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	<updated>2026-10-06T09:06:04Z</updated>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelplorenzo&amp;diff=27958</id>
		<title>Gamehelplorenzo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelplorenzo&amp;diff=27958"/>
		<updated>2026-01-06T02:47:58Z</updated>

		<summary type="html">&lt;p&gt;Jervisjames: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&amp;lt;u&amp;gt;Core Concepts:&amp;lt;/u&amp;gt;&#039;&#039;&#039;       &lt;br /&gt;
&lt;br /&gt;
You have four workers - three of your color, associated with a die, and one neutral worker of value zero. Three shared dice are rolled at the beginning of each round, which will establish the value of &#039;&#039;everyone&#039;s&#039;&#039; colored workers. For example, if the black die shows a 4, every player&#039;s worker with the black die sticker on it is of value 4 for the round.       &lt;br /&gt;
&lt;br /&gt;
Each turn you will put one worker on the board, and the worker must meet or exceed the die value on the worker space. All spaces are exclusive (hold only one worker) except for the Palace (top right of main board) and, in 3 or 4 player games, the Harvest and Produce actions.       &lt;br /&gt;
&lt;br /&gt;
Each worker space displays a die requirement which your worker must meet by equaling or exceeding the printed die value. The strength of your worker will be the die value of it&#039;s assigned die (or zero for your neutral worker), plus any servants (purple figures) you spend, plus any passive bonuses you&#039;ve earned.       &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Actions:&amp;lt;/u&amp;gt;&#039;&#039;&#039;       &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Take a card&#039;&#039;&#039;       &lt;br /&gt;
&lt;br /&gt;
Much of the board, and of the game, revolves around buying cards. There are four colored towers which comprise the card market each round. To purchase a card:       &lt;br /&gt;
&lt;br /&gt;
* Place a worker with sufficient strength onto the worker space adjacent to the card&lt;br /&gt;
* If you are the first worker in the tower, this is free. Any subsequent workers must pay 3 coins to enter the tower (always 3, it does not increase with each worker).&lt;br /&gt;
* Note: You can only have one of your colored workers in each tower. If you want to visit the same tower twice in a round, one of those workers will have to be your neutral, value 0 worker, inflated by bonuses or servants to meet the die requirement. &lt;br /&gt;
* Then take the benefit printed on the action space, if utilizing one of the upper spaces on the board.&lt;br /&gt;
&lt;br /&gt;
Then, pay the cost of the card you are acquiring.&lt;br /&gt;
&lt;br /&gt;
* Green cards have a military &#039;&#039;requirement&#039;&#039; (not cost) printed on your personal board. Green cards are placed left to right on the row of trees on your player board, and you must meet the printed requirement on the space the card will occupy.&lt;br /&gt;
* All other cards have a printed cost in the upper left.&lt;br /&gt;
* Note that purple cards sometimes have military costs - these will have a &#039;&#039;requirement&#039;&#039; (black), and your military must be at least this high, and a &#039;&#039;cost&#039;&#039; (red), which will be deducted from your military after purchase.&lt;br /&gt;
&lt;br /&gt;
Then you take the card.&lt;br /&gt;
&lt;br /&gt;
* Yellow cards go in the top row of your player board (walls and doors), left to right&lt;br /&gt;
* Green cards go in the bottom row of your player board (trees), left to right&lt;br /&gt;
* Blue and purple cards go to the right of your player board&lt;br /&gt;
&lt;br /&gt;
Take the immediate benefit:&lt;br /&gt;
&lt;br /&gt;
* Many cards have an immediate benefit in the center of the card, next to a lightning symbol. This happens immediately and once only on purchase.&lt;br /&gt;
&lt;br /&gt;
The bottom of each card will generally have an ongoing benefit as well&lt;br /&gt;
&lt;br /&gt;
* Yellow and Green cards will activate their ongoing benefits with the Produce or Harvest actions, respectively, described below.&lt;br /&gt;
* Blue cards have a passive bonus which applies to the rest of the game, usually whenever a given trigger is satisfied (e.g., buying a green card).&lt;br /&gt;
* Purple cards have end-of-game point values.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Produce (gear) and Harvest (hatchet)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These are the next most important actions. On the right main board there are two action spaces with a requirement of 1, one with a gear and one with a hatchet. Placing a worker on the gear space will activate all your yellow cards, while placing a worker on the hatchet will activate all your green cards.&lt;br /&gt;
&lt;br /&gt;
Note that the space has a requirement of 1, so any worker (or neutral + servant) can be placed here. However, each green or yellow card will have an individual requirement (bottom left) as well, and individual cards will only trigger if the worker placed meets the strength requirement for that specific card.&lt;br /&gt;
&lt;br /&gt;
Which is to say, you can take these actions with a strength 2 worker, but most of your cards will not fire. If you place a worker of strength 6, you are guaranteed to activate all your cards.&lt;br /&gt;
&lt;br /&gt;
Important note: All cards are considered to activate simultaneously. This is critical for yellow cards which generally have a &amp;quot;pay cost&amp;quot; &amp;gt; &amp;quot;receive benefit&amp;quot; format. All costs must be paid with resources you own prior to taking the action. Which is to say, you cannot take the benefit received from one card and use it to pay the cost of the other. All costs for all cards must be paid (as able or as you choose), and only then will any resources be received.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Market&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The market spaces are bottom right corner of the main board. These are self explanatory - place a worker, take the resources.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Palace&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The top right has a large box that can hold any number of workers. Place a worker, take 1 coin, and then take any one benefit printed on the scroll below the space.&lt;br /&gt;
&lt;br /&gt;
This box also determines play order for the next round. The first player to use the Palace will go first in the next round, the second will go second, and so forth.&lt;br /&gt;
&lt;br /&gt;
If multiple players do not use the Palace, they will follow the players who used the Palace in the next round. They remain in the same order as they were in the current round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes on the Military Track&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The military track serves a few purposes.  &lt;br /&gt;
&lt;br /&gt;
#Higher military allows you to take more and more green cards to strengthen your Harvest action.&lt;br /&gt;
#Higher military allows you to take, and pay for, better purple cards.&lt;br /&gt;
#At end of game, whoever has the most military scores 5 points. Second place scores 2 points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes on the Faith Track&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are 6 rounds in the game. At the end of rounds 2, 4, and 6, the Pope swings through town and sees if you&#039;re all good with the Church. You need 3/4/5 faith points to pass muster in the 2nd / 4th / 6th rounds, respectively. There are two outcomes:&lt;br /&gt;
&lt;br /&gt;
# If you can&#039;t, &#039;&#039;or choose not to,&#039;&#039; pay the round&#039;s cost in faith points, you will suffer excommunication. Keep your faith marker where it is, but put a marker on the appropriate excommunication tile. You will suffer this passive penalty for the rest of the game.&lt;br /&gt;
#If you have sufficient faith and so choose, score points according to your place on the Piety track, and then pay ALL your faith (reset to zero). You do not get excommunicated.&lt;br /&gt;
At the end of the game (round 6), ALL players will score points based on their location on the piety track, even if less than 5. Then those who were below 5 suffer the penalty.&lt;br /&gt;
&lt;br /&gt;
Quick strategy note - unlike Grand Austria Hotel, the cost of keeping the Pope happy is quite high and the penalties are generally manageable. As a new player, you should plan to accept excommunication and it&#039;s penalty at least once during the game, if not more. Don&#039;t go all in on all three Vatican checkups unless your tableau specifically steers you that way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;End Game&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You will score points. This section just a draft.&lt;br /&gt;
&lt;br /&gt;
* Points earned during game (purchasing cards, produce/harvest bonuses, earned from piety track)&lt;br /&gt;
* Points based on farthest right green card on your board&lt;br /&gt;
* Points from all purple cards&lt;br /&gt;
* Points for having the most / second most military&lt;br /&gt;
* Anything else?&lt;br /&gt;
Points from bottom of your personal board:&lt;br /&gt;
blue cards and &lt;br /&gt;
add all remaining resources, gain 1 VP for every 5 resources.&lt;/div&gt;</summary>
		<author><name>Jervisjames</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelplorenzo&amp;diff=27877</id>
		<title>Gamehelplorenzo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelplorenzo&amp;diff=27877"/>
		<updated>2025-12-28T08:09:58Z</updated>

		<summary type="html">&lt;p&gt;Jervisjames: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&amp;lt;u&amp;gt;Core Concepts:&amp;lt;/u&amp;gt;&#039;&#039;&#039;       &lt;br /&gt;
&lt;br /&gt;
You have four workers - three of your color, associated with a die, and one neutral worker of value zero. Three shared dice are rolled at the beginning of each round, which will establish the value of &#039;&#039;everyone&#039;s&#039;&#039; colored workers. For example, if the black die shows a 4, every player&#039;s worker with the black die sticker on it is of value 4 for the round.       &lt;br /&gt;
&lt;br /&gt;
Each turn you will put one worker on the board, and the worker must meet or exceed the die value on the worker space. All spaces are exclusive (hold only one worker) except for the Palace (top right of main board) and, in 3 or 4 player games, the Harvest and Produce actions.       &lt;br /&gt;
&lt;br /&gt;
Each worker space displays a die requirement which your worker must meet by equaling or exceeding the printed die value. The strength of your worker will be the die value of it&#039;s assigned die (or zero for your neutral worker), plus any servants (purple figures) you spend, plus any passive bonuses you&#039;ve earned.       &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Actions:&amp;lt;/u&amp;gt;&#039;&#039;&#039;       &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Take a card&#039;&#039;&#039;       &lt;br /&gt;
&lt;br /&gt;
Much of the board, and of the game, revolves around buying cards. There are four colored towers which comprise the card market each round. To purchase a card:       &lt;br /&gt;
&lt;br /&gt;
* Place a worker with sufficient strength onto the worker space adjacent to the card&lt;br /&gt;
* If you are the first worker in the tower, this is free. Any subsequent workers must pay 3 coins to enter the tower (always 3, it does not increase with each worker).&lt;br /&gt;
* Note: You can only have one of your colored workers in each tower. If you want to visit the same tower twice in a round, one of those workers will have to be your neutral, value 0 worker, inflated by bonuses or servants to meet the die requirement. &lt;br /&gt;
* Then take the benefit printed on the action space, if utilizing one of the upper spaces on the board.&lt;br /&gt;
&lt;br /&gt;
Then, pay the cost of the card you are acquiring.&lt;br /&gt;
&lt;br /&gt;
* Green cards have a military &#039;&#039;requirement&#039;&#039; (not cost) printed on your personal board. Green cards are placed left to right on the row of trees on your player board, and you must meet the printed requirement on the space the card will occupy.&lt;br /&gt;
* All other cards have a printed cost in the upper left.&lt;br /&gt;
* Note that purple cards sometimes have military costs - these will have a &#039;&#039;requirement&#039;&#039; (black), and your military must be at least this high, and a &#039;&#039;cost&#039;&#039; (red), which will be deducted from your military after purchase.&lt;br /&gt;
&lt;br /&gt;
Then you take the card.&lt;br /&gt;
&lt;br /&gt;
* Yellow cards go in the top row of your player board (walls and doors), left to right&lt;br /&gt;
* Green cards go in the bottom row of your player board (trees), left to right&lt;br /&gt;
* Blue and purple cards go to the right of your player board&lt;br /&gt;
&lt;br /&gt;
Take the immediate benefit:&lt;br /&gt;
&lt;br /&gt;
* Many cards have an immediate benefit in the center of the card, next to a lightning symbol. This happens immediately and once only on purchase.&lt;br /&gt;
&lt;br /&gt;
The bottom of each card will generally have an ongoing benefit as well&lt;br /&gt;
&lt;br /&gt;
* Yellow and Green cards will activate their ongoing benefits with the Produce or Harvest actions, respectively, described below.&lt;br /&gt;
* Blue cards have a passive bonus which applies to the rest of the game, usually whenever a given trigger is satisfied (e.g., buying a green card).&lt;br /&gt;
* Purple cards have end-of-game point values.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Produce (gear) and Harvest (hatchet)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These are the next most important actions. On the right main board there are two action spaces with a requirement of 1, one with a gear and one with a hatchet. Placing a worker on the gear space will activate all your yellow cards, while placing a worker on the hatchet will activate all your green cards.&lt;br /&gt;
&lt;br /&gt;
Note that the space has a requirement of 1, so any worker (or neutral + servant) can be placed here. However, each green or yellow card will have an individual requirement (bottom left) as well, and individual cards will only trigger if the worker placed meets the strength requirement for that specific card.&lt;br /&gt;
&lt;br /&gt;
Which is to say, you can take these actions with a strength 2 worker, but most of your cards will not fire. If you place a worker of strength 6, you are guaranteed to activate all your cards.&lt;br /&gt;
&lt;br /&gt;
Important note: All cards are considered to activate simultaneously. This is critical for yellow cards which generally have a &amp;quot;pay cost&amp;quot; &amp;gt; &amp;quot;receive benefit&amp;quot; format. All costs must be paid with resources you own prior to taking the action. Which is to say, you cannot take the benefit received from one card and use it to pay the cost of the other. All costs for all cards must be paid (as able or as you choose), and only then will any resources be received.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Market&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The market spaces are bottom right corner of the main board. These are self explanatory - place a worker, take the resources.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Palace&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The top right has a large box that can hold any number of workers. Place a worker, take 1 coin, and then take any one benefit printed on the scroll below the space.&lt;br /&gt;
&lt;br /&gt;
This box also determines play order for the next round. The first player to use the Palace will go first in the next round, the second will go second, and so forth.&lt;br /&gt;
&lt;br /&gt;
FOR REVIEW: What if you don&#039;t use the palace at all? Is there a default rotation? And obviously players who use the palace will move to the top, but if what happens to the rest - do they stay in the same order or do they reverse?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes on the Military Track&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The military track serves a few purposes.  &lt;br /&gt;
&lt;br /&gt;
#Higher military allows you to take more and more green cards to strengthen your Harvest action.&lt;br /&gt;
#Higher military allows you to take, and pay for, better purple cards.&lt;br /&gt;
#At end of game, whoever has the most military scores 5 points. Second place scores 2 points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes on the Faith Track&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are 6 rounds in the game. At the end of rounds 2, 4, and 6, the Pope swings through town and sees if you&#039;re all good with the Church. You need 3/4/5 faith points to pass muster in the 2nd / 4th / 6th rounds, respectively. There are two outcomes:&lt;br /&gt;
&lt;br /&gt;
# If you can&#039;t, &#039;&#039;or choose not to,&#039;&#039; pay the round&#039;s cost in faith points, you will suffer excommunication. Keep your faith marker where it is, but put a marker on the appropriate excommunication tile. You will suffer this passive penalty for the rest of the game.&lt;br /&gt;
#If you have sufficient faith and so choose, score points according to your place on the Piety track, and then pay ALL your faith (reset to zero). You do not get excommunicated.&lt;br /&gt;
At the end of the game (round 6), ALL players will score points based on their location on the piety track, even if less than 5. Then those who were below 5 suffer the penalty.&lt;br /&gt;
&lt;br /&gt;
Quick strategy note - unlike Grand Austria Hotel, the cost of keeping the Pope happy is quite high and the penalties are generally manageable. As a new player, you should plan to accept excommunication and it&#039;s penalty at least once during the game, if not more. Don&#039;t go all in on all three Vatican checkups unless your tableau specifically steers you that way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;End Game&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You will score points. This section just a draft.&lt;br /&gt;
&lt;br /&gt;
* Points earned during game (purchasing cards, produce/harvest bonuses, earned from piety track)&lt;br /&gt;
* Points based on farthest right green card on your board&lt;br /&gt;
* Points from all purple cards&lt;br /&gt;
* Points for having the most / second most military&lt;br /&gt;
* Anything else?&lt;br /&gt;
Points from bottom of your personal board:&lt;br /&gt;
blue cards and &lt;br /&gt;
add all remaining resources, gain 1 VP for every 5 resources.&lt;/div&gt;</summary>
		<author><name>Jervisjames</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelplorenzo&amp;diff=27876</id>
		<title>Gamehelplorenzo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelplorenzo&amp;diff=27876"/>
		<updated>2025-12-28T08:07:49Z</updated>

		<summary type="html">&lt;p&gt;Jervisjames: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&amp;lt;u&amp;gt;Core Concepts:&amp;lt;/u&amp;gt;&#039;&#039;&#039;       &lt;br /&gt;
&lt;br /&gt;
You have four workers - three of your color, associated with a die, and one neutral worker of value zero. Three shared dice are rolled at the beginning of each round, which will establish the value of &#039;&#039;everyone&#039;s&#039;&#039; colored workers. For example, if the black die shows a 4, every player&#039;s worker with the black die sticker on it is of value 4 for the round.       &lt;br /&gt;
&lt;br /&gt;
Each turn you will put one worker on the board, and the worker must meet or exceed the die value on the worker space. All spaces are exclusive (hold only one worker) except for the Palace (top right of main board) and, in 3 or 4 player games, the Harvest and Produce actions.       &lt;br /&gt;
&lt;br /&gt;
Each worker space displays a die requirement which your worker must meet by equaling or exceeding the printed die value. The strength of your worker will be the die value of it&#039;s assigned die (or zero for your neutral worker), plus any servants (purple figures) you spend, plus any passive bonuses you&#039;ve earned.       &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Actions:&amp;lt;/u&amp;gt;&#039;&#039;&#039;       &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Take a card&#039;&#039;&#039;       &lt;br /&gt;
&lt;br /&gt;
Much of the board, and of the game, revolves around buying cards. There are four colored towers which comprise the card market each round. To purchase a card:       &lt;br /&gt;
&lt;br /&gt;
* Place a worker with sufficient strength onto the worker space adjacent to the card&lt;br /&gt;
* If you are the first worker in the tower, this is free. Any subsequent workers must pay 3 coins to enter the tower (always 3, it does not increase with each worker).&lt;br /&gt;
* Note: You can only have one of your colored workers in each tower. If you want to visit the same tower twice in a round, one of those workers will have to be your neutral, value 0 worker, inflated by bonuses or servants to meet the die requirement. &lt;br /&gt;
* Then take the benefit printed on the action space, if utilizing one of the upper spaces on the board.&lt;br /&gt;
&lt;br /&gt;
Then, pay the cost of the card you are acquiring.&lt;br /&gt;
&lt;br /&gt;
* Green cards have a military &#039;&#039;requirement&#039;&#039; (not cost) printed on your personal board. Green cards are placed left to right on the row of trees on your player board, and you must meet the printed requirement on the space the card will occupy.&lt;br /&gt;
* All other cards have a printed cost in the upper left.&lt;br /&gt;
* Note that purple cards sometimes have military costs - these will have a &#039;&#039;requirement&#039;&#039; (black), and your military must be at least this high, and a &#039;&#039;cost&#039;&#039; (red), which will be deducted from your military after purchase.&lt;br /&gt;
&lt;br /&gt;
Then you take the card.&lt;br /&gt;
&lt;br /&gt;
* Yellow cards go in the top row of your player board (walls and doors), left to right&lt;br /&gt;
* Green cards go in the bottom row of your player board (trees), left to right&lt;br /&gt;
* Blue and purple cards go to the right of your player board&lt;br /&gt;
&lt;br /&gt;
Take the immediate benefit:&lt;br /&gt;
&lt;br /&gt;
* Many cards have an immediate benefit in the center of the card, next to a lightning symbol. This happens immediately and once only on purchase.&lt;br /&gt;
&lt;br /&gt;
The bottom of each card will generally have an ongoing benefit as well&lt;br /&gt;
&lt;br /&gt;
* Yellow and Green cards will activate their ongoing benefits with the Produce or Harvest actions, respectively, described below.&lt;br /&gt;
* Blue cards have a passive bonus which applies to the rest of the game, usually whenever a given trigger is satisfied (e.g., buying a green card).&lt;br /&gt;
* Purple cards have end-of-game point values.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Produce (gear) and Harvest (hatchet)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These are the next most important actions. On the right main board there are two action spaces with a requirement of 1, one with a gear and one with a hatchet. Placing a worker on the gear space will activate all your yellow cards, while placing a worker on the hatchet will activate all your green cards.&lt;br /&gt;
&lt;br /&gt;
Note that the space has a requirement of 1, so any worker (or neutral + servant) can be placed here. However, each green or yellow card will have an individual requirement (bottom left) as well, and individual cards will only trigger if the worker placed meets the strength requirement for that specific card.&lt;br /&gt;
&lt;br /&gt;
Which is to say, you can take these actions with a strength 2 worker, but most of your cards will not fire. If you place a worker of strength 6, you are guaranteed to activate all your cards.&lt;br /&gt;
&lt;br /&gt;
Important note: All cards are considered to activate simultaneously. This is critical for yellow cards which generally have a &amp;quot;pay cost&amp;quot; &amp;gt; &amp;quot;receive benefit&amp;quot; format. All costs must be paid with resources you own prior to taking the action. Which is to say, you cannot take the benefit received from one card and use it to pay the cost of the other. All costs for all cards must be paid (as able or as you choose), and only then will any resources be received.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Market&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The market spaces are bottom right corner of the main board. These are self explanatory - place a worker, take the resources.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Palace&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The top right has a large box that can hold any number of workers. Place a worker, take 1 coin, and then take any one benefit printed on the scroll below the space.&lt;br /&gt;
&lt;br /&gt;
This box also determines play order for the next round. The first player to use the Palace will go first in the next round, the second will go second, and so forth.&lt;br /&gt;
&lt;br /&gt;
FOR REVIEW: What if you don&#039;t use the palace at all? Is there a default rotation? And obviously players who use the palace will move to the top, but if what happens to the rest - do they stay in the same order or do they reverse?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes on the Military Track&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The military track serves a few purposes.  &lt;br /&gt;
&lt;br /&gt;
#Higher military allows you to take more and more green cards to strengthen your Harvest action.&lt;br /&gt;
#Higher military allows you to take, and pay for, better purple cards.&lt;br /&gt;
#At end of game, whoever has the most military scores 5 points. Second place scores 2 points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes on the Faith Track&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are 6 rounds in the game. At the end of rounds 2, 4, and 6, the Pope swings through town and sees if you&#039;re all good with the Church. You need 3/4/5 faith points to pass muster in the 2nd / 4th / 6th rounds, respectively. There are two outcomes:&lt;br /&gt;
&lt;br /&gt;
# If you can&#039;t, &#039;&#039;or choose not to,&#039;&#039; pay the round&#039;s cost in faith points, you will suffer excommunication. Keep your faith marker where it is, but put a marker on the appropriate excommunication tile. You will suffer this passive penalty for the rest of the game.&lt;br /&gt;
#If you have sufficient faith and so choose, score points according to your place on the Piety track, and then pay ALL your faith (reset to zero). You do not get excommunicated.&lt;br /&gt;
At the end of the game (round 6), ALL players will score points based on their location on the piety track, even if less than 5. Then those who were below 5 suffer the penalty.&lt;br /&gt;
&lt;br /&gt;
Quick strategy note - unlike Grand Austria Hotel, the cost of keeping the Pope happy is quite high and the penalties are generally manageable. As a new player, you should plan to accept excommunication and it&#039;s penalty at least once during the game, if not more. Don&#039;t go all in on all three Vatican checkups unless your tableau specifically steers you that way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;End Game&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You will score points. This section just a draft.&lt;br /&gt;
&lt;br /&gt;
* Points earned during game (purchasing cards, produce/harvest bonuses, earned from piety track)&lt;br /&gt;
* Points based on farthest right green card on your board&lt;br /&gt;
* Points from all purple cards&lt;br /&gt;
* Points for having the most / second most military&lt;br /&gt;
* Anything else?&lt;br /&gt;
Points from bottom of your personal board:&lt;br /&gt;
blue cards&lt;br /&gt;
add all remaining resources, gain 1 VP for every 5 resources.&lt;/div&gt;</summary>
		<author><name>Jervisjames</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpquetzal&amp;diff=27123</id>
		<title>Gamehelpquetzal</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpquetzal&amp;diff=27123"/>
		<updated>2025-10-31T04:49:05Z</updated>

		<summary type="html">&lt;p&gt;Jervisjames: /* 4 Black Market */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
Lead your group of adventurers and archeologists to the ruins of an ancient civilisation, collect the precious artefacts they left behind and deliver them to your eager patron.&lt;br /&gt;
&lt;br /&gt;
At the end of the 5th round, whoever has the most points is the winner.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
The game lasts for 5 rounds.&lt;br /&gt;
&lt;br /&gt;
At the beginning of each round, you&#039;ll roll your meeples, to determine who will be part of your team this round. Then, in turn order, players will place a group of meeple on an available spot on the board. Once every meeple as been placed, the board spots are resolved.&lt;br /&gt;
&lt;br /&gt;
=== Rolling the meeples ===&lt;br /&gt;
At the beginning of each rounds, your meeples are rolled as if they were dice. The job that they will represent is determined by the face they land on:&lt;br /&gt;
&lt;br /&gt;
- black side means this meeple is now considered an adventurer&lt;br /&gt;
&lt;br /&gt;
- white side means this meeple is now an archeologist&lt;br /&gt;
&lt;br /&gt;
- on the side or standing means this meeple is considered wild and could be used as either adventurer or archeologist&lt;br /&gt;
&lt;br /&gt;
In addition to basic meeples, you also have a Character meeple. This meeple is rolled with the others, but is always considered wild.&lt;br /&gt;
&lt;br /&gt;
For any meeple that ends up standing, you receive 1 coin.&lt;br /&gt;
&lt;br /&gt;
=== Placing the meeples ===&lt;br /&gt;
In turn order, players will choose one location on the board and send one or several meeples to that spot. This goes on until everyone has placed all their meeples.&lt;br /&gt;
&lt;br /&gt;
Locations all have a banner showing what meeples can be sent there, what the benefit is and what&#039;s the activation turn order:&lt;br /&gt;
&lt;br /&gt;
- locations usually accept only one type of meeple, either adventurers or archeologists: a white meeple means only archeologists can be sent there, a black one means only adventurers, a bicolor meeple means adventurers &#039;&#039;&#039;OR&#039;&#039;&#039; archeologists, and a grey meeple means adventurers &#039;&#039;&#039;AND/OR&#039;&#039;&#039; archeologists&lt;br /&gt;
&lt;br /&gt;
- some locations accept only one meeple, with an associated coin cost you must pay to sent a meeple there.&lt;br /&gt;
&lt;br /&gt;
- some locations use a bidding system. To send meeples there, you need to send more meeples than the previous player, the former meeples are returned to their player.&lt;br /&gt;
&lt;br /&gt;
- some locations accept any number of meeples, from different players&lt;br /&gt;
&lt;br /&gt;
If you send meeples to the Camp, it activates immediatly. You can send any meeple there, at no cost, allowing you to receive 1 coin and reroll on of your available meeples. If the meeple is standing, you receive an additional coin.&lt;br /&gt;
&lt;br /&gt;
=== Activating the locations ===&lt;br /&gt;
Once every meeple has been placed, the locations are activated in the following order:&lt;br /&gt;
&lt;br /&gt;
==== 1 Stela of Knowledge ====&lt;br /&gt;
&#039;&#039;Only 1 archeologist can be sent there, but you &#039;&#039;&#039;cannot&#039;&#039;&#039; use that spot if you are in possession of the first player marker&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Reward: 1 Discovery + First player marker&lt;br /&gt;
&lt;br /&gt;
Note: Discoveries allow you to advance on the discovery track, rewarding you with bonus at specific steps.&lt;br /&gt;
&lt;br /&gt;
==== 2 Temple ====&lt;br /&gt;
&#039;&#039;The Temple has 5 spots, where only 1 archeologist can be sent at each spot, for a coin cost. The lowest spot can be occupied by either an archeologist or an adventurer.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Reward: From top to bottom, each activating player receive artifacts. The first two allow you to choose 2 artefacts among the visible ones, the next two allow you to choose 1 and get another at random, and the last one allows you to choose 1.&lt;br /&gt;
&lt;br /&gt;
==== 3 Quarry, Small Temple and Ruins ====&lt;br /&gt;
&#039;&#039;Groups of Archeologists or Adventurers (bidding). Mixing is forbidden.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Reward: the 2 visible artefacts and a bonus (point for the Quarry, discovery for the Small Temple and coin for the Ruins)&lt;br /&gt;
&lt;br /&gt;
==== 4 Black Market ====&lt;br /&gt;
&#039;&#039;Groups of Adventurers (bidding)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You may sell one of your artefacts but you do not get any bonus on the artefact. Discard the artefact.&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
Reward: 7 coins&lt;br /&gt;
&lt;br /&gt;
==== 5 Village ====&lt;br /&gt;
&#039;&#039;The Temple has 3 spots, where only one adventurer can be sent at each spot, for a coin cost. The lowest spot can be occupied by either an archeologist or an adventurer.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Reward: From top to bottom, each activating player receive 1 upgrade from the available ones. &lt;br /&gt;
&lt;br /&gt;
Note: Some upgrades have instant bonuses while others are permanent effects. You can have up to 2 permanent effects at a time.&lt;br /&gt;
&lt;br /&gt;
==== 6 Harbor Master&#039;s Office ====&lt;br /&gt;
&#039;&#039;Any meeple, at a cost of 2 coins per meeple&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Reward: For each meeple, allow you to deliver up to 3 artefacts&lt;br /&gt;
&lt;br /&gt;
Note: Delivering artefacts gives you victory points, as indicated on the bottom of the cards, with values for sets of 1/2/3 same artefacts. You also get the additional bonuses indicated on the top right of the delivered cards.&lt;br /&gt;
&lt;br /&gt;
==== 7 Ships ====&lt;br /&gt;
&#039;&#039;Groups of Archeologists or Adventurers (bidding). Mixing is forbidden.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Reward: Deliver up to 6 artefacts&lt;br /&gt;
&lt;br /&gt;
= End of the game =&lt;br /&gt;
At the end of the 5th round, you add the points from your upgrades (active and discarded). Whoever has the first player marker receives 2 points. Finally, you receive 1 point for every 3 coins you have left.&lt;br /&gt;
&lt;br /&gt;
The player with the most points is the winner. Tiebreaker goes to the player who advanced the most on the discovery track.&lt;/div&gt;</summary>
		<author><name>Jervisjames</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpquetzal&amp;diff=27122</id>
		<title>Gamehelpquetzal</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpquetzal&amp;diff=27122"/>
		<updated>2025-10-31T04:42:57Z</updated>

		<summary type="html">&lt;p&gt;Jervisjames: /* 1 Stela of Knowledge */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
Lead your group of adventurers and archeologists to the ruins of an ancient civilisation, collect the precious artefacts they left behind and deliver them to your eager patron.&lt;br /&gt;
&lt;br /&gt;
At the end of the 5th round, whoever has the most points is the winner.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
The game lasts for 5 rounds.&lt;br /&gt;
&lt;br /&gt;
At the beginning of each round, you&#039;ll roll your meeples, to determine who will be part of your team this round. Then, in turn order, players will place a group of meeple on an available spot on the board. Once every meeple as been placed, the board spots are resolved.&lt;br /&gt;
&lt;br /&gt;
=== Rolling the meeples ===&lt;br /&gt;
At the beginning of each rounds, your meeples are rolled as if they were dice. The job that they will represent is determined by the face they land on:&lt;br /&gt;
&lt;br /&gt;
- black side means this meeple is now considered an adventurer&lt;br /&gt;
&lt;br /&gt;
- white side means this meeple is now an archeologist&lt;br /&gt;
&lt;br /&gt;
- on the side or standing means this meeple is considered wild and could be used as either adventurer or archeologist&lt;br /&gt;
&lt;br /&gt;
In addition to basic meeples, you also have a Character meeple. This meeple is rolled with the others, but is always considered wild.&lt;br /&gt;
&lt;br /&gt;
For any meeple that ends up standing, you receive 1 coin.&lt;br /&gt;
&lt;br /&gt;
=== Placing the meeples ===&lt;br /&gt;
In turn order, players will choose one location on the board and send one or several meeples to that spot. This goes on until everyone has placed all their meeples.&lt;br /&gt;
&lt;br /&gt;
Locations all have a banner showing what meeples can be sent there, what the benefit is and what&#039;s the activation turn order:&lt;br /&gt;
&lt;br /&gt;
- locations usually accept only one type of meeple, either adventurers or archeologists: a white meeple means only archeologists can be sent there, a black one means only adventurers, a bicolor meeple means adventurers &#039;&#039;&#039;OR&#039;&#039;&#039; archeologists, and a grey meeple means adventurers &#039;&#039;&#039;AND/OR&#039;&#039;&#039; archeologists&lt;br /&gt;
&lt;br /&gt;
- some locations accept only one meeple, with an associated coin cost you must pay to sent a meeple there.&lt;br /&gt;
&lt;br /&gt;
- some locations use a bidding system. To send meeples there, you need to send more meeples than the previous player, the former meeples are returned to their player.&lt;br /&gt;
&lt;br /&gt;
- some locations accept any number of meeples, from different players&lt;br /&gt;
&lt;br /&gt;
If you send meeples to the Camp, it activates immediatly. You can send any meeple there, at no cost, allowing you to receive 1 coin and reroll on of your available meeples. If the meeple is standing, you receive an additional coin.&lt;br /&gt;
&lt;br /&gt;
=== Activating the locations ===&lt;br /&gt;
Once every meeple has been placed, the locations are activated in the following order:&lt;br /&gt;
&lt;br /&gt;
==== 1 Stela of Knowledge ====&lt;br /&gt;
&#039;&#039;Only 1 archeologist can be sent there, but you &#039;&#039;&#039;cannot&#039;&#039;&#039; use that spot if you are in possession of the first player marker&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Reward: 1 Discovery + First player marker&lt;br /&gt;
&lt;br /&gt;
Note: Discoveries allow you to advance on the discovery track, rewarding you with bonus at specific steps.&lt;br /&gt;
&lt;br /&gt;
==== 2 Temple ====&lt;br /&gt;
&#039;&#039;The Temple has 5 spots, where only 1 archeologist can be sent at each spot, for a coin cost. The lowest spot can be occupied by either an archeologist or an adventurer.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Reward: From top to bottom, each activating player receive artifacts. The first two allow you to choose 2 artefacts among the visible ones, the next two allow you to choose 1 and get another at random, and the last one allows you to choose 1.&lt;br /&gt;
&lt;br /&gt;
==== 3 Quarry, Small Temple and Ruins ====&lt;br /&gt;
&#039;&#039;Groups of Archeologists or Adventurers (bidding). Mixing is forbidden.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Reward: the 2 visible artefacts and a bonus (point for the Quarry, discovery for the Small Temple and coin for the Ruins)&lt;br /&gt;
&lt;br /&gt;
==== 4 Black Market ====&lt;br /&gt;
&#039;&#039;Groups of Adventurers (bidding)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Reward: Sell one of your artefacts for 7 coins&lt;br /&gt;
&lt;br /&gt;
==== 5 Village ====&lt;br /&gt;
&#039;&#039;The Temple has 3 spots, where only one adventurer can be sent at each spot, for a coin cost. The lowest spot can be occupied by either an archeologist or an adventurer.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Reward: From top to bottom, each activating player receive 1 upgrade from the available ones. &lt;br /&gt;
&lt;br /&gt;
Note: Some upgrades have instant bonuses while others are permanent effects. You can have up to 2 permanent effects at a time.&lt;br /&gt;
&lt;br /&gt;
==== 6 Harbor Master&#039;s Office ====&lt;br /&gt;
&#039;&#039;Any meeple, at a cost of 2 coins per meeple&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Reward: For each meeple, allow you to deliver up to 3 artefacts&lt;br /&gt;
&lt;br /&gt;
Note: Delivering artefacts gives you victory points, as indicated on the bottom of the cards, with values for sets of 1/2/3 same artefacts. You also get the additional bonuses indicated on the top right of the delivered cards.&lt;br /&gt;
&lt;br /&gt;
==== 7 Ships ====&lt;br /&gt;
&#039;&#039;Groups of Archeologists or Adventurers (bidding). Mixing is forbidden.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Reward: Deliver up to 6 artefacts&lt;br /&gt;
&lt;br /&gt;
= End of the game =&lt;br /&gt;
At the end of the 5th round, you add the points from your upgrades (active and discarded). Whoever has the first player marker receives 2 points. Finally, you receive 1 point for every 3 coins you have left.&lt;br /&gt;
&lt;br /&gt;
The player with the most points is the winner. Tiebreaker goes to the player who advanced the most on the discovery track.&lt;/div&gt;</summary>
		<author><name>Jervisjames</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppiereighteen&amp;diff=18418</id>
		<title>Gamehelppiereighteen</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppiereighteen&amp;diff=18418"/>
		<updated>2023-10-15T14:45:47Z</updated>

		<summary type="html">&lt;p&gt;Jervisjames: minor correction to scoring Flower Seller’s&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Pier 18 is a two or three player game. There are 18 cards in the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Start:&lt;br /&gt;
&lt;br /&gt;
Each player takes 3 cards and chooses their Plan card (objective) and Foundation card (ie. start of their Pier).&lt;br /&gt;
&lt;br /&gt;
First, each player decides which Plan they would like to keep from their 3 cards. If a player completes the objective on their Plan, they will score 4 points at the end of game. (note: on BGA this is the second card you will choose.)&lt;br /&gt;
&lt;br /&gt;
Second, each player selects a different card to be the Foundation of their Pier and places it face up, sideways on the left side of the table in front of them. The Foundation attaches to the land on the left and extends out to the water on the right.&lt;br /&gt;
&lt;br /&gt;
Third, each player selects their Plan card. This card also becomes the last card of their Pier at the end of the game. Place it face up on the right side of the table for reference.&lt;br /&gt;
&lt;br /&gt;
Each player then discards their remaining card. These are shuffled back into the deck.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Play: &lt;br /&gt;
&lt;br /&gt;
In a two player game there are 4 rounds after placing the Foundations. A three player game has 3 rounds.&lt;br /&gt;
&lt;br /&gt;
The player with the earliest date (closest to January 1) on their Foundation card plays first in round 1. First player moves clockwise for each subsequent round.&lt;br /&gt;
&lt;br /&gt;
Each round, draw a number of cards face up equal to the number of players plus one. &lt;br /&gt;
&lt;br /&gt;
The first player chooses one card and adds it to their Pier. This card extends their Pier into the water and may overlap columns of the previous Pier card but cannot completely overlap it. Each choice will affect the scoring for each symbol on their Pier.&lt;br /&gt;
&lt;br /&gt;
Play continues clockwise with each player choosing one of the remaining cards and placing it on their Pier in the same way.&lt;br /&gt;
&lt;br /&gt;
The remaining card not selected becomes the Patron card for that round.&lt;br /&gt;
&lt;br /&gt;
In the top left of each card is a symbol which represents the Patron for that card. Each player counts up the number of points currently scoring for that symbol on their Pier (see scoring). The person with the most points for that symbol then receives the Patron card and places it face down on the left side of their Pier. In the event of a tie, the person who played the card with the earliest date for that round will receive the Patron. Patrons are worth 1 point each at the end of the game.&lt;br /&gt;
&lt;br /&gt;
Symbols are:&lt;br /&gt;
&lt;br /&gt;
Star - (Gold) Flower Seller&lt;br /&gt;
&lt;br /&gt;
Quill - (Blue) Poet&lt;br /&gt;
&lt;br /&gt;
Heart - (Red) Lovers&lt;br /&gt;
&lt;br /&gt;
Anchor - (Brown) Fisher&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A new round starts by drawing new cards face up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
End of game:&lt;br /&gt;
&lt;br /&gt;
When there are not enough cards remaining to draw for a full round, each player places their Plan card as the final extension of their Pier. Each player does this at the same time and the game ends.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scoring:&lt;br /&gt;
* 1 point for every 2 Poets on their Pier.&lt;br /&gt;
* 2 points for each Lovers symbol with no other character within 2 spaces on the same side. (ie, 2 blank spaces on both sides of the Lovers.) The land and water ends of the Pier count as ‘blank’ spaces. &lt;br /&gt;
* 1 point per Fisher on the side of the Pier which contains the most Fishers. (Fishers on the other side do not count.)&lt;br /&gt;
* For each group of symbols next to each other, if there is at least 1 Flower Seller, then the group will score one point for each other symbol in the group. Multiple Flower Sellers in a group will not score multiple times.&lt;br /&gt;
* Completing your &amp;quot;Plan&amp;quot; card objective scores 4 points.&lt;br /&gt;
* 1 point per Patron.&lt;br /&gt;
Tie-Breaker: Most number of symbols on their Pier wins. If still tied, the Plan card with the earliest date (closest to January 1) wins.&lt;/div&gt;</summary>
		<author><name>Jervisjames</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppiereighteen&amp;diff=18417</id>
		<title>Gamehelppiereighteen</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppiereighteen&amp;diff=18417"/>
		<updated>2023-10-15T12:06:03Z</updated>

		<summary type="html">&lt;p&gt;Jervisjames: reworded overlapping rule&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Pier 18 is a two or three player game. There are 18 cards in the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Start:&lt;br /&gt;
&lt;br /&gt;
Each player takes 3 cards and chooses their Plan card (objective) and Foundation card (ie. start of their Pier).&lt;br /&gt;
&lt;br /&gt;
First, each player decides which Plan they would like to keep from their 3 cards. If a player completes the objective on their Plan, they will score 4 points at the end of game. (note: on BGA this is the second card you will choose.)&lt;br /&gt;
&lt;br /&gt;
Second, each player selects a different card to be the Foundation of their Pier and places it face up, sideways on the left side of the table in front of them. The Foundation attaches to the land on the left and extends out to the water on the right.&lt;br /&gt;
&lt;br /&gt;
Third, each player selects their Plan card. This card also becomes the last card of their Pier at the end of the game. Place it face up on the right side of the table for reference.&lt;br /&gt;
&lt;br /&gt;
Each player then discards their remaining card. These are shuffled back into the deck.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Play: &lt;br /&gt;
&lt;br /&gt;
In a two player game there are 4 rounds after placing the Foundations. A three player game has 3 rounds.&lt;br /&gt;
&lt;br /&gt;
The player with the earliest date (closest to January 1) on their Foundation card plays first in round 1. First player moves clockwise for each subsequent round.&lt;br /&gt;
&lt;br /&gt;
Each round, draw a number of cards face up equal to the number of players plus one. &lt;br /&gt;
&lt;br /&gt;
The first player chooses one card and adds it to their Pier. This card extends their Pier into the water and may overlap columns of the previous Pier card but cannot completely overlap it. Each choice will affect the scoring for each symbol on their Pier.&lt;br /&gt;
&lt;br /&gt;
Play continues clockwise with each player choosing one of the remaining cards and placing it on their Pier in the same way.&lt;br /&gt;
&lt;br /&gt;
The remaining card not selected becomes the Patron card for that round.&lt;br /&gt;
&lt;br /&gt;
In the top left of each card is a symbol which represents the Patron for that card. Each player counts up the number of points currently scoring for that symbol on their Pier (see scoring). The person with the most points for that symbol then receives the Patron card and places it face down on the left side of their Pier. In the event of a tie, the person who played the card with the earliest date for that round will receive the Patron. Patrons are worth 1 point each at the end of the game.&lt;br /&gt;
&lt;br /&gt;
Symbols are:&lt;br /&gt;
&lt;br /&gt;
Star - (Gold) Flower Seller&lt;br /&gt;
&lt;br /&gt;
Quill - (Blue) Poet&lt;br /&gt;
&lt;br /&gt;
Heart - (Red) Lovers&lt;br /&gt;
&lt;br /&gt;
Anchor - (Brown) Fisher&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A new round starts by drawing new cards face up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
End of game:&lt;br /&gt;
&lt;br /&gt;
When there are not enough cards remaining to draw for a full round, each player places their Plan card as the final extension of their Pier. Each player does this at the same time and the game ends.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scoring:&lt;br /&gt;
* 1 point for every 2 Poets on their Pier.&lt;br /&gt;
* 2 points for each Lovers symbol with no other character within 2 spaces on the same side. (ie, 2 blank spaces on both sides of the Lovers.) The land and water ends of the Pier count as ‘blank’ spaces. &lt;br /&gt;
* 1 point per Fisher on the side of the Pier which contains the most Fishers. (Fishers on the other side do not count.)&lt;br /&gt;
* For each group of symbols next to each other, if there is at least 1 Flower Seller, then the group will score one point for each symbol in the group. Multiple Flower Sellers in a group will not score multiple times. A single Flower Seller scores 1 point.&lt;br /&gt;
* Completing your &amp;quot;Plan&amp;quot; card objective scores 4 points.&lt;br /&gt;
* 1 point per Patron.&lt;br /&gt;
Tie-Breaker: Most number of symbols on their Pier wins. If still tied, the Plan card with the earliest date (closest to January 1) wins.&lt;/div&gt;</summary>
		<author><name>Jervisjames</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppiereighteen&amp;diff=18416</id>
		<title>Gamehelppiereighteen</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppiereighteen&amp;diff=18416"/>
		<updated>2023-10-15T11:58:03Z</updated>

		<summary type="html">&lt;p&gt;Jervisjames: Added the play and more scoring explanations&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Pier 18 is a two or three player game. There are 18 cards in the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Start:&lt;br /&gt;
&lt;br /&gt;
Each player takes 3 cards and chooses their Plan card (objective) and Foundation card (ie. start of their Pier).&lt;br /&gt;
&lt;br /&gt;
First, each player decides which Plan they would like to keep from their 3 cards. If a player completes the objective on their Plan, they will score 4 points at the end of game. (note: on BGA this is the second card you will choose.)&lt;br /&gt;
&lt;br /&gt;
Second, each player selects a different card to be the Foundation of their Pier and places it face up, sideways on the left side of the table in front of them. The Foundation attaches to the land on the left and extends out to the water on the right.&lt;br /&gt;
&lt;br /&gt;
Third, each player selects their Plan card. This card also becomes the last card of their Pier at the end of the game. Place it face up on the right side of the table for reference.&lt;br /&gt;
&lt;br /&gt;
Each player then discards their remaining card. These are shuffled back into the deck.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Play: &lt;br /&gt;
&lt;br /&gt;
In a two player game there are 4 rounds after placing the Foundations. A three player game has 3 rounds.&lt;br /&gt;
&lt;br /&gt;
The player with the earliest date (closest to January 1) on their Foundation card plays first in round 1. First player moves clockwise for each subsequent round.&lt;br /&gt;
&lt;br /&gt;
Each round, draw a number of cards face up equal to the number of players plus one. &lt;br /&gt;
&lt;br /&gt;
The first player chooses one card and adds it to their Pier. This card extends their Pier into the water and may overlap any of the columns of the previous Pier card. Each choice will affect the scoring for each symbol on their Pier.&lt;br /&gt;
&lt;br /&gt;
Play continues clockwise with each player choosing one of the remaining cards and placing it on their Pier in the same way.&lt;br /&gt;
&lt;br /&gt;
The remaining card not selected becomes the Patron card for that round.&lt;br /&gt;
&lt;br /&gt;
In the top left of each card is a symbol which represents the Patron for that card. Each player counts up the number of points currently scoring for that symbol on their Pier (see scoring). The person with the most points for that symbol then receives the Patron card and places it face down on the left side of their Pier. In the event of a tie, the person who played the card with the earliest date for that round will receive the Patron. Patrons are worth 1 point each at the end of the game.&lt;br /&gt;
&lt;br /&gt;
Symbols are:&lt;br /&gt;
&lt;br /&gt;
Star - (Gold) Flower Seller&lt;br /&gt;
&lt;br /&gt;
Quill - (Blue) Poet&lt;br /&gt;
&lt;br /&gt;
Heart - (Red) Lovers&lt;br /&gt;
&lt;br /&gt;
Anchor - (Brown) Fisher&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A new round starts by drawing new cards face up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
End of game:&lt;br /&gt;
&lt;br /&gt;
When there are not enough cards remaining to draw for a full round, each player places their Plan card as the final extension of their Pier. Each player does this at the same time and the game ends.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scoring:&lt;br /&gt;
* 1 point for every 2 Poets on their Pier.&lt;br /&gt;
* 2 points for each Lovers symbol with no other character within 2 spaces on the same side. (ie, 2 blank spaces on both sides of the Lovers.) The land and water ends of the Pier count as ‘blank’ spaces. &lt;br /&gt;
* 1 point per Fisher on the side of the Pier which contains the most Fishers. (Fishers on the other side do not count.)&lt;br /&gt;
* For each group of symbols next to each other, if there is at least 1 Flower Seller, then the group will score one point for each symbol in the group. Multiple Flower Sellers in a group will not score multiple times. A single Flower Seller scores 1 point.&lt;br /&gt;
* Completing your &amp;quot;Plan&amp;quot; card objective scores 4 points.&lt;br /&gt;
* 1 point per Patron.&lt;br /&gt;
Tie-Breaker: Most number of symbols on their Pier wins. If still tied, the Plan card with the earliest date (closest to January 1) wins.&lt;/div&gt;</summary>
		<author><name>Jervisjames</name></author>
	</entry>
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