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	<updated>2026-10-28T05:38:42Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgrizzo&amp;diff=31172</id>
		<title>Gamehelpgrizzo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgrizzo&amp;diff=31172"/>
		<updated>2026-08-23T06:34:21Z</updated>

		<summary type="html">&lt;p&gt;Jellby: Deleting useless AI-generated &amp;quot;rules&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jellby</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Talk:Gamehelphanabi&amp;diff=30805</id>
		<title>Talk:Gamehelphanabi</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Talk:Gamehelphanabi&amp;diff=30805"/>
		<updated>2026-07-23T16:46:26Z</updated>

		<summary type="html">&lt;p&gt;Jellby: Revert&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Post changes in the &#039;&#039;&#039;[https://boardgamearena.com/forum/viewforum.php?f=102 Hanabi forum]&#039;&#039;&#039; before editing ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Convention&#039;&#039;&#039;: Agreed set of clue, play and discard interpretations.&lt;br /&gt;
:&#039;&#039;e.g. a number clue that marks the chop card should be interpreted as a unique card save (if there is a unique card of that number).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As there is a wide variety of conventions, including variations of the most common &amp;quot;Finesse&amp;quot; convention, any edits to the help and tips pages need to be discussed in the &#039;&#039;&#039;[https://boardgamearena.com/forum/viewforum.php?f=102 Hanabi forum]&#039;&#039;&#039; to reach a consensus. --[[User:Sammy McSam|Sammy McSam]] ([[User talk:Sammy McSam|talk]])&lt;br /&gt;
&lt;br /&gt;
== Keep convention definitions simple ==&lt;br /&gt;
&lt;br /&gt;
I don&#039;t see the reason to push here a set of conventions that very few players use. Of course the discussion of which conventions are ``best&#039;&#039; is interesting, but it&#039;s definitely misleading if it appears in a wiki targeted to novices.&lt;br /&gt;
&lt;br /&gt;
To the best of my knowledge, very few people use this wiki in any case, but I think we are doing them a disservice if we give them a set of conventions that will not help them while playing, and will create misunderstandings when, for example, people play cards just because they&#039;ve been skipped while the intent is almost always to either let them play or induce them to discard because they have a trash/duplicate card in chop. [[User:Bobtables|Bobtables]] ([[User talk:Bobtables|talk]])&lt;br /&gt;
&lt;br /&gt;
== Conventions list update ==&lt;br /&gt;
&lt;br /&gt;
[https://boardgamearena.com/forum/viewtopic.php?t=42903 Updating the wiki with the new Conventions list?]&lt;br /&gt;
Summary of proposed changes:&lt;br /&gt;
&lt;br /&gt;
=== Conventions ===&lt;br /&gt;
&lt;br /&gt;
# Merge &amp;quot;Standard&amp;quot; (which was never properly defined) into the &amp;quot;Finesse&amp;quot; section.&lt;br /&gt;
# Move &amp;quot;Save clue&amp;quot; above &amp;quot;Play clue&amp;quot; since it has higher priority in clue interpretation.&lt;br /&gt;
#: Met players recently who don&#039;t seem to understand that save has priority over play.&lt;br /&gt;
# Add a new save clue example.&lt;br /&gt;
# Remove avalanche fix clue (extraction) example and group the simpler example with the other examples.&lt;br /&gt;
# Move Long finesse &amp;amp; Layered finesse examples from Tips page to Help page.&lt;br /&gt;
# Definitions: it occurred to me that the concept of &amp;quot;bluff seat&amp;quot; is actually very unhelpful when learning about how bluffs work, and in fact H-Group created the concept because they do not allow distant bluffs at all. On BGA it is possible to bluff a player that is not next to them.&lt;br /&gt;
#: I suggest either adding a note that it is an H-Group concept or removing it completely.&lt;br /&gt;
&lt;br /&gt;
=== Options ===&lt;br /&gt;
&lt;br /&gt;
# Update conventions list with definitions.&lt;br /&gt;
# Move other conventions into a new &amp;quot;Other conventions&amp;quot; section.&lt;br /&gt;
# Remove &amp;quot;Chop-focus&amp;quot; &#039;convention&#039; which was never really a convention.&lt;br /&gt;
#: The new H-Group option is likely what players meant by chop-focus (I&#039;m making an assumption here)?&lt;br /&gt;
&lt;br /&gt;
=== Cheating ===&lt;br /&gt;
&lt;br /&gt;
# Rename &amp;quot;Cheating&amp;quot; section to &amp;quot;Chat&amp;quot;.&lt;br /&gt;
#* There is minimal incentive to cheat at Hanabi now that ELO is hidden.&lt;br /&gt;
# Explain how chat can influence players moves.&lt;br /&gt;
&lt;br /&gt;
=== ELO rating ===&lt;br /&gt;
&lt;br /&gt;
# Move to the end since ELO is mostly hidden and therefore rather inconsequential.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* Collapse all examples in wiki page view for a better overview&lt;br /&gt;
--[[User:Sammy McSam|Sammy McSam]] ([[User talk:Sammy McSam|talk]])&lt;br /&gt;
&lt;br /&gt;
== BGA Basic Conventions and Finesse Convention ==&lt;br /&gt;
&lt;br /&gt;
[Finesse is too complicated for beginning players. If &amp;quot;Standard&amp;quot; was poorly defined, eliminating it was not the answer.]&lt;br /&gt;
&lt;br /&gt;
*Basic Definitions&lt;br /&gt;
&lt;br /&gt;
Bomb: A play that causes a misfire.&lt;br /&gt;
&lt;br /&gt;
Chop: The oldest, unmarked card in a hand.&lt;br /&gt;
&lt;br /&gt;
Convention: Agreed set of clue, play and discard interpretations. e.g. a number clue that marks the chop card should be interpreted as a unique card save (if there is a unique card of that number).&lt;br /&gt;
&lt;br /&gt;
Draw: The newest card in a hand.&lt;br /&gt;
&lt;br /&gt;
Marked: A card matched by a clue.&lt;br /&gt;
&lt;br /&gt;
Focus: The target card of a clue.&lt;br /&gt;
&lt;br /&gt;
Play clue: Clue that marks a focused card to play.&lt;br /&gt;
&lt;br /&gt;
Playable: A card that can be marked by a play clue.&lt;br /&gt;
&lt;br /&gt;
Save: A (number) clue that marks a chop card to prevent discard.&lt;br /&gt;
&lt;br /&gt;
Strategy: Plan to achieve the highest score. e.g. to mark first copies of cards.&lt;br /&gt;
&lt;br /&gt;
Trash: A card that can never be played successfully.&lt;br /&gt;
&lt;br /&gt;
Unique: The last remaining card of its rank and colour (that can be played successfully at some point).&lt;br /&gt;
&lt;br /&gt;
*BGA Basic Conventions&lt;br /&gt;
&lt;br /&gt;
Players assume:&lt;br /&gt;
Every marked card will be playable at some point.&lt;br /&gt;
The oldest, unmarked (chop) card is safe to discard.&lt;br /&gt;
Cards known to be trash are discarded in priority e.g. cards marked blue when the blue stack is completed.&lt;br /&gt;
&lt;br /&gt;
Save clue:&lt;br /&gt;
A (number) clue that marks a (unique) chop card¹.&lt;br /&gt;
[For beginners, make up your mind - Only number clues? Only unique chop cards?]&lt;br /&gt;
Focus is the chop card.&lt;br /&gt;
&lt;br /&gt;
¹Two Player Game:&lt;br /&gt;
In a two-player game, if the two oldest cards have already been marked, marking the current chop card is a Play clue, not a save clue. However, if the clue also marks a younger card, the younger card is the focus.&lt;br /&gt;
&lt;br /&gt;
Play clue:&lt;br /&gt;
A clue that does not mark a (unique) chop card¹.&lt;br /&gt;
Focus is the newest card.&lt;br /&gt;
&lt;br /&gt;
Priority for choosing which play clue to make:&lt;br /&gt;
A play clue that leads to plays in other hands.&lt;br /&gt;
A play clue for a Lower rank card.&lt;br /&gt;
&lt;br /&gt;
Fix clue:&lt;br /&gt;
A follow-up clue on the same hand as an initial play clue.&lt;br /&gt;
Required to change the focus (and prevent a misfire).&lt;br /&gt;
&lt;br /&gt;
Examples of Bad clues:&lt;br /&gt;
Tell a lie e.g. a clue that marks red2 as playable without the required red1.&lt;br /&gt;
Mark unknown trash or duplicate cards e.g. mark 4s in another hand when your hand could have a copy of that 4.&lt;br /&gt;
&lt;br /&gt;
Marked card discard:&lt;br /&gt;
If a non-trash marked card is discarded it means:&lt;br /&gt;
A copy of that card is already marked in someone else&#039;s hand (sarcastic discard); or&lt;br /&gt;
A copy of that card must be marked in a future save clue (use with caution); or&lt;br /&gt;
An unmarked copy of that card is playable (gentleman&#039;s discard)&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
[I don&#039;t know haw to copy the appropriate examples. Here should go the following examples: Save Clue; Play Clue; Fix Clue.]&lt;br /&gt;
&lt;br /&gt;
*Finesse Convention&lt;br /&gt;
When playing the finesse convention, all of the BGA Basic Conventions still apply, with modifications as stated below.&lt;br /&gt;
In Hanabi a finesse is a clue given to one player, not necessarily the player to the clue-giver&#039;s left, which requires a third player to notice what is happening and play a particular card.&lt;br /&gt;
[Here should go the following examples: Prompt; Finesse; Reversed Finesse; Bluff; Long Finesse.]&lt;/div&gt;</summary>
		<author><name>Jellby</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpchinesecheckers&amp;diff=30804</id>
		<title>Gamehelpchinesecheckers</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpchinesecheckers&amp;diff=30804"/>
		<updated>2026-07-23T16:45:32Z</updated>

		<summary type="html">&lt;p&gt;Jellby: Undo revision 30479 by Mesentery (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Goal ==&lt;br /&gt;
You own 10 marbles that start in the triangle at the bottom of the board. These marbles are the only ones you&#039;re allowed to move.&lt;br /&gt;
&lt;br /&gt;
Your goal is to bring all of them as fast as possible to the opposite triangle, at the top.&lt;br /&gt;
&lt;br /&gt;
== Moves ==&lt;br /&gt;
When it&#039;s your turn, you can either :&lt;br /&gt;
: • Move one marble to an adjacent free hole, in any direction - even backward.&lt;br /&gt;
: • Perform one or more consecutive hops.&lt;br /&gt;
: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; • A hop is defined as a jump over any adjacent marble - your own or your opponent&#039;s - to a free hole beyond it.&lt;br /&gt;
: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; • Jumping over a marble does NOT remove it from the board.&lt;br /&gt;
: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; • You may change direction between 2 consecutive hops.&lt;br /&gt;
: &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; • While hopping, you may temporarily pass through a hole in a side triangle but you&#039;re not allowed to stay there.&lt;br /&gt;
On BGA, after selecting a marble, legal moves are highlighted in white. Simply click the final position you want to reach.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
You score one point each time one of your marbles moves one step closer to the goal. It&#039;s therefore possible to gain several points at once with a well-calculated series of hops. It&#039;s also possible to score 0 if you move sideways or even to lose points if you move backwards.&lt;br /&gt;
&lt;br /&gt;
This scoring method guarantees that the game always ends when a player reaches 120 points - when all their marbles are inside the goal area.&lt;br /&gt;
&lt;br /&gt;
When this happens, the game ends immediately. The player with 120 points is the winner and all other players are ranked according to their score.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
: • With hops you can progress much faster than with single steps. Try to align marbles to create a &amp;quot;ladder&amp;quot; that enables a large series of hops.&lt;br /&gt;
: • Avoid keeping an isolated marble at the back. Catching up is hard.&lt;br /&gt;
: • Watch your opponents&#039; moves. If you see them building a ladder, try to block them.&lt;br /&gt;
: • With 4 or 6 players, it&#039;s usually better to cooperate with the player in front of you at the start of the game. If you don&#039;t, your shared opponents - players on the sides - will probably progress faster than both of you.&lt;/div&gt;</summary>
		<author><name>Jellby</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcubirds&amp;diff=30803</id>
		<title>Gamehelpcubirds</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcubirds&amp;diff=30803"/>
		<updated>2026-07-23T16:45:19Z</updated>

		<summary type="html">&lt;p&gt;Jellby: Undo revision 30679 by Mesentery (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
Gather flocks of birds into your hand so you can gain points for flying them home.  &lt;br /&gt;
&lt;br /&gt;
The game begins with 12 bird cards in the center of the table and 1 random bird species already in your collection. Everyone has 8 cards in their hand. On your turn you will exchange cards in hand for cards on the table (or take 2 cards from the draw deck) as you attempt to complete sets.&lt;br /&gt;
&lt;br /&gt;
==Turn==&lt;br /&gt;
&lt;br /&gt;
=== Lay birds===&lt;br /&gt;
On your turn, you MUST lay all birds of one species onto the table from your hand. Place them all at the end of the row of your choice. &lt;br /&gt;
&lt;br /&gt;
If a matching species is in that row, take all the cards sandwiched between the card you just layed and the matching species. For example, if a player added the two Parrots to the left of this row, they would take the Owl and Flamingo:&lt;br /&gt;
&lt;br /&gt;
[[File: Cubirds illustration.png]]&lt;br /&gt;
&lt;br /&gt;
If all the birds remaining in that row are of the same species, cards are added to the row from the draw deck until there are two different species in the row.&lt;br /&gt;
&lt;br /&gt;
If you didn&#039;t take any cards from the row, you may take 2 cards from the draw deck or pass (and not add any cards to your hand).&lt;br /&gt;
&lt;br /&gt;
=== Complete a flock or &amp;quot;Fly Home&amp;quot; (optional)===&lt;br /&gt;
&lt;br /&gt;
A set of birds of the same species is called a flock. Each card has 2 &amp;quot;set completion&amp;quot; numbers on it, representing a small flock and a big flock. When you have enough matching cards in hand to complete a flock, small or big, you may &amp;quot;fly the flock home.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;The Small Flock&#039;&#039;&#039;: Add &#039;&#039;ONE&#039;&#039; of the cards to your personal collection and discard the rest of the flock.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;The Big Flock&#039;&#039;&#039;: A&#039;&#039;dd TWO&#039;&#039; of the cards to your personal collection and discard the rest of the flock.&lt;br /&gt;
&lt;br /&gt;
You can only complete one Flock per turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note that the BGA implementation gives a few seconds of &amp;quot;thinking time&amp;quot; for this decision even if you cannot play a flock, so that your opponent cannot tell whether you have an unclaimed flock in hand.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== End of a round==&lt;br /&gt;
&lt;br /&gt;
When a player has no cards left in their hand, the player may either draw two cards (thus continuing the current round) or start a new round. If the player chooses to start a new round, everyone discards their entire hand and draws 8 new cards. The cards in the center of the table remain as they are. The player who ended the round becomes the start player.&lt;br /&gt;
&lt;br /&gt;
==End of the game==&lt;br /&gt;
&lt;br /&gt;
A player wins immediately if they collect:&lt;br /&gt;
&lt;br /&gt;
- at least 1 card from each of 7 different species, or&lt;br /&gt;
&lt;br /&gt;
- at least 3 cards from each of 2 different species&lt;br /&gt;
&lt;br /&gt;
If it is impossible to deal 8 cards to each player (even with the discard pile), the game ends immediately, and the player with the most bird cards in their collection wins the game.&lt;br /&gt;
&lt;br /&gt;
==Flock Size of Different Birds==&lt;br /&gt;
*Pink Flamingo: small 2 / big 3 (7 total in the deck)&lt;br /&gt;
*Owl and Toucan: small 3 / big 4 (10 total in the deck)&lt;br /&gt;
*Duck and Parrot: small 4 / big 6 (13 total in the deck)&lt;br /&gt;
*Magpie: small 5 / big 7 (17 total in the deck)&lt;br /&gt;
*Reed Warbler and Robin: small 6 / big 9 (20 total in the deck)&lt;/div&gt;</summary>
		<author><name>Jellby</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelphanabi&amp;diff=30765</id>
		<title>Gamehelphanabi</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelphanabi&amp;diff=30765"/>
		<updated>2026-07-21T08:11:16Z</updated>

		<summary type="html">&lt;p&gt;Jellby: Revert&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
Hanabi is a cooperative game where your collective goal is to build a fabulous fireworks show. Like any decent show, you should start with small fireworks and finish with the big ones. You will do this by playing red, blue, green, yellow, and white cards from ranks 1 to 5. The problem? You don&#039;t know what cards you have. But you know which ones your fellow players do. So you must communicate with each other to build a proper show by placing cards in sequential order with no misfires. &lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
====Cards and Firework Stacks====&lt;br /&gt;
&lt;br /&gt;
The deck has 50 cards. The cards come in five colors: {{pill|Red|firebrick}} {{pill|Blue|royalblue}} {{pill|Green|green}} {{pill|Yellow|gold}} {{pill|White|white}}&lt;br /&gt;
&lt;br /&gt;
Each color has 10 cards. Three are {{HCard|1|silver}}, two are {{HCard|2|silver}}, two are {{HCard|3|silver}}, two are {{HCard|4|silver}}, and one single {{HCard|5|silver}}. &lt;br /&gt;
&lt;br /&gt;
There is only one firework of each color. Each firework only has one of each number and must be placed in ascending order. So at the end (if successful), you should have 5 fireworks of 5 cards each, 1 through 5. Placing a duplicate on any stack will result in a misfire. &#039;&#039;&#039;If three misfires occur, the game is over and the players lose.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Communication====&lt;br /&gt;
&lt;br /&gt;
You can only communicate with your teammates via &#039;&#039;&#039;clues&#039;&#039;&#039;. You have a limited number of clues, represented by tokens like this: {{Hclue|s=1}}&lt;br /&gt;
&lt;br /&gt;
These are displayed in the upper right corner. Each time you give a clue, a {{Hclue|s=1}} moves from the white area (available tokens) to the black (played tokens). If there are no tokens available, you must play or discard on your turn. &lt;br /&gt;
&lt;br /&gt;
{{InfoBox|title=Chat|background=red|body=Do &#039;&#039;&#039;not&#039;&#039;&#039; use the chat to communicate with each other. That is cheating. If you do, you are dishonored and your reputation as a master pyrotechnician is tainted.}}&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
&lt;br /&gt;
In a 2-3 player game, each player gets a hand of 5 cards. In a 4-5 player game, each player gets a hand of 4 cards. &lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
On your turn, you can do one of three things. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;margin:1em 0;padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Give a clue.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Discard a card.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Play a card.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Give a Clue ====&lt;br /&gt;
&lt;br /&gt;
To give a clue, there must be at least 1 {{Hclue|s=1}} in the white area. Click on another player&#039;s card. You have the choice of telling the player&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;margin:1em 0;padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Which cards &#039;&#039;&#039;of that color&#039;&#039;&#039; the player has&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Which cards &#039;&#039;&#039;of that number&#039;&#039;&#039; the player has&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At that point, the {{Hclue|s=1}} is moved from the white &amp;quot;available&amp;quot; zone to the black &amp;quot;used&amp;quot; zone.&lt;br /&gt;
&lt;br /&gt;
The game records these clues, so you can tell which cards other players have pointed out are what number and what color.&lt;br /&gt;
&lt;br /&gt;
==== Play a Card ====&lt;br /&gt;
&lt;br /&gt;
Choose a card in your hand and select to play it. It will move automatically to the appropriate color stack. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;margin:1em 0;padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;If it &#039;&#039;&#039;is&#039;&#039;&#039; the next card in sequence for a color, it is placed on the appropriate stack, adding to or completing the firework.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;If it &#039;&#039;&#039;is not&#039;&#039;&#039; the next card in sequence for any color, then the firework has misfired and the card is discarded. The player draws a replacement card.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the played card completes a firework, a {{Hclue|s=1}} moves from the spent black area to the white available area.&lt;br /&gt;
&lt;br /&gt;
==== Discard a Card ====&lt;br /&gt;
&lt;br /&gt;
To discard a card, there must be at least 1 {{Hclue|s=1}} in the black area. Click on the card you wish to discard. A replacement card is drawn and a {{Hclue|s=1}} moves from the black area to the white area, making it available. &lt;br /&gt;
&lt;br /&gt;
Discarding is a necessary part of the game as you will need to restore {{Hclue|s=1}}. Plus your hand will have unplayable duplicates so you must discard at some point. (e.g., if you play a {{Hb|3}} and the {{pill|Blue|royalblue}} stack already has a {{Hb|3}} in it, that results in a misfire.)&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
There are three ways the game can end. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;margin:1em 0;padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;If the players cause 3 misfires (misplayed cards), the game immediately ends and the players lose.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;If all 5 firework stacks get completed, the players have won. and granted a stunning victory with 25 points.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;If the deck is empty, each player plays one more time (including the player who emptied the deck). Once this last round completes, the score is tallied.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scoring====&lt;br /&gt;
&lt;br /&gt;
To calculate score, add the largest value card (top card) in each of the firework stacks. Artistic impression is determined by the Artisan League of Fireworks Technicians reference scale:&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;
|- style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot;&lt;br /&gt;
!Points&lt;br /&gt;
!Overall impression&lt;br /&gt;
|-&lt;br /&gt;
|0-5&lt;br /&gt;
|Horrible, booed by the crowd...&lt;br /&gt;
|-&lt;br /&gt;
|6-10&lt;br /&gt;
|Mediocre, just a spattering of applause...&lt;br /&gt;
|-&lt;br /&gt;
|11-15&lt;br /&gt;
|Honorable attempt, but quickly forgotten...&lt;br /&gt;
|-&lt;br /&gt;
|16-20&lt;br /&gt;
|Excellent, crowd pleasing.&lt;br /&gt;
|-&lt;br /&gt;
|21-24&lt;br /&gt;
|Amazing, will be remembered for weeks!&lt;br /&gt;
|-&lt;br /&gt;
|25-29&lt;br /&gt;
|Legendary, everyone left speechless, stars in their eyes!&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|Divine, the display outshines the stars!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The only way to score above 25 is to include multicolored cards. See &#039;&#039;&#039;Variants&#039;&#039;&#039; below.&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
&lt;br /&gt;
==== Colors ====&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;
|- style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot;&lt;br /&gt;
! Name !! # of Cards !! Definition&lt;br /&gt;
|-&lt;br /&gt;
| Normal || 5 colors || The standard game. Play with a 50-card deck of 5 colors (red, blue, green, yellow, white) to make 5 firework stacks.&lt;br /&gt;
|-&lt;br /&gt;
| Tricky || 6th color (10 cards) || Add a sixth color--{{pill|Multicolor|#b0b}}--to make a deck of 60 cards and make 6 firework stacks.&lt;br /&gt;
|-&lt;br /&gt;
| Difficult || 6th color (5 unique cards) || Same as above, except the additional color only has one card of each rank (1 {{Hm|1}}, 1 {{Hm|2}}, 1 {{Hm|3}}, 1 {{Hm|4}}, and 1 {{Hm|5}}&lt;br /&gt;
|-&lt;br /&gt;
| Avalanche of Colors || Multicolor (10 multicolor cards) || {{pill|Multicolor|#b0b}} cards are wild, which means these cards are included when giving clues about color. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Black Powder ====&lt;br /&gt;
&lt;br /&gt;
Ten {{pill|black|black}} cards are added to the deck. These cards have different quantities of ranks, in reverse order from the other colors. One is {{Hk|1}}, two are {{Hk|2}}, two are {{Hk|3}}, two are {{Hk|4}}, and three are {{Hk|5}}. &lt;br /&gt;
&lt;br /&gt;
Like in &amp;quot;Tricky&amp;quot;, the black cards form a firework stack, but are played in &#039;&#039;&#039;descending&#039;&#039;&#039; order (from {{Hk|5}} to {{Hk|1}}).&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;&#039;cannot give clues&#039;&#039;&#039; about the color of black cards. They have no color (who can see a black firework?). You can only give clues about its number. &lt;br /&gt;
&lt;br /&gt;
When scoring, subtract 1 point for every card missing from the black fireworks display.&lt;br /&gt;
&lt;br /&gt;
==== 5 Flamboyants ====&lt;br /&gt;
&lt;br /&gt;
Also known as &amp;quot;The Sumptuous 5&amp;quot;. When you play the last card on a firework stack (typically the {{HCard|5|silver}}), draw a bonus card. Bonus cards have different effects.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;margin:1em 0;padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Gain a {{Hclue|s=1}}&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Gain a {{Hclue|s=1}} and lose 1 misfire&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Give a color clue to a player for free&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Give a number clue to a player for free&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Shuffle a discarded card back into the deck (optional)&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Play a discarded card (optional)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Convention Used ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hanabi&#039;&#039; is a game about communication, but there aren&#039;t enough {{Hclue|s=1}} to be able to indicate both color &#039;&#039;and&#039;&#039; number of every played card. To give more information, the team must agree on a set of interpretations for clues, playable cards, and discardable cards. This is a &#039;&#039;&#039;convention&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
If the players use different conventions to communicate, they are sure to lose. You can read more about conventions in on the [[Tips hanabi|Hanabi-Tips]] page or &#039;&#039;&#039;[https://boardgamearena.com/forum/viewtopic.php?t=26863 this forum post]&#039;&#039;&#039; by [https://boardgamearena.com/player?id=84207926 Romain672].&lt;br /&gt;
&lt;br /&gt;
During game setup, the creator can indicate which convention the players should use. These are not enforceable, so please respect the convention that the table creator set. &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;
|- style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot;&lt;br /&gt;
!Convention!!Summary!!Reference&lt;br /&gt;
|-&lt;br /&gt;
!Unspecified&lt;br /&gt;
|No convention||&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | Finesse&lt;br /&gt;
|Players assume that every marked card will be playable at some point. The oldest unmarked card should be safe to discard. Unplayable cards should be discarded by priority (e.g., discard blue when the blue stack is complete) The newest unmarked cards should be played first.||[https://docs.google.com/document/d/1VzgN6WoeYwh5NYtHECzUNZqFvpVcg-EdObU-YNMlyhc Reference]&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | Layered Finess&lt;br /&gt;
|Same as Finess, but marked cards can be layered behind other unrelated, but playable cards.||[https://docs.google.com/document/d/1VzgN6WoeYwh5NYtHECzUNZqFvpVcg-EdObU-YNMlyhc Reference]&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | Hgroup&lt;br /&gt;
|This is a comprehensive convention with several detailed interpretations, many based on the last card (known as the &amp;quot;chop card&amp;quot;) and order of clues given. See reference for more details.||[https://hanabi.github.io H-Group]&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | Other&lt;br /&gt;
|You can specify which convention should be used in the Presentation header of the table when it starts.||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Preset Deck====&lt;br /&gt;
&lt;br /&gt;
Preset decks are useful for comparing teams/conventions using the same deck. You can select to have no preset deck or choose one of 5 preset decks of the day. These change every day at 0:00 UTC.&lt;br /&gt;
&lt;br /&gt;
====Unofficial variant====&lt;br /&gt;
&lt;br /&gt;
In a two-player game, hand size is 6 instead of 5. In a five-player game, hand size is 3 instead of 4.&lt;/div&gt;</summary>
		<author><name>Jellby</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelphanabi&amp;diff=30764</id>
		<title>Gamehelphanabi</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelphanabi&amp;diff=30764"/>
		<updated>2026-07-21T08:09:32Z</updated>

		<summary type="html">&lt;p&gt;Jellby: Undo revision 30763 by Jellby (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Original Hanabi =&lt;br /&gt;
== Contents ==&lt;br /&gt;
&lt;br /&gt;
* 50 cards, numbered 1, 1, 1, 2, 2, 3, 3, 4, 4, 5 for each of red, yellow, green, blue and white&lt;br /&gt;
* 8 Clue tokens&lt;br /&gt;
&lt;br /&gt;
== Objective ==&lt;br /&gt;
&lt;br /&gt;
Hanabi is a cooperative game, that is, a game where the players do not play against each other, but work as a team to achieve a common goal. The players of Hanabi become one of the people in charge of an impressive fireworks display. However, they were distracted and got the gunpowder, fuses and rockets mixed up. The show is about to start and panic is spreading. You must join forces to prevent the show from being a disaster!&lt;br /&gt;
&lt;br /&gt;
The cunning pyrotechnicians must put together the fireworks in 5 series (1 white, 1 red, 1 blue, 1 yellow, 1 green), arranging the cards by colour and in ascending order (1, 2, 3, 4, 5).&lt;br /&gt;
&lt;br /&gt;
== The Game ==&lt;br /&gt;
&lt;br /&gt;
The players then take their turn going in a clockwise direction. On their turn, a player must complete one, and only one, of the following three actions (and they are not allowed to skip their turn):&lt;br /&gt;
&lt;br /&gt;
# Give one piece of information.&lt;br /&gt;
# Discard a card.&lt;br /&gt;
# Play a card.&lt;br /&gt;
&lt;br /&gt;
NOTE: When it is a player&#039;s turn, their teammates cannot comment or try to influence them. This is highly dishonorable and will bring great shame upon you.&lt;br /&gt;
&lt;br /&gt;
=== 1. Giving a piece of information === &lt;br /&gt;
&lt;br /&gt;
In order to carry out this task, the player has to flip over a Clue token on the table so it is now face down. They can then tell one teammate something about the cards in front of that teammate.&lt;br /&gt;
&lt;br /&gt;
Two types of information can be given and the player giving the information chooses only one type to give:&lt;br /&gt;
&lt;br /&gt;
# Information about one specific COLOR (and only one)&lt;br /&gt;
# Information about one specific VALUE (and only one)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;IMPORTANT&#039;&#039;&#039;: The player must give complete information. If a player has two green cards, the informer cannot only indicate to one of them, BOTH green cards will be indicated.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;NOTE&#039;&#039;&#039;: The action cannot be performed if there are no Clue tokens face up in the right-hand area. In that case, the player has to choose to perform a different action.&lt;br /&gt;
&lt;br /&gt;
=== 2. Discarding a card ===&lt;br /&gt;
&lt;br /&gt;
The player then places a card from their hand in the discard pile. This moves a Clue token from the left-hand area to the right-hand area. They then take a new card from the draw pile and add it to their hand without looking at it.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;NOTE&#039;&#039;&#039;: This action cannot be performed if all the Clue tokens are in the right-hand area. The player must perform a different action.&lt;br /&gt;
&lt;br /&gt;
=== 3. Playing a card ===&lt;br /&gt;
&lt;br /&gt;
The player takes a card from their hand and plays it to the center of the table. Two options are possible:&lt;br /&gt;
&lt;br /&gt;
1. The card either begins, adds to, or completes a firework and it is then added to the appropriate color firework.&lt;br /&gt;
1. The card doesn&#039;t begin, add to or complete any firework. Discard the card out of the game. The fuse counter increases by one; the fuse is burning shorter and time is running out.&lt;br /&gt;
&lt;br /&gt;
After playing their card, they then take a new card from the draw pile if one is available and add it to their hand without looking at it.&lt;br /&gt;
&lt;br /&gt;
=== How the fireworks are built ===&lt;br /&gt;
&lt;br /&gt;
* There can only be one firework of each color. The cards for a firework have to be placed in rising order (1, 2, 3, 4 and finally 5).&lt;br /&gt;
* There can only be one card of each value in each firework (so 5 cards in total).&lt;br /&gt;
&lt;br /&gt;
=== BONUS for completing a firework ===&lt;br /&gt;
&lt;br /&gt;
When a player completes a firework - i.e. they successfully play the card with a value of 5 - flip a face down Clue token back to face up on the table. This addition is free; the player does not need to discard a card. This bonus is lost if all of the Clue tokens are face up on the table.&lt;br /&gt;
&lt;br /&gt;
=== End of the game ===&lt;br /&gt;
&lt;br /&gt;
There are 3 ways to end the game of Hanabi:&lt;br /&gt;
&lt;br /&gt;
# The game ends immediately and is lost if the third Fuse is consumed (thus revealing the explosion).&lt;br /&gt;
# The game ends immediately and it is a stunning victory if the firework makers manage to make the 5 fireworks before the cards run out. The players are then awarded the maximum score of 25 points.&lt;br /&gt;
# The game ends if a player takes the last card from the pile: each player plays one more time, including the player who picked up the last card. The players cannot pick up cards during this last round (as the pile is empty).&lt;br /&gt;
&lt;br /&gt;
Once this last round is complete, the game ends and the players can then add up their score.&lt;br /&gt;
&lt;br /&gt;
=== Score ===&lt;br /&gt;
&lt;br /&gt;
In order to calculate their score, the players add up the largest value card for each of the fireworks.&lt;br /&gt;
&lt;br /&gt;
Artistic impression is determined by the Artisan League Of Fireworks Technicians reference scale:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Score breakdown&lt;br /&gt;
|-&lt;br /&gt;
! Points !! Overall Impression&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;= 5 || Horrible, booed by the crowd...&lt;br /&gt;
|-&lt;br /&gt;
| 6-10 || Mediocre, just a hint of scattered applause... &lt;br /&gt;
|-&lt;br /&gt;
| 11-15 || Honorable attempt, but quickly forgotten...&lt;br /&gt;
|-&lt;br /&gt;
| 16-20 || Excellent, crowd pleasing.&lt;br /&gt;
|-&lt;br /&gt;
| 21-24 || Amazing, they will be talking about it for weeks!&lt;br /&gt;
|-&lt;br /&gt;
| 25 || Legendary, everyone left speechless, stars in their eyes!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Multicolor Variants ==&lt;br /&gt;
&lt;br /&gt;
# Add the 6th suit to the game and attempt to create all 6 fireworks. In this variant, the multicolor suit is not wild, it&#039;s a separate firework.&lt;br /&gt;
# Same as Variant 1, except use only one card of each number (1, 2, 3, 4, 5) for the multicolor suit.&lt;br /&gt;
# Add the 6th suit to the game and these cards are now wild. In this variant, you cannot call out the multicolor suit. Instead of the multicolor cards always count as the color in your clue. But when playing the card, it counts and builds as the 6th (multicolor) firework.&lt;br /&gt;
# The game does not end after the round where the last card is picked up. It continues until the players are defeated (3 Fuses used up OR if an indispensable card has been discarded) or until the players are victorious (all the fireworks are completed). The players can then find themselves with fewer cards in their hand at the end of the game and the score scale is not used: the fireworks display has to be perfect. (Can also combine this with any one other variant.)&lt;br /&gt;
&lt;br /&gt;
== Black Powder Variant ==&lt;br /&gt;
&lt;br /&gt;
This variant adds 10 black cards to the pile. The players must form a sixth fireworks series, which will be placed on the table next to the other ones. Black cards are played in reverse order to coloured cards; that is, in descending order, from 5 to 1. When the black fireworks series is completed (with the number 1 card), players get a Clue token as a bonus, just like with the other colours.&lt;br /&gt;
&lt;br /&gt;
Black cards have no colour. It is forbidden to give information about their colour. Players can only give information about their value.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Note&#039;&#039;&#039;: It is also forbidden to say “You have no black cards.”&lt;br /&gt;
&lt;br /&gt;
Black cards do not score like the other colours. You’ll have to subtract 1 point from your final score for each card missing in the black fireworks display. The maximum score is still 25 points. You will be able to add the Black Powder Award to your final score, even if you don’t complete the series!&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Example&#039;&#039;&#039;: at the end of the game, the black fireworks display is formed by the cards valued 5, 4 and 3. Players will subtract 2 points from their final score. Therefore, their total score will be 16 points with the Black Powder Award.&lt;/div&gt;</summary>
		<author><name>Jellby</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelphanabi&amp;diff=30763</id>
		<title>Gamehelphanabi</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelphanabi&amp;diff=30763"/>
		<updated>2026-07-21T08:09:18Z</updated>

		<summary type="html">&lt;p&gt;Jellby: Undo revision 30762 by Draasill (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jellby</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpzombicidesecondedition&amp;diff=29947</id>
		<title>Gamehelpzombicidesecondedition</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpzombicidesecondedition&amp;diff=29947"/>
		<updated>2026-05-23T17:31:15Z</updated>

		<summary type="html">&lt;p&gt;Jellby: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
This is a co-operative game&lt;br /&gt;
&lt;br /&gt;
Zombiecide has a number of missions to pick from, the top right on BGA will show you the win conditions for your particular Mission&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Setup===&lt;br /&gt;
&lt;br /&gt;
As part of setup, players choose characters, there are always 6 characters regardless of players so these may end up distributed unevenly&lt;br /&gt;
&lt;br /&gt;
There are two types of characters to choose from: Adults or Children (Note that this does NOT reflect difficulty or type of player to pick them). Children are shown by having a yellow head in the top right.&lt;br /&gt;
&lt;br /&gt;
Children have 2 Health and get the Slippery Skill from the start as a bonus&lt;br /&gt;
&lt;br /&gt;
Adults have 3 Health and do not get the Slippery Skill unless they can unlock it as part of natural progression&lt;br /&gt;
&lt;br /&gt;
On BGA, you can click the yellow triangle on the right of a character to give a definition of some of the skills they can unlock&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Map===&lt;br /&gt;
&lt;br /&gt;
The Map is divided into a number of Zones&lt;br /&gt;
&lt;br /&gt;
An outside zone is displayed by crosswalk borders, in addition it may be bordered by the edge of the map or by buildings&lt;br /&gt;
&lt;br /&gt;
An inside zone is displayed by walls and door breaks&lt;br /&gt;
&lt;br /&gt;
From an outside zone, an individual can see in orthogonal lines to as many other outside zones. An individual can only see one zone into a directly adjacent inside zone connected via an open door.&lt;br /&gt;
&lt;br /&gt;
From an inside zone, an individual can see a distance of one zone into adjacent connected inside zones by open doors. An individual can see in an orthogonal line as many outside zones as long as they are in a zone adjacent to an open door.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Equipment Cards===&lt;br /&gt;
&lt;br /&gt;
Cards can be either Melee, Ranged, or Skills&lt;br /&gt;
&lt;br /&gt;
A character can hold 2 Hand cards and 3 Backpack Cards. Unless the card states otherwise, Backpack cards cannot actively be used.&lt;br /&gt;
&lt;br /&gt;
Weapons will either show a knife for Melee or a gun for Ranged&lt;br /&gt;
&lt;br /&gt;
Ranged cards may have a bullet or shell symbol, there is no ammo consumption, but these symbols will indicate how they might interact with Skill cards e.g. a Skill card may only affect Shell ranged weapons&lt;br /&gt;
&lt;br /&gt;
If a weapon has the red Dual Wield symbol on the top left, having two identical of this item will let you use the dual wield rules during combat&lt;br /&gt;
&lt;br /&gt;
If a weapon has the white door symbol on the top left, this can be used to open doors&lt;br /&gt;
&lt;br /&gt;
Cards will contain a noise indicator, a blue noise indicator means it makes no noise, a yellow noise indicator means it makes noise. Some cards may have both symbols, depending on how it&#039;s used e.g. combat may be silent, but door opening may be noisy&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;6 Starting Equipment cards:  &amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt; Pistol x 3 &lt;br /&gt;
&lt;br /&gt;
Baseball Bat x1&lt;br /&gt;
&lt;br /&gt;
Crowbar x1&lt;br /&gt;
&lt;br /&gt;
Fire Axe x1 &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;45 Blue Equipment cards (Found in regular search):  &amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Aaahh!! x4 (Zombie spawn/action card) &lt;br /&gt;
&lt;br /&gt;
Bag of Rice x2 (Food) (Gain 3AP when used)&lt;br /&gt;
&lt;br /&gt;
Canned Food x2 (Food) (Gain 3AP when used)&lt;br /&gt;
&lt;br /&gt;
Water x2 (Gain 3AP when used)&lt;br /&gt;
&lt;br /&gt;
Flashlight x2 &lt;br /&gt;
&lt;br /&gt;
Chainsaw x2 &lt;br /&gt;
&lt;br /&gt;
Crowbar x1 &lt;br /&gt;
&lt;br /&gt;
Fire Axe x1 &lt;br /&gt;
&lt;br /&gt;
Katana x2 &lt;br /&gt;
&lt;br /&gt;
Kukri x2 &lt;br /&gt;
&lt;br /&gt;
Machete x4 &lt;br /&gt;
&lt;br /&gt;
Molotov x4 &lt;br /&gt;
&lt;br /&gt;
Pistol x1 &lt;br /&gt;
&lt;br /&gt;
Plenty of Bullets x3 &lt;br /&gt;
&lt;br /&gt;
Plenty of Shells x3 &lt;br /&gt;
&lt;br /&gt;
Sawed-Off x4 &lt;br /&gt;
&lt;br /&gt;
Shotgun x2 &lt;br /&gt;
&lt;br /&gt;
Sniper Rifle x2 &lt;br /&gt;
&lt;br /&gt;
Sub-MG x2&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;11 Pimpweapons cards (Red cards found is grey boxes):  &amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Aaahh! x2 (Zombie spawn/action card) &lt;br /&gt;
&lt;br /&gt;
Army Sniper Rifle x1 &lt;br /&gt;
&lt;br /&gt;
Automatic Shotgun x1 &lt;br /&gt;
&lt;br /&gt;
Evil Twins x1 &lt;br /&gt;
&lt;br /&gt;
Golden AK-47 x1 &lt;br /&gt;
&lt;br /&gt;
Golden Kukri x1 &lt;br /&gt;
&lt;br /&gt;
Gunblade x1 &lt;br /&gt;
&lt;br /&gt;
Ma&#039;s Shotgun x1 &lt;br /&gt;
&lt;br /&gt;
Nailbat x1 &lt;br /&gt;
&lt;br /&gt;
Zantetsuken x1&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Weapons in Combat===&lt;br /&gt;
&lt;br /&gt;
From left to right, each weapon has 6 icons&lt;br /&gt;
&lt;br /&gt;
The first shows the type, Melee or Ranged&lt;br /&gt;
&lt;br /&gt;
The second shows the distance, usually with a min and max value. 0 is the zone the character currently resides, whilst 1 is the zone adjacent to you and so on.&lt;br /&gt;
&lt;br /&gt;
The third shows how many dice are rolled when using this weapon&lt;br /&gt;
&lt;br /&gt;
The fourth shows what value or higher you want to roll on each dice in order to count it as a success&lt;br /&gt;
&lt;br /&gt;
The fifth shows how much damage a success grants&lt;br /&gt;
&lt;br /&gt;
The sixth shows whether this weapon is noisy or silent&lt;br /&gt;
&lt;br /&gt;
If a weapon had the red dual wield symbol, and you have a duplicate of it in each hand, you can use both weapons with one action as long as the same zone (not zombie) is targeted&lt;br /&gt;
&lt;br /&gt;
You do not get to choose which specific zombie you attack with a Ranged weapon, just the Zone you attack, there is a Priority Order for the Zombies - 1st Fattys or Abominations (player choice), 2nd Walkers, 3rd Runners. What this means is if you attack a zone with 4 Walkers and a Runner, the Walkers will be hit first and until they are defeated or move on, the Runner cannot be hit with Ranged. However, Melee weapons allow you to choose specific targets.&lt;br /&gt;
&lt;br /&gt;
Friendly Fire - If a zone contain a mix of Zombies and Characters, any Misses on a Ranged attack hit a Character of the group&#039;s choice instead. However, a character cannot accidentally shoot themself. If there are multiple Misses, and multiple Characters in the target zone, the group can distribute the damage as desired, whether that be split evenly or not hitting one character whilst another takes more.&lt;br /&gt;
&lt;br /&gt;
Point-blank – The Survivor can perform Ranged Actions in their own Zone, no matter the minimum Range. When resolving a Ranged Action at Range 0, the Survivor freely chooses the targets and can eliminate any type of Zombies (no matter the special abilities they may have). Their Ranged weapons still need to inflict enough Damage to eliminate the targets. Friendly Fire is ignored.&lt;br /&gt;
&lt;br /&gt;
===Adrenaline, Danger, and Character Leveling===&lt;br /&gt;
&lt;br /&gt;
Each time a character kills a monster, that character gains a number of AP (Adrenaline Points)&lt;br /&gt;
&lt;br /&gt;
Gaining enough AP allows that character to level up (Blue - Yellow - Orange - Red)&lt;br /&gt;
&lt;br /&gt;
Each level up gives 1 Ability, some levels only give one ability so it&#039;s automatic, whilst others give multiple options but you can only choose 1 to take and the others are lost&lt;br /&gt;
&lt;br /&gt;
Be aware that character levels are linked to danger levels, the highest character level in the group when zombies spawn determine which and how many zombies spawn based on the same blue/yellow/orange/red level. As mentioned, it&#039;s the highest character level which counts, so if one character is a blue, four are yellows, and one is orange then the zombie spawn will be of Orange level. As such, it&#039;s advised to try to stay around the same level for everyone, lagging behind will make it difficult for you!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Zombies===&lt;br /&gt;
&lt;br /&gt;
Zombies spawn at the beginning of the game as part of setup, whenever a door of a building is opened for the first time, or during their phase determined by the zombie deck and the current danger level. When a card is drawn for a zombie, it could be a normal card which simply spawns it, or a Rush card which spawns it and allows it to take an action, or an Activation card which does NOT spawn but instead allows all zombies of that type to take an action.&lt;br /&gt;
&lt;br /&gt;
Zombies have a damage, health, Actions, and AP reward, and may have special rules&lt;br /&gt;
&lt;br /&gt;
The four zombie types are:&lt;br /&gt;
&lt;br /&gt;
Walkers have Damage 1, Health 1, Actions 1, AP 1&lt;br /&gt;
&lt;br /&gt;
Fattys have Damage 1, Health 2, Actions 1, AP 1, Special Rule: Only a Damage 2+ weapon or Molotov can have an impact on them.&lt;br /&gt;
&lt;br /&gt;
Runners have Damage 1, Health 1, Actions 2, AP 1&lt;br /&gt;
&lt;br /&gt;
Abominations have Damage 1, Health 3, Actions 1, AP 5, Special Rule: Only a Damage 3+ weapon or a Molotov can have an impact on them. No weapon has a natural 3, a Skill or similar is needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Abominations===&lt;br /&gt;
&lt;br /&gt;
If an Abomination card is drawn, what happens depends on whether there is an Abomination out or not&lt;br /&gt;
&lt;br /&gt;
If there is no Abomination, an abomination spawns&lt;br /&gt;
&lt;br /&gt;
If there is an Abomination, that abomination takes an action&lt;br /&gt;
&lt;br /&gt;
In this way, there will only ever be 1 Abomination active at most&lt;br /&gt;
&lt;br /&gt;
There are 4 unique Abominations with their own rules&lt;br /&gt;
&lt;br /&gt;
Hobomination - No combat action can be taken if you share a zone with this abomination&lt;br /&gt;
&lt;br /&gt;
Abominacop - This abomination takes first priority in targeting order&lt;br /&gt;
&lt;br /&gt;
Abominawild - Molotovs used in this abomination&#039;s zone only affect the abomination, nothing else is destroyed&lt;br /&gt;
&lt;br /&gt;
Patient 0 - None&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Player Turn===&lt;br /&gt;
&lt;br /&gt;
If you are controlling multiple characters, fully complete one character&#039;s turn before taking a different character&#039;s turn, but you can choose the order in which your characters act&lt;br /&gt;
&lt;br /&gt;
A character starts with 3 Actions per turn, but this can be increased as they level. The actions are as follows:&lt;br /&gt;
&lt;br /&gt;
Move - 1 Action to move to an adjacent Zone +1 Action per zombie in current zone. This means with the base 3 actions, if a character has 3 zombies in their zone, they cannot move. If movement takes a character into a zone with zombies they cannot continue moving even if they have enough actions to progress.&lt;br /&gt;
&lt;br /&gt;
Search - Whilst in an Inside Zone with no Zombies, 1 action to draw an equipment card and either put it in Hand, put it in Backpack, or Discard it. If they put it in Hand/Backpack, they get a free action to redistribute the cards they currently hold however they like. If they have no space for the new item, during the redistribution they can choose a different item to discard. A Character can only perform 1 Search per turn, if they have a skill which gives them a Free Search this also counts as their 1 Search per turn.&lt;br /&gt;
&lt;br /&gt;
Open Door - If the character holds an item in hand which contains the door symbol on the top left, they can spend 1 action to open a door adjacent to the zone they are in. Abnormal doors may require a mission based objective to be met before they can be opened. If the door was the first door to be opened for that building, spawn zombies in each Dark Zone of that building. If a rush card was drawn, the zombie will both spawn and take an action, which may mean they move into a Light Zone.&lt;br /&gt;
&lt;br /&gt;
Trade - For 1 action, you can either trade with one other character in the same zone or redistribute your items between your Backpack and Hand. A trade does not have to be equal, it can be 1-for-1 or it could be a full take or a full give or some other arrangement agreed upon between the controlling players. The other character in the trade gets a free redistribution.&lt;br /&gt;
&lt;br /&gt;
Noise - For 1 action you can place a noise token in your zone&lt;br /&gt;
&lt;br /&gt;
Interact with Objective - For 1 Action you can interact with or take an objective, this effect can vary based on the Mission, but typically gives 5AP unless the Mission states otherwise.&lt;br /&gt;
&lt;br /&gt;
Combat - For 1 action, you can use a weapon against a zone with Zombies, if you satisfy the condition for Dual Wield you can use a single action to use both weapons.&lt;br /&gt;
&lt;br /&gt;
Wait - You can pass on any actions you don&#039;t wish to take&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Zombie Turn===&lt;br /&gt;
&lt;br /&gt;
After all characters and thus all players have taken their turns, the zombies activate&lt;br /&gt;
&lt;br /&gt;
First, attacks happen. Each zombie attacks a character in its zone, if there are multiple characters then the players choose which character takes the hit.&lt;br /&gt;
&lt;br /&gt;
Second, movement happens. Each zombie which did not attack, as such has no characters in its zone, moves 1 zone. Where they move will depend on a few things. First, they&#039;d like to go towards a zone (note they may not actually reach it) that has the most combined characters and noise tokens in it which is within its line of sight and contains at least 1 character. If there are no characters in its Line of Sight, then it moves towards the noisiest zone regardless of distance. Remember, character tokens count towards the noise level. If the path to the destination is blocked at any point between the zombie and the target zone, the zombie does not move at all. If the target zone has multiple routes of equal distance, the zombies split up as evenly as possible and take all the equidistant routes.&lt;br /&gt;
&lt;br /&gt;
For Runners, they do this check twice, their first priority is always attack, with second priority being move. This means they could, in priority order, attack-attack, attack-move, or move-move&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After activation, Spawn happens. In ascending order, from each numbered spawn point, draw a card to see what arrives corresponding with the current danger level, remember this is equal to the highest character level in all the group. Some spawn locations may be special, these do not spawn until the Mission tells you to, after a special spawn location starts spawning it continues spawning on each subsequent Spawn Phase, unless the mission says otherwise. If there are not enough zombies of a type to spawn what is needed, the zombies of that type get an activation instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Special Modes and Missions===&lt;br /&gt;
&lt;br /&gt;
The rulebook contains further clarifications on special modes and the specific Missions&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
The game is won when the Mission Objectives are all complete&lt;br /&gt;
&lt;br /&gt;
The game is lost if a character dies&lt;br /&gt;
&lt;br /&gt;
The game is lost if a game state causes a Mission Objective to be impossible to complete&lt;br /&gt;
&lt;br /&gt;
The game is lost if a Mission specific Loss criteria is met&lt;/div&gt;</summary>
		<author><name>Jellby</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpbluffking&amp;diff=29189</id>
		<title>Gamehelpbluffking</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpbluffking&amp;diff=29189"/>
		<updated>2026-03-28T18:52:39Z</updated>

		<summary type="html">&lt;p&gt;Jellby: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h1&amp;gt;Bluff King Game Rules&amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Overview&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
  Bluff King is a classic bluffing card game for 2-8 players. Players take turns&lt;br /&gt;
  playing cards face down and making claims about their rank. Other players may&lt;br /&gt;
  either call bluff or keep adding cards. Claims can be true or false: outplay&lt;br /&gt;
  everyone, empty your hand first, and become the Bluff King.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Components&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Deck setup&amp;lt;/strong&amp;gt;: 1 or 2 standard 54-card decks (including Jokers), chosen in game options.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Wild cards&amp;lt;/strong&amp;gt;: Both Jokers are wild and can represent any rank from A to K.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Objective&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;Be the first player to get rid of all cards in hand and win as the Bluff King.&amp;lt;/strong&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Setup&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
  Shuffle and deal all cards as evenly as possible among all players. Randomly choose&lt;br /&gt;
  a starting player with the lead.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Turn Structure&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Each round follows these phases:&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;1. Play and Claim&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The player with the lead:&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Plays any &amp;lt;strong&amp;gt;X&amp;lt;/strong&amp;gt; cards face down to the Play Area.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Declares a claim in the form: &amp;lt;strong&amp;gt;&amp;amp;quot;X x Y&amp;amp;quot;&amp;lt;/strong&amp;gt; (where &amp;lt;strong&amp;gt;Y&amp;lt;/strong&amp;gt; is any rank from A to K).&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;em&amp;gt;The claimed rank does not need to match the real cards. Bluffing is the core of the game.&amp;lt;/em&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;2. Challenge Phase&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;(1) Challenge eligibility&amp;lt;/strong&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Based on the game option (&amp;lt;strong&amp;gt;Who can call bluff?&amp;lt;/strong&amp;gt;), determine who is allowed to challenge:&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Next player only&amp;lt;/strong&amp;gt;: only the next player after the claimant may challenge.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Any player&amp;lt;/strong&amp;gt;: all players except the claimant may challenge.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;(2) Challenge declarations&amp;lt;/strong&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;All eligible players declare their choice. The first player to call bluff becomes the challenger for this claim.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;No one calls bluff&amp;lt;/strong&amp;gt; -&amp;amp;gt; proceed to the &amp;lt;strong&amp;gt;Add Cards Phase&amp;lt;/strong&amp;gt;.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Someone calls bluff&amp;lt;/strong&amp;gt; -&amp;amp;gt; the challenger reveals the claimant&#039;s most recently played set and challenge resolution is performed.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;(3) Challenge resolution&amp;lt;/strong&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Resolve using the following rules:&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Claim is false (bluff)&amp;lt;/strong&amp;gt; -&amp;amp;gt; the claimant takes all cards in the Play Area; the challenger gets the next lead.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Claim is true&amp;lt;/strong&amp;gt; -&amp;amp;gt; the challenger takes all cards in the Play Area; the claimant gets the next lead.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;After challenge resolution, the player with the lead freely chooses a new rank and starts the next round.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;3. Add Cards Phase&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;If no one calls bluff, starting from the next player in turn order, each player may:&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&lt;br /&gt;
    &amp;lt;strong&amp;gt;Add and claim&amp;lt;/strong&amp;gt;: play &amp;lt;strong&amp;gt;X&amp;lt;/strong&amp;gt; cards face down and claim&lt;br /&gt;
    &amp;lt;strong&amp;gt;&amp;amp;quot;X x Y&amp;amp;quot;&amp;lt;/strong&amp;gt;. Here &amp;lt;strong&amp;gt;Y must match the current round rank&amp;lt;/strong&amp;gt;,&lt;br /&gt;
    while &amp;lt;strong&amp;gt;X can be any legal number&amp;lt;/strong&amp;gt;. The adding player becomes the new claimant,&lt;br /&gt;
    and the game immediately returns to the &amp;lt;strong&amp;gt;Challenge Phase&amp;lt;/strong&amp;gt;.&lt;br /&gt;
  &amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Not adding cards&amp;lt;/strong&amp;gt;: skip this opportunity.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;4. Round Settle&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;If all eligible players choose not to add cards:&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;All cards in the Play Area are discarded.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;The last player who played/adds-and-claims keeps the lead and starts the next round with a freely chosen new rank.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Win Condition&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;At the end of each challenge phase, the game checks victory:&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;The first player with 0 cards in hand wins immediately as the Bluff King.&amp;lt;/strong&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;All other players are ranked by remaining hand cards (fewer cards rank higher).&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
  &amp;lt;em&amp;gt;Important: even if a player appears to have emptied their hand, victory is only confirmed&lt;br /&gt;
  after challenge-phase resolution. If that last play is challenged and proven false, that player&lt;br /&gt;
  takes the Play Area cards and the game continues.&amp;lt;/em&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Strategy Tips&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Timing your truth and lies&amp;lt;/strong&amp;gt;: choose carefully when to make honest claims and when to bluff.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Pressure reading&amp;lt;/strong&amp;gt;: watch each opponent&#039;s habits and challenge patterns.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Risk scaling&amp;lt;/strong&amp;gt;: as the Play Area grows, failed challenges become more expensive.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Use Jokers wisely&amp;lt;/strong&amp;gt;: wild cards can swing critical moments.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Track hand counts&amp;lt;/strong&amp;gt;: keep watching each player&#039;s remaining cards, especially the lowest hand-count player, and pressure them with targeted challenges.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jellby</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpbluffking&amp;diff=29188</id>
		<title>Gamehelpbluffking</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpbluffking&amp;diff=29188"/>
		<updated>2026-03-28T18:52:10Z</updated>

		<summary type="html">&lt;p&gt;Jellby: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h1&amp;gt;Bluff King Game Rules&amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Overview&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
  Bluff King is a classic bluffing card game for 2-8 players. Players take turns&lt;br /&gt;
  playing cards face down and making claims about their rank. Other players may&lt;br /&gt;
  either call bluff or keep adding cards. Claims can be true or false: outplay&lt;br /&gt;
  everyone, empty your hand first, and become the Bluff King.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[https://boardgamearena.com/gamepanel?game=bluffking  Play Bluff King On BGA]&lt;br /&gt;
&lt;br /&gt;
[[File:Bluff King Banner.jpg|alt=Bluff King Banner|840x840px]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Components&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Deck setup&amp;lt;/strong&amp;gt;: 1 or 2 standard 54-card decks (including Jokers), chosen in game options.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Wild cards&amp;lt;/strong&amp;gt;: Both Jokers are wild and can represent any rank from A to K.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Objective&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;Be the first player to get rid of all cards in hand and win as the Bluff King.&amp;lt;/strong&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Setup&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
  Shuffle and deal all cards as evenly as possible among all players. Randomly choose&lt;br /&gt;
  a starting player with the lead.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Turn Structure&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Each round follows these phases:&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;1. Play and Claim&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The player with the lead:&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Plays any &amp;lt;strong&amp;gt;X&amp;lt;/strong&amp;gt; cards face down to the Play Area.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Declares a claim in the form: &amp;lt;strong&amp;gt;&amp;amp;quot;X x Y&amp;amp;quot;&amp;lt;/strong&amp;gt; (where &amp;lt;strong&amp;gt;Y&amp;lt;/strong&amp;gt; is any rank from A to K).&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;em&amp;gt;The claimed rank does not need to match the real cards. Bluffing is the core of the game.&amp;lt;/em&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;2. Challenge Phase&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;(1) Challenge eligibility&amp;lt;/strong&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Based on the game option (&amp;lt;strong&amp;gt;Who can call bluff?&amp;lt;/strong&amp;gt;), determine who is allowed to challenge:&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Next player only&amp;lt;/strong&amp;gt;: only the next player after the claimant may challenge.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Any player&amp;lt;/strong&amp;gt;: all players except the claimant may challenge.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;(2) Challenge declarations&amp;lt;/strong&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;All eligible players declare their choice. The first player to call bluff becomes the challenger for this claim.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;No one calls bluff&amp;lt;/strong&amp;gt; -&amp;amp;gt; proceed to the &amp;lt;strong&amp;gt;Add Cards Phase&amp;lt;/strong&amp;gt;.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Someone calls bluff&amp;lt;/strong&amp;gt; -&amp;amp;gt; the challenger reveals the claimant&#039;s most recently played set and challenge resolution is performed.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;(3) Challenge resolution&amp;lt;/strong&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Resolve using the following rules:&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Claim is false (bluff)&amp;lt;/strong&amp;gt; -&amp;amp;gt; the claimant takes all cards in the Play Area; the challenger gets the next lead.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Claim is true&amp;lt;/strong&amp;gt; -&amp;amp;gt; the challenger takes all cards in the Play Area; the claimant gets the next lead.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;After challenge resolution, the player with the lead freely chooses a new rank and starts the next round.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;3. Add Cards Phase&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;If no one calls bluff, starting from the next player in turn order, each player may:&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&lt;br /&gt;
    &amp;lt;strong&amp;gt;Add and claim&amp;lt;/strong&amp;gt;: play &amp;lt;strong&amp;gt;X&amp;lt;/strong&amp;gt; cards face down and claim&lt;br /&gt;
    &amp;lt;strong&amp;gt;&amp;amp;quot;X x Y&amp;amp;quot;&amp;lt;/strong&amp;gt;. Here &amp;lt;strong&amp;gt;Y must match the current round rank&amp;lt;/strong&amp;gt;,&lt;br /&gt;
    while &amp;lt;strong&amp;gt;X can be any legal number&amp;lt;/strong&amp;gt;. The adding player becomes the new claimant,&lt;br /&gt;
    and the game immediately returns to the &amp;lt;strong&amp;gt;Challenge Phase&amp;lt;/strong&amp;gt;.&lt;br /&gt;
  &amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Not adding cards&amp;lt;/strong&amp;gt;: skip this opportunity.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;4. Round Settle&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;If all eligible players choose not to add cards:&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;All cards in the Play Area are discarded.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;The last player who played/adds-and-claims keeps the lead and starts the next round with a freely chosen new rank.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Win Condition&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;At the end of each challenge phase, the game checks victory:&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;The first player with 0 cards in hand wins immediately as the Bluff King.&amp;lt;/strong&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;All other players are ranked by remaining hand cards (fewer cards rank higher).&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
  &amp;lt;em&amp;gt;Important: even if a player appears to have emptied their hand, victory is only confirmed&lt;br /&gt;
  after challenge-phase resolution. If that last play is challenged and proven false, that player&lt;br /&gt;
  takes the Play Area cards and the game continues.&amp;lt;/em&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Strategy Tips&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Timing your truth and lies&amp;lt;/strong&amp;gt;: choose carefully when to make honest claims and when to bluff.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Pressure reading&amp;lt;/strong&amp;gt;: watch each opponent&#039;s habits and challenge patterns.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Risk scaling&amp;lt;/strong&amp;gt;: as the Play Area grows, failed challenges become more expensive.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Use Jokers wisely&amp;lt;/strong&amp;gt;: wild cards can swing critical moments.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Track hand counts&amp;lt;/strong&amp;gt;: keep watching each player&#039;s remaining cards, especially the lowest hand-count player, and pressure them with targeted challenges.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jellby</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpvaultdenofthieves&amp;diff=28109</id>
		<title>Gamehelpvaultdenofthieves</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpvaultdenofthieves&amp;diff=28109"/>
		<updated>2026-01-17T11:03:59Z</updated>

		<summary type="html">&lt;p&gt;Jellby: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
This is a single player game only consisting of 12 rounds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
Roll the 5 dice&lt;br /&gt;
&lt;br /&gt;
Mark off squares using the dice results&lt;br /&gt;
&lt;br /&gt;
Finish marking and lock off the next row or column&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Marking Squares===&lt;br /&gt;
&lt;br /&gt;
Squares with numbers can be obtained either by the actual number on a dice, adding dice together, or subtracting dice from each other (e.g. a 5 &amp;amp; 6 could mark off 5 &amp;amp; 6, 1, or 11)&lt;br /&gt;
&lt;br /&gt;
Squares with E or O stand for Even and Odd respectively, and as such require a number of that type and can ONLY be made with one dice e.g. a 3 is fine, but a 5 and 2 can&#039;t make a 3&lt;br /&gt;
&lt;br /&gt;
Squares with X2 on them require a pair of the same number and again can ONLY be made with two singles, e.g. 3 and 3 is fine, but 3 and 5 &amp;amp; 2 won&#039;t cut it&lt;br /&gt;
&lt;br /&gt;
Black squares have helpfully already been completed for you by the previous lock-breaker, whose fate is unknown....&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Using Dice===&lt;br /&gt;
&lt;br /&gt;
When marking off squares, each die can only be used in one capacity, so once used it is placed in the used area to help you keep track of what&#039;s still available to you&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Skimmers===&lt;br /&gt;
&lt;br /&gt;
You have 3 skimmers which need to first be charged up, then each can be used ONCE&lt;br /&gt;
&lt;br /&gt;
To charge a skimmer, instead of marking off a square with a dice, instead add its value to a single skimmer of your choice e.g. at the start, all skimmers are at 0, so a 3 would move one skimmer to 3, later on you have a 5 you want to charge the same skimmer with so this would bring this skimmer to 8&lt;br /&gt;
&lt;br /&gt;
Skimmers can be charged in any order and you can bounce between them&lt;br /&gt;
&lt;br /&gt;
When you&#039;re ready to use a Skimmer, take its current value like it were a die and use, add, or subtract it with other real dice. After which, the Skimmer powers out and can no longer be charged any further.&lt;br /&gt;
&lt;br /&gt;
Each Skimmer is independent of the others, so each can be in varying states of not started, charged, or used&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Re-Rolls===&lt;br /&gt;
&lt;br /&gt;
You have 3 re-rolls for the whole GAME&lt;br /&gt;
&lt;br /&gt;
When you use a re-roll, you may re-roll as many dice as you wish then mark off that you&#039;ve used a re-roll&lt;br /&gt;
&lt;br /&gt;
Multiple re-rolls can be used in the same round, but you still only have 3 for the WHOLE game&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cracking The Safes===&lt;br /&gt;
&lt;br /&gt;
If you mark off all boxes in either a row or column, you MIGHT have cracked the safe&lt;br /&gt;
&lt;br /&gt;
If a safe is in its regular state, you gain all the gems shown in it&lt;br /&gt;
&lt;br /&gt;
If a safe is on full lockdown, you gain NOTHING&lt;br /&gt;
&lt;br /&gt;
There is no required order to the safes, so it&#039;s up to you how you tackle them. However, full lockdown DOES have an order to it, as explained later, so you might want to keep this in mind.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===End of Round===&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve finished using all your dice, or finished using all the dice you&#039;re able to the round ends (remember, dice that can&#039;t be used to mark off on the grid can always be shoved into available Skimmers, if any)&lt;br /&gt;
&lt;br /&gt;
The next safe in alphabetical order now goes into full lockdown and can no longer be opened, on the first round this will be A&lt;br /&gt;
&lt;br /&gt;
The next alphabetical safe is always the one which goes into full lockdown, even if you&#039;ve already stolen from it&lt;br /&gt;
&lt;br /&gt;
If L Safe just went into full lockdown, the game ends, otherwise start a new round&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
When Safe L goes into full lockdown, the game ends&lt;br /&gt;
&lt;br /&gt;
Count up your gems and any unused Skimmers&lt;br /&gt;
&lt;br /&gt;
Your final score then gives you your title:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;10 Busted&lt;br /&gt;
&lt;br /&gt;
10-12 Pickpocket&lt;br /&gt;
&lt;br /&gt;
13-15 Shoplifter&lt;br /&gt;
&lt;br /&gt;
16-18 Cat Burglar&lt;br /&gt;
&lt;br /&gt;
19-21 Bank Robber&lt;br /&gt;
&lt;br /&gt;
22+ Pink Panther&lt;/div&gt;</summary>
		<author><name>Jellby</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptsukurutenten&amp;diff=26389</id>
		<title>Gamehelptsukurutenten</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptsukurutenten&amp;diff=26389"/>
		<updated>2025-09-02T16:41:21Z</updated>

		<summary type="html">&lt;p&gt;Jellby: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tsukuru 10 Ten&#039;&#039;&#039; (Make 10 Marten) is a {{player|2}} to {{player|4}} player set collection game similar to &#039;&#039;&#039;Mahjong&#039;&#039;&#039;. Each round, players race to complete and score a &#039;&#039;&#039;value 10 hand of 8 tiles&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Tiles == &lt;br /&gt;
&lt;br /&gt;
The game is played with a set of &#039;&#039;&#039;red, blue, and purple&#039;&#039;&#039; tiles with values ranging from &#039;&#039;&#039;0 to 8&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* 🎴 4 x blue {{card|1|color=blue}} {{card|2|color=blue}} {{card|3|color=blue}} {{card|4|color=blue}} {{card|5|color=blue}} {{card|6|color=blue}} {{card|7|color=blue}}&lt;br /&gt;
* 🎴 4 x red {{card|1|color=red}} {{card|2|color=red}} {{card|3|color=red}} {{card|4|color=red}} {{card|5|color=red}} {{card|6|color=red}} {{card|7|color=red}}&lt;br /&gt;
* 🎴 1 x red {{card|0|color=red}}&lt;br /&gt;
* 🎴 1 x purple {{card|5|color=purple}} {{card|6|color=purple}} {{card|7|color=purple}} {{card|8|color=purple}}&lt;br /&gt;
&lt;br /&gt;
Purple is a &#039;&#039;&#039;wild color&#039;&#039;&#039;, so a purple tile can be used as if was a red or a blue tile.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
A game round starts with each player receiving &#039;&#039;&#039;7 starting tiles&#039;&#039;&#039; face down. The round proceeds with  each player taking &#039;&#039;&#039;one of available actions&#039;&#039;&#039;, starting with &#039;&#039;&#039;the dealer&#039;&#039;&#039; and going clockwise. &lt;br /&gt;
&lt;br /&gt;
The dealer is decided randomly in the first round, and after a round&#039;s end the player on the dealer&#039;s left becomes a new dealer.&lt;br /&gt;
&lt;br /&gt;
During a turn, each player choses one of the following actions:&lt;br /&gt;
&lt;br /&gt;
* 🦦 &#039;&#039;&#039;Draw&#039;&#039;&#039; : take a &#039;&#039;&#039;new tile from the deck&#039;&#039;&#039; and add it to your hand. If the new tile completes the hand, you can declare victory by revealing it (see &#039;&#039;&#039;Finishing&#039;&#039;&#039;).&lt;br /&gt;
* 🦦 &#039;&#039;&#039;Get&#039;&#039;&#039; : take the &#039;&#039;&#039;last tile from an opponent&#039;s discard&#039;&#039;&#039; and add two more tiles from your hand to form &#039;&#039;&#039;an open set&#039;&#039;&#039; (see &#039;&#039;&#039;Sets&#039;&#039;&#039;).&lt;br /&gt;
* 🦦 &#039;&#039;&#039;Finish from discard&#039;&#039;&#039; : take the &#039;&#039;&#039;last tile from an opponent&#039;s discard&#039;&#039;&#039; and use it to complete your hand (see &#039;&#039;&#039;Finishing&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
If the action didn&#039;t end the round, you must &#039;&#039;&#039;discard&#039;&#039;&#039; one of the tiles from your hand.&lt;br /&gt;
&lt;br /&gt;
== Sets ==&lt;br /&gt;
&lt;br /&gt;
There are &#039;&#039;&#039;3 kinds of sets&#039;&#039;&#039; that can be formed with the tiles to reduce their total value. Each consists of &#039;&#039;&#039;exactly 3 tiles&#039;&#039;&#039; and is counted as follows&lt;br /&gt;
&lt;br /&gt;
* 🎴 &#039;&#039;&#039;3 sequential blue tiles&#039;&#039;&#039; have the value of the &#039;&#039;&#039;lowest blue tile&#039;&#039;&#039;.&lt;br /&gt;
* 🎴 &#039;&#039;&#039;3 sequential red tiles&#039;&#039;&#039; have the value of the &#039;&#039;&#039;highest red tile&#039;&#039;&#039;.&lt;br /&gt;
* 🎴 &#039;&#039;&#039;3 equal tiles of the same color&#039;&#039;&#039; have the value of 0.&lt;br /&gt;
&lt;br /&gt;
If a set is formed by taking &#039;&#039;&#039;Get&#039;&#039;&#039; action, it&#039;s revealed to other players and becomes an &#039;&#039;&#039;open set&#039;&#039;&#039;. Otherwise, it&#039;s not necessary to commit to any set configuration, and which tiles become parts of sets is only decided when revealing a hand.&lt;br /&gt;
&lt;br /&gt;
Here are some valid set examples:&lt;br /&gt;
&lt;br /&gt;
* ✔ {{card|4|color=blue}} {{card|5|color=blue}} {{card|6|color=blue}} = 4&lt;br /&gt;
* ✔ {{card|1|color=red}} {{card|2|color=red}} {{card|3|color=red}} = 3&lt;br /&gt;
* ✔ {{card|5|color=red}} {{card|5|color=red}} {{card|5|color=red}} = 0&lt;br /&gt;
* ✔ {{card|2|color=blue}} {{card|3|color=blue}} {{card|4|color=purple}} = 2&lt;br /&gt;
&lt;br /&gt;
When adding a &#039;&#039;&#039;purple tile&#039;&#039;&#039; to a set, it&#039;s automatically converted to a red/blue tile &#039;&#039;&#039;depending on the set color&#039;&#039;&#039;. A set made completely from &#039;&#039;&#039;purple tiles&#039;&#039;&#039; can be considered as either color. In a rare case of forming &#039;&#039;&#039;an open set with 3 purple tiles&#039;&#039;&#039;, their color needs to be chosen immediately when revealing the set.&lt;br /&gt;
&lt;br /&gt;
== Finishing ==&lt;br /&gt;
&lt;br /&gt;
A player can &#039;&#039;&#039;finish the round&#039;&#039;&#039; by revealing &#039;&#039;&#039;a hand of 8 tiles&#039;&#039;&#039; if the sum of the tiles is exactly 10 (after evaluating the sets). This can be done either after drawing a tile from the deck, or by taking &#039;&#039;&#039;Finish from discard&#039;&#039;&#039; action (see &#039;&#039;&#039;Gameplay&#039;&#039;&#039;). &lt;br /&gt;
&lt;br /&gt;
In both cases, it&#039;s necessary to first select &amp;quot;&#039;&#039;Finish&#039;&#039;&#039;&amp;quot; and then &#039;&#039;&#039;select the tiles&#039;&#039;&#039; necessary for the final hand&#039;s sets. The remaining tiles count as their own value.&lt;br /&gt;
&lt;br /&gt;
The player who reveals a valid winning hand scores 1 point.&lt;br /&gt;
&lt;br /&gt;
== Advanced Scoring (Hand Bonuses) ==&lt;br /&gt;
&lt;br /&gt;
With advanced scoring rules, each winning hand may score bonus points upon revealing. The base score is changed to &#039;&#039;&#039;3 points for the dealer&#039;&#039;&#039;, who&#039;d drawn the first tile in the round, and &#039;&#039;&#039;2 points&#039;&#039;&#039; for other players. After that all matching bonuses add corresponding points as long as they&#039;re not mutually exclusive.&lt;br /&gt;
&lt;br /&gt;
Each free &#039;&#039;&#039;Marten tile&#039;&#039;&#039; must be assigned either Red or Blue color before evaluating the hand.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;1 point bonuses&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;&#039;Closed&#039;&#039;&#039; - hand doesn&#039;t include &#039;&#039;&#039;open sets&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;No Ones&#039;&#039;&#039; - hand doesn&#039;t include &#039;&#039;&#039;{{card|1|color=black}} tiles&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Single Three&#039;&#039;&#039; - hand includes &#039;&#039;&#039;3 tiles&#039;&#039;&#039; of the same color and value&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Half Color&#039;&#039;&#039; - hand consists of &#039;&#039;&#039;4 Red&#039;&#039;&#039; and &#039;&#039;&#039;4 Blue&#039;&#039;&#039; tiles&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Seven&#039;&#039;&#039; - hand includes at least one &#039;&#039;&#039;{{card|7|color=black}} tile&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Straight&#039;&#039;&#039; - hand includes at least &#039;&#039;&#039;5 sequential tiles&#039;&#039;&#039; of the same color&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Two Blues&#039;&#039;&#039; - hand has exactly &#039;&#039;&#039;2 Blue tiles&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;2 point bonuses&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;&#039;Under Five&#039;&#039;&#039; - All hand tiles have value &#039;&#039;&#039;less than {{card|5|color=black}}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Single Four&#039;&#039;&#039; - hand includes &#039;&#039;&#039;4 tiles&#039;&#039;&#039; of the same color and value&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Single Color&#039;&#039;&#039; - all hand tiles have the &#039;&#039;&#039;same color&#039;&#039;&#039; (&#039;&#039;&#039;+1 point&#039;&#039;&#039; if the color is Red)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eight&#039;&#039;&#039; - hand contains {{card|8|color=purple}}&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;3 point bonuses&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;&#039;Double Three&#039;&#039;&#039; - two separate sets of &#039;&#039;&#039;Single Three&#039;&#039;&#039; (&#039;&#039;&#039;+1 point&#039;&#039;&#039; if they have the same value)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heaven&#039;&#039;&#039; - finish on your first turn with a tile &#039;&#039;&#039;drawn from the deck&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;5 point bonuses&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;&#039;Multi&#039;&#039;&#039; - separate sets of &#039;&#039;&#039;Single Three&#039;&#039;&#039; and &#039;&#039;&#039;Single Four&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;10 point bonuses&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;&#039;Double Four&#039;&#039;&#039; - two separate sets of &#039;&#039;&#039;Single Four&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;25 point bonuses&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;&#039;God Ten&#039;&#039;&#039; - all hand tiles have the &#039;&#039;&#039;same value&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Single Three&#039;&#039;&#039;, &#039;&#039;&#039;Single Four&#039;&#039;&#039;, &#039;&#039;&#039;Multi&#039;&#039;&#039; and &#039;&#039;&#039;Double Four&#039;&#039;&#039; are mutually exclusive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Single Three&#039;&#039;&#039; and &#039;&#039;&#039;Double Three&#039;&#039;&#039; are also mutually exclusive.&lt;br /&gt;
&lt;br /&gt;
== End of the game ==&lt;br /&gt;
&lt;br /&gt;
The game proceeds until &#039;&#039;&#039;4 points&#039;&#039;&#039; (&#039;&#039;&#039;25 points&#039;&#039;&#039; with advanced scoring) are scored by one of the players, and that player wins the game.&lt;br /&gt;
&lt;br /&gt;
With advanced scoring, game can also be set to end when every player has played &#039;&#039;&#039;2 rounds&#039;&#039;&#039; as a dealer.&lt;/div&gt;</summary>
		<author><name>Jellby</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpjokerball&amp;diff=26313</id>
		<title>Gamehelpjokerball</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpjokerball&amp;diff=26313"/>
		<updated>2025-08-28T16:40:55Z</updated>

		<summary type="html">&lt;p&gt;Jellby: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Jokerball is a violent soccer game. It involves strategy and luck.&lt;br /&gt;
&lt;br /&gt;
The hexagonal board is walled off on the two left sides and the two right sides, and open on the two remaining, opposite sides. The open sides are the goals.&lt;br /&gt;
Men start out lined up in front of their own goals, and the ball is in in the center.&lt;br /&gt;
&lt;br /&gt;
The men gradually move out and kill each other off, thereby opening holes in their defenses and making it possible for the ball to exit the board through a goal.&lt;br /&gt;
The purple die determines the distance a man must travel, but the player chooses his direction. The green die determines the direction the ball must travel, but the player chooses its distance.&lt;br /&gt;
&lt;br /&gt;
More specifically, a man makes a non-capturing move in one of the two forward directions in a straight line, along a path of contiguous, unoccupied cells.  It travels exactly the distance indicated by the purple die, unless blocked by a wall, the ball, or a friendly man, in which case it stops short, adjacent to the block.  &lt;br /&gt;
&lt;br /&gt;
A man makes a capturing move in any direction, in a straight line, along a path of contiguous, unoccupied cells, terminated by an enemy man, within the range indicated by the purple die.  The terminus man is captured by replacement.&lt;br /&gt;
&lt;br /&gt;
After moving one of your men, you must move the ball, in the direction indicated by the green die, as described below, along a path of contiguous, unoccupied cells, any distance.  &lt;br /&gt;
&lt;br /&gt;
Green Die Indicated Ball Directions: 1 - backward left. 2 - left. 3 - forward left. 4 - forward right. 5 - right. 6 - backward right.  The directions are from the perspective of the player moving the ball.  The players&#039; directions are opposite from each other.  So for example, Red&#039;s 2 is the opposite direction of Blue&#039;s 2.  Red&#039;s 2 is the same direction as Blue&#039;s 5.&lt;br /&gt;
&lt;br /&gt;
You win when the ball exits the board through the goal opposite of where you&#039;re sitting.  It doesn&#039;t matter who moves the ball off the board.  It&#039;s remotely possible that you would have to move the ball through your own goal and lose the game.&lt;br /&gt;
&lt;br /&gt;
You can undo man selection by clicking any unhighlighted cell.&lt;br /&gt;
&lt;br /&gt;
Jokerball is played in matches of from 1 to 21 games.  You choose how many at the outset.&lt;br /&gt;
&lt;br /&gt;
A doubling cube can be employed in the match, as an option.  You can search online for Backgammon doubling cube for information about that.  But basically, if I offer you a double, and if you accept it, the game is now worth double the points.  If you don&#039;t accept it, you lose the game.&lt;br /&gt;
&lt;br /&gt;
Jokerball uses the Crawford rule. There&#039;s information about this online as well.  If a player is 1 point away from winning the match, the next game is a Crawford game, in which the doubling cube can&#039;t be offered.  There can be only one Crawford game per match.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;dead cube&amp;quot; rule:  If the player owning the doubling cube could win the match by winning the current game, then she has no reason to offer a double, and is not allowed to offer a double.&lt;/div&gt;</summary>
		<author><name>Jellby</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpscratchandcatch&amp;diff=25874</id>
		<title>Gamehelpscratchandcatch</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpscratchandcatch&amp;diff=25874"/>
		<updated>2025-07-21T16:10:34Z</updated>

		<summary type="html">&lt;p&gt;Jellby: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
Get rid of your Fleas and collect cats&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
On your turn, play 2 cards&lt;br /&gt;
&lt;br /&gt;
First card does NOTHING&lt;br /&gt;
&lt;br /&gt;
Second card will have an effect based on how it&#039;s played&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Second Card Effects===&lt;br /&gt;
&lt;br /&gt;
Normal or Scratch added to Stack - Take all cards on the immediate adjacent spaces&lt;br /&gt;
&lt;br /&gt;
Normal or Scratch added to Empty - Discard fleas equal to the number of connected adjacent cards in a sequence including itself&lt;br /&gt;
&lt;br /&gt;
Scratch (black border) bonus - Give each opponent fleas from the supply equal to the number of cards in the space regardless of whether they are Scratch or Normal. e.g. a Scratch added to an empty space means there is now one of that number so everyone else takes 1 Flea. A Scratch added to a pile of two before it, means there is now three in that pile and so everyone else takes 3 Fleas&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
When either a player cannot draw cards at end of turn or a player runs out of Fleas, the game ends&lt;br /&gt;
&lt;br /&gt;
Except for the Game Ender, everyone else takes a final turn&lt;br /&gt;
&lt;br /&gt;
Each collected Cat is a point&lt;br /&gt;
&lt;br /&gt;
Fleas gain you points if under 11&lt;br /&gt;
&lt;br /&gt;
Fleas lose you points if over 15&lt;br /&gt;
&lt;br /&gt;
Fleas neither gain nor lose if 11-15&lt;br /&gt;
&lt;br /&gt;
The player with the most points wins!&lt;br /&gt;
&lt;br /&gt;
If tied, the tied player with the least Fleas wins!&lt;/div&gt;</summary>
		<author><name>Jellby</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppandaarei&amp;diff=25873</id>
		<title>Gamehelppandaarei</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppandaarei&amp;diff=25873"/>
		<updated>2025-07-21T16:10:26Z</updated>

		<summary type="html">&lt;p&gt;Jellby: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
The game is played over 2 rounds, each consisting of 11 turns&lt;br /&gt;
&lt;br /&gt;
Score the animals you collected at the end, but remember some animals score negatively&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
The first player plays a card, followed by the others&lt;br /&gt;
&lt;br /&gt;
The highest Unique card wins UNLESS&lt;br /&gt;
&lt;br /&gt;
There are duplicate cards, in which case the player closest to start player with that duplicate card wins&lt;br /&gt;
&lt;br /&gt;
If there are different duplicate card sets, first the duplicate card there is the most of will be judged as above, then if still tied the duplicate group with the highest value will be judged as above&lt;br /&gt;
&lt;br /&gt;
Regardless of how you win, you gain the start card along with two animal cards played this turn of your choice. After which, in the new turn order, the other players pick from the remaining cards played to keep. This means whoever is in last turn order gets no card.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===2 Player===&lt;br /&gt;
&lt;br /&gt;
There is a Dummy&lt;br /&gt;
&lt;br /&gt;
The Dummy cannot win a turn&lt;br /&gt;
&lt;br /&gt;
As such, the purpose of the Dummy is to provide the chance of a duplicate card for either player to win via that method&lt;br /&gt;
&lt;br /&gt;
The Dummy always plays last&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
After everyone has played their entire hand once, deal a new hand to everyone&lt;br /&gt;
&lt;br /&gt;
After everyone has played their second hand, the game ends.&lt;br /&gt;
&lt;br /&gt;
Rabbits - 1-5 score, 6+ lose 5pts&lt;br /&gt;
&lt;br /&gt;
Bear - only pairs score, solos score nothing&lt;br /&gt;
&lt;br /&gt;
Giraffes - each giraffe scores by itself&lt;br /&gt;
&lt;br /&gt;
Owl - An owl scores nothing, but if you can pair it with a giraffe it scores&lt;br /&gt;
&lt;br /&gt;
Cat - Cats are multiplied by each other, e.g. 3 cats is 3x3 for 9&lt;br /&gt;
&lt;br /&gt;
Fox - Foxes only lose points!&lt;br /&gt;
&lt;br /&gt;
Lions - having no or too few Lions lose points, have to have at least 2 to breakeven&lt;br /&gt;
&lt;br /&gt;
Pigs - have no score, but give tiebreaking for during the game for those previously collected&lt;br /&gt;
&lt;br /&gt;
Pandas - most and least gain and lose points respectively&lt;br /&gt;
&lt;br /&gt;
Monkey - Wild for Rabbit, Bear, Giraffe, Owl, or Cat (during play its worth is one higher than the previous card played)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The player with the highest score, wins!&lt;/div&gt;</summary>
		<author><name>Jellby</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelphamstersvshippos&amp;diff=25869</id>
		<title>Gamehelphamstersvshippos</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelphamstersvshippos&amp;diff=25869"/>
		<updated>2025-07-21T14:09:24Z</updated>

		<summary type="html">&lt;p&gt;Jellby: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Game Overview:&#039;&#039;&#039;&lt;br /&gt;
The game plays over four rounds. The player with the most points at the end of the fourth-round wins. Players must choose when the right time is to leave the pond. If they step on a Hippo or remain on the pond when a second Hippo is revealed, they lose any points gathered that round. The next round begins with the player who was next in the original player order. Cards may have hidden lotus points, actions, Hippos, or nothing at all hidden underneath. &lt;br /&gt;
&lt;br /&gt;
Round Overview:&lt;br /&gt;
A player has two actions on their turn:&lt;br /&gt;
&lt;br /&gt;
Their first action will be to move onto a new lily pad card and flip it over and activate the event under it. They can only leave the pond if they are on a perimeter tile. If they start on any other tile, they must move. If they can’t move they are out of the round and lose the tokens they collected that round. &lt;br /&gt;
&lt;br /&gt;
Their second action is either to move again to an unrevealed card, OR leave the pond by removing their player token (which allows them to bank any collected points from that round).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement:&#039;&#039;&#039; &lt;br /&gt;
At the beginning of each round, players start their turn and first action by moving their hamster onto a perimeter lily pad card. Players move one lily pad card per action in any direction (orthogonally or diagonally). A player may not move onto any previously revealed lily pad card. When landing on a face-down tile, collect any lotus tokens that may be on top of it, then reveal the card immediately by flipping it over. If lotus points are revealed, collect the respective number of points from the General Supply and place them in front of the player.&lt;br /&gt;
&lt;br /&gt;
When revealing an action, perform it immediately (explained under Card Glossary). A player must use their actions to move off the pond before a second Hippo is revealed to bank collected points.  &lt;br /&gt;
&lt;br /&gt;
Once off the pond, a player is finished for the current round. However, points are not banked until the current round is over (points can still be stolen). Once the round ends, all hamsters that avoided being eaten bank their points by moving them onto their player board. If a player is still on the pond and has no legal moves left (i.e., all cards around them are revealed, and they are on their first action), they are now considered Hippo food and lose any non-banked points!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ending a Round:&#039;&#039;&#039;&lt;br /&gt;
A round is over when one of two conditions is met:&lt;br /&gt;
&lt;br /&gt;
• Two hippo cards are revealed. Any players still on the pond at this time immediately lose the round, returning all lotus tokens in their temporary holding area back to the general supply.&lt;br /&gt;
&lt;br /&gt;
• The last player leaves the pond, or there are no valid moves left for the remaining players. Any players that left the pond before being eaten move all gathered lotus tokens to their player boards to count toward their final score.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beginning a New Round:&#039;&#039;&#039;&lt;br /&gt;
To prepare for a new round, return all lotus tokens on the play area back to the supply, gather all pond cards together, add one additional Hippo card to the deck and repeat steps two to four from “Game Setup”. The next round begins with the player who was next in the original player order. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;End of Game Scoring:&#039;&#039;&#039;&lt;br /&gt;
After four rounds, declare the person with the most lotus token points as the winner. In the event of a tie, play an additional two rounds. Any players who were not part of the tie are out for these two rounds. Follow the game board set up corresponding to the number of players attempting to break the tie game. If no victor is declared after two rounds, it&#039;s a tied game!&lt;br /&gt;
&lt;br /&gt;
Buzzkill Rule: If a player steps on a Hippo card ON THEIR FIRST TURN, they are out of the current round but get three bonus points from the General Supply to add to their banked storage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Card Glossary:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;Hippo:&#039;&#039;&#039;&#039; The current round is immediately over for the person revealing the Hippo card. Remove their hamster and return any unbanked points to the General Supply.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;Peek:&#039;&#039;&#039;&#039; Peek under any card that is adjacent to the player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;Move lotus flower:&#039;&#039;&#039;&#039; Move one lotus token from any card to an adjacent adjacent card.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;Steal lotus flower:&#039;&#039;&#039;&#039; Take one point value from another player&#039;s unbanked point stash. Make change if needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;Lose a lotus:&#039;&#039;&#039;&#039; Active player returns one unbanked point back to the General Supply.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;Splash:&#039;&#039;&#039;&#039; Active player falls off the lily pad, their turn is immediately over. They climb back onto the lily pad for their next turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;Springy Pad:&#039;&#039;&#039;&#039; Active player&#039;s next move (on this turn or the next) will be to a lily pad that is two lily pads away (orthogonally or diagonally).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;Empty lily pad:&#039;&#039;&#039;&#039; Nothing gained, nothing lost!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;One lotus flower:&#039;&#039;&#039;&#039; Pick up one lotus point from the General Supply.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;Two lotus flowers:&#039;&#039;&#039;&#039; Pick up two lotus points from the General Supply.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;Blue Star lotus flower:&#039;&#039;&#039;&#039; Pick up three lotus points from the General Supply (three light pink tokens or one blue token).&lt;/div&gt;</summary>
		<author><name>Jellby</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelphamstersvshippos&amp;diff=25868</id>
		<title>Gamehelphamstersvshippos</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelphamstersvshippos&amp;diff=25868"/>
		<updated>2025-07-21T14:05:51Z</updated>

		<summary type="html">&lt;p&gt;Jellby: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Game Overview:&#039;&#039;&#039;&lt;br /&gt;
The game plays over four rounds. The player with the most points at the end of the fourth-round wins. Players must choose when the right time is to leave the pond. If they step on a Hippo or remain on the pond when a second Hippo is revealed, they lose any points gathered that round. The next round begins with the player who was next in the original player order. Cards may have hidden lotus points, actions, Hippos, or nothing at all hidden underneath. &lt;br /&gt;
&lt;br /&gt;
Round Overview:&lt;br /&gt;
A player has two actions on their turn:&lt;br /&gt;
&lt;br /&gt;
Their first action will be to move onto a new lily pad card and flip it over and activate the event under it. They can only leave the pond if they are on a perimeter tile. If they start on any other tile, they must move. If they can’t move they are out of the round and lose the tokens they collected that round. &lt;br /&gt;
&lt;br /&gt;
Their second action is either to move again to an unrevealed card, OR leave the pond by removing their player token (which allows them to bank any collected points from that round).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement:&#039;&#039;&#039; &lt;br /&gt;
At the beginning of each round, players start their turn and first action by moving their hamster onto a perimeter lily pad card. Players move one lily pad card per action in any direction (orthogonally or diagonally). A player may not move onto any previously revealed lily pad card. When landing on a face-down tile, collect any lotus tokens that may be on top of it, then reveal the card immediately by flipping it over. If lotus points are revealed, collect the respective number of points from the General Supply and place them in front of the player.&lt;br /&gt;
&lt;br /&gt;
When revealing an action, perform it immediately (explained under Card Glossary). A player must use their actions to move off the pond before a second Hippo is revealed to bank collected points.  &lt;br /&gt;
&lt;br /&gt;
Once off the pond, a player is finished for the current round. However, points are not banked until the current round is over (points can still be stolen). Once the round ends, all hamsters that avoided being eaten bank their points by moving them onto their player board. If a player is still on the pond and has no legal moves left (i.e., all cards around them are revealed, and they are on their first action), they are now considered Hippo food and lose any non-banked points!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ending a Round:&#039;&#039;&#039;&lt;br /&gt;
A round is over when one of two conditions is met:&lt;br /&gt;
&lt;br /&gt;
• Two hippo cards are revealed. Any players still on the pond at this time immediately lose the round, returning all lotus tokens in their temporary holding area back to the general supply.&lt;br /&gt;
&lt;br /&gt;
• The last player leaves the pond, or there are no valid moves left for the remaining players. Any players that left the pond before being eaten move all gathered lotus tokens to their player boards to count toward their final score.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beginning a New Round:&#039;&#039;&#039;&lt;br /&gt;
To prepare for a new round, return all lotus tokens on the play area back to the supply, gather all pond cards together, add one additional Hippo card to the deck and repeat steps two to four from “Game Setup”. The next round begins with the player who was next in the original player order. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;End of Game Scoring:&#039;&#039;&#039;&lt;br /&gt;
After four rounds, declare the person with the most lotus token points as the winner. In the event of a tie, play an additional two rounds. Any players who were not part of the tie are out for these two rounds. Follow the game board set up corresponding to the number of players attempting to break the tie game. If no victor is declared after two rounds, it&#039;s a tied game!&lt;br /&gt;
&lt;br /&gt;
Buzzkill Rule: If a player steps on a Hippo card ON THEIR FIRST TURN, they are out of the current round but get three bonus points from the General Supply to add to their banked storage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Card Glossary:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;Hippo:&#039;&#039;&#039;&#039; The current round is immediately over for the person revealing the Hippo card. Remove their hamster and return any unbanked points to the General Supply.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;Peek:&#039;&#039;&#039;&#039; Peek under any card that is adjacent to the player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;Move lotus flower:&#039;&#039;&#039;&#039; Move one lotus token from any card to an adjacent adjacent card.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;Steal lotus flower:&#039;&#039;&#039;&#039; Take one point value from another player&#039;s unbanked point stash. Make change if needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;Lose a lotus:&#039;&#039;&#039;&#039; Active player returns one unbanked point back to the General Supply.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;Splash:&#039;&#039;&#039;&#039; Active player falls off the lily pad, their turn is immediately over. They climb back onto the lily pad for their next turn.&lt;br /&gt;
Springy Pad: Active player&#039;s next move (on this turn or the next) will be to a lily pad that is two lily pads away (orthogonally or diagonally).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;Empty lily pad:&#039;&#039;&#039;&#039; Nothing gained, nothing lost!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;One lotus flower:&#039;&#039;&#039;&#039; Pick up one lotus point from the General Supply.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;Two lotus flowers:&#039;&#039;&#039;&#039; Pick up two lotus points from the General Supply.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;Blue Star lotus flower:&#039;&#039;&#039;&#039; Pick up three lotus points from the General Supply (three light pink tokens or one blue token).&lt;/div&gt;</summary>
		<author><name>Jellby</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpaquatica&amp;diff=24836</id>
		<title>Gamehelpaquatica</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpaquatica&amp;diff=24836"/>
		<updated>2025-05-01T15:42:17Z</updated>

		<summary type="html">&lt;p&gt;Jellby: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h3&amp;gt;OVERVIEW&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
In Aquatica, players take the role of Sea Folk seeking prosperity by conquering and developing undersea locations. The player with the most Prosperity Points at the end of the game wins!&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;ON YOUR TURN&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;On your turn, you &amp;lt;strong&amp;gt;must&amp;lt;/strong&amp;gt;:&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Play 1 Character card&amp;lt;/strong&amp;gt; from your hand and perform its ability to the fullest extent possible.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Discard the card to your personal discard pile.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;You &#039;&#039;&#039;may&#039;&#039;&#039; also &#039;&#039;&#039;perform any number of&#039;&#039;&#039; &amp;lt;strong&amp;gt;additional actions&amp;lt;/strong&amp;gt;, before and/or after playing your Character card, in any order:&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Activate a ready Manta&amp;lt;/strong&amp;gt; (flipping it to its tired side) to gain a resource or trigger a special effect.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Exploit a Location Depth&amp;lt;/strong&amp;gt; to gain the displayed resource or effect then slide the Location card up one step.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;Note:&amp;lt;/strong&amp;gt; You can only gain resources (from mantas or locations) if required by your main action, and those are the only additional actions allowed &#039;&#039;during&#039;&#039; your main action. The other additional actions must be performed before or after, but not during your main action.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;MAIN ACTIONS (Character Cards)&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Each Character card allows one of the following (depending on the card’s ability):&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Recruit&amp;lt;/strong&amp;gt; – Pay coins to gain a Character card from the display.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Buy a Location&amp;lt;/strong&amp;gt; – Pay coins to gain a Location card and place it on your board.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Conquer a Location&amp;lt;/strong&amp;gt; – Pay power (Tridents) instead of coins to gain a Location and place it on your board.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Raise a Location&amp;lt;/strong&amp;gt; – Slide a Location card up to access depth bonuses (resources or effects) or gain Mantas.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Score a Fully Raised Location&amp;lt;/strong&amp;gt; – Move it to your scoring pile.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Scout&amp;lt;/strong&amp;gt; &amp;lt;em&amp;gt;(optional)&amp;lt;/em&amp;gt; – Refresh the Location display:&lt;br /&gt;
&amp;lt;li&amp;gt;Discard the top row of Locations. &amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;Move the bottom row to the top. &amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;Refill the bottom row with new cards from the deck. &amp;lt;/li&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;PLACING LOCATIONS AND USING MANTAS&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;You must have an empty slot on your board to place a new Location.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Locations are raised step-by-step to unlock resources and effects.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Fully raised Locations may grant a &amp;lt;strong&amp;gt;Wild Manta&amp;lt;/strong&amp;gt; if they have a manta icon, but they don’t provide points unless scored.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Only fully raised Locations can be scored.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Mantas are reusable: flip them to use, and refresh them with abilities like &amp;lt;em&amp;gt;Matrona&amp;lt;/em&amp;gt; or &amp;lt;em&amp;gt;Mantas Leader&amp;lt;/em&amp;gt;.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;All resources are temporary and only usable during your turn.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;ACHIEVING GOALS&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;There are 4 shared goals shown on the board. When you meet a goal&#039;s condition, you may:&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Place one of your color Mantas (ready or tired) on the leftmost empty space of each goal fulfilled that turn.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Each goal may only be claimed once per player.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Claiming a goal earlier gives more points!&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;END GAME&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The &amp;lt;strong&amp;gt;final round&amp;lt;/strong&amp;gt; is triggered when any of the following occurs:&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;A player has claimed all 4 goals.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;The Location deck is empty.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;The Character deck is empty.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;After one final turn for each player, the game ends.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;SCORING&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;At the end of the game, players score:&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;1 point per Character card &amp;lt;em&amp;gt;in hand&amp;lt;/em&amp;gt; (including your King). Discarded cards do not score.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Points shown on Locations in your &#039;&#039;Scoring Pile&#039;&#039;. Locations still on your player board do not score.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Points from goals, based on the position of your Mantas in the Goal area.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;Tiebreakers:&amp;lt;/strong&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Most Mantas in personal supply.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Lowest-numbered King card.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;KING CARDS (Optional)&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Each player starts with a King card in hand.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;King cards provide a unique ability and count toward Character-based goals.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;They also count as scoring cards in hand at the end of the game.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;In case of a tie, the player with the lowest-numbered King card wins.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;VARIABLE GOALS (Optional)&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;The 4 default goals are replaced with randomized goal tokens.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;These offer alternative objectives and different scoring conditions.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;The active goals are always visible on the board during the game.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jellby</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpaquatica&amp;diff=24835</id>
		<title>Gamehelpaquatica</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpaquatica&amp;diff=24835"/>
		<updated>2025-05-01T15:41:49Z</updated>

		<summary type="html">&lt;p&gt;Jellby: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h3&amp;gt;OVERVIEW&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
In Aquatica, players take the role of Sea Folk seeking prosperity by conquering and developing undersea locations. The player with the most Prosperity Points at the end of the game wins!&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;ON YOUR TURN&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;On your turn, you &amp;lt;strong&amp;gt;must&amp;lt;/strong&amp;gt;:&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Play 1 Character card&amp;lt;/strong&amp;gt; from your hand and perform its ability to the fullest extent possible.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Discard the card to your personal discard pile.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;You &#039;&#039;&#039;may&#039;&#039;&#039; also &#039;&#039;&#039;perform any number of&#039;&#039;&#039; &amp;lt;strong&amp;gt;additional actions&amp;lt;/strong&amp;gt;, before and/or after playing your Character card, in any order:&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Activate a ready Manta&amp;lt;/strong&amp;gt; (flipping it to its tired side) to gain a resource or trigger a special effect.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Exploit a Location Depth&amp;lt;/strong&amp;gt; to gain the displayed resource or effect then slide the Location card up one step.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;Note:&amp;lt;/strong&amp;gt; You can only gain resources (from mantas or locations) if required by your main action, and those are the only additional actions allowed &#039;&#039;&#039;during&#039;&#039;&#039; your main action. The other additional actions must be performed before or after, but not during your main action.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;MAIN ACTIONS (Character Cards)&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Each Character card allows one of the following (depending on the card’s ability):&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Recruit&amp;lt;/strong&amp;gt; – Pay coins to gain a Character card from the display.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Buy a Location&amp;lt;/strong&amp;gt; – Pay coins to gain a Location card and place it on your board.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Conquer a Location&amp;lt;/strong&amp;gt; – Pay power (Tridents) instead of coins to gain a Location and place it on your board.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Raise a Location&amp;lt;/strong&amp;gt; – Slide a Location card up to access depth bonuses (resources or effects) or gain Mantas.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Score a Fully Raised Location&amp;lt;/strong&amp;gt; – Move it to your scoring pile.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Scout&amp;lt;/strong&amp;gt; &amp;lt;em&amp;gt;(optional)&amp;lt;/em&amp;gt; – Refresh the Location display:&lt;br /&gt;
&amp;lt;li&amp;gt;Discard the top row of Locations. &amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;Move the bottom row to the top. &amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;Refill the bottom row with new cards from the deck. &amp;lt;/li&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;PLACING LOCATIONS AND USING MANTAS&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;You must have an empty slot on your board to place a new Location.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Locations are raised step-by-step to unlock resources and effects.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Fully raised Locations may grant a &amp;lt;strong&amp;gt;Wild Manta&amp;lt;/strong&amp;gt; if they have a manta icon, but they don’t provide points unless scored.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Only fully raised Locations can be scored.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Mantas are reusable: flip them to use, and refresh them with abilities like &amp;lt;em&amp;gt;Matrona&amp;lt;/em&amp;gt; or &amp;lt;em&amp;gt;Mantas Leader&amp;lt;/em&amp;gt;.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;All resources are temporary and only usable during your turn.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;ACHIEVING GOALS&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;There are 4 shared goals shown on the board. When you meet a goal&#039;s condition, you may:&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Place one of your color Mantas (ready or tired) on the leftmost empty space of each goal fulfilled that turn.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Each goal may only be claimed once per player.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Claiming a goal earlier gives more points!&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;END GAME&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The &amp;lt;strong&amp;gt;final round&amp;lt;/strong&amp;gt; is triggered when any of the following occurs:&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;A player has claimed all 4 goals.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;The Location deck is empty.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;The Character deck is empty.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;After one final turn for each player, the game ends.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;SCORING&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;At the end of the game, players score:&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;1 point per Character card &amp;lt;em&amp;gt;in hand&amp;lt;/em&amp;gt; (including your King). Discarded cards do not score.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Points shown on Locations in your &#039;&#039;Scoring Pile&#039;&#039;. Locations still on your player board do not score.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Points from goals, based on the position of your Mantas in the Goal area.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;Tiebreakers:&amp;lt;/strong&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Most Mantas in personal supply.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Lowest-numbered King card.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;KING CARDS (Optional)&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Each player starts with a King card in hand.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;King cards provide a unique ability and count toward Character-based goals.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;They also count as scoring cards in hand at the end of the game.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;In case of a tie, the player with the lowest-numbered King card wins.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;VARIABLE GOALS (Optional)&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;The 4 default goals are replaced with randomized goal tokens.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;These offer alternative objectives and different scoring conditions.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;The active goals are always visible on the board during the game.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jellby</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpchurn&amp;diff=24409</id>
		<title>Gamehelpchurn</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpchurn&amp;diff=24409"/>
		<updated>2025-03-19T17:48:08Z</updated>

		<summary type="html">&lt;p&gt;Jellby: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Setup==&lt;br /&gt;
Choose a board layout.  Note that layouts larger than 3 may take a long time to play.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
To start, Red covers any space.&lt;br /&gt;
&lt;br /&gt;
From then on, starting with Blue, players take turns.&lt;br /&gt;
&lt;br /&gt;
==Pie Rule==&lt;br /&gt;
&lt;br /&gt;
On their first turn, Blue has the option to skip their turn and change colors.  The existing Red marble will be treated as their own.  The pie rule can only happen once per game.&lt;br /&gt;
&lt;br /&gt;
==Your Turn==&lt;br /&gt;
On your turn, you must cover an empty space. You must form the smallest group of connected friendly marbles possible.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Example:&#039;&#039;&#039; If you can place a marble in isolation, which makes a friendly group of size 1, you must do that.&lt;br /&gt;
&lt;br /&gt;
After placing a marble, you must remove all friendly groups that are smaller than the new group.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Example:&#039;&#039;&#039; If you form a group of size 3, you must remove all friendly groups of sizes 1 and 2.&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
&lt;br /&gt;
The game ends when the board is full. The player with the most marbles on the board wins.&lt;br /&gt;
&lt;br /&gt;
Note that a tie is impossible.&lt;/div&gt;</summary>
		<author><name>Jellby</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpleaders&amp;diff=24116</id>
		<title>Gamehelpleaders</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpleaders&amp;diff=24116"/>
		<updated>2025-02-17T17:23:48Z</updated>

		<summary type="html">&lt;p&gt;Jellby: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;📜 &#039;&#039;&#039;Full rules will be uploaded shortly.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== 🎯 Goal ===&lt;br /&gt;
Create a team of unique champions in order to defeat the opposing Leader! To win, either position 2 of your champions next to your opponent’s Leader to capture them, or skillfully maneuver so the opponent’s Leader is surrounded, leaving no adjacent empty spaces.&lt;br /&gt;
&lt;br /&gt;
=== 🔁 Turns ===&lt;br /&gt;
On your turn, play the ACTION PHASE, then the RECRUITMENT PHASE. Once you have 5 champion cards (your Leader and 4 allies), skip the RECRUITMENT PHASE for the remainder of the game.&lt;br /&gt;
&lt;br /&gt;
==== 1 - ACTION PHASE ====&lt;br /&gt;
You MAY choose up to 1 action for EACH of your champions:&lt;br /&gt;
* Move to an adjacent empty space&lt;br /&gt;
* OR use their active ability (if they have one)&lt;br /&gt;
&lt;br /&gt;
When you wish to stop, or when all your champions have completed one action, proceed to the RECRUITMENT PHASE.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Non-Leader champions have 1 ability type:&lt;br /&gt;
&lt;br /&gt;
* 🔴Active: Can only be triggered once during your turn, instead of using a basic movement action.&lt;br /&gt;
* 🔵 Passive: Is effective during the entire game.&lt;br /&gt;
* 🟢 Special: Has more complexe interactions than just an active or a passive ability.&lt;br /&gt;
&lt;br /&gt;
==== 2 - RECRUITMENT PHASE ====&lt;br /&gt;
&lt;br /&gt;
⚠️ Skip this phase if you already have 5 champions (your Leader counts as one).&lt;br /&gt;
&lt;br /&gt;
# Choose 1 of the 3 available champions&lt;br /&gt;
# Place them on any empty recruitment space on your side of the game board&lt;br /&gt;
# If you are the second player AND it is your first turn, you get to recruit 2 champions in a row before your opponent starts their turn.&lt;br /&gt;
&lt;br /&gt;
=== 🏁 End of Game ===&lt;br /&gt;
After a champion’s action, the game ends IMMEDIATELY if a Leader is:&lt;br /&gt;
* Capture: 2 enemy champions are adjacent to your Leader&lt;br /&gt;
* OR surrounded: All spaces adjacent to your Leader are occupied by champions, either enemies or allies.&lt;br /&gt;
&lt;br /&gt;
⚠️ On your turn, you may not cause your own Leader to be captured or surrounded.&lt;/div&gt;</summary>
		<author><name>Jellby</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcoffee&amp;diff=23883</id>
		<title>Gamehelpcoffee</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcoffee&amp;diff=23883"/>
		<updated>2025-01-29T18:01:54Z</updated>

		<summary type="html">&lt;p&gt;Jellby: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
Place pieces to try to form a line whilst making sure there is always a spot for your opponent to place&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Setup===&lt;br /&gt;
&lt;br /&gt;
If using the Pie rule, 2nd player may choose to swap pieces after 1st player&#039;s initial placement&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
On the first turn, Black places a piece on any space then adds the rod facing any direction&lt;br /&gt;
&lt;br /&gt;
After which, alternate turns by placing a piece on a space along the rod&#039;s direction and moving the rod to your piece and picking a direction for it to rest&lt;br /&gt;
&lt;br /&gt;
The rod must always point to at least 1 empty space&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
If a player makes a line of a pre-determined length, they win!&lt;br /&gt;
&lt;br /&gt;
If a player is unable to point the rod to an empty space, they lose!&lt;br /&gt;
&lt;br /&gt;
If a player makes a line but cannot place the rod, they win!&lt;/div&gt;</summary>
		<author><name>Jellby</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpquartzdice&amp;diff=23501</id>
		<title>Gamehelpquartzdice</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpquartzdice&amp;diff=23501"/>
		<updated>2024-12-13T17:42:13Z</updated>

		<summary type="html">&lt;p&gt;Jellby: Created page with &amp;quot;The game is divided into six rounds. On their turn each player must:  1. Mine a crystal: The player draws a crystal from the bag and places it on his cart. If the mined crystal is an unstable crystal, the player receives a reroll marker. There is no limit to the number of reroll tokens a player can have.  2. Roll the dice: Each player has up to three dice rolls per turn. In the first, all 5 dice must be rolled. In the second and third they can reroll as many dice as they...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The game is divided into six rounds. On their turn each player must:&lt;br /&gt;
&lt;br /&gt;
1. Mine a crystal: The player draws a crystal from the bag and places it on his cart. If the mined crystal is an unstable crystal, the player receives a reroll marker. There is no limit to the number of reroll tokens a player can have.&lt;br /&gt;
&lt;br /&gt;
2. Roll the dice: Each player has up to three dice rolls per turn. In the first, all 5 dice must be rolled. In the second and third they can reroll as many dice as they want. If it has a Reroll Marker, the player can discard it to perform an extra reroll.&lt;br /&gt;
&lt;br /&gt;
3. Perform actions: According to the result of the dice the player will be able to perform one or more actions. The more faces of the same action are available, the more efficient that action will be. Actions allow the player to mine more crystals, steal crystals, store crystals in the chest, or transfer unstable crystals to opponents.&lt;br /&gt;
&lt;br /&gt;
At the end of the game everyone receives points according to the value of the crystals they have, being entitled to bonus points for collections of equal crystals. Each unstable crystal will penalize its owner 3 points less and the player with the fewest crystals in the chest loses 5 points.&lt;/div&gt;</summary>
		<author><name>Jellby</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpdungeonrummy&amp;diff=23165</id>
		<title>Gamehelpdungeonrummy</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpdungeonrummy&amp;diff=23165"/>
		<updated>2024-11-06T17:49:46Z</updated>

		<summary type="html">&lt;p&gt;Jellby: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
&lt;br /&gt;
This is a Co-operative melding game where the Runs and Sets you create defeat monsters in a dungeon and activate special character abilities. Can your party of misfits defeat the final boss?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Turn==&lt;br /&gt;
&lt;br /&gt;
1. TAKE DAMAGE from the current monster for the amount of damage or effect shown on its top left.&lt;br /&gt;
&lt;br /&gt;
::~ If this kills you, then the game immediately ends in defeat!&lt;br /&gt;
&lt;br /&gt;
2. DRAW A CARD either blind from your deck or one from the graveyard.&lt;br /&gt;
&lt;br /&gt;
3. REFRESH BOOTS exhausted during your previous turn&lt;br /&gt;
&lt;br /&gt;
4. PLAY/MOVE CARDS &lt;br /&gt;
&lt;br /&gt;
::~ Play Cards, Activate Boots, Activate Treasure, and Attack, each done as many times as you wish or are able to in any order&lt;br /&gt;
&lt;br /&gt;
5. DISCARD 1 card from your hand to the Graveyard.&lt;br /&gt;
&lt;br /&gt;
::~ If the Graveyard now contains 7+ cards, distribute 7 damage amongst the players in the desired amounts, then move all graveyard cards to trash.&lt;br /&gt;
&lt;br /&gt;
6. DRAW 7 new cards if you end your turn with an empty hand. Otherwise, your turn is over.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Play a Card==&lt;br /&gt;
&lt;br /&gt;
RUNS/SEQUENCES&lt;br /&gt;
&lt;br /&gt;
You can play a run/sequence of cards where Aces can either be high or low, but the same suit cannot be next to itself in the run however can occur multiple times e.g. red-green-red is ok, but red-red-green is not&lt;br /&gt;
&lt;br /&gt;
SETS&lt;br /&gt;
&lt;br /&gt;
You can play a set/match where each card is of the same number but different suit, as such the highest set length is 4&lt;br /&gt;
&lt;br /&gt;
BOOTS&lt;br /&gt;
&lt;br /&gt;
You can exhaust a Boot to use a card from the top of another player&#039;s deck.&lt;br /&gt;
&lt;br /&gt;
WILDS&lt;br /&gt;
&lt;br /&gt;
2&#039;s can be used as a 2 or Wild Number but retains its color. Sets and Runs can only contain a single wild ~ i.e. 1-2-3-2 is valid. If a 2 is already in a set/run, you can convert it to a Wild and move it within the same set/run without paying a boot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Activate Boots===&lt;br /&gt;
&lt;br /&gt;
Exhaust 1 Boot to use the top card of another player&#039;s deck&lt;br /&gt;
&lt;br /&gt;
Exhaust 1 Boot to move 1 card from one set/run to another&lt;br /&gt;
&lt;br /&gt;
Exhaust 2 Boots to swap 2 cards in different sets/runs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Activate Treasure==&lt;br /&gt;
&lt;br /&gt;
Discard a Treasure card to use its effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Attack==&lt;br /&gt;
&lt;br /&gt;
If a set/run has at least 3 cards in it, it can be used to attack: Remove the set/run cards from the game and deal damage to the monster equal to the number of cards removed. &lt;br /&gt;
&lt;br /&gt;
::~ Be aware that some monsters can only be damaged if certain conditions are met!&lt;br /&gt;
&lt;br /&gt;
If a set/run has at least 7 cards in it (a canasta), deal an extra 3 damage to the monster and gain 3 extra Mana.&lt;br /&gt;
&lt;br /&gt;
SPECIAL ABILITIES: Total the diamond-shaped Mana symbols in the completed set/run plus any Canasta bonus entitled to. Gain that many Class tokens for the character whose play area the set/run was completed in. You may spend the tokens to activate the character&#039;s special ability. The tokens are stored on the character card until played. A character can never have more than 7 Class tokens.&lt;br /&gt;
&lt;br /&gt;
If the monster has enough damage on it to defeat it, it is defeated, however some monsters have multiple phases with different health and/or conditions which must be defeated in order.&lt;br /&gt;
&lt;br /&gt;
Monster cards show a number of treasure chests on the top right corner, which is how much Treasure is looted from them once finally defeated.&lt;br /&gt;
&lt;br /&gt;
Note: Even if the  set/run does no damage, you can still attack ~ to clear your play area and gain more Mana and thus Class Tokens. &lt;br /&gt;
&lt;br /&gt;
Also note that as this is just one action. It is possible to start more sets/runs after the Attack.&lt;br /&gt;
&lt;br /&gt;
==Class Tokens==&lt;br /&gt;
&lt;br /&gt;
BARBARIAN (red) can use a Shield Token to either prevent 1 incoming damage to itself OR transfer 2 damage meant for another character to itself instead. The barbarian has twice as much health as the other characters.&lt;br /&gt;
&lt;br /&gt;
CLERIC (green) can use its Healing Tokens to remove damage from any character.&lt;br /&gt;
&lt;br /&gt;
MAGE (yellow) can use its Draw Token to allow any character to draw a card from their deck or the Graveyard.&lt;br /&gt;
&lt;br /&gt;
BARD (blue) can use its Wild Token to any card in hand, in play, or on top of a companion&#039;s deck. You can&#039;t use the mana on a card with a wild token on it, and a meld may not have two or more wilds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Game End==&lt;br /&gt;
&lt;br /&gt;
If a character dies, the players lose!&lt;br /&gt;
&lt;br /&gt;
If the boss is defeated, the players win!&lt;/div&gt;</summary>
		<author><name>Jellby</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcoffee&amp;diff=23007</id>
		<title>Gamehelpcoffee</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcoffee&amp;diff=23007"/>
		<updated>2024-10-12T15:44:01Z</updated>

		<summary type="html">&lt;p&gt;Jellby: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
Place pieces to try to form a line whilst making sure there is always a spot for your opponent to place&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Setup===&lt;br /&gt;
&lt;br /&gt;
If using the Pie rule, 2nd player may choose to swap pieces after 1st player&#039;s initial placement&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
On the first turn, Black places a piece on any space then adds the rod facing any direction&lt;br /&gt;
&lt;br /&gt;
After which, alternate turns by placing a piece on a space along the rod&#039;s direction and moving the rod to your piece and picking a direction for it to rest&lt;br /&gt;
&lt;br /&gt;
The rod must always point to at least 1 empty space&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
If a player makes a line of a pre-determined length, they win!&lt;br /&gt;
&lt;br /&gt;
If a player is unable to point the rod to an empty space, they lose!&lt;br /&gt;
&lt;br /&gt;
If a player makes a line but cannot place the rod, the win!&lt;/div&gt;</summary>
		<author><name>Jellby</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppiratas&amp;diff=23006</id>
		<title>Gamehelppiratas</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppiratas&amp;diff=23006"/>
		<updated>2024-10-12T15:43:48Z</updated>

		<summary type="html">&lt;p&gt;Jellby: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
Start Fights with other Pirates to gain Treasure and be the first to hold 5 Treasure at the start of your turn&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
Each turn you can take two actions, these can be either draw a card or play a card&lt;br /&gt;
&lt;br /&gt;
Drawn cards come from the facedown deck&lt;br /&gt;
&lt;br /&gt;
Playing a card depends on its  type&lt;br /&gt;
&lt;br /&gt;
Treasure Cards CANNOT be played, instead you are trying to collect them&lt;br /&gt;
&lt;br /&gt;
Instants are played to the discard after the effect resolves&lt;br /&gt;
&lt;br /&gt;
Crew can be played to an empty Crew space, either your own or someone else&#039;s (max 2 per player)&lt;br /&gt;
&lt;br /&gt;
Vessels are played tot their spot on your area and have 3 health (max 1 at a time, but you can play a new vessel to replace the current one)&lt;br /&gt;
&lt;br /&gt;
A Cannon can be played to initiate combat&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
&lt;br /&gt;
Active player picks a single opponent to attack&lt;br /&gt;
&lt;br /&gt;
Active player places one cannon facedown&lt;br /&gt;
&lt;br /&gt;
Active player can place a 2nd cannon facedown if they have both their actions available&lt;br /&gt;
&lt;br /&gt;
Defender can pick up to two combat cards to play facedown&lt;br /&gt;
&lt;br /&gt;
Reveal all cards and count up shots fired, factor in Crew and Vessel abilities, and the player with the most shots wins the combat (ties go to Defender)&lt;br /&gt;
&lt;br /&gt;
The combat loser discards all their crew, except Ghost Crew, and their Vessel takes 1 damage (if this was it&#039;s 3rd damage, any cards under it are returned to their owners)&lt;br /&gt;
&lt;br /&gt;
All played combat cards are then discarded&lt;br /&gt;
&lt;br /&gt;
Combat winner looks at opponent&#039;s hand and picks a card to take for themself&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
If at start of turn a player has 5 Treasures in hand, they display these to everyone and win!&lt;/div&gt;</summary>
		<author><name>Jellby</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpsunrisesunset&amp;diff=23005</id>
		<title>Gamehelpsunrisesunset</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpsunrisesunset&amp;diff=23005"/>
		<updated>2024-10-12T15:43:35Z</updated>

		<summary type="html">&lt;p&gt;Jellby: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
Play units to three lanes in order to have the most power and thus gain control of the lane, control a lane twice or more in a row to deal damage to your opponent until they die&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
At the start of a round, draw 5 cards then you may discard a card to draw a replacement once&lt;br /&gt;
&lt;br /&gt;
Put your personal god into your hand, so you now have 6 cards&lt;br /&gt;
&lt;br /&gt;
After which, take alternating turns to play all 6 cards&lt;br /&gt;
&lt;br /&gt;
Upon playing a card, pick which lane you wish to assign it to, and generally speaking it will stay there for the rest of the round&lt;br /&gt;
&lt;br /&gt;
Each lane can only hold 2 of your cards&lt;br /&gt;
&lt;br /&gt;
If the card played has a Placement Ability, resolve it and apply its effects to whichever player you wish&lt;br /&gt;
&lt;br /&gt;
After all cards are placed, resolve each lane from lowest base value to highest base value&lt;br /&gt;
&lt;br /&gt;
Turn over each Stealth (facedown) card when its lane is being evaluated&lt;br /&gt;
&lt;br /&gt;
Resolve all Combat abilities of the lane simultaneously&lt;br /&gt;
&lt;br /&gt;
Whoever has the most power wins the lane, if it is not theirs then it becomes theirs, whilst if it was theirs already then the loser is dealt 1 damage (ties result in nothing happening)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Round End===&lt;br /&gt;
&lt;br /&gt;
Once all lanes are resolved, flip all the lane cards so the control remains the same&lt;br /&gt;
&lt;br /&gt;
All playing cards are discarded, and the gods are returned to their owners&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cards===&lt;br /&gt;
&lt;br /&gt;
The number at the central top of a card shows its power, this is sometimes a flat number but sometimes may be modified by the lane it is played in depicted by the matching symbol&lt;br /&gt;
&lt;br /&gt;
On the lower section of the card is an ability, these can either be a when played ability or a during combat ability&lt;br /&gt;
&lt;br /&gt;
On the upper sides of some cards, there may also appear a stealth symbol, these cards will be placed facedown when played&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
The game ends as soon as one player has 3 or more damage, as such all lanes may not be resolved that round&lt;br /&gt;
&lt;br /&gt;
The player who is still alive, wins!&lt;/div&gt;</summary>
		<author><name>Jellby</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpdungeonrummy&amp;diff=23004</id>
		<title>Gamehelpdungeonrummy</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpdungeonrummy&amp;diff=23004"/>
		<updated>2024-10-12T15:43:21Z</updated>

		<summary type="html">&lt;p&gt;Jellby: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
&lt;br /&gt;
This is a Co-operative melding game where the Runs and Sets you create defeat monsters in a dungeon and activate special character abilities. Can your party of misfits defeat the final boss?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Turn==&lt;br /&gt;
&lt;br /&gt;
1. TAKE DAMAGE from the current monster for the amount of damage or effect shown on its top left.&lt;br /&gt;
&lt;br /&gt;
::~ If this kills you, then the game immediately ends in defeat!&lt;br /&gt;
&lt;br /&gt;
2. DRAW A CARD either blind from your deck or one from the graveyard.&lt;br /&gt;
&lt;br /&gt;
3. REFRESH BOOTS exhausted during your previous turn&lt;br /&gt;
&lt;br /&gt;
4. PLAY/MOVE CARDS &lt;br /&gt;
&lt;br /&gt;
::~ Play Cards, Activate Boots, Activate Treasure, and Attack, each done as many times as you wish or are able to in any order&lt;br /&gt;
&lt;br /&gt;
5. DISCARD 1 card from your hand to the Graveyard.&lt;br /&gt;
&lt;br /&gt;
::~ If the Graveyard now contains 7+ cards, distribute 7 damage amongst the players in the desired amounts, then move all graveyard cards to trash.&lt;br /&gt;
&lt;br /&gt;
6. DRAW 7 new cards if you end your turn with an empty hand. Otherwise, your turn is over.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Play a Card==&lt;br /&gt;
&lt;br /&gt;
RUNS/SEQUENCES&lt;br /&gt;
&lt;br /&gt;
You can play a run/sequence of cards where Aces can either be high or low, but the same suit cannot be next to itself in the run however can occur multiple times e.g. red-green-red is ok, but red-red-green is not&lt;br /&gt;
&lt;br /&gt;
SETS&lt;br /&gt;
&lt;br /&gt;
You can play a set/match where each card is of the same number but different suit, as such the highest set length is 4&lt;br /&gt;
&lt;br /&gt;
BOOTS&lt;br /&gt;
&lt;br /&gt;
You can exhaust a Boot to use a card from the top of another player&#039;s deck.&lt;br /&gt;
&lt;br /&gt;
WILDS&lt;br /&gt;
&lt;br /&gt;
2&#039;s can be used as a 2 or Wild Number but retains its color. Sets and Runs can only contain a single wild ~ i.e. 1-2-3-2 is valid. If a 2 is already in a set/run, you can convert it to a Wild and move it within the same set/run without paying a boot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Activate Boots===&lt;br /&gt;
&lt;br /&gt;
Exhaust 1 Boot to use the top card of another player&#039;s deck&lt;br /&gt;
&lt;br /&gt;
Exhaust 1 Boot to move 1 card from one set/run to another&lt;br /&gt;
&lt;br /&gt;
Exhaust 2 Boots to swap 2 cards in different sets/runs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Activate Treasure==&lt;br /&gt;
&lt;br /&gt;
Discard a Treasure card to use its effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Attack==&lt;br /&gt;
&lt;br /&gt;
If a set/run has at least 3 cards in it, it can be used to attack: Remove the set/run cards from the game and deal damage to the monster equal to the number of cards removed. &lt;br /&gt;
&lt;br /&gt;
::~ Be aware that some monsters can only be damaged if certain conditions are met!&lt;br /&gt;
&lt;br /&gt;
If a set/run has at least 7 cards in it (a canasta), deal an extra 3 damage to the monster and gain 3 extra Mana.&lt;br /&gt;
&lt;br /&gt;
SPECIAL ABILITIES: Total the diamond-shaped Mana symbols in the completed set/run plus any Canasta bonus entitled to. Gain that many Class tokens for the character whose play area the set/run was completed in. You may spend the tokens to activate the character&#039;s special ability. The tokens are stored on the character card until played. A character can never have more than 7 Class tokens.&lt;br /&gt;
&lt;br /&gt;
If the monster has enough damage on it to defeat it, it is defeated, however some monsters have multiple phases with different health &amp;amp;/or conditions which must be defeated in order.&lt;br /&gt;
&lt;br /&gt;
Monster cards show a number of treasure chests on the top right corner, which is how much Treasure is looted from them once finally defeated.&lt;br /&gt;
&lt;br /&gt;
Note: Even if the  set/run does no damage, you can still attack ~ to clear your play area and gain more Mana and thus Class Tokens. &lt;br /&gt;
&lt;br /&gt;
Also note that as this is just one action. It is possible to start more sets/runs after the Attack.&lt;br /&gt;
&lt;br /&gt;
==Class Tokens==&lt;br /&gt;
&lt;br /&gt;
BARBARIAN (red) can use a Shield Token to either prevent 1 incoming damage to itself OR transfer 2 damage meant for another character to itself instead. The barbarian has twice as much health as the other characters.&lt;br /&gt;
&lt;br /&gt;
CLERIC (green) can use its Healing Tokens to remove damage from any character.&lt;br /&gt;
&lt;br /&gt;
MAGE (yellow) can use its Draw Token to allow any character to draw a card from their deck or the Graveyard.&lt;br /&gt;
&lt;br /&gt;
BARD (blue) can use its Wild Token to any card in hand, in play, or on top of a companion&#039;s deck. You can&#039;t use the mana on a card with a wild token on it, and a meld may not have two or more wilds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Game End==&lt;br /&gt;
&lt;br /&gt;
If a character dies, the players lose!&lt;br /&gt;
&lt;br /&gt;
If the boss is defeated, the players win!&lt;/div&gt;</summary>
		<author><name>Jellby</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmexica&amp;diff=23003</id>
		<title>Gamehelpmexica</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmexica&amp;diff=23003"/>
		<updated>2024-10-12T15:43:10Z</updated>

		<summary type="html">&lt;p&gt;Jellby: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
Use Action Points to form and found Districts, and build Temples in the districts to have the most Spiritual Grandeur at the end of each Period&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Setup===&lt;br /&gt;
&lt;br /&gt;
To start off, each player picks a spot in the Emperor&#039;s Palace to place their Pilli Mexica&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Two Periods===&lt;br /&gt;
&lt;br /&gt;
The game is played over 2 Periods&lt;br /&gt;
&lt;br /&gt;
If the 8 Calpulli tokens have been used to found Districts and one player has placed all 9 of their initial temples then period 1 ends when the round is complete and a scoring opportunity occurs&lt;br /&gt;
&lt;br /&gt;
Period 2 commences by granting each player 9 new temples regardless of how many they currently hold&lt;br /&gt;
&lt;br /&gt;
Period 2 ends the same way as 1, with using up the Calpulli and at least one player using all their temples&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
Each turn, a player has 6 Action Points to spend, different actions may cost variable amount of points, the actions and related cost are:&lt;br /&gt;
&lt;br /&gt;
Construct a Canal (1AP)&lt;br /&gt;
&lt;br /&gt;
Found a District (0AP)&lt;br /&gt;
&lt;br /&gt;
Construct or Move a Bridge (1AP)&lt;br /&gt;
&lt;br /&gt;
Build a Temple (1-4AP)&lt;br /&gt;
&lt;br /&gt;
Move your Pilla Mexica (1-5AP)&lt;br /&gt;
&lt;br /&gt;
Take an Action Point token (1AP)&lt;br /&gt;
&lt;br /&gt;
Spend an Action Point token (0AP)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Construct a Canal===&lt;br /&gt;
&lt;br /&gt;
You do not need to be adjacent to where you wish to build a canal&lt;br /&gt;
&lt;br /&gt;
It costs 1AP to place a Canal tile regardless of whether it is a single or double tile&lt;br /&gt;
&lt;br /&gt;
Canals are how you form districts, by blocking off areas, both orthogonal and diagonal adjacency forms a barrier&lt;br /&gt;
&lt;br /&gt;
A district can be made smaller later, however protected districts can no longer have their size amended (see Found a District)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Found a District===&lt;br /&gt;
&lt;br /&gt;
You have to be in the district you wish to found&lt;br /&gt;
&lt;br /&gt;
There needs to be an available Calpulli token which corresponds to the size of the district in squares (the big number on the upper portion)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Construct or Move a Bridge===&lt;br /&gt;
&lt;br /&gt;
You do not need to be adjacent to a bridge or the location where you wish to construct one&lt;br /&gt;
&lt;br /&gt;
Both sides of a bridge must be adjacent to land&lt;br /&gt;
&lt;br /&gt;
To relocate a bridge, all bridges must already be out and no pieces can be on the bridge you wish to move&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Build a Temple===&lt;br /&gt;
&lt;br /&gt;
The cost of this action is equal to the size of the temple you wish to build i.e. the size 1 costs 1AP, whilst the size 3 costs 3AP&lt;br /&gt;
&lt;br /&gt;
You must be in the district you wish to build a temple&lt;br /&gt;
&lt;br /&gt;
The district does NOT need to be founded&lt;br /&gt;
&lt;br /&gt;
A Temple can only be built on an unoccupied land space&lt;br /&gt;
&lt;br /&gt;
A Temple can block a bridge or another piece (as long as said piece has the option of building a bridge to escape)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Move your Pilla Mexica===&lt;br /&gt;
&lt;br /&gt;
Other pieces, Temples, and Calpulli tokens are obstacles which stop movement&lt;br /&gt;
&lt;br /&gt;
To move one land space orthogonally is 1AP&lt;br /&gt;
&lt;br /&gt;
If your piece is on a bridge, you can move to any other bridge connected to it via water for 1AP, this water can be either a canal or the ocean (which borders the map)&lt;br /&gt;
&lt;br /&gt;
Bridges and pieces on bridges do NOT block bridge to bridge connections, assume you travel under the bridge via the water beneath it (however, you cannot land on an occupied bridge)&lt;br /&gt;
&lt;br /&gt;
For 5AP, you can move to any land space regardless of how it can be reached and what obstacles might be in the way&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Take an Action Point Token===&lt;br /&gt;
&lt;br /&gt;
You can only take this action twice per turn at most&lt;br /&gt;
&lt;br /&gt;
You can only take a token if there is one in the supply&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Spend an Action Point Token===&lt;br /&gt;
&lt;br /&gt;
If you have one or more Action Point Tokens, you can use them for 0AP (you essentially already banked them in the previous action for 1AP) to carry out any action which you meet the cost&lt;br /&gt;
&lt;br /&gt;
As such, they can be spent alone or alongside your regular AP for the turn e.g. you could build a level 3 Temple with 2AP + 1 token&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Scoring===&lt;br /&gt;
&lt;br /&gt;
The majority of scoring occurs at the end of a Period&lt;br /&gt;
&lt;br /&gt;
Founding a District is scored at the point it is placed, with the placer gaining the blue value, and anyone else present in the district when it is founded gaining the white value&lt;br /&gt;
&lt;br /&gt;
Period One looks for Temple levels in Founded Districts. For each Founded District, add up the heights of your Temples e.g. a Level 2 temple is worth 2. Whoever has the most temple points gains the yellow value on the Founded District, 2nd most gets the blue value, and 3rd gets the white value. If there&#039;s a tie for a place, all players score the full points for that place, but the next rank(s) are skipped&lt;br /&gt;
&lt;br /&gt;
Period One also gives 5 bonus points if your piece ends the Period on one of the Starting locations&lt;br /&gt;
&lt;br /&gt;
Period Two scores the same two factors as above, however it also scores Unfounded Districts. For Unfounded Districts, again count up your Temple Points, the player with the most gains points equal to the number of spaces in the District, 2nd gets half this, and 3rd gets a quarter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
The game ends at the end of the 2nd Period&lt;br /&gt;
&lt;br /&gt;
The player with the most points, wins!&lt;br /&gt;
&lt;br /&gt;
If tied, the player with the most action point tokens remaining, wins!&lt;/div&gt;</summary>
		<author><name>Jellby</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpekko&amp;diff=22795</id>
		<title>Gamehelpekko</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpekko&amp;diff=22795"/>
		<updated>2024-09-27T18:28:13Z</updated>

		<summary type="html">&lt;p&gt;Jellby: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
Empty your hand the fastest, by playing cards higher than odds, lower than evens, and cards which are the reverse of what the active number is&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
On a turn, you must try to play a card on top of what came before&lt;br /&gt;
&lt;br /&gt;
If the current card is odd (+), then you must play a higher card&lt;br /&gt;
&lt;br /&gt;
If the current card is even (-), then you must play a lower card&lt;br /&gt;
&lt;br /&gt;
If you cannot meet this requirement, then you have to draw a card&lt;br /&gt;
&lt;br /&gt;
If you play a card in the 11s, 11, 22, 33, 44 and so on, you get another go straight away&lt;br /&gt;
&lt;br /&gt;
If your last played card is the next card you see, i.e. no one else could play, you can play any card ignoring odd or even rules&lt;br /&gt;
&lt;br /&gt;
You can interrupt out of turn by playing a mirror of what is displayed, this is the numbers in reverse e.g. 57 can be interrupted with 75, units and whole tens are mirrors of each other e.g. 02 vs 20&lt;br /&gt;
&lt;br /&gt;
If you successfully play a mirror, either discard a card of your choice (not to the play area, out of the game) or cause everyone else to draw a card&lt;br /&gt;
&lt;br /&gt;
If you play an invalid card, either normally or the wrong mirror, you take it back and draw a card as penalty&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Round End===&lt;br /&gt;
&lt;br /&gt;
The round ends when a player empties their hand&lt;br /&gt;
&lt;br /&gt;
Every other player scores 1 point for cards remaining in hand, and 2 points for a card of the 11s in hand&lt;br /&gt;
&lt;br /&gt;
Then the cards are shuffled and a new round starts&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game Ends===&lt;br /&gt;
&lt;br /&gt;
Once a player meets or exceeds 25 points, the player with the lowest score wins!&lt;/div&gt;</summary>
		<author><name>Jellby</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpbauer&amp;diff=22794</id>
		<title>Gamehelpbauer</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpbauer&amp;diff=22794"/>
		<updated>2024-09-27T18:28:02Z</updated>

		<summary type="html">&lt;p&gt;Jellby: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
Play cards faceup and facedown, whilst deciding what cards your next opponent will draw, and collecting different types of cards for different scoring opportunities over 10 rounds &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
Draw 3 cards from the shared deck to your right&lt;br /&gt;
&lt;br /&gt;
Place 2 of the drawn card facedown on the shared deck to your left (your left opponent will draw these next)&lt;br /&gt;
&lt;br /&gt;
Play your remaining card faceup for a Day card or facedown for a Night card&lt;br /&gt;
&lt;br /&gt;
When all have played, resolve any effects on just played cards&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Round End===&lt;br /&gt;
&lt;br /&gt;
The round ends when there are 2 cards in each deck&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
The game ends after the 10th round (8th in 5 player)&lt;br /&gt;
&lt;br /&gt;
All Night cards are now revealed&lt;br /&gt;
&lt;br /&gt;
Orange Event cards score the depicted value&lt;br /&gt;
&lt;br /&gt;
Green Travel cards score based on how many you have for 1/3/7/12/18VP +4VP for extras &amp;amp; 1VP bonus for Night Travel&lt;br /&gt;
&lt;br /&gt;
Red Danger cards contain swords, the player with the most Swords gains 12VP, and 2nd most gets 6VP (tied first get shared evenly, with no 2nd, ties for 2nd get shared evenly)&lt;br /&gt;
&lt;br /&gt;
Theme Tags are on different cards, and if you have at least 4 of the same tag, you score a point for each representation of it (this can score you more than 4VP, e.g. if you have 6 of a tag this is 6VP)&lt;br /&gt;
&lt;br /&gt;
Day Character Quests ask for you to have certain Theme Tags, if you hold these then you meet the requirements and gain the depicted VP, the same tag can be used for different Quests&lt;br /&gt;
&lt;br /&gt;
Night Character Quests are similar to Day Character Quests, except for that they have unique and unusual requirements to meet for their VP&lt;br /&gt;
&lt;br /&gt;
The player with the most points, wins!&lt;/div&gt;</summary>
		<author><name>Jellby</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpumbrella&amp;diff=22793</id>
		<title>Gamehelpumbrella</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpumbrella&amp;diff=22793"/>
		<updated>2024-09-27T18:27:49Z</updated>

		<summary type="html">&lt;p&gt;Jellby: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
Gather umbrellas to form required shapes of the same colour, whilst trying to keep the least number of umbrellas in your personal waiting area at game end&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
First, pick an umbrella from one of the four edges (the central selection board, the right or left partially shared board, or your lower personal selection area)&lt;br /&gt;
&lt;br /&gt;
Slide the Umbrella on any row/column as if from the same direction as the selection board taken from i.e. if you take from the left selection board, you will pick a row, put the new umbrella on the far left of one of those rows, then shift everything right&lt;br /&gt;
&lt;br /&gt;
This will then result in the umbrella at the opposite end being pushed off which will then be placed on its closest selection pool, in the above example when picking from the left pool, the pushed umbrella will be placed on the right pool&lt;br /&gt;
&lt;br /&gt;
If in a very rare case that all four selection areas surrounding you are empty at start of turn, you can take an umbrella from any selection area regardless of whether you would usually have access to it and decide how you wish to make the entry, which will then determine the exit umbrella&#039;s direction too&lt;br /&gt;
&lt;br /&gt;
After which, check if any of the same colour umbrella makes any of the patterns you are trying to achieve, if you have you can cover over the same colour on one of your scoring tokens (assuming you still have that colour open, otherwise you cannot score with that pattern), then pass the pattern objective to the player on your left (note that you can only complete one pattern per turn at most, even if you qualify for several)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
The game end can trigger in a number of ways&lt;br /&gt;
&lt;br /&gt;
When the supply of Scoring Tokens is depleted, when a player has no Figure tiles in front of them, when a player has placed their 10th Scoring Token&lt;br /&gt;
&lt;br /&gt;
All other players take one final turn, then score as follows&lt;br /&gt;
&lt;br /&gt;
2VP per scoring token placed&lt;br /&gt;
&lt;br /&gt;
1VP Lost per Umbrella in their personal (lower) waiting area&lt;br /&gt;
&lt;br /&gt;
2VP is their personal (lower) waiting area is empty&lt;br /&gt;
&lt;br /&gt;
Variable VP based on completed scoring tracks&lt;br /&gt;
&lt;br /&gt;
The player with the most points, wins!&lt;br /&gt;
&lt;br /&gt;
If tied, the player with the fewest umbrellas in their personal (lower) waiting area wins!&lt;/div&gt;</summary>
		<author><name>Jellby</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmodx&amp;diff=22792</id>
		<title>Gamehelpmodx</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmodx&amp;diff=22792"/>
		<updated>2024-09-27T18:27:36Z</updated>

		<summary type="html">&lt;p&gt;Jellby: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
Place X&#039;s to form patterns either with your own or combined with the Wild X&#039;s, but be careful as your score is placed directly on the playing board and if someone plays a pattern over it they steal the score from you!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
Place a single X in any empty space&lt;br /&gt;
&lt;br /&gt;
If you make one of the three patterns ( X , + , - ) with 5 pieces of either all your own or your own mixed with Wild, you score (Note: the line shape can be vertical, horizonal, or diagonal)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Patterns with all your own pieces===&lt;br /&gt;
&lt;br /&gt;
Replace all the X&#039;s with score cubes&lt;br /&gt;
&lt;br /&gt;
Positions with Score cubes are NOT blocked, and so can have subsequent X&#039;s of any player placed on them&lt;br /&gt;
&lt;br /&gt;
If a player completes a pattern over a Score cube, the cube is replaced with that of the player who made the most recent pattern&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Patterns with Wilds===&lt;br /&gt;
&lt;br /&gt;
This works more or less the same as above with a few exceptions&lt;br /&gt;
&lt;br /&gt;
You always have to use at least one of your X&#039;s in the pattern&lt;br /&gt;
&lt;br /&gt;
Only remove and place score cubes on your X&#039;s&lt;br /&gt;
&lt;br /&gt;
The Wild X&#039;s used are then each either left where they are or moved to an unoccupied space as long as said space would not create an instant scoring pattern for anyone&#039;s personal X&#039;s&lt;br /&gt;
&lt;br /&gt;
However, if you move the Wilds so as you form a pattern with exclusively Wilds, this is an instant win condition&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Combined Patterns===&lt;br /&gt;
&lt;br /&gt;
If you place in such a way to complete two or more patterns in one go, you can claim both of them&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Unclaimed Patterns===&lt;br /&gt;
&lt;br /&gt;
If someone has failed to declare a pattern on their turn, you can use your turn to declare the pattern and score it as if it were your own, however you cannot place an X this turn&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
The game ends in an instant win if a player completes a pattern with only wild pieces&lt;br /&gt;
&lt;br /&gt;
Otherwise, the game ends when a player meets or exceeds 15/12/10 points based on player count&lt;br /&gt;
&lt;br /&gt;
The game also ends when a player runs out of X pieces to place, in which case the player with the most points wins!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Team rules===&lt;br /&gt;
&lt;br /&gt;
A team&#039;s score is combined, acting as a 2 player game thus the winning target is 15 points&lt;br /&gt;
&lt;br /&gt;
A team&#039;s pieces are NOT combined, so each member has to create their own patterns&lt;/div&gt;</summary>
		<author><name>Jellby</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpinheritors&amp;diff=22791</id>
		<title>Gamehelpinheritors</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpinheritors&amp;diff=22791"/>
		<updated>2024-09-27T18:27:21Z</updated>

		<summary type="html">&lt;p&gt;Jellby: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
Make sequences of the same colour whilst obtaining Clans, Honors, and Quests to score bonus points at game end&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
On your turn, take one of the following actions&lt;br /&gt;
&lt;br /&gt;
Play an Influence Card&lt;br /&gt;
&lt;br /&gt;
Discard 1 card to draw 2 cards&lt;br /&gt;
&lt;br /&gt;
Discard 1 card to take all cards from a market pile&lt;br /&gt;
&lt;br /&gt;
Discard 3 cards of the same colour to draw a Quest and a new card&lt;br /&gt;
&lt;br /&gt;
Play an Advocate&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Play an Influence Card===&lt;br /&gt;
&lt;br /&gt;
You can play an influence card as long as it follows sequence from 1 to 6&lt;br /&gt;
&lt;br /&gt;
You can have a single active sequence for each colour&lt;br /&gt;
&lt;br /&gt;
The quantity of symbols next to a number tell you how many copies of that card there are in the game&lt;br /&gt;
&lt;br /&gt;
If you played the last card in your hand, draw a new card, otherwise you do not draw if you still have cards remaining&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Discard 1 to Draw 2===&lt;br /&gt;
&lt;br /&gt;
Discard a card from your hand into one of the three market stacks, everything in that stack remains visible&lt;br /&gt;
&lt;br /&gt;
Draw 2 cards blind from the deck&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Discard to Draw from Market===&lt;br /&gt;
&lt;br /&gt;
Discard a card to a Market pile of your choice&lt;br /&gt;
&lt;br /&gt;
Pick a different Market pile where the most recent card matches your discarded card in some way (number / colour / name) and take the whole pile&lt;br /&gt;
&lt;br /&gt;
Turn over a new card from the deck to create a new market pile&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Draw a Quest===&lt;br /&gt;
&lt;br /&gt;
Discard 3 cards of the same colour, these can go on the same or different Market piles as you choose&lt;br /&gt;
&lt;br /&gt;
Secretly draw a Quest card, keep it private, but it gives you an objective to complete by game&#039;s end&lt;br /&gt;
&lt;br /&gt;
Then draw an Influence card from the deck&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Play an Advocate===&lt;br /&gt;
&lt;br /&gt;
Play a single Advocate for its special ability, then discard it NOT to a Market Pile, but to a unique Removed area&lt;br /&gt;
&lt;br /&gt;
Note that due to cards replenishing empty Market Piles, Advocates may enter this area this way&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Claim a Single Clan and Multiple Honors===&lt;br /&gt;
&lt;br /&gt;
In addition to your basic action, you can claim bonuses if you meet the criteria&lt;br /&gt;
&lt;br /&gt;
Once you have the 3 or higher in a colour sequence, you may claim the related Clan if it is still available, you can only claim ONE clan in the entire game, so choose your moment &amp;amp; preferred clan carefully, it will then give a special effect for you alone&lt;br /&gt;
&lt;br /&gt;
Honors on the other hand can be claimed as many times as you meet their requirement, each is worth 1VP, so none are better or worse than others&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
The game ends either when all the Clans and Honors have been claimed OR the main deck has run out, either way complete the current round in full&lt;br /&gt;
&lt;br /&gt;
Add up the highest value card in each colour to gain that in VPs&lt;br /&gt;
&lt;br /&gt;
The player with the most Tomes and Epics in hand gains 3VP, 2nd most gains 1VP&lt;br /&gt;
&lt;br /&gt;
If you hold a relic and have the highest number in its colour gain 1VP, if you hold a relic and do NOT have the highest value then LOSE 1VP&lt;br /&gt;
&lt;br /&gt;
Quests score as per their conditions&lt;br /&gt;
&lt;br /&gt;
Clans score as per their conditions&lt;br /&gt;
&lt;br /&gt;
Honors score 1VP each&lt;br /&gt;
&lt;br /&gt;
The player with the most points, wins!&lt;br /&gt;
&lt;br /&gt;
If tied, the player with more Tomes, wins!&lt;br /&gt;
&lt;br /&gt;
If still tied, the player with more hand cards, wins!&lt;/div&gt;</summary>
		<author><name>Jellby</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpfled&amp;diff=22790</id>
		<title>Gamehelpfled</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpfled&amp;diff=22790"/>
		<updated>2024-09-27T18:26:59Z</updated>

		<summary type="html">&lt;p&gt;Jellby: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
Gather the best inventory whilst trying to escape before someone else does or the tiles run out&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
First play a card for its rooms to the playing area, then play 2 cards for their effects, before drawing back up to 5 cards of which ONE can be from the visible Governor&#039;s Inventory&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Placement===&lt;br /&gt;
&lt;br /&gt;
If you hold a card with a Gold Scroll on it, this must be chosen as your room play before any others&lt;br /&gt;
&lt;br /&gt;
One half of the tile placed must match an adjacent edge it is placed against&lt;br /&gt;
&lt;br /&gt;
A door and a window cannot be placed together&lt;br /&gt;
&lt;br /&gt;
Archways can be placed next to doors or windows or other archways&lt;br /&gt;
&lt;br /&gt;
The 6th border from the start tile is for forest only, no rooms may be placed here&lt;br /&gt;
&lt;br /&gt;
If you cannot adhere to the placement rules, add at tile of your choice to the Governor&#039;s Inventory&lt;br /&gt;
&lt;br /&gt;
If you played a tile with a Warder or Chaplain symbol, add the relevant meeple to that tile&lt;br /&gt;
&lt;br /&gt;
If you played a tile with a Moon symbol, flip the current open window closed and flip the next closed window further from the Governor to its open side&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Play Effects===&lt;br /&gt;
&lt;br /&gt;
Once a tile placement has concluded, you then play two more for their effects, these can be the same or different effects&lt;br /&gt;
&lt;br /&gt;
You can play a tool to move between tiles in different ways depending on the tool&lt;br /&gt;
&lt;br /&gt;
If the tool has a gold background, the effect is doubled&lt;br /&gt;
&lt;br /&gt;
The Shamrock is a lucky charm that is Wild and allows you to use it as any other tool&lt;br /&gt;
&lt;br /&gt;
If you play the whistle, you get to mover a Warder or Chaplain instead of your piece&lt;br /&gt;
&lt;br /&gt;
If you move a Warder, you can then shackle an opponent as long as the room is not protected by the symbols above the current Whistle token position&lt;br /&gt;
&lt;br /&gt;
The first Shackle causes the player to place a random card facedown to show they are shackled, but if they already have one then the next Shackle will discard this card to Governer&#039;s Inventory and move them straight to their Room. If Solitary Confinement is out, instead of going to the Room, the meeple is sent there first instead which causes them to miss their next turn during which all they can do is move to their Room (Note: you can enter Solitary Confinement voluntarily, just make sure to place on an edge of the room to show the effect does not apply to you, you are just visiting)&lt;br /&gt;
&lt;br /&gt;
If you move a Chaplain, they can remove Shackles from a piece, so you usually want to move them to yourself after being targeted by a Warder&lt;br /&gt;
&lt;br /&gt;
If you are adjacent to a Forest space, and hold the required tools, you may move out into the Forest and Escape (If the Window shows a Moon, you only need 1 of the depicted tools instead of all)&lt;br /&gt;
&lt;br /&gt;
You can discard a card to the Governor&#039;s Inventory as an action, this is usually to try to draw better tiles later&lt;br /&gt;
&lt;br /&gt;
You can add cards to your Inventory, these will gain VP, be useable as Tools for escape, and can be traded, your inventory can hold 3 tiles normally, but can hold more if Shamrocks are depicted in some of them&lt;br /&gt;
&lt;br /&gt;
You can pick up Contraband in rooms which depict them if you hold the same item in your hand then can add this to your Inventory&lt;br /&gt;
&lt;br /&gt;
If you re in the Warder&#039;s Quarters or with the Chaplain, you can pay 1 or 2 Contraband in your Inventory for Tools in your hand to put in Inventory (purple cost 1, Gold and Shamrock cost 2)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
The game ends when either a player cannot draw to 5 at end of turn or if a player escapes&lt;br /&gt;
&lt;br /&gt;
Only on escape do the rest of the players get a final turn&lt;br /&gt;
&lt;br /&gt;
Anyone who escapes gains 5VP&lt;br /&gt;
&lt;br /&gt;
Inventory cards score points as shown on the start card with dark blue worth negative VP&lt;br /&gt;
&lt;br /&gt;
Hand cards neither score nor lose VP&lt;br /&gt;
&lt;br /&gt;
If a player is still Shackled, has a card facedown in front of them, they lose 1VP&lt;br /&gt;
&lt;br /&gt;
The player with the most points, wins! (note: Escaping is NOT a win requirement, and an escapee is not guaranteed to win)&lt;/div&gt;</summary>
		<author><name>Jellby</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelphoola&amp;diff=22643</id>
		<title>Gamehelphoola</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelphoola&amp;diff=22643"/>
		<updated>2024-09-18T07:19:51Z</updated>

		<summary type="html">&lt;p&gt;Jellby: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hoola is a Korean rummy game that uses a standard international 52-card deck. Aces are worth 1 point, 2-6 and 8-10 are worth face value, jacks 11 points, queens 12 points and kings 13 points each. Sevens are special cards which are worth 7 points when going out with a &#039;blast&#039; but 14 points when they remain in a player&#039;s hand at the end of the play.&lt;br /&gt;
&lt;br /&gt;
The objective is to form melds. A normal meld is three cards in a set (such as 2-2-2) or a run in the same suit (such as 2-3-4 of spades).  A run can &amp;quot;wrap&amp;quot;, meaning that K-A-2 is valid. You can also play a special meld, which is a 7 on its own. A player can also add cards to an existing meld on the table.&lt;br /&gt;
&lt;br /&gt;
A normal turn consists of:&lt;br /&gt;
&lt;br /&gt;
# drawing one card from the top of the stock pile or discard pile&lt;br /&gt;
# optionally placing one or more melds from hand face up on the table&lt;br /&gt;
# optionally extending melds that are already on the table by adding cards to them to make larger melds&lt;br /&gt;
# discarding one card face up on the discard pile.&lt;br /&gt;
&lt;br /&gt;
Step 1 is compulsory - every turn begins by drawing a card. Step 4 is also compulsory unless the player ends the play by melding all their cards and thereby going out.&lt;br /&gt;
&lt;br /&gt;
There are five ways that the play can end.&lt;br /&gt;
&lt;br /&gt;
; 1. The Blast&lt;br /&gt;
: If at the start of any turn you have not yet melded any cards, and the total value of the seven cards in your hand is 15 points or less or 83 points or more, you may stop the game and win. For this purpose Sevens count 7 points.&lt;br /&gt;
; 2. The Knock (or Stop)&lt;br /&gt;
: If at the start of your turn you have not more than 10 points in your hand then you may stop the game. Everyone immediately shows their cards. If you have the fewest points in hand you win, but if any other player has the same number or fewer than you, you lose. For this purpose sevens count as 14 points. (Note that when a player knocks it is not possible for the knocker or any other player to dispose of any cards by melding. All cards held in the hand at that point are counted.)&lt;br /&gt;
; 3. Going Out&lt;br /&gt;
: If during your turn you meld all your remaining cards, either by making new melds or adding them to melds, or if you meld all but one of your remaining cards and discard your last card, the play ends and you win.&lt;br /&gt;
; 4. Four sevens (the big luck)&lt;br /&gt;
: A player who has four sevens in hand can stop the game and win. Note that the sevens all have to be in the player&#039;s hand - if any sevens have been melded this type of win is not possible. This win can be played as soon as the fourth Seven is acquired - for example immediately after drawing it from the stock. The player does not have to wait until their next turn.&lt;br /&gt;
; 5. End of Stock&lt;br /&gt;
: If a player draws the last card of the stock, that player completes their turn in the normal way. If they do not go out, then after they discard the play ends. No one can meld any further cards. The players show the cards remaining in their hands and count their points (7&#039;s count 14 points). The player with the lowest value of unmelded cards wins.&lt;/div&gt;</summary>
		<author><name>Jellby</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgirafferaffe&amp;diff=22642</id>
		<title>Gamehelpgirafferaffe</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgirafferaffe&amp;diff=22642"/>
		<updated>2024-09-18T07:19:12Z</updated>

		<summary type="html">&lt;p&gt;Jellby: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
Play tricks to Trees, or play Apples to skip your turn, but be careful to not put yourself in a position where you cannot play cards or an Apple&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
Either play one or more cards to a tree as long as your play is higher than what is already there and gain a reward&lt;br /&gt;
&lt;br /&gt;
Or you can play an apple and skip your turn&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
If someone cannot take their turn, they lose!&lt;/div&gt;</summary>
		<author><name>Jellby</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptaiji&amp;diff=22641</id>
		<title>Gamehelptaiji</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptaiji&amp;diff=22641"/>
		<updated>2024-09-18T07:19:00Z</updated>

		<summary type="html">&lt;p&gt;Jellby: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
Have the most pieces in the allotted quantity of groups&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
On your turn, place a piece on an empty pair of spaces, each piece has both your and your opponent&#039;s colour on it&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
The game ends when there are no more possible moves&lt;br /&gt;
&lt;br /&gt;
In the 7x7 grid, the single largest interconnected group of pieces determine the winner&lt;br /&gt;
&lt;br /&gt;
In the 8x8 grid, add together the TWO largest interconnected groups of pieces to determine the winner&lt;br /&gt;
&lt;br /&gt;
In the 9x9 grid, add together the THREE largest interconnected groups of pieces to determine the winner&lt;/div&gt;</summary>
		<author><name>Jellby</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpqo&amp;diff=22640</id>
		<title>Gamehelpqo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpqo&amp;diff=22640"/>
		<updated>2024-09-18T07:18:45Z</updated>

		<summary type="html">&lt;p&gt;Jellby: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
Place pieces whilst trying NOT to form a line from one end to the other, and having more pieces than your opponent with a difference of no more than 7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
On your turn, either Place or Move&lt;br /&gt;
&lt;br /&gt;
If you Place, place a piece on any empty space&lt;br /&gt;
&lt;br /&gt;
If you Move, pay your opponent 2 pieces in order to move any piece already out (yours or your opponent&#039;s) one space, you can move this same piece any number of spaces paying the 2 piece cost for each space moved&lt;br /&gt;
&lt;br /&gt;
After taking your main action, remove any pieces which are now blocked in, these can either be blocked by opposing pieces or the wall&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
If a player forms a line of their pieces from one end to the other, they lose&lt;br /&gt;
&lt;br /&gt;
Otherwise, the game ends when a player runs out of pieces to place, in which case add together the number of both board AND supply pieces and the player with the  most, wins!&lt;br /&gt;
&lt;br /&gt;
However, if the difference in score is 8 or greater, the player with the lower score wins!&lt;/div&gt;</summary>
		<author><name>Jellby</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpsinoda&amp;diff=22639</id>
		<title>Gamehelpsinoda</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpsinoda&amp;diff=22639"/>
		<updated>2024-09-18T07:18:35Z</updated>

		<summary type="html">&lt;p&gt;Jellby: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
Upgrade and Downgrade pieces to enable you to move longer and shorter distances, but be warned that the higher the value of a piece the more it is worth to your opponents!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
On your turn, either Move or Rotate&lt;br /&gt;
&lt;br /&gt;
If you Rotate, change the value of one of your pieces 1 stage up or down, but there is no wrap-around i.e. a 4 cannot become a 1&lt;br /&gt;
&lt;br /&gt;
If you Move, pick one of your pieces and move it a number of non-occupied spaces equal to its value exactly i.e. if you have a 3, it has to move 3 spaces (You may not move through the same space multiple times in one turn)&lt;br /&gt;
&lt;br /&gt;
If a Move ends you on an occupied enemy space, you capture this piece, there is no relevance between your piece&#039;s value and your opponent&#039;s piece&#039;s value&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
There are three ways to end the game:&lt;br /&gt;
&lt;br /&gt;
All players only have 1 piece remaining&lt;br /&gt;
&lt;br /&gt;
One player has no pieces remaining&lt;br /&gt;
&lt;br /&gt;
One player has 6 pieces captured&lt;br /&gt;
&lt;br /&gt;
Regardless of how the end game was triggered, each player adds up the value of all the opponent pieces they have captured, the player with the highest value wins!&lt;br /&gt;
&lt;br /&gt;
If tied, the player with the most pieces still on the board wins!&lt;/div&gt;</summary>
		<author><name>Jellby</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpodin&amp;diff=22638</id>
		<title>Gamehelpodin</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpodin&amp;diff=22638"/>
		<updated>2024-09-18T07:18:24Z</updated>

		<summary type="html">&lt;p&gt;Jellby: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
Combine cards to make whole numbers e.g. 5-2-8 is 852, and play the highest value combos in order to empty your hand the fastest&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
The first player plays 1 card&lt;br /&gt;
&lt;br /&gt;
Following players can play 1 or more cards&lt;br /&gt;
&lt;br /&gt;
The value of the card(s) played must be greater than what is already on the table&lt;br /&gt;
&lt;br /&gt;
Values of multiple cards are combined in such a way to form a whole number of the highest value possible e.g. two cards will form a value in the 10s e.g. 3 and 4 make 43, three cards will form a value in the 100s e.g. 5-2-8 will form 852, and so on&lt;br /&gt;
&lt;br /&gt;
You can play the same quantity of cards as previously played, or exactly 1 more than it, i.e. if there are three cards out, you can play 3 or 4 cards with a higher combined value, but not 5 cards&lt;br /&gt;
&lt;br /&gt;
If you play more than one card, they must all be of the same numeral or same suit e.g. 888 or 5-3-1 of all blue&lt;br /&gt;
&lt;br /&gt;
Once you have played a valid card(s), take one of the cards from the play you just defeated into your hand and discard the rest of the old cards&lt;br /&gt;
&lt;br /&gt;
If you cannot or do not wish to play, you can pass, but you still get a turn when it next comes round to you&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Round End===&lt;br /&gt;
&lt;br /&gt;
If you were the last to change the game state and it comes round to you to play again, you just won the round&lt;br /&gt;
&lt;br /&gt;
The play area is cleared and you may start again with a new single card as first player&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Hand End===&lt;br /&gt;
&lt;br /&gt;
If you start the round, and all cards in your hand are the same suit or value, you can play your whole hand instead of just one card and end the hand&lt;br /&gt;
&lt;br /&gt;
Otherwise, when a player empties their hand the Hand is over&lt;br /&gt;
&lt;br /&gt;
Everyone gains 1 point per card still in their hand when this is triggered - Be mindful that on the BGA adaptation, you lose points instead of gaining them&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
Depending on the length of the game, the game ends when a player reaches or exceeds 10/15/20 points&lt;br /&gt;
&lt;br /&gt;
The player with the fewest points, wins!&lt;/div&gt;</summary>
		<author><name>Jellby</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpeternitium&amp;diff=22637</id>
		<title>Gamehelpeternitium</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpeternitium&amp;diff=22637"/>
		<updated>2024-09-18T07:18:14Z</updated>

		<summary type="html">&lt;p&gt;Jellby: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
Be the first to remove all the cards in your Era deck, but be aware that cards can be added to it during the game&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Setup===&lt;br /&gt;
&lt;br /&gt;
To start, each player in turn order takes a basic card, either one of the visible ones or blind from the deck&lt;br /&gt;
&lt;br /&gt;
If a player takes a visible card, draw a replacement&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
First, take a Portal card unless there are no more remaining&lt;br /&gt;
&lt;br /&gt;
Then play as many cards as you wish one at a time, before discarding the remainder of your hand&lt;br /&gt;
&lt;br /&gt;
If you play an action card, carry out its effect&lt;br /&gt;
&lt;br /&gt;
If you play a Portal card you may discard the next Era card in your stack if the symbols match. If your next Era card is facedown, you can still play a Portal and take a risk of whether it matches or not. If you turn out to be wrong, shuffle your Era deck, then end the playing cards step and for the refill step, you will only draw 4 cards. If you only had 1 Era card remaining and guess incorrectly, you also gain a new Era card.&lt;br /&gt;
&lt;br /&gt;
If you choose to not play any cards on your turn, you may instead pick any number of cards in your current hand to permanently remove, and can keep 1 card for the next round, then during the refill step you draw to 6 cards (However, you cannot remove cards if this would reduce your total cards in hand/deck/discard to below 6)&lt;br /&gt;
&lt;br /&gt;
Regardless of what you do on your play phase, after discarding the remainder of your hand, you can acquire a Basic or an Advanced technology, either the face up ones or the first facedown one of the relevant deck. In addition, you gain 1 Era card of the two visible if you took a Basic, or both Era cards of the 2 visible if you took an Advanced. You are never required to take a new technology in this phase, it is optional&lt;br /&gt;
&lt;br /&gt;
After you have decided whether or not to take a new Technology, draw up to 5 hand cards, (or 4 or 6 as per the previous situations)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
The end is triggered when a player discards all their Era cards, then let the round play out in full, if they are the only one to get rid of their Eras then they win!&lt;br /&gt;
&lt;br /&gt;
If multiple players get rid of all their Era cards in this final round, then Basic cards held are worth 1VP and Advanced cards are worth 2VP, the player with no Era cards and the most points wins!&lt;br /&gt;
&lt;br /&gt;
If still tied, the player with the most Advanced cards wins!&lt;/div&gt;</summary>
		<author><name>Jellby</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpkiriaitheduel&amp;diff=22636</id>
		<title>Gamehelpkiriaitheduel</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpkiriaitheduel&amp;diff=22636"/>
		<updated>2024-09-18T07:18:01Z</updated>

		<summary type="html">&lt;p&gt;Jellby: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
Play cards to move your Samurai and try to deal 2 damage to your opponent, whilst switching between the Heaven and Earth stances to your advantage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
First, each player secretly picks a 1st and 2nd card&lt;br /&gt;
&lt;br /&gt;
Then reveal both 1st cards and resolve them, before revealing both 2nd cards and resolving them&lt;br /&gt;
&lt;br /&gt;
There are two possible stances: Heaven and Earth&lt;br /&gt;
&lt;br /&gt;
Movement cards played during Heaven Stance are resolved first&lt;br /&gt;
&lt;br /&gt;
Movement cards when in Earth Stance are resolved second&lt;br /&gt;
&lt;br /&gt;
A Movement card cannot move one Samurai beyond another, it can still be played but it will at best move the Samurai so they are adjacent instead&lt;br /&gt;
&lt;br /&gt;
Attack and Special cards are resolved last&lt;br /&gt;
&lt;br /&gt;
If two successful attacks are played, they cancel each other out&lt;br /&gt;
&lt;br /&gt;
If only one successful attack is played, it deals damage to the opponent who flips their card to the damaged side&lt;br /&gt;
&lt;br /&gt;
After all cards are resolved, card 1 is returned to the hand, whilst card 2 is put aside. In a following round, the same will happen, but the set aside card will return to the hand when the new card 2 is set aside&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
The game ends when a player takes their 2nd damage, they are defeated and the opponent wins!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cards===&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;
|+Movement&lt;br /&gt;
! style=&amp;quot;background-image: linear-gradient(135deg, #c93e4c, #fff, #4f92a2);&amp;quot; |Approach &lt;br /&gt;
|Move 1 space closer&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-image: linear-gradient(135deg, #c93e4c, #fff, #4f92a2);&amp;quot; |Retreat&lt;br /&gt;
|Move 1 space away&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-image: linear-gradient(135deg, #c93e4c, #fff, #4f92a2);&amp;quot; |Charge&lt;br /&gt;
|Move 2 spaces closer&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-image: linear-gradient(135deg, #c93e4c, #fff, #4f92a2);&amp;quot; |Change Stance&lt;br /&gt;
|Change from Heaven to Earth or Earth to Heaven&lt;br /&gt;
|}&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;
|+Attack&lt;br /&gt;
! style=&amp;quot;background-image: linear-gradient(135deg, #c93e4c, #fff, #4f92a2);&amp;quot; |High Strike &lt;br /&gt;
|Only succeeds in Heaven and if the opponent is at 2 spaces away&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-image: linear-gradient(135deg, #c93e4c, #fff, #4f92a2);&amp;quot; |Low Strike &lt;br /&gt;
|Only succeeds in Earth and if the opponent is at 1 space away&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-image: linear-gradient(135deg, #c93e4c, #fff, #4f92a2);&amp;quot; |Balanced Strike &lt;br /&gt;
|Only succeeds if the opponent is at the same location&lt;br /&gt;
|}&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;
|+Special&lt;br /&gt;
! style=&amp;quot;background-image: linear-gradient(135deg, #e57434, #fff, #e57434);&amp;quot; | Kesa Strike &lt;br /&gt;
|Only succeeds in Heaven and if the opponent is at 0-1 spaces away, then causes you to switch to Earth&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-image: linear-gradient(135deg, #e57434, #fff, #e57434);&amp;quot; |Zan Tetzu Strike &lt;br /&gt;
|Only succeeds in Earth and if the opponent is at 2-3 spaces away, then causes you to switch to Heaven&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-image: linear-gradient(135deg, #e57434, #fff, #e57434);&amp;quot; |Counterattack &lt;br /&gt;
|If the opponent lands a successful attack or special attack, deal them back 1 damage&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Jellby</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpinsidejob&amp;diff=22635</id>
		<title>Gamehelpinsidejob</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpinsidejob&amp;diff=22635"/>
		<updated>2024-09-18T07:17:45Z</updated>

		<summary type="html">&lt;p&gt;Jellby: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
If you are an Insider, try to collect a set amount of Intel without being caught by the other players, if you are an Agent then try to get through a certain number of Tricks with special conditions met&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Core Concepts===&lt;br /&gt;
&lt;br /&gt;
The start player plays a single card as a lead suit&lt;br /&gt;
&lt;br /&gt;
The followers must play to Suit if possible, but otherwise can play any card&lt;br /&gt;
&lt;br /&gt;
The Insider may play any card EVEN if they have a suit card&lt;br /&gt;
&lt;br /&gt;
The player who played the highest value in the lead Suit wins the trick&lt;br /&gt;
&lt;br /&gt;
However, each Mission will determine a Trump suit, if a player plays a Trump then they win instead of the Lead Suit, if multiple play Trump then the highest Trump wins&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
The start player first draws 2 Mission cards privately, selecting one to play and the other to discard in secret&lt;br /&gt;
&lt;br /&gt;
The central area of a Mission dictates what must be done to win the mission, the lower area shows the Trump suit&lt;br /&gt;
&lt;br /&gt;
After the Mission is selected, the start player commences the trick&lt;br /&gt;
&lt;br /&gt;
Whoever wins the trick, gains 1 Intel&lt;br /&gt;
&lt;br /&gt;
If the mission Succeeded, retain it as a completed mission card&lt;br /&gt;
&lt;br /&gt;
If the mission Failed, return it to the box as a failure&lt;br /&gt;
&lt;br /&gt;
Before moving on to a new trick, check whether either side has won&lt;br /&gt;
&lt;br /&gt;
If a player collects enough Intel required for the Insider to win but is NOT the insider, they flip their role card over to show they are an Agent (If playing with it, this also stops that player from using Wagers)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game Ends===&lt;br /&gt;
&lt;br /&gt;
In a 3/4/5 player game&lt;br /&gt;
&lt;br /&gt;
The Agents win if they complete 9/7/6 Missions&lt;br /&gt;
&lt;br /&gt;
The Insider wins if they obtain 6/5/4 Intel&lt;br /&gt;
&lt;br /&gt;
If neither of these occur by the end of the final trick (2/2/1 cards remaining in hand), the group votes on who the Insider is, if they are correct then Agents win, if incorrect then the Insider wins (you cannot vote for yourself, nor can you vote for someone whose role has been revealed via an effect)&lt;br /&gt;
&lt;br /&gt;
If both win conditions occur in the same round, the Insider wins&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wagers and Special Roles and Risky===&lt;br /&gt;
&lt;br /&gt;
Once you feel comfortable, you can introduce Wagers &amp;amp;/or Special Roles &amp;amp;/or Risky&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wagers cannot be taken by the start player or anyone with a revealed role&lt;br /&gt;
&lt;br /&gt;
To Wager, place an Intel token on your played card, this makes it the Trump suit regardless of what it actually is&lt;br /&gt;
&lt;br /&gt;
Whoever wins the trick will gain all Intel Wagered&lt;br /&gt;
&lt;br /&gt;
If there is a tie, because both the real trump card and the Wagered card share the same value, the card which was played later in the round wins&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Special Roles require a 4 or 5 player count&lt;br /&gt;
&lt;br /&gt;
All Special Roles in a given game are known before dealing them secretly&lt;br /&gt;
&lt;br /&gt;
If you use the Professional then you do NOT use the normal Insider&lt;br /&gt;
&lt;br /&gt;
It is generally recommended to only have one or two special roles, the rest being normal Agents/insider&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Risky introduces four Missions which lean towards aiding the Insider and are shuffled into the regular deck&lt;/div&gt;</summary>
		<author><name>Jellby</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpsmallworld&amp;diff=22634</id>
		<title>Gamehelpsmallworld</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpsmallworld&amp;diff=22634"/>
		<updated>2024-09-18T07:17:34Z</updated>

		<summary type="html">&lt;p&gt;Jellby: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
Quickly expand your race across the island whilst destroying your opponents&#039; chance of expansion&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Your First Turn===&lt;br /&gt;
&lt;br /&gt;
For every player, their first turn of the game is slightly different&lt;br /&gt;
&lt;br /&gt;
First, pick a randomly combined race/power. If you pick a combo beyond the first, pay one coin to each you wish to skip, these will then be claimed by someone who does pick it (Every player starts the game with enough coin to buy any available combo)&lt;br /&gt;
&lt;br /&gt;
Once a combo is picked, take a number of race tokens for the race equal to the large numbers on BOTH the race and power tiles&lt;br /&gt;
&lt;br /&gt;
Some races give extra race tokens during the game, but most only give what you get at this point, the race tokens are limited by the supply even if you come across a combo which could exceed this&lt;br /&gt;
&lt;br /&gt;
After choosing your race, make your first Conquest, this must be to a landmass bordering the edge of the map&lt;br /&gt;
&lt;br /&gt;
To conquer a region, you need 2 Race tokens +1 token for each piece present in the space (terrain, tribe, or opponents), all race tokens used to conquer a region stay in that region for now&lt;br /&gt;
&lt;br /&gt;
You can conquer additional regions as long as they are adjacent to a region you already control&lt;br /&gt;
&lt;br /&gt;
If another Race is conquered in this way, the owner takes them into their hand and puts one back into the box, losing it permanently&lt;br /&gt;
&lt;br /&gt;
For the player&#039;s final conquest of the turn, providing they don&#039;t have enough pieces to actually conquer it yet still hold at least 1 token, they may roll the reinforcement Dice to see if they get lucky and gain extra strength to conquer it or not&lt;br /&gt;
&lt;br /&gt;
After which, any opponents holding race tokens conquered this turn can now redeploy them in their owned regions&lt;br /&gt;
&lt;br /&gt;
The active player then can redistribute their race tokens as they wish, providing at least 1 race token remains in all regions they occupy&lt;br /&gt;
&lt;br /&gt;
Finally, the active player gains a coin for each region they occupy (plus bonus coins from certain powers if applicable)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
After every player has taken their first turn, subsequent turns contain two choices for each player&lt;br /&gt;
&lt;br /&gt;
A player can chose to Expand, taking all but 1 race token from regions they own into their hand, and conquering new adjacent regions as per the above rules&lt;br /&gt;
&lt;br /&gt;
A player can chose to Decline, taking all but 1 race token from regions they own and putting it back into the box, then flipping all the single race tokens belonging to them to the Decline side, as well as flipping the race/power tiles to their decline side (This usually means the abilities are no longer active). At the start of their next turn, they pick a new race/power combo like in the first turn by paying to skip any they aren&#039;t interested in. Declined races on regions still count as being owned by that player for scoring purposes. A player can only have one Active and one Decline Race, so the second and subsequent time this option is chosen, the oldest Declined race is fully discarded.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
The game ends after a set number of rounds based on player count&lt;br /&gt;
&lt;br /&gt;
The player with the most coins wins!&lt;br /&gt;
&lt;br /&gt;
If tied, the player with the most race tokens (Active &amp;amp; Declined) out on the board wins!&lt;/div&gt;</summary>
		<author><name>Jellby</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpinori&amp;diff=22633</id>
		<title>Gamehelpinori</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpinori&amp;diff=22633"/>
		<updated>2024-09-18T07:17:23Z</updated>

		<summary type="html">&lt;p&gt;Jellby: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
Collect favour tokens and try to fill all the spaces on the cards, whilst determining which colours will score at game end by allocating them to the Great Tree by the end of 4 rounds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
On your turn, either Offer to a Card or Offer to the Great Tree&lt;br /&gt;
&lt;br /&gt;
In addition, you may optionally play a Rune Tile&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Offer to a Card===&lt;br /&gt;
&lt;br /&gt;
If there is an unoccupied space on a card, displayed on the upper edge, you can place your piece there to take the bonus but you may be required to pay a cost if present&lt;br /&gt;
&lt;br /&gt;
The cost can either be a set colour or it could be of the colour you have a majority of&lt;br /&gt;
&lt;br /&gt;
There are a number of different effects found on the cards&lt;br /&gt;
&lt;br /&gt;
Some give you Favour tokens of a specific colour&lt;br /&gt;
&lt;br /&gt;
Some give you Favour tokens of the colour you have the least of&lt;br /&gt;
&lt;br /&gt;
Some let you draw a Rune Tile&lt;br /&gt;
&lt;br /&gt;
Some will score you a point for each unique colour you currently posses&lt;br /&gt;
&lt;br /&gt;
Some will score you a point for each of a specific colour you hold&lt;br /&gt;
&lt;br /&gt;
Some will score you a point for each token of your majority colour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Offer to the Great Tree===&lt;br /&gt;
&lt;br /&gt;
You can place an offering on any unoccupied space of the Great Tree&lt;br /&gt;
&lt;br /&gt;
At the start of the game, all spaces are free, but as it progresses there may be an associated cost&lt;br /&gt;
&lt;br /&gt;
When you place your piece on a space without a cost, take the effect, then place an unused Alter Tile of your choice next to it, this will then become the cost to use this space later on&lt;br /&gt;
&lt;br /&gt;
The effects are as follows&lt;br /&gt;
&lt;br /&gt;
Take any two Favour tokens&lt;br /&gt;
&lt;br /&gt;
Score 5 points&lt;br /&gt;
&lt;br /&gt;
Take a Rune Tile plus a Favour token matching the Alter Tile colour&lt;br /&gt;
&lt;br /&gt;
Score a point for each token you have which matches the Alter Tile&lt;br /&gt;
&lt;br /&gt;
Block two card spaces with the neutral pieces, then gain a Favour token matching the Alter tile&lt;br /&gt;
&lt;br /&gt;
Gain 3 Favour tokens matching the Alter Tile&lt;br /&gt;
&lt;br /&gt;
Get the two Favour tokens set aside during setup&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Play a Rune Tile===&lt;br /&gt;
&lt;br /&gt;
In addition to playing to either a Card or the Great Tree, you can also play Rune tiles&lt;br /&gt;
&lt;br /&gt;
Some give you Favour tokens of an indicated colour&lt;br /&gt;
&lt;br /&gt;
Some let you move a piece from any other card to an unoccupied space on the card of the matching colour&lt;br /&gt;
&lt;br /&gt;
Some let you move a piece from an indicated card to an unoccupied space on any other card&lt;br /&gt;
&lt;br /&gt;
Some let you play on an occupied space, so long as it isn&#039;t yourself who occupy it already&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===End of Season===&lt;br /&gt;
&lt;br /&gt;
Once everyone has placed all their pieces, the season comes to an end&lt;br /&gt;
&lt;br /&gt;
Check each of the cards to see if they are complete or incomplete, a card is complete if a piece was placed on every space available&lt;br /&gt;
&lt;br /&gt;
For Complete cards, each player present scores a point for each Favour token they hold which matches the card&#039;s colour, then the players retrieve their pieces and the card is replaced with a new one of the colour shown in the top right corner (The same colour as the card itself)&lt;br /&gt;
&lt;br /&gt;
For Incomplete cards, no scoring occurs, all pieces are returned, and the card is replaced with a new one of the colour shown in the lower right corner (this will be different to the current colour). New start cards are an exception: If they are incomplete, players with pieces on them score 1 point per Favour token they have that matches the color in the bottom right of the card.&lt;br /&gt;
&lt;br /&gt;
After which, players gain a new piece from the next season space (in 4 players the first end of season gives no new pieces)&lt;br /&gt;
&lt;br /&gt;
Finally, the player with the fewest points draws 2 Start cards and picks one to use for the new round and then they become the first player&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
The game ends at the end of the 4th Season&lt;br /&gt;
&lt;br /&gt;
For each Great Tree space with an Alter Tile, players score 1st and 2nd place for most Favour tokens of the related colour (If tied for 1st, all get 1st score and no 2nd place, if tied for 2nd all get 2nd score)&lt;br /&gt;
&lt;br /&gt;
The player with the most points, wins!&lt;/div&gt;</summary>
		<author><name>Jellby</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcosmoctopus&amp;diff=22632</id>
		<title>Gamehelpcosmoctopus</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcosmoctopus&amp;diff=22632"/>
		<updated>2024-09-18T07:17:12Z</updated>

		<summary type="html">&lt;p&gt;Jellby: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
Gain 8 Tentacles and summon the Cosmoctopus first!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
On your turn, move the Cosmoctopus, optionally play a card, discard down to 8 cards, then direct the Cosmoctopus towards the next player&lt;br /&gt;
&lt;br /&gt;
First, move the Cosmoctopus orthogonally and gain the bonus of the space it lands on. Additionally, you MAY spend any resource of your choice to move it one space more for each resource spent, only the final landing space will generate rewards though&lt;br /&gt;
&lt;br /&gt;
After which, pick a card from your hand to play if desired, this may result in further cards being played via previous card effects, but usually you can only play 1 card. To play a card you must be able to afford it, most cards show in the top left banner a specific amount of one resource type plus a specific amount of any combination of resources required to pay. You have the option to discard cards from your hand, these then count as resources of the same type, e.g. red cards discard for the red resource.&lt;br /&gt;
&lt;br /&gt;
Make sure you have no more than 8 Cards and 8 of each unique resource at end of turn, discarding the excess&lt;br /&gt;
&lt;br /&gt;
If at any point you are unlucky enough to have 13 of a resource, discard them all and gain two Tentacles along with the matching Forbidden Knowledge of that resource&lt;br /&gt;
&lt;br /&gt;
When you gain your first Tentacle, you can take a First Contact card of your choosing from those still available&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cards===&lt;br /&gt;
&lt;br /&gt;
Scriptures (Black) - These give you a permanent resource to continuously use, however they cannot be used for the Wild cost unless it is a Permanent Wild resource. If the Scripture has the Submerge icon, discard Scriptures (Black) &amp;amp; Relics (Yellow) from the Market and move the Cosmoctopus once for each card discarded this way, resolve the effect of EACH space entered in this way.&lt;br /&gt;
&lt;br /&gt;
Relics (Yellow) - These give you a permanent ability going forward, also if it contains the Devotee symbol then once only you draw a card from the Devotee deck&lt;br /&gt;
&lt;br /&gt;
Hallucinations (Red) - These give one off effects then are discarded, if the purple lightning bolt is shown you can play a second card if you can afford to&lt;br /&gt;
&lt;br /&gt;
Constellations (Green) - These do nothing when played, and have no ongoing effect, instead when you gain resources rather than taking them into your supply you can choose to add to an active Constellation. You always start from the top left, then follow the arrows to see what resource the Constellation desires next. Once all spaces are filled, the effect resolves and the resources and the card are discarded. Note: You have to fill it at the moment resources are gained, resources already in your supply CANNOT be used to complete a Constellation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
The game ends as soon as a player has 8 Tentacles, they win!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Private Investigator (Co-Op Mode)===&lt;br /&gt;
&lt;br /&gt;
The PI can be used to turn this into a co-operative game&lt;br /&gt;
&lt;br /&gt;
The players are trying to ALL gain 8 Tentacles before the PI&lt;br /&gt;
&lt;br /&gt;
Each PI card that can be used will occupy but not block a certain type of resource space&lt;br /&gt;
&lt;br /&gt;
If you move onto an Investigated space, the PI also gains the depicted resource&lt;br /&gt;
&lt;br /&gt;
If you move through an Investigated space to finish your turn on a different location, the PI does NOT gain anything&lt;br /&gt;
&lt;br /&gt;
The PI also has special effects when they gain a Tentacle, gain a Forbidden Knowledge, and they reveal a permanent effect when they gain their 5th Tentacle&lt;br /&gt;
&lt;br /&gt;
In addition to gaining resources for the above reasons, the PI also has their own turn which is taken at the end of all player turns&lt;br /&gt;
&lt;br /&gt;
During this turn, the PI gains a resource matching each card in the card display&lt;br /&gt;
&lt;br /&gt;
If the PI now has at least 13 of one resource, and the Forbidden Knowledge has not been claimed by a player, the PI takes it for themself (which triggers a special effect on their card) and they gain 2 Tentacles then discard the 13 resources&lt;br /&gt;
&lt;br /&gt;
After the previous check, if the PI has 8 of one resource and the associated Forbidden Knowledge has already been claimed, they gain 1 Tentacle (which triggers a special effect on their card)&lt;br /&gt;
&lt;br /&gt;
If the PI gained at least 1 Tentacle by either of the previous means, discard the PI card then draw a fresh one, relocating the Magnifying Glasses if applicable&lt;br /&gt;
&lt;br /&gt;
The PI will win if they gain 8 Tentacles before all the players do, which results in a Loss for you&lt;/div&gt;</summary>
		<author><name>Jellby</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpofknightsandninjas&amp;diff=22181</id>
		<title>Gamehelpofknightsandninjas</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpofknightsandninjas&amp;diff=22181"/>
		<updated>2024-08-14T08:43:08Z</updated>

		<summary type="html">&lt;p&gt;Jellby: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
Hold a certain number of gems to win&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
On your turn, either Fortify, Attack, or take a Special Action&lt;br /&gt;
&lt;br /&gt;
If you Fortify, play as many Fortify cards as you wish, these act as defenses against opponent attacks in various ways&lt;br /&gt;
&lt;br /&gt;
If you Attack, pick a single opponent and play as many Attack cards as you wish until gems have been stolen or you stop playing attack cards&lt;br /&gt;
&lt;br /&gt;
If you take a Special action, you can play a single Special card to resolve, these cannot be responded to&lt;br /&gt;
&lt;br /&gt;
If you choose not to or are unable to play any card, you must discard a card instead&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Outside your turn, if you are Attacked, you can choose to play Respond cards in the hopes of repelling the attack&lt;br /&gt;
&lt;br /&gt;
Having no gems grants NO negative effects, if anything it will let you rebuild whilst your opponents are busy attacking one another&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
To start, when a player gains their 10th Gem, they win!&lt;br /&gt;
&lt;br /&gt;
However, as the deck depletes, and gets reshuffled, this requirement is reduced by 1 for each reshuffle, i.e. on the first reshuffle the requirement becomes 9, on the 2nd it becomes 8 and so forth&lt;br /&gt;
&lt;br /&gt;
There are no passive wins, if after a shuffle you have the required gems, you MUST still gain 1 gem, or lose 1 gem and gain one back, in order to win!&lt;/div&gt;</summary>
		<author><name>Jellby</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpratjack&amp;diff=22180</id>
		<title>Gamehelpratjack</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpratjack&amp;diff=22180"/>
		<updated>2024-08-14T08:42:53Z</updated>

		<summary type="html">&lt;p&gt;Jellby: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
Play cards to manipulate your and your opponents&#039; displays, but careful not to exceed 25 in card and token values&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
First, draw a card either from the deck or the discard&lt;br /&gt;
&lt;br /&gt;
Then with the cards now in hand, you can either play a card or discard a card&lt;br /&gt;
&lt;br /&gt;
If you play a card, it can either be played face up or face down&lt;br /&gt;
&lt;br /&gt;
If you want to play a card face up, you have to be able to fully resolve it, otherwise it cannot be played this way&lt;br /&gt;
&lt;br /&gt;
If you play a card face down, its effect is ignored and so is its value, but you can always check your facedown cards&lt;br /&gt;
&lt;br /&gt;
If you have exceeded 25 in faceup cards and tokens, you self-eliminate&lt;br /&gt;
&lt;br /&gt;
If you play an effect which causes another player to exceed 25 in faceup cards and tokens, you eliminate them and score 1VP&lt;br /&gt;
&lt;br /&gt;
If you meet exactly 25, you end the round and score 1VP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Round End===&lt;br /&gt;
&lt;br /&gt;
The round can end in a number of ways&lt;br /&gt;
&lt;br /&gt;
If a player has a value of 25 in their display, they gain 1VP&lt;br /&gt;
&lt;br /&gt;
If all but one player have been eliminated, the remaining player gains 1VP&lt;br /&gt;
&lt;br /&gt;
If the deck is depleted, the player with the highest value below 25 gains 1VP&lt;br /&gt;
&lt;br /&gt;
A new round commences with the player who most recently gained a VP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
The game ends immediately when a player gains their 3rd VP, they win!&lt;/div&gt;</summary>
		<author><name>Jellby</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcastlecombo&amp;diff=22179</id>
		<title>Gamehelpcastlecombo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcastlecombo&amp;diff=22179"/>
		<updated>2024-08-14T08:42:42Z</updated>

		<summary type="html">&lt;p&gt;Jellby: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
Have the most points at the end of 9 rounds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
First, you MAY spend one key to either move the Messenger to the other row OR discard the row the Messenger is on and refill it&lt;br /&gt;
&lt;br /&gt;
After which, you have to buy a card in the row the Messenger is on, the cost is at the top left of the card. You may have ways to discount this cost, but never below 0. If you cannot buy a card, take any available but flip it face down and its features are no longer applicable, but you gain 6 coin and 2 Keys.&lt;br /&gt;
&lt;br /&gt;
Regardless of whether the card you gained is faceup or facedown, place it into your grid orthogonally adjacent to an existing card whilst making sure not to go beyond the 3x3 boundaries.&lt;br /&gt;
&lt;br /&gt;
After placement, carry out the card&#039;s ability. This may effect you, all opponent&#039;s, or a neighbour of your choice.&lt;br /&gt;
&lt;br /&gt;
The card may also instruct you to move the Messenger to a particular row&lt;br /&gt;
&lt;br /&gt;
After which, refill any row with less than 3 cards&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
The Game ends after the 9th round, in which all players will have a 3x3 grid&lt;br /&gt;
&lt;br /&gt;
Any leftover gold can be assigned to Purses on cards up to the capacity of that Purse&lt;br /&gt;
&lt;br /&gt;
Cards score based on their particular requirements&lt;br /&gt;
&lt;br /&gt;
Facedown cards don&#039;t score anything&lt;br /&gt;
&lt;br /&gt;
Leftover Keys are worth 1VP each&lt;br /&gt;
&lt;br /&gt;
Gold not assigned to a Purse does not score anything&lt;br /&gt;
&lt;br /&gt;
The player with the most points, wins!&lt;br /&gt;
&lt;br /&gt;
If tied, the player with the most Gold not in a Purse, wins!&lt;/div&gt;</summary>
		<author><name>Jellby</name></author>
	</entry>
</feed>