;i&amp;gt;and&amp;lt;/i&amp;gt; Move&lt;br /&gt;
&amp;lt;/TABLE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Action Details==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Place&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Take one of your matching coins and either: &lt;br /&gt;
&lt;br /&gt;
1) Place it on an empty map space, or&lt;br /&gt;
&lt;br /&gt;
2) Place it on an occupied map space (if your coin is of a lower rank [i.e.: smaller])&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Pay&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Transfer one of your matching coins to your opponent&#039;s bank.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Move&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Move a stack (all the coins) in one map space to an empty, adjacent map space.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Capture&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Remove any single coin from a map space (or from the top of stack) and place it in your bank.&lt;br /&gt;
&lt;br /&gt;
==Game End &amp;amp; Scoring==&lt;br /&gt;
The game ends immediately when a player places a coin in the last empty map space, or when a player runs out of coins in their bank (whichever comes first). The players then add up their victory points:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Controlling Spaces&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each coin that &amp;quot;control&amp;quot; a space scores victory points (VP) equal to their rank (1, 2, 3 or 4).&lt;br /&gt;
A coin &amp;quot;controls&amp;quot; a space if it is either the only coin on a space or is the top coin on a stack of coins on a space.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Region Bonuses&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If a player controls the majority of spaces in each color-coded region, the VP scored by their coins in that region is doubled. No&lt;br /&gt;
region bonus is given in the case of a tie.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Bank Bonuses&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Players score 1 bonus VP per coin remaining in their bank at the end of the game. &lt;br /&gt;
&lt;br /&gt;
The player with the most VP wins! In the case of a tie, the player with the highest total value of coins (based on the values above) remaining in their bank is the winner.&lt;br /&gt;
&lt;br /&gt;
==Map Variants==&lt;br /&gt;
There are 4 maps available with different region sizes. You can also allow BGA to choose a random map.&lt;/div&gt;</summary>
		<author><name>JefferoNW</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcoinage&amp;diff=25446</id>
		<title>Gamehelpcoinage</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcoinage&amp;diff=25446"/>
		<updated>2025-06-15T03:54:45Z</updated>

		<summary type="html">&lt;p&gt;JefferoNW: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Adam P. McIver&#039;s CoinAge&lt;br /&gt;
&lt;br /&gt;
==Game Overview==&lt;br /&gt;
Coin Age is a microgame for two players that is played with a single card and pocket change. &lt;br /&gt;
Players take turns placing coins on a map to control spaces, outmaneuver their opponent, and score victory points.&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
Place the map card in the center of the table directly between the two players.&lt;br /&gt;
&lt;br /&gt;
Each map has ten spaces and several color-coded regions of various sizes (depending on the map).&lt;br /&gt;
&lt;br /&gt;
Each player begins the game with 4 dimes, 3 pennies, 2 nickels, and 1 quarter in their &amp;quot;bank.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
In this BGA implementation, each coin is represented by its value at the end of the game when controlling a territory:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TABLE border=&amp;quot;2&amp;quot; rules=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Coin&#039;&#039;&#039; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Represented by&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Dimes&#039;&#039;&#039; &amp;lt;TD&amp;gt; The value &amp;quot;1&amp;quot; coin (smallest in size)&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Pennies&#039;&#039;&#039; &amp;lt;TD&amp;gt; The value &amp;quot;2&amp;quot; coin&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Nickels&#039;&#039;&#039; &amp;lt;TD&amp;gt; The value &amp;quot;3&amp;quot; coin&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;The Quarter&#039;&#039;&#039; &amp;lt;TD&amp;gt; The value &amp;quot;4&amp;quot; coin (largest in size)&lt;br /&gt;
&amp;lt;/TABLE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Coins can be stacked (See the &amp;quot;Place&amp;quot; action) with &amp;quot;smaller&amp;quot; coins being placed on top of &amp;quot;larger&amp;quot; coins: Dimes (1) &amp;lt; Pennies (2) &amp;lt; Nickels (3) &amp;lt; Quarters (4)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Heads&amp;quot; are represented as gold coins. &amp;quot;Tails&amp;quot; are represented as silver coins.&lt;br /&gt;
&lt;br /&gt;
The player assigned &amp;quot;Heads&amp;quot; takes the first turn.&lt;br /&gt;
&lt;br /&gt;
==Turn Sequence and Actions==&lt;br /&gt;
At the beginning of your turn, a &amp;lt;i&amp;gt;single coin&amp;lt;/i&amp;gt; of each &amp;lt;i&amp;gt;different kind&amp;lt;/i&amp;gt; of the coins remaining in your &amp;quot;bank&amp;quot; are tossed/flipped.&lt;br /&gt;
&lt;br /&gt;
The number of coins that match your side (&amp;quot;Heads&amp;quot; or &amp;quot;Tails&amp;quot;) determine what actions you can take:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TABLE border=&amp;quot;2&amp;quot; rules=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Number of Matches&#039;&#039;&#039; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Actions (Optional and in Any Order)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Four (4)&#039;&#039;&#039; &amp;lt;TD&amp;gt; Place 2 &amp;lt;i&amp;gt;or&amp;lt;/i&amp;gt; Pay 1 to Place 3&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Three (3)&#039;&#039;&#039; &amp;lt;TD&amp;gt; Place 2&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Two (2)&#039;&#039;&#039; &amp;lt;TD&amp;gt; Place 2&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;One (1)&#039;&#039;&#039; &amp;lt;TD&amp;gt; Place 1 &amp;lt;i&amp;gt;and&amp;lt;/i&amp;gt; Move&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;None (0)&#039;&#039;&#039; &amp;lt;TD&amp;gt; Capture &amp;lt;i&amp;gt;and&amp;lt;/i&amp;gt; Move&lt;br /&gt;
&amp;lt;/TABLE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Action Details==&lt;br /&gt;
&lt;br /&gt;
===Place===&lt;br /&gt;
Take one of your matching coins and either: &lt;br /&gt;
&lt;br /&gt;
+ Place it on an empty map space, or&lt;br /&gt;
&lt;br /&gt;
+ Place it on an occupied map space (if your coin is of a lower rank [i.e.: smaller])&lt;br /&gt;
&lt;br /&gt;
===Pay===&lt;br /&gt;
Transfer one of your matching coins to your opponent&#039;s bank.&lt;br /&gt;
&lt;br /&gt;
===Move===&lt;br /&gt;
Move a stack (all the coins) in one map space to an empty, adjacent map space.&lt;br /&gt;
&lt;br /&gt;
===Capture===&lt;br /&gt;
Remove any single coin from a map space (or from the top of stack) and place it in your bank.&lt;br /&gt;
&lt;br /&gt;
==Game End &amp;amp; Scoring==&lt;br /&gt;
The game ends immediately when a player places a coin in the last empty map space, or when a player runs out of coins in their bank (whichever comes first). The players then add up their victory points:&lt;br /&gt;
&lt;br /&gt;
===Controlling Spaces===&lt;br /&gt;
Each coin that &amp;quot;control&amp;quot; a space scores victory points (VP) equal to their rank (1, 2, 3 or 4).&lt;br /&gt;
A coin &amp;quot;controls&amp;quot; a space if it is either the only coin on a space or is the top coin on a stack of coins on a space.&lt;br /&gt;
&lt;br /&gt;
===Region Bonuses===&lt;br /&gt;
If a player controls the majority of spaces in each color-coded region, the VP scored by their coins in that region is doubled. No&lt;br /&gt;
region bonus is given in the case of a tie.&lt;br /&gt;
&lt;br /&gt;
===Bank Bonuses===&lt;br /&gt;
Players score 1 bonus VP per coin remaining in their bank at the end of the game. &lt;br /&gt;
&lt;br /&gt;
The player with the most VP wins! In the case of a tie, the player with the highest total value of coins (based on the values above) remaining in their bank is the winner.&lt;br /&gt;
&lt;br /&gt;
==Map Variants==&lt;br /&gt;
There are 4 maps available with different region sizes. You can also allow BGA to choose a random map.&lt;/div&gt;</summary>
		<author><name>JefferoNW</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcoinage&amp;diff=25445</id>
		<title>Gamehelpcoinage</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcoinage&amp;diff=25445"/>
		<updated>2025-06-15T03:53:03Z</updated>

		<summary type="html">&lt;p&gt;JefferoNW: updated map info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Adam P. McIver&#039;s CoinAge&lt;br /&gt;
&lt;br /&gt;
==Game Overview==&lt;br /&gt;
Coin Age is a microgame for two players that is played with a single card and pocket change. &lt;br /&gt;
Players take turns placing coins on a map to control spaces, outmaneuver their opponent, and score victory points.&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
Place the map card in the center of the table directly between the two players.&lt;br /&gt;
&lt;br /&gt;
Each map has ten spaces and several color-coded regions of various sizes (depending on the map).&lt;br /&gt;
&lt;br /&gt;
Each player begins the game with 4 dimes, 3 pennies, 2 nickels, and 1 quarter in their &amp;quot;bank.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
In this BGA implementation, each coin is represented by its value at the end of the game when controlling a territory:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TABLE border=&amp;quot;2&amp;quot; rules=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Coin&#039;&#039;&#039; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Represented by&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Dimes&#039;&#039;&#039; &amp;lt;TD&amp;gt; The value &amp;quot;1&amp;quot; coin (smallest in size)&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Pennies&#039;&#039;&#039; &amp;lt;TD&amp;gt; The value &amp;quot;2&amp;quot; coin&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Nickels&#039;&#039;&#039; &amp;lt;TD&amp;gt; The value &amp;quot;3&amp;quot; coin&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;The Quarter&#039;&#039;&#039; &amp;lt;TD&amp;gt; The value &amp;quot;4&amp;quot; coin (largest in size)&lt;br /&gt;
&amp;lt;/TABLE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Coins can be stacked (See the &amp;quot;Place&amp;quot; action) with &amp;quot;smaller&amp;quot; coins being placed on top of &amp;quot;larger&amp;quot; coins: Dimes (1) &amp;lt; Pennies (2) &amp;lt; Nickels (3) &amp;lt; Quarters (4)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Heads&amp;quot; are represented as gold coins. &amp;quot;Tails&amp;quot; are represented as silver coins.&lt;br /&gt;
&lt;br /&gt;
The player assigned &amp;quot;Heads&amp;quot; takes the first turn.&lt;br /&gt;
&lt;br /&gt;
==Turn Sequence and Actions==&lt;br /&gt;
At the beginning of your turn, a &amp;lt;i&amp;gt;single coin&amp;lt;/i&amp;gt; of each &amp;lt;i&amp;gt;different kind&amp;lt;/i&amp;gt; of the coins remaining in your &amp;quot;bank&amp;quot; are tossed/flipped.&lt;br /&gt;
&lt;br /&gt;
The number of coins that match your side (&amp;quot;Heads&amp;quot; or &amp;quot;Tails&amp;quot;) determine what actions you can take:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TABLE border=&amp;quot;2&amp;quot; rules=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Number of Matches&#039;&#039;&#039; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Actions (Optional and in Any Order)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Four (4)&#039;&#039;&#039; &amp;lt;TD&amp;gt; Place 2 &amp;lt;i&amp;gt;or&amp;lt;/i&amp;gt; Pay 1 to Place 3&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Three (3)&#039;&#039;&#039; &amp;lt;TD&amp;gt; Place 2&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Two (2)&#039;&#039;&#039; &amp;lt;TD&amp;gt; Place 2&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;One (1)&#039;&#039;&#039; &amp;lt;TD&amp;gt; Place 1 &amp;lt;i&amp;gt;and&amp;lt;/i&amp;gt; Move&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;None (0)&#039;&#039;&#039; &amp;lt;TD&amp;gt; Capture &amp;lt;i&amp;gt;and&amp;lt;/i&amp;gt; Move&lt;br /&gt;
&amp;lt;/TABLE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Action Details==&lt;br /&gt;
&lt;br /&gt;
===Place===&lt;br /&gt;
Take one of your matching coins and either: &lt;br /&gt;
&lt;br /&gt;
+ Place it on an empty map space, or&lt;br /&gt;
&lt;br /&gt;
+ Place it on an occupied map space (if your coin is of a lower rank [i.e.: smaller])&lt;br /&gt;
&lt;br /&gt;
===Pay===&lt;br /&gt;
Transfer one of your matching coins to your opponent&#039;s bank.&lt;br /&gt;
&lt;br /&gt;
===Move===&lt;br /&gt;
Move a stack (all the coins) in one map space to an empty, adjacent map space.&lt;br /&gt;
&lt;br /&gt;
===Capture===&lt;br /&gt;
Remove any single coin from a map space (or from the top of stack) and place it in your bank.&lt;br /&gt;
&lt;br /&gt;
==Game End &amp;amp; Scoring==&lt;br /&gt;
The game ends immediately when a player places a coin in the last empty map space, or when a player runs out of coins in their bank (whichever comes first). The players then add up their victory points:&lt;br /&gt;
&lt;br /&gt;
===Controlling Spaces===&lt;br /&gt;
Each coin that &amp;quot;control&amp;quot; a space scores victory points (VP) equal to their rank (1, 2, 3 or 4).&lt;br /&gt;
A coin &amp;quot;controls&amp;quot; a space if it is either the only coin on a space or is the top coin on a stack of coins on a space.&lt;br /&gt;
&lt;br /&gt;
===Region Bonuses===&lt;br /&gt;
If a player controls the majority of spaces in each color-coded region, the VP scored by their coins in that region is doubled. No&lt;br /&gt;
region bonus is given in the case of a tie.&lt;br /&gt;
&lt;br /&gt;
===Bank Bonuses===&lt;br /&gt;
Players score 1 bonus VP per coin remaining in their bank at the end of the game. &lt;br /&gt;
&lt;br /&gt;
The player with the most VP wins! In the case of a tie, the player with the highest total value of coins (based on the values above) remaining in their bank is the winner.&lt;br /&gt;
&lt;br /&gt;
==Map Variants==&lt;br /&gt;
There are 4 maps available with different size of regions. You can also allow BGA to choose a random map.&lt;/div&gt;</summary>
		<author><name>JefferoNW</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcoinage&amp;diff=25444</id>
		<title>Gamehelpcoinage</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcoinage&amp;diff=25444"/>
		<updated>2025-06-15T03:47:58Z</updated>

		<summary type="html">&lt;p&gt;JefferoNW: bullet changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Adam P. McIver&#039;s CoinAge&lt;br /&gt;
&lt;br /&gt;
==Game Overview==&lt;br /&gt;
Coin Age is a microgame for two players that is played with a single card and pocket change. &lt;br /&gt;
Players take turns placing coins on a map to control spaces, outmaneuver their opponent, and score victory points.&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
Place the map card in the center of the table directly between the two players.&lt;br /&gt;
&lt;br /&gt;
Each map has ten spaces and four color-coded regions. The four regions are of size 1, 2, 3 &amp;amp; 4 spaces respectively.&lt;br /&gt;
&lt;br /&gt;
Each player begins the game with 4 dimes, 3 pennies, 2 nickels, and 1 quarter in their &amp;quot;bank.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
In this BGA implementation, each coin is represented by its value at the end of the game when controlling a territory:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TABLE border=&amp;quot;2&amp;quot; rules=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Coin&#039;&#039;&#039; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Represented by&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Dimes&#039;&#039;&#039; &amp;lt;TD&amp;gt; The value &amp;quot;1&amp;quot; coin (smallest in size)&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Pennies&#039;&#039;&#039; &amp;lt;TD&amp;gt; The value &amp;quot;2&amp;quot; coin&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Nickels&#039;&#039;&#039; &amp;lt;TD&amp;gt; The value &amp;quot;3&amp;quot; coin&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;The Quarter&#039;&#039;&#039; &amp;lt;TD&amp;gt; The value &amp;quot;4&amp;quot; coin (largest in size)&lt;br /&gt;
&amp;lt;/TABLE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Coins can be stacked (See the &amp;quot;Place&amp;quot; action) with &amp;quot;smaller&amp;quot; coins being placed on top of &amp;quot;larger&amp;quot; coins: Dimes (1) &amp;lt; Pennies (2) &amp;lt; Nickels (3) &amp;lt; Quarters (4)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Heads&amp;quot; are represented as gold coins. &amp;quot;Tails&amp;quot; are represented as silver coins.&lt;br /&gt;
&lt;br /&gt;
The player assigned &amp;quot;Heads&amp;quot; takes the first turn.&lt;br /&gt;
&lt;br /&gt;
==Turn Sequence and Actions==&lt;br /&gt;
At the beginning of your turn, a &amp;lt;i&amp;gt;single coin&amp;lt;/i&amp;gt; of each &amp;lt;i&amp;gt;different kind&amp;lt;/i&amp;gt; of the coins remaining in your &amp;quot;bank&amp;quot; are tossed/flipped.&lt;br /&gt;
&lt;br /&gt;
The number of coins that match your side (&amp;quot;Heads&amp;quot; or &amp;quot;Tails&amp;quot;) determine what actions you can take:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TABLE border=&amp;quot;2&amp;quot; rules=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Number of Matches&#039;&#039;&#039; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Actions (Optional and in Any Order)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Four (4)&#039;&#039;&#039; &amp;lt;TD&amp;gt; Place 2 &amp;lt;i&amp;gt;or&amp;lt;/i&amp;gt; Pay 1 to Place 3&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Three (3)&#039;&#039;&#039; &amp;lt;TD&amp;gt; Place 2&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Two (2)&#039;&#039;&#039; &amp;lt;TD&amp;gt; Place 2&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;One (1)&#039;&#039;&#039; &amp;lt;TD&amp;gt; Place 1 &amp;lt;i&amp;gt;and&amp;lt;/i&amp;gt; Move&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;None (0)&#039;&#039;&#039; &amp;lt;TD&amp;gt; Capture &amp;lt;i&amp;gt;and&amp;lt;/i&amp;gt; Move&lt;br /&gt;
&amp;lt;/TABLE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Action Details==&lt;br /&gt;
&lt;br /&gt;
===Place===&lt;br /&gt;
Take one of your matching coins and either: &lt;br /&gt;
&lt;br /&gt;
+ Place it on an empty map space, or&lt;br /&gt;
&lt;br /&gt;
+ Place it on an occupied map space (if your coin is of a lower rank [i.e.: smaller])&lt;br /&gt;
&lt;br /&gt;
===Pay===&lt;br /&gt;
Transfer one of your matching coins to your opponent&#039;s bank.&lt;br /&gt;
&lt;br /&gt;
===Move===&lt;br /&gt;
Move a stack (all the coins) in one map space to an empty, adjacent map space.&lt;br /&gt;
&lt;br /&gt;
===Capture===&lt;br /&gt;
Remove any single coin from a map space (or from the top of stack) and place it in your bank.&lt;br /&gt;
&lt;br /&gt;
==Game End &amp;amp; Scoring==&lt;br /&gt;
The game ends immediately when a player places a coin in the last empty map space, or when a player runs out of coins in their bank (whichever comes first). The players then add up their victory points:&lt;br /&gt;
&lt;br /&gt;
===Controlling Spaces===&lt;br /&gt;
Each coin that &amp;quot;control&amp;quot; a space scores victory points (VP) equal to their rank (1, 2, 3 or 4).&lt;br /&gt;
A coin &amp;quot;controls&amp;quot; a space if it is either the only coin on a space or is the top coin on a stack of coins on a space.&lt;br /&gt;
&lt;br /&gt;
===Region Bonuses===&lt;br /&gt;
If a player controls the majority of spaces in each color-coded region, the VP scored by their coins in that region is doubled. No&lt;br /&gt;
region bonus is given in the case of a tie.&lt;br /&gt;
&lt;br /&gt;
===Bank Bonuses===&lt;br /&gt;
Players score 1 bonus VP per coin remaining in their bank at the end of the game. &lt;br /&gt;
&lt;br /&gt;
The player with the most VP wins! In the case of a tie, the player with the highest total value of coins (based on the values above) remaining in their bank is the winner.&lt;br /&gt;
&lt;br /&gt;
==Map Variants==&lt;br /&gt;
There are 4 maps available with different size of regions. You can also allow BGA to choose a random map.&lt;/div&gt;</summary>
		<author><name>JefferoNW</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcoinage&amp;diff=25443</id>
		<title>Gamehelpcoinage</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcoinage&amp;diff=25443"/>
		<updated>2025-06-15T03:21:47Z</updated>

		<summary type="html">&lt;p&gt;JefferoNW: Fixing bullets&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Adam P. McIver&#039;s CoinAge&lt;br /&gt;
&lt;br /&gt;
==Game Overview==&lt;br /&gt;
Coin Age is a microgame for two players that is played with a single card and pocket change. &lt;br /&gt;
Players take turns placing coins on a map to control spaces, outmaneuver their opponent, and score victory points.&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
Place the map card in the center of the table directly between the two players.&lt;br /&gt;
&lt;br /&gt;
Each map has ten spaces and four color-coded regions. The four regions are of size 1, 2, 3 &amp;amp; 4 spaces respectively.&lt;br /&gt;
&lt;br /&gt;
Each player begins the game with 4 dimes, 3 pennies, 2 nickels, and 1 quarter in their &amp;quot;bank.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
In this BGA implementation, each coin is represented by its value at the end of the game when controlling a territory:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TABLE border=&amp;quot;2&amp;quot; rules=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Coin&#039;&#039;&#039; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Represented by&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Dimes&#039;&#039;&#039; &amp;lt;TD&amp;gt; The value &amp;quot;1&amp;quot; coin (smallest in size)&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Pennies&#039;&#039;&#039; &amp;lt;TD&amp;gt; The value &amp;quot;2&amp;quot; coin&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Nickels&#039;&#039;&#039; &amp;lt;TD&amp;gt; The value &amp;quot;3&amp;quot; coin&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;The Quarter&#039;&#039;&#039; &amp;lt;TD&amp;gt; The value &amp;quot;4&amp;quot; coin (largest in size)&lt;br /&gt;
&amp;lt;/TABLE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Coins can be stacked (See the &amp;quot;Place&amp;quot; action) with &amp;quot;smaller&amp;quot; coins being placed on top of &amp;quot;larger&amp;quot; coins: Dimes (1) &amp;lt; Pennies (2) &amp;lt; Nickels (3) &amp;lt; Quarters (4)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Heads&amp;quot; are represented as gold coins. &amp;quot;Tails&amp;quot; are represented as silver coins.&lt;br /&gt;
&lt;br /&gt;
The player assigned &amp;quot;Heads&amp;quot; takes the first turn.&lt;br /&gt;
&lt;br /&gt;
==Turn Sequence and Actions==&lt;br /&gt;
At the beginning of your turn, a &amp;lt;i&amp;gt;single coin&amp;lt;/i&amp;gt; of each &amp;lt;i&amp;gt;different kind&amp;lt;/i&amp;gt; of the coins remaining in your &amp;quot;bank&amp;quot; are tossed/flipped.&lt;br /&gt;
&lt;br /&gt;
The number of coins that match your side (&amp;quot;Heads&amp;quot; or &amp;quot;Tails&amp;quot;) determine what actions you can take:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TABLE border=&amp;quot;2&amp;quot; rules=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Number of Matches&#039;&#039;&#039; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Actions (Optional and in Any Order)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Four (4)&#039;&#039;&#039; &amp;lt;TD&amp;gt; Place 2 &amp;lt;i&amp;gt;or&amp;lt;/i&amp;gt; Pay 1 to Place 3&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Three (3)&#039;&#039;&#039; &amp;lt;TD&amp;gt; Place 2&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Two (2)&#039;&#039;&#039; &amp;lt;TD&amp;gt; Place 2&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;One (1)&#039;&#039;&#039; &amp;lt;TD&amp;gt; Place 1 &amp;lt;i&amp;gt;and&amp;lt;/i&amp;gt; Move&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;None (0)&#039;&#039;&#039; &amp;lt;TD&amp;gt; Capture &amp;lt;i&amp;gt;and&amp;lt;/i&amp;gt; Move&lt;br /&gt;
&amp;lt;/TABLE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Action Details==&lt;br /&gt;
&lt;br /&gt;
===Place===&lt;br /&gt;
Take one of your matching coins and either: &lt;br /&gt;
* Place it on an empty map space, or&lt;br /&gt;
* Place it on an occupied map space (if your coin is of a lower rank [i.e.: smaller])&lt;br /&gt;
&lt;br /&gt;
===Pay===&lt;br /&gt;
Transfer one of your matching coins to your opponent&#039;s bank.&lt;br /&gt;
&lt;br /&gt;
===Move===&lt;br /&gt;
Move a stack (all the coins) in one map space to an empty, adjacent map space.&lt;br /&gt;
&lt;br /&gt;
===Capture===&lt;br /&gt;
Remove any single coin from a map space (or from the top of stack) and place it in your bank.&lt;br /&gt;
&lt;br /&gt;
==Game End &amp;amp; Scoring==&lt;br /&gt;
The game ends immediately when a player places a coin in the last empty map space, or when a player runs out of coins in their bank (whichever comes first). The players then add up their victory points:&lt;br /&gt;
&lt;br /&gt;
===Controlling Spaces===&lt;br /&gt;
Each coin that &amp;quot;control&amp;quot; a space scores victory points (VP) equal to their rank (1, 2, 3 or 4).&lt;br /&gt;
A coin &amp;quot;controls&amp;quot; a space if it is either the only coin on a space or is the top coin on a stack of coins on a space.&lt;br /&gt;
&lt;br /&gt;
===Region Bonuses===&lt;br /&gt;
If a player controls the majority of spaces in each color-coded region, the VP scored by their coins in that region is doubled. No&lt;br /&gt;
region bonus is given in the case of a tie.&lt;br /&gt;
&lt;br /&gt;
===Bank Bonuses===&lt;br /&gt;
Players score 1 bonus VP per coin remaining in their bank at the end of the game. &lt;br /&gt;
&lt;br /&gt;
The player with the most VP wins! In the case of a tie, the player with the highest total value of coins (based on the values above) remaining in their bank is the winner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Map Variants==&lt;br /&gt;
There are 4 maps available with different size of regions. You can also allow BGA to choose a random map.&lt;/div&gt;</summary>
		<author><name>JefferoNW</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcoinage&amp;diff=25442</id>
		<title>Gamehelpcoinage</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcoinage&amp;diff=25442"/>
		<updated>2025-06-15T03:18:01Z</updated>

		<summary type="html">&lt;p&gt;JefferoNW: Correcting Bullets&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Adam P. McIver&#039;s CoinAge&lt;br /&gt;
&lt;br /&gt;
==Game Overview==&lt;br /&gt;
Coin Age is a microgame for two players that is played with a single card and pocket change. &lt;br /&gt;
Players take turns placing coins on a map to control spaces, outmaneuver their opponent, and score victory points.&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
Place the map card in the center of the table directly between the two players.&lt;br /&gt;
&lt;br /&gt;
Each map has ten spaces and four color-coded regions. The four regions are of size 1, 2, 3 &amp;amp; 4 spaces respectively.&lt;br /&gt;
&lt;br /&gt;
Each player begins the game with 4 dimes, 3 pennies, 2 nickels, and 1 quarter in their &amp;quot;bank.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
In this BGA implementation, each coin is represented by its value at the end of the game when controlling a territory:&lt;br /&gt;
• Dimes (smallest in size) are represented by the value &amp;quot;1&amp;quot; coin&lt;br /&gt;
• Pennies are represented by the value &amp;quot;2&amp;quot; coin&lt;br /&gt;
• Nickels are represented by the value &amp;quot;3&amp;quot; coin&lt;br /&gt;
• The Quarter (largest in size) is represented by the value &amp;quot;4&amp;quot; coin&lt;br /&gt;
&lt;br /&gt;
Coins can be stacked, with &amp;quot;smaller&amp;quot; coins being placed on top of &amp;quot;larger&amp;quot; coins: Dimes (1) &amp;lt; Pennies (2) &amp;lt; Nickels (3) &amp;lt; Quarters (4)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Heads&amp;quot; are represented as gold coins. &amp;quot;Tails&amp;quot; are represented as silver coins.&lt;br /&gt;
&lt;br /&gt;
The player assigned &amp;quot;Heads&amp;quot; takes the first turn.&lt;br /&gt;
&lt;br /&gt;
==Turn Sequence and Actions==&lt;br /&gt;
At the beginning of your turn, a &amp;lt;i&amp;gt;single coin&amp;lt;/i&amp;gt; of each &amp;lt;i&amp;gt;different kind&amp;lt;/i&amp;gt; of the coins remaining in your &amp;quot;bank&amp;quot; are tossed/flipped.&lt;br /&gt;
&lt;br /&gt;
The number of coins that match your side (&amp;quot;Heads&amp;quot; or &amp;quot;Tails&amp;quot;) determine what actions you can take:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TABLE border=&amp;quot;2&amp;quot; rules=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Number of Matches&#039;&#039;&#039; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Actions (Optional and in Any Order)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Four (4)&#039;&#039;&#039; &amp;lt;TD&amp;gt; Place 2 &amp;lt;i&amp;gt;or&amp;lt;/i&amp;gt; Pay 1 to Place 3&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Three (3)&#039;&#039;&#039; &amp;lt;TD&amp;gt; Place 2&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Two (2)&#039;&#039;&#039; &amp;lt;TD&amp;gt; Place 2&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;One (1)&#039;&#039;&#039; &amp;lt;TD&amp;gt; Place 1 &amp;lt;i&amp;gt;and&amp;lt;/i&amp;gt; Move&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;None (0)&#039;&#039;&#039; &amp;lt;TD&amp;gt; Capture &amp;lt;i&amp;gt;and&amp;lt;/i&amp;gt; Move&lt;br /&gt;
&amp;lt;/TABLE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Action Details==&lt;br /&gt;
&lt;br /&gt;
===Place===&lt;br /&gt;
Take one of your matching coins and either: &lt;br /&gt;
* Place it on an empty map space, or&lt;br /&gt;
* Place it on an occupied map space (if your coin is of a lower rank [i.e.: smaller])&lt;br /&gt;
&lt;br /&gt;
===Pay===&lt;br /&gt;
Transfer one of your matching coins to your opponent&#039;s bank.&lt;br /&gt;
&lt;br /&gt;
===Move===&lt;br /&gt;
Move a stack (all the coins) in one map space to an empty, adjacent map space.&lt;br /&gt;
&lt;br /&gt;
===Capture===&lt;br /&gt;
Remove any single coin from a map space (or from the top of stack) and place it in your bank.&lt;br /&gt;
&lt;br /&gt;
==Game End &amp;amp; Scoring==&lt;br /&gt;
The game ends immediately when a player places a coin in the last empty map space, or when a player runs out of coins in their bank (whichever comes first). The players then add up their victory points:&lt;br /&gt;
&lt;br /&gt;
===Controlling Spaces===&lt;br /&gt;
Each coin that &amp;quot;control&amp;quot; a space scores victory points (VP) equal to their rank (1, 2, 3 or 4).&lt;br /&gt;
A coin &amp;quot;controls&amp;quot; a space if it is either the only coin on a space or is the top coin on a stack of coins on a space.&lt;br /&gt;
&lt;br /&gt;
===Region Bonuses===&lt;br /&gt;
If a player controls the majority of spaces in each color-coded region, the VP scored by their coins in that region is doubled. No&lt;br /&gt;
region bonus is given in the case of a tie.&lt;br /&gt;
&lt;br /&gt;
===Bank Bonuses===&lt;br /&gt;
Players score 1 bonus VP per coin remaining in their bank at the end of the game. &lt;br /&gt;
&lt;br /&gt;
The player with the most VP wins! In the case of a tie, the player with the highest total value of coins (based on the values above) remaining in their bank is the winner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Map Variants==&lt;br /&gt;
There are 4 maps available with different size of regions. You can also allow BGA to choose a random map.&lt;/div&gt;</summary>
		<author><name>JefferoNW</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcoinage&amp;diff=25441</id>
		<title>Gamehelpcoinage</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcoinage&amp;diff=25441"/>
		<updated>2025-06-15T03:16:54Z</updated>

		<summary type="html">&lt;p&gt;JefferoNW: Correcting bullets&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Adam P. McIver&#039;s CoinAge&lt;br /&gt;
&lt;br /&gt;
==Game Overview==&lt;br /&gt;
Coin Age is a microgame for two players that is played with a single card and pocket change. &lt;br /&gt;
Players take turns placing coins on a map to control spaces, outmaneuver their opponent, and score victory points.&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
Place the map card in the center of the table directly between the two players.&lt;br /&gt;
&lt;br /&gt;
Each map has ten spaces and four color-coded regions. The four regions are of size 1, 2, 3 &amp;amp; 4 spaces respectively.&lt;br /&gt;
&lt;br /&gt;
Each player begins the game with 4 dimes, 3 pennies, 2 nickels, and 1 quarter in their &amp;quot;bank.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
In this BGA implementation, each coin is represented by its value at the end of the game when controlling a territory:&lt;br /&gt;
- Dimes (smallest in size) are represented by the value &amp;quot;1&amp;quot; coin&lt;br /&gt;
- Pennies are represented by the value &amp;quot;2&amp;quot; coin&lt;br /&gt;
- Nickels are represented by the value &amp;quot;3&amp;quot; coin&lt;br /&gt;
- The Quarter (largest in size) is represented by the value &amp;quot;4&amp;quot; coin&lt;br /&gt;
&lt;br /&gt;
Coins can be stacked, with &amp;quot;smaller&amp;quot; coins being placed on top of &amp;quot;larger&amp;quot; coins: Dimes (1) &amp;lt; Pennies (2) &amp;lt; Nickels (3) &amp;lt; Quarters (4)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Heads&amp;quot; are represented as gold coins. &amp;quot;Tails&amp;quot; are represented as silver coins.&lt;br /&gt;
&lt;br /&gt;
The player assigned &amp;quot;Heads&amp;quot; takes the first turn.&lt;br /&gt;
&lt;br /&gt;
==Turn Sequence and Actions==&lt;br /&gt;
At the beginning of your turn, a &amp;lt;i&amp;gt;single coin&amp;lt;/i&amp;gt; of each &amp;lt;i&amp;gt;different kind&amp;lt;/i&amp;gt; of the coins remaining in your &amp;quot;bank&amp;quot; are tossed/flipped.&lt;br /&gt;
&lt;br /&gt;
The number of coins that match your side (&amp;quot;Heads&amp;quot; or &amp;quot;Tails&amp;quot;) determine what actions you can take:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TABLE border=&amp;quot;2&amp;quot; rules=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Number of Matches&#039;&#039;&#039; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Actions (Optional and in Any Order)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Four (4)&#039;&#039;&#039; &amp;lt;TD&amp;gt; Place 2 &amp;lt;i&amp;gt;or&amp;lt;/i&amp;gt; Pay 1 to Place 3&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Three (3)&#039;&#039;&#039; &amp;lt;TD&amp;gt; Place 2&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Two (2)&#039;&#039;&#039; &amp;lt;TD&amp;gt; Place 2&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;One (1)&#039;&#039;&#039; &amp;lt;TD&amp;gt; Place 1 &amp;lt;i&amp;gt;and&amp;lt;/i&amp;gt; Move&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;None (0)&#039;&#039;&#039; &amp;lt;TD&amp;gt; Capture &amp;lt;i&amp;gt;and&amp;lt;/i&amp;gt; Move&lt;br /&gt;
&amp;lt;/TABLE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Action Details==&lt;br /&gt;
&lt;br /&gt;
===Place===&lt;br /&gt;
Take one of your matching coins and either: &lt;br /&gt;
* Place it on an empty map space, or&lt;br /&gt;
* Place it on an occupied map space (if your coin is of a lower rank [i.e.: smaller])&lt;br /&gt;
&lt;br /&gt;
===Pay===&lt;br /&gt;
Transfer one of your matching coins to your opponent&#039;s bank.&lt;br /&gt;
&lt;br /&gt;
===Move===&lt;br /&gt;
Move a stack (all the coins) in one map space to an empty, adjacent map space.&lt;br /&gt;
&lt;br /&gt;
===Capture===&lt;br /&gt;
Remove any single coin from a map space (or from the top of stack) and place it in your bank.&lt;br /&gt;
&lt;br /&gt;
==Game End &amp;amp; Scoring==&lt;br /&gt;
The game ends immediately when a player places a coin in the last empty map space, or when a player runs out of coins in their bank (whichever comes first). The players then add up their victory points:&lt;br /&gt;
&lt;br /&gt;
===Controlling Spaces===&lt;br /&gt;
Each coin that &amp;quot;control&amp;quot; a space scores victory points (VP) equal to their rank (1, 2, 3 or 4).&lt;br /&gt;
A coin &amp;quot;controls&amp;quot; a space if it is either the only coin on a space or is the top coin on a stack of coins on a space.&lt;br /&gt;
&lt;br /&gt;
===Region Bonuses===&lt;br /&gt;
If a player controls the majority of spaces in each color-coded region, the VP scored by their coins in that region is doubled. No&lt;br /&gt;
region bonus is given in the case of a tie.&lt;br /&gt;
&lt;br /&gt;
===Bank Bonuses===&lt;br /&gt;
Players score 1 bonus VP per coin remaining in their bank at the end of the game. &lt;br /&gt;
&lt;br /&gt;
The player with the most VP wins! In the case of a tie, the player with the highest total value of coins (based on the values above) remaining in their bank is the winner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Map Variants==&lt;br /&gt;
There are 4 maps available with different size of regions. You can also allow BGA to choose a random map.&lt;/div&gt;</summary>
		<author><name>JefferoNW</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcoinage&amp;diff=25440</id>
		<title>Gamehelpcoinage</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcoinage&amp;diff=25440"/>
		<updated>2025-06-15T03:15:53Z</updated>

		<summary type="html">&lt;p&gt;JefferoNW: Major rewrite using the content from the original PDF.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Adam P. McIver&#039;s CoinAge&lt;br /&gt;
&lt;br /&gt;
==Game Overview==&lt;br /&gt;
Coin Age is a microgame for two players that is played with a single card and pocket change. &lt;br /&gt;
Players take turns placing coins on a map to control spaces, outmaneuver their opponent, and score victory points.&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
Place the map card in the center of the table directly between the two players.&lt;br /&gt;
&lt;br /&gt;
Each map has ten spaces and four color-coded regions. The four regions are of size 1, 2, 3 &amp;amp; 4 spaces respectively.&lt;br /&gt;
&lt;br /&gt;
Each player begins the game with 4 dimes, 3 pennies, 2 nickels, and 1 quarter in their &amp;quot;bank.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
In this BGA implementation, each coin is represented by its value at the end of the game when controlling a territory:&lt;br /&gt;
* Dimes (smallest in size) are represented by the value &amp;quot;1&amp;quot; coin&lt;br /&gt;
* Pennies are represented by the value &amp;quot;2&amp;quot; coin&lt;br /&gt;
* Nickels are represented by the value &amp;quot;3&amp;quot; coin&lt;br /&gt;
* The Quarter (largest in size) is represented by the value &amp;quot;4&amp;quot; coin&lt;br /&gt;
&lt;br /&gt;
Coins can be stacked, with &amp;quot;smaller&amp;quot; coins being placed on top of &amp;quot;larger&amp;quot; coins: Dimes (1) &amp;lt; Pennies (2) &amp;lt; Nickels (3) &amp;lt; Quarters (4)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Heads&amp;quot; are represented as gold coins. &amp;quot;Tails&amp;quot; are represented as silver coins.&lt;br /&gt;
&lt;br /&gt;
The player assigned &amp;quot;Heads&amp;quot; takes the first turn.&lt;br /&gt;
&lt;br /&gt;
==Turn Sequence and Actions==&lt;br /&gt;
At the beginning of your turn, a &amp;lt;i&amp;gt;single coin&amp;lt;/i&amp;gt; of each &amp;lt;i&amp;gt;different kind&amp;lt;/i&amp;gt; of the coins remaining in your &amp;quot;bank&amp;quot; are tossed/flipped.&lt;br /&gt;
&lt;br /&gt;
The number of coins that match your side (&amp;quot;Heads&amp;quot; or &amp;quot;Tails&amp;quot;) determine what actions you can take:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TABLE border=&amp;quot;2&amp;quot; rules=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Number of Matches&#039;&#039;&#039; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Actions (Optional and in Any Order)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Four (4)&#039;&#039;&#039; &amp;lt;TD&amp;gt; Place 2 &amp;lt;i&amp;gt;or&amp;lt;/i&amp;gt; Pay 1 to Place 3&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Three (3)&#039;&#039;&#039; &amp;lt;TD&amp;gt; Place 2&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Two (2)&#039;&#039;&#039; &amp;lt;TD&amp;gt; Place 2&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;One (1)&#039;&#039;&#039; &amp;lt;TD&amp;gt; Place 1 &amp;lt;i&amp;gt;and&amp;lt;/i&amp;gt; Move&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;None (0)&#039;&#039;&#039; &amp;lt;TD&amp;gt; Capture &amp;lt;i&amp;gt;and&amp;lt;/i&amp;gt; Move&lt;br /&gt;
&amp;lt;/TABLE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Action Details==&lt;br /&gt;
&lt;br /&gt;
===Place===&lt;br /&gt;
Take one of your matching coins and either: &lt;br /&gt;
* Place it on an empty map space, or&lt;br /&gt;
* Place it on an occupied map space (if your coin is of a lower rank [i.e.: smaller])&lt;br /&gt;
&lt;br /&gt;
===Pay===&lt;br /&gt;
Transfer one of your matching coins to your opponent&#039;s bank.&lt;br /&gt;
&lt;br /&gt;
===Move===&lt;br /&gt;
Move a stack (all the coins) in one map space to an empty, adjacent map space.&lt;br /&gt;
&lt;br /&gt;
===Capture===&lt;br /&gt;
Remove any single coin from a map space (or from the top of stack) and place it in your bank.&lt;br /&gt;
&lt;br /&gt;
==Game End &amp;amp; Scoring==&lt;br /&gt;
The game ends immediately when a player places a coin in the last empty map space, or when a player runs out of coins in their bank (whichever comes first). The players then add up their victory points:&lt;br /&gt;
&lt;br /&gt;
===Controlling Spaces===&lt;br /&gt;
Each coin that &amp;quot;control&amp;quot; a space scores victory points (VP) equal to their rank (1, 2, 3 or 4).&lt;br /&gt;
A coin &amp;quot;controls&amp;quot; a space if it is either the only coin on a space or is the top coin on a stack of coins on a space.&lt;br /&gt;
&lt;br /&gt;
===Region Bonuses===&lt;br /&gt;
If a player controls the majority of spaces in each color-coded region, the VP scored by their coins in that region is doubled. No&lt;br /&gt;
region bonus is given in the case of a tie.&lt;br /&gt;
&lt;br /&gt;
===Bank Bonuses===&lt;br /&gt;
Players score 1 bonus VP per coin remaining in their bank at the end of the game. &lt;br /&gt;
&lt;br /&gt;
The player with the most VP wins! In the case of a tie, the player with the highest total value of coins (based on the values above) remaining in their bank is the winner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Map Variants==&lt;br /&gt;
There are 4 maps available with different size of regions. You can also allow BGA to choose a random map.&lt;/div&gt;</summary>
		<author><name>JefferoNW</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpnoah&amp;diff=25012</id>
		<title>Gamehelpnoah</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpnoah&amp;diff=25012"/>
		<updated>2025-05-19T20:06:46Z</updated>

		<summary type="html">&lt;p&gt;JefferoNW: Corrected some errors and added some minor bits.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Goal of the Game ==&lt;br /&gt;
&lt;br /&gt;
Distribute animal cards from your hand onto the 5 ferries bound for Noah&#039;s Ark.&lt;br /&gt;
&lt;br /&gt;
A game is played over three rounds. Each round ends when either: One player has placed their last animal card onto a ferry, or four ferries have departed for the Ark.&lt;br /&gt;
&lt;br /&gt;
After three rounds, the winner is the player with the fewest Penalty Points (tear drops) at the end of the game.&lt;br /&gt;
&lt;br /&gt;
(Alternatively, game end is triggered if someone exceeds 26 Penalty Points.)&lt;br /&gt;
&lt;br /&gt;
== Animal Cards ==&lt;br /&gt;
&lt;br /&gt;
Each player is dealt 8 animal cards each round.&lt;br /&gt;
&lt;br /&gt;
Animal cards display the following:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Name:&amp;lt;/b&amp;gt; Name of the animal (see table below)&lt;br /&gt;
* &amp;lt;b&amp;gt;Weight:&amp;lt;/b&amp;gt; From 0 to 10&lt;br /&gt;
* &amp;lt;b&amp;gt;Gender:&amp;lt;/b&amp;gt; BLUE for Male. PINK for Female. (The Snail card is a hermaphrodite and can be played as either Male or Female)&lt;br /&gt;
* &amp;lt;b&amp;gt;Penalty Points:&amp;lt;/b&amp;gt; 0 to 5 &amp;quot;tear drops&amp;quot;, reflecting Noah’s sadness at not being able to save the animal&lt;br /&gt;
* &amp;lt;b&amp;gt;Noah&#039;s Movement Indicator:&amp;lt;/b&amp;gt; Male animals will move Noah &amp;quot;across and left&amp;quot; or &amp;quot;across and right&amp;quot;. Female animals move Noah &amp;quot;left&amp;quot; or &amp;quot;right&amp;quot;.&lt;br /&gt;
* &amp;lt;b&amp;gt;Effect Icon:&amp;lt;/b&amp;gt; If the animal has one or more special effects (see table below)&lt;br /&gt;
&lt;br /&gt;
== Ferries ==&lt;br /&gt;
&lt;br /&gt;
Each round starts with five ferries, each loaded with one random animal.&lt;br /&gt;
&lt;br /&gt;
When a ferry has been loaded with animals whose combined weight EXACTLY match the ferry&#039;s capacity, the ferry &amp;quot;departs&amp;quot; for the Ark.&lt;br /&gt;
&lt;br /&gt;
== Player Turn ==&lt;br /&gt;
&lt;br /&gt;
On your turn you must:&lt;br /&gt;
* &amp;lt;b&amp;gt;Play an animal card&amp;lt;/b&amp;gt; from your hand onto the ferry that the Noah marker is on.&lt;br /&gt;
* &amp;lt;b&amp;gt;Move the Noah marker&amp;lt;/b&amp;gt; according to the played card&#039;s Movement Indicator.&lt;br /&gt;
&lt;br /&gt;
=== Animal Card Placement ===&lt;br /&gt;
&lt;br /&gt;
You must place one animal card from your hand onto the ferry where the Noah marker resides following these rules:&lt;br /&gt;
&lt;br /&gt;
* Animal cards placed on a ferry either: &lt;br /&gt;
** Must be &amp;lt;u&amp;gt;all the same gender&amp;lt;/u&amp;gt; (all Male or all Female), or &lt;br /&gt;
** Must &amp;lt;u&amp;gt;alternate genders&amp;lt;/u&amp;gt; (MFMF... or FMFM...).&lt;br /&gt;
* Each ferry has a weight limit of 21 (unless modified by a Woodpecker card, which lowers the weight limit to 13).&lt;br /&gt;
* The weight of an animal placed on a ferry cannot exceed the ferry&#039;s remaining capacity.&lt;br /&gt;
* The ferry &amp;quot;departs&amp;quot; for the Ark when it reaches its EXACT weight limit. Then:&lt;br /&gt;
** The cards on the ferry are discarded.&lt;br /&gt;
** The player who &amp;quot;filled the ferry&amp;quot; gets to give away card(s) from their hand to their opponent(s): One card given per ferry that has departed this round (1, 2, 3, or 4).&lt;br /&gt;
&lt;br /&gt;
If you are unable to play a card (due to gender or weight restrictions) you must instead take ALL the cards from that ferry back into your hand.&lt;br /&gt;
* You then play a card from your hand onto that same (now-empty) ferry.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Special Effect:&amp;lt;/b&amp;gt; Some animal cards provide a special effect when played (see list below).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Extra Turn Bonus:&amp;lt;/b&amp;gt; If you play an animal card that matches the animal card below it (i.e.: has the same &amp;lt;u&amp;gt;name&amp;lt;/u&amp;gt;, for example a &#039;Cat&#039; card on &#039;Cat&#039; card) you get to take another turn (after moving Noah).&lt;br /&gt;
* Note: Gender has no impact on achieving the Bonus. Placing either a Male or Female card on another Male or Female card with matching names will achieve the Bonus.&lt;br /&gt;
* Note: The Bonus can be achieved over and over again if your cards allow it. (Remember, you still must move Noah between your extra turns.)&lt;br /&gt;
* Note: The Bonus can be achieved multiple times even on the same ferry and even with repeated placement of the same animal. For example if, on a previous turn, a Cat card was placed on another Cat card, it is still legal to place another Cat card (making a stack of three Cat cards) to achieve the Bonus.&lt;br /&gt;
* Note: Parrots and Woodpecker cards all have a weight of 0, but they do NOT trigger the Bonus if placed over each other. A Parrot must be placed over another Parrot and a Woodpecker over another Woodpecker to achieve the Bonus.&lt;br /&gt;
&lt;br /&gt;
=== Moving the Noah Marker ===&lt;br /&gt;
&lt;br /&gt;
After you place an animal card, you must move the Noah marker to another ferry. &lt;br /&gt;
* Placing a FEMALE animal requires you to move Noah one ferry to the LEFT or RIGHT of the current ferry (your choice).&lt;br /&gt;
* Placing a MALE animal requires you to move Noah to a ferry either &amp;quot;across and to the left&amp;quot; or &amp;quot;across and to the right&amp;quot; from the current ferry (your choice).&lt;br /&gt;
* Note: Placing a Donkey/Mule card requires Noah to remain on the current ferry.&lt;br /&gt;
&lt;br /&gt;
== Round End &amp;amp; Game End ==&lt;br /&gt;
&lt;br /&gt;
A game is played over three rounds. &lt;br /&gt;
&lt;br /&gt;
Each round ends when either: &lt;br /&gt;
* One player has placed their last animal card onto a ferry, or &lt;br /&gt;
* Four ferries have departed for the Ark.&lt;br /&gt;
* Penalty Points are then awarded for the number of &amp;quot;tear drop&amp;quot; symbols on animal cards remaining in each player&#039;s hand.&lt;br /&gt;
* Reshuffle all cards. The player with the worst score begins the next round.&lt;br /&gt;
&lt;br /&gt;
After three rounds, the winner is the player with the fewest Penalty Points (tear drops) at the end of the game.&lt;br /&gt;
&lt;br /&gt;
(Alternatively, game end is triggered if someone exceeds 26 Penalty Points.)&lt;br /&gt;
&lt;br /&gt;
== Animals Cards and Special Effects ==&lt;br /&gt;
&lt;br /&gt;
=== Standard Animals ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TABLE border=&amp;quot;2&amp;quot; rules=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Animal Name&#039;&#039;&#039; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Weight&#039;&#039;&#039; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Penalty Points&#039;&#039;&#039; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Special Effect&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Parrot&#039;&#039;&#039; &amp;lt;TD&amp;gt; 0 &amp;lt;TD&amp;gt; -2 &amp;lt;TD&amp;gt; No Effect&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Woodpecker&#039;&#039;&#039; &amp;lt;TD&amp;gt; 0 &amp;lt;TD&amp;gt; -2 &amp;lt;TD&amp;gt; Effect: When played, reduces the maximum weight for that ferry from 21 to 13.&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Snail&#039;&#039;&#039; &amp;lt;TD&amp;gt; 1 &amp;lt;TD&amp;gt; -2 &amp;lt;TD&amp;gt; Effect: The Snail is an hermaphrodite. When played, you choose whether it will be male or female.&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Cat&#039;&#039;&#039; &amp;lt;TD&amp;gt; 2 &amp;lt;TD&amp;gt; -1 &amp;lt;TD&amp;gt; No Effect&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Kangaroo&#039;&#039;&#039; &amp;lt;TD&amp;gt; 3 &amp;lt;TD&amp;gt; -1 &amp;lt;TD&amp;gt; No Effect&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Panda&#039;&#039;&#039; &amp;lt;TD&amp;gt; 4 &amp;lt;TD&amp;gt; -4 &amp;lt;TD&amp;gt; No Effect (but Noah is &#039;&#039;very&#039;&#039; sad to not save the Pandas!)&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Lion&#039;&#039;&#039; &amp;lt;TD&amp;gt; 5 &amp;lt;TD&amp;gt; -1 &amp;lt;TD&amp;gt; Effect: When played, draw a card from the hand of an opponent of your choice. Then, give that opponent a card from your hand (you can return the card you have just taken, if you want).&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Donkey/Mule&#039;&#039;&#039; &amp;lt;TD&amp;gt; 6 &amp;lt;TD&amp;gt; -1 &amp;lt;TD&amp;gt; Effect: Playing a Donkey/Mule card prevents the Noah marker from being moved to a new ferry. Noah remains on the current ferry for the next turn.&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Bear&#039;&#039;&#039; &amp;lt;TD&amp;gt; 7 &amp;lt;TD&amp;gt; 0 &amp;lt;TD&amp;gt; No Effect&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Giraffe&#039;&#039;&#039; &amp;lt;TD&amp;gt; 8 &amp;lt;TD&amp;gt; 0 &amp;lt;TD&amp;gt; Effect: When played, look at the cards in the hand of an opponent of your choice.&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Rhinoceros&#039;&#039;&#039; &amp;lt;TD&amp;gt; 9 &amp;lt;TD&amp;gt; 0 &amp;lt;TD&amp;gt; No Effect&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Elephant&#039;&#039;&#039; &amp;lt;TD&amp;gt; 10 &amp;lt;TD&amp;gt; 0 &amp;lt;TD&amp;gt; No Effect&lt;br /&gt;
&amp;lt;/TABLE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bonus Animals ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TABLE border=&amp;quot;2&amp;quot; rules=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Animal Name&#039;&#039;&#039; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Weight&#039;&#039;&#039; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Penalty Points&#039;&#039;&#039; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Special Effect&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Frog&#039;&#039;&#039; &amp;lt;TD&amp;gt; 1-5 * &amp;lt;TD&amp;gt; -5 &amp;lt;TD&amp;gt; &#039;&#039;&#039;Setup:&#039;&#039;&#039; When playing with the Frog, all Snail cards are removed from the game.&lt;br /&gt;
&#039;&#039;&#039;Weight *:&#039;&#039;&#039; The Frog has a normal weight of 1. When played, a Frog can be assigned a weight from 1 to 5 (chosen by the player) but &#039;&#039;only&#039;&#039; if that new weight would cause the ferry to EXACTLY match its current capacity causing it to depart for the Ark.&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Crocodile&#039;&#039;&#039; &amp;lt;TD&amp;gt; 6 &amp;lt;TD&amp;gt; +2 &amp;lt;TD&amp;gt; &#039;&#039;&#039;Setup:&#039;&#039;&#039; When playing with the Crocodile, all Donkey/Mule cards are removed from the game.&lt;br /&gt;
&#039;&#039;&#039;Crocodile Tears:&#039;&#039;&#039; When played, move &#039;&#039;back&#039;&#039; two squares on the scoring track. (It is not possible to have a negative score.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crocodile&#039;s Teeth:&#039;&#039;&#039; When the Crocodile is added to a ferry, the Crocodile &#039;&#039;frightens&#039;&#039; another animal causing the first animal that was placed on the ferry to &#039;&#039;flee&#039;&#039;. Choose an opponent who must add the fleeing animal to their hand. It is only then that the weight limit in the ferry is verified.&lt;br /&gt;
&amp;lt;/TABLE&amp;gt;&lt;/div&gt;</summary>
		<author><name>JefferoNW</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpnoah&amp;diff=25011</id>
		<title>Gamehelpnoah</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpnoah&amp;diff=25011"/>
		<updated>2025-05-19T20:00:16Z</updated>

		<summary type="html">&lt;p&gt;JefferoNW: Full rewrite with more details and animal tables&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Goal of the Game ==&lt;br /&gt;
&lt;br /&gt;
Distribute animal cards from your hand onto the 5 ferries bound for Noah&#039;s Ark.&lt;br /&gt;
&lt;br /&gt;
A game is played over three rounds. Each round ends when either: One player has placed their last animal card onto a ferry, or three ferries have departed for the Ark.&lt;br /&gt;
&lt;br /&gt;
After three rounds, the winner is the player with the fewest Penalty Points (tear drops) at the end of the game.&lt;br /&gt;
&lt;br /&gt;
(Alternatively, game end is triggered if someone exceeds 26 Penalty Points.)&lt;br /&gt;
&lt;br /&gt;
== Animal Cards ==&lt;br /&gt;
&lt;br /&gt;
Each player is dealt 8 animal cards each round.&lt;br /&gt;
&lt;br /&gt;
Animal cards display the following:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Name:&amp;lt;/b&amp;gt; Name of the animal (see table below)&lt;br /&gt;
* &amp;lt;b&amp;gt;Weight:&amp;lt;/b&amp;gt; From 0 to 10&lt;br /&gt;
* &amp;lt;b&amp;gt;Gender:&amp;lt;/b&amp;gt; BLUE for Male. PINK for Female. (The Snail card is a hermaphrodite and can be played as either Male or Female)&lt;br /&gt;
* &amp;lt;b&amp;gt;Penalty Points:&amp;lt;/b&amp;gt; 0 to 5 &amp;quot;tear drops&amp;quot;, reflecting Noah’s sadness at not being able to save the animal&lt;br /&gt;
* &amp;lt;b&amp;gt;Noah&#039;s Movement Indicator:&amp;lt;/b&amp;gt; Male animals will move Noah &amp;quot;across and left&amp;quot; or &amp;quot;across and right&amp;quot;. Female animals move Noah &amp;quot;left&amp;quot; or &amp;quot;right&amp;quot;.&lt;br /&gt;
* &amp;lt;b&amp;gt;Effect Icon:&amp;lt;/b&amp;gt; If the animal has one or more special effects (see table below)&lt;br /&gt;
&lt;br /&gt;
== Ferries ==&lt;br /&gt;
&lt;br /&gt;
Each round starts with five ferries, each loaded with one random animal.&lt;br /&gt;
&lt;br /&gt;
When a ferry has been loaded with animals whose combined weight EXACTLY match the ferry&#039;s capacity, the ferry &amp;quot;departs&amp;quot; for the Ark.&lt;br /&gt;
&lt;br /&gt;
== Player Turn ==&lt;br /&gt;
&lt;br /&gt;
On your turn you must:&lt;br /&gt;
* &amp;lt;b&amp;gt;Play an animal card&amp;lt;/b&amp;gt; from your hand onto the ferry that the Noah marker is on.&lt;br /&gt;
* &amp;lt;b&amp;gt;Move the Noah marker&amp;lt;/b&amp;gt; according to the played card&#039;s Movement Indicator.&lt;br /&gt;
&lt;br /&gt;
=== Animal Card Placement ===&lt;br /&gt;
&lt;br /&gt;
You must place one animal card from your hand onto the ferry where the Noah marker resides following these rules:&lt;br /&gt;
&lt;br /&gt;
* Animal cards placed on a ferry either: &lt;br /&gt;
** Must be &amp;lt;u&amp;gt;all the same gender&amp;lt;/u&amp;gt; (all Male or all Female), or &lt;br /&gt;
** Must &amp;lt;u&amp;gt;alternate genders&amp;lt;/u&amp;gt; (MFMF... or FMFM...).&lt;br /&gt;
* Each ferry has a weight limit of 21 (unless modified by a Woodpecker card, which lowers the weight limit to 13).&lt;br /&gt;
* The weight of an animal placed on a ferry cannot exceed the ferry&#039;s remaining capacity.&lt;br /&gt;
* The ferry &amp;quot;departs&amp;quot; for the Ark when it reaches its EXACT weight limit. Then:&lt;br /&gt;
** The cards on the ferry are discarded.&lt;br /&gt;
** The player who &amp;quot;filled the ferry&amp;quot; gets to give away card(s) from their hand to their opponent(s): One card given per ferry that has departed this round (1, 2, or 3).&lt;br /&gt;
&lt;br /&gt;
If you are unable to play a card (due to gender or weight restrictions) you must instead take ALL the cards from that ferry back into your hand.&lt;br /&gt;
* You then play a card from your hand onto that same (now-empty) ferry.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Special Effect:&amp;lt;/b&amp;gt; Some animal cards provide a special effect when played (see list below).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Extra Turn Bonus:&amp;lt;/b&amp;gt; If you play an animal card that matches the animal card below it (i.e.: has the same &amp;lt;u&amp;gt;name&amp;lt;/u&amp;gt;, for example a &#039;Cat&#039; card on &#039;Cat&#039; card) you get to take another turn (after moving Noah).&lt;br /&gt;
* Note: Gender has no impact on achieving the Bonus. Placing either a Male or Female card on another Male or Female card with matching names will achieve the Bonus.&lt;br /&gt;
* Note: The Bonus can be achieved over and over again if your cards allow it. (Remember, you still must move Noah between your extra turns.)&lt;br /&gt;
* Note: The Bonus can be achieved multiple times even on the same ferry and even with repeated placement of the same animal. For example if, on a previous turn, a Cat card was placed on another Cat card, it is still legal to place another Cat card (making a stack of three Cat cards) to achieve the Bonus.&lt;br /&gt;
* Note: Parrots and Woodpecker cards all have a weight of 0, but they do NOT trigger the Bonus if placed over each other. A Parrot must be placed over another Parrot and a Woodpecker over another Woodpecker to achieve the Bonus.&lt;br /&gt;
&lt;br /&gt;
=== Moving the Noah Marker ===&lt;br /&gt;
&lt;br /&gt;
After you place an animal card, you must move the Noah marker to another ferry. &lt;br /&gt;
* Placing a FEMALE animal requires you to move Noah one ferry to the LEFT or RIGHT of the current ferry (your choice).&lt;br /&gt;
* Placing a MALE animal requires you to move Noah to a ferry either &amp;quot;across and to the left&amp;quot; or &amp;quot;across and to the right&amp;quot; from the current ferry (your choice).&lt;br /&gt;
* Note: Placing a Donkey card requires Noah to remain on the current ferry.&lt;br /&gt;
&lt;br /&gt;
== Round End &amp;amp; Game End ==&lt;br /&gt;
&lt;br /&gt;
A game is played over three rounds. &lt;br /&gt;
&lt;br /&gt;
Each round ends when either: &lt;br /&gt;
* One player has placed their last animal card onto a ferry, or &lt;br /&gt;
* Three ferries have departed for the Ark.&lt;br /&gt;
* Penalty Points are then awarded for the number of &amp;quot;tear drop&amp;quot; symbols on animal cards remaining in each player&#039;s hand.&lt;br /&gt;
&lt;br /&gt;
After three rounds, the winner is the player with the fewest Penalty Points (tear drops) at the end of the game.&lt;br /&gt;
&lt;br /&gt;
(Alternatively, game end is triggered if someone exceeds 26 Penalty Points.)&lt;br /&gt;
&lt;br /&gt;
== Animals Cards and Special Effects ==&lt;br /&gt;
&lt;br /&gt;
=== Standard Animals ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TABLE border=&amp;quot;2&amp;quot; rules=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Animal Name&#039;&#039;&#039; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Weight&#039;&#039;&#039; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Penalty Points&#039;&#039;&#039; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Special Effect&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Parrot&#039;&#039;&#039; &amp;lt;TD&amp;gt; 0 &amp;lt;TD&amp;gt; -2 &amp;lt;TD&amp;gt; No Effect&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Woodpecker&#039;&#039;&#039; &amp;lt;TD&amp;gt; 0 &amp;lt;TD&amp;gt; -2 &amp;lt;TD&amp;gt; Effect: When played, reduces the maximum weight for that ferry from 21 to 13.&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Snail&#039;&#039;&#039; &amp;lt;TD&amp;gt; 1 &amp;lt;TD&amp;gt; -2 &amp;lt;TD&amp;gt; Effect: The Snail is an hermaphrodite. When played, you choose whether it will be male or female.&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Cat&#039;&#039;&#039; &amp;lt;TD&amp;gt; 2 &amp;lt;TD&amp;gt; -1 &amp;lt;TD&amp;gt; No Effect&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Kangaroo&#039;&#039;&#039; &amp;lt;TD&amp;gt; 3 &amp;lt;TD&amp;gt; -1 &amp;lt;TD&amp;gt; No Effect&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Panda&#039;&#039;&#039; &amp;lt;TD&amp;gt; 4 &amp;lt;TD&amp;gt; -4 &amp;lt;TD&amp;gt; No Effect (but Noah is &#039;&#039;very&#039;&#039; sad to not save the Pandas!)&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Lion&#039;&#039;&#039; &amp;lt;TD&amp;gt; 5 &amp;lt;TD&amp;gt; -1 &amp;lt;TD&amp;gt; Effect: When played, draw a card from the hand of an opponent of your choice. Then, give that opponent a card from your hand (you can return the card you have just taken, if you want).&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Donkey&#039;&#039;&#039; &amp;lt;TD&amp;gt; 6 &amp;lt;TD&amp;gt; -1 &amp;lt;TD&amp;gt; Effect: Playing a Donkey card prevents the Noah marker from being moved to a new ferry. Noah remains on the current ferry for the next turn.&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Bear&#039;&#039;&#039; &amp;lt;TD&amp;gt; 7 &amp;lt;TD&amp;gt; 0 &amp;lt;TD&amp;gt; No Effect&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Giraffe&#039;&#039;&#039; &amp;lt;TD&amp;gt; 8 &amp;lt;TD&amp;gt; 0 &amp;lt;TD&amp;gt; Effect: When played, look at the cards in the hand of an opponent of your choice.&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Rhinoceros&#039;&#039;&#039; &amp;lt;TD&amp;gt; 9 &amp;lt;TD&amp;gt; 0 &amp;lt;TD&amp;gt; No Effect&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Elephant&#039;&#039;&#039; &amp;lt;TD&amp;gt; 10 &amp;lt;TD&amp;gt; 0 &amp;lt;TD&amp;gt; No Effect&lt;br /&gt;
&amp;lt;/TABLE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bonus Animals ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TABLE border=&amp;quot;2&amp;quot; rules=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Animal Name&#039;&#039;&#039; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Weight&#039;&#039;&#039; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Penalty Points&#039;&#039;&#039; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Special Effect&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Frog&#039;&#039;&#039; &amp;lt;TD&amp;gt; 1-5 * &amp;lt;TD&amp;gt; -5 &amp;lt;TD&amp;gt; &#039;&#039;&#039;Setup:&#039;&#039;&#039; When playing with the Frog, all Snail cards are removed from the game.&lt;br /&gt;
&#039;&#039;&#039;Weight *:&#039;&#039;&#039; The Frog has a normal weight of 1. When played, a Frog can be assigned a weight from 1 to 5 (chosen by the player) but &#039;&#039;only&#039;&#039; if that new weight would cause the ferry to EXACTLY match its current capacity causing it to depart for the Ark.&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Crocodile&#039;&#039;&#039; &amp;lt;TD&amp;gt; 6 &amp;lt;TD&amp;gt; +2 &amp;lt;TD&amp;gt; &#039;&#039;&#039;Setup:&#039;&#039;&#039; When playing with the Crocodile, all Donkey cards are removed from the game.&lt;br /&gt;
&#039;&#039;&#039;Crocodile Tears:&#039;&#039;&#039; When played, move &#039;&#039;back&#039;&#039; two squares on the scoring track. (It is not possible to have a negative score.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crocodile&#039;s Teeth:&#039;&#039;&#039; When the Crocodile is added to a ferry, the Crocodile &#039;&#039;frightens&#039;&#039; another animal causing the first animal that was placed on the ferry to &#039;&#039;flee&#039;&#039;. Choose an opponent who must add the fleeing animal to their hand. It is only then that the weight limit in the ferry is verified.&lt;br /&gt;
&amp;lt;/TABLE&amp;gt;&lt;/div&gt;</summary>
		<author><name>JefferoNW</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpkingdombuilder&amp;diff=17594</id>
		<title>Gamehelpkingdombuilder</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpkingdombuilder&amp;diff=17594"/>
		<updated>2023-07-24T04:00:19Z</updated>

		<summary type="html">&lt;p&gt;JefferoNW: Minor wording adjustments&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
For tips on how to play Kingdom Builder, see &#039;&#039;&#039;[[Tips_kingdombuilder|Tips_KingdomBuilder]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Game Layout ==&lt;br /&gt;
&lt;br /&gt;
Kingdom Builder comes with eight different playing boards (called &#039;&#039;&#039;Sectors&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
The game starts with four random sector boards and three random scoring cards.&lt;br /&gt;
&lt;br /&gt;
Each of the four sector boards is comprised of 100 hexes in a unique combination of &#039;&#039;&#039;Terrain&#039;&#039;&#039; hexes, &#039;&#039;&#039;Castle&#039;&#039;&#039; hexes and &#039;&#039;&#039;Location&#039;&#039;&#039; hexes.&lt;br /&gt;
&lt;br /&gt;
Each player starts with forty settlements (houses) in their supply and is dealt one one &#039;&#039;&#039;Terrain Card&#039;&#039;&#039; from the Terrain Deck.&lt;br /&gt;
&lt;br /&gt;
=== Terrain spaces ===&lt;br /&gt;
&lt;br /&gt;
There are five terrain types on which you are allowed to build a settlement: Grass, Canyon, Desert, Flower and Forest.&lt;br /&gt;
&lt;br /&gt;
[[File:Terrain01a.jpg]]&lt;br /&gt;
&lt;br /&gt;
There are two terrain types on which you are &#039;&#039;&#039;&#039;&#039;not&#039;&#039;&#039;&#039;&#039; allowed to build a settlement: Water and Mountains.&lt;br /&gt;
&lt;br /&gt;
[[File:Terrain01b.jpeg]]&lt;br /&gt;
&lt;br /&gt;
=== Location spaces ===&lt;br /&gt;
&lt;br /&gt;
Each sector board contains one or two &#039;&#039;&#039;Castles&#039;&#039;&#039;. Placing a settlement next to a Castle hex will reward you with 3 victory points at the end of the game.&lt;br /&gt;
&lt;br /&gt;
Each sector board contains one or two &#039;&#039;&#039;Locations&#039;&#039;&#039;. Placing a settlement next to a Location hex will earn you a &#039;&#039;&#039;Location Tile&#039;&#039;&#039; which provides an extra action during the remainder of your future turns.&lt;br /&gt;
&lt;br /&gt;
[[File:Terrain01c.jpg]]&lt;br /&gt;
&lt;br /&gt;
Like Water and Mountains, you are not allowed to build a settlement on Castle or Location hexes.&lt;br /&gt;
&lt;br /&gt;
=== Scoring cards ===&lt;br /&gt;
&lt;br /&gt;
The three random scoring cards define how players will earn gold (victory points) in the game, such as earning gold for your settlements built next to water hexes or having the majority of settlements in a sector of the board, etc.&lt;br /&gt;
&lt;br /&gt;
A fourth scoring card (&#039;&#039;&#039;Castle&#039;&#039;&#039;) is present in &#039;&#039;every&#039;&#039; game and allows players to earn gold by building next to Castles.&lt;br /&gt;
&lt;br /&gt;
== Placing Settlements ==&lt;br /&gt;
&lt;br /&gt;
Each turn you &#039;&#039;must&#039;&#039; place three of your settlements on the terrain type shown on your terrain card, with the following considerations:&lt;br /&gt;
&lt;br /&gt;
1) If possible you &#039;&#039;&#039;must&#039;&#039;&#039; build adjacent to your existing settlements. Never forget this, managing adjacency is the key to the game.&lt;br /&gt;
&lt;br /&gt;
2) Placing a settlement next to a Location hex will grant you its corresponding tile that you will be able to activate in every future turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Location Tiles are limited in quantity.  Two Location Tiles are placed on each Location hex and are claimed on a &amp;quot;first come, first take&amp;quot; basis. You can only earn one location tile per specific location hex.&lt;br /&gt;
&lt;br /&gt;
== Location Tiles ==&lt;br /&gt;
&lt;br /&gt;
Location Tiles allow you to activate extra actions. Each tile&#039;s action can be used once per turn starting on the turn &#039;&#039;after&#039;&#039; you obtain the tile.&lt;br /&gt;
&lt;br /&gt;
These extra actions can be used either before or after your mandatory &amp;quot;build three settlements&amp;quot; action, but not in the midst of your &amp;quot;build three&amp;quot; action.&lt;br /&gt;
&lt;br /&gt;
The player keeps a location tile as long as at least one of their settlements is adjacent to the corresponding location. If ever they move their last settlement away from such a location (e.g., by using the action of Barn, Harbor or Paddock), they forfeit that tile and it is removed from the game. After losing a tile from a location, a player cannot re-obtain the tile from that same location hex. Losing a location tile happens immediately when you no longer are adjacent to the location hex.&lt;br /&gt;
&lt;br /&gt;
=== Extra action: Build one additional settlement from your personal supply ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TABLE border=&amp;quot;2&amp;quot; rules=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Location Name/ Sector Board&#039;&#039;&#039; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Tile Front&#039;&#039;&#039; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Action Summary&#039;&#039;&#039; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Qty. of Location Hexes on Board&#039;&#039;&#039; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Qty. of Castle Hexes on Board&#039;&#039;&#039; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Action Description&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Oracle&#039;&#039;&#039; &amp;lt;TD&amp;gt; [[File:Location-Oracle.jpg]] &amp;lt;TD&amp;gt; [[File:Back-Oracle.jpg]] &amp;lt;TD&amp;gt; 1 Location hex &lt;br /&gt;
(2 Location Tiles)  &lt;br /&gt;
&amp;lt;TD&amp;gt; 2 Castles &amp;lt;TD&amp;gt; Build one settlement on a hex of the same type as your played Terrain Card.&lt;br /&gt;
Build adjacent if possible.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Farm&#039;&#039;&#039; &amp;lt;TD&amp;gt; [[File:Location-Farm.jpg]] &amp;lt;TD&amp;gt; [[File:Back-Farm.jpg]] &amp;lt;TD&amp;gt; 2 Location hexes &lt;br /&gt;
(4 Location Tiles)  &lt;br /&gt;
&amp;lt;TD&amp;gt; 1 Castle &amp;lt;TD&amp;gt; Build one settlement on Grass.&lt;br /&gt;
Build adjacent if possible.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Oasis&#039;&#039;&#039; &amp;lt;TD&amp;gt; [[File:Location-Oasis.jpg]] &amp;lt;TD&amp;gt; [[File:Back-Oasis.jpg]] &amp;lt;TD&amp;gt; 2 Location hexes &lt;br /&gt;
(4 Location Tiles)  &lt;br /&gt;
&amp;lt;TD&amp;gt; 1 Castle &amp;lt;TD&amp;gt; Build one settlement on a Desert hex.&lt;br /&gt;
Build adjacent if possible.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Tower&#039;&#039;&#039; &amp;lt;TD&amp;gt; [[File:Location-Tower.jpg]] &amp;lt;TD&amp;gt; [[File:Back-Tower.jpg]] &amp;lt;TD&amp;gt; 2 Location hexes &lt;br /&gt;
(4 Location Tiles)  &lt;br /&gt;
&amp;lt;TD&amp;gt; 1 Castle &amp;lt;TD&amp;gt; Build one settlement at the edge on the board. Choose any of the 5 suitable terrain type hexes. &lt;br /&gt;
Build adjacent if possible.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Tavern&#039;&#039;&#039; &amp;lt;TD&amp;gt; [[File:Location-Tavern.jpg]] &amp;lt;TD&amp;gt; [[File:Back-Tavern.jpg]] &amp;lt;TD&amp;gt; 2 Location hexes &lt;br /&gt;
(4 Location Tiles)  &lt;br /&gt;
&amp;lt;TD&amp;gt; 1 Castle &amp;lt;TD&amp;gt; Build one settlement at the end of a string of at least 3 of your own settlements. The orientation of the string does not matter (horizontally or diagonally). The chosen hex must be suitable for building.&lt;br /&gt;
&amp;lt;/TABLE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Extra action: Move one of your existing settlements ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TABLE border=&amp;quot;2&amp;quot; rules=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Location Name/ Sector Board&#039;&#039;&#039; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Tile Front&#039;&#039;&#039; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Action Summary&#039;&#039;&#039; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Qty. of Location Hexes on Board&#039;&#039;&#039; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Qty. of Castle Hexes on Board&#039;&#039;&#039; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Action Description&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Harbor&#039;&#039;&#039; &amp;lt;TD&amp;gt; [[File:Location-Harbor.jpg]] &amp;lt;TD&amp;gt; [[File:Back-Harbor.jpg]] &amp;lt;TD&amp;gt; 1 Location hex &lt;br /&gt;
(2 Location Tiles)  &lt;br /&gt;
&amp;lt;TD&amp;gt; 2 Castles &amp;lt;TD&amp;gt; Move any one of your existing settlements to a water hex. (This is the only way to build settlements on water hexes.)&lt;br /&gt;
Build adjacent if possible.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Barn&#039;&#039;&#039; &amp;lt;TD&amp;gt; [[File:Location-Barn.jpg]] &amp;lt;TD&amp;gt; [[File:Back-Barn.jpg]] &amp;lt;TD&amp;gt; 2 Location hexes &lt;br /&gt;
(4 Location Tiles)  &lt;br /&gt;
&amp;lt;TD&amp;gt; 1 Castle &amp;lt;TD&amp;gt; Move any one of your existing settlements to a hex of the same type as your played Terrain Card.&lt;br /&gt;
Build adjacent if possible.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Paddock&#039;&#039;&#039; &amp;lt;TD&amp;gt; [[File:Location-Paddock.jpg]] &amp;lt;TD&amp;gt; [[File:Back-Paddock.jpg]] &amp;lt;TD&amp;gt; 2 Location hexes &lt;br /&gt;
(4 Location Tiles)  &lt;br /&gt;
&amp;lt;TD&amp;gt; 1 Castle &amp;lt;TD&amp;gt; Move any one of your existing settlements two hexes in a straight line in any direction to an eligible hex. You may jump across any terrain type hex, even mountain, water, castle, location and/or your own and other players&#039; settlement. &lt;br /&gt;
The target hex &#039;&#039;does not&#039;&#039; have be adjacent to one of your existing settlements.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/TABLE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
The game ends at the end of the round in which one player has built the last settlement from their personal supply.&lt;br /&gt;
&lt;br /&gt;
Each player scores according to the three scoring cards, plus 3 gold for each castle hex they have a settlement next to.&lt;/div&gt;</summary>
		<author><name>JefferoNW</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpsevenwondersarchitects&amp;diff=15482</id>
		<title>Gamehelpsevenwondersarchitects</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpsevenwondersarchitects&amp;diff=15482"/>
		<updated>2022-12-04T00:03:53Z</updated>

		<summary type="html">&lt;p&gt;JefferoNW: Added additional 2-player battle rules/section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
The game plays over several turns. On your turn, choose one card from the deck to your left, the deck to your right, or the middle deck (above you). The cards represent resources, science symbols, victory points, or military shields. The game ends as soon as one player&#039;s Wonder is entirely constructed. The person with the most victory points at the end of the game is the winner.&lt;br /&gt;
&lt;br /&gt;
== Cards ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resource&#039;&#039;&#039; cards are either grey or yellow. Grey cards represent the resources to construct each level of your Wonder. Yellow cards represent coins that serve as wild cards to replace any resource you need. The number on each level of construction indicate how many resources are required. The symbols indicate if you need resources that are the same or not the same. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Science&#039;&#039;&#039; cards are green. There are 3 different science symbols available. If you collect 2 identical symbols or 1 of each symbol, you can take a Progress Token. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Victory&#039;&#039;&#039; point cards are blue. Each victory point card is worth either 2 or 3 victory points. The 2 victory point cards also have a cat symbol, allowing you to claim the cat pawn. Having the cat pawn allows you to see the top card of the middle deck at the start of your turn. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shield&#039;&#039;&#039; cards are red. Each military shield card contains a shield and either 0, 1, or 2 horns. Collecting shield cards with horns trigger conflict tokens and once all conflict tokens are triggered a battle commences. You gain 3 victory points if you have more shields than each of your neighbors, 0 victory points if they are equal or less. Discard all shield cards with horns after the battle.&lt;br /&gt;
&lt;br /&gt;
== 2-Player Battles ==&lt;br /&gt;
&lt;br /&gt;
When resolving a battle in a 2-player game, a player with at least &#039;&#039;one&#039;&#039; more Shield than their opponent takes 1 Military Victory token (3 points). However, if a player has at least &#039;&#039;twice as many&#039;&#039; Shields as their opponent, take 2 Military Victory tokens (2 x 3 = 6 points). If your opponent has no Shields, and you have 2 or more, take 2 Military Victory tokens (6 points).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2-Player Battle, Scoring Examples:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- 1 Shield(s) vs. 0 Shield(s) = 1 token (3 points)&lt;br /&gt;
&lt;br /&gt;
- 2 Shield(s) vs. 0 Shield(s) = 2 tokens (6 points)&lt;br /&gt;
&lt;br /&gt;
- 2 Shield(s) vs. 1 Shield(s) = 2 tokens (6 points)&lt;br /&gt;
&lt;br /&gt;
- 3 Shield(s) vs. 2 Shield(s) = 1 token (3 points)&lt;br /&gt;
&lt;br /&gt;
- 4 Shield(s) vs. 2 Shield(s) = 2 tokens (6 points)&lt;br /&gt;
&lt;br /&gt;
== Special Effects ==&lt;br /&gt;
&lt;br /&gt;
Special Effects of the seven different Wonders:&lt;br /&gt;
&lt;br /&gt;
[[File:WonderEffects.jpg]]&lt;br /&gt;
&lt;br /&gt;
Special Effects of the 14 different Progress Token:&lt;br /&gt;
&lt;br /&gt;
[[File:TokenEffects.jpg]]&lt;br /&gt;
&lt;br /&gt;
== End of Game ==&lt;br /&gt;
&lt;br /&gt;
The game ends as soon as one player&#039;s Wonder is constructed. The winner is the player with the most victory points. &lt;br /&gt;
&lt;br /&gt;
Victory points are gained through each constructed level of your Wonder, the cat pawn (2 points), blue cards, military victory tokens, and progress tokens. If there is a tie, the winner is the player who has the most levels of their Wonder constructed.&lt;/div&gt;</summary>
		<author><name>JefferoNW</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpsevenwondersarchitects&amp;diff=15481</id>
		<title>Gamehelpsevenwondersarchitects</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpsevenwondersarchitects&amp;diff=15481"/>
		<updated>2022-12-03T23:55:27Z</updated>

		<summary type="html">&lt;p&gt;JefferoNW: /* Cards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
The game plays over several turns. On your turn, choose one card from the deck to your left, the deck to your right, or the middle deck (above you). The cards represent resources, science symbols, victory points, or military shields. The game ends as soon as one player&#039;s Wonder is entirely constructed. The person with the most victory points at the end of the game is the winner.&lt;br /&gt;
&lt;br /&gt;
== Cards ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resource&#039;&#039;&#039; cards are either grey or yellow. Grey cards represent the resources to construct each level of your Wonder. Yellow cards represent coins that serve as wild cards to replace any resource you need. The number on each level of construction indicate how many resources are required. The symbols indicate if you need resources that are the same or not the same. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Science&#039;&#039;&#039; cards are green. There are 3 different science symbols available. If you collect 2 identical symbols or 1 of each symbol, you can take a Progress Token. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Victory&#039;&#039;&#039; point cards are blue. Each victory point card is worth either 2 or 3 victory points. The 2 victory point cards also have a cat symbol, allowing you to claim the cat pawn. Having the cat pawn allows you to see the top card of the middle deck at the start of your turn. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shield&#039;&#039;&#039; cards are red. Each military shield card contains a shield and either 0, 1, or 2 horns. Collecting shield cards with horns trigger conflict tokens and once all conflict tokens are triggered a battle commences. You gain 3 victory points if you have more shields than each of your neighbors, 0 victory points if they are equal or less. Discard all shield cards with horns after the battle.&lt;br /&gt;
&lt;br /&gt;
== Special Effects ==&lt;br /&gt;
&lt;br /&gt;
Each Wonder and each Progress Token has special effects:&lt;br /&gt;
&lt;br /&gt;
[[File:WonderEffects.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:TokenEffects.jpg]]&lt;br /&gt;
&lt;br /&gt;
== End of Game ==&lt;br /&gt;
&lt;br /&gt;
The game ends as soon as one Wonder is constructed and the winner is the player with the most victory points. Victory points are gained through each constructed level of your Wonder, the cat pawn (2 points), blue cards, military victory tokens, and progress tokens. If there is a tie, the winner is the player who has the most levels of their Wonder constructed.&lt;/div&gt;</summary>
		<author><name>JefferoNW</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpsevenwondersarchitects&amp;diff=15475</id>
		<title>Gamehelpsevenwondersarchitects</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpsevenwondersarchitects&amp;diff=15475"/>
		<updated>2022-12-02T23:51:40Z</updated>

		<summary type="html">&lt;p&gt;JefferoNW: Added 2-player Battle rules.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
The game plays over several turns. On your turn, choose one card from the deck to your left, the deck to your right, or the middle deck (above you). The cards represent resources, science symbols, victory points, or military shields. The game ends as soon as one player&#039;s Wonder is entirely constructed. The person with the most victory points at the end of the game is the winner.&lt;br /&gt;
&lt;br /&gt;
== Cards ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resource&#039;&#039;&#039; cards are either grey or yellow. Grey cards represent the resources to construct each level of your Wonder. Yellow cards represent coins that serve as wild cards to replace any resource you need. The number on each level of construction indicate how many resources are required. The symbols indicate if you need resources that are the same or not the same. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Science&#039;&#039;&#039; cards are green. There are 3 different science symbols available. If you collect 2 identical symbols or 1 of each symbol, you can take a Progress Token. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Victory&#039;&#039;&#039; point cards are blue. Each victory point card is worth either 2 or 3 victory points. The 2 victory point cards also have a cat symbol, allowing you to claim the cat pawn. Having the cat pawn allows you to see the top card of the middle deck at the start of your turn. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shield&#039;&#039;&#039; cards are red. Each military shield card contains a shield and either 0, 1, or 2 horns. Collecting shield cards with horns trigger conflict tokens and once all conflict tokens are triggered a battle commences. You gain 3 victory points if you have more shields than each of your neighbors, 0 victory points if they are equal or less. Discard all shield cards with horns after the battle. &lt;br /&gt;
&lt;br /&gt;
Note: When resolving a battle in a 2-player game, a player with at least one more Shield than their opponent takes 1 Military Victory token (3 points). However, if a player has at least &#039;&#039;twice as many&#039;&#039; Shields as their opponent, take 2 Military Victory tokens (2 x 3 = 6 points). If your opponent has no Shields, and you have 2 or more, take 2 Military Victory tokens (6 points).&lt;br /&gt;
&lt;br /&gt;
== Special Effects ==&lt;br /&gt;
&lt;br /&gt;
Each Wonder and each Progress Token has special effects:&lt;br /&gt;
&lt;br /&gt;
[[File:WonderEffects.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:TokenEffects.jpg]]&lt;br /&gt;
&lt;br /&gt;
== End of Game ==&lt;br /&gt;
&lt;br /&gt;
The game ends as soon as one Wonder is constructed and the winner is the player with the most victory points. Victory points are gained through each constructed level of your Wonder, the cat pawn (2 points), blue cards, military victory tokens, and progress tokens. If there is a tie, the winner is the player who has the most levels of their Wonder constructed.&lt;/div&gt;</summary>
		<author><name>JefferoNW</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptheisleofcats&amp;diff=13148</id>
		<title>Gamehelptheisleofcats</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptheisleofcats&amp;diff=13148"/>
		<updated>2022-05-11T04:51:20Z</updated>

		<summary type="html">&lt;p&gt;JefferoNW: Undo revision 13147 by JefferoNW (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Isle of Cats is a 1-4 player, card-drafting, polyomino cat-placement board game.&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
&lt;br /&gt;
The legend of an Isle of Cats is real! But it is threatened by the approaching armies of Vesh Darkhand, who will stop at nothing to destroy the island and its feline inhabitants!&lt;br /&gt;
&lt;br /&gt;
You are citizens of Squall’s End and are on a rescue mission to save as many cats as possible before Vesh arrives. You must explore the island, rescue cats, gather ancient treasures and find a way to fit them all onto your boat before returning safely to Squall’s End.&lt;br /&gt;
&lt;br /&gt;
Cats and treasure are represented by tiles of different shapes that you must carefully place onto your boat. Try to keep cat families together, complete lessons, and leave enough room to place the next tile on your boat!&lt;br /&gt;
&lt;br /&gt;
== Game Start ==&lt;br /&gt;
&lt;br /&gt;
All colored cat tiles and Rare Treasure tiles are placed in a bag. Six Oshax cat tiles and all available Common Treasure tiles (based on player count) are arranged below the central island.&lt;br /&gt;
&lt;br /&gt;
Tiles are then drawn randomly from the bag until there are 2 cat tiles per player in each of the fields to the left and the right of the central island. &lt;br /&gt;
&lt;br /&gt;
Any rare treasure tiles drawn are placed below the island.&lt;br /&gt;
&lt;br /&gt;
Each player starts the game with a boat and one permanent basket.&lt;br /&gt;
&lt;br /&gt;
== Phases ==&lt;br /&gt;
&lt;br /&gt;
The Isle of Cats is played over 5 days (rounds). &lt;br /&gt;
&lt;br /&gt;
On each day the cats will venture into the fields on the island and you have until nightfall to attempt to rescue them through 5 phases of play.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: A &#039;&#039;&#039;Round Summary&#039;&#039;&#039; reference card is located in the top right corner of each boat. Hover over the card to display its details.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Phase 1. Fishing ===&lt;br /&gt;
&lt;br /&gt;
Each player gains 20 fish.&lt;br /&gt;
&lt;br /&gt;
=== Phase 2. Explore (Drafting) ===&lt;br /&gt;
&lt;br /&gt;
Each player is dealt 7 &#039;&#039;&#039;Discovery&#039;&#039;&#039; cards. Choose and keep 2, passing the remaining cards to the next player. Repeat this process three more times (keep two, pass the rest). Finally, the last card passed to you will be kept, giving each player a 7-card draft.&lt;br /&gt;
&lt;br /&gt;
You will then look at your 7 cards and decide which to buy and keep. The cost for each card is displayed in its top left corner. If you wish to keep a card, it must be paid for in fish.&lt;br /&gt;
&lt;br /&gt;
You can keep (buy) as many cards as you want from the draft, and you can have as many cards in your hand as you&#039;d like. Any cards not purchased during the draft are discarded from the game.&lt;br /&gt;
&lt;br /&gt;
During subsequent rounds, you will pass in the opposite direction; switching from clockwise to counter-clockwise and back again. The direction that cards will be passed is indicated by the colored cats at the top of the player panels.&lt;br /&gt;
&lt;br /&gt;
=== Phase 3. Read (Display) Lessons ===&lt;br /&gt;
&lt;br /&gt;
Every blue &#039;&#039;&#039;Lesson&#039;&#039;&#039; card you kept and purchased will now be placed on the table.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Public Lesson&#039;&#039;&#039; cards are placed face up for all players to see. If the Public Lesson says &amp;quot;pick a color&amp;quot;, the person playing the card must declare a color when it is played. A cat of that color will be placed on the card. Public Lesson cards are objectives that anyone can achieve and allow all players to score extra points at the end of the game.&lt;br /&gt;
&lt;br /&gt;
Non-public &#039;&#039;&#039;Lesson&#039;&#039;&#039; cards are personal objectives and are visible and achievable only to you. The quantity of private Lesson cards is public knowledge, but their contents are kept secret. Private Lesson cards allow you to score extra points at the end of the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strategy Tip: This phase is the only time that &#039;&#039;&#039;Lesson&#039;&#039;&#039; cards can be played from your hand to the table. Be careful not to acquire additional cards (e.g., using an &#039;&#039;&#039;Anytime&#039;&#039;&#039; card) too late in the last round!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Phase 4. Rescue Cats ===&lt;br /&gt;
&lt;br /&gt;
Now players take turns to rescue cats. Each cat requires a basket and a number of fish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strategy Tip: Fish are used as currency to both buy cards and to rescue cats. You must find a balance between how many cards you buy in the Explore phase and how many cats you wish to rescue in the Rescue phase!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You must declare, in turn order, which (and how many) green &#039;&#039;&#039;Rescue&#039;&#039;&#039; cards that you will be using during this round&#039;s Rescue phase. You are not required to use all of your Rescue cards in any given turn. In fact, you may choose to hold onto baskets if you do not have the necessary fish to buy cat tiles, or if you have an odd number of broken baskets.&lt;br /&gt;
&lt;br /&gt;
==== Turn order ====&lt;br /&gt;
&lt;br /&gt;
Playing Rescue cards also affects the turn order for all players. Many Rescue cards have a &#039;&#039;&#039;Speed Value&#039;&#039;&#039; represented by a pair of boots and a speed number. Once all players have declared their Rescue cards for the round, the Rescue cards are revealed (turned over) simultaneously by all players and each player totals their speed values. &lt;br /&gt;
&lt;br /&gt;
Rearrange the player&#039;s colored cats on the island&#039;s turn order track according to these speed totals, from &amp;quot;fastest&amp;quot; to &amp;quot;slowest&amp;quot;. In case of a tie, the players who have the same speed maintain the same turn order in relation to each other on the island.&lt;br /&gt;
&lt;br /&gt;
This change in turn order is immediate, and affects any cards played from this point onwards.&lt;br /&gt;
&lt;br /&gt;
==== Baskets ====&lt;br /&gt;
&lt;br /&gt;
There are 3 types of baskets:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Permanent baskets:&#039;&#039; These can be used once a day. When you use a permanent basket, flip it to the &#039;&#039;used&#039;&#039; side to show it has been used. Every player starts with one permanent basket. You can gain extra permanent baskets with cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Regular baskets:&#039;&#039; These can only be used once in the game. Once they have been used, they are discarded.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Broken baskets:&#039;&#039; You can combine 2 broken baskets to make a regular basket. Just like regular baskets, these can only be used once.&lt;br /&gt;
&lt;br /&gt;
==== Rescuing cats ====&lt;br /&gt;
&lt;br /&gt;
Any cat tile to the &#039;&#039;&#039;left&#039;&#039;&#039; of the island will cost you &#039;&#039;&#039;three&#039;&#039;&#039; fish and one basket. Any cat tile to the &#039;&#039;&#039;right&#039;&#039;&#039; of the island will cost you &#039;&#039;&#039;five&#039;&#039;&#039; fish and one basket. (The center island displays &amp;quot;3 &amp;lt;FISH&amp;gt;&amp;quot; and &amp;quot;5 &amp;lt;FISH&amp;gt;&amp;quot; on its left and right sides as a reminder of the cost of a cat tile in each field, respectively.)&lt;br /&gt;
&lt;br /&gt;
To rescue a cat, start by clicking on one of your available baskets: either a permanent basket or your basket card(s). All available cats will be then be displayed, in miniature, at the top of your boat. Select a cat (either in miniature or from one of the fields to the side of the island). Click anywhere on your boat to &#039;&#039;rescue&#039;&#039; the cat. Once on your boat, you can flip, rotate, and move the tile into the desired position. Confirm your cat placement to finish your turn.&lt;br /&gt;
&lt;br /&gt;
You can only rescue one cat at a time. Then, following the turn order, it is the next player&#039;s turn to rescue a cat. Continue around the table rescuing more cats until everyone has run out of baskets, fish, or passes.&lt;br /&gt;
&lt;br /&gt;
All regular basket cards or broken basket cards that you played this round, whether used to rescue a cat or not, will be discarded.&lt;br /&gt;
&lt;br /&gt;
==== Tile placement ====&lt;br /&gt;
&lt;br /&gt;
When you rescue a cat (or obtain any tile) you must immediately place it on your boat. The first cat (or tile) can go anywhere, but after that, every tile (cat or treasure) must touch at least 1 previously played tile. Touching means &#039;&#039;orthogonally adjacent.&#039;&#039; Diagonal is not touching.&lt;br /&gt;
&lt;br /&gt;
All tiles can be rotated, flipped, and oriented in any way that helps you fit the tile into open squares on your boat. &lt;br /&gt;
&lt;br /&gt;
If any cat placed on the boat covers a &#039;&#039;&#039;Treasure Map&#039;&#039;&#039; of the same color, the player may take a &#039;&#039;&#039;common&#039;&#039;&#039; treasure from the pool and immediately place it on their boat. The maps can be found in the bedrooms, the deck, the storage room and the captain&#039;s room.&lt;br /&gt;
&lt;br /&gt;
=== Phase 5. Rare Finds ===&lt;br /&gt;
&lt;br /&gt;
Finally, players will take turns to play yellow &#039;&#039;&#039;Treasure&#039;&#039;&#039; and brown &#039;&#039;&#039;Oshax&#039;&#039;&#039; cards from their hand.&lt;br /&gt;
&lt;br /&gt;
Treasure cards allow you to collect smaller pieces to fill in those tricky areas. &#039;&#039;&#039;Rare Treasure&#039;&#039;&#039; tiles on your boat are worth 3 points at the end of the game.&lt;br /&gt;
&lt;br /&gt;
Oshax are friendly cats that can act as any color. When you play an Oshax card select any one Oshax cat tile from below the island. Gaining an Oshax cat does not require the use of a basket nor does it cost you any fish.&lt;br /&gt;
&lt;br /&gt;
When you place an Oshax on your boat, you must immediately choose which color of cat it will &amp;quot;befriend&amp;quot;. A cat of that color will be placed on the Oshax. The Oshax counts as both an Oshax and a cat of the chosen color for the rest of the game.&lt;br /&gt;
&lt;br /&gt;
=== End-of-round clean-up ===&lt;br /&gt;
&lt;br /&gt;
At the end of each day, any cats that weren&#039;t rescued from the fields scurry away and are removed from the game. Unclaimed treasures (common and rare) are &#039;&#039;not&#039;&#039; removed and remain below the island. Draw new tiles from the bag until there are 2 cat tiles per player in each field to the left and the right of the central island. Any rare treasure tiles drawn are placed below the island. &lt;br /&gt;
&lt;br /&gt;
The day tracker at the bottom of the island is updated by moving Vesh’s boat 1 space forward. If Vesh’s boat reaches the hand symbol, Vesh has arrived and it’s time for all boats to set sail with their cats back to Squall’s End! Proceed to scoring. Otherwise, each player flips their permanent baskets back to their active side and the next day begins.&lt;br /&gt;
&lt;br /&gt;
Any unplayed cards remain in your hand for the next day. You do not have to pay for them again and there is no limit to how many cards you may have in your hand. Any fish you have not used are kept and carry over to the next day.&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
After 5 days (rounds), you will earn points for: completed lesson cards, rare treasures, and families of cats (groups of touching cats of the same color) on your boat.&lt;br /&gt;
&lt;br /&gt;
However, you will &#039;&#039;lose&#039;&#039; points for: each room on your boat which isn’t completely filled and any rats which haven’t been eaten (i.e., covered up)!&lt;br /&gt;
&lt;br /&gt;
The winner is the player with the most points at the end of the game!&lt;br /&gt;
&lt;br /&gt;
== Boats ==&lt;br /&gt;
&lt;br /&gt;
Each player has their own boat containing 7 rooms, 19 rats, and 5 colored treasure maps. This is where you will be placing every cat you rescue and any treasure you find.&lt;br /&gt;
&lt;br /&gt;
When you rescue a cat (or obtain any tile) you must immediately place it on your boat. The first cat (or tile) can go anywhere, but after that, every tile (cat or treasure) must touch at least 1 previously played tile. Touching means &#039;&#039;orthogonally adjacent.&#039;&#039; Diagonal is not touching.&lt;br /&gt;
&lt;br /&gt;
The edge of the boat is the thick white line that frames the grid of squares on each boat.&lt;br /&gt;
&lt;br /&gt;
Tiles cannot overlap and cannot extend outside of the boat&#039;s edge.&lt;br /&gt;
&lt;br /&gt;
=== Rooms ===&lt;br /&gt;
&lt;br /&gt;
There are 7 rooms on each boat and every square on your boat is part of a room. You can identify rooms by the walls surrounding them. Six of the seven rooms can also be identified by the icons located in the corner of each square. The room with no icons (#5, the Deck, shown in red) still counts as a room.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Click the &#039;&#039;&#039;Room overlay&#039;&#039;&#039; button to display a set of larger, colored icons on your boat for easier room identification.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:IsleOfCats-ShipRooms-sm.jpeg]]&lt;br /&gt;
&lt;br /&gt;
=== Room details ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TABLE border=&amp;quot;2&amp;quot; rules=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;&#039;&#039;&#039;Room #&#039;&#039;&#039; &amp;lt;TD&amp;gt;&#039;&#039;&#039;Location&#039;&#039;&#039; &amp;lt;TD&amp;gt;&#039;&#039;&#039;Icon&#039;&#039;&#039; &amp;lt;TD&amp;gt;&#039;&#039;&#039;Overlay/Icon Color&#039;&#039;&#039; &amp;lt;TD&amp;gt;&#039;&#039;&#039;Size&#039;&#039;&#039; &amp;lt;TD&amp;gt;&#039;&#039;&#039;Type&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;&#039;&#039;&#039;1&#039;&#039;&#039; &amp;lt;TD&amp;gt;Stern &amp;lt;TD&amp;gt;Parrot &amp;lt;TD&amp;gt;Yellow &amp;lt;TD&amp;gt;18 squares &amp;lt;TD&amp;gt;Captain&#039;s Room&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;&#039;&#039;&#039;2&#039;&#039;&#039; &amp;lt;TD&amp;gt;Port &amp;lt;TD&amp;gt;Crescent Moon &amp;amp; Star &amp;lt;TD&amp;gt;Blue &amp;lt;TD&amp;gt;11 &amp;lt;TD&amp;gt;Bedroom&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;&#039;&#039;&#039;3&#039;&#039;&#039; &amp;lt;TD&amp;gt;Amidships &amp;lt;TD&amp;gt;Apple core &amp;lt;TD&amp;gt;White &amp;lt;TD&amp;gt;18 &amp;lt;TD&amp;gt; Dining Room&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;&#039;&#039;&#039;4&#039;&#039;&#039; &amp;lt;TD&amp;gt;Starboard &amp;lt;TD&amp;gt;Crescent Moon &amp;amp; Star &amp;lt;TD&amp;gt;Green &amp;lt;TD&amp;gt;11 &amp;lt;TD&amp;gt;Bedroom&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;&#039;&#039;&#039;5&#039;&#039;&#039; &amp;lt;TD&amp;gt;Amidships &amp;lt;TD&amp;gt;none &amp;lt;TD&amp;gt;Red &amp;lt;TD&amp;gt;60 &amp;lt;TD&amp;gt;Deck&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;&#039;&#039;&#039;6&#039;&#039;&#039; &amp;lt;TD&amp;gt;Fore &amp;lt;TD&amp;gt;Grain &amp;lt;TD&amp;gt;Orange &amp;lt;TD&amp;gt;20 &amp;lt;TD&amp;gt;Storage Room&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;&#039;&#039;&#039;7&#039;&#039;&#039; &amp;lt;TD&amp;gt;Bow &amp;lt;TD&amp;gt;Parrot &amp;lt;TD&amp;gt;Magenta &amp;lt;TD&amp;gt;4 &amp;lt;TD&amp;gt;Captain&#039;s Room&lt;br /&gt;
&amp;lt;/TABLE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: There are two &#039;&#039;&#039;Bedrooms&#039;&#039;&#039; and two &#039;&#039;&#039;Captain&#039;s Rooms&#039;&#039;&#039; on each boat.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Treasure maps ===&lt;br /&gt;
&lt;br /&gt;
Your boat contains five colored treasure maps that can be used to obtain &#039;&#039;&#039;Common Treasures.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you place a cat tile on a treasure map icon and the colors match (e.g., a green cat on green treasure map), you may immediately take any one of the four common treasures and place it on your boat.&lt;br /&gt;
&lt;br /&gt;
The four Common Treasures are located directly below the island and are: one square, two squares, and three squares in size. &lt;br /&gt;
&lt;br /&gt;
You can place other tiles over a treasure map, but you will not receive the bonus Common Treasure.&lt;br /&gt;
&lt;br /&gt;
== Anytime Cards ==&lt;br /&gt;
&lt;br /&gt;
Purple &#039;&#039;&#039;Anytime&#039;&#039;&#039; cards can be used at ... any time!&lt;br /&gt;
&lt;br /&gt;
To maintain a faster game play experience, you can alter when you want the game to ask you if you want to play an Anytime card.&lt;br /&gt;
&lt;br /&gt;
Anytime cards can &#039;&#039;always&#039;&#039; be played on your turn during the Rescue and Rare Finds phases. They can also be played before or after specific points in the game, if desired. &lt;br /&gt;
&lt;br /&gt;
You can change when the game will ask you to play Anytime cards by clicking on the &amp;quot;When to play&amp;quot; button. The button is only displayed on Anytime cards that can impact other players. &lt;br /&gt;
&lt;br /&gt;
Click the gear icon in your player panel for more options related to this button and for other ways to speed up game play (e.g., &amp;quot;Auto pass: Enabled&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== Treasure Reference ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rare Treasures&#039;&#039;&#039; are uniquely shaped tiles that are placed below the island when drawn from the bag prior to each day. You collect Rare Treasure tiles by playing yellow Treasure cards during the Rare Finds phase. Each Rare Treasure tile on your boat is worth 3 points at the end of the game. Since tiles are drawn at random from the bag, the quantity of Rare Treasure tiles made available throughout the game will vary. (They &#039;&#039;are&#039;&#039; rare, right?)&lt;br /&gt;
&lt;br /&gt;
All &#039;&#039;&#039;Common Treasures&#039;&#039;&#039; are distributed below the island at the start of the game. Common Treasure do not add to your score but are helpful in filling in small open spaces to completely cover a room to avoid a scoring penalty (-5 points) at the end of the game. &lt;br /&gt;
&lt;br /&gt;
Common Treasures are: one square, two squares, and three squares in size. Common Treasure are limited in quantity and often run out! Common Treasures can be collected by covering a Treasure Map with a matching colored cat or by using some yellow Treasure cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Treasures&#039;&#039;&#039;, when referenced by a card, include only the two &#039;&#039;smallest&#039;&#039; Common Treasures: one square and two squares.&lt;br /&gt;
&lt;br /&gt;
== Color Reference ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lesson&#039;&#039;&#039; cards are BLUE.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rescue&#039;&#039;&#039; cards are GREEN.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oshax&#039;&#039;&#039; cards are BROWN.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treasure&#039;&#039;&#039; cards are YELLOW.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Anytime&#039;&#039;&#039; cards are PURPLE.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Click the &#039;&#039;&#039;Color reference&#039;&#039;&#039; button (bottom of the table layout) to display reference cards for the five cat colors (blue, green, orange, purple, red) and treasure map colors.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Size Reference ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oshax Cat&#039;&#039;&#039; tiles are: 6 squares in size.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Colored Cat&#039;&#039;&#039; tiles are: 4, 5, &amp;amp; 6 squares in size.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rare Treasure&#039;&#039;&#039; tiles are: 4 squares in size.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Common Treasure&#039;&#039;&#039; tiles are: 1, 2, &amp;amp; 3 squares in size.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Treasure&#039;&#039;&#039; tiles are the two smallest Common Treasure tiles: 1 &amp;amp; 2 squares in size.&lt;br /&gt;
&lt;br /&gt;
== Term Reference ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cat Families:&#039;&#039;&#039; A cat family is 3 or more cats of the same color that are touching each other on your boat. Oshax cats count as colored cats and will contribute to a cat family&#039;s size. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Touching:&#039;&#039;&#039; Tiles are said to be touching if they are orthogonally adjacent. Diagonal is not touching.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lonely Cat:&#039;&#039;&#039; A cat is a lonely cat if it is not touching another cat of the same color. It &#039;&#039;can&#039;&#039; be touching other tiles, just not another cat tile of the same color as itself. Oshax cats count as colored cats and therefore can qualify as a lonely cat, and can disqualify another cat from being lonely if they are of the same color and touching.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treasures:&#039;&#039;&#039; When counting treasures, all types and sizes of treasure tiles should be included: Rare and Common.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Captain&#039;s Rooms:&#039;&#039;&#039; There are two Captain&#039;s Rooms. One in the bow and the other in the stern. Both have squares marked with a Parrot icon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bedrooms:&#039;&#039;&#039; There are two Bedrooms. One on the port side and the other on the starboard side. Both have squares marked with a Crescent Moon &amp;amp; Star icon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;In front of you:&#039;&#039;&#039; This refers to cards in your own personal play area and includes your private Lesson cards but &#039;&#039;not&#039;&#039; Public Lesson cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Full:&#039;&#039;&#039; A room is considered full if none of the squares containing its icon can be seen: every square has been covered by a tile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Empty:&#039;&#039;&#039; A room is empty only if &#039;&#039;all&#039;&#039; of its squares are uncovered.  A room that has &#039;&#039;some&#039;&#039; of its squares covered is neither full nor empty.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rare Finds:&#039;&#039;&#039; During Phase 5 you may be instructed that &amp;quot;You must take a rare find or pass&amp;quot;.  This means you have the option to play your yellow Treasure cards and your brown Oshax cards.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
At the end of the game, players should add up their score. The player with the highest score wins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: A &#039;&#039;&#039;Scoring&#039;&#039;&#039; reference card is located in the bottom left corner of each boat. Hover over the card to display its contents.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rats:&#039;&#039;&#039; You get -1 point for each visible rat on your boat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rooms:&#039;&#039;&#039; You get -5 points for each room that has &#039;&#039;not&#039;&#039; been filled.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cat Families:&#039;&#039;&#039; You get points for each cat family you have:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TABLE border=&amp;quot;2&amp;quot; rules=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;&#039;&#039;&#039;Cats&#039;&#039;&#039; &amp;lt;TD&amp;gt;&#039;&#039;&#039;Points&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;3 &amp;lt;TD&amp;gt;8&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;4 &amp;lt;TD&amp;gt;11&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;5 &amp;lt;TD&amp;gt;15&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;6 &amp;lt;TD&amp;gt;20&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;7 &amp;lt;TD&amp;gt;25&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;8 &amp;lt;TD&amp;gt;30&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;9 &amp;lt;TD&amp;gt;35&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;10 &amp;lt;TD&amp;gt;40&lt;br /&gt;
&amp;lt;/TABLE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rare Treasures:&#039;&#039;&#039; You get 3 points for every Rare Treasure on your boat. (Common Treasures do not score points.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lessons:&#039;&#039;&#039; Reveal each private Lesson card you have. If you have completed the lesson, add those points to your score.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Public Lessons:&#039;&#039;&#039; Check each Public Lesson card and add the points from any completed cards to your score&lt;br /&gt;
&lt;br /&gt;
==== Tiebreaker ====&lt;br /&gt;
&lt;br /&gt;
In the case of a tie, the player with the most fish wins (they remembered their cats might want a snack on the way home). If the tied players have the same number of fish, then both players win.&lt;br /&gt;
&lt;br /&gt;
== Base Game Variants ==&lt;br /&gt;
The base game comes with two variants, namely the family and the solo variants. Any differences between the base game and the variant will be discussed below.&lt;br /&gt;
&lt;br /&gt;
== Family variant == &lt;br /&gt;
This variant simplifies the game into it only having a lesson phase and a rescue phase. This mode is useful for new players who are not very familiar with this game. &lt;br /&gt;
&lt;br /&gt;
=== Setup phase === &lt;br /&gt;
The turn order for the first round is determined randomly at the start of the game. This order will change with each round, where the &#039;&#039;first&#039;&#039; player in turn order in one round will become the &#039;&#039;last&#039;&#039; player in turn order in the next round, with the second player in turn order becoming the first player and so on. &lt;br /&gt;
&lt;br /&gt;
Before the first rescue phase, 3 Family cards will be dealt to each player. Choose 2 and discard the other. These will be your &#039;&#039;&#039;Private Lesson&#039;&#039;&#039; cards for the rest of the game, and no other Lesson cards will be drawn. After everyone has chosen their lessons, the rescue phase can begin.&lt;br /&gt;
&lt;br /&gt;
=== Rescue phase === &lt;br /&gt;
This will be the only round phase for the rest of the game. Similar to the base game, cats will be drawn until there 4 cats per player, with any Rare Treasures set aside. These cat tiles are randomly placed around the island. &lt;br /&gt;
&lt;br /&gt;
Beginning with the start player, players take turns to pick cat tiles from the pool until none are left or everyone passes. If you pass, you cannot pick up tiles for the rest of the round. Tile placement of the cat tiles follows the same rules, with treasure maps functioning as usual too. After the rescue phase is over, proceed to the next rescue phase until the end of round 5, which is when scoring will occur. &lt;br /&gt;
&lt;br /&gt;
=== Scoring === &lt;br /&gt;
The only changes to scoring boats are that there are no Rare Treasure or Public Lesson points, and the family Lesson cards can be scored under Private Lessons.&lt;br /&gt;
&lt;br /&gt;
== Solo variant == &lt;br /&gt;
&#039;&#039;&amp;quot;If the approaching armies of Vesh Darkhand weren’t bad &#039;&#039;&lt;br /&gt;
&#039;&#039;enough, you now notice your sister has snuck aboard your &#039;&#039;&lt;br /&gt;
&#039;&#039;boat and is trying to claim credit for all your hard work. &#039;&#039;&lt;br /&gt;
&#039;&#039;Not only do you need to rescue cats and avoid Vesh, but now &#039;&#039;&lt;br /&gt;
&#039;&#039;you will have to also sabotage your sister’s plans in order to &#039;&#039;&lt;br /&gt;
&#039;&#039;succeed!&amp;quot;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
This mode has multiple difficulties, as explained below. Any lesson cards which may be confusing for the sister setup are given at the end of this section.&lt;br /&gt;
&lt;br /&gt;
=== Initial setup === &lt;br /&gt;
Only the Oshax setup changes for the player setup. &lt;br /&gt;
&lt;br /&gt;
6 Oshax tiles will be placed in a random order in a horizontal line, where the number of the tile is denoted by its position along the line (eg Oshax 1 is on the far left and Oshax 5 is one left from the rightmost tile). &lt;br /&gt;
&lt;br /&gt;
==== Sister setup ====&lt;br /&gt;
&#039;&#039;&#039;Solo color&#039;&#039;&#039; cards are shuffled and placed in a horizontal line, where they will be revealed left to right, one card per round. Make sure to keep track of the color order, as colors revealed earlier in the game benefit your sister more! &lt;br /&gt;
&lt;br /&gt;
The sister will also have &#039;&#039;&#039;Solo lessons&#039;&#039;&#039;, which will be affected by what is placed on your boat. The easy difficulty will have 3 solo lessons, and the number of additional advanced lessons will increase depending on the difficulty. This ranges from 1 advanced lesson for Medium, up to 4 advanced lessons for Expert. &lt;br /&gt;
&lt;br /&gt;
==== Start of the round ==== &lt;br /&gt;
Fields on either side of the island will have 4 cats, with any rare treasure tiles drawn placed in a line, with the first tile drawn called &#039;Rare 1&#039;, the second rare tile called &#039;Rare 2&#039; and so on. Drawn cat tiles will also need to be placed in a line so that they can be numbered from left to right. As opposed to the base game, identical Rare treasures are not stacked on one another.&lt;br /&gt;
&lt;br /&gt;
The player will receive a boat, 20 fish at the start of the round, as well as a permanent basket - same as multiplayer. &lt;br /&gt;
&lt;br /&gt;
==== Explore/Lesson Phases ==== &lt;br /&gt;
The player receives the first 5 &#039;&#039;&#039;Discovery&#039;&#039;&#039; cards from the deck and chooses 3. The other two are placed into a discard pile. This is then repeated a second time, then finally the top card from the deck is drawn and added to the 6 cards already in their hand. Card buying works the same way as multiplayer. &lt;br /&gt;
&lt;br /&gt;
The lesson phase is exactly the same, apart from the fact that public lessons only give 50% of the points to the player, rounded up. &lt;br /&gt;
&lt;br /&gt;
=== Rescue Phase === &lt;br /&gt;
Here your Sister is trying to steal tiles from the pool! Make sure she doesn&#039;t take the tiles you want! &lt;br /&gt;
&lt;br /&gt;
Rescuing cats is the same for the player, but the turn order is dependent on your sister&#039;s speed. &lt;br /&gt;
&lt;br /&gt;
==== Rescue phase for your sister ====&lt;br /&gt;
For your sister, the first solo basket card is drawn, which determines how many cards your sister will have during this phase as well as the turn order. If the card has a basket value over 1, draw solo basket cards until the number of cards is equal to the number of baskets. The speed value on the first card will determine your sister&#039;s speed and hence turn order. &lt;br /&gt;
&lt;br /&gt;
When resolving the solo basket cards, determine which tiles are taken from the pool by the number on the card (Reminder: Leftmost tile is labelled as 1). If the rightmost tile is not taken, shift the tile numbers accordingly without changing the tile order (eg if tile 2 is taken, tile 6 becomes tile 5). If the tile number shown on the card does not exist (number is too large), take the last numbered tile of that type. &lt;br /&gt;
&lt;br /&gt;
Keywords for resolving cards: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cat 4&#039;&#039;&#039; - Take the 4th cat from the island and remove it from the game. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rare 5&#039;&#039;&#039; - Take the 5th rare treasure and remove it from the game. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oshax 2&#039;&#039;&#039; - Take the 2nd Oshax and remove it from the game. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Switch 1,4&#039;&#039;&#039; - Switch cat 1 and cat 4 tiles, so that cat 4 is now cat 1 and vice versa. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Common treasure icon&#039;&#039;&#039; - Take a common treasure identical to what is shown on the card and remove it from the game.&lt;br /&gt;
After the player cannot rescue any more cats or passes, move onto rare finds.&lt;br /&gt;
&lt;br /&gt;
=== Rare finds === &lt;br /&gt;
This phase is the same, with your sister not doing anything for this phase. If all Oshax tiles are taken out from the pool, any Oshax cards are useless. The same thing applies for the treasure cards.&lt;br /&gt;
&lt;br /&gt;
=== Start of next round === &lt;br /&gt;
After each day is over, flip over the next solo color. If all five have been flipped over, the game ends. &lt;br /&gt;
&lt;br /&gt;
=== Scoring === &lt;br /&gt;
Scoring is the same for the player, with the sister scoring as follows: &lt;br /&gt;
&lt;br /&gt;
Your sister gains 5 points per cat on the boat for the first revealed solo color. This number of points decreases to 4 points per cat for the second revealed color and so on, until your sister gains 1 point per cat of the final revealed color. This will be the cat color score.&lt;br /&gt;
&lt;br /&gt;
Your sister&#039;s cat color score is then combined with the total score from your sister&#039;s lesson cards to obtain a final score. &lt;br /&gt;
&lt;br /&gt;
The winner is the person with the most points. If there is a tie, your sister wins. &lt;br /&gt;
&lt;br /&gt;
=== Other information === &lt;br /&gt;
Solo lesson cards, which may be confusing, are given below. This list will grow if necessary. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The highest scoring lesson scores twice&#039;&#039;&#039; - This applies to the solo lessons and not the private/public lessons played by the player. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5 points for every cat over 15&#039;&#039;&#039; - If more than 15 cats have been placed on the boat (including Oshax), this solo lesson will score points (eg 17 cats will score 10 points to your sister).&lt;/div&gt;</summary>
		<author><name>JefferoNW</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptheisleofcats&amp;diff=13147</id>
		<title>Gamehelptheisleofcats</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptheisleofcats&amp;diff=13147"/>
		<updated>2022-05-11T03:41:55Z</updated>

		<summary type="html">&lt;p&gt;JefferoNW: Testing new table formatting...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Isle of Cats is a 1-4 player, card-drafting, polyomino cat-placement board game.&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
&lt;br /&gt;
The legend of an Isle of Cats is real! But it is threatened by the approaching armies of Vesh Darkhand, who will stop at nothing to destroy the island and its feline inhabitants!&lt;br /&gt;
&lt;br /&gt;
You are citizens of Squall’s End and are on a rescue mission to save as many cats as possible before Vesh arrives. You must explore the island, rescue cats, gather ancient treasures and find a way to fit them all onto your boat before returning safely to Squall’s End.&lt;br /&gt;
&lt;br /&gt;
Cats and treasure are represented by tiles of different shapes that you must carefully place onto your boat. Try to keep cat families together, complete lessons, and leave enough room to place the next tile on your boat!&lt;br /&gt;
&lt;br /&gt;
== Game Start ==&lt;br /&gt;
&lt;br /&gt;
All colored cat tiles and Rare Treasure tiles are placed in a bag. Six Oshax cat tiles and all available Common Treasure tiles (based on player count) are arranged below the central island.&lt;br /&gt;
&lt;br /&gt;
Tiles are then drawn randomly from the bag until there are 2 cat tiles per player in each of the fields to the left and the right of the central island. &lt;br /&gt;
&lt;br /&gt;
Any rare treasure tiles drawn are placed below the island.&lt;br /&gt;
&lt;br /&gt;
Each player starts the game with a boat and one permanent basket.&lt;br /&gt;
&lt;br /&gt;
== Phases ==&lt;br /&gt;
&lt;br /&gt;
The Isle of Cats is played over 5 days (rounds). &lt;br /&gt;
&lt;br /&gt;
On each day the cats will venture into the fields on the island and you have until nightfall to attempt to rescue them through 5 phases of play.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: A &#039;&#039;&#039;Round Summary&#039;&#039;&#039; reference card is located in the top right corner of each boat. Hover over the card to display its details.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Phase 1. Fishing ===&lt;br /&gt;
&lt;br /&gt;
Each player gains 20 fish.&lt;br /&gt;
&lt;br /&gt;
=== Phase 2. Explore (Drafting) ===&lt;br /&gt;
&lt;br /&gt;
Each player is dealt 7 &#039;&#039;&#039;Discovery&#039;&#039;&#039; cards. Choose and keep 2, passing the remaining cards to the next player. Repeat this process three more times (keep two, pass the rest). Finally, the last card passed to you will be kept, giving each player a 7-card draft.&lt;br /&gt;
&lt;br /&gt;
You will then look at your 7 cards and decide which to buy and keep. The cost for each card is displayed in its top left corner. If you wish to keep a card, it must be paid for in fish.&lt;br /&gt;
&lt;br /&gt;
You can keep (buy) as many cards as you want from the draft, and you can have as many cards in your hand as you&#039;d like. Any cards not purchased during the draft are discarded from the game.&lt;br /&gt;
&lt;br /&gt;
During subsequent rounds, you will pass in the opposite direction; switching from clockwise to counter-clockwise and back again. The direction that cards will be passed is indicated by the colored cats at the top of the player panels.&lt;br /&gt;
&lt;br /&gt;
=== Phase 3. Read (Display) Lessons ===&lt;br /&gt;
&lt;br /&gt;
Every blue &#039;&#039;&#039;Lesson&#039;&#039;&#039; card you kept and purchased will now be placed on the table.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Public Lesson&#039;&#039;&#039; cards are placed face up for all players to see. If the Public Lesson says &amp;quot;pick a color&amp;quot;, the person playing the card must declare a color when it is played. A cat of that color will be placed on the card. Public Lesson cards are objectives that anyone can achieve and allow all players to score extra points at the end of the game.&lt;br /&gt;
&lt;br /&gt;
Non-public &#039;&#039;&#039;Lesson&#039;&#039;&#039; cards are personal objectives and are visible and achievable only to you. The quantity of private Lesson cards is public knowledge, but their contents are kept secret. Private Lesson cards allow you to score extra points at the end of the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strategy Tip: This phase is the only time that &#039;&#039;&#039;Lesson&#039;&#039;&#039; cards can be played from your hand to the table. Be careful not to acquire additional cards (e.g., using an &#039;&#039;&#039;Anytime&#039;&#039;&#039; card) too late in the last round!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Phase 4. Rescue Cats ===&lt;br /&gt;
&lt;br /&gt;
Now players take turns to rescue cats. Each cat requires a basket and a number of fish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strategy Tip: Fish are used as currency to both buy cards and to rescue cats. You must find a balance between how many cards you buy in the Explore phase and how many cats you wish to rescue in the Rescue phase!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You must declare, in turn order, which (and how many) green &#039;&#039;&#039;Rescue&#039;&#039;&#039; cards that you will be using during this round&#039;s Rescue phase. You are not required to use all of your Rescue cards in any given turn. In fact, you may choose to hold onto baskets if you do not have the necessary fish to buy cat tiles, or if you have an odd number of broken baskets.&lt;br /&gt;
&lt;br /&gt;
==== Turn order ====&lt;br /&gt;
&lt;br /&gt;
Playing Rescue cards also affects the turn order for all players. Many Rescue cards have a &#039;&#039;&#039;Speed Value&#039;&#039;&#039; represented by a pair of boots and a speed number. Once all players have declared their Rescue cards for the round, the Rescue cards are revealed (turned over) simultaneously by all players and each player totals their speed values. &lt;br /&gt;
&lt;br /&gt;
Rearrange the player&#039;s colored cats on the island&#039;s turn order track according to these speed totals, from &amp;quot;fastest&amp;quot; to &amp;quot;slowest&amp;quot;. In case of a tie, the players who have the same speed maintain the same turn order in relation to each other on the island.&lt;br /&gt;
&lt;br /&gt;
This change in turn order is immediate, and affects any cards played from this point onwards.&lt;br /&gt;
&lt;br /&gt;
==== Baskets ====&lt;br /&gt;
&lt;br /&gt;
There are 3 types of baskets:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Permanent baskets:&#039;&#039; These can be used once a day. When you use a permanent basket, flip it to the &#039;&#039;used&#039;&#039; side to show it has been used. Every player starts with one permanent basket. You can gain extra permanent baskets with cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Regular baskets:&#039;&#039; These can only be used once in the game. Once they have been used, they are discarded.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Broken baskets:&#039;&#039; You can combine 2 broken baskets to make a regular basket. Just like regular baskets, these can only be used once.&lt;br /&gt;
&lt;br /&gt;
==== Rescuing cats ====&lt;br /&gt;
&lt;br /&gt;
Any cat tile to the &#039;&#039;&#039;left&#039;&#039;&#039; of the island will cost you &#039;&#039;&#039;three&#039;&#039;&#039; fish and one basket. Any cat tile to the &#039;&#039;&#039;right&#039;&#039;&#039; of the island will cost you &#039;&#039;&#039;five&#039;&#039;&#039; fish and one basket. (The center island displays &amp;quot;3 &amp;lt;FISH&amp;gt;&amp;quot; and &amp;quot;5 &amp;lt;FISH&amp;gt;&amp;quot; on its left and right sides as a reminder of the cost of a cat tile in each field, respectively.)&lt;br /&gt;
&lt;br /&gt;
To rescue a cat, start by clicking on one of your available baskets: either a permanent basket or your basket card(s). All available cats will be then be displayed, in miniature, at the top of your boat. Select a cat (either in miniature or from one of the fields to the side of the island). Click anywhere on your boat to &#039;&#039;rescue&#039;&#039; the cat. Once on your boat, you can flip, rotate, and move the tile into the desired position. Confirm your cat placement to finish your turn.&lt;br /&gt;
&lt;br /&gt;
You can only rescue one cat at a time. Then, following the turn order, it is the next player&#039;s turn to rescue a cat. Continue around the table rescuing more cats until everyone has run out of baskets, fish, or passes.&lt;br /&gt;
&lt;br /&gt;
All regular basket cards or broken basket cards that you played this round, whether used to rescue a cat or not, will be discarded.&lt;br /&gt;
&lt;br /&gt;
==== Tile placement ====&lt;br /&gt;
&lt;br /&gt;
When you rescue a cat (or obtain any tile) you must immediately place it on your boat. The first cat (or tile) can go anywhere, but after that, every tile (cat or treasure) must touch at least 1 previously played tile. Touching means &#039;&#039;orthogonally adjacent.&#039;&#039; Diagonal is not touching.&lt;br /&gt;
&lt;br /&gt;
All tiles can be rotated, flipped, and oriented in any way that helps you fit the tile into open squares on your boat. &lt;br /&gt;
&lt;br /&gt;
If any cat placed on the boat covers a &#039;&#039;&#039;Treasure Map&#039;&#039;&#039; of the same color, the player may take a &#039;&#039;&#039;common&#039;&#039;&#039; treasure from the pool and immediately place it on their boat. The maps can be found in the bedrooms, the deck, the storage room and the captain&#039;s room.&lt;br /&gt;
&lt;br /&gt;
=== Phase 5. Rare Finds ===&lt;br /&gt;
&lt;br /&gt;
Finally, players will take turns to play yellow &#039;&#039;&#039;Treasure&#039;&#039;&#039; and brown &#039;&#039;&#039;Oshax&#039;&#039;&#039; cards from their hand.&lt;br /&gt;
&lt;br /&gt;
Treasure cards allow you to collect smaller pieces to fill in those tricky areas. &#039;&#039;&#039;Rare Treasure&#039;&#039;&#039; tiles on your boat are worth 3 points at the end of the game.&lt;br /&gt;
&lt;br /&gt;
Oshax are friendly cats that can act as any color. When you play an Oshax card select any one Oshax cat tile from below the island. Gaining an Oshax cat does not require the use of a basket nor does it cost you any fish.&lt;br /&gt;
&lt;br /&gt;
When you place an Oshax on your boat, you must immediately choose which color of cat it will &amp;quot;befriend&amp;quot;. A cat of that color will be placed on the Oshax. The Oshax counts as both an Oshax and a cat of the chosen color for the rest of the game.&lt;br /&gt;
&lt;br /&gt;
=== End-of-round clean-up ===&lt;br /&gt;
&lt;br /&gt;
At the end of each day, any cats that weren&#039;t rescued from the fields scurry away and are removed from the game. Unclaimed treasures (common and rare) are &#039;&#039;not&#039;&#039; removed and remain below the island. Draw new tiles from the bag until there are 2 cat tiles per player in each field to the left and the right of the central island. Any rare treasure tiles drawn are placed below the island. &lt;br /&gt;
&lt;br /&gt;
The day tracker at the bottom of the island is updated by moving Vesh’s boat 1 space forward. If Vesh’s boat reaches the hand symbol, Vesh has arrived and it’s time for all boats to set sail with their cats back to Squall’s End! Proceed to scoring. Otherwise, each player flips their permanent baskets back to their active side and the next day begins.&lt;br /&gt;
&lt;br /&gt;
Any unplayed cards remain in your hand for the next day. You do not have to pay for them again and there is no limit to how many cards you may have in your hand. Any fish you have not used are kept and carry over to the next day.&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
After 5 days (rounds), you will earn points for: completed lesson cards, rare treasures, and families of cats (groups of touching cats of the same color) on your boat.&lt;br /&gt;
&lt;br /&gt;
However, you will &#039;&#039;lose&#039;&#039; points for: each room on your boat which isn’t completely filled and any rats which haven’t been eaten (i.e., covered up)!&lt;br /&gt;
&lt;br /&gt;
The winner is the player with the most points at the end of the game!&lt;br /&gt;
&lt;br /&gt;
== Boats ==&lt;br /&gt;
&lt;br /&gt;
Each player has their own boat containing 7 rooms, 19 rats, and 5 colored treasure maps. This is where you will be placing every cat you rescue and any treasure you find.&lt;br /&gt;
&lt;br /&gt;
When you rescue a cat (or obtain any tile) you must immediately place it on your boat. The first cat (or tile) can go anywhere, but after that, every tile (cat or treasure) must touch at least 1 previously played tile. Touching means &#039;&#039;orthogonally adjacent.&#039;&#039; Diagonal is not touching.&lt;br /&gt;
&lt;br /&gt;
The edge of the boat is the thick white line that frames the grid of squares on each boat.&lt;br /&gt;
&lt;br /&gt;
Tiles cannot overlap and cannot extend outside of the boat&#039;s edge.&lt;br /&gt;
&lt;br /&gt;
=== Rooms ===&lt;br /&gt;
&lt;br /&gt;
There are 7 rooms on each boat and every square on your boat is part of a room. You can identify rooms by the walls surrounding them. Six of the seven rooms can also be identified by the icons located in the corner of each square. The room with no icons (#5, the Deck, shown in red) still counts as a room.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Click the &#039;&#039;&#039;Room overlay&#039;&#039;&#039; button to display a set of larger, colored icons on your boat for easier room identification.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:IsleOfCats-ShipRooms-sm.jpeg]]&lt;br /&gt;
&lt;br /&gt;
=== Room details ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TABLE border=&amp;quot;2&amp;quot; rules=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;&#039;&#039;&#039;Room #&#039;&#039;&#039; &amp;lt;TD&amp;gt;&#039;&#039;&#039;Location&#039;&#039;&#039; &amp;lt;TD&amp;gt;&#039;&#039;&#039;Icon&#039;&#039;&#039; &amp;lt;TD&amp;gt;&#039;&#039;&#039;Overlay/Icon Color&#039;&#039;&#039; &amp;lt;TD&amp;gt;&#039;&#039;&#039;Size&#039;&#039;&#039; &amp;lt;TD&amp;gt;&#039;&#039;&#039;Type&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;&#039;&#039;&#039;1&#039;&#039;&#039; &amp;lt;TD&amp;gt;Stern &amp;lt;TD&amp;gt;Parrot &amp;lt;TD&amp;gt;Yellow &amp;lt;TD&amp;gt;18 squares &amp;lt;TD&amp;gt;Captain&#039;s Room&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;&#039;&#039;&#039;2&#039;&#039;&#039; &amp;lt;TD&amp;gt;Port &amp;lt;TD&amp;gt;Crescent Moon &amp;amp; Star &amp;lt;TD&amp;gt;Blue &amp;lt;TD&amp;gt;11 &amp;lt;TD&amp;gt;Bedroom&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;&#039;&#039;&#039;3&#039;&#039;&#039; &amp;lt;TD&amp;gt;Amidships &amp;lt;TD&amp;gt;Apple core &amp;lt;TD&amp;gt;White &amp;lt;TD&amp;gt;18 &amp;lt;TD&amp;gt; Dining Room&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;&#039;&#039;&#039;4&#039;&#039;&#039; &amp;lt;TD&amp;gt;Starboard &amp;lt;TD&amp;gt;Crescent Moon &amp;amp; Star &amp;lt;TD&amp;gt;Green &amp;lt;TD&amp;gt;11 &amp;lt;TD&amp;gt;Bedroom&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;&#039;&#039;&#039;5&#039;&#039;&#039; &amp;lt;TD&amp;gt;Amidships &amp;lt;TD&amp;gt;none &amp;lt;TD&amp;gt;Red &amp;lt;TD&amp;gt;60 &amp;lt;TD&amp;gt;Deck&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;&#039;&#039;&#039;6&#039;&#039;&#039; &amp;lt;TD&amp;gt;Fore &amp;lt;TD&amp;gt;Grain &amp;lt;TD&amp;gt;Orange &amp;lt;TD&amp;gt;20 &amp;lt;TD&amp;gt;Storage Room&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;&#039;&#039;&#039;7&#039;&#039;&#039; &amp;lt;TD&amp;gt;Bow &amp;lt;TD&amp;gt;Parrot &amp;lt;TD&amp;gt;Magenta &amp;lt;TD&amp;gt;4 &amp;lt;TD&amp;gt;Captain&#039;s Room&lt;br /&gt;
&amp;lt;/TABLE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Room # !! Location  !! Icon  !! Overlay/Icon Color !! Size !! Type&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Stern     || Parrot               || Yellow  || 18 squares || Captain&#039;s Room&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Port      || Crescent Moon &amp;amp; Star || Blue    || 11         || Bedroom&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Amidships || Apple core           || White   || 18         || Dining Room&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Starboard || Crescent Moon &amp;amp; Star || Green   || 11         || Bedroom&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| Amidships || none                 || Red     || 60         || Deck&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| Fore      || Grain                || Orange  || 20         || Storage Room&lt;br /&gt;
|-&lt;br /&gt;
! 7&lt;br /&gt;
| Bow       || Parrot               || Magenta || 4          || Captain&#039;s Room&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: There are two &#039;&#039;&#039;Bedrooms&#039;&#039;&#039; and two &#039;&#039;&#039;Captain&#039;s Rooms&#039;&#039;&#039; on each boat.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Treasure maps ===&lt;br /&gt;
&lt;br /&gt;
Your boat contains five colored treasure maps that can be used to obtain &#039;&#039;&#039;Common Treasures.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you place a cat tile on a treasure map icon and the colors match (e.g., a green cat on green treasure map), you may immediately take any one of the four common treasures and place it on your boat.&lt;br /&gt;
&lt;br /&gt;
The four Common Treasures are located directly below the island and are: one square, two squares, and three squares in size. &lt;br /&gt;
&lt;br /&gt;
You can place other tiles over a treasure map, but you will not receive the bonus Common Treasure.&lt;br /&gt;
&lt;br /&gt;
== Anytime Cards ==&lt;br /&gt;
&lt;br /&gt;
Purple &#039;&#039;&#039;Anytime&#039;&#039;&#039; cards can be used at ... any time!&lt;br /&gt;
&lt;br /&gt;
To maintain a faster game play experience, you can alter when you want the game to ask you if you want to play an Anytime card.&lt;br /&gt;
&lt;br /&gt;
Anytime cards can &#039;&#039;always&#039;&#039; be played on your turn during the Rescue and Rare Finds phases. They can also be played before or after specific points in the game, if desired. &lt;br /&gt;
&lt;br /&gt;
You can change when the game will ask you to play Anytime cards by clicking on the &amp;quot;When to play&amp;quot; button. The button is only displayed on Anytime cards that can impact other players. &lt;br /&gt;
&lt;br /&gt;
Click the gear icon in your player panel for more options related to this button and for other ways to speed up game play (e.g., &amp;quot;Auto pass: Enabled&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== Treasure Reference ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rare Treasures&#039;&#039;&#039; are uniquely shaped tiles that are placed below the island when drawn from the bag prior to each day. You collect Rare Treasure tiles by playing yellow Treasure cards during the Rare Finds phase. Each Rare Treasure tile on your boat is worth 3 points at the end of the game. Since tiles are drawn at random from the bag, the quantity of Rare Treasure tiles made available throughout the game will vary. (They &#039;&#039;are&#039;&#039; rare, right?)&lt;br /&gt;
&lt;br /&gt;
All &#039;&#039;&#039;Common Treasures&#039;&#039;&#039; are distributed below the island at the start of the game. Common Treasure do not add to your score but are helpful in filling in small open spaces to completely cover a room to avoid a scoring penalty (-5 points) at the end of the game. &lt;br /&gt;
&lt;br /&gt;
Common Treasures are: one square, two squares, and three squares in size. Common Treasure are limited in quantity and often run out! Common Treasures can be collected by covering a Treasure Map with a matching colored cat or by using some yellow Treasure cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Treasures&#039;&#039;&#039;, when referenced by a card, include only the two &#039;&#039;smallest&#039;&#039; Common Treasures: one square and two squares.&lt;br /&gt;
&lt;br /&gt;
== Color Reference ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lesson&#039;&#039;&#039; cards are BLUE.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rescue&#039;&#039;&#039; cards are GREEN.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oshax&#039;&#039;&#039; cards are BROWN.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treasure&#039;&#039;&#039; cards are YELLOW.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Anytime&#039;&#039;&#039; cards are PURPLE.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Click the &#039;&#039;&#039;Color reference&#039;&#039;&#039; button (bottom of the table layout) to display reference cards for the five cat colors (blue, green, orange, purple, red) and treasure map colors.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Size Reference ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oshax Cat&#039;&#039;&#039; tiles are: 6 squares in size.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Colored Cat&#039;&#039;&#039; tiles are: 4, 5, &amp;amp; 6 squares in size.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rare Treasure&#039;&#039;&#039; tiles are: 4 squares in size.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Common Treasure&#039;&#039;&#039; tiles are: 1, 2, &amp;amp; 3 squares in size.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Treasure&#039;&#039;&#039; tiles are the two smallest Common Treasure tiles: 1 &amp;amp; 2 squares in size.&lt;br /&gt;
&lt;br /&gt;
== Term Reference ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cat Families:&#039;&#039;&#039; A cat family is 3 or more cats of the same color that are touching each other on your boat. Oshax cats count as colored cats and will contribute to a cat family&#039;s size. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Touching:&#039;&#039;&#039; Tiles are said to be touching if they are orthogonally adjacent. Diagonal is not touching.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lonely Cat:&#039;&#039;&#039; A cat is a lonely cat if it is not touching another cat of the same color. It &#039;&#039;can&#039;&#039; be touching other tiles, just not another cat tile of the same color as itself. Oshax cats count as colored cats and therefore can qualify as a lonely cat, and can disqualify another cat from being lonely if they are of the same color and touching.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treasures:&#039;&#039;&#039; When counting treasures, all types and sizes of treasure tiles should be included: Rare and Common.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Captain&#039;s Rooms:&#039;&#039;&#039; There are two Captain&#039;s Rooms. One in the bow and the other in the stern. Both have squares marked with a Parrot icon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bedrooms:&#039;&#039;&#039; There are two Bedrooms. One on the port side and the other on the starboard side. Both have squares marked with a Crescent Moon &amp;amp; Star icon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;In front of you:&#039;&#039;&#039; This refers to cards in your own personal play area and includes your private Lesson cards but &#039;&#039;not&#039;&#039; Public Lesson cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Full:&#039;&#039;&#039; A room is considered full if none of the squares containing its icon can be seen: every square has been covered by a tile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Empty:&#039;&#039;&#039; A room is empty only if &#039;&#039;all&#039;&#039; of its squares are uncovered.  A room that has &#039;&#039;some&#039;&#039; of its squares covered is neither full nor empty.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rare Finds:&#039;&#039;&#039; During Phase 5 you may be instructed that &amp;quot;You must take a rare find or pass&amp;quot;.  This means you have the option to play your yellow Treasure cards and your brown Oshax cards.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
At the end of the game, players should add up their score. The player with the highest score wins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: A &#039;&#039;&#039;Scoring&#039;&#039;&#039; reference card is located in the bottom left corner of each boat. Hover over the card to display its contents.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rats:&#039;&#039;&#039; You get -1 point for each visible rat on your boat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rooms:&#039;&#039;&#039; You get -5 points for each room that has &#039;&#039;not&#039;&#039; been filled.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cat Families:&#039;&#039;&#039; You get points for each cat family you have:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TABLE border=&amp;quot;2&amp;quot; rules=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;&#039;&#039;&#039;Cats&#039;&#039;&#039; &amp;lt;TD&amp;gt;&#039;&#039;&#039;Points&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;3 &amp;lt;TD&amp;gt;8&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;4 &amp;lt;TD&amp;gt;11&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;5 &amp;lt;TD&amp;gt;15&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;6 &amp;lt;TD&amp;gt;20&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;7 &amp;lt;TD&amp;gt;25&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;8 &amp;lt;TD&amp;gt;30&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;9 &amp;lt;TD&amp;gt;35&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;10 &amp;lt;TD&amp;gt;40&lt;br /&gt;
&amp;lt;/TABLE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rare Treasures:&#039;&#039;&#039; You get 3 points for every Rare Treasure on your boat. (Common Treasures do not score points.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lessons:&#039;&#039;&#039; Reveal each private Lesson card you have. If you have completed the lesson, add those points to your score.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Public Lessons:&#039;&#039;&#039; Check each Public Lesson card and add the points from any completed cards to your score&lt;br /&gt;
&lt;br /&gt;
==== Tiebreaker ====&lt;br /&gt;
&lt;br /&gt;
In the case of a tie, the player with the most fish wins (they remembered their cats might want a snack on the way home). If the tied players have the same number of fish, then both players win.&lt;br /&gt;
&lt;br /&gt;
== Base Game Variants ==&lt;br /&gt;
The base game comes with two variants, namely the family and the solo variants. Any differences between the base game and the variant will be discussed below.&lt;br /&gt;
&lt;br /&gt;
== Family variant == &lt;br /&gt;
This variant simplifies the game into it only having a lesson phase and a rescue phase. This mode is useful for new players who are not very familiar with this game. &lt;br /&gt;
&lt;br /&gt;
=== Setup phase === &lt;br /&gt;
The turn order for the first round is determined randomly at the start of the game. This order will change with each round, where the &#039;&#039;first&#039;&#039; player in turn order in one round will become the &#039;&#039;last&#039;&#039; player in turn order in the next round, with the second player in turn order becoming the first player and so on. &lt;br /&gt;
&lt;br /&gt;
Before the first rescue phase, 3 Family cards will be dealt to each player. Choose 2 and discard the other. These will be your &#039;&#039;&#039;Private Lesson&#039;&#039;&#039; cards for the rest of the game, and no other Lesson cards will be drawn. After everyone has chosen their lessons, the rescue phase can begin.&lt;br /&gt;
&lt;br /&gt;
=== Rescue phase === &lt;br /&gt;
This will be the only round phase for the rest of the game. Similar to the base game, cats will be drawn until there 4 cats per player, with any Rare Treasures set aside. These cat tiles are randomly placed around the island. &lt;br /&gt;
&lt;br /&gt;
Beginning with the start player, players take turns to pick cat tiles from the pool until none are left or everyone passes. If you pass, you cannot pick up tiles for the rest of the round. Tile placement of the cat tiles follows the same rules, with treasure maps functioning as usual too. After the rescue phase is over, proceed to the next rescue phase until the end of round 5, which is when scoring will occur. &lt;br /&gt;
&lt;br /&gt;
=== Scoring === &lt;br /&gt;
The only changes to scoring boats are that there are no Rare Treasure or Public Lesson points, and the family Lesson cards can be scored under Private Lessons.&lt;br /&gt;
&lt;br /&gt;
== Solo variant == &lt;br /&gt;
&#039;&#039;&amp;quot;If the approaching armies of Vesh Darkhand weren’t bad &#039;&#039;&lt;br /&gt;
&#039;&#039;enough, you now notice your sister has snuck aboard your &#039;&#039;&lt;br /&gt;
&#039;&#039;boat and is trying to claim credit for all your hard work. &#039;&#039;&lt;br /&gt;
&#039;&#039;Not only do you need to rescue cats and avoid Vesh, but now &#039;&#039;&lt;br /&gt;
&#039;&#039;you will have to also sabotage your sister’s plans in order to &#039;&#039;&lt;br /&gt;
&#039;&#039;succeed!&amp;quot;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
This mode has multiple difficulties, as explained below. Any lesson cards which may be confusing for the sister setup are given at the end of this section.&lt;br /&gt;
&lt;br /&gt;
=== Initial setup === &lt;br /&gt;
Only the Oshax setup changes for the player setup. &lt;br /&gt;
&lt;br /&gt;
6 Oshax tiles will be placed in a random order in a horizontal line, where the number of the tile is denoted by its position along the line (eg Oshax 1 is on the far left and Oshax 5 is one left from the rightmost tile). &lt;br /&gt;
&lt;br /&gt;
==== Sister setup ====&lt;br /&gt;
&#039;&#039;&#039;Solo color&#039;&#039;&#039; cards are shuffled and placed in a horizontal line, where they will be revealed left to right, one card per round. Make sure to keep track of the color order, as colors revealed earlier in the game benefit your sister more! &lt;br /&gt;
&lt;br /&gt;
The sister will also have &#039;&#039;&#039;Solo lessons&#039;&#039;&#039;, which will be affected by what is placed on your boat. The easy difficulty will have 3 solo lessons, and the number of additional advanced lessons will increase depending on the difficulty. This ranges from 1 advanced lesson for Medium, up to 4 advanced lessons for Expert. &lt;br /&gt;
&lt;br /&gt;
==== Start of the round ==== &lt;br /&gt;
Fields on either side of the island will have 4 cats, with any rare treasure tiles drawn placed in a line, with the first tile drawn called &#039;Rare 1&#039;, the second rare tile called &#039;Rare 2&#039; and so on. Drawn cat tiles will also need to be placed in a line so that they can be numbered from left to right. As opposed to the base game, identical Rare treasures are not stacked on one another.&lt;br /&gt;
&lt;br /&gt;
The player will receive a boat, 20 fish at the start of the round, as well as a permanent basket - same as multiplayer. &lt;br /&gt;
&lt;br /&gt;
==== Explore/Lesson Phases ==== &lt;br /&gt;
The player receives the first 5 &#039;&#039;&#039;Discovery&#039;&#039;&#039; cards from the deck and chooses 3. The other two are placed into a discard pile. This is then repeated a second time, then finally the top card from the deck is drawn and added to the 6 cards already in their hand. Card buying works the same way as multiplayer. &lt;br /&gt;
&lt;br /&gt;
The lesson phase is exactly the same, apart from the fact that public lessons only give 50% of the points to the player, rounded up. &lt;br /&gt;
&lt;br /&gt;
=== Rescue Phase === &lt;br /&gt;
Here your Sister is trying to steal tiles from the pool! Make sure she doesn&#039;t take the tiles you want! &lt;br /&gt;
&lt;br /&gt;
Rescuing cats is the same for the player, but the turn order is dependent on your sister&#039;s speed. &lt;br /&gt;
&lt;br /&gt;
==== Rescue phase for your sister ====&lt;br /&gt;
For your sister, the first solo basket card is drawn, which determines how many cards your sister will have during this phase as well as the turn order. If the card has a basket value over 1, draw solo basket cards until the number of cards is equal to the number of baskets. The speed value on the first card will determine your sister&#039;s speed and hence turn order. &lt;br /&gt;
&lt;br /&gt;
When resolving the solo basket cards, determine which tiles are taken from the pool by the number on the card (Reminder: Leftmost tile is labelled as 1). If the rightmost tile is not taken, shift the tile numbers accordingly without changing the tile order (eg if tile 2 is taken, tile 6 becomes tile 5). If the tile number shown on the card does not exist (number is too large), take the last numbered tile of that type. &lt;br /&gt;
&lt;br /&gt;
Keywords for resolving cards: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cat 4&#039;&#039;&#039; - Take the 4th cat from the island and remove it from the game. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rare 5&#039;&#039;&#039; - Take the 5th rare treasure and remove it from the game. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oshax 2&#039;&#039;&#039; - Take the 2nd Oshax and remove it from the game. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Switch 1,4&#039;&#039;&#039; - Switch cat 1 and cat 4 tiles, so that cat 4 is now cat 1 and vice versa. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Common treasure icon&#039;&#039;&#039; - Take a common treasure identical to what is shown on the card and remove it from the game.&lt;br /&gt;
After the player cannot rescue any more cats or passes, move onto rare finds.&lt;br /&gt;
&lt;br /&gt;
=== Rare finds === &lt;br /&gt;
This phase is the same, with your sister not doing anything for this phase. If all Oshax tiles are taken out from the pool, any Oshax cards are useless. The same thing applies for the treasure cards.&lt;br /&gt;
&lt;br /&gt;
=== Start of next round === &lt;br /&gt;
After each day is over, flip over the next solo color. If all five have been flipped over, the game ends. &lt;br /&gt;
&lt;br /&gt;
=== Scoring === &lt;br /&gt;
Scoring is the same for the player, with the sister scoring as follows: &lt;br /&gt;
&lt;br /&gt;
Your sister gains 5 points per cat on the boat for the first revealed solo color. This number of points decreases to 4 points per cat for the second revealed color and so on, until your sister gains 1 point per cat of the final revealed color. This will be the cat color score.&lt;br /&gt;
&lt;br /&gt;
Your sister&#039;s cat color score is then combined with the total score from your sister&#039;s lesson cards to obtain a final score. &lt;br /&gt;
&lt;br /&gt;
The winner is the person with the most points. If there is a tie, your sister wins. &lt;br /&gt;
&lt;br /&gt;
=== Other information === &lt;br /&gt;
Solo lesson cards, which may be confusing, are given below. This list will grow if necessary. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The highest scoring lesson scores twice&#039;&#039;&#039; - This applies to the solo lessons and not the private/public lessons played by the player. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5 points for every cat over 15&#039;&#039;&#039; - If more than 15 cats have been placed on the boat (including Oshax), this solo lesson will score points (eg 17 cats will score 10 points to your sister).&lt;/div&gt;</summary>
		<author><name>JefferoNW</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpkingdombuilder&amp;diff=12311</id>
		<title>Gamehelpkingdombuilder</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpkingdombuilder&amp;diff=12311"/>
		<updated>2022-03-16T04:16:10Z</updated>

		<summary type="html">&lt;p&gt;JefferoNW: Corrected &amp;quot;losing a Location Tile&amp;quot; rules&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
For tips on how to play Kingdom Builder, see &#039;&#039;&#039;[[Tips_kingdombuilder|Tips_KingdomBuilder]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Game Layout ==&lt;br /&gt;
&lt;br /&gt;
Kingdom Builder comes with eight different playing boards (called &#039;&#039;&#039;Sectors&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
The game starts with four random sector boards and three random scoring cards.&lt;br /&gt;
&lt;br /&gt;
Each of the four sector boards is comprised of 100 hexes in a unique combination of &#039;&#039;&#039;Terrain&#039;&#039;&#039; hexes, &#039;&#039;&#039;Castle&#039;&#039;&#039; hexes and &#039;&#039;&#039;Location&#039;&#039;&#039; hexes.&lt;br /&gt;
&lt;br /&gt;
Each player starts with forty settlements (houses) in their supply and is dealt one one &#039;&#039;&#039;Terrain Card&#039;&#039;&#039; from the Terrain Deck.&lt;br /&gt;
&lt;br /&gt;
=== Terrain spaces ===&lt;br /&gt;
&lt;br /&gt;
There are five terrain types on which you are allowed to build a settlement: Flower, Forrest, Canyon, Desert, and Grass.&lt;br /&gt;
&lt;br /&gt;
[[File:Terrain01a.jpg]]&lt;br /&gt;
&lt;br /&gt;
There are two terrain types on which you are &#039;&#039;&#039;not&#039;&#039;&#039; allowed to build a settlement: Water and Mountains.&lt;br /&gt;
&lt;br /&gt;
[[File:Terrain01b.jpeg]]&lt;br /&gt;
&lt;br /&gt;
=== Location spaces ===&lt;br /&gt;
&lt;br /&gt;
Each sector board contains one or two &#039;&#039;&#039;Castles&#039;&#039;&#039;. Placing a settlement next to a Castle hex will reward you with victory points at the end of the game.&lt;br /&gt;
&lt;br /&gt;
Each sector board contains one or two &#039;&#039;&#039;Locations&#039;&#039;&#039;. Placing a settlement next to a Location hex will earn you a Location Tile which provides an extra action during your future turns.&lt;br /&gt;
&lt;br /&gt;
[[File:Terrain01c.jpg]]&lt;br /&gt;
&lt;br /&gt;
Like Water and Mountains, you are not allowed to build a settlement on Castle or Location hexes.&lt;br /&gt;
&lt;br /&gt;
=== Scoring cards ===&lt;br /&gt;
&lt;br /&gt;
The three random scoring cards define how players will earn gold (victory points) in the game, such as earning gold for your settlements built next to water hexes or having the majority of settlements in a sector of the board, etc.&lt;br /&gt;
&lt;br /&gt;
A fourth scoring card (&#039;&#039;&#039;Castle&#039;&#039;&#039;) is present in &#039;&#039;every&#039;&#039; game and allows players to earn gold by building next to Castles.&lt;br /&gt;
&lt;br /&gt;
== Placing Settlements ==&lt;br /&gt;
&lt;br /&gt;
Each turn you &#039;&#039;must&#039;&#039; place three of your settlements on the terrain type shown on your terrain card, with the following considerations:&lt;br /&gt;
&lt;br /&gt;
1) If possible you &#039;&#039;&#039;must&#039;&#039;&#039; build adjacent to your existing settlements. Never forget this, managing adjacency is the key to the game.&lt;br /&gt;
&lt;br /&gt;
2) Placing a settlement next to a Location hex will grant you its corresponding tile that you will be able to activate in every future turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Location Tiles are limited in quantity.  Two Location Tiles are placed on each Location hex and are claimed on a &amp;quot;first come, first take&amp;quot; basis. You can only earn one location tile per specific location hex.&lt;br /&gt;
&lt;br /&gt;
== Location Tiles ==&lt;br /&gt;
&lt;br /&gt;
Location Tiles allow you to activate extra actions. Each tile&#039;s action can be used once per turn starting on the turn &#039;&#039;after&#039;&#039; you obtain the tile.&lt;br /&gt;
&lt;br /&gt;
These extra actions can be used either before or after your mandatory &amp;quot;build three settlements&amp;quot; action, but not in the midst of your &amp;quot;build three&amp;quot; action.&lt;br /&gt;
&lt;br /&gt;
The player keeps a location tile as long as at least one of their settlements is adjacent to the corresponding location. If ever they move their last settlement away from such a location (e.g., by using the action of Barn, Harbor or Paddock), they forfeit that tile and it is removed from the game. After losing a tile from a location, a player cannot re-obtain the tile from that same location hex. Losing a location tile happens immediately when you no longer are adjacent to the location hex.&lt;br /&gt;
&lt;br /&gt;
=== Extra action: Build one additional settlement from your personal supply ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TABLE border=&amp;quot;2&amp;quot; rules=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Location Name/ Sector Board&#039;&#039;&#039; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Tile Front&#039;&#039;&#039; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Action Summary&#039;&#039;&#039; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Qty. of Location Hexes on Board&#039;&#039;&#039; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Qty. of Castle Hexes on Board&#039;&#039;&#039; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Action Description&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Oracle&#039;&#039;&#039; &amp;lt;TD&amp;gt; [[File:Location-Oracle.jpg]] &amp;lt;TD&amp;gt; [[File:Back-Oracle.jpg]] &amp;lt;TD&amp;gt; 1 Location hex &lt;br /&gt;
(2 Location Tiles) &lt;br /&gt;
&amp;lt;TD&amp;gt; 2 Castles &amp;lt;TD&amp;gt; Build one settlement on a hex of the same type as your played Terrain Card.&lt;br /&gt;
Build adjacent if possible.&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Farm&#039;&#039;&#039; &amp;lt;TD&amp;gt; [[File:Location-Farm.jpg]] &amp;lt;TD&amp;gt; [[File:Back-Farm.jpg]] &amp;lt;TD&amp;gt; 2 Location hexes &lt;br /&gt;
(4 Location Tiles) &lt;br /&gt;
&amp;lt;TD&amp;gt; 1 Castle &amp;lt;TD&amp;gt; Build one settlement on Grass.&lt;br /&gt;
Build adjacent if possible.&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Oasis&#039;&#039;&#039; &amp;lt;TD&amp;gt; [[File:Location-Oasis.jpg]] &amp;lt;TD&amp;gt; [[File:Back-Oasis.jpg]] &amp;lt;TD&amp;gt; 2 Location hexes &lt;br /&gt;
(4 Location Tiles) &lt;br /&gt;
&amp;lt;TD&amp;gt; 1 Castle &amp;lt;TD&amp;gt; Build one settlement on a Desert hex.&lt;br /&gt;
Build adjacent if possible.&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Tower&#039;&#039;&#039; &amp;lt;TD&amp;gt; [[File:Location-Tower.jpg]] &amp;lt;TD&amp;gt; [[File:Back-Tower.jpg]] &amp;lt;TD&amp;gt; 2 Location hexes &lt;br /&gt;
(4 Location Tiles) &lt;br /&gt;
&amp;lt;TD&amp;gt; 1 Castle &amp;lt;TD&amp;gt; Build one settlement at the edge on the board. Choose any of the 5 suitable terrain type hexes. &lt;br /&gt;
Build adjacent if possible.&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Tavern&#039;&#039;&#039; &amp;lt;TD&amp;gt; [[File:Location-Tavern.jpg]] &amp;lt;TD&amp;gt; [[File:Back-Tavern.jpg]] &amp;lt;TD&amp;gt; 2 Location hexes &lt;br /&gt;
(4 Location Tiles) &lt;br /&gt;
&amp;lt;TD&amp;gt; 1 Castle &amp;lt;TD&amp;gt; Build one settlement at the end of a string of at least 3 of your own settlements. The orientation of the string does not matter (horizontally or diagonally). The chosen hex must be suitable for building.&lt;br /&gt;
&amp;lt;/TABLE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Extra action: Move one of your existing settlements ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TABLE border=&amp;quot;2&amp;quot; rules=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Location Name/ Sector Board&#039;&#039;&#039; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Tile Front&#039;&#039;&#039; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Action Summary&#039;&#039;&#039; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Qty. of Location Hexes on Board&#039;&#039;&#039; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Qty. of Castle Hexes on Board&#039;&#039;&#039; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Action Description&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Harbor&#039;&#039;&#039; &amp;lt;TD&amp;gt; [[File:Location-Harbor.jpg]] &amp;lt;TD&amp;gt; [[File:Back-Harbor.jpg]] &amp;lt;TD&amp;gt; 1 Location hex &lt;br /&gt;
(2 Location Tiles) &lt;br /&gt;
&amp;lt;TD&amp;gt; 2 Castles &amp;lt;TD&amp;gt; Move any one of your existing settlements to a water hex. (This is the only way to build settlements on water hexes.)&lt;br /&gt;
Build adjacent if possible.&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Barn&#039;&#039;&#039; &amp;lt;TD&amp;gt; [[File:Location-Barn.jpg]] &amp;lt;TD&amp;gt; [[File:Back-Barn.jpg]] &amp;lt;TD&amp;gt; 2 Location hexes &lt;br /&gt;
(4 Location Tiles) &lt;br /&gt;
&amp;lt;TD&amp;gt; 1 Castle &amp;lt;TD&amp;gt; Move any one of your existing settlements to a hex of the same type as your played Terrain Card.&lt;br /&gt;
Build adjacent if possible.&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Paddock&#039;&#039;&#039; &amp;lt;TD&amp;gt; [[File:Location-Paddock.jpg]] &amp;lt;TD&amp;gt; [[File:Back-Paddock.jpg]] &amp;lt;TD&amp;gt; 2 Location hexes &lt;br /&gt;
(4 Location Tiles) &lt;br /&gt;
&amp;lt;TD&amp;gt; 1 Castle &amp;lt;TD&amp;gt; Move any one of your existing settlements two hexes in a straight line in any direction to an eligible hex. You may jump across any terrain type hex, even mountain, water, castle, location and/or your own and other players&#039; settlement. &lt;br /&gt;
The target hex &#039;&#039;does not&#039;&#039; have be adjacent to one of your existing settlements.&lt;br /&gt;
&amp;lt;/TABLE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
The game ends at the end of the round in which one player has built the last settlement from their personal supply.&lt;br /&gt;
&lt;br /&gt;
Each player scores according to the three scoring cards, plus 3 gold for each castle hex they have a settlement next to.&lt;/div&gt;</summary>
		<author><name>JefferoNW</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpzooloretto&amp;diff=12310</id>
		<title>Gamehelpzooloretto</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpzooloretto&amp;diff=12310"/>
		<updated>2022-03-16T04:04:24Z</updated>

		<summary type="html">&lt;p&gt;JefferoNW: Adjustments to formatting and some type corrections.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
The game lasts several rounds. On a player’s turn, they must perform one of the following three actions:&lt;br /&gt;
&lt;br /&gt;
1) Draw a new tile and add it to a delivery truck&lt;br /&gt;
&lt;br /&gt;
2) Take a delivery truck and pass for the rest of the round&lt;br /&gt;
&lt;br /&gt;
3) Carry out one money action&lt;br /&gt;
&lt;br /&gt;
Once each player has taken a delivery truck, the round is over and a new round begins.&lt;br /&gt;
&lt;br /&gt;
The game ends when a player draws and reveals the first tile from the stack covered by the purple wooden disc. The round is played through to the end. Points are scored based on the number of animals and stalls. The player with the most points wins.&lt;br /&gt;
&lt;br /&gt;
== Turn Actions ==&lt;br /&gt;
&lt;br /&gt;
=== Draw a new tile and add it to a delivery truck ===&lt;br /&gt;
&lt;br /&gt;
The player draws and reveals the topmost tile from the stack and places it in an open space on a delivery truck of their choice. Their turn is then over. &lt;br /&gt;
&lt;br /&gt;
Each delivery truck has room for up to three tiles. Should all delivery trucks already have 3 tiles on them, then the player cannot choose this action.&lt;br /&gt;
&lt;br /&gt;
=== Take a delivery truck and pass for the rest of the round ===&lt;br /&gt;
&lt;br /&gt;
The player chooses a delivery truck and places it, along with any tiles on it, in their play area. They must immediately add the tiles from the truck to their zoo. A player may only choose a delivery truck on which there is at least one tile.&lt;br /&gt;
&lt;br /&gt;
Once a player has taken a truck, they pass for the rest of the round and will not get another turn until the next round. &lt;br /&gt;
&lt;br /&gt;
When the player adds the tiles to their zoo, they must follow the following placement rules:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Animal Tiles:&#039;&#039;&#039; An animal tile may be placed either on an empty enclosure space or in the barn. Each enclosure may contain a maximum of one type of animal tile. However, a player may have multiple enclosures containing the same animal type. If there aren’t any legal spaces for an animal tile left in the enclosures, then the player must place the animal in their barn instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vending Stalls:&#039;&#039;&#039; A vending stall may be placed on an empty stall space or in the barn. If there aren’t any stall spaces left, then the player must place the tile in their barn instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Coin Tiles:&#039;&#039;&#039; A coin tile is added to any other coins the player has.&lt;br /&gt;
&lt;br /&gt;
Players may have as many tiles and as many types of tiles (including both animals and vending stalls) as they wish in their barns. &lt;br /&gt;
&lt;br /&gt;
Note: a player may choose to place an animal tile in their barn, even if they have an appropriate empty space in one of their enclosures.&lt;br /&gt;
&lt;br /&gt;
=== Carry out one money action ===&lt;br /&gt;
&lt;br /&gt;
The player may carry out one of the following money actions, provided that they can pay for it.&lt;br /&gt;
&lt;br /&gt;
1) Remodel (Move or Exchange)&lt;br /&gt;
&lt;br /&gt;
2) Purchase or Discard a tile&lt;br /&gt;
&lt;br /&gt;
3) Expand the zoo&lt;br /&gt;
&lt;br /&gt;
The placement rules described above must be followed when carrying out these actions. A player may never carry out more than one money action per turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remodel:&#039;&#039;&#039; (1 coin) A player may only remodel their own zoo. There are two remodeling options: Move or Exchange.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Move:&#039;&#039; The player moves a single animal tile from their barn to an eligible enclosure space in their zoo, or they move any one vending stall tile from its current location to any eligible space in their zoo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Exchange:&#039;&#039; The player takes &#039;&#039;all&#039;&#039; tiles of one animal type in either their barn or one of their zoo’s enclosures and exchanges them with &#039;&#039;all&#039;&#039; tiles of one other animal type in another of their zoo’s locations. An exchange must always involve exactly two areas and the animal types must be different. An exchange involving two areas with the same animal type is not allowed. Exchanging vending stalls is not permitted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Purchase or Discard a tile:&#039;&#039;&#039; (2 coins) The player may either purchase an animal or vending stall tile from an opponent’s barn or discard an animal or vending stall tile from their own barn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Purchase:&#039;&#039; The player takes the animal or vending stall tile of their choice from the barn of another player and adds it to their own zoo. The other player may not refuse the purchase. 1 coin goes to the other player, 1 coin goes to the bank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Discard:&#039;&#039; The player discards a single animal or vending stall tile of their choice from their barn. The tile is removed from the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Expand their zoo:&#039;&#039;&#039; (3 coins) The player pays three coins to the bank and turns their expansion board face up. This expands their zoo by one enclosure and one stall space.&lt;br /&gt;
&lt;br /&gt;
== End of a Round ==&lt;br /&gt;
&lt;br /&gt;
Once each player has taken a delivery truck, the round is over.&lt;br /&gt;
&lt;br /&gt;
The players return the empty trucks to the middle of the table and the next round begins, starting with the player who took the last delivery truck in the previous round.&lt;br /&gt;
&lt;br /&gt;
== Additional Rules ==&lt;br /&gt;
&lt;br /&gt;
=== Offspring ===&lt;br /&gt;
&lt;br /&gt;
There are two fertile males and two fertile females of each animal type, distinguishable by the small (M) &amp;amp; (F) symbols on their tiles. When a player adds the partner for a fertile male or female to an enclosure where the partner waits, the two immediately produce an offspring. The player places the offspring tile onto an empty space in the same enclosure. &lt;br /&gt;
&lt;br /&gt;
Once placed, the offspring tile is treated like any other animal tile. If there isn’t any space left in the enclosure, the player must place the offspring in their barn instead. &lt;br /&gt;
&lt;br /&gt;
Notes: All that is required is for the male and female to be in the same enclosure – they do not need to be next to each other. Each male and female can produce an offspring only once. So, for example, no offspring is produced when a third fertile animal is added to an enclosure that already has a fertile pair. Another offspring would only be produced when another partner, creating a second fertile pair, is added to the enclosure. Pairs only produce offspring in enclosures, not in barns or on delivery trucks.&lt;br /&gt;
&lt;br /&gt;
=== Last enclosure space filled ===&lt;br /&gt;
&lt;br /&gt;
Some enclosures provide a bonus (in coins) whenever a player places a tile on the last empty space of the enclosure. They receive bonus coins from the bank equal to the number shown in the enclosure (if any are shown). &lt;br /&gt;
&lt;br /&gt;
Exceptions: No bonus is awarded when all enclosure spaces are filled as a result of an &#039;&#039;Exchange&#039;&#039; money action. There is also no bonus awarded if an offspring produced by an Exchange action fills the last space.&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
The end of the game is triggered when a player draws and reveals the first tile from the stack covered by the purple wooden disc. The round is played through to the end. Once each player has taken a delivery truck, the game is over and scoring takes place.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
For the animals in an enclosure, the player scores points as follows:&lt;br /&gt;
&lt;br /&gt;
1) For a full enclosure (all spaces filled with animals), the player earns the higher of the two point values shown in the enclosure.&lt;br /&gt;
&lt;br /&gt;
2) For an enclosure with exactly 1 empty space (all but 1 space filled with animals), the player earns the lower of the two point values shown in the enclosure.&lt;br /&gt;
&lt;br /&gt;
3) For an enclosure with two or more empty spaces, the player only scores points if they have a vending stall on at least one of the stall spaces associated with the enclosure. In this case, the player scores 1 point for each animal in the enclosure. If a player has an enclosure with two or more empty spaces and &#039;&#039;no&#039;&#039; vending stall in the stall spaces that are associated with the enclosure, they score no points for the enclosure. (Note: When both stall spaces next to a 4-space enclosure are occupied, a player still scores only 1 point per tile.)&lt;br /&gt;
&lt;br /&gt;
For each vending stall &#039;&#039;type&#039;&#039; on stall spaces, the player receives 2 points.&lt;br /&gt;
&lt;br /&gt;
For each vending stall &#039;&#039;type&#039;&#039; in their barn, the player receives minus 2 points.&lt;br /&gt;
&lt;br /&gt;
For each animal &#039;&#039;type&#039;&#039; in their barn, the player receives minus 2 points. &lt;br /&gt;
&lt;br /&gt;
For example: Claus has 3 elephants in their barn and receives minus 2 points for them.&lt;br /&gt;
&lt;br /&gt;
The player with the most points wins. In the event of a tie, the tied player with the most coins wins.&lt;/div&gt;</summary>
		<author><name>JefferoNW</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpkingdombuilder&amp;diff=12221</id>
		<title>Gamehelpkingdombuilder</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpkingdombuilder&amp;diff=12221"/>
		<updated>2022-03-09T00:22:45Z</updated>

		<summary type="html">&lt;p&gt;JefferoNW: Updates location tile action summary images, table updates.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
For tips on how to play Kingdom Builder, see &#039;&#039;&#039;[[Tips_kingdombuilder|Tips_KingdomBuilder]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Game Layout ==&lt;br /&gt;
&lt;br /&gt;
The game starts with four random playing boards (called &#039;&#039;&#039;Sectors&#039;&#039;&#039;) and three random scoring cards.&lt;br /&gt;
&lt;br /&gt;
Each of the four sectors/boards is comprised of 100 hexes in a unique combination of &#039;&#039;&#039;Terrain&#039;&#039;&#039; hexes, &#039;&#039;&#039;Castle&#039;&#039;&#039; hexes and &#039;&#039;&#039;Location&#039;&#039;&#039; hexes.&lt;br /&gt;
&lt;br /&gt;
Each player starts with forty settlements (houses) in their supply and is dealt one one &#039;&#039;&#039;Terrain Card&#039;&#039;&#039; from the Terrain Deck.&lt;br /&gt;
&lt;br /&gt;
=== Terrain spaces ===&lt;br /&gt;
&lt;br /&gt;
There are five terrain types that allow you to build a settlement: Flower, Forrest, Canyon, Desert, and Grass.&lt;br /&gt;
&lt;br /&gt;
[[File:Terrain01a.jpg]]&lt;br /&gt;
&lt;br /&gt;
There are two terrain types that &#039;&#039;&#039;do not&#039;&#039;&#039; allow you to build a settlement: Water and Mountains.&lt;br /&gt;
&lt;br /&gt;
[[File:Terrain01b.jpeg]]&lt;br /&gt;
&lt;br /&gt;
=== Location spaces ===&lt;br /&gt;
&lt;br /&gt;
Each sector board contains one or two &#039;&#039;&#039;Castles&#039;&#039;&#039;. Placing a settlement next to a Castle hex will reward you with victory points at the end of the game.&lt;br /&gt;
&lt;br /&gt;
There are eight different sector boards, four of which will be used each game.&lt;br /&gt;
&lt;br /&gt;
Each sector board contains one or two &#039;&#039;&#039;Locations&#039;&#039;&#039;. Placing a settlement next to a Location hex will earn you a Location Tile which provides an extra action during your future turns.&lt;br /&gt;
&lt;br /&gt;
[[File:Terrain01c.jpg]]&lt;br /&gt;
&lt;br /&gt;
Like Water and Mountains, you are not allowed to build a settlement on Castle or Location hexes.&lt;br /&gt;
&lt;br /&gt;
=== Scoring cards ===&lt;br /&gt;
&lt;br /&gt;
The three random scoring cards define how players will earn gold (victory points) in the game, such as earning gold for your settlements built next to water hexes or having the majority of settlements in a sector of the board, etc.&lt;br /&gt;
&lt;br /&gt;
A fourth scoring card (&#039;&#039;&#039;Castle&#039;&#039;&#039;) is present in &#039;&#039;every&#039;&#039; game and allowing players to earn gold by building next to Castles.&lt;br /&gt;
&lt;br /&gt;
== Placing Settlements ==&lt;br /&gt;
&lt;br /&gt;
Each turn you &#039;&#039;must&#039;&#039; place three of your settlements on the terrain type shown on your terrain card, with the following considerations:&lt;br /&gt;
&lt;br /&gt;
1) If possible you &#039;&#039;&#039;must&#039;&#039;&#039; build adjacent to your existing settlements. Never forget this, managing adjacency is the key of this game.&lt;br /&gt;
&lt;br /&gt;
2) Placing a settlement next to a Location hex will grant you its corresponding tile that you will be able to activate in every future turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Location Tiles are limited in quantity.  Two Location Tiles are placed on each Location hex and are claimed in &amp;quot;first come, first take&amp;quot; manner. You can only earn one tile per specific location hex.&lt;br /&gt;
&lt;br /&gt;
== Location Tiles ==&lt;br /&gt;
&lt;br /&gt;
Location Tiles allow you to activate extra actions. Each tile&#039;s action can be used once per turn starting on the turn &#039;&#039;after&#039;&#039; you obtain the tile.&lt;br /&gt;
&lt;br /&gt;
These extra actions can be used either before or after your mandatory &amp;quot;build three settlements&amp;quot; action, but not in the midst of your &amp;quot;build three&amp;quot; action.&lt;br /&gt;
&lt;br /&gt;
The player keeps a location tile as long as at least one of their settlements is adjacent to the corresponding location at the end of their turn. If they move their last settlement away from such a location (e.g., by using the action of Barn, Harbor or Paddock), they forfeit that tile and it is removed from the game. After losing a tile from a location, a player cannot re-obtain the tile from that same location hex.&lt;br /&gt;
&lt;br /&gt;
=== Extra action: Build one additional settlement from your personal supply ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TABLE border=&amp;quot;2&amp;quot; rules=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Location Name/ Sector Board&#039;&#039;&#039; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Tile Front&#039;&#039;&#039; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Action Summary&#039;&#039;&#039; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Qty. of Location Hexes on Board&#039;&#039;&#039; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Qty. of Castle Hexes on Board&#039;&#039;&#039; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Oracle&#039;&#039;&#039; &amp;lt;TD&amp;gt; [[File:Location-Oracle.jpg]] &amp;lt;TD&amp;gt; [[File:Back-Oracle.jpg]] &amp;lt;TD&amp;gt; 1 Location hex &lt;br /&gt;
(2 Location Tiles) &lt;br /&gt;
&amp;lt;TD&amp;gt; 2 Castles &amp;lt;TD&amp;gt; Build one settlement on a hex of the same type as your played Terrain Card.&lt;br /&gt;
Build adjacent if possible.&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Farm&#039;&#039;&#039; &amp;lt;TD&amp;gt; [[File:Location-Farm.jpg]] &amp;lt;TD&amp;gt; [[File:Back-Farm.jpg]] &amp;lt;TD&amp;gt; 2 Location hexes &lt;br /&gt;
(4 Location Tiles) &lt;br /&gt;
&amp;lt;TD&amp;gt; 1 Castle &amp;lt;TD&amp;gt; Build one settlement on Grass.&lt;br /&gt;
Build adjacent if possible.&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Oasis&#039;&#039;&#039; &amp;lt;TD&amp;gt; [[File:Location-Oasis.jpg]] &amp;lt;TD&amp;gt; [[File:Back-Oasis.jpg]] &amp;lt;TD&amp;gt; 2 Location hexes &lt;br /&gt;
(4 Location Tiles) &lt;br /&gt;
&amp;lt;TD&amp;gt; 1 Castle &amp;lt;TD&amp;gt; Build one settlement on a Desert hex.&lt;br /&gt;
Build adjacent if possible.&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Tower&#039;&#039;&#039; &amp;lt;TD&amp;gt; [[File:Location-Tower.jpg]] &amp;lt;TD&amp;gt; [[File:Back-Tower.jpg]] &amp;lt;TD&amp;gt; 2 Location hexes &lt;br /&gt;
(4 Location Tiles) &lt;br /&gt;
&amp;lt;TD&amp;gt; 1 Castle &amp;lt;TD&amp;gt; Build one settlement at the edge on the board. Choose any of the 5 suitable terrain type hexes. &lt;br /&gt;
Build adjacent if possible.&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Tavern&#039;&#039;&#039; &amp;lt;TD&amp;gt; [[File:Location-Tavern.jpg]] &amp;lt;TD&amp;gt; [[File:Back-Tavern.jpg]] &amp;lt;TD&amp;gt; 2 Location hexes &lt;br /&gt;
(4 Location Tiles) &lt;br /&gt;
&amp;lt;TD&amp;gt; 1 Castle &amp;lt;TD&amp;gt; Build one settlement at the end of a string of at least 3 of your own settlements. The orientation of the string does not matter (horizontally or diagonally). The chosen hex must be suitable for building.&lt;br /&gt;
&amp;lt;/TABLE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Extra action: Move one of your existing settlements ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TABLE border=&amp;quot;2&amp;quot; rules=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Location Name/ Sector Board&#039;&#039;&#039; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Tile Front&#039;&#039;&#039; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Action Summary&#039;&#039;&#039; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Qty. of Location Hexes on Board&#039;&#039;&#039; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Qty. of Castle Hexes on Board&#039;&#039;&#039; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Harbor&#039;&#039;&#039; &amp;lt;TD&amp;gt; [[File:Location-Harbor.jpg]] &amp;lt;TD&amp;gt; [[File:Back-Harbor.jpg]] &amp;lt;TD&amp;gt; 1 Location hex &lt;br /&gt;
(2 Location Tiles) &lt;br /&gt;
&amp;lt;TD&amp;gt; 2 Castles &amp;lt;TD&amp;gt; Move any one of your existing settlements to a water hex. (This is the only way to build settlements on water hexes.)&lt;br /&gt;
Build adjacent if possible.&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Barn&#039;&#039;&#039; &amp;lt;TD&amp;gt; [[File:Location-Barn.jpg]] &amp;lt;TD&amp;gt; [[File:Back-Barn.jpg]] &amp;lt;TD&amp;gt; 2 Location hexes &lt;br /&gt;
(4 Location Tiles) &lt;br /&gt;
&amp;lt;TD&amp;gt; 1 Castle &amp;lt;TD&amp;gt; Move any one of your existing settlements to a hex of the same type as your played Terrain Card.&lt;br /&gt;
Build adjacent if possible.&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Paddock&#039;&#039;&#039; &amp;lt;TD&amp;gt; [[File:Location-Paddock.jpg]] &amp;lt;TD&amp;gt; [[File:Back-Paddock.jpg]] &amp;lt;TD&amp;gt; 2 Location hexes &lt;br /&gt;
(4 Location Tiles) &lt;br /&gt;
&amp;lt;TD&amp;gt; 1 Castle &amp;lt;TD&amp;gt; Move any one of your existing settlements two hexes in a straight line in any direction to an eligible hex. You may jump across any terrain type hex, even mountain, water, castle, location and/or your own and other players&#039; settlement. &lt;br /&gt;
The target hex &#039;&#039;does not&#039;&#039; have be adjacent to one of your existing settlements.&lt;br /&gt;
&amp;lt;/TABLE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
The game ends at the end of the round in which one player has built the last settlement from their personal supply.&lt;br /&gt;
&lt;br /&gt;
Each player scores according to the three scoring cards, plus 3 gold for each castle hex they have a settlement next to.&lt;/div&gt;</summary>
		<author><name>JefferoNW</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Back-Barn.jpg&amp;diff=12220</id>
		<title>File:Back-Barn.jpg</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Back-Barn.jpg&amp;diff=12220"/>
		<updated>2022-03-09T00:20:53Z</updated>

		<summary type="html">&lt;p&gt;JefferoNW: JefferoNW uploaded a new version of File:Back-Barn.jpg&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Barn Tile Back&lt;/div&gt;</summary>
		<author><name>JefferoNW</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Back-Tavern.jpg&amp;diff=12219</id>
		<title>File:Back-Tavern.jpg</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Back-Tavern.jpg&amp;diff=12219"/>
		<updated>2022-03-09T00:20:28Z</updated>

		<summary type="html">&lt;p&gt;JefferoNW: JefferoNW uploaded a new version of File:Back-Tavern.jpg&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Tavern Tile Back&lt;/div&gt;</summary>
		<author><name>JefferoNW</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Back-Tower.jpg&amp;diff=12218</id>
		<title>File:Back-Tower.jpg</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Back-Tower.jpg&amp;diff=12218"/>
		<updated>2022-03-09T00:18:21Z</updated>

		<summary type="html">&lt;p&gt;JefferoNW: Tower Tile Back&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Tower Tile Back&lt;/div&gt;</summary>
		<author><name>JefferoNW</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Back-Tavern.jpg&amp;diff=12217</id>
		<title>File:Back-Tavern.jpg</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Back-Tavern.jpg&amp;diff=12217"/>
		<updated>2022-03-09T00:18:08Z</updated>

		<summary type="html">&lt;p&gt;JefferoNW: Tavern Tile Back&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Tavern Tile Back&lt;/div&gt;</summary>
		<author><name>JefferoNW</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Back-Oracle.jpg&amp;diff=12216</id>
		<title>File:Back-Oracle.jpg</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Back-Oracle.jpg&amp;diff=12216"/>
		<updated>2022-03-09T00:17:53Z</updated>

		<summary type="html">&lt;p&gt;JefferoNW: Oracle Tile Back&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Oracle Tile Back&lt;/div&gt;</summary>
		<author><name>JefferoNW</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Back-Oasis.jpg&amp;diff=12215</id>
		<title>File:Back-Oasis.jpg</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Back-Oasis.jpg&amp;diff=12215"/>
		<updated>2022-03-09T00:17:36Z</updated>

		<summary type="html">&lt;p&gt;JefferoNW: Oasis Tile Back&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Oasis Tile Back&lt;/div&gt;</summary>
		<author><name>JefferoNW</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Back-Harbor.jpg&amp;diff=12214</id>
		<title>File:Back-Harbor.jpg</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Back-Harbor.jpg&amp;diff=12214"/>
		<updated>2022-03-09T00:17:21Z</updated>

		<summary type="html">&lt;p&gt;JefferoNW: Harbor Tile Back&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Harbor Tile Back&lt;/div&gt;</summary>
		<author><name>JefferoNW</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Back-Farm.jpg&amp;diff=12213</id>
		<title>File:Back-Farm.jpg</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Back-Farm.jpg&amp;diff=12213"/>
		<updated>2022-03-09T00:17:06Z</updated>

		<summary type="html">&lt;p&gt;JefferoNW: Farm Tile Back&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Farm Tile Back&lt;/div&gt;</summary>
		<author><name>JefferoNW</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Back-Barn.jpg&amp;diff=12212</id>
		<title>File:Back-Barn.jpg</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Back-Barn.jpg&amp;diff=12212"/>
		<updated>2022-03-09T00:16:53Z</updated>

		<summary type="html">&lt;p&gt;JefferoNW: Barn Tile Back&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Barn Tile Back&lt;/div&gt;</summary>
		<author><name>JefferoNW</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Back-Paddock.jpg&amp;diff=12211</id>
		<title>File:Back-Paddock.jpg</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Back-Paddock.jpg&amp;diff=12211"/>
		<updated>2022-03-09T00:16:19Z</updated>

		<summary type="html">&lt;p&gt;JefferoNW: JefferoNW uploaded a new version of File:Back-Paddock.jpg&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Paddock Tile Back&lt;/div&gt;</summary>
		<author><name>JefferoNW</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpkingdombuilder&amp;diff=12210</id>
		<title>Gamehelpkingdombuilder</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpkingdombuilder&amp;diff=12210"/>
		<updated>2022-03-08T23:01:11Z</updated>

		<summary type="html">&lt;p&gt;JefferoNW: Adding Back of tile images&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
For tips on how to play Kingdom Builder, see &#039;&#039;&#039;[[Tips_kingdombuilder|Tips_KingdomBuilder]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Game Layout ==&lt;br /&gt;
&lt;br /&gt;
The game starts with four random playing boards (called &#039;&#039;&#039;Sectors&#039;&#039;&#039;) and three random scoring cards.&lt;br /&gt;
&lt;br /&gt;
Each of the four sectors/boards is comprised of 100 hexes in a unique combination of &#039;&#039;&#039;Terrain&#039;&#039;&#039; hexes, &#039;&#039;&#039;Castle&#039;&#039;&#039; hexes and &#039;&#039;&#039;Location&#039;&#039;&#039; hexes.&lt;br /&gt;
&lt;br /&gt;
Each player starts with forty settlements (houses) in their supply and is dealt one one &#039;&#039;&#039;Terrain Card&#039;&#039;&#039; from the Terrain Deck.&lt;br /&gt;
&lt;br /&gt;
=== Terrain spaces ===&lt;br /&gt;
&lt;br /&gt;
There are five terrain types that allow you to build a settlement: Flower, Forrest, Canyon, Desert, and Grass.&lt;br /&gt;
&lt;br /&gt;
[[File:Terrain01a.jpg]]&lt;br /&gt;
&lt;br /&gt;
There are two terrain types that &#039;&#039;&#039;do not&#039;&#039;&#039; allow you to build a settlement: Water and Mountains.&lt;br /&gt;
&lt;br /&gt;
[[File:Terrain01b.jpeg]]&lt;br /&gt;
&lt;br /&gt;
=== Location spaces ===&lt;br /&gt;
&lt;br /&gt;
Each sector board contains one or two &#039;&#039;&#039;Castles&#039;&#039;&#039;. Placing a settlement next to a Castle hex will reward you with victory points at the end of the game.&lt;br /&gt;
&lt;br /&gt;
There are eight different sector boards, four of which will be used each game.&lt;br /&gt;
&lt;br /&gt;
Each sector board contains one or two &#039;&#039;&#039;Locations&#039;&#039;&#039;. Placing a settlement next to a Location hex will earn you a Location Tile which provides an extra action during your future turns.&lt;br /&gt;
&lt;br /&gt;
[[File:Terrain01c.jpg]]&lt;br /&gt;
&lt;br /&gt;
Like Water and Mountains, you are not allowed to build a settlement on Castle or Location hexes.&lt;br /&gt;
&lt;br /&gt;
=== Scoring cards ===&lt;br /&gt;
&lt;br /&gt;
The three random scoring cards define how players will earn gold (victory points) in the game, such as earning gold for your settlements built next to water hexes or having the majority of settlements in a sector of the board, etc.&lt;br /&gt;
&lt;br /&gt;
A fourth scoring card (&#039;&#039;&#039;Castle&#039;&#039;&#039;) is present in &#039;&#039;every&#039;&#039; game and allowing players to earn gold by building next to Castles.&lt;br /&gt;
&lt;br /&gt;
== Placing Settlements ==&lt;br /&gt;
&lt;br /&gt;
Each turn you &#039;&#039;must&#039;&#039; place three of your settlements on the terrain type shown on your terrain card, with the following considerations:&lt;br /&gt;
&lt;br /&gt;
1) If possible you &#039;&#039;&#039;must&#039;&#039;&#039; build adjacent to your existing settlements. Never forget this, managing adjacency is the key of this game.&lt;br /&gt;
&lt;br /&gt;
2) Placing a settlement next to a Location hex will grant you its corresponding tile that you will be able to activate in every future turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Location Tiles are limited in quantity.  Two Location Tiles are placed on each Location hex and are claimed in &amp;quot;first come, first take&amp;quot; manner. You can only earn one tile per specific location hex.&lt;br /&gt;
&lt;br /&gt;
== Location Tiles ==&lt;br /&gt;
&lt;br /&gt;
Location Tiles allow you to activate extra actions. Each tile&#039;s action can be used once per turn starting on the turn &#039;&#039;after&#039;&#039; you obtain the tile.&lt;br /&gt;
&lt;br /&gt;
These extra actions can be used either before or after your mandatory &amp;quot;build three settlements&amp;quot; action, but not in the midst of your &amp;quot;build three&amp;quot; action.&lt;br /&gt;
&lt;br /&gt;
The player keeps a location tile as long as at least one of their settlements is adjacent to the corresponding location at the end of their turn. If they move their last settlement away from such a location (e.g., by using the action of Barn, Harbor or Paddock), they forfeit that tile and it is removed from the game. After losing a tile from a location, a player cannot re-obtain the tile from that same location hex.&lt;br /&gt;
&lt;br /&gt;
=== Extra action: Build one additional settlement from your personal supply ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TABLE border=&amp;quot;2&amp;quot; rules=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Location Name/Sector Board&#039;&#039;&#039; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Tile Front&#039;&#039;&#039; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Action Summary&#039;&#039;&#039; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Qty. of Location Hexes on Board&#039;&#039;&#039; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Qty. of Castle Hexes on Board&#039;&#039;&#039; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Oracle&#039;&#039;&#039; &amp;lt;TD&amp;gt; [[File:Location-Oracle.jpg]] &amp;lt;TD&amp;gt; 1 Location hex &lt;br /&gt;
(2 Location Tiles) &lt;br /&gt;
&amp;lt;TD&amp;gt; [[File:Back-Paddock.jpg]] &amp;lt;TD&amp;gt; 2 Castles &amp;lt;TD&amp;gt; Build one settlement on a hex of the same type as your played Terrain Card.&lt;br /&gt;
Build adjacent if possible.&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Farm&#039;&#039;&#039; &amp;lt;TD&amp;gt; [[File:Location-Farm.jpg]] &amp;lt;TD&amp;gt; 2 Location hexes &lt;br /&gt;
(4 Location Tiles) &lt;br /&gt;
&amp;lt;TD&amp;gt; [[File:Back-Paddock.jpg]] &amp;lt;TD&amp;gt; 1 Castle &amp;lt;TD&amp;gt; Build one settlement on Grass.&lt;br /&gt;
Build adjacent if possible.&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Oasis&#039;&#039;&#039; &amp;lt;TD&amp;gt; [[File:Location-Oasis.jpg]] &amp;lt;TD&amp;gt; 2 Location hexes &lt;br /&gt;
(4 Location Tiles) &lt;br /&gt;
&amp;lt;TD&amp;gt; [[File:Back-Paddock.jpg]] &amp;lt;TD&amp;gt; 1 Castle &amp;lt;TD&amp;gt; Build one settlement on a Desert hex.&lt;br /&gt;
Build adjacent if possible.&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Tower&#039;&#039;&#039; &amp;lt;TD&amp;gt; [[File:Location-Tower.jpg]] &amp;lt;TD&amp;gt; 2 Location hexes &lt;br /&gt;
(4 Location Tiles) &lt;br /&gt;
&amp;lt;TD&amp;gt; [[File:Back-Paddock.jpg]] &amp;lt;TD&amp;gt; 1 Castle &amp;lt;TD&amp;gt; Build one settlement at the edge on the board. Choose any of the 5 suitable terrain type hexes. &lt;br /&gt;
Build adjacent if possible.&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Tavern&#039;&#039;&#039; &amp;lt;TD&amp;gt; [[File:Location-Tavern.jpg]] &amp;lt;TD&amp;gt; 2 Location hexes &lt;br /&gt;
(4 Location Tiles) &lt;br /&gt;
&amp;lt;TD&amp;gt; [[File:Back-Paddock.jpg]] &amp;lt;TD&amp;gt; 1 Castle &amp;lt;TD&amp;gt; Build one settlement at the end of a string of at least 3 of your own settlements. The orientation of the string does not matter (horizontally or diagonally). The chosen hex must be suitable for building.&lt;br /&gt;
&amp;lt;/TABLE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Extra action: Move one of your existing settlements ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TABLE border=&amp;quot;2&amp;quot; rules=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Location Name/Sector Board&#039;&#039;&#039; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Image&#039;&#039;&#039; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Qty of Location Hexes on Board&#039;&#039;&#039; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Qty of Castle Hexes on Board&#039;&#039;&#039; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Harbor&#039;&#039;&#039; &amp;lt;TD&amp;gt; [[File:Location-Harbor.jpg]] &amp;lt;TD&amp;gt; 1 Location hex &lt;br /&gt;
(2 Location Tiles) &lt;br /&gt;
&amp;lt;TD&amp;gt; 2 Castles &amp;lt;TD&amp;gt; Move any one of your existing settlements to a water hex. (This is the only way to build settlements on water hexes.)&lt;br /&gt;
Build adjacent if possible.&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Barn&#039;&#039;&#039; &amp;lt;TD&amp;gt; [[File:Location-Barn.jpg]] &amp;lt;TD&amp;gt; 2 Location hexes &lt;br /&gt;
(4 Location Tiles) &lt;br /&gt;
&amp;lt;TD&amp;gt; 1 Castle &amp;lt;TD&amp;gt; Move any one of your existing settlements to a hex of the same type as your played Terrain Card.&lt;br /&gt;
Build adjacent if possible.&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Paddock&#039;&#039;&#039; &amp;lt;TD&amp;gt; [[File:Location-Paddock.jpg]] &amp;lt;TD&amp;gt; 2 Location hexes &lt;br /&gt;
(4 Location Tiles) &lt;br /&gt;
&amp;lt;TD&amp;gt; 1 Castle &amp;lt;TD&amp;gt; Move any one of your existing settlements two hexes in a straight line in any direction to an eligible hex. You may jump across any terrain type hex, even mountain, water, castle, location and/or your own and other players&#039; settlement. &lt;br /&gt;
The target hex &#039;&#039;does not&#039;&#039; have be adjacent to one of your existing settlements.&lt;br /&gt;
&amp;lt;/TABLE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
The game ends at the end of the round in which one player has built the last settlement from their personal supply.&lt;br /&gt;
&lt;br /&gt;
Each player scores according to the three scoring cards, plus 3 gold for each castle hex they have a settlement next to.&lt;/div&gt;</summary>
		<author><name>JefferoNW</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Back-Paddock.jpg&amp;diff=12209</id>
		<title>File:Back-Paddock.jpg</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Back-Paddock.jpg&amp;diff=12209"/>
		<updated>2022-03-08T22:59:22Z</updated>

		<summary type="html">&lt;p&gt;JefferoNW: Paddock Tile Back&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Paddock Tile Back&lt;/div&gt;</summary>
		<author><name>JefferoNW</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpkingdombuilder&amp;diff=12208</id>
		<title>Gamehelpkingdombuilder</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpkingdombuilder&amp;diff=12208"/>
		<updated>2022-03-08T21:53:45Z</updated>

		<summary type="html">&lt;p&gt;JefferoNW: Split location table into two tables.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
For tips on how to play Kingdom Builder, see &#039;&#039;&#039;[[Tips_kingdombuilder|Tips_KingdomBuilder]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Game Layout ==&lt;br /&gt;
&lt;br /&gt;
The game starts with four random playing boards (called &#039;&#039;&#039;Sectors&#039;&#039;&#039;) and three random scoring cards.&lt;br /&gt;
&lt;br /&gt;
Each of the four sectors/boards is comprised of 100 hexes in a unique combination of &#039;&#039;&#039;Terrain&#039;&#039;&#039; hexes, &#039;&#039;&#039;Castle&#039;&#039;&#039; hexes and &#039;&#039;&#039;Location&#039;&#039;&#039; hexes.&lt;br /&gt;
&lt;br /&gt;
Each player starts with forty settlements (houses) in their supply and is dealt one one &#039;&#039;&#039;Terrain Card&#039;&#039;&#039; from the Terrain Deck.&lt;br /&gt;
&lt;br /&gt;
=== Terrain spaces ===&lt;br /&gt;
&lt;br /&gt;
There are five terrain types that allow you to build a settlement: Flower, Forrest, Canyon, Desert, and Grass.&lt;br /&gt;
&lt;br /&gt;
[[File:Terrain01a.jpg]]&lt;br /&gt;
&lt;br /&gt;
There are two terrain types that &#039;&#039;&#039;do not&#039;&#039;&#039; allow you to build a settlement: Water and Mountains.&lt;br /&gt;
&lt;br /&gt;
[[File:Terrain01b.jpeg]]&lt;br /&gt;
&lt;br /&gt;
=== Location spaces ===&lt;br /&gt;
&lt;br /&gt;
Each sector board contains one or two &#039;&#039;&#039;Castles&#039;&#039;&#039;. Placing a settlement next to a Castle hex will reward you with victory points at the end of the game.&lt;br /&gt;
&lt;br /&gt;
There are eight different sector boards, four of which will be used each game.&lt;br /&gt;
&lt;br /&gt;
Each sector board contains one or two &#039;&#039;&#039;Locations&#039;&#039;&#039;. Placing a settlement next to a Location hex will earn you a Location Tile which provides an extra action during your future turns.&lt;br /&gt;
&lt;br /&gt;
[[File:Terrain01c.jpg]]&lt;br /&gt;
&lt;br /&gt;
Like Water and Mountains, you are not allowed to build a settlement on Castle or Location hexes.&lt;br /&gt;
&lt;br /&gt;
=== Scoring cards ===&lt;br /&gt;
&lt;br /&gt;
The three random scoring cards define how players will earn gold (victory points) in the game, such as earning gold for your settlements built next to water hexes or having the majority of settlements in a sector of the board, etc.&lt;br /&gt;
&lt;br /&gt;
A fourth scoring card (&#039;&#039;&#039;Castle&#039;&#039;&#039;) is present in &#039;&#039;every&#039;&#039; game and allowing players to earn gold by building next to Castles.&lt;br /&gt;
&lt;br /&gt;
== Placing Settlements ==&lt;br /&gt;
&lt;br /&gt;
Each turn you &#039;&#039;must&#039;&#039; place three of your settlements on the terrain type shown on your terrain card, with the following considerations:&lt;br /&gt;
&lt;br /&gt;
1) If possible you &#039;&#039;&#039;must&#039;&#039;&#039; build adjacent to your existing settlements. Never forget this, managing adjacency is the key of this game.&lt;br /&gt;
&lt;br /&gt;
2) Placing a settlement next to a Location hex will grant you its corresponding tile that you will be able to activate in every future turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Location Tiles are limited in quantity.  Two Location Tiles are placed on each Location hex and are claimed in &amp;quot;first come, first take&amp;quot; manner. You can only earn one tile per specific location hex.&lt;br /&gt;
&lt;br /&gt;
== Location Tiles ==&lt;br /&gt;
&lt;br /&gt;
Location Tiles allow you to activate extra actions. Each tile&#039;s action can be used once per turn starting on the turn &#039;&#039;after&#039;&#039; you obtain the tile.&lt;br /&gt;
&lt;br /&gt;
These extra actions can be used either before or after your mandatory &amp;quot;build three settlements&amp;quot; action, but not in the midst of your &amp;quot;build three&amp;quot; action.&lt;br /&gt;
&lt;br /&gt;
The player keeps a location tile as long as at least one of their settlements is adjacent to the corresponding location at the end of their turn. If they move their last settlement away from such a location (e.g., by using the action of Barn, Harbor or Paddock), they forfeit that tile and it is removed from the game. After losing a tile from a location, a player cannot re-obtain the tile from that same location hex.&lt;br /&gt;
&lt;br /&gt;
=== Extra action: Build one additional settlement from your personal supply ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TABLE border=&amp;quot;2&amp;quot; rules=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Location Name/Sector Board&#039;&#039;&#039; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Image&#039;&#039;&#039; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Qty. of Location Hexes on Board&#039;&#039;&#039; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Qty. of Castle Hexes on Board&#039;&#039;&#039; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Oracle&#039;&#039;&#039; &amp;lt;TD&amp;gt; [[File:Location-Oracle.jpg]] &amp;lt;TD&amp;gt; 1 Location hex &lt;br /&gt;
(2 Location Tiles) &lt;br /&gt;
&amp;lt;TD&amp;gt; 2 Castles &amp;lt;TD&amp;gt; Build one settlement on a hex of the same type as your played Terrain Card.&lt;br /&gt;
Build adjacent if possible.&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Farm&#039;&#039;&#039; &amp;lt;TD&amp;gt; [[File:Location-Farm.jpg]] &amp;lt;TD&amp;gt; 2 Location hexes &lt;br /&gt;
(4 Location Tiles) &lt;br /&gt;
&amp;lt;TD&amp;gt; 1 Castle &amp;lt;TD&amp;gt; Build one settlement on Grass.&lt;br /&gt;
Build adjacent if possible.&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Oasis&#039;&#039;&#039; &amp;lt;TD&amp;gt; [[File:Location-Oasis.jpg]] &amp;lt;TD&amp;gt; 2 Location hexes &lt;br /&gt;
(4 Location Tiles) &lt;br /&gt;
&amp;lt;TD&amp;gt; 1 Castle &amp;lt;TD&amp;gt; Build one settlement on a Desert hex.&lt;br /&gt;
Build adjacent if possible.&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Tower&#039;&#039;&#039; &amp;lt;TD&amp;gt; [[File:Location-Tower.jpg]] &amp;lt;TD&amp;gt; 2 Location hexes &lt;br /&gt;
(4 Location Tiles) &lt;br /&gt;
&amp;lt;TD&amp;gt; 1 Castle &amp;lt;TD&amp;gt; Build one settlement at the edge on the board. Choose any of the 5 suitable terrain type hexes. &lt;br /&gt;
Build adjacent if possible.&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Tavern&#039;&#039;&#039; &amp;lt;TD&amp;gt; [[File:Location-Tavern.jpg]] &amp;lt;TD&amp;gt; 2 Location hexes &lt;br /&gt;
(4 Location Tiles) &lt;br /&gt;
&amp;lt;TD&amp;gt; 1 Castle &amp;lt;TD&amp;gt; Build one settlement at the end of a string of at least 3 of your own settlements. The orientation of the string does not matter (horizontally or diagonally). The chosen hex must be suitable for building.&lt;br /&gt;
&amp;lt;/TABLE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Extra action: Move one of your existing settlements ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TABLE border=&amp;quot;2&amp;quot; rules=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Location Name/Sector Board&#039;&#039;&#039; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Image&#039;&#039;&#039; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Qty of Location Hexes on Board&#039;&#039;&#039; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Qty of Castle Hexes on Board&#039;&#039;&#039; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Harbor&#039;&#039;&#039; &amp;lt;TD&amp;gt; [[File:Location-Harbor.jpg]] &amp;lt;TD&amp;gt; 1 Location hex &lt;br /&gt;
(2 Location Tiles) &lt;br /&gt;
&amp;lt;TD&amp;gt; 2 Castles &amp;lt;TD&amp;gt; Move any one of your existing settlements to a water hex. (This is the only way to build settlements on water hexes.)&lt;br /&gt;
Build adjacent if possible.&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Barn&#039;&#039;&#039; &amp;lt;TD&amp;gt; [[File:Location-Barn.jpg]] &amp;lt;TD&amp;gt; 2 Location hexes &lt;br /&gt;
(4 Location Tiles) &lt;br /&gt;
&amp;lt;TD&amp;gt; 1 Castle &amp;lt;TD&amp;gt; Move any one of your existing settlements to a hex of the same type as your played Terrain Card.&lt;br /&gt;
Build adjacent if possible.&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Paddock&#039;&#039;&#039; &amp;lt;TD&amp;gt; [[File:Location-Paddock.jpg]] &amp;lt;TD&amp;gt; 2 Location hexes &lt;br /&gt;
(4 Location Tiles) &lt;br /&gt;
&amp;lt;TD&amp;gt; 1 Castle &amp;lt;TD&amp;gt; Move any one of your existing settlements two hexes in a straight line in any direction to an eligible hex. You may jump across any terrain type hex, even mountain, water, castle, location and/or your own and other players&#039; settlement. &lt;br /&gt;
The target hex &#039;&#039;does not&#039;&#039; have be adjacent to one of your existing settlements.&lt;br /&gt;
&amp;lt;/TABLE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
The game ends at the end of the round in which one player has built the last settlement from their personal supply.&lt;br /&gt;
&lt;br /&gt;
Each player scores according to the three scoring cards, plus 3 gold for each castle hex they have a settlement next to.&lt;/div&gt;</summary>
		<author><name>JefferoNW</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpkingdombuilder&amp;diff=12207</id>
		<title>Gamehelpkingdombuilder</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpkingdombuilder&amp;diff=12207"/>
		<updated>2022-03-08T21:32:30Z</updated>

		<summary type="html">&lt;p&gt;JefferoNW: Added location images&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
For tips on how to play Kingdom Builder, see &#039;&#039;&#039;[[Tips_kingdombuilder|Tips_KingdomBuilder]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Game Layout ==&lt;br /&gt;
&lt;br /&gt;
The game starts with four random playing boards (called &#039;&#039;&#039;Sectors&#039;&#039;&#039;) and three random scoring cards.&lt;br /&gt;
&lt;br /&gt;
Each of the four sectors/boards is comprised of 100 hexes in a unique combination of &#039;&#039;&#039;Terrain&#039;&#039;&#039; hexes, &#039;&#039;&#039;Castle&#039;&#039;&#039; hexes and &#039;&#039;&#039;Location&#039;&#039;&#039; hexes.&lt;br /&gt;
&lt;br /&gt;
Each player starts with forty settlements (houses) in their supply and is dealt one one &#039;&#039;&#039;Terrain Card&#039;&#039;&#039; from the Terrain Deck.&lt;br /&gt;
&lt;br /&gt;
=== Terrain spaces ===&lt;br /&gt;
&lt;br /&gt;
There are five terrain types that allow you to build a settlement: Flower, Forrest, Canyon, Desert, and Grass.&lt;br /&gt;
&lt;br /&gt;
[[File:Terrain01a.jpg]]&lt;br /&gt;
&lt;br /&gt;
There are two terrain types that &#039;&#039;&#039;do not&#039;&#039;&#039; allow you to build a settlement: Water and Mountains.&lt;br /&gt;
&lt;br /&gt;
[[File:Terrain01b.jpeg]]&lt;br /&gt;
&lt;br /&gt;
=== Location spaces ===&lt;br /&gt;
&lt;br /&gt;
Each sector board contains one or two &#039;&#039;&#039;Castles&#039;&#039;&#039;. Placing a settlement next to a Castle hex will reward you with victory points at the end of the game.&lt;br /&gt;
&lt;br /&gt;
There are eight different sector boards, four of which will be used each game.&lt;br /&gt;
&lt;br /&gt;
Each sector board contains one or two &#039;&#039;&#039;Locations&#039;&#039;&#039;. Placing a settlement next to a Location hex will earn you a Location Tile which provides an extra action during your future turns.&lt;br /&gt;
&lt;br /&gt;
[[File:Terrain01c.jpg]]&lt;br /&gt;
&lt;br /&gt;
Like Water and Mountains, you are not allowed to build a settlement on Castle or Location hexes.&lt;br /&gt;
&lt;br /&gt;
=== Scoring cards ===&lt;br /&gt;
&lt;br /&gt;
The three random scoring cards define how players will earn gold (victory points) in the game, such as earning gold for your settlements built next to water hexes or having the majority of settlements in a sector of the board, etc.&lt;br /&gt;
&lt;br /&gt;
A fourth scoring card (&#039;&#039;&#039;Castle&#039;&#039;&#039;) is present in &#039;&#039;every&#039;&#039; game and allowing players to earn gold by building next to Castles.&lt;br /&gt;
&lt;br /&gt;
== Placing Settlements ==&lt;br /&gt;
&lt;br /&gt;
Each turn you &#039;&#039;must&#039;&#039; place three of your settlements on the terrain type shown on your terrain card, with the following considerations:&lt;br /&gt;
&lt;br /&gt;
1) If possible you &#039;&#039;&#039;must&#039;&#039;&#039; build adjacent to your existing settlements. Never forget this, managing adjacency is the key of this game.&lt;br /&gt;
&lt;br /&gt;
2) Placing a settlement next to a Location hex will grant you its corresponding tile that you will be able to activate in every future turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Location Tiles are limited in quantity.  Two Location Tiles are placed on each Location hex and are claimed in &amp;quot;first come, first take&amp;quot; manner. You can only earn one tile per specific location hex.&lt;br /&gt;
&lt;br /&gt;
== Location Tiles ==&lt;br /&gt;
&lt;br /&gt;
Location Tiles allow you to activate extra actions. Each tile&#039;s action can be used once per turn starting on the turn &#039;&#039;after&#039;&#039; you obtain the tile.&lt;br /&gt;
&lt;br /&gt;
These extra actions can be used either before or after your mandatory &amp;quot;build three settlements&amp;quot; action, but not in the midst of your &amp;quot;build three&amp;quot; action.&lt;br /&gt;
&lt;br /&gt;
The player keeps a location tile as long as at least one of their settlements is adjacent to the corresponding location at the end of their turn. If they move their last settlement away from such a location (e.g., by using the action of Barn, Harbor or Paddock), they forfeit that tile and it is removed from the game. After losing a tile from a location, a player cannot re-obtain the tile from that same location hex.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TABLE border=&amp;quot;2&amp;quot; rules=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;&#039;&#039;&#039;Location Name/Sector Board&#039;&#039;&#039; &amp;lt;TD&amp;gt;&#039;&#039;&#039;Image&#039;&#039;&#039; &amp;lt;TD&amp;gt; &#039;&#039;&#039;Qty of Location Hexes on Board&#039;&#039;&#039; &amp;lt;TD&amp;gt;&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;&#039;&#039;&#039;Oracle&#039;&#039;&#039; &amp;lt;TD&amp;gt;[[File:Location-Oracle.jpg]] &amp;lt;TD&amp;gt; 2 &amp;lt;TD&amp;gt;Build one settlement on a hex of the same type as your played Terrain Card.&lt;br /&gt;
Build adjacent if possible.&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;&#039;&#039;&#039;Farm&#039;&#039;&#039; &amp;lt;TD&amp;gt;[[File:Location-Farm.jpg]] &amp;lt;TD&amp;gt; 4 &amp;lt;TD&amp;gt;Build one settlement on Grass.&lt;br /&gt;
Build adjacent if possible.&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;&#039;&#039;&#039;Oasis&#039;&#039;&#039; &amp;lt;TD&amp;gt;[[File:Location-Oasis.jpg]] &amp;lt;TD&amp;gt; 4 &amp;lt;TD&amp;gt;Build one settlement on a Desert hex.&lt;br /&gt;
Build adjacent if possible.&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;&#039;&#039;&#039;Tower&#039;&#039;&#039; &amp;lt;TD&amp;gt;[[File:Location-Tower.jpg]] &amp;lt;TD&amp;gt; 4 &amp;lt;TD&amp;gt;Build one settlement at the edge on the board.&lt;br /&gt;
Build adjacent if possible.&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;&#039;&#039;&#039;Tavern&#039;&#039;&#039; &amp;lt;TD&amp;gt;[[File:Location-Tavern.jpg]] &amp;lt;TD&amp;gt; 4 &amp;lt;TD&amp;gt;Build one settlement at the end of a string of at least 3 of your own settlements. The orientation of the string does not matter. The chosen hex must be suitable for building.&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;&#039;&#039;&#039;Barn&#039;&#039;&#039; &amp;lt;TD&amp;gt;[[File:Location-Barn.jpg]] &amp;lt;TD&amp;gt; 4 &amp;lt;TD&amp;gt; Move any one of your existing settlements to a hex of the same type as your played Terrain Card.&lt;br /&gt;
Build adjacent if possible.&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;&#039;&#039;&#039;Harbor&#039;&#039;&#039; &amp;lt;TD&amp;gt;[[File:Location-Harbor.jpg]] &amp;lt;TD&amp;gt; 2 &amp;lt;TD&amp;gt;Move any one of your existing settlements to a water hex. (This is the only way to build settlements on water hexes.)&lt;br /&gt;
Build adjacent if possible.&lt;br /&gt;
&amp;lt;TR&amp;gt; &amp;lt;TD&amp;gt;&#039;&#039;&#039;Paddock&#039;&#039;&#039; &amp;lt;TD&amp;gt;[[File:Location-Paddock.jpg]] &amp;lt;TD&amp;gt; 4 &amp;lt;TD&amp;gt;Move any one of your existing settlements two hexes in a straight line in any direction to an eligible hex. You may jump across any terrain type hex, even mountain, water, castle, location and/or your own and other players&#039; settlement. The target hex does not have be adjacent to one of your own settlements.&lt;br /&gt;
&amp;lt;/TABLE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
The game ends at the end of the round in which one player has built the last settlement from their personal supply.&lt;br /&gt;
&lt;br /&gt;
Each player scores according to the three scoring cards, plus 3 gold for each castle hex they have a settlement next to.&lt;/div&gt;</summary>
		<author><name>JefferoNW</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Location-Tower.jpg&amp;diff=12206</id>
		<title>File:Location-Tower.jpg</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Location-Tower.jpg&amp;diff=12206"/>
		<updated>2022-03-08T21:20:22Z</updated>

		<summary type="html">&lt;p&gt;JefferoNW: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Location: Tower&lt;/div&gt;</summary>
		<author><name>JefferoNW</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Location-Tavern.jpg&amp;diff=12205</id>
		<title>File:Location-Tavern.jpg</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Location-Tavern.jpg&amp;diff=12205"/>
		<updated>2022-03-08T21:19:58Z</updated>

		<summary type="html">&lt;p&gt;JefferoNW: Location: Tavern&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Location: Tavern&lt;/div&gt;</summary>
		<author><name>JefferoNW</name></author>
	</entry>
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