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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpfeastforodin&amp;diff=12513</id>
		<title>Gamehelpfeastforodin</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpfeastforodin&amp;diff=12513"/>
		<updated>2022-04-06T14:08:51Z</updated>

		<summary type="html">&lt;p&gt;Jjcf89: /* End of Game and Scoring */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Placing goods==&lt;br /&gt;
&lt;br /&gt;
There are two placement controls available for the game. You can switch between them in options, but by default drag’n’drop will be used on desktop, and crosshair on mobile.&lt;br /&gt;
&lt;br /&gt;
===Drag’n’drop===&lt;br /&gt;
&lt;br /&gt;
Drag goods from your inventory to a board. You can click the expand icon above a board to make this easier. You can also drag ore and silver to boards in the same way.&lt;br /&gt;
&lt;br /&gt;
===Crosshair===&lt;br /&gt;
&lt;br /&gt;
Click the expand icon above a board to start placing goods. Click a good, ore or silver to select it, then click on the board to place it. There are buttons to rotate or cancel the last selected piece.&lt;br /&gt;
&lt;br /&gt;
===Feast===&lt;br /&gt;
&lt;br /&gt;
The feast board can only be saved during the Feast phase. You can provisionally place goods on the board outside of this phase, you just can’t save.&lt;br /&gt;
&lt;br /&gt;
===Boats and houses===&lt;br /&gt;
&lt;br /&gt;
To place ore on boats, or stone and wood in sheds and houses, simply click the appropriate slot. On mobile, you may find you need to tap twice.&lt;br /&gt;
&lt;br /&gt;
==Raiding and Pillaging==&lt;br /&gt;
&lt;br /&gt;
Once you roll the die for the first time, you cannot undo your turn. Before clicking “success”, make sure you select as many “sword” cards and stone as you would like to spend. After clicking “success”, you can select the reward you would like.&lt;br /&gt;
&lt;br /&gt;
==End of Game and Scoring==&lt;br /&gt;
&lt;br /&gt;
The game ends immediately after the Feast phase of the final round. You do not receive any bonus during the final round.&lt;br /&gt;
&lt;br /&gt;
* If you have sheds or stone houses, you can place wood and stone left in your supply on the designated spaces of those tiles. (The tiles show you exactly how many they require.)&lt;br /&gt;
* If you have goods tiles left in your supply, you can still place them in the placement areas of your boards and houses, if possible.&lt;br /&gt;
&lt;br /&gt;
The player whose possessions are worth the most wins the game.&lt;br /&gt;
&lt;br /&gt;
The points values of your boards and tiles are printed on the shield icons.&lt;br /&gt;
&lt;br /&gt;
In case of a tie, there are multiple winners.&lt;br /&gt;
&lt;br /&gt;
====Positive Points====&lt;br /&gt;
&lt;br /&gt;
* Ships: each whaling boat is worth 3 points, each knarr 5 points, and each longship 8 points.&lt;br /&gt;
* Emigrations: each knarr used for emigration is worth 18 points, each such longship 21 points.&lt;br /&gt;
* Exploration: The Exploration boards vary in value (4 to 38 points). Their value is printed in the top right corner.&lt;br /&gt;
* Sheds and houses: sheds are worth 8 points, stone houses 10 points, and long houses 17 points, as printed in the top right corner. &lt;br /&gt;
* Sheep and cattle: each sheep is worth 2 points (3 points if pregnant), each cattle is worth 3 points (4 points if pregnant).&lt;br /&gt;
* Occupations: the value of your occupation cards is printed in the top right corner. Only occupation cards in play count.&lt;br /&gt;
* Silver: determine the total of silver in your supply. Silver on your boards is worthless.&lt;br /&gt;
* Final income: instead of paying out the income of the final round, you can write it down in the “Final Income” category of the scoring pad.&lt;br /&gt;
* The player who owns the “English Crown” special tile receives 2 additional points, regardless of whether it is in their supply or on one of their boards.&lt;br /&gt;
&lt;br /&gt;
====Negative Points====&lt;br /&gt;
&lt;br /&gt;
* From your total of positive points, subtract the negative points for your boards and buildings, including your home board and exploration boards as well as your sheds and houses.&lt;br /&gt;
* Also, do not forget your Thing Penalties, if any&lt;/div&gt;</summary>
		<author><name>Jjcf89</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpfeastforodin&amp;diff=12512</id>
		<title>Gamehelpfeastforodin</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpfeastforodin&amp;diff=12512"/>
		<updated>2022-04-06T14:07:33Z</updated>

		<summary type="html">&lt;p&gt;Jjcf89: /* End of Game and Scoring */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Placing goods==&lt;br /&gt;
&lt;br /&gt;
There are two placement controls available for the game. You can switch between them in options, but by default drag’n’drop will be used on desktop, and crosshair on mobile.&lt;br /&gt;
&lt;br /&gt;
===Drag’n’drop===&lt;br /&gt;
&lt;br /&gt;
Drag goods from your inventory to a board. You can click the expand icon above a board to make this easier. You can also drag ore and silver to boards in the same way.&lt;br /&gt;
&lt;br /&gt;
===Crosshair===&lt;br /&gt;
&lt;br /&gt;
Click the expand icon above a board to start placing goods. Click a good, ore or silver to select it, then click on the board to place it. There are buttons to rotate or cancel the last selected piece.&lt;br /&gt;
&lt;br /&gt;
===Feast===&lt;br /&gt;
&lt;br /&gt;
The feast board can only be saved during the Feast phase. You can provisionally place goods on the board outside of this phase, you just can’t save.&lt;br /&gt;
&lt;br /&gt;
===Boats and houses===&lt;br /&gt;
&lt;br /&gt;
To place ore on boats, or stone and wood in sheds and houses, simply click the appropriate slot. On mobile, you may find you need to tap twice.&lt;br /&gt;
&lt;br /&gt;
==Raiding and Pillaging==&lt;br /&gt;
&lt;br /&gt;
Once you roll the die for the first time, you cannot undo your turn. Before clicking “success”, make sure you select as many “sword” cards and stone as you would like to spend. After clicking “success”, you can select the reward you would like.&lt;br /&gt;
&lt;br /&gt;
==End of Game and Scoring==&lt;br /&gt;
&lt;br /&gt;
The game ends immediately after the Feast phase of the final&lt;br /&gt;
round. You do not receive any bonus during the final round.&lt;br /&gt;
&lt;br /&gt;
* If you have sheds or stone houses, you can place wood and&lt;br /&gt;
stone left in your supply on the designated spaces of those tiles.&lt;br /&gt;
(The tiles show you exactly how many they require.)&lt;br /&gt;
* If you have goods tiles left in your supply, you can still place&lt;br /&gt;
them in the placement areas of your boards and houses,&lt;br /&gt;
if possible.&lt;br /&gt;
&lt;br /&gt;
The player whose possessions are worth the most wins the game.&lt;br /&gt;
&lt;br /&gt;
The points values of your boards and tiles are printed on the&lt;br /&gt;
shield icons.&lt;br /&gt;
&lt;br /&gt;
In case of a tie, there are multiple winners.&lt;br /&gt;
&lt;br /&gt;
====Positive Points====&lt;br /&gt;
&lt;br /&gt;
* Ships: each whaling boat is worth 3 points, each knarr 5 points, and&lt;br /&gt;
each longship 8 points.&lt;br /&gt;
* Emigrations: each knarr used for emigration is worth 18 points,&lt;br /&gt;
each such longship 21 points.&lt;br /&gt;
* Exploration: The Exploration boards vary in value (4 to 38&lt;br /&gt;
points). Their value is printed in the top right corner.&lt;br /&gt;
* Sheds and houses: sheds are worth 8 points, stone houses 10&lt;br /&gt;
points, and long houses 17 points, as printed in the top right corner. &lt;br /&gt;
2323&lt;br /&gt;
* Sheep and cattle: each sheep is worth 2 points (3 points if&lt;br /&gt;
pregnant), each cattle is worth 3 points (4 points if pregnant).&lt;br /&gt;
* Occupations: the value of your occupation cards is printed in&lt;br /&gt;
the top right corner. Only occupation cards in play count.&lt;br /&gt;
* Silver: determine the total of silver in your supply. Silver on&lt;br /&gt;
your boards is worthless.&lt;br /&gt;
* Final income: instead of paying out the income of the final&lt;br /&gt;
round, you can write it down in the “Final Income” category of&lt;br /&gt;
the scoring pad.&lt;br /&gt;
* The player who owns the “English Crown” special tile receives&lt;br /&gt;
2 additional points, regardless of whether it is in their supply or&lt;br /&gt;
on one of their boards.&lt;br /&gt;
&lt;br /&gt;
====Negative Points====&lt;br /&gt;
&lt;br /&gt;
* From your total of positive points, subtract the negative points&lt;br /&gt;
for your boards and buildings, including your home board and&lt;br /&gt;
exploration boards as well as your sheds and houses.&lt;br /&gt;
* Also, do not forget your Thing Penalties, if any&lt;/div&gt;</summary>
		<author><name>Jjcf89</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpfeastforodin&amp;diff=12511</id>
		<title>Gamehelpfeastforodin</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpfeastforodin&amp;diff=12511"/>
		<updated>2022-04-06T14:06:55Z</updated>

		<summary type="html">&lt;p&gt;Jjcf89: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Placing goods==&lt;br /&gt;
&lt;br /&gt;
There are two placement controls available for the game. You can switch between them in options, but by default drag’n’drop will be used on desktop, and crosshair on mobile.&lt;br /&gt;
&lt;br /&gt;
===Drag’n’drop===&lt;br /&gt;
&lt;br /&gt;
Drag goods from your inventory to a board. You can click the expand icon above a board to make this easier. You can also drag ore and silver to boards in the same way.&lt;br /&gt;
&lt;br /&gt;
===Crosshair===&lt;br /&gt;
&lt;br /&gt;
Click the expand icon above a board to start placing goods. Click a good, ore or silver to select it, then click on the board to place it. There are buttons to rotate or cancel the last selected piece.&lt;br /&gt;
&lt;br /&gt;
===Feast===&lt;br /&gt;
&lt;br /&gt;
The feast board can only be saved during the Feast phase. You can provisionally place goods on the board outside of this phase, you just can’t save.&lt;br /&gt;
&lt;br /&gt;
===Boats and houses===&lt;br /&gt;
&lt;br /&gt;
To place ore on boats, or stone and wood in sheds and houses, simply click the appropriate slot. On mobile, you may find you need to tap twice.&lt;br /&gt;
&lt;br /&gt;
==Raiding and Pillaging==&lt;br /&gt;
&lt;br /&gt;
Once you roll the die for the first time, you cannot undo your turn. Before clicking “success”, make sure you select as many “sword” cards and stone as you would like to spend. After clicking “success”, you can select the reward you would like.&lt;br /&gt;
&lt;br /&gt;
==End of Game and Scoring==&lt;br /&gt;
&lt;br /&gt;
The game ends immediately after the Feast phase of the final&lt;br /&gt;
round. You do not receive any bonus during the final round.&lt;br /&gt;
&lt;br /&gt;
• If you have sheds or stone houses, you can place wood and&lt;br /&gt;
stone left in your supply on the designated spaces of those tiles.&lt;br /&gt;
(The tiles show you exactly how many they require.)&lt;br /&gt;
• If you have goods tiles left in your supply, you can still place&lt;br /&gt;
them in the placement areas of your boards and houses,&lt;br /&gt;
if possible.&lt;br /&gt;
&lt;br /&gt;
The player whose possessions are worth the most wins the game.&lt;br /&gt;
&lt;br /&gt;
The points values of your boards and tiles are printed on the&lt;br /&gt;
shield icons.&lt;br /&gt;
&lt;br /&gt;
In case of a tie, there are multiple winners.&lt;br /&gt;
&lt;br /&gt;
Positive Points&lt;br /&gt;
&lt;br /&gt;
* Ships: each whaling boat is worth 3 points, each knarr 5 points, and&lt;br /&gt;
each longship 8 points.&lt;br /&gt;
* Emigrations: each knarr used for emigration is worth 18 points,&lt;br /&gt;
each such longship 21 points.&lt;br /&gt;
* Exploration: The Exploration boards vary in value (4 to 38&lt;br /&gt;
points). Their value is printed in the top right corner.&lt;br /&gt;
* Sheds and houses: sheds are worth 8 points, stone houses 10&lt;br /&gt;
points, and long houses 17 points, as printed in the top right corner. &lt;br /&gt;
2323&lt;br /&gt;
* Sheep and cattle: each sheep is worth 2 points (3 points if&lt;br /&gt;
pregnant), each cattle is worth 3 points (4 points if pregnant).&lt;br /&gt;
* Occupations: the value of your occupation cards is printed in&lt;br /&gt;
the top right corner. Only occupation cards in play count.&lt;br /&gt;
* Silver: determine the total of silver in your supply. Silver on&lt;br /&gt;
your boards is worthless.&lt;br /&gt;
* Final income: instead of paying out the income of the final&lt;br /&gt;
round, you can write it down in the “Final Income” category of&lt;br /&gt;
the scoring pad.&lt;br /&gt;
* The player who owns the “English Crown” special tile receives&lt;br /&gt;
2 additional points, regardless of whether it is in their supply or&lt;br /&gt;
on one of their boards.&lt;br /&gt;
&lt;br /&gt;
Negative Points&lt;br /&gt;
&lt;br /&gt;
* From your total of positive points, subtract the negative points&lt;br /&gt;
for your boards and buildings, including your home board and&lt;br /&gt;
exploration boards as well as your sheds and houses.&lt;br /&gt;
* Also, do not forget your Thing Penalties, if any&lt;/div&gt;</summary>
		<author><name>Jjcf89</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpagricola&amp;diff=8957</id>
		<title>Gamehelpagricola</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpagricola&amp;diff=8957"/>
		<updated>2021-07-29T00:30:56Z</updated>

		<summary type="html">&lt;p&gt;Jjcf89: /* End Of The Game */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
Welcome to the farm! In Agricola, you&#039;ll play as a family of farmers over the course of 14 rounds, steadily building up a mostly empty space into a vibrant farm full of grains, vegetables, and animals, as well as improve the living conditions of your family. Players assign their workers to various spaces on the action board to perform various actions to gather resources or improve your farm, most of which will be used to score points, but periodically, players need to pay food to support the family. The player with the most points after 14 rounds wins!&lt;br /&gt;
&lt;br /&gt;
== Game Anatomy ==&lt;br /&gt;
Each player has access to various resources, including:&lt;br /&gt;
* Food, needed to feed your family periodically&lt;br /&gt;
* Wood, needed to build fences, stables, and many improvements&lt;br /&gt;
* Clay, needed to build most major improvements&lt;br /&gt;
* Stone, needed to build other major improvements&lt;br /&gt;
* Reed, needed for some improvements and home renovations&lt;br /&gt;
* Grain and vegetables, which can be planted in your farm&lt;br /&gt;
* A hand of cards, consisting of 7 minor improvements and 7 occupations&lt;br /&gt;
* Workers, represented by meeples. You start the game with 2 of these - the rest can be earned during the game.&lt;br /&gt;
&lt;br /&gt;
Each player also has a board representing their farm, which contains:&lt;br /&gt;
* Your home, represented by different tiles. Your home size and what material it&#039;s made of limits the size of your family and scores you additional points at the end of the game.&lt;br /&gt;
* Fields. Grains and vegetables can be planted on these and are picked up during the harvest phase.&lt;br /&gt;
* Pastures and the animals housing them. Pastures are separated by fences, and animals inside them can be cooked for food or held onto for points.&lt;br /&gt;
* Any played improvements or occupations, most of which give various abilities, actions, or scoring opportunities as described on them.&lt;br /&gt;
&lt;br /&gt;
The central board contains the following:&lt;br /&gt;
* The actions players can take. Note that each round, a new action will be added to this, in a loose order.&lt;br /&gt;
* The available major improvements. There are 10 improvement cards that can be built by different players, most of which center on collecting or converting food.&lt;br /&gt;
&lt;br /&gt;
== Game Flow ==&lt;br /&gt;
Agricola takes place over the course of 14 rounds. At the beginning of each round, some spaces are stocked with resources, even if they already had resources from a previous round. A new action is added to the board - these new actions are loosely randomized by being sorted into 6 phases, then randomized within each phase. Then each player, starting with whoever has the first player token and proceeding clockwise around the table, takes a turn by placing one of their family members on a particular space, then immediately performing that action. Players can also, as a free action, organize their farm or make certain conversions as described on various improvements. Once they have finished resolving this action, it&#039;s the next player&#039;s turn. Players continue doing this until all players have placed all available workers. After certain rounds, a harvest phase happens. Then, a new round starts.&lt;br /&gt;
&lt;br /&gt;
=== Starting Actions ===&lt;br /&gt;
These actions are available from the start of the game:&lt;br /&gt;
* Farm Expansion: Pay 2 reed and 5 of whatever material your house is currently made of (wood by default, to build a new room to your home. This new room must be connected to an existing room. Additionally, you can build a stable on any unoccupied space or a pasture. This stable can hold one animal, or doubles the capacity of an existing pasture.&lt;br /&gt;
* Meeting Place: Take the starting player token. This means you will be the first player to take actions in the next round. This is the only way this token moves - if no one takes this action in a particular round, the same player remains the first player again. Additionally, you may play one minor improvement card from your hand by paying the cost on it.&lt;br /&gt;
* Grain Seeds: Gain 1 grain.&lt;br /&gt;
* Farmland: Add one field to your farm. This field must be adjacent to at least one other field (if any exist).&lt;br /&gt;
* Lessons: Play an occupation card from your hand. The first of these cards is free, but all others cost 1 food.&lt;br /&gt;
* Day Laborer: Gain 2 food.&lt;br /&gt;
* Forest: This space accumulates 3 wood at the beginning of each round. Gain all wood on it.&lt;br /&gt;
* Clay Pit: This space accumulates 1 clay at the beginning of each round. Gain all clay on it.&lt;br /&gt;
* Reed Bank: This space accumulates 1 reed at the beginning of each round. Gain all reed on it.&lt;br /&gt;
* Fishing: This space accumulates 1 food at the beginning of each round. Gain all food on it.&lt;br /&gt;
(Other spaces may be available based on the player count.)&lt;br /&gt;
&lt;br /&gt;
=== Actions In Phase 1 ===&lt;br /&gt;
These actions will be added at some point in rounds 1 through 4, but the exact order they appear will be random.&lt;br /&gt;
* Improvements: Gain 1 major or minor improvement by paying its cost.&lt;br /&gt;
* Fencing: Pay any number of wood to build the same number of fences, thus giving you pastures to house animals. You must completely enclose all spaces to be used as pastures this way.&lt;br /&gt;
* Sheep Market: This space accumulates 1 sheep at the beginning of each round. Gain all sheep on it.&lt;br /&gt;
* Grain Utilization: Sow any number of grains or vegetables in any empty fields. If you place a grain in a field, immediately add two more grains on the same field; you will receive one of them each harvest phase. Vegetables work the same way, except you only add one more vegetable to each field. Additionally, you may bake bread by converting grain to food; any cards that allow you to do this will tell you how much food you get this way.&lt;br /&gt;
&lt;br /&gt;
=== Actions in Phase 2 ===&lt;br /&gt;
These actions will be added at some point in rounds 5 through 7, also in a random order.&lt;br /&gt;
* Western Quarry: This space accumulates 1 stone at the beginning of each round. Gain all stone on it.&lt;br /&gt;
* House Redevelopment: Upgrade a wooden house to a clay house, or a clay house to a stone house. To do this, pay 1 reed and 1 of whatever material you are upgrading to per room in your house. You must be able to upgrade the entire house - you can&#039;t upgrade individual rooms. Additionally, you may build a major or minor improvement after completing this.&lt;br /&gt;
* Wish For Children: Add a new worker to your family. This can&#039;t cause you to have more family members than rooms in your house. This worker will be able to take actions in the following round.&lt;br /&gt;
&lt;br /&gt;
=== Actions in Phase 3 ===&lt;br /&gt;
These actions will be added at some point in rounds 8 and 9, in a random order.&lt;br /&gt;
* Vegetable Seeds: Gain 1 vegetable.&lt;br /&gt;
* Pig Market: This space accumulates 1 pig at the beginning of each round. Gain all pigs on it.&lt;br /&gt;
&lt;br /&gt;
=== Actions in Phase 4 ===&lt;br /&gt;
These actions will be added at some point in round 10 and 11, in a random order.&lt;br /&gt;
* Eastern Quarry: This space accumulates 1 stone at the beginning of each round. Gain all stone on it.&lt;br /&gt;
* Cattle Market: This space accumulates 1 cow at the beginning of each round. Gain all cows on it.&lt;br /&gt;
&lt;br /&gt;
=== Actions in Phase 5 ===&lt;br /&gt;
These actions will be added at some point in round 12 and 13, in a random order.&lt;br /&gt;
* Cultivation: Place one field in your farm, then sow any number of fields as you would have in Grain Utilization.&lt;br /&gt;
* Urgent Wish For Children: Add a new worker to your family. This works the same way as Wish For Children, except that the requirement about rooms in your house is ignored.&lt;br /&gt;
&lt;br /&gt;
=== Actions in Phase 6 ===&lt;br /&gt;
This action will be added in round 14.&lt;br /&gt;
* Farm Redevelopment: Upgrade your house, then build fences. All rules House Redevelopment and Fencing apply.&lt;br /&gt;
&lt;br /&gt;
=== Harvest ===&lt;br /&gt;
A harvest phase happens immediately after each phase (that is, after rounds 4, 7, 9, 11, 13, and 14). In each harvest, the following things happen in order:&lt;br /&gt;
* Each player takes one grain or vegetable from each field.&lt;br /&gt;
* Each player pays 2 food for each worker (or just 1 if the worker was just added this round and never took an action). Players may freely perform any free actions or exchanges to meet this cost. For each food players are unable to pay, they take a Beggar card, worth -3 points at the end of the game.&lt;br /&gt;
* If you have at least 2 sheep, pigs, or cows, you gain a new animal of that type. You may immediately rearrange any animals in your farm to place these, but may not convert these to food.&lt;br /&gt;
&lt;br /&gt;
== End Of The Game ==&lt;br /&gt;
The game ends after the 14th round and its attached harvest phase. After that, players score for their farm.&lt;br /&gt;
&lt;br /&gt;
The player with the most points wins!&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
&lt;br /&gt;
              -1 point    1 point    2 points  3 points    4 points &lt;br /&gt;
             |----------|----------|----------|----------|----------| &lt;br /&gt;
 Field Tiles |   0-1    |    2     |    3     |    4     |     5+   |&lt;br /&gt;
 Pastures    |    0     |    1     |    2     |    3     |     4+   |&lt;br /&gt;
             |----------|----------|----------|----------|----------| &lt;br /&gt;
 Grain       |    0     |   1-3    |   4-5    |   6-7    |     8+   |&lt;br /&gt;
 Vegetables  |    0     |    1     |    2     |    3     |     4+   |&lt;br /&gt;
             |----------|----------|----------|----------|----------| &lt;br /&gt;
 Sheep       |    0     |   1-3    |   4-5    |   6-7    |     8+   |&lt;br /&gt;
 Wild Boar   |    0     |   1-2    |   3-4    |   5-6    |     7+   |&lt;br /&gt;
 Cattle      |    0     |    1     |   2-3    |   4-5    |     6+   |&lt;br /&gt;
             |----------|----------|----------|----------|----------| &lt;br /&gt;
&lt;br /&gt;
               _________________________________________________&lt;br /&gt;
               |                                                |&lt;br /&gt;
               | -1 point per unused space in the Farmyard      |         &lt;br /&gt;
               |  1 point per fenced stable &amp;amp; per Clay hut room |&lt;br /&gt;
               |  2 points per Stone house room                 |&lt;br /&gt;
               |  3 points per family member                    |&lt;br /&gt;
               |                                                |&lt;br /&gt;
               | -3 points per begging token                    |&lt;br /&gt;
               |  _ points printed on cards                     |&lt;br /&gt;
               |  _ bonus points                                |&lt;br /&gt;
               |                                                |&lt;br /&gt;
               -------------------------------------------------&lt;/div&gt;</summary>
		<author><name>Jjcf89</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpnothanks&amp;diff=7444</id>
		<title>Gamehelpnothanks</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpnothanks&amp;diff=7444"/>
		<updated>2021-02-23T01:48:21Z</updated>

		<summary type="html">&lt;p&gt;Jjcf89: /* Setup */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
&lt;br /&gt;
The goal of &#039;&#039;No Thanks!&#039;&#039; is to be the player with the fewest points when all cards are taken. (In the BGA adaptation, points are negative.)&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
&lt;br /&gt;
Each player receives 11 chips (3-5 players), 9 chips (6 players), 7 chips (7 players). Nine cards are removed from the deck (of cards numbered 3-35) at random. The top card of the deck is revealed.&lt;br /&gt;
&lt;br /&gt;
==Play==&lt;br /&gt;
&lt;br /&gt;
On your turn, you may spend a chip or take the card along with all of the chips in the pile. If you spend a chip, your turn ends. If you take the card, the next card is revealed, and your turn continues.&lt;br /&gt;
&lt;br /&gt;
The game ends when the last card is taken.&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
&lt;br /&gt;
Your score is the sum of your cards minus the number of chips you have. However, if you have cards with consecutive numbers, only the lowest number is added to your score.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; You have 5 chips and cards 3, 10, 11, 12, 13, and 20. Your score is 3 + 10 + 20 - 5 = 28.&lt;br /&gt;
&lt;br /&gt;
The player with the &#039;&#039;lowest&#039;&#039; score is the winner.&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
* Chip tracking: You can choose whether the amount of chips are visible thoughout the game.&lt;br /&gt;
* Tactical Variant: Each player starts with 10 chips instead of 11. However, cards 10, 20 are 30 are guaranteed to be removed.&lt;/div&gt;</summary>
		<author><name>Jjcf89</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpthurnandtaxis&amp;diff=6398</id>
		<title>Gamehelpthurnandtaxis</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpthurnandtaxis&amp;diff=6398"/>
		<updated>2020-12-08T01:05:53Z</updated>

		<summary type="html">&lt;p&gt;Jjcf89: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Helpers==&lt;br /&gt;
&lt;br /&gt;
Each turn you can choose one character to help you, giving you a bonus or option for that turn:&lt;br /&gt;
*Postmaster: Draw an extra card&lt;br /&gt;
*Postal Carrier: Add a second card to your route&lt;br /&gt;
*Administrator: Clear the six city cards away, replacing them with six new ones&lt;br /&gt;
*Cartwright: Acquire the next highest carriage, even if your route is one or two cities fewer than required, i.e. a 5 city route gets a level 7 carriage. With 3 cities fewer, the cartwright cannot help him.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
Each player builds a postal system. To do so, each player tries to build an effective network of post offices in the cities on the board, acquire valuable carriages, and collect bonus tiles. It also helps to get help from the postal officials.&lt;br /&gt;
&lt;br /&gt;
When a player acquires a value 7 carriage or has placed all his houses, the game is in its final round. When the round ends, the game ends immediately.&lt;br /&gt;
&lt;br /&gt;
The player with the most victory points wins the game!&lt;br /&gt;
&lt;br /&gt;
==Playing the game==&lt;br /&gt;
&lt;br /&gt;
The starting player begins and the others follow in clockwise order.&lt;br /&gt;
&lt;br /&gt;
On a player’s turn, he takes the following actions in the order shown:&lt;br /&gt;
# The player must add a city card to his hand.&lt;br /&gt;
# The player must play a city card from his hand.&lt;br /&gt;
# The player may close and score his current route.&lt;br /&gt;
Additionally, the player may use the support of one official (Postal Carrier, Postmaster, Administrator, or Cartwright)&lt;br /&gt;
during his turn. That is, the player may use one of the officials’ special abilities during his turn.&lt;br /&gt;
&lt;br /&gt;
Then, the next player takes his turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Game end and scoring ==&lt;br /&gt;
&lt;br /&gt;
The final round is the one in which a player places all of their houses or gets a 7 carriage. Players have an equal number of turns, so play continues until the end of that round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scoring&#039;&#039;&#039;: highest carriage + points on all bonus tiles - unplaced houses&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ties&#039;&#039;&#039;: Whoever got the &#039;game end&#039; token. If that wasn&#039;t a tied player, it is whichever tied player played soonest (clockwie, irl) after them.&lt;/div&gt;</summary>
		<author><name>Jjcf89</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpthurnandtaxis&amp;diff=6397</id>
		<title>Gamehelpthurnandtaxis</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpthurnandtaxis&amp;diff=6397"/>
		<updated>2020-12-07T23:38:22Z</updated>

		<summary type="html">&lt;p&gt;Jjcf89: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Helpers==&lt;br /&gt;
&lt;br /&gt;
Each turn you can choose one character to help you, giving you a bonus or option for that turn:&lt;br /&gt;
*Postmaster: Draw an extra card&lt;br /&gt;
*Postal Carrier: Add a second card to your route&lt;br /&gt;
*Administrator: Clear the six city cards away, replacing them with six new ones&lt;br /&gt;
*Cartwright: Acquire the next highest carriage, even if your route is 1 or 2 short, i.e. a 5 city route gets a level 7 carriage.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
Each player builds a postal system. To do so, each player tries to build an effective network of post offices in the cities on the board, acquire valuable carriages, and collect bonus tiles. It also helps to get help from the postal officials.&lt;br /&gt;
&lt;br /&gt;
When a player acquires a value 7 carriage or has placed all his houses, the game is in its final round. When the round ends, the game ends immediately.&lt;br /&gt;
&lt;br /&gt;
The player with the most victory points wins the game!&lt;br /&gt;
&lt;br /&gt;
==Playing the game==&lt;br /&gt;
&lt;br /&gt;
The starting player begins and the others follow in clockwise order.&lt;br /&gt;
&lt;br /&gt;
On a player’s turn, he takes the following actions in the order shown:&lt;br /&gt;
# The player must add a city card to his hand.&lt;br /&gt;
# The player must play a city card from his hand.&lt;br /&gt;
# The player may close and score his current route.&lt;br /&gt;
Additionally, the player may use the support of one official (Postal Carrier, Postmaster, Administrator, or Cartwright)&lt;br /&gt;
during his turn. That is, the player may use one of the officials’ special abilities during his turn.&lt;br /&gt;
&lt;br /&gt;
Then, the next player takes his turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Game end and scoring ==&lt;br /&gt;
&lt;br /&gt;
The final round is the one in which a player places all of their houses or gets a 7 carriage. Players have an equal number of turns, so play continues until the end of that round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scoring&#039;&#039;&#039;: highest carriage + points on all bonus tiles - unplaced houses&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ties&#039;&#039;&#039;: Whoever got the &#039;game end&#039; token. If that wasn&#039;t a tied player, it is whichever tied player played soonest (clockwie, irl) after them.&lt;/div&gt;</summary>
		<author><name>Jjcf89</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpthurnandtaxis&amp;diff=6396</id>
		<title>Gamehelpthurnandtaxis</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpthurnandtaxis&amp;diff=6396"/>
		<updated>2020-12-07T23:32:00Z</updated>

		<summary type="html">&lt;p&gt;Jjcf89: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Helpers==&lt;br /&gt;
&lt;br /&gt;
Each turn you can choose one character to help you, giving you a bonus or option for that turn:&lt;br /&gt;
*Postmaster: Draw an extra card&lt;br /&gt;
*Postal Carrier: Add a second card to your route&lt;br /&gt;
*Administrator: Clear the six city cards away, replacing them with six new ones&lt;br /&gt;
*Cartwright: Acquire the next highest carriage, even if your route is 1 or 2 short, i.e. a 5 city route gets a level 7 carriage.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
Each player builds a postal system. To do so, each player tries to build an effective network of post offices in the cities on the board, acquire valuable carriages, and collect bonus tiles. It also helps to get help from the postal officials.&lt;br /&gt;
&lt;br /&gt;
When a player acquires a value 7 carriage or has placed all his houses, the game is in its final round. When the round ends, the game ends immediately.&lt;br /&gt;
&lt;br /&gt;
The player with the most victory points wins the game!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Game end and scoring ==&lt;br /&gt;
&lt;br /&gt;
The final round is the one in which a player places all of their houses or gets a 7 carriage. Players have an equal number of turns, so play continues until the end of that round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scoring&#039;&#039;&#039;: highest carriage + points on all bonus tiles - unplaced houses&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ties&#039;&#039;&#039;: Whoever got the &#039;game end&#039; token. If that wasn&#039;t a tied player, it is whichever tied player played soonest (clockwie, irl) after them.&lt;/div&gt;</summary>
		<author><name>Jjcf89</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpwelcometo&amp;diff=6308</id>
		<title>Gamehelpwelcometo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpwelcometo&amp;diff=6308"/>
		<updated>2020-12-01T03:03:05Z</updated>

		<summary type="html">&lt;p&gt;Jjcf89: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Purpose of the Game ==&lt;br /&gt;
&lt;br /&gt;
Architects gradually develop their three streets by building houses, identified by their numbers.&lt;br /&gt;
&lt;br /&gt;
Houses will be grouped into housing estates, but only fully-completed ones count at the end of the game.&lt;br /&gt;
&lt;br /&gt;
Parks and pools help to improve the neighborhood.&lt;br /&gt;
&lt;br /&gt;
Architects can raise the quality of their constructions in order to promote their estates’ value.&lt;br /&gt;
&lt;br /&gt;
All of this while trying to be the first to complete the City Plans!&lt;br /&gt;
&lt;br /&gt;
Finally, by increasing recruitment through temp agencies, architects can hasten the construction and get in the mayor’s good graces.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
At the beginning of each turn, three pairs of cards will be drawn. These pairs create three combinations, comprised of a House Number and an Effect. These combinations are used to perform actions.&lt;br /&gt;
&lt;br /&gt;
Players take turns simultaneously. Each player individually chooses one of the three combinations available to perform an action on their sheet. Multiple players can pick the same combination. &lt;br /&gt;
&lt;br /&gt;
Each player must write the number from the chosen combination in a house on one of the three streets on their sheet. Numbers must always be written in an empty house and must be written in ascending order from left to right.&lt;br /&gt;
The same number can never appear twice in the same street (except for the &amp;quot;Bis&amp;quot; effect).&lt;br /&gt;
&lt;br /&gt;
When filling in houses, players may leave as many empty houses between two built houses, and then fill them in later. Numbers must still be in ascending order. &lt;br /&gt;
Also, players may skip numbers when filling in houses, like placing a 10 directly after a 7.&lt;br /&gt;
&lt;br /&gt;
The player’s chosen combination also allows them to perform an &#039;&#039;&#039;effect&#039;&#039;&#039;. Players may perform the effect only if they did not receive a building permit refusal. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; performing an effect is optional.&lt;br /&gt;
&lt;br /&gt;
Once all players have built their houses and carried out effects, a new turn begins. &lt;br /&gt;
&lt;br /&gt;
=== Effects ===&lt;br /&gt;
&lt;br /&gt;
==== Surveyor ====&lt;br /&gt;
&lt;br /&gt;
Allows the player to build a fence between two houses on the same street. To build a fence, choose any available, white-dotted space and draw a line on it.&lt;br /&gt;
 &lt;br /&gt;
Permanent fences are present on both sides of each street. Fences determine the boundaries of housing estates. A completed housing estate is a row of 1 to 6 neighboring houses, all numbered (no blank spaces between them) and built between two fences. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Score:&#039;&#039;&#039; Completed housing estates are necessary to fulfill City Plans and may be split further, as long as they have not previously fulfilled a City Plan).&lt;br /&gt;
&lt;br /&gt;
==== Real Estate Agent ====&lt;br /&gt;
&lt;br /&gt;
Promotes and increases the value of completed housing estates. To use the Real Estate Agent, choose a  Real Estate column and cross off the top-most, lowest-numbered space. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Score:&#039;&#039;&#039; At the end of the game, each completed estate (size 2, 3, 4, etc...) scores as many points as the smallest, unchecked number from its corresponding column.&lt;br /&gt;
&lt;br /&gt;
==== Landscaper ====&lt;br /&gt;
&lt;br /&gt;
Allows the player to build a park. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Score:&#039;&#039;&#039; The player crosses off one of the trees at the end of the street. Parks must be crossed off on the same street that the house number is written. Parks are crossed off, left-to-right in ascending order.&lt;br /&gt;
&lt;br /&gt;
==== Pool Manufacturer ====&lt;br /&gt;
&lt;br /&gt;
Allows a player to score points when building houses that have a planned pool.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Score:&#039;&#039;&#039; If a player writes the house number associated with the Pool Manufacturer effect in a house with a planned pool, then the pool is built. Cross off the top-most, lowest-numbered space in their pools column.&lt;br /&gt;
&lt;br /&gt;
==== Temp Agency ====&lt;br /&gt;
&lt;br /&gt;
Allows the player to add or subtract 1 or 2 to the house number they are building. The Temp Agency allows the player to write numbers from 0 to 17.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Score&#039;&#039;&#039;: For each use of the Temp Agency, cross off one box from the Temp Agency column. At the end of the game, the player who crossed off the most Temp Agency boxes scores 7 points. The next highest scores 4 points, and the third-highest scores 1 point. In case of a tie, players score the same amount of points.&lt;br /&gt;
&lt;br /&gt;
==== Bis ====&lt;br /&gt;
&lt;br /&gt;
Allows the player to duplicate a house number on any street. The new house must be directly adjacent, to the left or right of the house with the same number. &lt;br /&gt;
Duplicate houses can never be separated by fences. When duplicating a number, write &amp;quot;bis&amp;quot; next to the number in the new house. A house can be duplicated multiple times, and the duplicated number does not have to be associated with the number/effect combination.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Score:&#039;&#039;&#039; Cross off the top-most, lowest-numbered space in the &amp;quot;bis&amp;quot; column. At the end of the game, &#039;&#039;&#039;subtract&#039;&#039;&#039; the smallest, unchecked number from the final score.&lt;br /&gt;
&lt;br /&gt;
=== City Plans ===&lt;br /&gt;
&lt;br /&gt;
A City Plan presents a goal set by the City to its architects, as in building a certain number of housing estates with mandated sizes.&lt;br /&gt;
&lt;br /&gt;
The first player(s) who meet the required conditions of a City Plan during the same turn immediately score the points indicated. Write the higher amount from the &amp;quot;Project&amp;quot; side of the City Plan card in the corresponding box (n°1, n°2, or n°3) in their Plans column. Turn over the City Plan to its &amp;quot;Approved&amp;quot; side. &lt;br /&gt;
&lt;br /&gt;
A player can only score each City Plan once.&lt;br /&gt;
&lt;br /&gt;
Other players who later achieve the same City Plan score the lower point amount.&lt;br /&gt;
&lt;br /&gt;
The first player who completes a goal can choose to reshuffle the 81 Construction cards and deal three new stacks of cards as in game setup.&lt;br /&gt;
&lt;br /&gt;
==== Housing Estates Plans ====&lt;br /&gt;
&lt;br /&gt;
To fulfill these City Plans, the player must complete all of the required housing estates.&lt;br /&gt;
&lt;br /&gt;
The estates do not have to be in the same street. There is no restriction to the location of a Plan’s estates.&lt;br /&gt;
&lt;br /&gt;
=== The game ends immediately when: === &lt;br /&gt;
&lt;br /&gt;
* A player crosses off their third Building Permit Refusal&lt;br /&gt;
* A player achieves all three City Plans&lt;br /&gt;
* A player has built all of the houses on their streets.&lt;br /&gt;
&lt;br /&gt;
Add up the points for City Plans, parks on each street, pools, temps, and completed estates. Then subtract the points from the &amp;quot;Bis&amp;quot; column and the Building Permit Refusal column.&lt;br /&gt;
&lt;br /&gt;
The player with the most points wins!&lt;br /&gt;
&lt;br /&gt;
In case of a tie, the player with the most completed estates wins. In case of another tie, the player with the most 1-house estates wins, then 2-house, etc... In case of another tie, (seriously?) players play another game of Welcome To.&lt;/div&gt;</summary>
		<author><name>Jjcf89</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpwelcometo&amp;diff=6306</id>
		<title>Gamehelpwelcometo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpwelcometo&amp;diff=6306"/>
		<updated>2020-12-01T01:10:43Z</updated>

		<summary type="html">&lt;p&gt;Jjcf89: Created page with &amp;quot;=== The game ends immediately when: ===   * A player crosses off their third Building Permit Refusal * A player achieves all three City Plans * A player has built all of the h...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== The game ends immediately when: === &lt;br /&gt;
&lt;br /&gt;
* A player crosses off their third Building Permit Refusal&lt;br /&gt;
* A player achieves all three City Plans&lt;br /&gt;
* A player has built all of the houses on their streets.&lt;/div&gt;</summary>
		<author><name>Jjcf89</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_stoneage&amp;diff=5601</id>
		<title>Tips stoneage</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_stoneage&amp;diff=5601"/>
		<updated>2020-09-15T01:22:38Z</updated>

		<summary type="html">&lt;p&gt;Jjcf89: Undo revision 5354 and 5308 by Bakmage42 (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Do not ignore either buildings or cards, they are equally important for winning the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Food&#039;&#039;&#039; is very easy to run out of, try to increase your agriculture from the beginning without growing your population too early. Do this until like 30% of the game, only start growing population after that point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;: Try to collect as much wood as you can, you can use it for buying cards for the cheapest price.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Card Bonuses&#039;&#039;&#039;: Stay aware of what bonuses (bottom half of the card) other players are collecting and which ones you can collect. Building a strong set of Green culture cards or of a multiplier which matches the extras you have been gathering is a game changer.&lt;/div&gt;</summary>
		<author><name>Jjcf89</name></author>
	</entry>
</feed>