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	<updated>2026-10-19T01:03:14Z</updated>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpdontgointhere&amp;diff=14580</id>
		<title>Gamehelpdontgointhere</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpdontgointhere&amp;diff=14580"/>
		<updated>2022-09-06T16:58:51Z</updated>

		<summary type="html">&lt;p&gt;JohnMothra: /* GAME COMPONENTS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== GAME COMPONENTS ==&lt;br /&gt;
* &#039;&#039;&#039;5&#039;&#039;&#039; Meeples per player&lt;br /&gt;
* &#039;&#039;&#039;6&#039;&#039;&#039; Ghost dice, each with 3 Ghost faces and 3 blank faces&lt;br /&gt;
* &#039;&#039;&#039;3&#039;&#039;&#039; Double-sided Room boards&lt;br /&gt;
* &#039;&#039;&#039;12&#039;&#039;&#039; Cursed Card types, &#039;&#039;&#039;x8&#039;&#039;&#039; of each&lt;br /&gt;
* Ghost Tokens&lt;br /&gt;
&lt;br /&gt;
== OBJECTIVE ==&lt;br /&gt;
The player with the FEWEST Curses win.&lt;br /&gt;
&lt;br /&gt;
During the game, you will acquire Cursed cards that will have a Curse value. Try to collect cards with fewer Curses on them and dispel cards with lots of curses. When you dispel a a card it flips over and its Curses no longer add to your total.&lt;br /&gt;
&lt;br /&gt;
Sometimes you&#039;ll get haunted by Ghosts. Having a few ghost tokens is okay. But if you end with the MOST ghosts you will gain a lot of Curses.&lt;br /&gt;
&lt;br /&gt;
Flashlights protect you from Ghosts. It&#039;s risky going further into the haunted house, but you can get 1st choice of the cards.&lt;br /&gt;
&lt;br /&gt;
== SETUP ==&lt;br /&gt;
&lt;br /&gt;
* Sort the Cursed cards by type. Select a number of types based on player count. Shuffle all the cards of those types together and then remove a number of cards based on player count.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Player Count Setup&lt;br /&gt;
|-&lt;br /&gt;
! Players !! Card Types !! Cards to Remove from Deck&lt;br /&gt;
|-&lt;br /&gt;
| 2 Players || 5 Types || Remove 16 Cards&lt;br /&gt;
|-&lt;br /&gt;
| 3 Players || 6 Types || Remove 12 Cards&lt;br /&gt;
|-&lt;br /&gt;
| 4 Players || 7 Types || Remove 8 Cards&lt;br /&gt;
|-&lt;br /&gt;
| 5 Players || 8 Types || Remove 4 Cards&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Place the 3 Room boards with a random side face-up. Deal 3 cards to each Room.&lt;br /&gt;
&lt;br /&gt;
== HOW TO PLAY ==&lt;br /&gt;
On your turn you must place one of your Meeples into a Room. If it is the 3rd Meeple in the Room then the Room will be resolved.&lt;br /&gt;
&lt;br /&gt;
=== PLACE A MEEPLE ===&lt;br /&gt;
Place 1 Meeple from your supply on an unoccupied space in any Room. Each placed Meeple will allow to claim one of the cards above the Room. A Meeple placed furtger up has a better chance of getting 1st choice of cards, but an increased chance of taking Ghosts tokens. Some Rooms have an effect that will activate immediately after placing a Meeple into them. If you place the 3rd Meeple the Room is immediately resolved. Otherwise play passes to the next player.&lt;br /&gt;
&lt;br /&gt;
=== RESOLVE A ROOM ===&lt;br /&gt;
&lt;br /&gt;
==== 1. Roll for Ghosts ====&lt;br /&gt;
Roll a number dice equal to the total of the dice symbols on all cards above the Room board. The owner of each Meeple takes Ghosts tokens equal to the number of Ghosts rolled minus the number of Flashlights on the Meeple&#039;s space. Ghost tokens are hidden from other players.&lt;br /&gt;
&lt;br /&gt;
==== 2. Take Cursed Cards ====&lt;br /&gt;
Beginning with the Meeple in the highest space in the room and continuing down, the owner of the Meeple must take a Cursed card of their choice and adds it to a face-up tableau that all players can see. Some cards will trigger an effect immediately after claiming them. Return the Meeple to your supply.&lt;br /&gt;
&lt;br /&gt;
==== 3. Reveal a New Room ====&lt;br /&gt;
Once all Meeples have claimed cards, flip the Room to its opposite side and deal 3 new cards to the Room. If no cards remain in the deck remove the Room board from the game. Play continues with the next player after the player whose Meeple triggered Room resolution. Once every card has been claimed and all 3 Rooms have been removed from play the game ends.&lt;br /&gt;
&lt;br /&gt;
== GAME END ==&lt;br /&gt;
&lt;br /&gt;
The game ends when all Cursed cards have been taken. Once game end is triggered resolve the following steps.&lt;br /&gt;
&lt;br /&gt;
=== 1. Trigger Cursed Cards with Game End Effects ===&lt;br /&gt;
All players trigger the end game effects of all end game Cursed cards visible in their tableau.&lt;br /&gt;
&lt;br /&gt;
=== 2. Ghosts ===&lt;br /&gt;
Reveal the Ghost tokens of all players. If a player has the most or is tied for the most Ghost tokens they will gain 1 Curse for every 2 Ghost tokens they have (rounded down).&lt;br /&gt;
&lt;br /&gt;
=== 3. Winner ===&lt;br /&gt;
The player with the FEWEST Curses wins. If there is a tie, the tied player with the FEWEST Ghost tokens win. If still tied, the players share victory.&lt;br /&gt;
&lt;br /&gt;
== CURSED CARDS ==&lt;br /&gt;
There are 8 Cursed cards of each type, 2 of each Curse value 1-4.&lt;br /&gt;
&lt;br /&gt;
=== NOTE FOR BGA IMPLEMENTATION ===&lt;br /&gt;
For all card types that dispel cards of their own type the game will automatically dispel the cards with the highest Curse values, as there is no valid reason to select any other cards.&lt;br /&gt;
&lt;br /&gt;
=== AMULET ===&lt;br /&gt;
At game end, dispel the Amulet cards indicated by each of your Amulets. Each Amulet card can only dispel 1 Amulet card with the indicated Curse value.&lt;br /&gt;
&lt;br /&gt;
=== CAT ===&lt;br /&gt;
At game end, if you have 9 or fewer Ghost tokens, dispel all but 1 Cat card.&lt;br /&gt;
&lt;br /&gt;
=== CLOCKS ===&lt;br /&gt;
If you are the 1st player to collect a set of Clock cards whose Curse values add up to 8 or more, immediately dispel 2 Clock cards. After that, collecting a set of Clock cards has no effect.&lt;br /&gt;
&lt;br /&gt;
=== DOLL ===&lt;br /&gt;
When you have a set of Doll cards whose Curse values add up to exactly 6, immediately dispel those Doll cards.&lt;br /&gt;
&lt;br /&gt;
=== HOLY WATER ===&lt;br /&gt;
When you collect a set 2 Holy Water cards immediately discard half of your Ghost tokens rounded.&lt;br /&gt;
&lt;br /&gt;
=== MASK ===&lt;br /&gt;
When you collect a Mask card, immediately pass 1 Ghost token per mask card in your set to the player on your right. If you have less Ghosts than you are required to pass, pass all possible.&lt;br /&gt;
&lt;br /&gt;
=== MIRROR ===&lt;br /&gt;
Each time you take a Mirror card, immediately take a Ghost token. When you collect 3 Mirror cards immediately dispel those 3 Mirror cards.&lt;br /&gt;
&lt;br /&gt;
=== MUSIC BOX ===&lt;br /&gt;
At game end, if you have the most total Curses on Music Box cards, dispel 2 Music Box cards. If tied, all tied players dispel 2 Music Boxes.&lt;br /&gt;
&lt;br /&gt;
=== PORTRAIT ===&lt;br /&gt;
At game end, dispel half of your Portrait cards, rounded down.&lt;br /&gt;
&lt;br /&gt;
=== RING ===&lt;br /&gt;
When you collect a set of 4 Ring cards immediately dispel those 4 Ring cards.&lt;br /&gt;
&lt;br /&gt;
=== TOME ===&lt;br /&gt;
When you collect a set of 2 Tome Cards, choose a card type (not Tomes) and dispel all the cards of that type. Dispelled cards no longer count as part of a set.&lt;br /&gt;
&lt;br /&gt;
=== TWIN ===&lt;br /&gt;
When you collect 2 Twin cards with the same Curse value, immediately dispel those 2 Twin cards.&lt;br /&gt;
&lt;br /&gt;
== ROOMS ==&lt;br /&gt;
=== ATTIC ===&lt;br /&gt;
If you place a Meeple on the top space of this Room immediately take a Ghost token.&lt;br /&gt;
&lt;br /&gt;
=== BASEMENT ===&lt;br /&gt;
After the dice are rolled for this Room, the player that placed the 3rd Meeple may re-roll ALL of the dice 1 time.&lt;br /&gt;
&lt;br /&gt;
=== HALLWAY ===&lt;br /&gt;
After the dice are rolled for this Room, the player that placed the 3rd Meeple may change 1 die result.&lt;br /&gt;
&lt;br /&gt;
=== LIBRARY ===&lt;br /&gt;
Place the 3 Cursed cards in this room in left to right in ascending Curse value. The player the takes the leftmost card must first take a Ghost token. The player that takes the rightmost card first discards a Ghost token&lt;br /&gt;
&lt;br /&gt;
=== NURSERY ===&lt;br /&gt;
If you place a Meeple on the bottom space of this Room immediately discard a Ghost token.&lt;br /&gt;
&lt;br /&gt;
=== SECRET PASSAGE ===&lt;br /&gt;
Place the 3rd Cursed card in this Room face-down. When a player places a Meeple in the Room they can look at the face-down card. When a 3rd Meeple is placed, reveal the card.&lt;/div&gt;</summary>
		<author><name>JohnMothra</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpdontgointhere&amp;diff=14579</id>
		<title>Gamehelpdontgointhere</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpdontgointhere&amp;diff=14579"/>
		<updated>2022-09-06T16:56:15Z</updated>

		<summary type="html">&lt;p&gt;JohnMothra: Created page with &amp;quot;== GAME COMPONENTS == * &amp;#039;&amp;#039;&amp;#039;5&amp;#039;&amp;#039;&amp;#039; Meeples per player * &amp;#039;&amp;#039;&amp;#039;6&amp;#039;&amp;#039;&amp;#039; Ghost dice * &amp;#039;&amp;#039;&amp;#039;3&amp;#039;&amp;#039;&amp;#039; Double-sided Room boards * &amp;#039;&amp;#039;&amp;#039;12&amp;#039;&amp;#039;&amp;#039; Cursed Card types, &amp;#039;&amp;#039;&amp;#039;x8&amp;#039;&amp;#039;&amp;#039; of each * Ghost Tokens  == OB...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== GAME COMPONENTS ==&lt;br /&gt;
* &#039;&#039;&#039;5&#039;&#039;&#039; Meeples per player&lt;br /&gt;
* &#039;&#039;&#039;6&#039;&#039;&#039; Ghost dice&lt;br /&gt;
* &#039;&#039;&#039;3&#039;&#039;&#039; Double-sided Room boards&lt;br /&gt;
* &#039;&#039;&#039;12&#039;&#039;&#039; Cursed Card types, &#039;&#039;&#039;x8&#039;&#039;&#039; of each&lt;br /&gt;
* Ghost Tokens&lt;br /&gt;
&lt;br /&gt;
== OBJECTIVE ==&lt;br /&gt;
The player with the FEWEST Curses win.&lt;br /&gt;
&lt;br /&gt;
During the game, you will acquire Cursed cards that will have a Curse value. Try to collect cards with fewer Curses on them and dispel cards with lots of curses. When you dispel a a card it flips over and its Curses no longer add to your total.&lt;br /&gt;
&lt;br /&gt;
Sometimes you&#039;ll get haunted by Ghosts. Having a few ghost tokens is okay. But if you end with the MOST ghosts you will gain a lot of Curses.&lt;br /&gt;
&lt;br /&gt;
Flashlights protect you from Ghosts. It&#039;s risky going further into the haunted house, but you can get 1st choice of the cards.&lt;br /&gt;
&lt;br /&gt;
== SETUP ==&lt;br /&gt;
&lt;br /&gt;
* Sort the Cursed cards by type. Select a number of types based on player count. Shuffle all the cards of those types together and then remove a number of cards based on player count.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Player Count Setup&lt;br /&gt;
|-&lt;br /&gt;
! Players !! Card Types !! Cards to Remove from Deck&lt;br /&gt;
|-&lt;br /&gt;
| 2 Players || 5 Types || Remove 16 Cards&lt;br /&gt;
|-&lt;br /&gt;
| 3 Players || 6 Types || Remove 12 Cards&lt;br /&gt;
|-&lt;br /&gt;
| 4 Players || 7 Types || Remove 8 Cards&lt;br /&gt;
|-&lt;br /&gt;
| 5 Players || 8 Types || Remove 4 Cards&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Place the 3 Room boards with a random side face-up. Deal 3 cards to each Room.&lt;br /&gt;
&lt;br /&gt;
== HOW TO PLAY ==&lt;br /&gt;
On your turn you must place one of your Meeples into a Room. If it is the 3rd Meeple in the Room then the Room will be resolved.&lt;br /&gt;
&lt;br /&gt;
=== PLACE A MEEPLE ===&lt;br /&gt;
Place 1 Meeple from your supply on an unoccupied space in any Room. Each placed Meeple will allow to claim one of the cards above the Room. A Meeple placed furtger up has a better chance of getting 1st choice of cards, but an increased chance of taking Ghosts tokens. Some Rooms have an effect that will activate immediately after placing a Meeple into them. If you place the 3rd Meeple the Room is immediately resolved. Otherwise play passes to the next player.&lt;br /&gt;
&lt;br /&gt;
=== RESOLVE A ROOM ===&lt;br /&gt;
&lt;br /&gt;
==== 1. Roll for Ghosts ====&lt;br /&gt;
Roll a number dice equal to the total of the dice symbols on all cards above the Room board. The owner of each Meeple takes Ghosts tokens equal to the number of Ghosts rolled minus the number of Flashlights on the Meeple&#039;s space. Ghost tokens are hidden from other players.&lt;br /&gt;
&lt;br /&gt;
==== 2. Take Cursed Cards ====&lt;br /&gt;
Beginning with the Meeple in the highest space in the room and continuing down, the owner of the Meeple must take a Cursed card of their choice and adds it to a face-up tableau that all players can see. Some cards will trigger an effect immediately after claiming them. Return the Meeple to your supply.&lt;br /&gt;
&lt;br /&gt;
==== 3. Reveal a New Room ====&lt;br /&gt;
Once all Meeples have claimed cards, flip the Room to its opposite side and deal 3 new cards to the Room. If no cards remain in the deck remove the Room board from the game. Play continues with the next player after the player whose Meeple triggered Room resolution. Once every card has been claimed and all 3 Rooms have been removed from play the game ends.&lt;br /&gt;
&lt;br /&gt;
== GAME END ==&lt;br /&gt;
&lt;br /&gt;
The game ends when all Cursed cards have been taken. Once game end is triggered resolve the following steps.&lt;br /&gt;
&lt;br /&gt;
=== 1. Trigger Cursed Cards with Game End Effects ===&lt;br /&gt;
All players trigger the end game effects of all end game Cursed cards visible in their tableau.&lt;br /&gt;
&lt;br /&gt;
=== 2. Ghosts ===&lt;br /&gt;
Reveal the Ghost tokens of all players. If a player has the most or is tied for the most Ghost tokens they will gain 1 Curse for every 2 Ghost tokens they have (rounded down).&lt;br /&gt;
&lt;br /&gt;
=== 3. Winner ===&lt;br /&gt;
The player with the FEWEST Curses wins. If there is a tie, the tied player with the FEWEST Ghost tokens win. If still tied, the players share victory.&lt;br /&gt;
&lt;br /&gt;
== CURSED CARDS ==&lt;br /&gt;
There are 8 Cursed cards of each type, 2 of each Curse value 1-4.&lt;br /&gt;
&lt;br /&gt;
=== NOTE FOR BGA IMPLEMENTATION ===&lt;br /&gt;
For all card types that dispel cards of their own type the game will automatically dispel the cards with the highest Curse values, as there is no valid reason to select any other cards.&lt;br /&gt;
&lt;br /&gt;
=== AMULET ===&lt;br /&gt;
At game end, dispel the Amulet cards indicated by each of your Amulets. Each Amulet card can only dispel 1 Amulet card with the indicated Curse value.&lt;br /&gt;
&lt;br /&gt;
=== CAT ===&lt;br /&gt;
At game end, if you have 9 or fewer Ghost tokens, dispel all but 1 Cat card.&lt;br /&gt;
&lt;br /&gt;
=== CLOCKS ===&lt;br /&gt;
If you are the 1st player to collect a set of Clock cards whose Curse values add up to 8 or more, immediately dispel 2 Clock cards. After that, collecting a set of Clock cards has no effect.&lt;br /&gt;
&lt;br /&gt;
=== DOLL ===&lt;br /&gt;
When you have a set of Doll cards whose Curse values add up to exactly 6, immediately dispel those Doll cards.&lt;br /&gt;
&lt;br /&gt;
=== HOLY WATER ===&lt;br /&gt;
When you collect a set 2 Holy Water cards immediately discard half of your Ghost tokens rounded.&lt;br /&gt;
&lt;br /&gt;
=== MASK ===&lt;br /&gt;
When you collect a Mask card, immediately pass 1 Ghost token per mask card in your set to the player on your right. If you have less Ghosts than you are required to pass, pass all possible.&lt;br /&gt;
&lt;br /&gt;
=== MIRROR ===&lt;br /&gt;
Each time you take a Mirror card, immediately take a Ghost token. When you collect 3 Mirror cards immediately dispel those 3 Mirror cards.&lt;br /&gt;
&lt;br /&gt;
=== MUSIC BOX ===&lt;br /&gt;
At game end, if you have the most total Curses on Music Box cards, dispel 2 Music Box cards. If tied, all tied players dispel 2 Music Boxes.&lt;br /&gt;
&lt;br /&gt;
=== PORTRAIT ===&lt;br /&gt;
At game end, dispel half of your Portrait cards, rounded down.&lt;br /&gt;
&lt;br /&gt;
=== RING ===&lt;br /&gt;
When you collect a set of 4 Ring cards immediately dispel those 4 Ring cards.&lt;br /&gt;
&lt;br /&gt;
=== TOME ===&lt;br /&gt;
When you collect a set of 2 Tome Cards, choose a card type (not Tomes) and dispel all the cards of that type. Dispelled cards no longer count as part of a set.&lt;br /&gt;
&lt;br /&gt;
=== TWIN ===&lt;br /&gt;
When you collect 2 Twin cards with the same Curse value, immediately dispel those 2 Twin cards.&lt;br /&gt;
&lt;br /&gt;
== ROOMS ==&lt;br /&gt;
=== ATTIC ===&lt;br /&gt;
If you place a Meeple on the top space of this Room immediately take a Ghost token.&lt;br /&gt;
&lt;br /&gt;
=== BASEMENT ===&lt;br /&gt;
After the dice are rolled for this Room, the player that placed the 3rd Meeple may re-roll ALL of the dice 1 time.&lt;br /&gt;
&lt;br /&gt;
=== HALLWAY ===&lt;br /&gt;
After the dice are rolled for this Room, the player that placed the 3rd Meeple may change 1 die result.&lt;br /&gt;
&lt;br /&gt;
=== LIBRARY ===&lt;br /&gt;
Place the 3 Cursed cards in this room in left to right in ascending Curse value. The player the takes the leftmost card must first take a Ghost token. The player that takes the rightmost card first discards a Ghost token&lt;br /&gt;
&lt;br /&gt;
=== NURSERY ===&lt;br /&gt;
If you place a Meeple on the bottom space of this Room immediately discard a Ghost token.&lt;br /&gt;
&lt;br /&gt;
=== SECRET PASSAGE ===&lt;br /&gt;
Place the 3rd Cursed card in this Room face-down. When a player places a Meeple in the Room they can look at the face-down card. When a 3rd Meeple is placed, reveal the card.&lt;/div&gt;</summary>
		<author><name>JohnMothra</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpexhibitiontwentiethcentury&amp;diff=12306</id>
		<title>Gamehelpexhibitiontwentiethcentury</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpexhibitiontwentiethcentury&amp;diff=12306"/>
		<updated>2022-03-15T18:48:41Z</updated>

		<summary type="html">&lt;p&gt;JohnMothra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== CONTENT ==&lt;br /&gt;
&lt;br /&gt;
*1 CONTINENTS tile (OCEANIA, SOUTH AMERICA, AFRICA, ASIA, EUROPE, NORTH AMERICA)&lt;br /&gt;
*101 SUBJECT cards, with a year (1900-1999) and a continent&lt;br /&gt;
*10 SECRET DECADE variant cards&lt;br /&gt;
*5 PLAYER BOARDS, each showing an EXHIBITION HALL and a DEPOT&lt;br /&gt;
*5 VEHICLES (Zeppelin / Ford / Titanic / DC-3 / Space Shuttle)&lt;br /&gt;
*1 SCORE SHEET pad&lt;br /&gt;
&lt;br /&gt;
== PREPARATION ==&lt;br /&gt;
&lt;br /&gt;
* Place the CONTINENTS tile near the middle of the table&lt;br /&gt;
* Shuffle the 101 SUBJECT cards. Place 3 cards at each continent, open. Arrange the 3 cards in ascending order (for clarity). Place the remaining cards as a stock pile.&lt;br /&gt;
* Each player gets a PLAYER BOARD, and the VEHICLE in the color of the hall&#039;s floor.&lt;br /&gt;
* The oldest player is the start player and places their VEHICLE on OCEANIA at the CONTINENTS tile. The other players, in clockwise order, place their VEHICLES on respectively SOUTH AMERICA, AFRICA, ASIA, and EUROPE.&lt;br /&gt;
* Place a SCORE SHEET and a pen at the start player. Write the player names at the sheet.&lt;br /&gt;
&lt;br /&gt;
== TURNS ==&lt;br /&gt;
&lt;br /&gt;
Each turn consists of 4 phases in this order:&lt;br /&gt;
&lt;br /&gt;
#Take card&lt;br /&gt;
#Move vehicle&lt;br /&gt;
#Refill empty spot&lt;br /&gt;
#Place card&lt;br /&gt;
&lt;br /&gt;
=== 1. TAKE CARD ===&lt;br /&gt;
&lt;br /&gt;
Take 1 of the 3 SUBJECT cards at the continent where your VEHICLE stands&lt;br /&gt;
&#039;&#039;Exception: if your VEHICLE stands at a continent without any card, move to another continent and take a card there.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== 2. MOVE VEHICLE ===&lt;br /&gt;
&lt;br /&gt;
Move your VEHICLE to the continent (color) of your new SUBJECT card.&lt;br /&gt;
&#039;&#039;Exception: if you took a white card (1945 or Einstein), you freely choose the continent to move to.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== 3. REFILL EMPTY SPOT ===&lt;br /&gt;
&lt;br /&gt;
Refill the emptied spot with the top SUBJECT card of the stock.&lt;br /&gt;
&#039;&#039;Arrange the 3 open cards in ascending year order again.&#039;&#039;&lt;br /&gt;
&#039;&#039;Exception: Skip this if the stock is empty.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== 4. PLACE CARD ===&lt;br /&gt;
&lt;br /&gt;
Place your obtained SUBJECT card:&lt;br /&gt;
*In an empty spot in one of the 5 showcases of your EXHIBITION HALL. &#039;&#039;16 empty spots to choose from in your first turn.&#039;&#039;&lt;br /&gt;
*OR in your DEPOT (maximum 3). &#039;&#039;Rotate your card 180 degrees in that case.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After the start player the turn progresses clockwise.&lt;br /&gt;
&lt;br /&gt;
== REQUIREMENTS IN YOUR EXHIBITION ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ASCENDING YEARS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each card must show a year that is higher than each of its left-side cards and lower than each of its right-side cards in the same showcase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DIFFERENT CONTINENTS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each continent (card color) in a showcase must be unique. Except for the ONE CONTINENT showcase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Showcase ONE CONTINENT&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Here all cards must have the same continent. And it must be a continent that no other player has in their ONE CONTINENT showcase!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Showcase ONE ERA&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Neighboring cards cannot have more than 10 years difference. With 1 spot between 2 cards the gap can be 20 years maximum, with 2 spots free between the gap can be 30 years maximum.&lt;br /&gt;
&lt;br /&gt;
== SPECIAL CARDS (1945 and Einstein) ==&lt;br /&gt;
&lt;br /&gt;
To fit the REQUIREMENTS you can choose to which continent, and to which year (only for &#039;Einstein&#039; card), the card belongs. But the chosen &#039;year&#039;/&#039;continent&#039; doesn&#039;t count for any fame points!&lt;br /&gt;
&lt;br /&gt;
== FINAL EXHIBITIONS ==&lt;br /&gt;
&lt;br /&gt;
Your game ends if:&lt;br /&gt;
*All your (16) EXHIBITION HALL spots are filled, or:&lt;br /&gt;
*You cannot place a call in your EXHIBITION HALL, and cannot or don&#039;t want to place one in your DEPOT.&lt;br /&gt;
&lt;br /&gt;
Others may keep playing turns.&lt;br /&gt;
&lt;br /&gt;
== FAME SCORE ==&lt;br /&gt;
&lt;br /&gt;
Cards in your DEPOT don&#039;t count for calculating game points!.&lt;br /&gt;
&lt;br /&gt;
=== FAME POINTS WHILE BUILDING YOUR EXHIBITION ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ALL 6 CONTINENTS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The first player with at least 1 card of each of the 6 continents anywhere in their EXHIBITION HALL, gets 5 fame points(fp), the 2nd player 4, the 3rd player 3, the 4th player 2, and the 5th player 1. All players who reach this goal in the same round, get the same fp. A round lasts until all players, after the first player (who has the score sheet) had their turn.&lt;br /&gt;
&#039;&#039;So if 3 players got their 6th continent in their 11th turn, and no one reached that yet, they all get 5fp.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When players get the same fp, the next player(s) with 6 continents gets the next lower fp.&lt;br /&gt;
&#039;&#039;So in above example the 4th player, in for example round 13, gets 4fp, and the 5th player in a later round gets 3fp.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== FAME POINTS AFTER ALL EXHIBITIONS ARE FINAL ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SHOWCASE: YEARS GAP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The player with the biggest gap between the 2 years in this showcase, gets 5fp, the 2nd biggest gap brings 4fp, the 3rd-biggest 3fp, 4th 2fp and for the 5th player 1 fp. In case of equal gaps, the equal players get the same fp. The next payer(s) get the next lower fp. &#039;&#039;Same as with &#039;6 continents&#039; goal (see above).&#039;&#039; Players with an empty spot or the &#039;Einstein&#039; card in this showcase, score 0fp.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CONTINENT FOCUS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You get fp equal to the number of cards of your most frequent continent. &#039;&#039;The 1945 and &#039;Einstein&#039; cards do not count&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NUMBER OF DECADES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 fp per decade you have 1 or more cards of. &#039;&#039;So 10fp (10 decades) maximum. Decades are 1900-1909, 1910-1919, 1920-1929, etc. The &#039;Einstein&#039; card does not count.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CHAIN OF YEARS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1fp per card in your longest series of consecutive years. These cards don&#039;t have to be adjacent to each other in your exhibition! &#039;&#039;1fp is the minimum score. The &#039;Einstein&#039; card does not count.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== PENALTY POINTS ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;EMPTY SPOTS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Subtract 1fp per empty spot in your EXHIBITION HALL.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DEPOT&#039;&#039;&#039;&lt;br /&gt;
Subtract 1fp per DEPOT card.&lt;br /&gt;
&lt;br /&gt;
=== TIEBREAKER ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1950&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With an equal number of fame points, the equal player with their card in the 1-spot MID CENTURY showcase closest to 1950 wins. If that&#039;s equal too, these players tie.&lt;br /&gt;
&lt;br /&gt;
== SECRET DECADE VARIANT ==&lt;br /&gt;
&lt;br /&gt;
Shuffle these 10 cards and deal 1 to each player. Keep your card secret from other players until the end of game. Players will score 1fp per SUBJECT card whose year matches their secret decade card.&lt;br /&gt;
&lt;br /&gt;
== VARIATION SHOWCASES ==&lt;br /&gt;
&lt;br /&gt;
You can add 1 or more VARIATION SHOWCASES to your EXHIBITION HALL by laying them on top of the  base game showcases.&lt;br /&gt;
&lt;br /&gt;
Each player uses the same set of showcases.&lt;br /&gt;
&lt;br /&gt;
The 2 special (white) cards can&#039;t be placed in VARIATION SHOWCASES.&lt;br /&gt;
&lt;br /&gt;
The general rules (ascending years and different continents) apply to the VARIATION SHOWCASES as well.&lt;br /&gt;
&lt;br /&gt;
=== Showcase SPREAD THE YEARS ===&lt;br /&gt;
&lt;br /&gt;
Requirement: &#039;&#039;&#039;The difference between neighboring cards must be 20 years or more. With 1 free spot between cards 2 cards the gap must be at least 40 years, with 2 free spots it must be 60 years minimum.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Showcase LINKS ===&lt;br /&gt;
&lt;br /&gt;
Requirement: &#039;&#039;&#039;Each 2 neighboring cards must have the same continent OR maximum of 5 years difference (or both).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Showcase SHORT ERA ===&lt;br /&gt;
For 5/4/3/2/1(0)fp (see comparable YEARS GAP showcase)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Who has the smallest difference in years between the left and right side spots?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Showcase ONE DECADE ===&lt;br /&gt;
Requirement: &#039;&#039;&#039;All cards in this showcase must have the same decade.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Showcase ANTIQUITY ===&lt;br /&gt;
&lt;br /&gt;
For 5/4/3/2/1(0)fp (see comparable YEARS GAP showcase)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Who has the oldest year in the right-side spot?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Showcase UNIQUE DECADES ===&lt;br /&gt;
&lt;br /&gt;
Requirement: &#039;&#039;&#039;Each decade must differ from earlier placed decades of all players (including yourself) in this showcase. With 4 players only the 10s, 20s, 30s, 40s, 50s, 60s, 70s, and 80s are allowed. With 3 players only the 20s, 30s, 40s, 50s, 60s, 70s, and with 2 players only the 30s, 40s, 50s, and 60s.&lt;/div&gt;</summary>
		<author><name>JohnMothra</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpexhibitiontwentiethcentury&amp;diff=12305</id>
		<title>Gamehelpexhibitiontwentiethcentury</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpexhibitiontwentiethcentury&amp;diff=12305"/>
		<updated>2022-03-15T18:33:15Z</updated>

		<summary type="html">&lt;p&gt;JohnMothra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== CONTENT ==&lt;br /&gt;
&lt;br /&gt;
*1 CONTINENTS tile (OCEANIA, SOUTH AMERICA, AFRICA, ASIA, EUROPE, NORTH AMERICA)&lt;br /&gt;
*101 SUBJECT cards, with a year (1900-1999) and a continent&lt;br /&gt;
*10 SECRET DECADE variant cards&lt;br /&gt;
*5 PLAYER BOARDS, each showing an EXHIBITION HALL and a DEPOT&lt;br /&gt;
*5 VEHICLES (Zeppelin / Ford / Titanic / DC-3 / Space Shuttle)&lt;br /&gt;
*1 SCORE SHEET pad&lt;br /&gt;
&lt;br /&gt;
== PREPARATION ==&lt;br /&gt;
&lt;br /&gt;
* Place the CONTINENTS tile near the middle of the table&lt;br /&gt;
* Shuffle the 101 SUBJECT cards. Place 3 cards at each continent, open. Arrange the 3 cards in ascending order (for clarity). Place the remaining cards as a stock pile.&lt;br /&gt;
* Each player gets a PLAYER BOARD, and the VEHICLE in the color of the hall&#039;s floor.&lt;br /&gt;
* The oldest player is the start player and places their VEHICLE on OCEANIA at the CONTINENTS tile. The other players, in clockwise order, place their VEHICLES on respectively SOUTH AMERICA, AFRICA, ASIA, and EUROPE.&lt;br /&gt;
* Place a SCORE SHEET and a pen at the start player. Write the player names at the sheet.&lt;br /&gt;
&lt;br /&gt;
== TURNS ==&lt;br /&gt;
&lt;br /&gt;
Each turn consists of 4 phases in this order:&lt;br /&gt;
&lt;br /&gt;
#Take card&lt;br /&gt;
#Move vehicle&lt;br /&gt;
#Refill empty spot&lt;br /&gt;
#Place card&lt;br /&gt;
&lt;br /&gt;
=== 1. TAKE CARD ===&lt;br /&gt;
&lt;br /&gt;
Take 1 of the 3 SUBJECT cards at the continent where your VEHICLE stands&lt;br /&gt;
&#039;&#039;Exception: if your VEHICLE stands at a continent without any card, move to another continent and take a card there.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== 2. MOVE VEHICLE ===&lt;br /&gt;
&lt;br /&gt;
Move your VEHICLE to the continent (color) of your new SUBJECT card.&lt;br /&gt;
&#039;&#039;Exception: if you took a white card (1945 or Einstein), you freely choose the continent to move to.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== 3. REFILL EMPTY SPOT ===&lt;br /&gt;
&lt;br /&gt;
Refill the emptied spot with the top SUBJECT card of the stock.&lt;br /&gt;
&#039;&#039;Arrange the 3 open cards in ascending year order again.&#039;&#039;&lt;br /&gt;
&#039;&#039;Exception: Skip this if the stock is empty.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== 4. PLACE CARD ===&lt;br /&gt;
&lt;br /&gt;
Place your obtained SUBJECT card:&lt;br /&gt;
*In an empty spot in one of the 5 showcases of your EXHIBITION HALL. &#039;&#039;16 empty spots to choose from in your first turn.&#039;&#039;&lt;br /&gt;
*OR in your DEPOT (maximum 3). &#039;&#039;Rotate your card 180 degrees in that case.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After the start player the turn progresses clockwise.&lt;br /&gt;
&lt;br /&gt;
== REQUIREMENTS IN YOUR EXHIBITION ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ASCENDING YEARS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each card must show a year that is higher than each of its left-side cards and lower than each of its right-side cards in the same showcase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DIFFERENT CONTINENTS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each continent (card color) in a showcase must be unique. Except for the ONE CONTINENT showcase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Showcase ONE CONTINENT&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Here all cards must have the same continent. And it must be a continent that no other player has in their ONE CONTINENT showcase!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Showcase ONE ERA&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Neighboring cards cannot have more than 10 years difference. With 1 spot between 2 cards the gap can be 20 years maximum, with 2 spots free between the gap can be 30 years maximum.&lt;br /&gt;
&lt;br /&gt;
== SPECIAL CARDS (1945 and Einstein) ==&lt;br /&gt;
&lt;br /&gt;
To fit the REQUIREMENTS you can choose to which continent, and to which year (only for &#039;Einstein&#039; card), the card belongs. But the chosen &#039;year&#039;/&#039;continent&#039; doesn&#039;t count for any fame points!&lt;br /&gt;
&lt;br /&gt;
== FINAL EXHIBITIONS ==&lt;br /&gt;
&lt;br /&gt;
Your game ends if:&lt;br /&gt;
*All your (16) EXHIBITION HALL spots are filled, or:&lt;br /&gt;
*You cannot place a call in your EXHIBITION HALL, and cannot or don&#039;t want to place one in your DEPOT.&lt;br /&gt;
&lt;br /&gt;
Others may keep playing turns.&lt;br /&gt;
&lt;br /&gt;
== FAME SCORE ==&lt;br /&gt;
&lt;br /&gt;
Cards in your DEPOT don&#039;t count for calculating game points!.&lt;br /&gt;
&lt;br /&gt;
=== FAME POINTS WHILE BUILDING YOUR EXHIBITION ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ALL 6 CONTINENTS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The first player with at least 1 card of each of the 6 continents anywhere in their EXHIBITION HALL, gets 5 fame points(fp), the 2nd player 4, the 3rd player 3, the 4th player 2, and the 5th player 1. All players who reach this goal in the same round, get the same fp. A round lasts until all players, after the first player (who has the score sheet) had their turn.&lt;br /&gt;
&#039;&#039;So if 3 players got their 6th continent in their 11th turn, and no one reached that yet, they all get 5fp.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When players get the same fp, the next player(s) with 6 continents gets the next lower fp.&lt;br /&gt;
&#039;&#039;So in above example the 4th player, in for example round 13, gets 4fp, and the 5th player in a later round gets 3fp.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== FAME POINTS AFTER ALL EXHIBITIONS ARE FINAL ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SHOWCASE: YEARS GAP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The player with the biggest gap between the 2 years in this showcase, gets 5fp, the 2nd biggest gap brings 4fp, the 3rd-biggest 3fp, 4th 2fp and for the 5th player 1 fp. In case of equal gaps, the equal players get the same fp. The next payer(s) get the next lower fp. &#039;&#039;Same as with &#039;6 continents&#039; goal (see above).&#039;&#039; Players with an empty spot or the &#039;Einstein&#039; card in this showcase, score 0fp.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CONTINENT FOCUS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You get fp equal to the number of cards of your most frequent continent. &#039;&#039;The 1945 and &#039;Einstein&#039; cards do not count&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NUMBER OF DECADES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 fp per decade you have 1 or more cards of. &#039;&#039;So 10fp (10 decades) maximum. Decades are 1900-1909, 1910-1919, 1920-1929, etc. The &#039;Einstein&#039; card does not count.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CHAIN OF YEARS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1fp per card in your longest series of consecutive years. These cards don&#039;t have to be adjacent to each other in your exhibition! &#039;&#039;1fp is the minimum score. The &#039;Einstein&#039; card does not count.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== PENALTY POINTS ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;EMPTY SPOTS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Subtract 1fp per empty spot in your EXHIBITION HALL.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DEPOT&#039;&#039;&#039;&lt;br /&gt;
Subtract 1fp per DEPOT card.&lt;br /&gt;
&lt;br /&gt;
=== TIEBREAKER ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1950&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With an equal number of fame points, the equal player with their card in the 1-spot MID CENTURY showcase closest to 1950 wins. If that&#039;s equal too, these players tie.&lt;br /&gt;
&lt;br /&gt;
== SECRET DECADE VARIANT ==&lt;br /&gt;
&lt;br /&gt;
Shuffle these 10 cards and deal 1 to each player. Keep your card secret from other players until the end of game. Players will score 1fp per SUBJECT card whose year matches their secret decade card.&lt;/div&gt;</summary>
		<author><name>JohnMothra</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpexhibitiontwentiethcentury&amp;diff=12304</id>
		<title>Gamehelpexhibitiontwentiethcentury</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpexhibitiontwentiethcentury&amp;diff=12304"/>
		<updated>2022-03-15T18:32:35Z</updated>

		<summary type="html">&lt;p&gt;JohnMothra: Created page with &amp;quot;== CONTENT ==  1 CONTINENTS tile (OCEANIA, SOUTH AMERICA, AFRICA, ASIA, EUROPE, NORTH AMERICA) 101 SUBJECT cards, with a year (1900-1999) and a continent 10 SECRET DECADE vari...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== CONTENT ==&lt;br /&gt;
&lt;br /&gt;
1 CONTINENTS tile (OCEANIA, SOUTH AMERICA, AFRICA, ASIA, EUROPE, NORTH AMERICA)&lt;br /&gt;
101 SUBJECT cards, with a year (1900-1999) and a continent&lt;br /&gt;
10 SECRET DECADE variant cards&lt;br /&gt;
5 PLAYER BOARDS, each showing an EXHIBITION HALL and a DEPOT&lt;br /&gt;
5 VEHICLES (Zeppelin / Ford / Titanic / DC-3 / Space Shuttle)&lt;br /&gt;
1 SCORE SHEET pad&lt;br /&gt;
&lt;br /&gt;
== PREPARATION ==&lt;br /&gt;
&lt;br /&gt;
* Place the CONTINENTS tile near the middle of the table&lt;br /&gt;
* Shuffle the 101 SUBJECT cards. Place 3 cards at each continent, open. Arrange the 3 cards in ascending order (for clarity). Place the remaining cards as a stock pile.&lt;br /&gt;
* Each player gets a PLAYER BOARD, and the VEHICLE in the color of the hall&#039;s floor.&lt;br /&gt;
* The oldest player is the start player and places their VEHICLE on OCEANIA at the CONTINENTS tile. The other players, in clockwise order, place their VEHICLES on respectively SOUTH AMERICA, AFRICA, ASIA, and EUROPE.&lt;br /&gt;
* Place a SCORE SHEET and a pen at the start player. Write the player names at the sheet.&lt;br /&gt;
&lt;br /&gt;
== TURNS ==&lt;br /&gt;
&lt;br /&gt;
Each turn consists of 4 phases in this order:&lt;br /&gt;
&lt;br /&gt;
#Take card&lt;br /&gt;
#Move vehicle&lt;br /&gt;
#Refill empty spot&lt;br /&gt;
#Place card&lt;br /&gt;
&lt;br /&gt;
=== 1. TAKE CARD ===&lt;br /&gt;
&lt;br /&gt;
Take 1 of the 3 SUBJECT cards at the continent where your VEHICLE stands&lt;br /&gt;
&#039;&#039;Exception: if your VEHICLE stands at a continent without any card, move to another continent and take a card there.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== 2. MOVE VEHICLE ===&lt;br /&gt;
&lt;br /&gt;
Move your VEHICLE to the continent (color) of your new SUBJECT card.&lt;br /&gt;
&#039;&#039;Exception: if you took a white card (1945 or Einstein), you freely choose the continent to move to.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== 3. REFILL EMPTY SPOT ===&lt;br /&gt;
&lt;br /&gt;
Refill the emptied spot with the top SUBJECT card of the stock.&lt;br /&gt;
&#039;&#039;Arrange the 3 open cards in ascending year order again.&#039;&#039;&lt;br /&gt;
&#039;&#039;Exception: Skip this if the stock is empty.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== 4. PLACE CARD ===&lt;br /&gt;
&lt;br /&gt;
Place your obtained SUBJECT card:&lt;br /&gt;
*In an empty spot in one of the 5 showcases of your EXHIBITION HALL. &#039;&#039;16 empty spots to choose from in your first turn.&#039;&#039;&lt;br /&gt;
*OR in your DEPOT (maximum 3). &#039;&#039;Rotate your card 180 degrees in that case.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After the start player the turn progresses clockwise.&lt;br /&gt;
&lt;br /&gt;
== REQUIREMENTS IN YOUR EXHIBITION ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ASCENDING YEARS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each card must show a year that is higher than each of its left-side cards and lower than each of its right-side cards in the same showcase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DIFFERENT CONTINENTS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each continent (card color) in a showcase must be unique. Except for the ONE CONTINENT showcase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Showcase ONE CONTINENT&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Here all cards must have the same continent. And it must be a continent that no other player has in their ONE CONTINENT showcase!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Showcase ONE ERA&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Neighboring cards cannot have more than 10 years difference. With 1 spot between 2 cards the gap can be 20 years maximum, with 2 spots free between the gap can be 30 years maximum.&lt;br /&gt;
&lt;br /&gt;
== SPECIAL CARDS (1945 and Einstein) ==&lt;br /&gt;
&lt;br /&gt;
To fit the REQUIREMENTS you can choose to which continent, and to which year (only for &#039;Einstein&#039; card), the card belongs. But the chosen &#039;year&#039;/&#039;continent&#039; doesn&#039;t count for any fame points!&lt;br /&gt;
&lt;br /&gt;
== FINAL EXHIBITIONS ==&lt;br /&gt;
&lt;br /&gt;
Your game ends if:&lt;br /&gt;
*All your (16) EXHIBITION HALL spots are filled, or:&lt;br /&gt;
*You cannot place a call in your EXHIBITION HALL, and cannot or don&#039;t want to place one in your DEPOT.&lt;br /&gt;
&lt;br /&gt;
Others may keep playing turns.&lt;br /&gt;
&lt;br /&gt;
== FAME SCORE ==&lt;br /&gt;
&lt;br /&gt;
Cards in your DEPOT don&#039;t count for calculating game points!.&lt;br /&gt;
&lt;br /&gt;
=== FAME POINTS WHILE BUILDING YOUR EXHIBITION ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ALL 6 CONTINENTS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The first player with at least 1 card of each of the 6 continents anywhere in their EXHIBITION HALL, gets 5 fame points(fp), the 2nd player 4, the 3rd player 3, the 4th player 2, and the 5th player 1. All players who reach this goal in the same round, get the same fp. A round lasts until all players, after the first player (who has the score sheet) had their turn.&lt;br /&gt;
&#039;&#039;So if 3 players got their 6th continent in their 11th turn, and no one reached that yet, they all get 5fp.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When players get the same fp, the next player(s) with 6 continents gets the next lower fp.&lt;br /&gt;
&#039;&#039;So in above example the 4th player, in for example round 13, gets 4fp, and the 5th player in a later round gets 3fp.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== FAME POINTS AFTER ALL EXHIBITIONS ARE FINAL ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SHOWCASE: YEARS GAP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The player with the biggest gap between the 2 years in this showcase, gets 5fp, the 2nd biggest gap brings 4fp, the 3rd-biggest 3fp, 4th 2fp and for the 5th player 1 fp. In case of equal gaps, the equal players get the same fp. The next payer(s) get the next lower fp. &#039;&#039;Same as with &#039;6 continents&#039; goal (see above).&#039;&#039; Players with an empty spot or the &#039;Einstein&#039; card in this showcase, score 0fp.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CONTINENT FOCUS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You get fp equal to the number of cards of your most frequent continent. &#039;&#039;The 1945 and &#039;Einstein&#039; cards do not count&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NUMBER OF DECADES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 fp per decade you have 1 or more cards of. &#039;&#039;So 10fp (10 decades) maximum. Decades are 1900-1909, 1910-1919, 1920-1929, etc. The &#039;Einstein&#039; card does not count.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CHAIN OF YEARS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1fp per card in your longest series of consecutive years. These cards don&#039;t have to be adjacent to each other in your exhibition! &#039;&#039;1fp is the minimum score. The &#039;Einstein&#039; card does not count.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== PENALTY POINTS ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;EMPTY SPOTS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Subtract 1fp per empty spot in your EXHIBITION HALL.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DEPOT&#039;&#039;&#039;&lt;br /&gt;
Subtract 1fp per DEPOT card.&lt;br /&gt;
&lt;br /&gt;
=== TIEBREAKER ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1950&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With an equal number of fame points, the equal player with their card in the 1-spot MID CENTURY showcase closest to 1950 wins. If that&#039;s equal too, these players tie.&lt;br /&gt;
&lt;br /&gt;
== SECRET DECADE VARIANT ==&lt;br /&gt;
&lt;br /&gt;
Shuffle these 10 cards and deal 1 to each player. Keep your card secret from other players until the end of game. Players will score 1fp per SUBJECT card whose year matches their secret decade card.&lt;/div&gt;</summary>
		<author><name>JohnMothra</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptucano&amp;diff=11768</id>
		<title>Gamehelptucano</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptucano&amp;diff=11768"/>
		<updated>2022-02-06T19:56:24Z</updated>

		<summary type="html">&lt;p&gt;JohnMothra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== GAME COMPONENTS ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;70&#039;&#039;&#039; cards, including:&lt;br /&gt;
* &#039;&#039;&#039;12&#039;&#039;&#039; toucan cards&lt;br /&gt;
* &#039;&#039;&#039;58&#039;&#039;&#039; fruit cards&lt;br /&gt;
&lt;br /&gt;
== IDEA OF THE GAME ==&lt;br /&gt;
&lt;br /&gt;
Will you be the most discerning bird? The tropical forest is full of tasty fruits, but be careful: some may not actually be that good for you … Harvest the best fruits and use toucan cards wisely to protect your collection… or to steal from your opponents!&lt;br /&gt;
&lt;br /&gt;
== GOAL OF THE GAME ==&lt;br /&gt;
&lt;br /&gt;
Collect fruit cards, earn points and get the most points to win.&lt;br /&gt;
&lt;br /&gt;
== SETTING UP THE GAME ==&lt;br /&gt;
&lt;br /&gt;
* Set the toucans aside. Shuffle all other cards, and divide them into 2 decks.&lt;br /&gt;
&lt;br /&gt;
* Shuffle the 12 toucan cards with one of the decks, then place the other deck on top to form a draw pile.&lt;br /&gt;
&lt;br /&gt;
* Lay out 3 cards face up to start 3 columns then add another face-up card on the middle column. Place the draw pile next to the face up cards.&lt;br /&gt;
&lt;br /&gt;
== HOW TO PLAY ==&lt;br /&gt;
&lt;br /&gt;
Players take turns clockwise. When it is your turn, pick 1 column and take all of its cards. Place the cards face up in front of you. It is recommended to group identical fruit cards together.&lt;br /&gt;
&lt;br /&gt;
Toucan cards give the players access to special abilities. If you take a toucan card, use its effect &#039;&#039;&#039;immediately&#039;&#039;&#039; and discard it afterwards. If you take 2 or more toucan cards, use their effects in the order of your choice.&lt;br /&gt;
&lt;br /&gt;
The turn ends with adding one card to each column from the draw pile, always in the same order: start with the column nearest to the draw pile and finish with the farthest.&lt;br /&gt;
&lt;br /&gt;
== END OF THE GAME ==&lt;br /&gt;
&lt;br /&gt;
Play until there is only 1 column left on the table (every player should have played the same number of turns). Discard the remaining column of cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; when the draw pile is empty, the last players take cards without adding to the columns. Consequently, the last player will have a choice between 2 columns, not 3.&lt;br /&gt;
&lt;br /&gt;
Count up the points from collected fruit cards. The player with the most points wins the game.&lt;br /&gt;
&lt;br /&gt;
== FRUIT CARDS ==&lt;br /&gt;
&lt;br /&gt;
=== SET FRUITS ===&lt;br /&gt;
&lt;br /&gt;
The points you win for each set of fruit cards depend on the number of cards collected, as indicated on the pictogram.&lt;br /&gt;
&lt;br /&gt;
The number of card piles shown on each fruit card corresponds to the total number of cards of this fruit in the game.&lt;br /&gt;
&lt;br /&gt;
=== MAJORITY FRUITS ===&lt;br /&gt;
&lt;br /&gt;
You win points per card depending on who has the most cards for each of these fruits. If a player has more of these fruit cards than anyone else, they score the higher point total per card. If not they score the lower point total per card. In the event of a tie all players score the lower point value per card.&lt;br /&gt;
&lt;br /&gt;
=== JOKER ===&lt;br /&gt;
&lt;br /&gt;
There is 1 joker card. At the end of the game, you can decide which fruit cards set you add it to. It will count as one of those fruits. You can&#039;t add it to a complete set.&lt;br /&gt;
&lt;br /&gt;
== TOUCAN CARDS ==&lt;br /&gt;
&lt;br /&gt;
There are 3 types of toucan cards. Toucans have special abilities. When you take one, use it immediately, then discard it and continue the game as usual. If you cannot use the effect, discard the card without using the ability. If you have more than 1 toucan card at the same time, use them in the order of your choice.&lt;br /&gt;
&lt;br /&gt;
=== GIFT TOUCAN ===&lt;br /&gt;
&lt;br /&gt;
Give 1 of your face-up cards to another player who cannot refuse it.&lt;br /&gt;
&lt;br /&gt;
=== STEAL TOUCAN ===&lt;br /&gt;
&lt;br /&gt;
Take a face-up card from another player who cannot refuse to give it to you.&lt;br /&gt;
&lt;br /&gt;
=== FLIP TOUCAN ===&lt;br /&gt;
&lt;br /&gt;
Flip all the fruit cards in front of you and form a single pile, face down.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; you cannot look at your face-down cards again once they have been flipped. They cannot be given to, or stolen by, another player.&lt;/div&gt;</summary>
		<author><name>JohnMothra</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptucano&amp;diff=11767</id>
		<title>Gamehelptucano</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptucano&amp;diff=11767"/>
		<updated>2022-02-06T19:30:07Z</updated>

		<summary type="html">&lt;p&gt;JohnMothra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== GAME COMPONENTS ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;70&#039;&#039;&#039; cards, including:&lt;br /&gt;
* &#039;&#039;&#039;12&#039;&#039;&#039; toucan cards&lt;br /&gt;
* &#039;&#039;&#039;58&#039;&#039;&#039; fruit cards&lt;br /&gt;
&lt;br /&gt;
== IDEA OF THE GAME ==&lt;br /&gt;
&lt;br /&gt;
Will you be the most discerning bird? The tropical forest is full of tasty fruits, but be careful: some may not actually be that good for you … Harvest the best fruits and use toucan cards wisely to protect your collection… or to steal from your opponents!&lt;br /&gt;
&lt;br /&gt;
== GOAL OF THE GAME ==&lt;br /&gt;
&lt;br /&gt;
Collect fruit cards, earn points and get the most points to win.&lt;br /&gt;
&lt;br /&gt;
== SETTING UP THE GAME ==&lt;br /&gt;
&lt;br /&gt;
* Set the toucans aside. Shuffle all other cards, and divide them into 2 decks.&lt;br /&gt;
&lt;br /&gt;
* Shuffle the 12 toucan cards with one of the decks, then place the other deck on top to form a draw pile.&lt;br /&gt;
&lt;br /&gt;
* Lay out 3 cards face up to start 3 columns then add another face-up card on the middle column. Place the draw pile next to the face up cards.&lt;br /&gt;
&lt;br /&gt;
== HOW TO PLAY ==&lt;br /&gt;
&lt;br /&gt;
Players take turns clockwise. When it is your turn, pick 1 column and take all of its cards. Place the cards face up in front of you. It is recommended to group identical fruit cards together.&lt;br /&gt;
&lt;br /&gt;
Toucan cards give the players access to special abilities. If you take a toucan card, use its effect &#039;&#039;&#039;immediately&#039;&#039;&#039; and discard it afterwards. If you take 2 or more toucan cards, use their effects in the order of your choice.&lt;br /&gt;
&lt;br /&gt;
The turn ends with adding once card to each column from the draw pile, always in the same order: start with the column nearest to the draw pile and finish with the farthest.&lt;br /&gt;
&lt;br /&gt;
== END OF THE GAME ==&lt;br /&gt;
&lt;br /&gt;
Play until there is only 1 column left on the table (every player should have played the same number of turns). Discard the remaining column of cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; when the draw pile is empty, the last players take cards without adding to the columns. Consequently, the last player will have a choice between 2 columns, not 3.&lt;br /&gt;
&lt;br /&gt;
Count up the points from collected fruit cards. The player with the most points wins the game.&lt;br /&gt;
&lt;br /&gt;
== FRUIT CARDS ==&lt;br /&gt;
&lt;br /&gt;
=== SET FRUITS ===&lt;br /&gt;
&lt;br /&gt;
The points you win for each set of fruit cards depend on the number of cards collected, as indicated on the pictogram.&lt;br /&gt;
&lt;br /&gt;
The number of card piles shown on each fruit card corresponds to the total number of cards of this fruit in the game.&lt;br /&gt;
&lt;br /&gt;
=== MAJORITY FRUITS ===&lt;br /&gt;
&lt;br /&gt;
You win points per card depending on who has the most cards for each of these fruits. If a player has more of these fruit cards than anyone else, they score the higher point total per card. If not they score the lower point total per card. In the event of a tie all players score the lower point value per card.&lt;br /&gt;
&lt;br /&gt;
=== JOKER ===&lt;br /&gt;
&lt;br /&gt;
There is 1 joker card. At the end of the game, you can decide which fruit cards set you add it to. It will count as one of those fruits. You can&#039;t add it to a complete set.&lt;br /&gt;
&lt;br /&gt;
== TOUCAN CARDS ==&lt;br /&gt;
&lt;br /&gt;
There are 3 types of toucan cards. Toucans have special abilities. When you take one, use it immediately, then discard it and continue the game as usual. If you cannot use the effect, discard the card without using the ability. If you have more than 1 toucan card at the same time, use them in the order of your choice.&lt;br /&gt;
&lt;br /&gt;
=== GIFT TOUCAN ===&lt;br /&gt;
&lt;br /&gt;
Give 1 of your face-up cards to another player who cannot refuse it.&lt;br /&gt;
&lt;br /&gt;
=== STEAL TOUCAN ===&lt;br /&gt;
&lt;br /&gt;
Take a face-up card from another player who cannot refuse to give it to you.&lt;br /&gt;
&lt;br /&gt;
=== FLIP TOUCAN ===&lt;br /&gt;
&lt;br /&gt;
Flip all the fruit cards in front of you and form a single pile, face down.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; you cannot look at your face-down cards again once they have been flipped. They cannot be given to, or stolen by, another player.&lt;/div&gt;</summary>
		<author><name>JohnMothra</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptucano&amp;diff=11766</id>
		<title>Gamehelptucano</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptucano&amp;diff=11766"/>
		<updated>2022-02-06T18:59:28Z</updated>

		<summary type="html">&lt;p&gt;JohnMothra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= GAME COMPONENTS =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;70&#039;&#039;&#039; cards, including:&lt;br /&gt;
* &#039;&#039;&#039;12&#039;&#039;&#039; toucan cards&lt;br /&gt;
* &#039;&#039;&#039;58&#039;&#039;&#039; fruit cards&lt;br /&gt;
&lt;br /&gt;
= IDEA OF THE GAME =&lt;br /&gt;
&lt;br /&gt;
Will you be the most discerning bird? The tropical forest is full of tasty fruits, but be careful: some may not actually be that good for you … Harvest the best fruits and use toucan cards wisely to protect your collection… or to steal from your opponents!&lt;br /&gt;
&lt;br /&gt;
= GOAL OF THE GAME =&lt;br /&gt;
&lt;br /&gt;
Collect fruit cards, earn points and get the most points to win.&lt;br /&gt;
&lt;br /&gt;
= SETTING UP THE GAME =&lt;br /&gt;
&lt;br /&gt;
* Set the toucans aside. Shuffle all other cards, and divide them into 2 decks.&lt;br /&gt;
&lt;br /&gt;
* Shuffle the 12 toucan cards with one of the decks, then place the other deck on top to form a draw pile.&lt;br /&gt;
&lt;br /&gt;
* Lay out 3 cards face up to start 3 columns then add another face-up card on the middle column. Place the draw pile next to the face up cards.&lt;br /&gt;
&lt;br /&gt;
= HOW TO PLAY =&lt;br /&gt;
&lt;br /&gt;
Players take turns clockwise. When it is your turn, pick 1 column and take all of its cards. Place the cards face up in front of you. It is recommended to group identical fruit cards together.&lt;br /&gt;
&lt;br /&gt;
Toucan cards give the players access to special abilities. If you take a toucan card, use its effect &#039;&#039;&#039;immediately&#039;&#039;&#039; and discard it afterwards. If you take 2 or more toucan cards, use their effects in the order of your choice.&lt;br /&gt;
&lt;br /&gt;
The turn ends with adding once card to each column from the draw pile, always in the same order: start with the column nearest to the draw pile and finish with the farthest.&lt;br /&gt;
&lt;br /&gt;
= END OF THE GAME =&lt;br /&gt;
&lt;br /&gt;
Play until there is only 1 column left on the table (every player should have played the same number of turns). Discard the remaining column of cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; when the draw pile is empty, the last players take cards without adding to the columns. Consequently, the last player will have a choice between 2 columns, not 3.&lt;br /&gt;
&lt;br /&gt;
Count up the points from collected fruit cards. The player with the most points wins the game.&lt;br /&gt;
&lt;br /&gt;
= FRUIT CARDS =&lt;br /&gt;
&lt;br /&gt;
== SET FRUITS ==&lt;br /&gt;
&lt;br /&gt;
The points you win for each set of fruit cards depend on the number of cards collected, as indicated on the pictogram.&lt;br /&gt;
&lt;br /&gt;
The number of card piles shown on each fruit card corresponds to the total number of cards of this fruit in the game.&lt;br /&gt;
&lt;br /&gt;
== MAJORITY FRUITS ==&lt;br /&gt;
&lt;br /&gt;
You win points per card depending on who has the most cards for each of these fruits. If a player has more of these fruit cards than anyone else, they score the higher point total per card. If not they score the lower point total per card. In the event of a tie all players score the lower point value per card.&lt;br /&gt;
&lt;br /&gt;
== JOKER ==&lt;br /&gt;
&lt;br /&gt;
There is 1 joker card. At the end of the game, you can decide which fruit cards set you add it to. It will count as one of those fruits. You can&#039;t add it to a complete set.&lt;br /&gt;
&lt;br /&gt;
= TOUCAN CARDS =&lt;br /&gt;
&lt;br /&gt;
There are 3 types of toucan cards. Toucans have special abilities. When you take one, use it immediately, then discard it and continue the game as usual. If you cannot use the effect, discard the card without using the ability. If you have more than 1 toucan card at the same time, use them in the order of your choice.&lt;br /&gt;
&lt;br /&gt;
== GIFT TOUCAN ==&lt;br /&gt;
&lt;br /&gt;
Give 1 of your face-up cards to another player who cannot refuse it.&lt;br /&gt;
&lt;br /&gt;
== STEAL TOUCAN ==&lt;br /&gt;
&lt;br /&gt;
Take a face-up card from another player who cannot refuse to give it to you.&lt;br /&gt;
&lt;br /&gt;
== FLIP TOUCAN ==&lt;br /&gt;
&lt;br /&gt;
Flip all the fruit cards in front of you and form a single pile, face down.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; you cannot look at your face-down cards again once they have been flipped. They cannot be given to, or stolen by, another player.&lt;/div&gt;</summary>
		<author><name>JohnMothra</name></author>
	</entry>
</feed>