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	<id>https://en.doc.boardgamearena.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Jonathan2004</id>
	<title>Board Game Arena - User contributions [en]</title>
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	<updated>2026-10-13T17:11:03Z</updated>
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		<id>https://en.doc.boardgamearena.com/index.php?title=BGA_Code_Sharing&amp;diff=30137</id>
		<title>BGA Code Sharing</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=BGA_Code_Sharing&amp;diff=30137"/>
		<updated>2026-06-09T12:20:16Z</updated>

		<summary type="html">&lt;p&gt;Jonathan2004: /* joesimpson Projects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Studio_Framework_Navigation}}&lt;br /&gt;
&lt;br /&gt;
This page is for listing of externally hosted bga projects, tools and resources, as well as internal project&lt;br /&gt;
intended for sharing&lt;br /&gt;
&lt;br /&gt;
== Community shared components, pens, etc ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! NAME&lt;br /&gt;
! CODE LINK&lt;br /&gt;
! DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Dice models and animation&lt;br /&gt;
|-&lt;br /&gt;
| Die: 4 sided &lt;br /&gt;
| https://codepen.io/mrkiffie/pen/doVZgW  ; https://codepen.io/VictoriaLa/pen/JjZNezr&lt;br /&gt;
| code pen&lt;br /&gt;
|-&lt;br /&gt;
| Die: 6 sided &lt;br /&gt;
| https://github.com/elaskavaia/bga-sharedcode ; https://codepen.io/VictoriaLa/pen/QWBBbwz&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Die: 8 sided &lt;br /&gt;
| https://codepen.io/VictoriaLa/pen/YzMPeGq&lt;br /&gt;
| code pen&lt;br /&gt;
|-&lt;br /&gt;
| Die: 12 sided (dodecahedron) &lt;br /&gt;
| https://codepen.io/VictoriaLa/pen/xxLLxOP &amp;lt;nowiki/&amp;gt;  https://codepen.io/hoursgoby/pen/GRwQzxo&lt;br /&gt;
| Code pen&lt;br /&gt;
|- &lt;br /&gt;
| Die: 20 sided &lt;br /&gt;
| https://codepen.io/vicentemundim/details/cenIh&lt;br /&gt;
| Code pen&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Moving object using CSS animation (mostly)&lt;br /&gt;
|-&lt;br /&gt;
| Phantom object move on oversurface &lt;br /&gt;
| https://codepen.io/VictoriaLa/pen/gORvdJo&lt;br /&gt;
| This technique creates clone of the object it moves it on another surface. It works well when parents that css transform applies such as scale and rotate&lt;br /&gt;
|-&lt;br /&gt;
| Move object directly using positioning &lt;br /&gt;
| https://codepen.io/VictoriaLa/pen/dyzgKVX&lt;br /&gt;
| This technique is modification of BGA framework method to allow mobile object not to have absolute position before or after the move (and uses css animation not dojo). Methods slideToObjectRelative, attachToNewObjectNoDestroy&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Responsive layout, zoom and navigation for game boards&lt;br /&gt;
|-&lt;br /&gt;
|Flex Layout&lt;br /&gt;
|https://codepen.io/VictoriaLa/pen/XWjJJgG&lt;br /&gt;
|Example on how to create flexible layout just by using css&lt;br /&gt;
|-&lt;br /&gt;
|Zoom&lt;br /&gt;
|[https://github.com/thoun/bga-zoom/ Repo]&amp;lt;nowiki&amp;gt; | &amp;lt;/nowiki&amp;gt;[https://thoun.github.io/bga-zoom/demo/index.html Demo] (visible on Knarr, Azul, Abyss, ...)&lt;br /&gt;
|Allow the user to zoom on the game board. Include the controls to zoom, and handle the scale applied to the HTML element.&lt;br /&gt;
|-&lt;br /&gt;
|Jump to&lt;br /&gt;
|[https://github.com/thoun/bga-jump-to/ Repo]&amp;lt;nowiki&amp;gt; | &amp;lt;/nowiki&amp;gt;[https://thoun.github.io/bga-jump-to/demo/index.html Demo] (visible on Knarr, Elawa)&lt;br /&gt;
|Add floating controls to quickly jump to a player&#039;s table&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Algorithms&lt;br /&gt;
|-&lt;br /&gt;
|Hex grid&lt;br /&gt;
|tapestry,Tumbleweed,gaia project,Gold West&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shortest path on hex grid&lt;br /&gt;
|memoir 44&lt;br /&gt;
| Dijkstra&lt;br /&gt;
|-&lt;br /&gt;
|Largest area on hex grid&lt;br /&gt;
|tapestry, ...&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Largest area on square grid&lt;br /&gt;
|king domino, ...&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tetris pieces&lt;br /&gt;
|patchwork, ...&lt;br /&gt;
|Matrix manupations to rotate, flip and fit tetris pieces&lt;br /&gt;
|-&lt;br /&gt;
|Line of sights on hex grid&lt;br /&gt;
|memoir 44&lt;br /&gt;
|Find intersecting hexes on a line between two cells&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Alternative implementations of BGA modules&lt;br /&gt;
|-&lt;br /&gt;
|Scrollmap with zoom&lt;br /&gt;
|https://github.com/yansnow78/bga_scrollmap&lt;br /&gt;
|you can find it in cacao, ginkgopilis, sagani, bigmonster,dominoes, Carcassonne hunters and gatherers and many others. &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; improvements compare to scrollmap:&lt;br /&gt;
- add zoom capabilities &lt;br /&gt;
&lt;br /&gt;
- add possibility to adjust pan delta to tile size when clicking on arrows&lt;br /&gt;
&lt;br /&gt;
- allow zoom with scroll wheel. only allow zoom with wheel if alt or ctrl or shift are pressed by default.  add possibility to select which key need to be pressed when zooming with wheel&lt;br /&gt;
&lt;br /&gt;
- allow pan/scroll and pinch zoom on smartphone. only allow 2 fingers to start scrolling by default, one finger is for page scrolling&lt;br /&gt;
&lt;br /&gt;
- make clickable area of buttons a bit bigger on smartphone&lt;br /&gt;
&lt;br /&gt;
- improve animation between game board and player bards thanks to an animation_div&lt;br /&gt;
&lt;br /&gt;
- add support to long click on buttons (continuous scroll or zoom or enlarge/reduce until button released)&lt;br /&gt;
|-&lt;br /&gt;
|Scrollmap Plus &lt;br /&gt;
|patchwork&lt;br /&gt;
|Implementation with some bugs fixed, improved drag support and ability to use only one direction (i.e. only horizontal like carousel). Found in modules/extscrollmap.js&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Assorted stuff&lt;br /&gt;
|-&lt;br /&gt;
|Help&lt;br /&gt;
|[https://github.com/thoun/bga-help/ Repo]&amp;lt;nowiki&amp;gt; | &amp;lt;/nowiki&amp;gt;[https://thoun.github.io/bga-help/demo/index.html Demo] (visible on Knarr)&lt;br /&gt;
|Add floating help buttons at the bottom left corner of the screen&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Projects ==&lt;br /&gt;
&lt;br /&gt;
Add the game name, a link to repository and nickname of the developer on bga (same as used for dev forum), and short description. See [[Tools_and_tips_of_BGA_Studio#Version_Control]] for some suggestions on how and where to publish your code externally. Also see the [https://github.com/topics/boardgamearena boardgamearena] topic on github.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important notice about artwork on BGA Open Source projects: original hi-resolution images from publishers must not be published on the repositories. In addition, it is better to specify that the images derivated from publishers artwork are copyrighted and cannot be licensed under a free license like Creative Commons.&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! NON-GAME PROJECTS&lt;br /&gt;
! CODE LINK&lt;br /&gt;
! DEVELOPER&lt;br /&gt;
! COMMENT&lt;br /&gt;
|-&lt;br /&gt;
| Shared Code (not a game)&lt;br /&gt;
| https://github.com/elaskavaia/bga-sharedcode&lt;br /&gt;
| Victoria_La&lt;br /&gt;
| Examples of various game components and PHP stubs of framework code to make IDE happy&lt;br /&gt;
|-&lt;br /&gt;
| Vanilla Typescipt template (not a game)&lt;br /&gt;
| https://github.com/elaskavaia/bga-dojoless&lt;br /&gt;
| Victoria_La&lt;br /&gt;
| Project template for typescript and using minimal dojo, good for vscode - type checking, auto-complete, navigation&lt;br /&gt;
|-&lt;br /&gt;
| BoardGameArena Workbench (not a game)&lt;br /&gt;
| https://github.com/danielholmes/bga-workbench&lt;br /&gt;
| Daniel Holmes (dhau)&lt;br /&gt;
|-&lt;br /&gt;
|BGA-boilerplate&lt;br /&gt;
|https://github.com/bga-devs/tisaac-boilerplate/&lt;br /&gt;
|Tisaac (and Vincentt ?)&lt;br /&gt;
|Main boilerplate with extended &amp;quot;basic&amp;quot; function and code structure&lt;br /&gt;
|-&lt;br /&gt;
|BGA Type Safe Template&lt;br /&gt;
|https://github.com/NevinAF/bga-ts-template&lt;br /&gt;
|NevinAF&lt;br /&gt;
|Full typing of all BGA Framework components.&lt;br /&gt;
|-&lt;br /&gt;
|Undo functionality&lt;br /&gt;
|https://github.com/Ginso/UndoFunctions&lt;br /&gt;
|Ginso&lt;br /&gt;
|Code for adding undo functionality that also allows undoing single actions and not just the whole turn.&lt;br /&gt;
Also contains a class that wraps DB functions and adds a parsing functionality for numbers, bools and json&lt;br /&gt;
|-&lt;br /&gt;
! GAME&lt;br /&gt;
! CODE LINK&lt;br /&gt;
! DEVELOPER&lt;br /&gt;
! COMMENT&lt;br /&gt;
|-&lt;br /&gt;
| 99 (Trick-taking Card Game)&lt;br /&gt;
| https://github.com/ekelly/bga-ninetynine&lt;br /&gt;
| QuasarDukeDev&lt;br /&gt;
|-&lt;br /&gt;
| Abandon All Artichokes&lt;br /&gt;
| https://github.com/0-wiz-0/bga-abandonallartichokes&lt;br /&gt;
| __wiz__, rojomojo&lt;br /&gt;
|-&lt;br /&gt;
| Assyria &lt;br /&gt;
| https://github.com/sebastien-prudhomme/bga-assyria&lt;br /&gt;
| daikinee &lt;br /&gt;
|-&lt;br /&gt;
| Aura&lt;br /&gt;
| https://github.com/micahstairs/bga-aura&lt;br /&gt;
| Micah Stairs (micahstairs)&lt;br /&gt;
|-&lt;br /&gt;
| Bandido &lt;br /&gt;
| https://github.com/opheliehb/BandidoBGA&lt;br /&gt;
| ophelopede &amp;amp; Harkle &lt;br /&gt;
|-&lt;br /&gt;
| The Battle for Hill 218&lt;br /&gt;
| https://github.com/danielholmes/battle-for-hill-218&lt;br /&gt;
| Daniel Holmes (dhau)&lt;br /&gt;
|-&lt;br /&gt;
| Bonbons&lt;br /&gt;
| https://github.com/AntonioSoler/bga-bonbons&lt;br /&gt;
| Morgalad &lt;br /&gt;
|-&lt;br /&gt;
|Big Monster&lt;br /&gt;
|https://github.com/nmatton/bigmonster&lt;br /&gt;
|nicotacotac&lt;br /&gt;
|-&lt;br /&gt;
| Bonsai&lt;br /&gt;
| https://github.com/PhilipDavis/BGA-Bonsai&lt;br /&gt;
| Philip Davis (pdw3)&lt;br /&gt;
| Action stack for client-side undo system; generator functions to model complex turn workflows; infinite hex grid with auto resizing; all data in a single JSON blob; animated scorepad&lt;br /&gt;
|-&lt;br /&gt;
| Canosa&lt;br /&gt;
| https://codeberg.org/halibut/Canosa&lt;br /&gt;
| junibegood&lt;br /&gt;
|-&lt;br /&gt;
|Cóatl&lt;br /&gt;
|https://github.com/AbelTiborToth/bga-coatl&lt;br /&gt;
|Doctor Neo Cortex&lt;br /&gt;
|-&lt;br /&gt;
| Coinche&lt;br /&gt;
| https://github.com/drasill/bga-coinche&lt;br /&gt;
| Draasill&lt;br /&gt;
|-&lt;br /&gt;
|Copenhagen&lt;br /&gt;
|https://github.com/JoeProgram/bga-copenhagen&lt;br /&gt;
|JoeProgram&lt;br /&gt;
|-&lt;br /&gt;
| Coup: City State&lt;br /&gt;
| https://github.com/quietmint/bga-coupcitystate&lt;br /&gt;
| quietmint&lt;br /&gt;
|-&lt;br /&gt;
|Deep Regrets&lt;br /&gt;
|https://github.com/JamesGames7/bga-deepRegrets&lt;br /&gt;
|JamesGames7&lt;br /&gt;
|-&lt;br /&gt;
|Dice Hospital : Emergency Roll&lt;br /&gt;
|https://github.com/firgon/dicehospitaler&lt;br /&gt;
|firgon&lt;br /&gt;
|-&lt;br /&gt;
| Dice Summoners&lt;br /&gt;
| https://github.com/eoincos/bga-dicesummoners&lt;br /&gt;
| eoincos&lt;br /&gt;
|-&lt;br /&gt;
| Dungeon Roll&lt;br /&gt;
| https://github.com/MartinGoulet/bga-dungeonroll&lt;br /&gt;
| MGoulet&lt;br /&gt;
|-&lt;br /&gt;
| Egyptian Ratscrew&lt;br /&gt;
| https://github.com/0BuRner/bga-egyptianratscrew&lt;br /&gt;
| 0BuRner&lt;br /&gt;
|-&lt;br /&gt;
| Eruption&lt;br /&gt;
| https://github.com/AndyKerrison/bga-eruption&lt;br /&gt;
| Andy_K&lt;br /&gt;
|-&lt;br /&gt;
| A Fistful Of Gold&lt;br /&gt;
| https://bitbucket.org/Joel_L/fistfulofgold&lt;br /&gt;
| Brainchild&lt;br /&gt;
|-&lt;br /&gt;
| Fled&lt;br /&gt;
| https://github.com/PhilipDavis/BGA-Fled&lt;br /&gt;
| Philip Davis (pdw3)&lt;br /&gt;
| All data in a single JSON blob&lt;br /&gt;
|-&lt;br /&gt;
|Flip Freighters&lt;br /&gt;
|https://github.com/joesimpson/bga-flipfreighters&lt;br /&gt;
|joesimpson (Jonathan2004)&lt;br /&gt;
|-&lt;br /&gt;
| Florenza: The Card Game&lt;br /&gt;
| https://github.com/alberto-bottarini/bga-florenza&lt;br /&gt;
| tarini &lt;br /&gt;
|-&lt;br /&gt;
| For-Ex&lt;br /&gt;
| https://github.com/Fnordistan/forex&lt;br /&gt;
| AmadanNaBriona&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Get the MacGuffin&lt;br /&gt;
| https://github.com/mizutismask/bga-get-the-MacGuffin&lt;br /&gt;
| mizutismask&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Gangsta!&lt;br /&gt;
|https://github.com/joesimpson/bga-gangsta&lt;br /&gt;
|joesimpson (Jonathan2004)&lt;br /&gt;
|git history only since V2 when I became maintainer&lt;br /&gt;
|-&lt;br /&gt;
|Goa&lt;br /&gt;
|https://github.com/joesimpson/bga-goa&lt;br /&gt;
|joesimpson (Jonathan2004)&lt;br /&gt;
|-&lt;br /&gt;
| Hardback&lt;br /&gt;
| https://github.com/quietmint/bga-hardback&lt;br /&gt;
| quietmint&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Hearts &#039;&#039;&#039;(Tutorial)&#039;&#039;&#039;&lt;br /&gt;
| https://github.com/elaskavaia/bga-heartsla&lt;br /&gt;
| Victoria_La&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Homesteaders&lt;br /&gt;
| https://github.com/npatron/bga-homesteaders&lt;br /&gt;
| TheBoot&lt;br /&gt;
|-&lt;br /&gt;
| Incan Gold&lt;br /&gt;
| https://github.com/AntonioSoler/bga-incangold&lt;br /&gt;
| Morgalad &lt;br /&gt;
|-&lt;br /&gt;
| In the Year of the Dragon (10th Anniversary Edition)&lt;br /&gt;
| https://github.com/Fnordistan/ityotd&lt;br /&gt;
| AmadanNaBriona&lt;br /&gt;
|-&lt;br /&gt;
| Just Desserts&lt;br /&gt;
| https://github.com/mizutismask/bga-just-desserts&lt;br /&gt;
| mizutismask&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| The King&#039;s Guild&lt;br /&gt;
| https://github.com/AdamNovotny/BGG-KingsGuild&lt;br /&gt;
| A-dam&lt;br /&gt;
|-&lt;br /&gt;
| The Lady and the Tiger (Doors)&lt;br /&gt;
| https://github.com/Fnordistan/ladyandthetiger&lt;br /&gt;
| AmadanNaBriona&lt;br /&gt;
|-&lt;br /&gt;
|Linkage&lt;br /&gt;
|https://github.com/ShaPhi7/linkage&lt;br /&gt;
|ShaPhi7&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Love Letter&lt;br /&gt;
|https://github.com/ShaPhi7/loveletter&lt;br /&gt;
|ShaPhi7&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Mapmaker: The Gerrymandering Game&lt;br /&gt;
| https://github.com/gzhang01/bga-mapmaker&lt;br /&gt;
| gkz&lt;br /&gt;
|-&lt;br /&gt;
| Marco Polo&lt;br /&gt;
| https://github.com/rcitaliano/MarcoPolo&lt;br /&gt;
| rcitaliano&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Monster Lands&lt;br /&gt;
| https://github.com/JamesGames7/bga-monsterlands&lt;br /&gt;
| James_Games&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Mythicals The Boardgame&lt;br /&gt;
|https://github.com/joesimpson/bga-mythicals&lt;br /&gt;
|joesimpson (Jonathan2004)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Nile&lt;br /&gt;
| https://github.com/AndyKerrison/bga-nile&lt;br /&gt;
| Andy_K&lt;br /&gt;
|-&lt;br /&gt;
|Ninjan&lt;br /&gt;
|https://github.com/dorukkicikoglu/bga-ninjan&lt;br /&gt;
|fenadoruk&lt;br /&gt;
|-&lt;br /&gt;
| Noir: Killer vs Inspector&lt;br /&gt;
| https://bitbucket.org/chhuang76/bga_noirkvi&lt;br /&gt;
| ch huang&lt;br /&gt;
|-&lt;br /&gt;
|Now Boarding&lt;br /&gt;
|https://github.com/quietmint/bga-nowboarding&lt;br /&gt;
|quietmint&lt;br /&gt;
|-&lt;br /&gt;
|Odin&lt;br /&gt;
|https://github.com/dorukkicikoglu/bga-odin&lt;br /&gt;
|fenadoruk&lt;br /&gt;
|-&lt;br /&gt;
| Penny Press&lt;br /&gt;
| https://github.com/AdamNovotny/bga-blooms&lt;br /&gt;
| A-dam&lt;br /&gt;
|-&lt;br /&gt;
| Perikles&lt;br /&gt;
| https://github.com/Fnordistan/perikles&lt;br /&gt;
| AmadanNaBriona&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| P.I.&lt;br /&gt;
| https://gitlab.com/fa81/bga-pi, https://github.com/hellp/bga-pi (mirror)&lt;br /&gt;
| Fabian Neumann (fa81)&lt;br /&gt;
|-&lt;br /&gt;
| President&lt;br /&gt;
| https://github.com/quaresma95/president&lt;br /&gt;
| quaresma95&lt;br /&gt;
|-&lt;br /&gt;
| Santorini&lt;br /&gt;
| https://github.com/AntonioSoler/bga-santorini&lt;br /&gt;
| Morgalad, quietmint, Tisaac&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Stigméria&lt;br /&gt;
|https://github.com/joesimpson/bga-stigmeria&lt;br /&gt;
|joesimpson (Jonathan2004)&lt;br /&gt;
|-&lt;br /&gt;
| Tablut&lt;br /&gt;
| https://github.com/Lucas-C/tablut&lt;br /&gt;
| Lucas-C &amp;amp; ntaffore&lt;br /&gt;
|-&lt;br /&gt;
| Takara Island&lt;br /&gt;
| https://github.com/AntonioSoler/bga-takaraisland&lt;br /&gt;
| Morgalad&lt;br /&gt;
|-&lt;br /&gt;
| Taluva&lt;br /&gt;
| https://github.com/quietmint/bga-taluva&lt;br /&gt;
| Morgalad &amp;amp; quietmint&lt;br /&gt;
|-&lt;br /&gt;
| Teotihuacan: City of Gods&lt;br /&gt;
| https://github.com/Trompetenhut/bga-teotihuacan&lt;br /&gt;
| Trompetenhut&lt;br /&gt;
|-&lt;br /&gt;
| Texas 42 (domino game, still under development)&lt;br /&gt;
| https://github.com/ishermandom/bga-42&lt;br /&gt;
| Stardust Spikes, Jason Turner-Maier, Ilya Sherman&lt;br /&gt;
|-&lt;br /&gt;
| Tic Tac Match&lt;br /&gt;
| https://github.com/leocaseiro/bga-tictacmatch&lt;br /&gt;
| Leo Caseiro&lt;br /&gt;
|-&lt;br /&gt;
| Trick of the Rails&lt;br /&gt;
| https://github.com/Fnordistan/trickoftherails&lt;br /&gt;
| AmadanNaBriona&lt;br /&gt;
|-&lt;br /&gt;
| Uptown&lt;br /&gt;
| https://github.com/elliotkendall/bga-uptown&lt;br /&gt;
| SpottedShroom&lt;br /&gt;
|-&lt;br /&gt;
| Via Magica&lt;br /&gt;
| https://github.com/christopherburke/bga_viamagica&lt;br /&gt;
| CuriousTerran&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Winter&lt;br /&gt;
|https://github.com/joesimpson/bga-winter&lt;br /&gt;
|joesimpson (Jonathan2004)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Projects on studio ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Any developer can add themselves to a project as read-only from https://studio.boardgamearena.com/#!projects page (almost any project).&lt;br /&gt;
&lt;br /&gt;
If it is not visible: a) it has no bgg id b) it is already published (use radio button to switch) c) it is an old game not developed on studio d) it is an old game which code should not be copied.&lt;br /&gt;
&lt;br /&gt;
== Other useful resources ==&lt;br /&gt;
&lt;br /&gt;
Moved to [[Tools_and_tips_of_BGA_Studio]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Studio]]&lt;/div&gt;</summary>
		<author><name>Jonathan2004</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgoa&amp;diff=29185</id>
		<title>Gamehelpgoa</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgoa&amp;diff=29185"/>
		<updated>2026-03-27T16:44:07Z</updated>

		<summary type="html">&lt;p&gt;Jonathan2004: /* Player Preferences */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Components ==&lt;br /&gt;
&lt;br /&gt;
* 1 Game Board (center of the table) with 1 Round Marker&lt;br /&gt;
* 1 Player Board per player : with 5 colored progress markers + 5 colored auction markers&lt;br /&gt;
* 1 Nazar Stone (starting player marker) displayed on player side panel when assigned to a player&lt;br /&gt;
* 29 Market Tiles (Day) - 4 randomly removed &lt;br /&gt;
* 29 Market Tiles (Night) - 4 randomly removed &lt;br /&gt;
* 18 Outposts tiles&lt;br /&gt;
* unlimited currencies cards (Pardaos, Ships, Contracts, Compasses)&lt;br /&gt;
* 30 Exploration Cards&lt;br /&gt;
* unlimited Goods tokens of 5 types/colors&lt;br /&gt;
** Coconut coir&lt;br /&gt;
** Turmeric&lt;br /&gt;
** Pepper&lt;br /&gt;
** Silk&lt;br /&gt;
** Dried fish&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
The game starts with the day phase : 25/29 market tiles randomly placed on the 5x5 grid of the main board; later for the night phase 25/29 other market tiles will be randomly placed on the grid.&lt;br /&gt;
&lt;br /&gt;
1 Exploration Card is drawn by each player until one player draw an Elephant symbol and becomes the starting player with 5 money, the others with 10.&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
A game of Goa is divided into day and night cycles, each of which consists of 4 rounds. After the day cycle, remove all tiles from the playing area and setup the night tiles on the instead. At the end of the night cycle, the game ends and the player with the most points is declared the winner.&lt;br /&gt;
&lt;br /&gt;
Each round consists of 3 successive steps :&lt;br /&gt;
&lt;br /&gt;
1. Place Auction Markers&lt;br /&gt;
&lt;br /&gt;
2. Tile Auctions&lt;br /&gt;
&lt;br /&gt;
3. Actions&lt;br /&gt;
&lt;br /&gt;
== On Your Turn ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 1. Place Auction Markers :&#039;&#039;&#039; you are asked to place an auction marker on the grid on an empty space if it is the first one, or next to the previous one if possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 2. Tile Auctions&#039;&#039;&#039; : each player has 1 turn to decide if they want to overbid or pass the auction related to the spots&lt;br /&gt;
&lt;br /&gt;
* The first auction is to gain the starting player marker + 1 compass card&lt;br /&gt;
* Else is to gain the tile under the auction marker&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 3. Actions :&#039;&#039;&#039; each player must play 1 possible action + max 1 card from their hand + play tiles from their hand until everyone played 3 actions. Then continue with players with compass cards (each action will cost 1 compass card), players cannot keep more than 1 compass card after this step (for future rounds).&lt;br /&gt;
&lt;br /&gt;
* Basic actions are described as tooltips on player board column headers&lt;br /&gt;
** Progress : improve another basic action by moving down 1 of your own progress markers&lt;br /&gt;
** Build Ships&lt;br /&gt;
** Produce goods&lt;br /&gt;
** Collect Taxes&lt;br /&gt;
** Explore&lt;br /&gt;
** Establish an Outpost&lt;br /&gt;
* Cards actions are described in tooltips and help button (?) in the bottom left of the game&lt;br /&gt;
* Tiles actions are described in tooltips and help button (?) in the bottom left of the game&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== End of game ==&lt;br /&gt;
&lt;br /&gt;
The game ends after 8 rounds (4 Day rounds + 4 Night rounds), then the game computes scores.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
You don&#039;t score anything during the game, but instead count different elements at the end :&lt;br /&gt;
&lt;br /&gt;
* Progress Markers : Each of your Progress Markers scores between 0 and 10 points as indicated on the left of your Player Board row&lt;br /&gt;
* Outposts : You score between 1 and 10 points for your established Outposts :&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Number of Established Outposts&lt;br /&gt;
!Points&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Island Symbols : Score Victory Points for each set of identical Island symbols shown on the Exploration Cards still in your hand ( Tiger / Elephant / Urn / Statue / Palm tree / Shell): Each symbol type scores between 1 and 15 points, depending on how many matching symbols you collected :&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Number of identical Island Symbols&lt;br /&gt;
!Points&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Richest player : The player with the most money scores 3 points&lt;br /&gt;
* Tiles : &lt;br /&gt;
** Each tile with a specified score gives you those points, but if you also have the Foreman tile, you score 3 points instead of 1 for single-field Depots&lt;br /&gt;
** Be careful with the Duty tile (see page 18): it only grants its listed 5 points if you successfully fulfilled its requirement during the game (you will see a green check on it).&lt;br /&gt;
&lt;br /&gt;
== Options ==&lt;br /&gt;
&lt;br /&gt;
* Bonanza Module : &lt;br /&gt;
** On : add 4 hidden tiles in the market corners at the beginning of Day/Night phases&lt;br /&gt;
** Off&lt;br /&gt;
* Planned Expansion Variant : &lt;br /&gt;
** On : you have a fixed number of contracts before establishing new outposts (based on your progression on that action)&lt;br /&gt;
** Off : you draw 2 cards to gain contracts before establishing new outposts&lt;br /&gt;
* Automaton (only with Solo) : &lt;br /&gt;
** Level 1 : Automaton starts with 5*1 + 3*2+1*5 coins cards&lt;br /&gt;
** Level 2 : Automaton starts with 4*1 + 3*2+2*5 coins cards&lt;br /&gt;
** Level 3 : Automaton starts with 2*1 + 3*2+2*5+1*10 coins cards&lt;br /&gt;
** random : level is randomly chosen at start between possible levels&lt;br /&gt;
== Player Preferences ==&lt;br /&gt;
&lt;br /&gt;
* Interface setting :  Zoom icons (+)/(-)/Reset on the top right corner&lt;br /&gt;
** Reset : will make game elements the same size as designed by developer to fit  a standard screen (1920px) =&amp;gt; common board on the left, player board on the middle, opponent board on the right. If your screen is smaller, you have to scroll down for opponent boards. If your screen is smaller, you have to scroll down for all players.&lt;br /&gt;
** (+) : zoom in to have less elements fit in the screen&lt;br /&gt;
** (-) : zoom out to have more elements fit in the screen&lt;br /&gt;
* Ask for turn confirmation : Enabled/Disabled&lt;br /&gt;
** Default: Enabled&lt;br /&gt;
** If enabled, add a step to click &amp;quot;Confirm&amp;quot; or &amp;quot;Undo&amp;quot;/&amp;quot;Restart&amp;quot; before turn ends&lt;br /&gt;
*Undo buttons style: &amp;quot;Text&amp;quot;/&amp;quot;Icon&amp;quot;&lt;br /&gt;
**Default : Icon&lt;br /&gt;
**If set to &amp;quot;Icon&amp;quot;, display 1 arrow icon instead of &amp;quot;Undo last step&amp;quot; and 2 arrow icons instead of &amp;quot;restart turn&amp;quot;&lt;br /&gt;
*Background : Enabled/Disabled&lt;br /&gt;
**Default : Enabled&lt;br /&gt;
**If Enabled, display a light theme background behind game components&lt;br /&gt;
*Player panel details : Enabled/Disabled&lt;br /&gt;
**Default : Enabled&lt;br /&gt;
**If Enabled, display 2 more lines of informations in player side panels : count of each good types + count of each card symbol type in hand&lt;br /&gt;
*Hand of cards : &lt;br /&gt;
**Bottom of window (default) : display hand cards attached to the bottom of the window, in order to continue to view it when scrolling the page&lt;br /&gt;
**Top of game area : displayed on top (= after status bar title and before main board)&lt;br /&gt;
**Near player board : displayed after your own board and limited to its width&lt;br /&gt;
*Display Discard in Hand at anytime &lt;br /&gt;
**Disabled (default): you can only click your cards when you can play them or discard them after action Explore&lt;br /&gt;
**Enabled : you can only click your cards during your actions turn in order to discard at anytime (in order to respect rules and permit edge cases strategies on deck/discard pile)&lt;/div&gt;</summary>
		<author><name>Jonathan2004</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgoa&amp;diff=29170</id>
		<title>Gamehelpgoa</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgoa&amp;diff=29170"/>
		<updated>2026-03-26T09:54:54Z</updated>

		<summary type="html">&lt;p&gt;Jonathan2004: /* Player Preferences */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Components ==&lt;br /&gt;
&lt;br /&gt;
* 1 Game Board (center of the table) with 1 Round Marker&lt;br /&gt;
* 1 Player Board per player : with 5 colored progress markers + 5 colored auction markers&lt;br /&gt;
* 1 Nazar Stone (starting player marker) displayed on player side panel when assigned to a player&lt;br /&gt;
* 29 Market Tiles (Day) - 4 randomly removed &lt;br /&gt;
* 29 Market Tiles (Night) - 4 randomly removed &lt;br /&gt;
* 18 Outposts tiles&lt;br /&gt;
* unlimited currencies cards (Pardaos, Ships, Contracts, Compasses)&lt;br /&gt;
* 30 Exploration Cards&lt;br /&gt;
* unlimited Goods tokens of 5 types/colors&lt;br /&gt;
** Coconut coir&lt;br /&gt;
** Turmeric&lt;br /&gt;
** Pepper&lt;br /&gt;
** Silk&lt;br /&gt;
** Dried fish&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
The game starts with the day phase : 25/29 market tiles randomly placed on the 5x5 grid of the main board; later for the night phase 25/29 other market tiles will be randomly placed on the grid.&lt;br /&gt;
&lt;br /&gt;
1 Exploration Card is drawn by each player until one player draw an Elephant symbol and becomes the starting player with 5 money, the others with 10.&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
A game of Goa is divided into day and night cycles, each of which consists of 4 rounds. After the day cycle, remove all tiles from the playing area and setup the night tiles on the instead. At the end of the night cycle, the game ends and the player with the most points is declared the winner.&lt;br /&gt;
&lt;br /&gt;
Each round consists of 3 successive steps :&lt;br /&gt;
&lt;br /&gt;
1. Place Auction Markers&lt;br /&gt;
&lt;br /&gt;
2. Tile Auctions&lt;br /&gt;
&lt;br /&gt;
3. Actions&lt;br /&gt;
&lt;br /&gt;
== On Your Turn ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 1. Place Auction Markers :&#039;&#039;&#039; you are asked to place an auction marker on the grid on an empty space if it is the first one, or next to the previous one if possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 2. Tile Auctions&#039;&#039;&#039; : each player has 1 turn to decide if they want to overbid or pass the auction related to the spots&lt;br /&gt;
&lt;br /&gt;
* The first auction is to gain the starting player marker + 1 compass card&lt;br /&gt;
* Else is to gain the tile under the auction marker&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 3. Actions :&#039;&#039;&#039; each player must play 1 possible action + max 1 card from their hand + play tiles from their hand until everyone played 3 actions. Then continue with players with compass cards (each action will cost 1 compass card), players cannot keep more than 1 compass card after this step (for future rounds).&lt;br /&gt;
&lt;br /&gt;
* Basic actions are described as tooltips on player board column headers&lt;br /&gt;
** Progress : improve another basic action by moving down 1 of your own progress markers&lt;br /&gt;
** Build Ships&lt;br /&gt;
** Produce goods&lt;br /&gt;
** Collect Taxes&lt;br /&gt;
** Explore&lt;br /&gt;
** Establish an Outpost&lt;br /&gt;
* Cards actions are described in tooltips and help button (?) in the bottom left of the game&lt;br /&gt;
* Tiles actions are described in tooltips and help button (?) in the bottom left of the game&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== End of game ==&lt;br /&gt;
&lt;br /&gt;
The game ends after 8 rounds (4 Day rounds + 4 Night rounds), then the game computes scores.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
You don&#039;t score anything during the game, but instead count different elements at the end :&lt;br /&gt;
&lt;br /&gt;
* Progress Markers : Each of your Progress Markers scores between 0 and 10 points as indicated on the left of your Player Board row&lt;br /&gt;
* Outposts : You score between 1 and 10 points for your established Outposts :&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Number of Established Outposts&lt;br /&gt;
!Points&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Island Symbols : Score Victory Points for each set of identical Island symbols shown on the Exploration Cards still in your hand ( Tiger / Elephant / Urn / Statue / Palm tree / Shell): Each symbol type scores between 1 and 15 points, depending on how many matching symbols you collected :&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Number of identical Island Symbols&lt;br /&gt;
!Points&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Richest player : The player with the most money scores 3 points&lt;br /&gt;
* Tiles : &lt;br /&gt;
** Each tile with a specified score gives you those points, but if you also have the Foreman tile, you score 3 points instead of 1 for single-field Depots&lt;br /&gt;
** Be careful with the Duty tile (see page 18): it only grants its listed 5 points if you successfully fulfilled its requirement during the game (you will see a green check on it).&lt;br /&gt;
&lt;br /&gt;
== Options ==&lt;br /&gt;
&lt;br /&gt;
* Bonanza Module : &lt;br /&gt;
** On : add 4 hidden tiles in the market corners at the beginning of Day/Night phases&lt;br /&gt;
** Off&lt;br /&gt;
* Planned Expansion Variant : &lt;br /&gt;
** On : you have a fixed number of contracts before establishing new outposts (based on your progression on that action)&lt;br /&gt;
** Off : you draw 2 cards to gain contracts before establishing new outposts&lt;br /&gt;
* Automaton (only with Solo) : &lt;br /&gt;
** Level 1 : Automaton starts with 5*1 + 3*2+1*5 coins cards&lt;br /&gt;
** Level 2 : Automaton starts with 4*1 + 3*2+2*5 coins cards&lt;br /&gt;
** Level 3 : Automaton starts with 2*1 + 3*2+2*5+1*10 coins cards&lt;br /&gt;
** random : level is randomly chosen at start between possible levels&lt;br /&gt;
== Player Preferences ==&lt;br /&gt;
&lt;br /&gt;
* Interface setting :  Zoom icons (+)/(-)/Reset on the top right corner&lt;br /&gt;
** Reset : will make game elements the same size as designed by developer to fit  a standard screen (1920px) =&amp;gt; common board on the left, player board on the middle, opponent board on the right. If your screen is smaller, you have to scroll down for opponent boards. If your screen is smaller, you have to scroll down for all players.&lt;br /&gt;
** (+) : zoom in to have less elements fit in the screen&lt;br /&gt;
** (-) : zoom out to have more elements fit in the screen&lt;br /&gt;
* Ask for turn confirmation : Enabled/Disabled&lt;br /&gt;
** Default: Disabled&lt;br /&gt;
** If enabled, add a step to click &amp;quot;Confirm&amp;quot; or &amp;quot;Undo&amp;quot;/&amp;quot;Restart&amp;quot; before turn ends&lt;br /&gt;
*Undo buttons style: &amp;quot;Text&amp;quot;/&amp;quot;Icon&amp;quot;&lt;br /&gt;
**Default : Icon&lt;br /&gt;
**If set to &amp;quot;Icon&amp;quot;, display 1 arrow icon instead of &amp;quot;Undo last step&amp;quot; and 2 arrow icons instead of &amp;quot;restart turn&amp;quot;&lt;br /&gt;
*Background : Enabled/Disabled&lt;br /&gt;
**Default : Enabled&lt;br /&gt;
**If Enabled, display a light theme background behind game components&lt;br /&gt;
*Player panel details : Enabled/Disabled&lt;br /&gt;
**Default : Enabled&lt;br /&gt;
**If Enabled, display 2 more lines of informations in player side panels : count of each good types + count of each card symbol type in hand&lt;br /&gt;
*Hand of cards : &lt;br /&gt;
**Bottom of window (default) : display hand cards attached to the bottom of the window, in order to continue to view it when scrolling the page&lt;br /&gt;
**Top of game area : displayed on top (= after status bar title and before main board)&lt;br /&gt;
**Near player board : displayed after your own board and limited to its width&lt;br /&gt;
*Display Discard in Hand at anytime &lt;br /&gt;
**Disabled (default): you can only click your cards when you can play them or discard them after action Explore&lt;br /&gt;
**Enabled : you can only click your cards during your actions turn in order to discard at anytime (in order to respect rules and permit edge cases strategies on deck/discard pile)&lt;/div&gt;</summary>
		<author><name>Jonathan2004</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgoa&amp;diff=29150</id>
		<title>Gamehelpgoa</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgoa&amp;diff=29150"/>
		<updated>2026-03-25T11:32:25Z</updated>

		<summary type="html">&lt;p&gt;Jonathan2004: /* Player Preferences */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Components ==&lt;br /&gt;
&lt;br /&gt;
* 1 Game Board (center of the table) with 1 Round Marker&lt;br /&gt;
* 1 Player Board per player : with 5 colored progress markers + 5 colored auction markers&lt;br /&gt;
* 1 Nazar Stone (starting player marker) displayed on player side panel when assigned to a player&lt;br /&gt;
* 29 Market Tiles (Day) - 4 randomly removed &lt;br /&gt;
* 29 Market Tiles (Night) - 4 randomly removed &lt;br /&gt;
* 18 Outposts tiles&lt;br /&gt;
* unlimited currencies cards (Pardaos, Ships, Contracts, Compasses)&lt;br /&gt;
* 30 Exploration Cards&lt;br /&gt;
* unlimited Goods tokens of 5 types/colors&lt;br /&gt;
** Coconut coir&lt;br /&gt;
** Turmeric&lt;br /&gt;
** Pepper&lt;br /&gt;
** Silk&lt;br /&gt;
** Dried fish&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
The game starts with the day phase : 25/29 market tiles randomly placed on the 5x5 grid of the main board; later for the night phase 25/29 other market tiles will be randomly placed on the grid.&lt;br /&gt;
&lt;br /&gt;
1 Exploration Card is drawn by each player until one player draw an Elephant symbol and becomes the starting player with 5 money, the others with 10.&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
A game of Goa is divided into day and night cycles, each of which consists of 4 rounds. After the day cycle, remove all tiles from the playing area and setup the night tiles on the instead. At the end of the night cycle, the game ends and the player with the most points is declared the winner.&lt;br /&gt;
&lt;br /&gt;
Each round consists of 3 successive steps :&lt;br /&gt;
&lt;br /&gt;
1. Place Auction Markers&lt;br /&gt;
&lt;br /&gt;
2. Tile Auctions&lt;br /&gt;
&lt;br /&gt;
3. Actions&lt;br /&gt;
&lt;br /&gt;
== On Your Turn ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 1. Place Auction Markers :&#039;&#039;&#039; you are asked to place an auction marker on the grid on an empty space if it is the first one, or next to the previous one if possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 2. Tile Auctions&#039;&#039;&#039; : each player has 1 turn to decide if they want to overbid or pass the auction related to the spots&lt;br /&gt;
&lt;br /&gt;
* The first auction is to gain the starting player marker + 1 compass card&lt;br /&gt;
* Else is to gain the tile under the auction marker&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 3. Actions :&#039;&#039;&#039; each player must play 1 possible action + max 1 card from their hand + play tiles from their hand until everyone played 3 actions. Then continue with players with compass cards (each action will cost 1 compass card), players cannot keep more than 1 compass card after this step (for future rounds).&lt;br /&gt;
&lt;br /&gt;
* Basic actions are described as tooltips on player board column headers&lt;br /&gt;
** Progress : improve another basic action by moving down 1 of your own progress markers&lt;br /&gt;
** Build Ships&lt;br /&gt;
** Produce goods&lt;br /&gt;
** Collect Taxes&lt;br /&gt;
** Explore&lt;br /&gt;
** Establish an Outpost&lt;br /&gt;
* Cards actions are described in tooltips and help button (?) in the bottom left of the game&lt;br /&gt;
* Tiles actions are described in tooltips and help button (?) in the bottom left of the game&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== End of game ==&lt;br /&gt;
&lt;br /&gt;
The game ends after 8 rounds (4 Day rounds + 4 Night rounds), then the game computes scores.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
You don&#039;t score anything during the game, but instead count different elements at the end :&lt;br /&gt;
&lt;br /&gt;
* Progress Markers : Each of your Progress Markers scores between 0 and 10 points as indicated on the left of your Player Board row&lt;br /&gt;
* Outposts : You score between 1 and 10 points for your established Outposts :&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Number of Established Outposts&lt;br /&gt;
!Points&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Island Symbols : Score Victory Points for each set of identical Island symbols shown on the Exploration Cards still in your hand ( Tiger / Elephant / Urn / Statue / Palm tree / Shell): Each symbol type scores between 1 and 15 points, depending on how many matching symbols you collected :&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Number of identical Island Symbols&lt;br /&gt;
!Points&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Richest player : The player with the most money scores 3 points&lt;br /&gt;
* Tiles : &lt;br /&gt;
** Each tile with a specified score gives you those points, but if you also have the Foreman tile, you score 3 points instead of 1 for single-field Depots&lt;br /&gt;
** Be careful with the Duty tile (see page 18): it only grants its listed 5 points if you successfully fulfilled its requirement during the game (you will see a green check on it).&lt;br /&gt;
&lt;br /&gt;
== Options ==&lt;br /&gt;
&lt;br /&gt;
* Bonanza Module : On/Off&lt;br /&gt;
* Planned Expansion Variant : On/Off&lt;br /&gt;
* Automaton (only with Solo) : Level 1/2/3/random&lt;br /&gt;
== Player Preferences ==&lt;br /&gt;
&lt;br /&gt;
* Interface setting :  Zoom icons (+)/(-)/Reset on the top right corner&lt;br /&gt;
** Reset : will make game elements the same size as designed by developer to fit  a standard screen (1920px) =&amp;gt; common board on the left, player board on the middle, opponent board on the right. If your screen is smaller, you have to scroll down for opponent boards. If your screen is smaller, you have to scroll down for all players.&lt;br /&gt;
** (+) : zoom in to have less elements fit in the screen&lt;br /&gt;
** (-) : zoom out to have more elements fit in the screen&lt;br /&gt;
* Ask for turn confirmation : Enabled/Disabled&lt;br /&gt;
** Default: Enabled&lt;br /&gt;
** If enabled, add a step to click &amp;quot;Confirm&amp;quot; or &amp;quot;Undo&amp;quot;/&amp;quot;Restart&amp;quot; before turn ends&lt;br /&gt;
*Undo buttons style: &amp;quot;Text&amp;quot;/&amp;quot;Icon&amp;quot;&lt;br /&gt;
**Default : Icon&lt;br /&gt;
**If set to &amp;quot;Icon&amp;quot;, display 1 arrow icon instead of &amp;quot;Undo last step&amp;quot; and 2 arrow icons instead of &amp;quot;restart turn&amp;quot;&lt;br /&gt;
*Background : Enabled/Disabled&lt;br /&gt;
**Default : Enabled&lt;br /&gt;
**If Enabled, display a light theme background behind game components&lt;br /&gt;
*Player panel details : Enabled/Disabled&lt;br /&gt;
**Default : Enabled&lt;br /&gt;
**If Enabled, display 2 more lines of informations in player side panels : count of each good types + count of each card symbol type in hand&lt;br /&gt;
*Hand of cards : &lt;br /&gt;
**Bottom of window (default) : display hand cards attached to the bottom of the window, in order to continue to view it when scrolling the page&lt;br /&gt;
**Top of game area : displayed on top (= after status bar title and before main board)&lt;br /&gt;
**Near player board : displayed after your own board and limited to its width&lt;br /&gt;
*Display Discard in Hand at anytime &lt;br /&gt;
**Disabled (default): you can only click your cards when you can play them or discard them after action Explore&lt;br /&gt;
**Enabled : you can only click your cards during your actions turn in order to discard at anytime (in order to respect rules and permit edge cases strategies on deck/discard pile)&lt;/div&gt;</summary>
		<author><name>Jonathan2004</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgoa&amp;diff=29138</id>
		<title>Gamehelpgoa</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgoa&amp;diff=29138"/>
		<updated>2026-03-23T21:34:00Z</updated>

		<summary type="html">&lt;p&gt;Jonathan2004: /* Setup */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Components ==&lt;br /&gt;
&lt;br /&gt;
* 1 Game Board (center of the table) with 1 Round Marker&lt;br /&gt;
* 1 Player Board per player : with 5 colored progress markers + 5 colored auction markers&lt;br /&gt;
* 1 Nazar Stone (starting player marker) displayed on player side panel when assigned to a player&lt;br /&gt;
* 29 Market Tiles (Day) - 4 randomly removed &lt;br /&gt;
* 29 Market Tiles (Night) - 4 randomly removed &lt;br /&gt;
* 18 Outposts tiles&lt;br /&gt;
* unlimited currencies cards (Pardaos, Ships, Contracts, Compasses)&lt;br /&gt;
* 30 Exploration Cards&lt;br /&gt;
* unlimited Goods tokens of 5 types/colors&lt;br /&gt;
** Coconut coir&lt;br /&gt;
** Turmeric&lt;br /&gt;
** Pepper&lt;br /&gt;
** Silk&lt;br /&gt;
** Dried fish&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
The game starts with the day phase : 25/29 market tiles randomly placed on the 5x5 grid of the main board; later for the night phase 25/29 other market tiles will be randomly placed on the grid.&lt;br /&gt;
&lt;br /&gt;
1 Exploration Card is drawn by each player until one player draw an Elephant symbol and becomes the starting player with 5 money, the others with 10.&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
A game of Goa is divided into day and night cycles, each of which consists of 4 rounds. After the day cycle, remove all tiles from the playing area and setup the night tiles on the instead. At the end of the night cycle, the game ends and the player with the most points is declared the winner.&lt;br /&gt;
&lt;br /&gt;
Each round consists of 3 successive steps :&lt;br /&gt;
&lt;br /&gt;
1. Place Auction Markers&lt;br /&gt;
&lt;br /&gt;
2. Tile Auctions&lt;br /&gt;
&lt;br /&gt;
3. Actions&lt;br /&gt;
&lt;br /&gt;
== On Your Turn ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 1. Place Auction Markers :&#039;&#039;&#039; you are asked to place an auction marker on the grid on an empty space if it is the first one, or next to the previous one if possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 2. Tile Auctions&#039;&#039;&#039; : each player has 1 turn to decide if they want to overbid or pass the auction related to the spots&lt;br /&gt;
&lt;br /&gt;
* The first auction is to gain the starting player marker + 1 compass card&lt;br /&gt;
* Else is to gain the tile under the auction marker&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 3. Actions :&#039;&#039;&#039; each player must play 1 possible action + max 1 card from their hand + play tiles from their hand until everyone played 3 actions. Then continue with players with compass cards (each action will cost 1 compass card), players cannot keep more than 1 compass card after this step (for future rounds).&lt;br /&gt;
&lt;br /&gt;
* Basic actions are described as tooltips on player board column headers&lt;br /&gt;
** Progress : improve another basic action by moving down 1 of your own progress markers&lt;br /&gt;
** Build Ships&lt;br /&gt;
** Produce goods&lt;br /&gt;
** Collect Taxes&lt;br /&gt;
** Explore&lt;br /&gt;
** Establish an Outpost&lt;br /&gt;
* Cards actions are described in tooltips and help button (?) in the bottom left of the game&lt;br /&gt;
* Tiles actions are described in tooltips and help button (?) in the bottom left of the game&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== End of game ==&lt;br /&gt;
&lt;br /&gt;
The game ends after 8 rounds (4 Day rounds + 4 Night rounds), then the game computes scores.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
You don&#039;t score anything during the game, but instead count different elements at the end :&lt;br /&gt;
&lt;br /&gt;
* Progress Markers : Each of your Progress Markers scores between 0 and 10 points as indicated on the left of your Player Board row&lt;br /&gt;
* Outposts : You score between 1 and 10 points for your established Outposts :&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Number of Established Outposts&lt;br /&gt;
!Points&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Island Symbols : Score Victory Points for each set of identical Island symbols shown on the Exploration Cards still in your hand ( Tiger / Elephant / Urn / Statue / Palm tree / Shell): Each symbol type scores between 1 and 15 points, depending on how many matching symbols you collected :&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Number of identical Island Symbols&lt;br /&gt;
!Points&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Richest player : The player with the most money scores 3 points&lt;br /&gt;
* Tiles : &lt;br /&gt;
** Each tile with a specified score gives you those points, but if you also have the Foreman tile, you score 3 points instead of 1 for single-field Depots&lt;br /&gt;
** Be careful with the Duty tile (see page 18): it only grants its listed 5 points if you successfully fulfilled its requirement during the game (you will see a green check on it).&lt;br /&gt;
&lt;br /&gt;
== Options ==&lt;br /&gt;
&lt;br /&gt;
* Bonanza Module : On/Off&lt;br /&gt;
* Planned Expansion Variant : On/Off&lt;br /&gt;
* Automaton (only with Solo) : Level 1/2/3/random&lt;br /&gt;
== Player Preferences ==&lt;br /&gt;
&lt;br /&gt;
* Ask for turn confirmation : Enabled/Disabled&lt;br /&gt;
** Default: Enabled&lt;br /&gt;
** If enabled, add a step to click &amp;quot;Confirm&amp;quot; or &amp;quot;Undo&amp;quot;/&amp;quot;Restart&amp;quot; before turn ends&lt;br /&gt;
*Undo buttons style: &amp;quot;Text&amp;quot;/&amp;quot;Icon&amp;quot;&lt;br /&gt;
**Default : Icon&lt;br /&gt;
**If set to &amp;quot;Icon&amp;quot;, display 1 arrow icon instead of &amp;quot;Undo last step&amp;quot; and 2 arrow icons instead of &amp;quot;restart turn&amp;quot;&lt;br /&gt;
*Background : Enabled/Disabled&lt;br /&gt;
**Default : Enabled&lt;br /&gt;
**If Enabled, display a light theme background behind game components&lt;br /&gt;
*Player panel details : Enabled/Disabled&lt;br /&gt;
**Default : Enabled&lt;br /&gt;
**If Enabled, display 2 more lines of informations in player side panels : count of each good types + count of each card symbol type in hand&lt;br /&gt;
*Hand of cards : &lt;br /&gt;
**Bottom of window (default) : display hand cards attached to the bottom of the window, in order to continue to view it when scrolling the page&lt;br /&gt;
**Top of game area : displayed on top (= after status bar title and before main board)&lt;br /&gt;
**Near player board : displayed after your own board and limited to its width&lt;br /&gt;
*Display Discard in Hand at anytime &lt;br /&gt;
**Disabled (default): you can only click your cards when you can play them or discard them after action Explore&lt;br /&gt;
**Enabled : you can only click your cards during your actions turn in order to discard at anytime (in order to respect rules and permit edge cases strategies on deck/discard pile)&lt;/div&gt;</summary>
		<author><name>Jonathan2004</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgoa&amp;diff=29118</id>
		<title>Gamehelpgoa</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgoa&amp;diff=29118"/>
		<updated>2026-03-22T23:36:48Z</updated>

		<summary type="html">&lt;p&gt;Jonathan2004: /* Gameplay Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Components ==&lt;br /&gt;
&lt;br /&gt;
* 1 Game Board (center of the table) with 1 Round Marker&lt;br /&gt;
* 1 Player Board per player : with 5 colored progress markers + 5 colored auction markers&lt;br /&gt;
* 1 Nazar Stone (starting player marker) displayed on player side panel when assigned to a player&lt;br /&gt;
* 29 Market Tiles (Day) - 4 randomly removed &lt;br /&gt;
* 29 Market Tiles (Night) - 4 randomly removed &lt;br /&gt;
* 18 Outposts tiles&lt;br /&gt;
* unlimited currencies cards (Pardaos, Ships, Contracts, Compasses)&lt;br /&gt;
* 30 Exploration Cards&lt;br /&gt;
* unlimited Goods tokens of 5 types/colors&lt;br /&gt;
** Coconut coir&lt;br /&gt;
** Turmeric&lt;br /&gt;
** Pepper&lt;br /&gt;
** Silk&lt;br /&gt;
** Dried fish&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
A game of Goa is divided into day and night cycles, each of which consists of 4 rounds. After the day cycle, remove all tiles from the playing area and setup the night tiles on the instead. At the end of the night cycle, the game ends and the player with the most points is declared the winner.&lt;br /&gt;
&lt;br /&gt;
Each round consists of 3 successive steps :&lt;br /&gt;
&lt;br /&gt;
1. Place Auction Markers&lt;br /&gt;
&lt;br /&gt;
2. Tile Auctions&lt;br /&gt;
&lt;br /&gt;
3. Actions&lt;br /&gt;
&lt;br /&gt;
== On Your Turn ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 1. Place Auction Markers :&#039;&#039;&#039; you are asked to place an auction marker on the grid on an empty space if it is the first one, or next to the previous one if possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 2. Tile Auctions&#039;&#039;&#039; : each player has 1 turn to decide if they want to overbid or pass the auction related to the spots&lt;br /&gt;
&lt;br /&gt;
* The first auction is to gain the starting player marker + 1 compass card&lt;br /&gt;
* Else is to gain the tile under the auction marker&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 3. Actions :&#039;&#039;&#039; each player must play 1 possible action + max 1 card from their hand + play tiles from their hand until everyone played 3 actions. Then continue with players with compass cards (each action will cost 1 compass card), players cannot keep more than 1 compass card after this step (for future rounds).&lt;br /&gt;
&lt;br /&gt;
* Basic actions are described as tooltips on player board column headers&lt;br /&gt;
** Progress : improve another basic action by moving down 1 of your own progress markers&lt;br /&gt;
** Build Ships&lt;br /&gt;
** Produce goods&lt;br /&gt;
** Collect Taxes&lt;br /&gt;
** Explore&lt;br /&gt;
** Establish an Outpost&lt;br /&gt;
* Cards actions are described in tooltips and help button (?) in the bottom left of the game&lt;br /&gt;
* Tiles actions are described in tooltips and help button (?) in the bottom left of the game&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== End of game ==&lt;br /&gt;
&lt;br /&gt;
The game ends after 8 rounds (4 Day rounds + 4 Night rounds), then the game computes scores.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
You don&#039;t score anything during the game, but instead count different elements at the end :&lt;br /&gt;
&lt;br /&gt;
* Progress Markers : Each of your Progress Markers scores between 0 and 10 points as indicated on the left of your Player Board row&lt;br /&gt;
* Outposts : You score between 1 and 10 points for your established Outposts :&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Number of Established Outposts&lt;br /&gt;
!Points&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Island Symbols : Score Victory Points for each set of identical Island symbols shown on the Exploration Cards still in your hand ( Tiger / Elephant / Urn / Statue / Palm tree / Shell): Each symbol type scores between 1 and 15 points, depending on how many matching symbols you collected :&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Number of identical Island Symbols&lt;br /&gt;
!Points&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Richest player : The player with the most money scores 3 points&lt;br /&gt;
* Tiles : &lt;br /&gt;
** Each tile with a specified score gives you those points, but if you also have the Foreman tile, you score 3 points instead of 1 for single-field Depots&lt;br /&gt;
** Be careful with the Duty tile (see page 18): it only grants its listed 5 points if you successfully fulfilled its requirement during the game (you will see a green check on it).&lt;br /&gt;
&lt;br /&gt;
== Options ==&lt;br /&gt;
&lt;br /&gt;
* Bonanza Module : On/Off&lt;br /&gt;
* Planned Expansion Variant : On/Off&lt;br /&gt;
* Automaton (only with Solo) : Level 1/2/3/random&lt;br /&gt;
== Player Preferences ==&lt;br /&gt;
&lt;br /&gt;
* Ask for turn confirmation : Enabled/Disabled&lt;br /&gt;
** Default: Enabled&lt;br /&gt;
** If enabled, add a step to click &amp;quot;Confirm&amp;quot; or &amp;quot;Undo&amp;quot;/&amp;quot;Restart&amp;quot; before turn ends&lt;br /&gt;
*Undo buttons style: &amp;quot;Text&amp;quot;/&amp;quot;Icon&amp;quot;&lt;br /&gt;
**Default : Icon&lt;br /&gt;
**If set to &amp;quot;Icon&amp;quot;, display 1 arrow icon instead of &amp;quot;Undo last step&amp;quot; and 2 arrow icons instead of &amp;quot;restart turn&amp;quot;&lt;br /&gt;
*Background : Enabled/Disabled&lt;br /&gt;
**Default : Enabled&lt;br /&gt;
**If Enabled, display a light theme background behind game components&lt;br /&gt;
*Player panel details : Enabled/Disabled&lt;br /&gt;
**Default : Enabled&lt;br /&gt;
**If Enabled, display 2 more lines of informations in player side panels : count of each good types + count of each card symbol type in hand&lt;br /&gt;
*Hand of cards : &lt;br /&gt;
**Bottom of window (default) : display hand cards attached to the bottom of the window, in order to continue to view it when scrolling the page&lt;br /&gt;
**Top of game area : displayed on top (= after status bar title and before main board)&lt;br /&gt;
**Near player board : displayed after your own board and limited to its width&lt;br /&gt;
*Display Discard in Hand at anytime &lt;br /&gt;
**Disabled (default): you can only click your cards when you can play them or discard them after action Explore&lt;br /&gt;
**Enabled : you can only click your cards during your actions turn in order to discard at anytime (in order to respect rules and permit edge cases strategies on deck/discard pile)&lt;/div&gt;</summary>
		<author><name>Jonathan2004</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgoa&amp;diff=29117</id>
		<title>Gamehelpgoa</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgoa&amp;diff=29117"/>
		<updated>2026-03-22T23:23:23Z</updated>

		<summary type="html">&lt;p&gt;Jonathan2004: /* Scoring */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Components ==&lt;br /&gt;
&lt;br /&gt;
* 1 Game Board (center of the table) with 1 Round Marker&lt;br /&gt;
* 1 Player Board per player : with 5 colored progress markers + 5 colored auction markers&lt;br /&gt;
* 1 Nazar Stone (starting player marker) displayed on player side panel when assigned to a player&lt;br /&gt;
* 29 Market Tiles (Day) - 4 randomly removed &lt;br /&gt;
* 29 Market Tiles (Night) - 4 randomly removed &lt;br /&gt;
* 18 Outposts tiles&lt;br /&gt;
* unlimited currencies cards (Pardaos, Ships, Contracts, Compasses)&lt;br /&gt;
* 30 Exploration Cards&lt;br /&gt;
* unlimited Goods tokens of 5 types/colors&lt;br /&gt;
** Coconut coir&lt;br /&gt;
** Turmeric&lt;br /&gt;
** Pepper&lt;br /&gt;
** Silk&lt;br /&gt;
** Dried fish&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== On Your Turn ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== End of game ==&lt;br /&gt;
&lt;br /&gt;
The game ends after 8 rounds (4 Day rounds + 4 Night rounds), then the game computes scores.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
You don&#039;t score anything during the game, but instead count different elements at the end :&lt;br /&gt;
&lt;br /&gt;
* Progress Markers : Each of your Progress Markers scores between 0 and 10 points as indicated on the left of your Player Board row&lt;br /&gt;
* Outposts : You score between 1 and 10 points for your established Outposts :&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Number of Established Outposts&lt;br /&gt;
!Points&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Island Symbols : Score Victory Points for each set of identical Island symbols shown on the Exploration Cards still in your hand ( Tiger / Elephant / Urn / Statue / Palm tree / Shell): Each symbol type scores between 1 and 15 points, depending on how many matching symbols you collected :&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Number of identical Island Symbols&lt;br /&gt;
!Points&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Richest player : The player with the most money scores 3 points&lt;br /&gt;
* Tiles : &lt;br /&gt;
** Each tile with a specified score gives you those points, but if you also have the Foreman tile, you score 3 points instead of 1 for single-field Depots&lt;br /&gt;
** Be careful with the Duty tile (see page 18): it only grants its listed 5 points if you successfully fulfilled its requirement during the game (you will see a green check on it).&lt;br /&gt;
&lt;br /&gt;
== Options ==&lt;br /&gt;
&lt;br /&gt;
* Bonanza Module : On/Off&lt;br /&gt;
* Planned Expansion Variant : On/Off&lt;br /&gt;
* Automaton (only with Solo) : Level 1/2/3/random&lt;br /&gt;
== Player Preferences ==&lt;br /&gt;
&lt;br /&gt;
* Ask for turn confirmation : Enabled/Disabled&lt;br /&gt;
** Default: Enabled&lt;br /&gt;
** If enabled, add a step to click &amp;quot;Confirm&amp;quot; or &amp;quot;Undo&amp;quot;/&amp;quot;Restart&amp;quot; before turn ends&lt;br /&gt;
*Undo buttons style: &amp;quot;Text&amp;quot;/&amp;quot;Icon&amp;quot;&lt;br /&gt;
**Default : Icon&lt;br /&gt;
**If set to &amp;quot;Icon&amp;quot;, display 1 arrow icon instead of &amp;quot;Undo last step&amp;quot; and 2 arrow icons instead of &amp;quot;restart turn&amp;quot;&lt;br /&gt;
*Background : Enabled/Disabled&lt;br /&gt;
**Default : Enabled&lt;br /&gt;
**If Enabled, display a light theme background behind game components&lt;br /&gt;
*Player panel details : Enabled/Disabled&lt;br /&gt;
**Default : Enabled&lt;br /&gt;
**If Enabled, display 2 more lines of informations in player side panels : count of each good types + count of each card symbol type in hand&lt;br /&gt;
*Hand of cards : &lt;br /&gt;
**Bottom of window (default) : display hand cards attached to the bottom of the window, in order to continue to view it when scrolling the page&lt;br /&gt;
**Top of game area : displayed on top (= after status bar title and before main board)&lt;br /&gt;
**Near player board : displayed after your own board and limited to its width&lt;br /&gt;
*Display Discard in Hand at anytime &lt;br /&gt;
**Disabled (default): you can only click your cards when you can play them or discard them after action Explore&lt;br /&gt;
**Enabled : you can only click your cards during your actions turn in order to discard at anytime (in order to respect rules and permit edge cases strategies on deck/discard pile)&lt;/div&gt;</summary>
		<author><name>Jonathan2004</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgoa&amp;diff=29116</id>
		<title>Gamehelpgoa</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgoa&amp;diff=29116"/>
		<updated>2026-03-22T23:13:19Z</updated>

		<summary type="html">&lt;p&gt;Jonathan2004: /* End of game */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Components ==&lt;br /&gt;
&lt;br /&gt;
* 1 Game Board (center of the table) with 1 Round Marker&lt;br /&gt;
* 1 Player Board per player : with 5 colored progress markers + 5 colored auction markers&lt;br /&gt;
* 1 Nazar Stone (starting player marker) displayed on player side panel when assigned to a player&lt;br /&gt;
* 29 Market Tiles (Day) - 4 randomly removed &lt;br /&gt;
* 29 Market Tiles (Night) - 4 randomly removed &lt;br /&gt;
* 18 Outposts tiles&lt;br /&gt;
* unlimited currencies cards (Pardaos, Ships, Contracts, Compasses)&lt;br /&gt;
* 30 Exploration Cards&lt;br /&gt;
* unlimited Goods tokens of 5 types/colors&lt;br /&gt;
** Coconut coir&lt;br /&gt;
** Turmeric&lt;br /&gt;
** Pepper&lt;br /&gt;
** Silk&lt;br /&gt;
** Dried fish&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== On Your Turn ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== End of game ==&lt;br /&gt;
&lt;br /&gt;
The game ends after 8 rounds (4 Day rounds + 4 Night rounds), then the game computes scores.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Options ==&lt;br /&gt;
&lt;br /&gt;
* Bonanza Module : On/Off&lt;br /&gt;
* Planned Expansion Variant : On/Off&lt;br /&gt;
* Automaton (only with Solo) : Level 1/2/3/random&lt;br /&gt;
== Player Preferences ==&lt;br /&gt;
&lt;br /&gt;
* Ask for turn confirmation : Enabled/Disabled&lt;br /&gt;
** Default: Enabled&lt;br /&gt;
** If enabled, add a step to click &amp;quot;Confirm&amp;quot; or &amp;quot;Undo&amp;quot;/&amp;quot;Restart&amp;quot; before turn ends&lt;br /&gt;
*Undo buttons style: &amp;quot;Text&amp;quot;/&amp;quot;Icon&amp;quot;&lt;br /&gt;
**Default : Icon&lt;br /&gt;
**If set to &amp;quot;Icon&amp;quot;, display 1 arrow icon instead of &amp;quot;Undo last step&amp;quot; and 2 arrow icons instead of &amp;quot;restart turn&amp;quot;&lt;br /&gt;
*Background : Enabled/Disabled&lt;br /&gt;
**Default : Enabled&lt;br /&gt;
**If Enabled, display a light theme background behind game components&lt;br /&gt;
*Player panel details : Enabled/Disabled&lt;br /&gt;
**Default : Enabled&lt;br /&gt;
**If Enabled, display 2 more lines of informations in player side panels : count of each good types + count of each card symbol type in hand&lt;br /&gt;
*Hand of cards : &lt;br /&gt;
**Bottom of window (default) : display hand cards attached to the bottom of the window, in order to continue to view it when scrolling the page&lt;br /&gt;
**Top of game area : displayed on top (= after status bar title and before main board)&lt;br /&gt;
**Near player board : displayed after your own board and limited to its width&lt;br /&gt;
*Display Discard in Hand at anytime &lt;br /&gt;
**Disabled (default): you can only click your cards when you can play them or discard them after action Explore&lt;br /&gt;
**Enabled : you can only click your cards during your actions turn in order to discard at anytime (in order to respect rules and permit edge cases strategies on deck/discard pile)&lt;/div&gt;</summary>
		<author><name>Jonathan2004</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgoa&amp;diff=29115</id>
		<title>Gamehelpgoa</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgoa&amp;diff=29115"/>
		<updated>2026-03-22T23:10:05Z</updated>

		<summary type="html">&lt;p&gt;Jonathan2004: add user prefs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Components ==&lt;br /&gt;
&lt;br /&gt;
* 1 Game Board (center of the table) with 1 Round Marker&lt;br /&gt;
* 1 Player Board per player : with 5 colored progress markers + 5 colored auction markers&lt;br /&gt;
* 1 Nazar Stone (starting player marker) displayed on player side panel when assigned to a player&lt;br /&gt;
* 29 Market Tiles (Day) - 4 randomly removed &lt;br /&gt;
* 29 Market Tiles (Night) - 4 randomly removed &lt;br /&gt;
* 18 Outposts tiles&lt;br /&gt;
* unlimited currencies cards (Pardaos, Ships, Contracts, Compasses)&lt;br /&gt;
* 30 Exploration Cards&lt;br /&gt;
* unlimited Goods tokens of 5 types/colors&lt;br /&gt;
** Coconut coir&lt;br /&gt;
** Turmeric&lt;br /&gt;
** Pepper&lt;br /&gt;
** Silk&lt;br /&gt;
** Dried fish&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== On Your Turn ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== End of game ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Options ==&lt;br /&gt;
&lt;br /&gt;
* Bonanza Module : On/Off&lt;br /&gt;
* Planned Expansion Variant : On/Off&lt;br /&gt;
* Automaton (only with Solo) : Level 1/2/3/random&lt;br /&gt;
== Player Preferences ==&lt;br /&gt;
&lt;br /&gt;
* Ask for turn confirmation : Enabled/Disabled&lt;br /&gt;
** Default: Enabled&lt;br /&gt;
** If enabled, add a step to click &amp;quot;Confirm&amp;quot; or &amp;quot;Undo&amp;quot;/&amp;quot;Restart&amp;quot; before turn ends&lt;br /&gt;
*Undo buttons style: &amp;quot;Text&amp;quot;/&amp;quot;Icon&amp;quot;&lt;br /&gt;
**Default : Icon&lt;br /&gt;
**If set to &amp;quot;Icon&amp;quot;, display 1 arrow icon instead of &amp;quot;Undo last step&amp;quot; and 2 arrow icons instead of &amp;quot;restart turn&amp;quot;&lt;br /&gt;
*Background : Enabled/Disabled&lt;br /&gt;
**Default : Enabled&lt;br /&gt;
**If Enabled, display a light theme background behind game components&lt;br /&gt;
*Player panel details : Enabled/Disabled&lt;br /&gt;
**Default : Enabled&lt;br /&gt;
**If Enabled, display 2 more lines of informations in player side panels : count of each good types + count of each card symbol type in hand&lt;br /&gt;
*Hand of cards : &lt;br /&gt;
**Bottom of window (default) : display hand cards attached to the bottom of the window, in order to continue to view it when scrolling the page&lt;br /&gt;
**Top of game area : displayed on top (= after status bar title and before main board)&lt;br /&gt;
**Near player board : displayed after your own board and limited to its width&lt;br /&gt;
*Display Discard in Hand at anytime &lt;br /&gt;
**Disabled (default): you can only click your cards when you can play them or discard them after action Explore&lt;br /&gt;
**Enabled : you can only click your cards during your actions turn in order to discard at anytime (in order to respect rules and permit edge cases strategies on deck/discard pile)&lt;/div&gt;</summary>
		<author><name>Jonathan2004</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgoa&amp;diff=29114</id>
		<title>Gamehelpgoa</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgoa&amp;diff=29114"/>
		<updated>2026-03-22T22:59:52Z</updated>

		<summary type="html">&lt;p&gt;Jonathan2004: /* Options */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Components ==&lt;br /&gt;
&lt;br /&gt;
* 1 Game Board (center of the table) with 1 Round Marker&lt;br /&gt;
* 1 Player Board per player : with 5 colored progress markers + 5 colored auction markers&lt;br /&gt;
* 1 Nazar Stone (starting player marker) displayed on player side panel when assigned to a player&lt;br /&gt;
* 29 Market Tiles (Day) - 4 randomly removed &lt;br /&gt;
* 29 Market Tiles (Night) - 4 randomly removed &lt;br /&gt;
* 18 Outposts tiles&lt;br /&gt;
* unlimited currencies cards (Pardaos, Ships, Contracts, Compasses)&lt;br /&gt;
* 30 Exploration Cards&lt;br /&gt;
* unlimited Goods tokens of 5 types/colors&lt;br /&gt;
** Coconut coir&lt;br /&gt;
** Turmeric&lt;br /&gt;
** Pepper&lt;br /&gt;
** Silk&lt;br /&gt;
** Dried fish&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== On Your Turn ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== End of game ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Options ==&lt;br /&gt;
&lt;br /&gt;
* Bonanza Module : On/Off&lt;br /&gt;
* Planned Expansion Variant : On/Off&lt;br /&gt;
* Automaton (only with Solo) : Level 1/2/3/random&lt;/div&gt;</summary>
		<author><name>Jonathan2004</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgoa&amp;diff=28767</id>
		<title>Gamehelpgoa</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgoa&amp;diff=28767"/>
		<updated>2026-03-05T09:57:03Z</updated>

		<summary type="html">&lt;p&gt;Jonathan2004: /* Components */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Components ==&lt;br /&gt;
&lt;br /&gt;
* 1 Game Board (center of the table) with 1 Round Marker&lt;br /&gt;
* 1 Player Board per player : with 5 colored progress markers + 5 colored auction markers&lt;br /&gt;
* 1 Nazar Stone (starting player marker) displayed on player side panel when assigned to a player&lt;br /&gt;
* 29 Market Tiles (Day) - 4 randomly removed &lt;br /&gt;
* 29 Market Tiles (Night) - 4 randomly removed &lt;br /&gt;
* 18 Outposts tiles&lt;br /&gt;
* unlimited currencies cards (Pardaos, Ships, Contracts, Compasses)&lt;br /&gt;
* 30 Exploration Cards&lt;br /&gt;
* unlimited Goods tokens of 5 types/colors&lt;br /&gt;
** Coconut coir&lt;br /&gt;
** Turmeric&lt;br /&gt;
** Pepper&lt;br /&gt;
** Silk&lt;br /&gt;
** Dried fish&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== On Your Turn ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== End of game ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Options ==&lt;br /&gt;
&lt;br /&gt;
Maybe in the future...&lt;/div&gt;</summary>
		<author><name>Jonathan2004</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgoa&amp;diff=28753</id>
		<title>Gamehelpgoa</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgoa&amp;diff=28753"/>
		<updated>2026-03-04T16:15:06Z</updated>

		<summary type="html">&lt;p&gt;Jonathan2004: Created page with &amp;quot;== Components ==    == Setup ==   == Gameplay Overview ==     == On Your Turn ==      == End of game ==    == Scoring ==    == Options ==  Maybe in the future...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Components ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== On Your Turn ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== End of game ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Options ==&lt;br /&gt;
&lt;br /&gt;
Maybe in the future...&lt;/div&gt;</summary>
		<author><name>Jonathan2004</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=BGA_Studio_Migration_Guide&amp;diff=28703</id>
		<title>BGA Studio Migration Guide</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=BGA_Studio_Migration_Guide&amp;diff=28703"/>
		<updated>2026-02-27T07:51:39Z</updated>

		<summary type="html">&lt;p&gt;Jonathan2004: add category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is only for people who started long time ago and now need to re-write older projects into more modern versions.&lt;br /&gt;
Also if you trying to fix older game you may have to look here.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
See announcement here https://studio.boardgamearena.com/forum/viewtopic.php?f=12&amp;amp;t=45248&lt;br /&gt;
&lt;br /&gt;
📌 This symbol: direct information about migration&lt;br /&gt;
== Structural changes==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;gameoptions.inc.php&#039;&#039;&#039;&#039;&#039; =&amp;gt; gameoptions.json, gamepreferences.json&lt;br /&gt;
&lt;br /&gt;
Previously, options and preferences were specified in a single gameoptions.inc.php file.&lt;br /&gt;
&lt;br /&gt;
Now options and preferences are 2 json files, follow Migration steps on this page  https://en.doc.boardgamearena.com/Options_and_preferences:_gameoptions.json,_gamepreferences.json#Migration&lt;br /&gt;
&lt;br /&gt;
See [[#User preferences]] and [[#Game options]] for API changes.&lt;br /&gt;
&lt;br /&gt;
When building the game with this file you will see deprecation warning: The file gameoptions.inc.php is deprecated. click &amp;quot;Reload game options configuration&amp;quot; to generate the JSON content you can then put on a gameoptions.json and gamepreferences.json file. Then you can safely delete the gameoptions.inc.php file.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;lt;gamename&amp;gt;.game.php&#039;&#039;&#039;&#039;&#039; =&amp;gt; modules/php/Game.php&lt;br /&gt;
&lt;br /&gt;
Move and refactor, see section [[BGA Studio Migration Guide#Namespaced game class|Namespaced game class]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;gamename&amp;gt;.action.php =&amp;gt; remove&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
See section [[BGA Studio Migration Guide#Autowire game actions|Autowire game actions]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;lt;gamename&amp;gt;.view.php, &amp;lt;gamename&amp;gt;_&amp;lt;gamename&amp;gt;.tpl&#039;&#039;&#039;&#039;&#039; =&amp;gt; remove&lt;br /&gt;
&lt;br /&gt;
See section [[BGA Studio Migration Guide#Removal of view and template|Removal of view and template]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gameinfos.inc.php&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
File still there. Deprecated keys &#039;&#039;&#039;designer&#039;&#039;&#039;, &#039;&#039;&#039;artist&#039;&#039;&#039;, &#039;&#039;&#039;year&#039;&#039;&#039;, &#039;&#039;&#039;presentation&#039;&#039;&#039;, &#039;&#039;&#039;tags&#039;&#039;&#039;, &#039;&#039;&#039;complexity&#039;&#039;&#039;, &#039;&#039;&#039;strategy&#039;&#039;&#039;, &#039;&#039;&#039;luck&#039;&#039;&#039;, &#039;&#039;&#039;diplomacy&#039;&#039;&#039;, &#039;&#039;&#039;is_beta&#039;&#039;&#039; are no longer in use. Please remove these keys and use the Game Metadata Manager instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;material.inc.php&#039;&#039;&#039;&#039;&#039; =&amp;gt; optional&lt;br /&gt;
&lt;br /&gt;
See section [[#Material]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;states.inc.php&#039;&#039;&#039;&#039;&#039; =&amp;gt; modules/php/States&lt;br /&gt;
&lt;br /&gt;
See section [[#States]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;stats.inc.php&#039;&#039;&#039; =&amp;gt; stats.json&lt;br /&gt;
&lt;br /&gt;
Deprecation warning: The file stats.inc.php is deprecated. click &amp;quot;Reload statistics configuration&amp;quot; to generate the JSON content you can then put on a stats.json file. Then you can safely delete the stats.inc.php file.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;gamename&amp;gt;.js&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Equivalent file is in modules/js/Game.js, it is ES6 js class (yay) and no dojo mess. &lt;br /&gt;
There are also massive API changes, see bottom sections&lt;br /&gt;
&lt;br /&gt;
==IDE Support==&lt;br /&gt;
A new _ide_helper.php file is now provided in every project dir, allowing IDE to provide syntax error highlighting for the framework functions. This file is regularly updated to match the latest framework updates.&lt;br /&gt;
&lt;br /&gt;
Same with bga-framework.d.ts for those using TypeScript.&lt;br /&gt;
&lt;br /&gt;
📌 Sync the files from the FTP dir to your local copy to benefit from it. Most of the IDE like Visual Studio Code should handle _ide_helper.php if you already followed https://en.doc.boardgamearena.com/Setting_up_BGA_Development_environment_using_VSCode&lt;br /&gt;
&lt;br /&gt;
==Game configuration ==&lt;br /&gt;
&lt;br /&gt;
===User preferences===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Access to user preferences and listener: https://en.doc.boardgamearena.com/Game_interface_logic:_yourgamename.js#User_preferences&lt;br /&gt;
&lt;br /&gt;
📌 &lt;br /&gt;
*If you had a custom function called &amp;lt;code&amp;gt;setupPreferences()&amp;lt;/code&amp;gt; reading the &amp;lt;select&amp;gt; values, you can now use &amp;lt;code&amp;gt;onGameUserPreferenceChanged&amp;lt;/code&amp;gt; instead.&lt;br /&gt;
*If you had a copy of the user preferences on a DB table, it&#039;s not needed anymore. Remove all support of writing to this table. Replace access to this table with&lt;br /&gt;
        $pref = $this-&amp;gt;userPreferences-&amp;gt;get($playerId, $prefCode) ?? $defaultValue;&lt;br /&gt;
*If you used $this-&amp;gt;player_preferences - replace the use with use of proper API&lt;br /&gt;
&lt;br /&gt;
====Instant cssPref on user preferences====&lt;br /&gt;
A reload is not needed anymore to apply cssPref on a user preference change.&lt;br /&gt;
&lt;br /&gt;
📌 Remove forceReload: true if it was only set to update the cssPref. The player will appreciate to not reload the whole page!&lt;br /&gt;
&lt;br /&gt;
===Game options===&lt;br /&gt;
&lt;br /&gt;
New functions to access the table options (game options) without hassle&lt;br /&gt;
&lt;br /&gt;
https://en.doc.boardgamearena.com/Options_and_preferences:_gameoptions.json,_gamepreferences.json#Game_Options&lt;br /&gt;
&lt;br /&gt;
📌 &lt;br /&gt;
*Remove declaration of game options  from &amp;quot;&amp;lt;code&amp;gt;initGameStateLabels&amp;lt;/code&amp;gt;&amp;quot;&lt;br /&gt;
* Instead of using &amp;lt;code&amp;gt;$this-&amp;gt;getGameStateValue&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;$this-&amp;gt;gamestate-&amp;gt;table_globals&amp;lt;/code&amp;gt; use&lt;br /&gt;
 $this-&amp;gt;tableOptions-&amp;gt;get(int $optionId)&lt;br /&gt;
&lt;br /&gt;
This new object can also return the Real-time/Turn-based setting: https://en.doc.boardgamearena.com/Main_game_logic:_Game.php#Reflexion_time&lt;br /&gt;
&lt;br /&gt;
==Server parts (php, sql, etc)==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===PHP migration===&lt;br /&gt;
&lt;br /&gt;
Oct 2025: The migration was made from PHP7.4 to PHP8.4 new syntax and functions.&lt;br /&gt;
&lt;br /&gt;
New projects are generated using the strict mode&lt;br /&gt;
&lt;br /&gt;
📌 &lt;br /&gt;
&lt;br /&gt;
*Replace all &amp;lt;code&amp;gt;self::&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;$this-&amp;gt;&amp;lt;/code&amp;gt;   - The new project template has been updated to remove this bad practice (that may be unsupported in a future PHP version)&lt;br /&gt;
&lt;br /&gt;
*Add &amp;lt;code&amp;gt;declare(strict_types=1);&amp;lt;/code&amp;gt; to all .php files and fix compiler warnings (if you use IDE it will detect it before upload).&lt;br /&gt;
&lt;br /&gt;
===Namespaced game class===&lt;br /&gt;
Game class from &#039;&#039;&#039;&#039;&#039;&amp;lt;gamename&amp;gt;.game.php&#039;&#039;&#039;&#039;&#039; are now namespaced (and moved to modules/php/Game.php) and can autoload other classes of the same namespace&lt;br /&gt;
&lt;br /&gt;
[[Main game logic: Game.php#Creating other classes]]&lt;br /&gt;
&lt;br /&gt;
📌 The class file should be moved to modules/php/Game.php and adopted&lt;br /&gt;
&lt;br /&gt;
(In examples below YourGameName is NOT verbatim its your game name)&lt;br /&gt;
&lt;br /&gt;
* Move YourGameName.game.php to modules/php (create this dir if does not exists)&lt;br /&gt;
* Rename to Game.php&lt;br /&gt;
* Find the place below the copyright and add&lt;br /&gt;
&lt;br /&gt;
      declare(strict_types=1);&lt;br /&gt;
      namespace Bga\Games\YourGameName;&lt;br /&gt;
&lt;br /&gt;
* Remove &lt;br /&gt;
  require_once APP_GAMEMODULE_PATH . &amp;quot;module/table/table.game.php&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
* Find you class declaration change YouGameName to Game (verbatim) and change extends&lt;br /&gt;
&lt;br /&gt;
   class Game extends \Bga\GameFramework\Table&lt;br /&gt;
&lt;br /&gt;
* All references to non-namespaced classes in this file should be defined on top of the file with &amp;quot;use&amp;quot;, for example &amp;quot;use \BgaUserException;&amp;quot; as it is this non-namespaced exception is used in the zombieTurn function.&lt;br /&gt;
&lt;br /&gt;
* All includes with relative path will need to be updated too.&lt;br /&gt;
&lt;br /&gt;
* The material.inc.php to have be moved and included directly (see below)&lt;br /&gt;
&lt;br /&gt;
Multiple functions of &amp;quot;Table&amp;quot; base class are now deprecated, see how to migrate in corresponding section&lt;br /&gt;
&lt;br /&gt;
* notifyAllPlayers&lt;br /&gt;
* notifyPlayer&lt;br /&gt;
* mysql_fetch_assoc&lt;br /&gt;
** Deprecation warning:  mysql_fetch_assoc function detected. It is deprecated, and may be removed someday. Please replace it by standard framework DB functions!&lt;br /&gt;
* Table (class access without namespace)&lt;br /&gt;
* isMutiactiveState (misspelled version)&lt;br /&gt;
* State management functions (getState, state, getPrivateState)&lt;br /&gt;
* Player information functions (getActivePlayerName, getCurrentPlayerName, getCurrentPlayerColor)&lt;br /&gt;
* Game mode functions (isAsync, isRealtime)&lt;br /&gt;
* Exception classes (feException, BgaUserException, etc.)&lt;br /&gt;
* ...&lt;br /&gt;
&lt;br /&gt;
===Material===&lt;br /&gt;
Material file &#039;&#039;&#039;material.inc.php&#039;&#039;&#039; is now optional. You can define all your material directly in php class. If you still like to keep it, and using namespaced Game.php you have to move it to subfolder and include directly [[Game material description: material.inc.php#Move it to modules/php]]&lt;br /&gt;
&lt;br /&gt;
=== Autowire game actions===&lt;br /&gt;
Simplify the action calls by removing  &#039;&#039;&#039;&amp;lt;gamename&amp;gt;.action.php&#039;&#039;&#039;  file&lt;br /&gt;
&lt;br /&gt;
https://en.doc.boardgamearena.com/Main_game_logic:_Game.php#Actions_%28autowired%29&lt;br /&gt;
&lt;br /&gt;
📌 Autowired actions needs to start with &amp;quot;act&amp;quot;, so it&#039;s risky to change them (if you change all actions names in the states.php, game, action and JS file, Real-time players will call the old name until they refresh. So, it needs to be done in two steps with duplicates on back side, or to be deployed when there is no Realt-time table running.&lt;br /&gt;
&lt;br /&gt;
When migration is done, the action.php file can be deleted.&lt;br /&gt;
&lt;br /&gt;
Deprecation warning: Actions detected on .action.php file. You can now use [[Main game logic: Game.php#Actions (autowired)|Auto-wired actions]] to avoid pass-through functions in .action.php file. If you transform your project to use only auto-wired actions, you can then delete the .action.php file.&lt;br /&gt;
&lt;br /&gt;
=== Notifications===&lt;br /&gt;
Functions notifyAllPlayers and notifyPlayer from main game.php are deprecated&lt;br /&gt;
&lt;br /&gt;
📌 Replace &amp;lt;code&amp;gt;$this-&amp;gt;notifyAllPlayers&amp;lt;/code&amp;gt; with &amp;lt;code&amp;gt;$this-&amp;gt;bga-&amp;gt;notify-&amp;gt;all&amp;lt;/code&amp;gt; &lt;br /&gt;
and Replace &amp;lt;code&amp;gt;$this-&amp;gt;notifyPlayer&amp;lt;/code&amp;gt; with &amp;lt;code&amp;gt;$this-&amp;gt;bga-&amp;gt;notify-&amp;gt;player&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Notification Decorators====&lt;br /&gt;
New notify function that handles decorators, reducing the duplicate code on notification args.&lt;br /&gt;
&lt;br /&gt;
https://en.doc.boardgamearena.com/Main_game_logic:_Game.php#Notification_decorators&lt;br /&gt;
&lt;br /&gt;
====Notification args consistency====&lt;br /&gt;
Previously, when you sent an arg that was transformed by format_string_recursive or bgaFormatText, the args object was mutated and you got the transformed value in the notif_ handler.&lt;br /&gt;
&lt;br /&gt;
The solution was to send the values in 2 different names like this:&lt;br /&gt;
&lt;br /&gt;
 [&lt;br /&gt;
  &#039;roundNumber&#039; =&amp;gt; $roundNumber, // number, to update the round counter&lt;br /&gt;
  &#039;round_number&#039; =&amp;gt; $roundNumber, // number that will be transformed to string by bgaFormatText, when shown in bold in the logs&lt;br /&gt;
 ]&lt;br /&gt;
📌 Do not duplicate the value, as the notif_ handler will now get unmutated args&lt;br /&gt;
&lt;br /&gt;
===Deprecated getGameName===&lt;br /&gt;
The getGameName() function is now useless in the Game PHP file and can be deleted&lt;br /&gt;
&lt;br /&gt;
📌 Delete the getGameName function in the Game PHP file.&lt;br /&gt;
&lt;br /&gt;
Deprecation warning: getGameName function detected. It is deprecated. You can delete it, it is not used anymore&lt;br /&gt;
&lt;br /&gt;
===State Management Functions===&lt;br /&gt;
Several state-related functions have been deprecated in favor of more explicit methods:&lt;br /&gt;
&lt;br /&gt;
📌&lt;br /&gt;
* Replace &amp;lt;code&amp;gt;$this-&amp;gt;gamestate-&amp;gt;state()&amp;lt;/code&amp;gt; with &amp;lt;code&amp;gt;$this-&amp;gt;getCurrentMainState()&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;$this-&amp;gt;getCurrentState(int $playerId)&amp;lt;/code&amp;gt;&lt;br /&gt;
* Replace &amp;lt;code&amp;gt;$this-&amp;gt;getState()&amp;lt;/code&amp;gt; with &amp;lt;code&amp;gt;$this-&amp;gt;getCurrentMainStateId()&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;$this-&amp;gt;getCurrentStateId(int $playerId)&amp;lt;/code&amp;gt;&lt;br /&gt;
* Replace &amp;lt;code&amp;gt;$this-&amp;gt;getPrivateState($playerId)&amp;lt;/code&amp;gt; with &amp;lt;code&amp;gt;$this-&amp;gt;getCurrentState($playerId)&amp;lt;/code&amp;gt;&lt;br /&gt;
* Replace &amp;lt;code&amp;gt;$this-&amp;gt;gamestate-&amp;gt;states&amp;lt;/code&amp;gt; access with &amp;lt;code&amp;gt;$this-&amp;gt;getCurrentMainState()&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;$this-&amp;gt;getCurrentState(int $playerId)&amp;lt;/code&amp;gt;&lt;br /&gt;
* Replace &amp;lt;code&amp;gt;$this-&amp;gt;isMutiactiveState()&amp;lt;/code&amp;gt; (misspelled) with &amp;lt;code&amp;gt;$this-&amp;gt;isMultiactiveState()&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Player Information Functions===&lt;br /&gt;
Several functions for getting player information are deprecated in favor of more flexible methods:&lt;br /&gt;
&lt;br /&gt;
📌&lt;br /&gt;
* Replace &amp;lt;code&amp;gt;$this-&amp;gt;getActivePlayerName()&amp;lt;/code&amp;gt; with &amp;lt;code&amp;gt;$this-&amp;gt;getPlayerNameById($activePlayerId)&amp;lt;/code&amp;gt; using $activePlayerId magic parameter&lt;br /&gt;
* Replace &amp;lt;code&amp;gt;$this-&amp;gt;getCurrentPlayerName()&amp;lt;/code&amp;gt; with &amp;lt;code&amp;gt;$this-&amp;gt;getPlayerNameById($currentPlayerId)&amp;lt;/code&amp;gt; using $currentPlayerId magic parameter&lt;br /&gt;
* Replace &amp;lt;code&amp;gt;$this-&amp;gt;getCurrentPlayerColor()&amp;lt;/code&amp;gt; with &amp;lt;code&amp;gt;$this-&amp;gt;getPlayerColorById($currentPlayerId)&amp;lt;/code&amp;gt; using $currentPlayerId magic parameter&lt;br /&gt;
&lt;br /&gt;
===Game Mode Functions===&lt;br /&gt;
Functions to check game mode (turn-based vs real-time) have been moved to tableOptions:&lt;br /&gt;
&lt;br /&gt;
📌&lt;br /&gt;
* Replace &amp;lt;code&amp;gt;$this-&amp;gt;isAsync()&amp;lt;/code&amp;gt; with &amp;lt;code&amp;gt;$this-&amp;gt;tableOptions-&amp;gt;isTurnBased()&amp;lt;/code&amp;gt;&lt;br /&gt;
* Replace &amp;lt;code&amp;gt;$this-&amp;gt;isRealtime()&amp;lt;/code&amp;gt; with &amp;lt;code&amp;gt;$this-&amp;gt;tableOptions-&amp;gt;isRealTime()&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exception Classes===&lt;br /&gt;
Old exception classes are deprecated in favor of namespaced versions:&lt;br /&gt;
&lt;br /&gt;
📌&lt;br /&gt;
* Replace &amp;lt;code&amp;gt;feException&amp;lt;/code&amp;gt; with &amp;lt;code&amp;gt;\Bga\GameFramework\UserException&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;\Bga\GameFramework\SystemException&amp;lt;/code&amp;gt;, or &amp;lt;code&amp;gt;\Bga\GameFramework\VisibleSystemException&amp;lt;/code&amp;gt; depending on your need&lt;br /&gt;
* Replace &amp;lt;code&amp;gt;BgaUserException&amp;lt;/code&amp;gt; with &amp;lt;code&amp;gt;\Bga\GameFramework\UserException&amp;lt;/code&amp;gt;&lt;br /&gt;
* Replace &amp;lt;code&amp;gt;BgaSystemException&amp;lt;/code&amp;gt; with &amp;lt;code&amp;gt;\Bga\GameFramework\SystemException&amp;lt;/code&amp;gt;&lt;br /&gt;
* Replace &amp;lt;code&amp;gt;BgaVisibleSystemException&amp;lt;/code&amp;gt; with &amp;lt;code&amp;gt;\Bga\GameFramework\VisibleSystemException&amp;lt;/code&amp;gt;&lt;br /&gt;
* Remove usage of &amp;lt;code&amp;gt;FEX_NOCODE&amp;lt;/code&amp;gt; constant - new exception classes don&#039;t need error codes&lt;br /&gt;
&lt;br /&gt;
===Namespace for Base Classes===&lt;br /&gt;
Old class references without namespaces are deprecated:&lt;br /&gt;
&lt;br /&gt;
📌&lt;br /&gt;
* Replace &amp;lt;code&amp;gt;extends Table&amp;lt;/code&amp;gt; with &amp;lt;code&amp;gt;extends \Bga\GameFramework\Table&amp;lt;/code&amp;gt;&lt;br /&gt;
* Replace &amp;lt;code&amp;gt;Deck&amp;lt;/code&amp;gt; with &amp;lt;code&amp;gt;\Bga\GameFramework\Components\Deck&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Deprecated APP_* Classes ===&lt;br /&gt;
Deprecation warning:&lt;br /&gt;
&lt;br /&gt;
Reference to old APP_* class detected.&lt;br /&gt;
&lt;br /&gt;
We recommend you to use composition instead of extend:&lt;br /&gt;
&lt;br /&gt;
Pass `private Game $game` in the constructor of your object that need to access Table functions&lt;br /&gt;
&lt;br /&gt;
If it&#039;s too complicated, at least replace APP_Object/APP_GameClass by APP_DbObject as APP_Object/APP_GameClass may be removed soon and don&#039;t contain anything more than APP_DbObject.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t hesitate to ask for help in the Dev Discord or in the Dev forum if you don&#039;t know how to do it!&lt;br /&gt;
 class Tokens extends APP_GameClass {  &lt;br /&gt;
becomes:&lt;br /&gt;
 class Tokens extends \APP_DbObject { &lt;br /&gt;
&lt;br /&gt;
=== Deprecated translation functions ===&lt;br /&gt;
&lt;br /&gt;
On php side translation story is simplified&lt;br /&gt;
&lt;br /&gt;
* totranslate function is not longer needed and can be replaced with clienttranslate&lt;br /&gt;
* $this-&amp;gt;_() (or self::_()) can also be replaced with clienttranslate when use for non parameterized strings (but not in deprecated &amp;lt;game&amp;gt;.view.php file):&lt;br /&gt;
&lt;br /&gt;
  throw new UserException(clienttranslate(&#039;You must choose 3 cards&#039;));&lt;br /&gt;
&lt;br /&gt;
UserException is also handling parameterized strings like the notify functions.&lt;br /&gt;
&lt;br /&gt;
All parameterized strings on PHP side have to use either the notify or the UserException formatting. If some parameterized strings are none of these, you have to remove them from PHP and rewrote them in JavaScript using dojo.string.substitute.&lt;br /&gt;
&lt;br /&gt;
See [[Translations]]&lt;br /&gt;
&lt;br /&gt;
=== Deprecated getNew ===&lt;br /&gt;
Function getNew that was only used to create new deck object is now deprecated, use $this-&amp;gt;deckFactory-&amp;gt;createDeck(&#039;&#039;) instead&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
The stats function such as initStat, setStat and getStat are also deprecated in favor of access via the objects &amp;lt;code&amp;gt;$this-&amp;gt;tableStats and $this-&amp;gt;playerStats&amp;lt;/code&amp;gt;&lt;br /&gt;
See https://en.doc.boardgamearena.com/index.php?title=Main_game_logic:_Game.php#Game_statistics&lt;br /&gt;
&lt;br /&gt;
===Legacy===&lt;br /&gt;
New object to access the legacy functions, removing the need to manually decode the JSON result when getting the values.&lt;br /&gt;
&lt;br /&gt;
[[Main game logic: Game.php#Legacy games API|https://en.doc.boardgamearena.com/Main_game_logic:_Game.php#Legacy_games_API]]&lt;br /&gt;
&lt;br /&gt;
📌 Use $this-&amp;gt;legacy-&amp;gt;actionname instead of $this-&amp;gt;actionnameLegacy and remove JSON decoding on getters&lt;br /&gt;
&lt;br /&gt;
===Any Globals===&lt;br /&gt;
New database table and API to handle any type variables instead of numerical values only&lt;br /&gt;
&lt;br /&gt;
https://en.doc.boardgamearena.com/Main_game_logic:_Game.php#Use_globals&lt;br /&gt;
&lt;br /&gt;
📌 If you had custom tables just for that you can drop them and use standard table&lt;br /&gt;
&lt;br /&gt;
=== Server Counters ===&lt;br /&gt;
2 new counter classes have been added to easily handle the various counters your game might have. You also have 2 prebuilt counters: playerScore and playerScoreAux, to handle the scoring values, so you don&#039;t need to update manually the DB when setting the scores.&lt;br /&gt;
&lt;br /&gt;
https://en.doc.boardgamearena.com/PlayerCounter_and_TableCounter&lt;br /&gt;
&lt;br /&gt;
📌 Replace setting player_score/player_score_aux using db queries with use of $this-&amp;gt;playerScore and $this-&amp;gt;playerScoreAux. Remove the notifications, or part of notifications, updating the player panel score counter (if you had some custom notification you may still need them).&lt;br /&gt;
===Updated Zombie Mode documentation and recommendations===&lt;br /&gt;
We now recommend making the zombie player playing randomly, instead of passing as a default. A new &amp;quot;Zombie Mode level&amp;quot; field has been added to the Game Metadata Manager, to indicated the Zombie Mode you implemented in your game.&lt;br /&gt;
&lt;br /&gt;
https://en.doc.boardgamearena.com/Zombie_Mode&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===View and template files: deprecated===&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;lt;gamename&amp;gt;.view.php, &amp;lt;gamename&amp;gt;_&amp;lt;gamename&amp;gt;.tpl&#039;&#039;&#039;&#039;&#039; are now optional and are not generated anymore on a new project. The new project templates demonstrate how to work without them.&lt;br /&gt;
&lt;br /&gt;
📌 The DOM should be built on the JS side to remove the view/template files, so it can be complicated for old projects using them intensively. It would look like this:&lt;br /&gt;
 this.getGameAreaElement().insertAdjacentHTML(&#039;beforeend&#039;, `&lt;br /&gt;
   &amp;lt;nowiki&amp;gt;&amp;lt;span&amp;gt;${_(&#039;My translated text&#039;)}&amp;lt;/span&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;div id=&amp;quot;player-tables&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 `);&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
See more in [[#Access template elements]]&lt;br /&gt;
&lt;br /&gt;
====Forbid access to global BGA variables and direct DB access on action/view files====&lt;br /&gt;
If you did not remove action and view files, you cannot longer use some stuff in them, such $g_user global and db access functions.&lt;br /&gt;
&lt;br /&gt;
A new getCurrentPlayerId() function has been added to those action/view classes for easier migration&lt;br /&gt;
&lt;br /&gt;
📌 Replace $g_user-&amp;gt;get_id() by $this-&amp;gt; getCurrentPlayerId()&lt;br /&gt;
&lt;br /&gt;
Replace DB calls by $this-&amp;gt;game-&amp;gt;DbQuery() (and such...)&lt;br /&gt;
&lt;br /&gt;
===States===&lt;br /&gt;
There is now a way to describe each game state in a State class, that will handle all logic and description of the state. It helps splitting the code into multiple files, instead of one big Game.php file.&lt;br /&gt;
&lt;br /&gt;
https://en.doc.boardgamearena.com/State_classes:_State_directory&lt;br /&gt;
&lt;br /&gt;
📌 Create a State class for each state of the game (except 1 and 99 if they are still described in states.inc.php), move the state definition in it, and adapt the &amp;quot;st&amp;quot;, &amp;quot;arg&amp;quot;, &amp;quot;actXXX&amp;quot; and &amp;quot;zombie&amp;quot; functions in the class. When all classes are migrated, you can remove the states.inc.php file in the FTP folder.&lt;br /&gt;
&lt;br /&gt;
==== If still using states.php====&lt;br /&gt;
The new class GameStateBuilder helps you build the state machine, allowing auto-completion, and avoid typo errors on state types. Complete example: 📌 https://en.doc.boardgamearena.com/Your_game_state_machine:_states.inc.php&lt;br /&gt;
&lt;br /&gt;
States 1 and 99, that must not be changed, are now optional.&lt;br /&gt;
&lt;br /&gt;
📌 Replace the array definition by GameStateBuilder use. You can remove the declaration of states 1 and 99.&lt;br /&gt;
&lt;br /&gt;
Note: it&#039;s only useful if you don&#039;t migrate to State classes described above&lt;br /&gt;
&lt;br /&gt;
==Client parts (js, html, css) ==&lt;br /&gt;
===Main class===&lt;br /&gt;
File is moved from yourgamename.js to modules/js/Game.js and has a different structure&lt;br /&gt;
https://en.doc.boardgamearena.com/Game_interface_logic:_Game.js&lt;br /&gt;
It won&#039;t be easy to convert this, maybe best just to use old one which still works, but move when you write a new game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Deprecated ajaxcall ===&lt;br /&gt;
Introduced function bgaPerformAction to replace ajaxcall and checkAction combination, with a simpler syntax:&lt;br /&gt;
&lt;br /&gt;
https://en.doc.boardgamearena.com/Game_interface_logic:_Game.js#Actions&lt;br /&gt;
&lt;br /&gt;
Deprecation warning: The &amp;lt;code&amp;gt;ajaxcall&amp;lt;/code&amp;gt;  function is deprecated, check [[/en.doc.boardgamearena.com/Game interface logic: yourgamename.js#Actions|the]] &amp;lt;code&amp;gt;bgaPerformAction&amp;lt;/code&amp;gt; [[/en.doc.boardgamearena.com/Game interface logic: yourgamename.js#Actions|function]].&lt;br /&gt;
&lt;br /&gt;
📌 Replace combination of checkAction/ajaxcall by bgaPerformAction. Beware of the options (3rd param) if it was an ajaxcall without checkAction.&lt;br /&gt;
&lt;br /&gt;
===New this.bga.* API Structure===&lt;br /&gt;
Many client-side functions have been reorganized into namespaced objects under &amp;lt;code&amp;gt;this.bga&amp;lt;/code&amp;gt; for better organization and discoverability:&lt;br /&gt;
&lt;br /&gt;
====Player Functions (this.bga.players)====&lt;br /&gt;
📌&lt;br /&gt;
* Replace &amp;lt;code&amp;gt;this.isSpectator&amp;lt;/code&amp;gt; with &amp;lt;code&amp;gt;this.bga.players.isCurrentPlayerSpectator()&amp;lt;/code&amp;gt;&lt;br /&gt;
* Replace &amp;lt;code&amp;gt;this.isCurrentPlayerActive()&amp;lt;/code&amp;gt; with &amp;lt;code&amp;gt;this.bga.players.isCurrentPlayerActive()&amp;lt;/code&amp;gt;&lt;br /&gt;
* Replace &amp;lt;code&amp;gt;this.isPlayerActive(player_id)&amp;lt;/code&amp;gt; with &amp;lt;code&amp;gt;this.bga.players.isPlayerActive(player_id)&amp;lt;/code&amp;gt;&lt;br /&gt;
* Replace &amp;lt;code&amp;gt;this.getActivePlayers()&amp;lt;/code&amp;gt; with &amp;lt;code&amp;gt;this.bga.players.getActivePlayerIds()&amp;lt;/code&amp;gt;&lt;br /&gt;
* Replace &amp;lt;code&amp;gt;this.getActivePlayerId()&amp;lt;/code&amp;gt; with &amp;lt;code&amp;gt;this.bga.players.getActivePlayerId()&amp;lt;/code&amp;gt;&lt;br /&gt;
* Replace &amp;lt;code&amp;gt;this.getFormattedPlayerName(...)&amp;lt;/code&amp;gt; with &amp;lt;code&amp;gt;this.bga.players.getFormattedPlayerName(...)&amp;lt;/code&amp;gt;&lt;br /&gt;
* Replace &amp;lt;code&amp;gt;this.addAutomataPlayerPanel(...)&amp;lt;/code&amp;gt; with &amp;lt;code&amp;gt;this.bga.players.addAutomataPlayerPanel(...)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====State Functions (this.bga.states)====&lt;br /&gt;
📌&lt;br /&gt;
* Replace &amp;lt;code&amp;gt;this.on_client_state&amp;lt;/code&amp;gt; with &amp;lt;code&amp;gt;this.bga.states.isOnClientState()&amp;lt;/code&amp;gt;&lt;br /&gt;
* Replace &amp;lt;code&amp;gt;this.setClientState(stateName, args)&amp;lt;/code&amp;gt; with &amp;lt;code&amp;gt;this.bga.states.setClientState(stateName, args)&amp;lt;/code&amp;gt;&lt;br /&gt;
* Replace &amp;lt;code&amp;gt;this.restoreServerGameState()&amp;lt;/code&amp;gt; with &amp;lt;code&amp;gt;this.bga.states.restoreServerGameState()&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Status Bar Functions (this.bga.statusBar)====&lt;br /&gt;
📌&lt;br /&gt;
* Replace &amp;lt;code&amp;gt;this.updatePageTitle()&amp;lt;/code&amp;gt; with &amp;lt;code&amp;gt;this.bga.statusBar.setTitle(title, args)&amp;lt;/code&amp;gt;&lt;br /&gt;
* Replace &amp;lt;code&amp;gt;this.removeActionButtons()&amp;lt;/code&amp;gt; with &amp;lt;code&amp;gt;this.bga.statusBar.removeActionButtons()&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Action Functions (this.bga.actions)====&lt;br /&gt;
📌&lt;br /&gt;
* Replace &amp;lt;code&amp;gt;this.checkAction(action, nomessage)&amp;lt;/code&amp;gt; with &amp;lt;code&amp;gt;this.bga.actions.checkAction(action, nomessage)&amp;lt;/code&amp;gt;&lt;br /&gt;
* Replace &amp;lt;code&amp;gt;this.checkPossibleActions(action)&amp;lt;/code&amp;gt; with &amp;lt;code&amp;gt;this.bga.actions.checkPossibleActions(action)&amp;lt;/code&amp;gt;&lt;br /&gt;
* Replace &amp;lt;code&amp;gt;this.bgaPerformAction(...)&amp;lt;/code&amp;gt; with &amp;lt;code&amp;gt;this.bga.actions.performAction(...)&amp;lt;/code&amp;gt; - Note: catch result is now &amp;lt;code&amp;gt;{ message, args }&amp;lt;/code&amp;gt; instead of just &amp;lt;code&amp;gt;message&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Dialog Functions (this.bga.dialogs)====&lt;br /&gt;
📌&lt;br /&gt;
* Replace &amp;lt;code&amp;gt;this.showMoveUnauthorized()&amp;lt;/code&amp;gt; with &amp;lt;code&amp;gt;this.bga.dialogs.showMoveUnauthorized()&amp;lt;/code&amp;gt;&lt;br /&gt;
* Replace &amp;lt;code&amp;gt;this.showMessage(msg, type)&amp;lt;/code&amp;gt; with &amp;lt;code&amp;gt;this.bga.dialogs.showMessage(msg, type)&amp;lt;/code&amp;gt;&lt;br /&gt;
* Replace &amp;lt;code&amp;gt;this.confirmationDialog(text, callback, callback_cancel)&amp;lt;/code&amp;gt; with &amp;lt;code&amp;gt;this.bga.dialogs.confirmation(text)&amp;lt;/code&amp;gt; - Note: now returns a Promise instead of using callbacks&lt;br /&gt;
* Replace &amp;lt;code&amp;gt;this.multipleChoiceDialog(text, choices, callback)&amp;lt;/code&amp;gt; with &amp;lt;code&amp;gt;this.bga.dialogs.multipleChoice(text, choices)&amp;lt;/code&amp;gt; - Note: now returns a Promise instead of using callbacks&lt;br /&gt;
&lt;br /&gt;
====Image Functions (this.bga.images)====&lt;br /&gt;
📌&lt;br /&gt;
* Replace &amp;lt;code&amp;gt;this.dontPreloadImage(image)&amp;lt;/code&amp;gt; with &amp;lt;code&amp;gt;this.bga.images.dontPreloadImage(image)&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;this.bga.images.dontPreloadImages([...])&amp;lt;/code&amp;gt;&lt;br /&gt;
* Replace &amp;lt;code&amp;gt;this.ensureSpecificGameImageLoading(imagelist)&amp;lt;/code&amp;gt; with &amp;lt;code&amp;gt;this.bga.images.preloadImage(image)&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;this.bga.images.preloadImages([...])&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Game Area Functions (this.bga.gameArea)====&lt;br /&gt;
📌&lt;br /&gt;
* Replace &amp;lt;code&amp;gt;this.getGameAreaElement()&amp;lt;/code&amp;gt; with &amp;lt;code&amp;gt;this.bga.gameArea.getElement()&amp;lt;/code&amp;gt;&lt;br /&gt;
* Replace &amp;lt;code&amp;gt;this.addLastTurnBanner(message, args)&amp;lt;/code&amp;gt; with &amp;lt;code&amp;gt;this.bga.gameArea.addLastTurnBanner(message, args)&amp;lt;/code&amp;gt;&lt;br /&gt;
* Replace &amp;lt;code&amp;gt;this.removeLastTurnBanner()&amp;lt;/code&amp;gt; with &amp;lt;code&amp;gt;this.bga.gameArea.removeLastTurnBanner()&amp;lt;/code&amp;gt;&lt;br /&gt;
* Replace &amp;lt;code&amp;gt;this.addWinConditionBanner(message, args)&amp;lt;/code&amp;gt; with &amp;lt;code&amp;gt;this.bga.gameArea.addWinConditionBanner(message, args)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Player Panel Functions (this.bga.playerPanels)====&lt;br /&gt;
📌&lt;br /&gt;
* Replace &amp;lt;code&amp;gt;this.getPlayerPanelElement(playerId)&amp;lt;/code&amp;gt; with &amp;lt;code&amp;gt;this.bga.playerPanels.getElement(playerId)&amp;lt;/code&amp;gt;&lt;br /&gt;
* Replace &amp;lt;code&amp;gt;this.scoreCtrl[player_id]&amp;lt;/code&amp;gt; with &amp;lt;code&amp;gt;this.bga.playerPanels.getScoreCounter(player_id)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====User Preferences (this.bga.userPreferences)====&lt;br /&gt;
📌&lt;br /&gt;
* Replace &amp;lt;code&amp;gt;this.getGameUserPreference(pref_id)&amp;lt;/code&amp;gt; with &amp;lt;code&amp;gt;this.bga.userPreferences.get(pref_id)&amp;lt;/code&amp;gt;&lt;br /&gt;
* Replace &amp;lt;code&amp;gt;this.setGameUserPreference(pref_id, value)&amp;lt;/code&amp;gt; with &amp;lt;code&amp;gt;this.bga.userPreferences.set(pref_id, value)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Notification Functions (this.bga.notifications)====&lt;br /&gt;
📌&lt;br /&gt;
* Replace &amp;lt;code&amp;gt;this.bgaSetupPromiseNotifications(...)&amp;lt;/code&amp;gt; with &amp;lt;code&amp;gt;this.bga.notifications.setupPromiseNotifications(...)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Animation Functions (this.bga.gameui)====&lt;br /&gt;
📌&lt;br /&gt;
* Replace &amp;lt;code&amp;gt;this.instantaneousMode&amp;lt;/code&amp;gt; with &amp;lt;code&amp;gt;this.bga.gameui.bgaAnimationsActive()&amp;lt;/code&amp;gt; - Note: logic is reversed (instantaneousMode was true when animations should be skipped, bgaAnimationsActive() returns true when animations should play)&lt;br /&gt;
&lt;br /&gt;
===Access to DOM elements ===&lt;br /&gt;
New functions getPlayerPanelElement(player_id) and this.getGameAreaElement()&lt;br /&gt;
&lt;br /&gt;
Note: These functions are now deprecated in favor of &amp;lt;code&amp;gt;this.bga.playerPanels.getElement(playerId)&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;this.bga.gameArea.getElement()&amp;lt;/code&amp;gt;. See [[#New this.bga.* API Structure]] above.&lt;br /&gt;
&lt;br /&gt;
https://en.doc.boardgamearena.com/Game_interface_logic:_Game.js#Adding_stuff_to_player%27s_panel&lt;br /&gt;
&lt;br /&gt;
📌 Code like dojo.place(html, player_board_${player.id}); would be replaced by this.bga.gameArea.getElement().insertAdjacentHTML(&#039;beforeend&#039;, html);&lt;br /&gt;
===Notification setup===&lt;br /&gt;
Notifications can now be automatically scanned and called without needing to register them one by one. They&#039;ll handle Promises, so they end synchronously when the Promise resolves.&lt;br /&gt;
&lt;br /&gt;
Note: &amp;lt;code&amp;gt;bgaSetupPromiseNotifications&amp;lt;/code&amp;gt; is now deprecated in favor of &amp;lt;code&amp;gt;this.bga.notifications.setupPromiseNotifications&amp;lt;/code&amp;gt;. See [[#New this.bga.* API Structure]] above.&lt;br /&gt;
&lt;br /&gt;
https://en.doc.boardgamearena.com/Game_interface_logic:_Game.js#Notifications&lt;br /&gt;
&lt;br /&gt;
A wait function has been added to return a Promise when a delay is passed (compatible with fast-replay mode)&lt;br /&gt;
&lt;br /&gt;
A new utility function has been added to support Promises for old Dojo animations&lt;br /&gt;
&lt;br /&gt;
https://en.doc.boardgamearena.com/Game_interface_logic:_Game.js#Animation_Callbacks&lt;br /&gt;
&lt;br /&gt;
📌 Dojo.subscribe calls in setupNotifications must be removed if using promise-based notification setup. Notif_ function should be async and return a Promise, make sure they wait for the expected amount of time if the sync setup was using a numerical duration&lt;br /&gt;
&lt;br /&gt;
If you used Dojo animation, make them Promise compatible with &amp;quot;await this.bgaPlayDojoAnimation(dojoAnim);&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Status bar manipulation===&lt;br /&gt;
Function to change the title from the JS&lt;br /&gt;
&lt;br /&gt;
Note: &amp;lt;code&amp;gt;this.statusBar.*&amp;lt;/code&amp;gt; methods are now available via &amp;lt;code&amp;gt;this.bga.statusBar.*&amp;lt;/code&amp;gt; for consistency. See [[#New this.bga.* API Structure]] above.&lt;br /&gt;
&lt;br /&gt;
https://en.doc.boardgamearena.com/Game_interface_logic:_yourgamename.js#Title_bar&lt;br /&gt;
&lt;br /&gt;
📌 Replace direct title div manipulation with this.bga.statusBar.setTitle(title: string, args?: object), and benefit from replacement of ${actplayer}/${you}/... (see example in the link above).&lt;br /&gt;
&lt;br /&gt;
This also includes a new function to create action buttons, that are more screen-reader compatible than the previous version. The new button parameters also allow you to set a confirm popin or an autoclick for confirmation buttons&lt;br /&gt;
&lt;br /&gt;
📌 Replace this.addActionButton by this.bga.statusBar.addActionButton. Notice the parameters have changed, so they need to be adapted too! Remove manual setActionTimer or manual confirm with the new parameters.&lt;br /&gt;
&lt;br /&gt;
===Dojo usage===&lt;br /&gt;
Dojo usage has been reduced to minimum in the new project template and the doc, as native JS is now able to do almost the same things, with better performance and more knowledge for newcomers of the native (vanilla) JS.&lt;br /&gt;
&lt;br /&gt;
📌 Replace dojo by vanilla JS where possible&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Dojo API &lt;br /&gt;
! Category&lt;br /&gt;
! Description&lt;br /&gt;
! Vanilla JS Replacement&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;dojo.byId(&amp;quot;id&amp;quot;)&amp;lt;/code&amp;gt;&lt;br /&gt;
| DOM Selection&lt;br /&gt;
| Selects a single DOM element by its ID.&lt;br /&gt;
| &amp;lt;code&amp;gt;document.getElementById(&amp;quot;id&amp;quot;)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;dojo.query(&amp;quot;selector&amp;quot;)&amp;lt;/code&amp;gt;&lt;br /&gt;
| DOM Selection&lt;br /&gt;
| Selects a collection of DOM elements using CSS selectors.&lt;br /&gt;
| &amp;lt;code&amp;gt;document.querySelectorAll(&amp;quot;selector&amp;quot;)&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;document.querySelector(&amp;quot;selector&amp;quot;)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;dojo.connect(node, &amp;quot;onclick&amp;quot;, fn)&amp;lt;/code&amp;gt;&lt;br /&gt;
| Event Handling&lt;br /&gt;
| Connects an event handler to a DOM element.&lt;br /&gt;
| &amp;lt;code&amp;gt;node.addEventListener(&amp;quot;click&amp;quot;, fn)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;dojo.disconnect(handle)&amp;lt;/code&amp;gt;&lt;br /&gt;
| Event Handling&lt;br /&gt;
| Removes an event handler created with &amp;lt;code&amp;gt;dojo.connect&amp;lt;/code&amp;gt;.&lt;br /&gt;
| &amp;lt;code&amp;gt;handle.remove()&amp;lt;/code&amp;gt; for event listeners, or &amp;lt;code&amp;gt;node.removeEventListener(&amp;quot;click&amp;quot;, fn)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;dojo.stopEvent(evt)&amp;lt;/code&amp;gt;&lt;br /&gt;
| Event Handling&lt;br /&gt;
| Prevents propagation and default action for an event.&lt;br /&gt;
| &amp;lt;code&amp;gt;evt.preventDefault(); evt.stopPropagation();&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;dojo.place(node, parent, &amp;quot;last&amp;quot;)&amp;lt;/code&amp;gt;&lt;br /&gt;
| DOM Manipulation&lt;br /&gt;
| Places a DOM node inside a parent node at a specific position.&lt;br /&gt;
| &amp;lt;code&amp;gt;parent.appendChild(node)&amp;lt;/code&amp;gt;, when using raw html &amp;lt;code&amp;gt;parent.insertAdjacentHTML(&#039;beforeend&#039;, html)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;dojo.create(&amp;quot;tag&amp;quot;, props, parent)&amp;lt;/code&amp;gt;&lt;br /&gt;
| DOM Manipulation&lt;br /&gt;
| Creates a new DOM element with optional properties.&lt;br /&gt;
| &amp;lt;code&amp;gt;document.createElement(&amp;quot;tag&amp;quot;)&amp;lt;/code&amp;gt;, then set properties and use &amp;lt;code&amp;gt;parent.appendChild()&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;dojo.style(node, &amp;quot;color&amp;quot;, &amp;quot;red&amp;quot;)&amp;lt;/code&amp;gt;&lt;br /&gt;
| Styling&lt;br /&gt;
| Sets an inline CSS property on a DOM node. &amp;lt;b&amp;gt;CAUTION:&amp;lt;/b&amp;gt; &amp;lt;code&amp;gt;dojo.style(node, &amp;quot;left&amp;quot;)&amp;lt;/code&amp;gt; (and &amp;quot;right&amp;quot;, &amp;quot;width&amp;quot;, etc) return lengths in pixels as numbers, not the set CSS style.&lt;br /&gt;
| &amp;lt;code&amp;gt;node.style.color = &amp;quot;red&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;dojo.hasClass(node, &amp;quot;className&amp;quot;)&amp;lt;/code&amp;gt;&lt;br /&gt;
| Styling&lt;br /&gt;
| Checks if a DOM node has a specific CSS class.&lt;br /&gt;
| &amp;lt;code&amp;gt;node.classList.contains(&amp;quot;className&amp;quot;)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;dojo.addClass(node, &amp;quot;className&amp;quot;)&amp;lt;/code&amp;gt;&lt;br /&gt;
| Styling&lt;br /&gt;
| Adds a CSS class to a DOM node.&lt;br /&gt;
| &amp;lt;code&amp;gt;node.classList.add(&amp;quot;className&amp;quot;)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;dojo.removeClass(node, &amp;quot;className&amp;quot;)&amp;lt;/code&amp;gt;&lt;br /&gt;
| Styling&lt;br /&gt;
| Removes a CSS class from a DOM node.&lt;br /&gt;
| &amp;lt;code&amp;gt;node.classList.remove(&amp;quot;className&amp;quot;)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;dojo.forEach(array, fn)&amp;lt;/code&amp;gt;&lt;br /&gt;
| Array Utilities&lt;br /&gt;
| Iterates over an array.&lt;br /&gt;
| &amp;lt;code&amp;gt;array.forEach(fn)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;dojo.map(array, fn)&amp;lt;/code&amp;gt;&lt;br /&gt;
| Array Utilities&lt;br /&gt;
| Transforms an array by applying a function to each element.&lt;br /&gt;
| &amp;lt;code&amp;gt;array.map(fn)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;dojo.fadeOut, dojo.fadeIn&amp;lt;/code&amp;gt;&lt;br /&gt;
| Animations&lt;br /&gt;
| Various animations&lt;br /&gt;
| Use https://en.doc.boardgamearena.com/BgaAnimations or CSS animations&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;dojo.hitch(this, &amp;quot;functionName&amp;quot;)&amp;lt;/code&amp;gt;&lt;br /&gt;
| Variable scoping&lt;br /&gt;
| Binds &amp;lt;code&amp;gt;this&amp;lt;/code&amp;gt; (or other variable) in a callback&lt;br /&gt;
| &amp;lt;code&amp;gt;functionName.bind(this)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;dojo.destroy(node)&amp;lt;/code&amp;gt;&lt;br /&gt;
|DOM Manipulation&lt;br /&gt;
|Destroys a DOM element&lt;br /&gt;
|&amp;lt;code&amp;gt;node.remove()&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;dojo.indexof(array,value)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Array Utilities&lt;br /&gt;
|index of the item in the array,&lt;br /&gt;
|&amp;lt;code&amp;gt;array.indexof(value) or array.indexof(test)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;dojo.string.substitute&amp;lt;/code&amp;gt;&lt;br /&gt;
|String Utilities&lt;br /&gt;
|template substitution&lt;br /&gt;
|&amp;lt;code&amp;gt;Use JS template strings, i.e. `&amp;lt;div id=${id}&amp;gt;&amp;lt;/div&amp;gt;`. Note: not suitable for translations if variables are used inside&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sound loading===&lt;br /&gt;
New functions load/play have been added for the sounds:&lt;br /&gt;
&lt;br /&gt;
https://en.doc.boardgamearena.com/Game_interface_logic:_yourgamename.js#Sounds&lt;br /&gt;
&lt;br /&gt;
📌 Replace template loading of sounds and global function playSound&lt;br /&gt;
&lt;br /&gt;
===Formatting of log message using bgaFormatText===&lt;br /&gt;
This function, if defined, will allow you to insert HTML in the logs without overriding format_string_recursive. Example: 📌https://en.doc.boardgamearena.com/BGA_Studio_Cookbook#Define_this.bgaFormatText%28%29_method&lt;br /&gt;
&lt;br /&gt;
📌 Replace the override of format_string_recursive by bgaFormatText (the last line will change)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Automata player panel===&lt;br /&gt;
A new framework function to add a player panel for your game automas https://en.doc.boardgamearena.com/Game_interface_logic:_yourgamename.js#Adding_a_player_panel_for_an_automata&lt;br /&gt;
&lt;br /&gt;
📌 Replace manually created automata player panel with this new function&lt;br /&gt;
&lt;br /&gt;
===New JS libraries===&lt;br /&gt;
New JS libraries are created to help you design your games, especially for components that you will find on numerous games. See [[Studio#BGA Studio game components reference]]&lt;br /&gt;
&lt;br /&gt;
📌 Replace manually created animation, stocks, etc with components (check the link above, don&#039;t want to duplicate it here)&lt;br /&gt;
&lt;br /&gt;
===CSS imports===&lt;br /&gt;
Default BGA imports are auto-included, if you find this code and comment in .css you can delete it&lt;br /&gt;
  @import url(../../../css/csslayer.css);&lt;br /&gt;
  /* Note: you must not use any @import directive other than this one */&lt;br /&gt;
&lt;br /&gt;
===Future support of dark mode===&lt;br /&gt;
BGA doesn&#039;t support dark mode yet. To have some games compatible when we do, we added a theme data tag you can use as described here:&lt;br /&gt;
&lt;br /&gt;
https://en.doc.boardgamearena.com/Game_interface_stylesheet:_yourgamename.css#Support_of_the_Dark_mode&lt;br /&gt;
[[Category:Studio]]&lt;/div&gt;</summary>
		<author><name>Jonathan2004</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpstigmeria&amp;diff=27425</id>
		<title>Gamehelpstigmeria</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpstigmeria&amp;diff=27425"/>
		<updated>2025-11-26T11:37:55Z</updated>

		<summary type="html">&lt;p&gt;Jonathan2004: Obsolete rules&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Components ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;1 Flower Board per player&#039;&#039;&#039; containing a grid of 10x10 cells called &amp;quot;pistils&amp;quot;. The name printed on the flower is a reminder of the rules to apply on it. (See start options, everyone will start with the same empty flower)&lt;br /&gt;
* 1 &#039;&#039;&#039;Central common flower board&#039;&#039;&#039; when playing in competitive modes&lt;br /&gt;
* 1 &#039;&#039;&#039;Target schema&#039;&#039;&#039; board is a picture of your goal for a given game : it states all the pollen you need to have on your board to be able to win before the others&lt;br /&gt;
* (unlimited) Tokens representing 1 &#039;&#039;&#039;Stigmerian&#039;&#039;&#039; on a side (with some fairy figure) and 1 &#039;&#039;&#039;pollen&#039;&#039;&#039; on the other side :&lt;br /&gt;
** 9 colors exist : Red, Yellow, Blue, Orange, Violet, Green, Pink,  White, Black&lt;br /&gt;
** 1 token = 2 sides of the same color: eg. 1 blue stigmerian token becomes 1 blue pollen when you flip it&lt;br /&gt;
* &#039;&#039;&#039;Wind&#039;&#039;&#039; arrow tokens will be placed around the board to indicate known wind direction : South by default, but in No Limit can be anything (North, South, East, West)&lt;br /&gt;
* 1 &#039;&#039;&#039;Special actions board per player :&#039;&#039;&#039; list the 20 special actions and display who unlocked what. White token means unlocked, black token means unlocked and already used.&lt;br /&gt;
* 1 &#039;&#039;&#039;die&#039;&#039;&#039; with 12 colored faces :&lt;br /&gt;
** used in competitive mode with 1 special action or 1 versus action&lt;br /&gt;
** used to randomize wind in No Limit Mode&lt;br /&gt;
* Help and action cards describe which action is available to you in a given game : on BGA, you may display tooltips over each special action to see its description.&lt;br /&gt;
&lt;br /&gt;
== Objective ==&lt;br /&gt;
Find the best combinations of available actions to recreate on your personal board the schema of the chosen schema flower in a minimum of turns and actions.&lt;br /&gt;
&lt;br /&gt;
=== 5 game modes ===&lt;br /&gt;
&amp;lt;u&amp;gt;Discovery&amp;lt;/u&amp;gt; : like normal but you don&#039;t loose too early, you can discover the rules (for example in solo).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Normal&amp;lt;/u&amp;gt; : a race between 1 to 6 players to fulfill the target before the end of turn 10.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Competitive&amp;lt;/u&amp;gt; : almost like normal + you don&#039;t start with default special actions, everyone need to earn it through central board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Competitive No Limit&amp;lt;/u&amp;gt; : almost like Competitive + turns are not limited to 10 + wind is not known in advance + you can directly attack a flower board with Last Drift action.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Solo No Limit :&amp;lt;/u&amp;gt; almost like Competitive No Limit but as you are alone you won&#039;t play on a central board to earn special actions; the game will offer you 1 special action for each turn&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
# The game display the selected target schema to everyone&lt;br /&gt;
# Each player receives an opaque bag with 45 stigmerian tokens (15 YELLOW + 15 RED + 15 BLUE). On BGA, you cannot watch in your bag but you know the current size of it (like if you had it in your hand).&lt;br /&gt;
# Each player receives the same empty flower.&lt;br /&gt;
# Each player draws a token from their bag and place it on the recruitment zone of their personal flower board.&lt;br /&gt;
# If the targeted schema contains a side &amp;quot;Set up&amp;quot;, place all the needed tokens on each player&#039;s flower in order to start with that same set up.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Game will play in turns where each turn will give you more actions (1 action in turn 1, 2 in turn 2, ... 10 in turn 10, capped at 10 for 10+). There is some empty spots around each of the 10 petals of the flower board where the turn counter will move to display how many moved anyone used in the turn.&lt;br /&gt;
&lt;br /&gt;
During each turn, a first player is chosen and everyone will play in clockwise order after them : playing the N maximum actions. Each action may move/replace/remove a stigmerian token from your board and if it is on a targeted spot, it becomes a pollen : pollens cannot be modified (except removed by very few actions) and represent your progression to the victory.&lt;br /&gt;
&lt;br /&gt;
After each turn (except last one), there is an automated effect on each flower board : wind blows over stigmerian to move them 1 spot away in a given direction.&lt;br /&gt;
&lt;br /&gt;
== On Your Turn ==&lt;br /&gt;
&lt;br /&gt;
=== Central board &amp;quot;StigmaReine&amp;quot; ===&lt;br /&gt;
If in &#039;&#039;&#039;competitive&#039;&#039;&#039; modes, you have 2 actions on the central board to take : (you are forced to choose at least &amp;quot;1 Draw and land&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Draw and land&amp;lt;/u&amp;gt; : Draw and land a stigmerian from your bag to the central board and place it near others if any.&lt;br /&gt;
* &amp;lt;u&amp;gt;Move&amp;lt;/u&amp;gt; : Move a stigmerian of one adjacent spot (no diagonal)&lt;br /&gt;
&lt;br /&gt;
If one of these actions make the central board contains 3 tokens of the same colors, you &#039;&#039;&#039;earn a special action&#039;&#039;&#039; ! (and remove those tokens to avoid the next player to earn again ;)). You may not earn more than 9 special actions this way.&lt;br /&gt;
&lt;br /&gt;
=== Basic actions on your board ===&lt;br /&gt;
&lt;br /&gt;
* Draw (alias &amp;lt;u&amp;gt;Recruit&amp;lt;/u&amp;gt;) : take 1 stigmerian from your bag and place it in your recruit zone&lt;br /&gt;
* &amp;lt;u&amp;gt;Land :&amp;lt;/u&amp;gt; take 1 stigmerian from your recruit zone and place it on your board (adjacent to others if any)&lt;br /&gt;
* &amp;lt;u&amp;gt;Move&amp;lt;/u&amp;gt; : Move a stigmerian of one adjacent spot (no diagonal)&lt;br /&gt;
* &amp;lt;u&amp;gt;Recruit on StigmaReine :&amp;lt;/u&amp;gt; take 1 stigmerian from central board recruit zone and place it on your board (adjacent to others if any)&lt;br /&gt;
* &amp;lt;u&amp;gt;Joker :&amp;lt;/u&amp;gt; 1 per game action, optional rule : play special action &amp;quot;No harm no Foul&amp;quot; for free.&lt;br /&gt;
&lt;br /&gt;
=== Special actions on your board ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!&lt;br /&gt;
!Unlocked in normal mode&lt;br /&gt;
!Unlockable in Competitive&lt;br /&gt;
!Max uses in turn N&lt;br /&gt;
!Cost (number of actions)&lt;br /&gt;
!Info&lt;br /&gt;
|-&lt;br /&gt;
|Mixing&lt;br /&gt;
|on VertigHaineuse flower + InspirActrice&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|1 (or 2 with InspirActrice in normal mode)&lt;br /&gt;
|Change the color of two primary stigmerian tokens which are horizontally or vertically adjacent into the secondary color resulting of their mixing. Be careful this action cannot be performed on pollen tokens.&lt;br /&gt;
Put back in the box both primary color tokens and replace them at the same place on the flower by secondary color tokens from the box.&lt;br /&gt;
|-&lt;br /&gt;
|Combination&lt;br /&gt;
|on Maronne flower + InspirActrice&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|1 (or 2 with InspirActrice in normal mode)&lt;br /&gt;
|Change to a brown color a stigmerian token that is surrounded by 8 tokens (diagonals included) of which at least 2 yellow, 2 red and 2 blue tokens. The surrounding tokens can be stigmerians or pollens. The original central token is replaced by a brown stigmerian token and put back in the box.&lt;br /&gt;
|-&lt;br /&gt;
|Fulgurance&lt;br /&gt;
|on Maronne flower + InspirActrice&lt;br /&gt;
|level &amp;gt;= **&lt;br /&gt;
|&lt;br /&gt;
|1 (or 2 with InspirActrice in normal mode)&lt;br /&gt;
|Draw 5 stigmerian tokens from your bag and put them randomly from left to right on the same line, with the first token adjacent to a stigmerian or pollen token already in game : no diagonals but the first token can be above or under a token as long as it is adjacent.&lt;br /&gt;
&lt;br /&gt;
If there is no token already in game, put the first token on a free space on the first line (A) as long as you can place the other 4 tokens next to this one on the same line.&lt;br /&gt;
|-&lt;br /&gt;
|Choreography&lt;br /&gt;
|on DentDine flower + InspirActrice&lt;br /&gt;
|level &amp;gt;= ***&lt;br /&gt;
|1&lt;br /&gt;
|1 (or 2 with InspirActrice in normal mode)&lt;br /&gt;
|Once per turn you can move maximum N stigmerian tokens by one movement. (N is equal to the ongoing turn number minus 2).&lt;br /&gt;
|-&lt;br /&gt;
|Diagonal&lt;br /&gt;
|on DentDine flower + InspirActrice&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|1 (or 2 with InspirActrice in normal mode)&lt;br /&gt;
|Move a stigmerian token diagonally.&lt;br /&gt;
|-&lt;br /&gt;
|Exchange&lt;br /&gt;
|on DentDine flower + InspirActrice&lt;br /&gt;
|level &amp;gt;= **&lt;br /&gt;
|&lt;br /&gt;
|1 (or 2 with InspirActrice in normal mode)&lt;br /&gt;
|You can switch the position of 2 adjacent stigmerian tokens (diagonals excluded). They permute.&lt;br /&gt;
|-&lt;br /&gt;
|Fast Step&lt;br /&gt;
|on DentDine flower + InspirActrice&lt;br /&gt;
|level &amp;gt;= ***&lt;br /&gt;
|1&lt;br /&gt;
|1 (or 2 with InspirActrice in normal mode)&lt;br /&gt;
|Once per turn, you can move one stigmerian token by X movements maximum. (X is equal to the ongoing turn number minus 2).&lt;br /&gt;
|-&lt;br /&gt;
|Half Note&lt;br /&gt;
|on SiffloChamp flower + InspirActrice&lt;br /&gt;
|level &amp;gt;= **&lt;br /&gt;
|&lt;br /&gt;
|1 (or 2 with InspirActrice in normal mode)&lt;br /&gt;
|Fusion 2 black adjacent tokens in one white stigmerian token on one of the two places previously occupied by the black tokens. Put back in the box the 2 black tokens.&lt;br /&gt;
|-&lt;br /&gt;
|Quarter Note&lt;br /&gt;
|on SiffloChamp flower + InspirActrice&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|1 (or 2 with InspirActrice in normal mode)&lt;br /&gt;
|Transform a white stigmerian token in 2 black stigmerian tokens. Put the white token back to the box and replace it by one black token. The second black token is placed adjacent to the first one.&lt;br /&gt;
|-&lt;br /&gt;
|Two Beats&lt;br /&gt;
|on SiffloChamp flower + InspirActrice&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|1 (or 2 with InspirActrice in normal mode)&lt;br /&gt;
|Make a white stigmerian token appear in an empty spot which is surrounded by 8 tokens (diagonals included), it can be a mix of stigmerian and/or pollen tokens&lt;br /&gt;
|-&lt;br /&gt;
|Rest&lt;br /&gt;
|on SiffloChamp flower + InspirActrice&lt;br /&gt;
|level &amp;gt;= ***&lt;br /&gt;
|1&lt;br /&gt;
|1 (or 2 with InspirActrice in normal mode)&lt;br /&gt;
|Once per turn you can make a stigmerian or a pollen disappear from a flower spot. The token is put back in the box.&lt;br /&gt;
|-&lt;br /&gt;
|No harm No foul&lt;br /&gt;
|NO&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|Exchange 4 tokens of the same primary color in your recruitment area by 4 tokens of the same primary color of your choice taken from the box (example: 4 blue tokens exchanged for 4 yellow tokens or 4 red tokens).&lt;br /&gt;
|-&lt;br /&gt;
|Copy&lt;br /&gt;
|NO&lt;br /&gt;
|level &amp;gt;= **&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|Once per turn, switch a stigmerian token of a primary color on the board with another stigmerian token of a primary color from the box. The switched token is put back in the box.&lt;br /&gt;
|-&lt;br /&gt;
|Prediction&lt;br /&gt;
|NO&lt;br /&gt;
|level &amp;gt;= ***&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|Once per turn, take 3 tokens of different colors from the box and add them to your bag. That allows you to be able to draw tokens of non primary colors to top put on the common board : in this case, these colors work exactly with the same rules than primary colors to unlock the special actions on the common board.&lt;br /&gt;
|-&lt;br /&gt;
|Mimicry&lt;br /&gt;
|NO&lt;br /&gt;
|level &amp;gt;= ***&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
|Spend 3 action points to exchange the last stigmerian token that landed on the board by the same color of one of the adjacent colors. You cannot copy the same color many times on the same turn.&lt;br /&gt;
|-&lt;br /&gt;
|Fog Die&lt;br /&gt;
|NO&lt;br /&gt;
|level &amp;gt;= ***&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|Once per turn, roll the die and take a stigmerian of the color indicated by the die face. Without using the recruit action, you have to land this token on your board, following the landing rules.&lt;br /&gt;
|-&lt;br /&gt;
|Pilferer&lt;br /&gt;
|NO&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|&#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
|Free action, once during your turn, you can choose a token of a color that is not used by the schema and put it in another player bag.&lt;br /&gt;
|-&lt;br /&gt;
|Sower&lt;br /&gt;
|NO&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|&#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
|Free action, once during your turn, you can recruit by drawing a stigmerian from another player bag and putting it in your recruitment area.&lt;br /&gt;
|-&lt;br /&gt;
|Jealousy&lt;br /&gt;
|NO&lt;br /&gt;
|level &amp;gt;= **&lt;br /&gt;
|1 per game&lt;br /&gt;
|1&lt;br /&gt;
|Once per game, during your turn, after playing on the common board (and before playing on your individual board), you can exchange your bag for the rest of the game with an other player.&lt;br /&gt;
You must have a minimum of 5 tokens in your bag to exchange it.&lt;br /&gt;
|-&lt;br /&gt;
|Charmer&lt;br /&gt;
|NO&lt;br /&gt;
|level &amp;gt;= **&lt;br /&gt;
|1&lt;br /&gt;
|&#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
|Free action, once per turn, &#039;&#039;&#039;&amp;lt;u&amp;gt;at the end of a turn&amp;lt;/u&amp;gt;&#039;&#039;&#039; after all players played on their individual board (in turn order).&lt;br /&gt;
&lt;br /&gt;
Exchange one stigmerian from a recruitment area with one stigmerian from an other recruitment area. If more than two players play, you can exchange tokens from 2 other players.&lt;br /&gt;
&lt;br /&gt;
The exchanged tokens cannot be exchanged again in the current turn.&lt;br /&gt;
&lt;br /&gt;
The first player do this action first if they can and wish to do so, then other players do the same in turn order.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Last Drift ===&lt;br /&gt;
&#039;&#039;(called &amp;quot;Final drift&amp;quot; in the english rulebook page 30)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Free action.&#039;&#039;&#039; Once per turn &amp;lt;u&amp;gt;before playing on the common board&amp;lt;/u&amp;gt;, choose one of this 3 options PERSONAL BOARD, OPPONENT BOARD or CENTRAL BOARD before throwing the dice then do the dice actions. &lt;br /&gt;
&lt;br /&gt;
Once the dice has been throw, you have to do the action.&lt;br /&gt;
&lt;br /&gt;
== End of game ==&lt;br /&gt;
&lt;br /&gt;
=== Defeat case 1 : Time ===&lt;br /&gt;
When no one succeeds at fulfilling the objective in time (Normal mode / Competitive modes are limited to 10 turns, solo / multi), then everyone lost the game.&lt;br /&gt;
&lt;br /&gt;
=== Defeat case 2 : Out of tokens ===&lt;br /&gt;
In a competitive game, a player who run out of tokens in their bag will not be able to play the mandatory central action &amp;quot;draw and land&amp;quot;, so they are considered eliminated and other players continue the game.&lt;br /&gt;
&lt;br /&gt;
=== Defeat case 3 : Wind ===&lt;br /&gt;
In a normal mode game, if wind blows 1 of your token out of your board, you loose ! (and other players continue the game)&lt;br /&gt;
&lt;br /&gt;
=== Victory case : ===&lt;br /&gt;
The player who finish the schema &#039;&#039;&#039;identically&#039;&#039;&#039; (ie. same pollens and &amp;lt;u&amp;gt;0 remaining stigmerians&amp;lt;/u&amp;gt;) in the &#039;&#039;&#039;least game turns and actions win&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The game end at the end of the current game turn. (NB : in normal mode, the game will give everyone a chance to fulfill the schema until turn 10, in competitive modes the game stop.)&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
A success for a schema gives &#039;&#039;&#039;5&#039;&#039;&#039; points for level *, &#039;&#039;&#039;10&#039;&#039;&#039; for level **, &#039;&#039;&#039;20&#039;&#039;&#039; for level *** and &#039;&#039;&#039;40&#039;&#039;&#039; for level ****: each unused action (before end of last turn) gives &#039;&#039;&#039;1&#039;&#039;&#039; point.&lt;br /&gt;
&lt;br /&gt;
A defeat gives &#039;&#039;&#039;-1&#039;&#039;&#039; point.&lt;br /&gt;
&lt;br /&gt;
A used joker gives &#039;&#039;&#039;-5&#039;&#039;&#039; points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In case of a tie between winners, the player with the most stigmerians in their recruit zone wins.&lt;br /&gt;
&lt;br /&gt;
If there still is a tie, the player with the most yellow stigmerian recruits wins.&lt;br /&gt;
&lt;br /&gt;
== Options ==&lt;br /&gt;
Your first option is to select the game mode (NORMAL by default). (See objective section).&lt;br /&gt;
&lt;br /&gt;
Your second option is to select the targeted schema for the game : you may select a random one but be careful of differences in difficulty. Default is 1 (Easy). There are 49 official schemas (from publisher) and some can be made by fan players).&lt;br /&gt;
&lt;br /&gt;
=== Examples of schemas ===&lt;br /&gt;
1 : the star on lower left corner reminds you of the difficulty (the easiest)&lt;br /&gt;
&lt;br /&gt;
In the first schema, you will need 6 blue pollens, 4 orange pollens and 2 yellow pollens :&lt;br /&gt;
[[File:Stigmeria schema 1.png|none|thumb|n°1]]&lt;br /&gt;
&lt;br /&gt;
49, the most difficult official one : (****)&lt;br /&gt;
[[File:Stigmeria schema 49.png|none|thumb|n°49]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unofficial 101 :&lt;br /&gt;
[[File:Stigmeria schema 101.png|none|thumb|n° 101 alias France flag]]&lt;br /&gt;
&lt;br /&gt;
== Obsolete rules ==&lt;br /&gt;
&lt;br /&gt;
* We don&#039;t reset the board after a token exits. Change the rule from english rulebook page 23 :&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;If a stigmerian exit the common board either by the wind effect or a movement of a basic action, the&lt;br /&gt;
&lt;br /&gt;
players reset this board.They take off all the stigmerians from their position on the StigmaReine&lt;br /&gt;
&lt;br /&gt;
and put them all around it, outisde of the petals.&amp;lt;/blockquote&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jonathan2004</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpstigmeria&amp;diff=26860</id>
		<title>Gamehelpstigmeria</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpstigmeria&amp;diff=26860"/>
		<updated>2025-10-18T11:28:01Z</updated>

		<summary type="html">&lt;p&gt;Jonathan2004: /* Victory case : */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Components ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;1 Flower Board per player&#039;&#039;&#039; containing a grid of 10x10 cells called &amp;quot;pistils&amp;quot;. The name printed on the flower is a reminder of the rules to apply on it. (See start options, everyone will start with the same empty flower)&lt;br /&gt;
* 1 &#039;&#039;&#039;Central common flower board&#039;&#039;&#039; when playing in competitive modes&lt;br /&gt;
* 1 &#039;&#039;&#039;Target schema&#039;&#039;&#039; board is a picture of your goal for a given game : it states all the pollen you need to have on your board to be able to win before the others&lt;br /&gt;
* (unlimited) Tokens representing 1 &#039;&#039;&#039;Stigmerian&#039;&#039;&#039; on a side (with some fairy figure) and 1 &#039;&#039;&#039;pollen&#039;&#039;&#039; on the other side :&lt;br /&gt;
** 9 colors exist : Red, Yellow, Blue, Orange, Violet, Green, Pink,  White, Black&lt;br /&gt;
** 1 token = 2 sides of the same color: eg. 1 blue stigmerian token becomes 1 blue pollen when you flip it&lt;br /&gt;
* &#039;&#039;&#039;Wind&#039;&#039;&#039; arrow tokens will be placed around the board to indicate known wind direction : South by default, but in No Limit can be anything (North, South, East, West)&lt;br /&gt;
* 1 &#039;&#039;&#039;Special actions board per player :&#039;&#039;&#039; list the 20 special actions and display who unlocked what. White token means unlocked, black token means unlocked and already used.&lt;br /&gt;
* 1 &#039;&#039;&#039;die&#039;&#039;&#039; with 12 colored faces :&lt;br /&gt;
** used in competitive mode with 1 special action or 1 versus action&lt;br /&gt;
** used to randomize wind in No Limit Mode&lt;br /&gt;
* Help and action cards describe which action is available to you in a given game : on BGA, you may display tooltips over each special action to see its description.&lt;br /&gt;
&lt;br /&gt;
== Objective ==&lt;br /&gt;
Find the best combinations of available actions to recreate on your personal board the schema of the chosen schema flower in a minimum of turns and actions.&lt;br /&gt;
&lt;br /&gt;
=== 5 game modes ===&lt;br /&gt;
&amp;lt;u&amp;gt;Discovery&amp;lt;/u&amp;gt; : like normal but you don&#039;t loose too early, you can discover the rules (for example in solo).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Normal&amp;lt;/u&amp;gt; : a race between 1 to 6 players to fulfill the target before the end of turn 10.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Competitive&amp;lt;/u&amp;gt; : almost like normal + you don&#039;t start with default special actions, everyone need to earn it through central board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Competitive No Limit&amp;lt;/u&amp;gt; : almost like Competitive + turns are not limited to 10 + wind is not known in advance + you can directly attack a flower board with Last Drift action.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Solo No Limit :&amp;lt;/u&amp;gt; almost like Competitive No Limit but as you are alone you won&#039;t play on a central board to earn special actions; the game will offer you 1 special action for each turn&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
# The game display the selected target schema to everyone&lt;br /&gt;
# Each player receives an opaque bag with 45 stigmerian tokens (15 YELLOW + 15 RED + 15 BLUE). On BGA, you cannot watch in your bag but you know the current size of it (like if you had it in your hand).&lt;br /&gt;
# Each player receives the same empty flower.&lt;br /&gt;
# Each player draws a token from their bag and place it on the recruitment zone of their personal flower board.&lt;br /&gt;
# If the targeted schema contains a side &amp;quot;Set up&amp;quot;, place all the needed tokens on each player&#039;s flower in order to start with that same set up.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Game will play in turns where each turn will give you more actions (1 action in turn 1, 2 in turn 2, ... 10 in turn 10, capped at 10 for 10+). There is some empty spots around each of the 10 petals of the flower board where the turn counter will move to display how many moved anyone used in the turn.&lt;br /&gt;
&lt;br /&gt;
During each turn, a first player is chosen and everyone will play in clockwise order after them : playing the N maximum actions. Each action may move/replace/remove a stigmerian token from your board and if it is on a targeted spot, it becomes a pollen : pollens cannot be modified (except removed by very few actions) and represent your progression to the victory.&lt;br /&gt;
&lt;br /&gt;
After each turn (except last one), there is an automated effect on each flower board : wind blows over stigmerian to move them 1 spot away in a given direction.&lt;br /&gt;
&lt;br /&gt;
== On Your Turn ==&lt;br /&gt;
&lt;br /&gt;
=== Central board &amp;quot;StigmaReine&amp;quot; ===&lt;br /&gt;
If in &#039;&#039;&#039;competitive&#039;&#039;&#039; modes, you have 2 actions on the central board to take : (you are forced to choose at least &amp;quot;1 Draw and land&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Draw and land&amp;lt;/u&amp;gt; : Draw and land a stigmerian from your bag to the central board and place it near others if any.&lt;br /&gt;
* &amp;lt;u&amp;gt;Move&amp;lt;/u&amp;gt; : Move a stigmerian of one adjacent spot (no diagonal)&lt;br /&gt;
&lt;br /&gt;
If one of these actions make the central board contains 3 tokens of the same colors, you &#039;&#039;&#039;earn a special action&#039;&#039;&#039; ! (and remove those tokens to avoid the next player to earn again ;)). You may not earn more than 9 special actions this way.&lt;br /&gt;
&lt;br /&gt;
=== Basic actions on your board ===&lt;br /&gt;
&lt;br /&gt;
* Draw (alias &amp;lt;u&amp;gt;Recruit&amp;lt;/u&amp;gt;) : take 1 stigmerian from your bag and place it in your recruit zone&lt;br /&gt;
* &amp;lt;u&amp;gt;Land :&amp;lt;/u&amp;gt; take 1 stigmerian from your recruit zone and place it on your board (adjacent to others if any)&lt;br /&gt;
* &amp;lt;u&amp;gt;Move&amp;lt;/u&amp;gt; : Move a stigmerian of one adjacent spot (no diagonal)&lt;br /&gt;
* &amp;lt;u&amp;gt;Recruit on StigmaReine :&amp;lt;/u&amp;gt; take 1 stigmerian from central board recruit zone and place it on your board (adjacent to others if any)&lt;br /&gt;
* &amp;lt;u&amp;gt;Joker :&amp;lt;/u&amp;gt; 1 per game action, optional rule : play special action &amp;quot;No harm no Foul&amp;quot; for free.&lt;br /&gt;
&lt;br /&gt;
=== Special actions on your board ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!&lt;br /&gt;
!Unlocked in normal mode&lt;br /&gt;
!Unlockable in Competitive&lt;br /&gt;
!Max uses in turn N&lt;br /&gt;
!Cost (number of actions)&lt;br /&gt;
!Info&lt;br /&gt;
|-&lt;br /&gt;
|Mixing&lt;br /&gt;
|on VertigHaineuse flower + InspirActrice&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|1 (or 2 with InspirActrice in normal mode)&lt;br /&gt;
|Change the color of two primary stigmerian tokens which are horizontally or vertically adjacent into the secondary color resulting of their mixing. Be careful this action cannot be performed on pollen tokens.&lt;br /&gt;
Put back in the box both primary color tokens and replace them at the same place on the flower by secondary color tokens from the box.&lt;br /&gt;
|-&lt;br /&gt;
|Combination&lt;br /&gt;
|on Maronne flower + InspirActrice&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|1 (or 2 with InspirActrice in normal mode)&lt;br /&gt;
|Change to a brown color a stigmerian token that is surrounded by 8 tokens (diagonals included) of which at least 2 yellow, 2 red and 2 blue tokens. The surrounding tokens can be stigmerians or pollens. The original central token is replaced by a brown stigmerian token and put back in the box.&lt;br /&gt;
|-&lt;br /&gt;
|Fulgurance&lt;br /&gt;
|on Maronne flower + InspirActrice&lt;br /&gt;
|level &amp;gt;= **&lt;br /&gt;
|&lt;br /&gt;
|1 (or 2 with InspirActrice in normal mode)&lt;br /&gt;
|Draw 5 stigmerian tokens from your bag and put them randomly from left to right on the same line, with the first token adjacent to a stigmerian or pollen token already in game : no diagonals but the first token can be above or under a token as long as it is adjacent.&lt;br /&gt;
&lt;br /&gt;
If there is no token already in game, put the first token on a free space on the first line (A) as long as you can place the other 4 tokens next to this one on the same line.&lt;br /&gt;
|-&lt;br /&gt;
|Choreography&lt;br /&gt;
|on DentDine flower + InspirActrice&lt;br /&gt;
|level &amp;gt;= ***&lt;br /&gt;
|1&lt;br /&gt;
|1 (or 2 with InspirActrice in normal mode)&lt;br /&gt;
|Once per turn you can move maximum N stigmerian tokens by one movement. (N is equal to the ongoing turn number minus 2).&lt;br /&gt;
|-&lt;br /&gt;
|Diagonal&lt;br /&gt;
|on DentDine flower + InspirActrice&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|1 (or 2 with InspirActrice in normal mode)&lt;br /&gt;
|Move a stigmerian token diagonally.&lt;br /&gt;
|-&lt;br /&gt;
|Exchange&lt;br /&gt;
|on DentDine flower + InspirActrice&lt;br /&gt;
|level &amp;gt;= **&lt;br /&gt;
|&lt;br /&gt;
|1 (or 2 with InspirActrice in normal mode)&lt;br /&gt;
|You can switch the position of 2 adjacent stigmerian tokens (diagonals excluded). They permute.&lt;br /&gt;
|-&lt;br /&gt;
|Fast Step&lt;br /&gt;
|on DentDine flower + InspirActrice&lt;br /&gt;
|level &amp;gt;= ***&lt;br /&gt;
|1&lt;br /&gt;
|1 (or 2 with InspirActrice in normal mode)&lt;br /&gt;
|Once per turn, you can move one stigmerian token by X movements maximum. (X is equal to the ongoing turn number minus 2).&lt;br /&gt;
|-&lt;br /&gt;
|Half Note&lt;br /&gt;
|on SiffloChamp flower + InspirActrice&lt;br /&gt;
|level &amp;gt;= **&lt;br /&gt;
|&lt;br /&gt;
|1 (or 2 with InspirActrice in normal mode)&lt;br /&gt;
|Fusion 2 black adjacent tokens in one white stigmerian token on one of the two places previously occupied by the black tokens. Put back in the box the 2 black tokens.&lt;br /&gt;
|-&lt;br /&gt;
|Quarter Note&lt;br /&gt;
|on SiffloChamp flower + InspirActrice&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|1 (or 2 with InspirActrice in normal mode)&lt;br /&gt;
|Transform a white stigmerian token in 2 black stigmerian tokens. Put the white token back to the box and replace it by one black token. The second black token is placed adjacent to the first one.&lt;br /&gt;
|-&lt;br /&gt;
|Two Beats&lt;br /&gt;
|on SiffloChamp flower + InspirActrice&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|1 (or 2 with InspirActrice in normal mode)&lt;br /&gt;
|Make a white stigmerian token appear in an empty spot which is surrounded by 8 tokens (diagonals included), it can be a mix of stigmerian and/or pollen tokens&lt;br /&gt;
|-&lt;br /&gt;
|Rest&lt;br /&gt;
|on SiffloChamp flower + InspirActrice&lt;br /&gt;
|level &amp;gt;= ***&lt;br /&gt;
|1&lt;br /&gt;
|1 (or 2 with InspirActrice in normal mode)&lt;br /&gt;
|Once per turn you can make a stigmerian or a pollen disappear from a flower spot. The token is put back in the box.&lt;br /&gt;
|-&lt;br /&gt;
|No harm No foul&lt;br /&gt;
|NO&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|Exchange 4 tokens of the same primary color in your recruitment area by 4 tokens of the same primary color of your choice taken from the box (example: 4 blue tokens exchanged for 4 yellow tokens or 4 red tokens).&lt;br /&gt;
|-&lt;br /&gt;
|Copy&lt;br /&gt;
|NO&lt;br /&gt;
|level &amp;gt;= **&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|Once per turn, switch a stigmerian token of a primary color on the board with another stigmerian token of a primary color from the box. The switched token is put back in the box.&lt;br /&gt;
|-&lt;br /&gt;
|Prediction&lt;br /&gt;
|NO&lt;br /&gt;
|level &amp;gt;= ***&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|Once per turn, take 3 tokens of different colors from the box and add them to your bag. That allows you to be able to draw tokens of non primary colors to top put on the common board : in this case, these colors work exactly with the same rules than primary colors to unlock the special actions on the common board.&lt;br /&gt;
|-&lt;br /&gt;
|Mimicry&lt;br /&gt;
|NO&lt;br /&gt;
|level &amp;gt;= ***&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
|Spend 3 action points to exchange the last stigmerian token that landed on the board by the same color of one of the adjacent colors. You cannot copy the same color many times on the same turn.&lt;br /&gt;
|-&lt;br /&gt;
|Fog Die&lt;br /&gt;
|NO&lt;br /&gt;
|level &amp;gt;= ***&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|Once per turn, roll the die and take a stigmerian of the color indicated by the die face. Without using the recruit action, you have to land this token on your board, following the landing rules.&lt;br /&gt;
|-&lt;br /&gt;
|Pilferer&lt;br /&gt;
|NO&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|&#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
|Free action, once during your turn, you can choose a token of a color that is not used by the schema and put it in another player bag.&lt;br /&gt;
|-&lt;br /&gt;
|Sower&lt;br /&gt;
|NO&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|&#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
|Free action, once during your turn, you can recruit by drawing a stigmerian from another player bag and putting it in your recruitment area.&lt;br /&gt;
|-&lt;br /&gt;
|Jealousy&lt;br /&gt;
|NO&lt;br /&gt;
|level &amp;gt;= **&lt;br /&gt;
|1 per game&lt;br /&gt;
|1&lt;br /&gt;
|Once per game, during your turn, after playing on the common board (and before playing on your individual board), you can exchange your bag for the rest of the game with an other player.&lt;br /&gt;
You must have a minimum of 5 tokens in your bag to exchange it.&lt;br /&gt;
|-&lt;br /&gt;
|Charmer&lt;br /&gt;
|NO&lt;br /&gt;
|level &amp;gt;= **&lt;br /&gt;
|1&lt;br /&gt;
|&#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
|Free action, once per turn, &#039;&#039;&#039;&amp;lt;u&amp;gt;at the end of a turn&amp;lt;/u&amp;gt;&#039;&#039;&#039; after all players played on their individual board (in turn order).&lt;br /&gt;
&lt;br /&gt;
Exchange one stigmerian from a recruitment area with one stigmerian from an other recruitment area. If more than two players play, you can exchange tokens from 2 other players.&lt;br /&gt;
&lt;br /&gt;
The exchanged tokens cannot be exchanged again in the current turn.&lt;br /&gt;
&lt;br /&gt;
The first player do this action first if they can and wish to do so, then other players do the same in turn order.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Last Drift ===&lt;br /&gt;
&#039;&#039;(called &amp;quot;Final drift&amp;quot; in the english rulebook page 30)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Free action.&#039;&#039;&#039; Once per turn &amp;lt;u&amp;gt;before playing on the common board&amp;lt;/u&amp;gt;, choose one of this 3 options PERSONAL BOARD, OPPONENT BOARD or CENTRAL BOARD before throwing the dice then do the dice actions. &lt;br /&gt;
&lt;br /&gt;
Once the dice has been throw, you have to do the action.&lt;br /&gt;
&lt;br /&gt;
== End of game ==&lt;br /&gt;
&lt;br /&gt;
=== Defeat case 1 : Time ===&lt;br /&gt;
When no one succeeds at fulfilling the objective in time (Normal mode / Competitive modes are limited to 10 turns, solo / multi), then everyone lost the game.&lt;br /&gt;
&lt;br /&gt;
=== Defeat case 2 : Out of tokens ===&lt;br /&gt;
In a competitive game, a player who run out of tokens in their bag will not be able to play the mandatory central action &amp;quot;draw and land&amp;quot;, so they are considered eliminated and other players continue the game.&lt;br /&gt;
&lt;br /&gt;
=== Defeat case 3 : Wind ===&lt;br /&gt;
In a normal mode game, if wind blows 1 of your token out of your board, you loose ! (and other players continue the game)&lt;br /&gt;
&lt;br /&gt;
=== Victory case : ===&lt;br /&gt;
The player who finish the schema &#039;&#039;&#039;identically&#039;&#039;&#039; (ie. same pollens and &amp;lt;u&amp;gt;0 remaining stigmerians&amp;lt;/u&amp;gt;) in the &#039;&#039;&#039;least game turns and actions win&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The game end at the end of the current game turn. (NB : in normal mode, the game will give everyone a chance to fulfill the schema until turn 10, in competitive modes the game stop.)&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
A success for a schema gives &#039;&#039;&#039;5&#039;&#039;&#039; points for level *, &#039;&#039;&#039;10&#039;&#039;&#039; for level **, &#039;&#039;&#039;20&#039;&#039;&#039; for level *** and &#039;&#039;&#039;40&#039;&#039;&#039; for level ****: each unused action (before end of last turn) gives &#039;&#039;&#039;1&#039;&#039;&#039; point.&lt;br /&gt;
&lt;br /&gt;
A defeat gives &#039;&#039;&#039;-1&#039;&#039;&#039; point.&lt;br /&gt;
&lt;br /&gt;
A used joker gives &#039;&#039;&#039;-5&#039;&#039;&#039; points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In case of a tie between winners, the player with the most stigmerians in their recruit zone wins.&lt;br /&gt;
&lt;br /&gt;
If there still is a tie, the player with the most yellow stigmerian recruits wins.&lt;br /&gt;
&lt;br /&gt;
== Options ==&lt;br /&gt;
Your first option is to select the game mode (NORMAL by default). (See objective section).&lt;br /&gt;
&lt;br /&gt;
Your second option is to select the targeted schema for the game : you may select a random one but be careful of differences in difficulty. Default is 1 (Easy). There are 49 official schemas (from publisher) and some can be made by fan players).&lt;br /&gt;
&lt;br /&gt;
=== Examples of schemas ===&lt;br /&gt;
1 : the star on lower left corner reminds you of the difficulty (the easiest)&lt;br /&gt;
&lt;br /&gt;
In the first schema, you will need 6 blue pollens, 4 orange pollens and 2 yellow pollens :&lt;br /&gt;
[[File:Stigmeria schema 1.png|none|thumb|n°1]]&lt;br /&gt;
&lt;br /&gt;
49, the most difficult official one : (****)&lt;br /&gt;
[[File:Stigmeria schema 49.png|none|thumb|n°49]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unofficial 101 :&lt;br /&gt;
[[File:Stigmeria schema 101.png|none|thumb|n° 101 alias France flag]]&lt;/div&gt;</summary>
		<author><name>Jonathan2004</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmythicalstheboardgame&amp;diff=24043</id>
		<title>Gamehelpmythicalstheboardgame</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmythicalstheboardgame&amp;diff=24043"/>
		<updated>2025-02-14T00:34:37Z</updated>

		<summary type="html">&lt;p&gt;Jonathan2004: Created page with &amp;quot;==Objective== In Mythicals the board game, 2 players have to collect cards of 4 different colors (4 elements). Those cards will be traded for mastery tiles which give victory points. ==Components== *1 board *20 Mastery tiles *16 bonus markers *48 Creature cards *1 Day Card ==Setup== All the mastery tiles are placed (open side) on the board according to their color and victory points.  All bonus markers are placed on the right side of the board.  Each player receives 2 cr...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Objective==&lt;br /&gt;
In Mythicals the board game, 2 players have to collect cards of 4 different colors (4 elements). Those cards will be traded for mastery tiles which give victory points.&lt;br /&gt;
==Components==&lt;br /&gt;
*1 board&lt;br /&gt;
*20 Mastery tiles&lt;br /&gt;
*16 bonus markers&lt;br /&gt;
*48 Creature cards&lt;br /&gt;
*1 Day Card&lt;br /&gt;
==Setup==&lt;br /&gt;
All the mastery tiles are placed (open side) on the board according to their color and victory points.&lt;br /&gt;
&lt;br /&gt;
All bonus markers are placed on the right side of the board.&lt;br /&gt;
&lt;br /&gt;
Each player receives 2 creatures cards, always of 2 different colors.&lt;br /&gt;
&lt;br /&gt;
The deck is formed with the Day card in the last 9 cards.&lt;br /&gt;
==Gameplay Overview==&lt;br /&gt;
The game plays over a series of turns until someone draws the Day card. All players will play one after the other.&lt;br /&gt;
==Player Turn==&lt;br /&gt;
On your turn, you MUST collect cards and then you MAY take a Mastery tile.&lt;br /&gt;
===1. Collect Cards (required)===&lt;br /&gt;
You must choose between drawing 3 cards from the deck and collect 1 to 3 drawn cards of the same color OR collect all the cards from any reserve (separated by color).&lt;br /&gt;
&lt;br /&gt;
If you collect a card you already have, it goes to your opponent.&lt;br /&gt;
&lt;br /&gt;
Cards are placed face up as stacks of different colors. NB : there is a BGA user preference to reverse order the cards in the stack.&lt;br /&gt;
===2. Take a Mastery Tile (optional)===&lt;br /&gt;
You may take up to 1 mastery tile per turn, each tile has its own requirements based on its position on the board (see BGA tooltips). You always need to discard cards from your collection to take a tile (+ take bonus markers on the tile if any).&lt;br /&gt;
&lt;br /&gt;
After taking a tile, you may reinforce or lock another one on the board.&lt;br /&gt;
&lt;br /&gt;
NB : Player&#039;tiles are stacked in a way you only see the top one.&lt;br /&gt;
====2.1 Reinforce a tile====&lt;br /&gt;
Choose an open side (ie. not locked) tile and choose to place 1 or 2 bonus markers on it.&lt;br /&gt;
====2.2 Lock a tile====&lt;br /&gt;
Choose an open side (ie. not locked) tile with no bonus marker and click the button &amp;quot;LOCK&amp;quot; (or the lock icon), the tile is flipped to its locked side which cannot receive any bonus markers.&lt;br /&gt;
==End of game==&lt;br /&gt;
When the Day card is drawn from the deck, this is the last turn and the current player finishes the turn normally except locking/reinforceing is disabled (because it is useless).&lt;br /&gt;
==Scoring==&lt;br /&gt;
*Each bonus marker count as 1 point&lt;br /&gt;
*Each taken Mastery tile gives an amount written on it&lt;br /&gt;
No tie breaker.&lt;/div&gt;</summary>
		<author><name>Jonathan2004</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpstigmeria&amp;diff=22844</id>
		<title>Gamehelpstigmeria</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpstigmeria&amp;diff=22844"/>
		<updated>2024-10-03T13:08:21Z</updated>

		<summary type="html">&lt;p&gt;Jonathan2004: /* Examples of schemas */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Components ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;1 Flower Board per player&#039;&#039;&#039; containing a grid of 10x10 cells called &amp;quot;pistils&amp;quot;. The name printed on the flower is a remainder of the rules to apply on it. (See start options, everyone will start with the same empty flower)&lt;br /&gt;
* 1 &#039;&#039;&#039;Central common flower board&#039;&#039;&#039; when playing in competitive modes&lt;br /&gt;
* 1 &#039;&#039;&#039;Target schema&#039;&#039;&#039; board is a picture of your goal for a given game : it states all the pollen you need to have on your board to be able to win before the others&lt;br /&gt;
* (unlimited) Tokens representing 1 &#039;&#039;&#039;Stigmerian&#039;&#039;&#039; on a side (with some fairy figure) and 1 &#039;&#039;&#039;pollen&#039;&#039;&#039; on the other side :&lt;br /&gt;
** 9 colors exist : Red, Yellow, Blue, Orange, Violet, Green, Pink,  White, Black&lt;br /&gt;
** 1 token = 2 sides of the same color: eg. 1 blue stigmerian token becomes 1 blue pollen when you flip it&lt;br /&gt;
* &#039;&#039;&#039;Wind&#039;&#039;&#039; arrow tokens will be placed around the board to indicate known wind direction : South by default, but in No Limit can be anything (North, South, East, West)&lt;br /&gt;
* 1 &#039;&#039;&#039;Special actions board per player :&#039;&#039;&#039; list the 20 special actions and display who unlocked what. White token means unlocked, black token means unlocked and already used.&lt;br /&gt;
* 1 &#039;&#039;&#039;die&#039;&#039;&#039; with 12 colored faces :&lt;br /&gt;
** used in competitive mode with 1 special action or 1 versus action&lt;br /&gt;
** used to randomize wind in No Limit Mode&lt;br /&gt;
* Help and action cards describe which action is available to you in a given game : on BGA, you may display tooltips over each special action to see its description.&lt;br /&gt;
&lt;br /&gt;
== Objective ==&lt;br /&gt;
Find the best combinations of available actions to recreate on your personal board the schema of the chosen schema flower in a minimum of turns and actions.&lt;br /&gt;
&lt;br /&gt;
=== 5 game modes ===&lt;br /&gt;
&amp;lt;u&amp;gt;Discovery&amp;lt;/u&amp;gt; : like normal but you don&#039;t loose too early, you can discover the rules (for example in solo).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Normal&amp;lt;/u&amp;gt; : a race between 1 to 6 players to fulfill the target before the end of turn 10.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Competitive&amp;lt;/u&amp;gt; : almost like normal + you don&#039;t start with default special actions, everyone need to earn it through central board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Competitive No Limit&amp;lt;/u&amp;gt; : almost like Competitive + turns are not limited to 10 + wind is not known in advance + you can directly attack a flower board with Last Drift action.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Solo No Limit :&amp;lt;/u&amp;gt; almost like Competitive No Limit but as you are alone you won&#039;t play on a central board to earn special actions; the game will offer you 1 special action for each turn&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
# The game display the selected target schema to everyone&lt;br /&gt;
# Each player receives an opaque bag with 45 stigmerian tokens (15 YELLOW + 15 RED + 15 BLUE). On BGA, you cannot watch in your bag but you know the current size of it (like if you had it in your hand).&lt;br /&gt;
# Each player receives the same empty flower.&lt;br /&gt;
# Each player draws a token from their bag and place it on the recruitment zone of their personal flower board.&lt;br /&gt;
# If the targeted schema contains a side &amp;quot;Set up&amp;quot;, place all the needed tokens on each player&#039;s flower in order to start with that same set up.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Game will play in turns where each turn will give you more actions (1 action in turn 1, 2 in turn 2, ... 10 in turn 10, capped at 10 for 10+). There is some empty spots around each of the 10 petals of the flower board where the turn counter will move to display how many moved anyone used in the turn.&lt;br /&gt;
&lt;br /&gt;
During each turn, a first player is chosen and everyone will play in clockwise order after them : playing the N maximum actions. Each action may move/replace/remove a stigmerian token from your board and if it is on a targeted spot, it becomes a pollen : pollens cannot be modified (except removed by very few actions) and represent your progression to the victory.&lt;br /&gt;
&lt;br /&gt;
After each turn (except last one), there is an automated effect on each flower board : wind blows over stigmerian to move them 1 spot away in a given direction.&lt;br /&gt;
&lt;br /&gt;
== On Your Turn ==&lt;br /&gt;
&lt;br /&gt;
=== Central board &amp;quot;StigmaReine&amp;quot; ===&lt;br /&gt;
If in &#039;&#039;&#039;competitive&#039;&#039;&#039; modes, you have 2 actions on the central board to take : (you are forced to choose at least &amp;quot;1 Draw and land&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Draw and land&amp;lt;/u&amp;gt; : Draw and land a stigmerian from your bag to the central board and place it near others if any.&lt;br /&gt;
* &amp;lt;u&amp;gt;Move&amp;lt;/u&amp;gt; : Move a stigmerian of one adjacent spot (no diagonal)&lt;br /&gt;
&lt;br /&gt;
If one of these actions make the central board contains 3 tokens of the same colors, you &#039;&#039;&#039;earn a special action&#039;&#039;&#039; ! (and remove those tokens to avoid the next player to earn again ;)). You may not earn more than 9 special actions this way.&lt;br /&gt;
&lt;br /&gt;
=== Basic actions on your board ===&lt;br /&gt;
&lt;br /&gt;
* Draw (alias &amp;lt;u&amp;gt;Recruit&amp;lt;/u&amp;gt;) : take 1 stigmerian from your bag and place it in your recruit zone&lt;br /&gt;
* &amp;lt;u&amp;gt;Land :&amp;lt;/u&amp;gt; take 1 stigmerian from your recruit zone and place it on your board (adjacent to others if any)&lt;br /&gt;
* &amp;lt;u&amp;gt;Move&amp;lt;/u&amp;gt; : Move a stigmerian of one adjacent spot (no diagonal)&lt;br /&gt;
* &amp;lt;u&amp;gt;Recruit on StigmaReine :&amp;lt;/u&amp;gt; take 1 stigmerian from central board recruit zone and place it on your board (adjacent to others if any)&lt;br /&gt;
* &amp;lt;u&amp;gt;Joker :&amp;lt;/u&amp;gt; 1 per game action, optional rule : play special action &amp;quot;No harm no Foul&amp;quot; for free.&lt;br /&gt;
&lt;br /&gt;
=== Special actions on your board ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!&lt;br /&gt;
!Unlocked in normal mode&lt;br /&gt;
!Unlockable in Competitive&lt;br /&gt;
!Max uses in turn N&lt;br /&gt;
!Cost (number of actions)&lt;br /&gt;
!Info&lt;br /&gt;
|-&lt;br /&gt;
|Mixing&lt;br /&gt;
|on VertigHaineuse flower + InspirActrice&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|1 (or 2 with InspirActrice in normal mode)&lt;br /&gt;
|Change the color of two primary stigmerian tokens which are horizontally or vertically adjacent into the secondary color resulting of their mixing. Be careful this action cannot be performed on pollen tokens.&lt;br /&gt;
Put back in the box both primary color tokens and replace them at the same place on the flower by secondary color tokens from the box.&lt;br /&gt;
|-&lt;br /&gt;
|Combination&lt;br /&gt;
|on Maronne flower + InspirActrice&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|1 (or 2 with InspirActrice in normal mode)&lt;br /&gt;
|Change to a brown color a stigmerian token that is surrounded by 8 tokens (diagonals included) of which at least 2 yellow, 2 red and 2 blue tokens. The surrounding tokens can be stigmerians or pollens. The original central token is replaced by a brown stigmerian token and put back in the box.&lt;br /&gt;
|-&lt;br /&gt;
|Fulgurance&lt;br /&gt;
|on Maronne flower + InspirActrice&lt;br /&gt;
|level &amp;gt;= **&lt;br /&gt;
|&lt;br /&gt;
|1 (or 2 with InspirActrice in normal mode)&lt;br /&gt;
|Draw 5 stigmerian tokens from your bag and put them randomly from left to right on the same line, with the first token adjacent to a stigmerian or pollen token already in game : no diagonals but the first token can be above or under a token as long as it is adjacent.&lt;br /&gt;
&lt;br /&gt;
If there is no token already in game, put the first token on a free space on the first line (A) as long as you can place the other 4 tokens next to this one on the same line.&lt;br /&gt;
|-&lt;br /&gt;
|Choreography&lt;br /&gt;
|on DentDine flower + InspirActrice&lt;br /&gt;
|level &amp;gt;= ***&lt;br /&gt;
|1&lt;br /&gt;
|1 (or 2 with InspirActrice in normal mode)&lt;br /&gt;
|Once per turn you can move maximum N stigmerian tokens by one movement. (N is equal to the ongoing turn number minus 2).&lt;br /&gt;
|-&lt;br /&gt;
|Diagonal&lt;br /&gt;
|on DentDine flower + InspirActrice&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|1 (or 2 with InspirActrice in normal mode)&lt;br /&gt;
|Move a stigmerian token diagonally.&lt;br /&gt;
|-&lt;br /&gt;
|Exchange&lt;br /&gt;
|on DentDine flower + InspirActrice&lt;br /&gt;
|level &amp;gt;= **&lt;br /&gt;
|&lt;br /&gt;
|1 (or 2 with InspirActrice in normal mode)&lt;br /&gt;
|You can switch the position of 2 adjacent stigmerian tokens (diagonals excluded). They permute.&lt;br /&gt;
|-&lt;br /&gt;
|Fast Step&lt;br /&gt;
|on DentDine flower + InspirActrice&lt;br /&gt;
|level &amp;gt;= ***&lt;br /&gt;
|1&lt;br /&gt;
|1 (or 2 with InspirActrice in normal mode)&lt;br /&gt;
|Once per turn, you can move one stigmerian token by X movements maximum. (X is equal to the ongoing turn number minus 2).&lt;br /&gt;
|-&lt;br /&gt;
|Half Note&lt;br /&gt;
|on SiffloChamp flower + InspirActrice&lt;br /&gt;
|level &amp;gt;= **&lt;br /&gt;
|&lt;br /&gt;
|1 (or 2 with InspirActrice in normal mode)&lt;br /&gt;
|Fusion 2 black adjacent tokens in one white stigmerian token on one of the two places previously occupied by the black tokens. Put back in the box the 2 black tokens.&lt;br /&gt;
|-&lt;br /&gt;
|Quarter Note&lt;br /&gt;
|on SiffloChamp flower + InspirActrice&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|1 (or 2 with InspirActrice in normal mode)&lt;br /&gt;
|Transform a white stigmerian token in 2 black stigmerian tokens. Put the white token back to the box and replace it by one black token. The second black token is placed adjacent to the first one.&lt;br /&gt;
|-&lt;br /&gt;
|Two Beats&lt;br /&gt;
|on SiffloChamp flower + InspirActrice&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|1 (or 2 with InspirActrice in normal mode)&lt;br /&gt;
|Make a white stigmerian token appear in an empty spot which is surrounded by 8 tokens (diagonals included), it can be a mix of stigmerian and/or pollen tokens&lt;br /&gt;
|-&lt;br /&gt;
|Rest&lt;br /&gt;
|on SiffloChamp flower + InspirActrice&lt;br /&gt;
|level &amp;gt;= ***&lt;br /&gt;
|1&lt;br /&gt;
|1 (or 2 with InspirActrice in normal mode)&lt;br /&gt;
|Once per turn you can make a stigmerian or a pollen disappear from a flower spot. The token is put back in the box.&lt;br /&gt;
|-&lt;br /&gt;
|No harm No foul&lt;br /&gt;
|NO&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|Exchange 4 tokens of the same primary color in your recruitment area by 4 tokens of the same primary color of your choice taken from the box (example: 4 blue tokens exchanged for 4 yellow tokens or 4 red tokens).&lt;br /&gt;
|-&lt;br /&gt;
|Copy&lt;br /&gt;
|NO&lt;br /&gt;
|level &amp;gt;= **&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|Once per turn, switch a stigmerian token of a primary color on the board with another stigmerian token of a primary color from the box. The switched token is put back in the box.&lt;br /&gt;
|-&lt;br /&gt;
|Prediction&lt;br /&gt;
|NO&lt;br /&gt;
|level &amp;gt;= ***&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|Once per turn, take 3 tokens of different colors from the box and add them to your bag. That allows you to be able to draw tokens of non primary colors to top put on the common board : in this case, these colors work exactly with the same rules than primary colors to unlock the special actions on the common board.&lt;br /&gt;
|-&lt;br /&gt;
|Mimicry&lt;br /&gt;
|NO&lt;br /&gt;
|level &amp;gt;= ***&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
|Spend 3 action points to exchange the last stigmerian token that landed on the board by the same color of one of the adjacent colors. You cannot copy the same color many times on the same turn.&lt;br /&gt;
|-&lt;br /&gt;
|Fog Die&lt;br /&gt;
|NO&lt;br /&gt;
|level &amp;gt;= ***&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|Once per turn, roll the die and take a stigmerian of the color indicated by the die face. Without using the recruit action, you have to land this token on your board, following the landing rules.&lt;br /&gt;
|-&lt;br /&gt;
|Pilferer&lt;br /&gt;
|NO&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|&#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
|Free action, once during your turn, you can choose a token of a color that is not used by the schema and put it in another player bag.&lt;br /&gt;
|-&lt;br /&gt;
|Sower&lt;br /&gt;
|NO&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|&#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
|Free action, once during your turn, you can recruit by drawing a stigmerian from another player bag and putting it in your recruitment area.&lt;br /&gt;
|-&lt;br /&gt;
|Jealousy&lt;br /&gt;
|NO&lt;br /&gt;
|level &amp;gt;= **&lt;br /&gt;
|1 per game&lt;br /&gt;
|1&lt;br /&gt;
|Once per game, during your turn, after playing on the common board (and before playing on your individual board), you can exchange your bag for the rest of the game with an other player.&lt;br /&gt;
You must have a minimum of 5 tokens in your bag to exchange it.&lt;br /&gt;
|-&lt;br /&gt;
|Charmer&lt;br /&gt;
|NO&lt;br /&gt;
|level &amp;gt;= **&lt;br /&gt;
|1&lt;br /&gt;
|&#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
|Free action, once per turn, &#039;&#039;&#039;&amp;lt;u&amp;gt;at the end of a turn&amp;lt;/u&amp;gt;&#039;&#039;&#039; after all players played on their individual board (in turn order).&lt;br /&gt;
&lt;br /&gt;
Exchange one stigmerian from a recruitment area with one stigmerian from an other recruitment area. If more than two players play, you can exchange tokens from 2 other players.&lt;br /&gt;
&lt;br /&gt;
The exchanged tokens cannot be exchanged again in the current turn.&lt;br /&gt;
&lt;br /&gt;
The first player do this action first if they can and wish to do so, then other players do the same in turn order.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Last Drift ===&lt;br /&gt;
&#039;&#039;(called &amp;quot;Final drift&amp;quot; in the english rulebook page 30)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Free action.&#039;&#039;&#039; Once per turn &amp;lt;u&amp;gt;before playing on the common board&amp;lt;/u&amp;gt;, choose one of this 3 options PERSONAL BOARD, OPPONENT BOARD or CENTRAL BOARD before throwing the dice then do the dice actions. &lt;br /&gt;
&lt;br /&gt;
Once the dice has been throw, you have to do the action.&lt;br /&gt;
&lt;br /&gt;
== End of game ==&lt;br /&gt;
&lt;br /&gt;
=== Defeat case 1 : Time ===&lt;br /&gt;
When no one succeeds at fulfilling the objective in time (Normal mode / Competitive modes are limited to 10 turns, solo / multi), then everyone lost the game.&lt;br /&gt;
&lt;br /&gt;
=== Defeat case 2 : Out of tokens ===&lt;br /&gt;
In a competitive game, a player who run out of tokens in their bag will not be able to play the mandatory central action &amp;quot;draw and land&amp;quot;, so they are considered eliminated and other players continue the game.&lt;br /&gt;
&lt;br /&gt;
=== Defeat case 3 : Wind ===&lt;br /&gt;
In a normal mode game, if wind blows 1 of your token out of your board, you loose ! (and other players continue the game)&lt;br /&gt;
&lt;br /&gt;
=== Victory case : ===&lt;br /&gt;
The player who finish the schema identically in the &#039;&#039;&#039;least game turns and actions win&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The game end at the end of the current game turn. (NB : in normal mode, the game will give everyone a chance to fulfill the schema until turn 10, in competitive modes the game stop.)&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
A success for a schema gives &#039;&#039;&#039;5&#039;&#039;&#039; points for level *, &#039;&#039;&#039;10&#039;&#039;&#039; for level **, &#039;&#039;&#039;20&#039;&#039;&#039; for level *** and &#039;&#039;&#039;40&#039;&#039;&#039; for level ****: each unused action (before end of last turn) gives &#039;&#039;&#039;1&#039;&#039;&#039; point.&lt;br /&gt;
&lt;br /&gt;
A defeat gives &#039;&#039;&#039;-1&#039;&#039;&#039; point.&lt;br /&gt;
&lt;br /&gt;
A used joker gives &#039;&#039;&#039;-5&#039;&#039;&#039; points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In case of a tie between winners, the player with the most stigmerians in their recruit zone wins.&lt;br /&gt;
&lt;br /&gt;
If there still is a tie, the player with the most yellow stigmerian recruits wins.&lt;br /&gt;
&lt;br /&gt;
== Options ==&lt;br /&gt;
Your first option is to select the game mode (NORMAL by default). (See objective section).&lt;br /&gt;
&lt;br /&gt;
Your second option is to select the targeted schema for the game : you may select a random one but be careful of differences in difficulty. Default is 1 (Easy). There are 49 official schemas (from publisher) and some can be made by fan players).&lt;br /&gt;
&lt;br /&gt;
=== Examples of schemas ===&lt;br /&gt;
1 : the star on lower left corner reminds you of the difficulty (the easiest)&lt;br /&gt;
&lt;br /&gt;
In the first schema, you will need 6 blue pollens, 4 orange pollens and 2 yellow pollens :&lt;br /&gt;
[[File:Stigmeria schema 1.png|none|thumb|n°1]]&lt;br /&gt;
&lt;br /&gt;
49, the most difficult official one : (****)&lt;br /&gt;
[[File:Stigmeria schema 49.png|none|thumb|n°49]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unofficial 101 :&lt;br /&gt;
[[File:Stigmeria schema 101.png|none|thumb|n° 101 alias France flag]]&lt;/div&gt;</summary>
		<author><name>Jonathan2004</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Stigmeria_schema_49.png&amp;diff=22843</id>
		<title>File:Stigmeria schema 49.png</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Stigmeria_schema_49.png&amp;diff=22843"/>
		<updated>2024-10-03T13:07:06Z</updated>

		<summary type="html">&lt;p&gt;Jonathan2004: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;stigmeria schema 49&lt;/div&gt;</summary>
		<author><name>Jonathan2004</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpstigmeria&amp;diff=22842</id>
		<title>Gamehelpstigmeria</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpstigmeria&amp;diff=22842"/>
		<updated>2024-10-03T13:04:08Z</updated>

		<summary type="html">&lt;p&gt;Jonathan2004: add some schemas images&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Components ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;1 Flower Board per player&#039;&#039;&#039; containing a grid of 10x10 cells called &amp;quot;pistils&amp;quot;. The name printed on the flower is a remainder of the rules to apply on it. (See start options, everyone will start with the same empty flower)&lt;br /&gt;
* 1 &#039;&#039;&#039;Central common flower board&#039;&#039;&#039; when playing in competitive modes&lt;br /&gt;
* 1 &#039;&#039;&#039;Target schema&#039;&#039;&#039; board is a picture of your goal for a given game : it states all the pollen you need to have on your board to be able to win before the others&lt;br /&gt;
* (unlimited) Tokens representing 1 &#039;&#039;&#039;Stigmerian&#039;&#039;&#039; on a side (with some fairy figure) and 1 &#039;&#039;&#039;pollen&#039;&#039;&#039; on the other side :&lt;br /&gt;
** 9 colors exist : Red, Yellow, Blue, Orange, Violet, Green, Pink,  White, Black&lt;br /&gt;
** 1 token = 2 sides of the same color: eg. 1 blue stigmerian token becomes 1 blue pollen when you flip it&lt;br /&gt;
* &#039;&#039;&#039;Wind&#039;&#039;&#039; arrow tokens will be placed around the board to indicate known wind direction : South by default, but in No Limit can be anything (North, South, East, West)&lt;br /&gt;
* 1 &#039;&#039;&#039;Special actions board per player :&#039;&#039;&#039; list the 20 special actions and display who unlocked what. White token means unlocked, black token means unlocked and already used.&lt;br /&gt;
* 1 &#039;&#039;&#039;die&#039;&#039;&#039; with 12 colored faces :&lt;br /&gt;
** used in competitive mode with 1 special action or 1 versus action&lt;br /&gt;
** used to randomize wind in No Limit Mode&lt;br /&gt;
* Help and action cards describe which action is available to you in a given game : on BGA, you may display tooltips over each special action to see its description.&lt;br /&gt;
&lt;br /&gt;
== Objective ==&lt;br /&gt;
Find the best combinations of available actions to recreate on your personal board the schema of the chosen schema flower in a minimum of turns and actions.&lt;br /&gt;
&lt;br /&gt;
=== 5 game modes ===&lt;br /&gt;
&amp;lt;u&amp;gt;Discovery&amp;lt;/u&amp;gt; : like normal but you don&#039;t loose too early, you can discover the rules (for example in solo).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Normal&amp;lt;/u&amp;gt; : a race between 1 to 6 players to fulfill the target before the end of turn 10.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Competitive&amp;lt;/u&amp;gt; : almost like normal + you don&#039;t start with default special actions, everyone need to earn it through central board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Competitive No Limit&amp;lt;/u&amp;gt; : almost like Competitive + turns are not limited to 10 + wind is not known in advance + you can directly attack a flower board with Last Drift action.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Solo No Limit :&amp;lt;/u&amp;gt; almost like Competitive No Limit but as you are alone you won&#039;t play on a central board to earn special actions; the game will offer you 1 special action for each turn&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
# The game display the selected target schema to everyone&lt;br /&gt;
# Each player receives an opaque bag with 45 stigmerian tokens (15 YELLOW + 15 RED + 15 BLUE). On BGA, you cannot watch in your bag but you know the current size of it (like if you had it in your hand).&lt;br /&gt;
# Each player receives the same empty flower.&lt;br /&gt;
# Each player draws a token from their bag and place it on the recruitment zone of their personal flower board.&lt;br /&gt;
# If the targeted schema contains a side &amp;quot;Set up&amp;quot;, place all the needed tokens on each player&#039;s flower in order to start with that same set up.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Game will play in turns where each turn will give you more actions (1 action in turn 1, 2 in turn 2, ... 10 in turn 10, capped at 10 for 10+). There is some empty spots around each of the 10 petals of the flower board where the turn counter will move to display how many moved anyone used in the turn.&lt;br /&gt;
&lt;br /&gt;
During each turn, a first player is chosen and everyone will play in clockwise order after them : playing the N maximum actions. Each action may move/replace/remove a stigmerian token from your board and if it is on a targeted spot, it becomes a pollen : pollens cannot be modified (except removed by very few actions) and represent your progression to the victory.&lt;br /&gt;
&lt;br /&gt;
After each turn (except last one), there is an automated effect on each flower board : wind blows over stigmerian to move them 1 spot away in a given direction.&lt;br /&gt;
&lt;br /&gt;
== On Your Turn ==&lt;br /&gt;
&lt;br /&gt;
=== Central board &amp;quot;StigmaReine&amp;quot; ===&lt;br /&gt;
If in &#039;&#039;&#039;competitive&#039;&#039;&#039; modes, you have 2 actions on the central board to take : (you are forced to choose at least &amp;quot;1 Draw and land&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Draw and land&amp;lt;/u&amp;gt; : Draw and land a stigmerian from your bag to the central board and place it near others if any.&lt;br /&gt;
* &amp;lt;u&amp;gt;Move&amp;lt;/u&amp;gt; : Move a stigmerian of one adjacent spot (no diagonal)&lt;br /&gt;
&lt;br /&gt;
If one of these actions make the central board contains 3 tokens of the same colors, you &#039;&#039;&#039;earn a special action&#039;&#039;&#039; ! (and remove those tokens to avoid the next player to earn again ;)). You may not earn more than 9 special actions this way.&lt;br /&gt;
&lt;br /&gt;
=== Basic actions on your board ===&lt;br /&gt;
&lt;br /&gt;
* Draw (alias &amp;lt;u&amp;gt;Recruit&amp;lt;/u&amp;gt;) : take 1 stigmerian from your bag and place it in your recruit zone&lt;br /&gt;
* &amp;lt;u&amp;gt;Land :&amp;lt;/u&amp;gt; take 1 stigmerian from your recruit zone and place it on your board (adjacent to others if any)&lt;br /&gt;
* &amp;lt;u&amp;gt;Move&amp;lt;/u&amp;gt; : Move a stigmerian of one adjacent spot (no diagonal)&lt;br /&gt;
* &amp;lt;u&amp;gt;Recruit on StigmaReine :&amp;lt;/u&amp;gt; take 1 stigmerian from central board recruit zone and place it on your board (adjacent to others if any)&lt;br /&gt;
* &amp;lt;u&amp;gt;Joker :&amp;lt;/u&amp;gt; 1 per game action, optional rule : play special action &amp;quot;No harm no Foul&amp;quot; for free.&lt;br /&gt;
&lt;br /&gt;
=== Special actions on your board ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!&lt;br /&gt;
!Unlocked in normal mode&lt;br /&gt;
!Unlockable in Competitive&lt;br /&gt;
!Max uses in turn N&lt;br /&gt;
!Cost (number of actions)&lt;br /&gt;
!Info&lt;br /&gt;
|-&lt;br /&gt;
|Mixing&lt;br /&gt;
|on VertigHaineuse flower + InspirActrice&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|1 (or 2 with InspirActrice in normal mode)&lt;br /&gt;
|Change the color of two primary stigmerian tokens which are horizontally or vertically adjacent into the secondary color resulting of their mixing. Be careful this action cannot be performed on pollen tokens.&lt;br /&gt;
Put back in the box both primary color tokens and replace them at the same place on the flower by secondary color tokens from the box.&lt;br /&gt;
|-&lt;br /&gt;
|Combination&lt;br /&gt;
|on Maronne flower + InspirActrice&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|1 (or 2 with InspirActrice in normal mode)&lt;br /&gt;
|Change to a brown color a stigmerian token that is surrounded by 8 tokens (diagonals included) of which at least 2 yellow, 2 red and 2 blue tokens. The surrounding tokens can be stigmerians or pollens. The original central token is replaced by a brown stigmerian token and put back in the box.&lt;br /&gt;
|-&lt;br /&gt;
|Fulgurance&lt;br /&gt;
|on Maronne flower + InspirActrice&lt;br /&gt;
|level &amp;gt;= **&lt;br /&gt;
|&lt;br /&gt;
|1 (or 2 with InspirActrice in normal mode)&lt;br /&gt;
|Draw 5 stigmerian tokens from your bag and put them randomly from left to right on the same line, with the first token adjacent to a stigmerian or pollen token already in game : no diagonals but the first token can be above or under a token as long as it is adjacent.&lt;br /&gt;
&lt;br /&gt;
If there is no token already in game, put the first token on a free space on the first line (A) as long as you can place the other 4 tokens next to this one on the same line.&lt;br /&gt;
|-&lt;br /&gt;
|Choreography&lt;br /&gt;
|on DentDine flower + InspirActrice&lt;br /&gt;
|level &amp;gt;= ***&lt;br /&gt;
|1&lt;br /&gt;
|1 (or 2 with InspirActrice in normal mode)&lt;br /&gt;
|Once per turn you can move maximum N stigmerian tokens by one movement. (N is equal to the ongoing turn number minus 2).&lt;br /&gt;
|-&lt;br /&gt;
|Diagonal&lt;br /&gt;
|on DentDine flower + InspirActrice&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|1 (or 2 with InspirActrice in normal mode)&lt;br /&gt;
|Move a stigmerian token diagonally.&lt;br /&gt;
|-&lt;br /&gt;
|Exchange&lt;br /&gt;
|on DentDine flower + InspirActrice&lt;br /&gt;
|level &amp;gt;= **&lt;br /&gt;
|&lt;br /&gt;
|1 (or 2 with InspirActrice in normal mode)&lt;br /&gt;
|You can switch the position of 2 adjacent stigmerian tokens (diagonals excluded). They permute.&lt;br /&gt;
|-&lt;br /&gt;
|Fast Step&lt;br /&gt;
|on DentDine flower + InspirActrice&lt;br /&gt;
|level &amp;gt;= ***&lt;br /&gt;
|1&lt;br /&gt;
|1 (or 2 with InspirActrice in normal mode)&lt;br /&gt;
|Once per turn, you can move one stigmerian token by X movements maximum. (X is equal to the ongoing turn number minus 2).&lt;br /&gt;
|-&lt;br /&gt;
|Half Note&lt;br /&gt;
|on SiffloChamp flower + InspirActrice&lt;br /&gt;
|level &amp;gt;= **&lt;br /&gt;
|&lt;br /&gt;
|1 (or 2 with InspirActrice in normal mode)&lt;br /&gt;
|Fusion 2 black adjacent tokens in one white stigmerian token on one of the two places previously occupied by the black tokens. Put back in the box the 2 black tokens.&lt;br /&gt;
|-&lt;br /&gt;
|Quarter Note&lt;br /&gt;
|on SiffloChamp flower + InspirActrice&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|1 (or 2 with InspirActrice in normal mode)&lt;br /&gt;
|Transform a white stigmerian token in 2 black stigmerian tokens. Put the white token back to the box and replace it by one black token. The second black token is placed adjacent to the first one.&lt;br /&gt;
|-&lt;br /&gt;
|Two Beats&lt;br /&gt;
|on SiffloChamp flower + InspirActrice&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|1 (or 2 with InspirActrice in normal mode)&lt;br /&gt;
|Make a white stigmerian token appear in an empty spot which is surrounded by 8 tokens (diagonals included), it can be a mix of stigmerian and/or pollen tokens&lt;br /&gt;
|-&lt;br /&gt;
|Rest&lt;br /&gt;
|on SiffloChamp flower + InspirActrice&lt;br /&gt;
|level &amp;gt;= ***&lt;br /&gt;
|1&lt;br /&gt;
|1 (or 2 with InspirActrice in normal mode)&lt;br /&gt;
|Once per turn you can make a stigmerian or a pollen disappear from a flower spot. The token is put back in the box.&lt;br /&gt;
|-&lt;br /&gt;
|No harm No foul&lt;br /&gt;
|NO&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|Exchange 4 tokens of the same primary color in your recruitment area by 4 tokens of the same primary color of your choice taken from the box (example: 4 blue tokens exchanged for 4 yellow tokens or 4 red tokens).&lt;br /&gt;
|-&lt;br /&gt;
|Copy&lt;br /&gt;
|NO&lt;br /&gt;
|level &amp;gt;= **&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|Once per turn, switch a stigmerian token of a primary color on the board with another stigmerian token of a primary color from the box. The switched token is put back in the box.&lt;br /&gt;
|-&lt;br /&gt;
|Prediction&lt;br /&gt;
|NO&lt;br /&gt;
|level &amp;gt;= ***&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|Once per turn, take 3 tokens of different colors from the box and add them to your bag. That allows you to be able to draw tokens of non primary colors to top put on the common board : in this case, these colors work exactly with the same rules than primary colors to unlock the special actions on the common board.&lt;br /&gt;
|-&lt;br /&gt;
|Mimicry&lt;br /&gt;
|NO&lt;br /&gt;
|level &amp;gt;= ***&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
|Spend 3 action points to exchange the last stigmerian token that landed on the board by the same color of one of the adjacent colors. You cannot copy the same color many times on the same turn.&lt;br /&gt;
|-&lt;br /&gt;
|Fog Die&lt;br /&gt;
|NO&lt;br /&gt;
|level &amp;gt;= ***&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|Once per turn, roll the die and take a stigmerian of the color indicated by the die face. Without using the recruit action, you have to land this token on your board, following the landing rules.&lt;br /&gt;
|-&lt;br /&gt;
|Pilferer&lt;br /&gt;
|NO&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|&#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
|Free action, once during your turn, you can choose a token of a color that is not used by the schema and put it in another player bag.&lt;br /&gt;
|-&lt;br /&gt;
|Sower&lt;br /&gt;
|NO&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|&#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
|Free action, once during your turn, you can recruit by drawing a stigmerian from another player bag and putting it in your recruitment area.&lt;br /&gt;
|-&lt;br /&gt;
|Jealousy&lt;br /&gt;
|NO&lt;br /&gt;
|level &amp;gt;= **&lt;br /&gt;
|1 per game&lt;br /&gt;
|1&lt;br /&gt;
|Once per game, during your turn, after playing on the common board (and before playing on your individual board), you can exchange your bag for the rest of the game with an other player.&lt;br /&gt;
You must have a minimum of 5 tokens in your bag to exchange it.&lt;br /&gt;
|-&lt;br /&gt;
|Charmer&lt;br /&gt;
|NO&lt;br /&gt;
|level &amp;gt;= **&lt;br /&gt;
|1&lt;br /&gt;
|&#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
|Free action, once per turn, &#039;&#039;&#039;&amp;lt;u&amp;gt;at the end of a turn&amp;lt;/u&amp;gt;&#039;&#039;&#039; after all players played on their individual board (in turn order).&lt;br /&gt;
&lt;br /&gt;
Exchange one stigmerian from a recruitment area with one stigmerian from an other recruitment area. If more than two players play, you can exchange tokens from 2 other players.&lt;br /&gt;
&lt;br /&gt;
The exchanged tokens cannot be exchanged again in the current turn.&lt;br /&gt;
&lt;br /&gt;
The first player do this action first if they can and wish to do so, then other players do the same in turn order.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Last Drift ===&lt;br /&gt;
&#039;&#039;(called &amp;quot;Final drift&amp;quot; in the english rulebook page 30)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Free action.&#039;&#039;&#039; Once per turn &amp;lt;u&amp;gt;before playing on the common board&amp;lt;/u&amp;gt;, choose one of this 3 options PERSONAL BOARD, OPPONENT BOARD or CENTRAL BOARD before throwing the dice then do the dice actions. &lt;br /&gt;
&lt;br /&gt;
Once the dice has been throw, you have to do the action.&lt;br /&gt;
&lt;br /&gt;
== End of game ==&lt;br /&gt;
&lt;br /&gt;
=== Defeat case 1 : Time ===&lt;br /&gt;
When no one succeeds at fulfilling the objective in time (Normal mode / Competitive modes are limited to 10 turns, solo / multi), then everyone lost the game.&lt;br /&gt;
&lt;br /&gt;
=== Defeat case 2 : Out of tokens ===&lt;br /&gt;
In a competitive game, a player who run out of tokens in their bag will not be able to play the mandatory central action &amp;quot;draw and land&amp;quot;, so they are considered eliminated and other players continue the game.&lt;br /&gt;
&lt;br /&gt;
=== Defeat case 3 : Wind ===&lt;br /&gt;
In a normal mode game, if wind blows 1 of your token out of your board, you loose ! (and other players continue the game)&lt;br /&gt;
&lt;br /&gt;
=== Victory case : ===&lt;br /&gt;
The player who finish the schema identically in the &#039;&#039;&#039;least game turns and actions win&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The game end at the end of the current game turn. (NB : in normal mode, the game will give everyone a chance to fulfill the schema until turn 10, in competitive modes the game stop.)&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
A success for a schema gives &#039;&#039;&#039;5&#039;&#039;&#039; points for level *, &#039;&#039;&#039;10&#039;&#039;&#039; for level **, &#039;&#039;&#039;20&#039;&#039;&#039; for level *** and &#039;&#039;&#039;40&#039;&#039;&#039; for level ****: each unused action (before end of last turn) gives &#039;&#039;&#039;1&#039;&#039;&#039; point.&lt;br /&gt;
&lt;br /&gt;
A defeat gives &#039;&#039;&#039;-1&#039;&#039;&#039; point.&lt;br /&gt;
&lt;br /&gt;
A used joker gives &#039;&#039;&#039;-5&#039;&#039;&#039; points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In case of a tie between winners, the player with the most stigmerians in their recruit zone wins.&lt;br /&gt;
&lt;br /&gt;
If there still is a tie, the player with the most yellow stigmerian recruits wins.&lt;br /&gt;
&lt;br /&gt;
== Options ==&lt;br /&gt;
Your first option is to select the game mode (NORMAL by default). (See objective section).&lt;br /&gt;
&lt;br /&gt;
Your second option is to select the targeted schema for the game : you may select a random one but be careful of differences in difficulty. Default is 1 (Easy). There are 49 official schemas (from publisher) and some can be made by fan players).&lt;br /&gt;
&lt;br /&gt;
=== Examples of schemas ===&lt;br /&gt;
1 : the star on lower left corner reminds you of the difficulty (the easiest)&lt;br /&gt;
&lt;br /&gt;
In the first schema, you will need 6 blue pollens, 4 orange pollens and 2 yellow pollens :&lt;br /&gt;
[[File:Stigmeria schema 1.png|none|thumb|n°1]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unofficial 101 :&lt;br /&gt;
[[File:Stigmeria schema 101.png|none|thumb|n° 101 alias France flag]]&lt;/div&gt;</summary>
		<author><name>Jonathan2004</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Stigmeria_schema_101.png&amp;diff=22841</id>
		<title>File:Stigmeria schema 101.png</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Stigmeria_schema_101.png&amp;diff=22841"/>
		<updated>2024-10-03T13:03:12Z</updated>

		<summary type="html">&lt;p&gt;Jonathan2004: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;stigmeria schema 101&lt;/div&gt;</summary>
		<author><name>Jonathan2004</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Stigmeria_schema_1.png&amp;diff=22840</id>
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		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Stigmeria_schema_1.png&amp;diff=22840"/>
		<updated>2024-10-03T12:57:01Z</updated>

		<summary type="html">&lt;p&gt;Jonathan2004: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;stigmeria schema 1&lt;/div&gt;</summary>
		<author><name>Jonathan2004</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpstigmeria&amp;diff=22820</id>
		<title>Gamehelpstigmeria</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpstigmeria&amp;diff=22820"/>
		<updated>2024-09-30T15:17:18Z</updated>

		<summary type="html">&lt;p&gt;Jonathan2004: /* Scoring */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Components ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;1 Flower Board per player&#039;&#039;&#039; containing a grid of 10x10 cells called &amp;quot;pistils&amp;quot;. The name printed on the flower is a remainder of the rules to apply on it. (See start options, everyone will start with the same empty flower)&lt;br /&gt;
* 1 &#039;&#039;&#039;Central common flower board&#039;&#039;&#039; when playing in competitive modes&lt;br /&gt;
* 1 &#039;&#039;&#039;Target schema&#039;&#039;&#039; board is a picture of your goal for a given game : it states all the pollen you need to have on your board to be able to win before the others&lt;br /&gt;
* (unlimited) Tokens representing 1 &#039;&#039;&#039;Stigmerian&#039;&#039;&#039; on a side (with some fairy figure) and 1 &#039;&#039;&#039;pollen&#039;&#039;&#039; on the other side :&lt;br /&gt;
** 9 colors exist : Red, Yellow, Blue, Orange, Violet, Green, Pink,  White, Black&lt;br /&gt;
** 1 token = 2 sides of the same color: eg. 1 blue stigmerian token becomes 1 blue pollen when you flip it&lt;br /&gt;
* &#039;&#039;&#039;Wind&#039;&#039;&#039; arrow tokens will be placed around the board to indicate known wind direction : South by default, but in No Limit can be anything (North, South, East, West)&lt;br /&gt;
* 1 &#039;&#039;&#039;Special actions board per player :&#039;&#039;&#039; list the 20 special actions and display who unlocked what. White token means unlocked, black token means unlocked and already used.&lt;br /&gt;
* 1 &#039;&#039;&#039;die&#039;&#039;&#039; with 12 colored faces :&lt;br /&gt;
** used in competitive mode with 1 special action or 1 versus action&lt;br /&gt;
** used to randomize wind in No Limit Mode&lt;br /&gt;
* Help and action cards describe which action is available to you in a given game : on BGA, you may display tooltips over each special action to see its description.&lt;br /&gt;
&lt;br /&gt;
== Objective ==&lt;br /&gt;
Find the best combinations of available actions to recreate on your personal board the schema of the chosen schema flower in a minimum of turns and actions.&lt;br /&gt;
&lt;br /&gt;
=== 5 game modes ===&lt;br /&gt;
&amp;lt;u&amp;gt;Discovery&amp;lt;/u&amp;gt; : like normal but you don&#039;t loose too early, you can discover the rules (for example in solo).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Normal&amp;lt;/u&amp;gt; : a race between 1 to 6 players to fulfill the target before the end of turn 10.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Competitive&amp;lt;/u&amp;gt; : almost like normal + you don&#039;t start with default special actions, everyone need to earn it through central board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Competitive No Limit&amp;lt;/u&amp;gt; : almost like Competitive + turns are not limited to 10 + wind is not known in advance + you can directly attack a flower board with Last Drift action.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Solo No Limit :&amp;lt;/u&amp;gt; almost like Competitive No Limit but as you are alone you won&#039;t play on a central board to earn special actions; the game will offer you 1 special action for each turn&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
# The game display the selected target schema to everyone&lt;br /&gt;
# Each player receives an opaque bag with 45 stigmerian tokens (15 YELLOW + 15 RED + 15 BLUE). On BGA, you cannot watch in your bag but you know the current size of it (like if you had it in your hand).&lt;br /&gt;
# Each player receives the same empty flower.&lt;br /&gt;
# Each player draws a token from their bag and place it on the recruitment zone of their personal flower board.&lt;br /&gt;
# If the targeted schema contains a side &amp;quot;Set up&amp;quot;, place all the needed tokens on each player&#039;s flower in order to start with that same set up.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Game will play in turns where each turn will give you more actions (1 action in turn 1, 2 in turn 2, ... 10 in turn 10, capped at 10 for 10+). There is some empty spots around each of the 10 petals of the flower board where the turn counter will move to display how many moved anyone used in the turn.&lt;br /&gt;
&lt;br /&gt;
During each turn, a first player is chosen and everyone will play in clockwise order after them : playing the N maximum actions. Each action may move/replace/remove a stigmerian token from your board and if it is on a targeted spot, it becomes a pollen : pollens cannot be modified (except removed by very few actions) and represent your progression to the victory.&lt;br /&gt;
&lt;br /&gt;
After each turn (except last one), there is an automated effect on each flower board : wind blows over stigmerian to move them 1 spot away in a given direction.&lt;br /&gt;
&lt;br /&gt;
== On Your Turn ==&lt;br /&gt;
&lt;br /&gt;
=== Central board &amp;quot;StigmaReine&amp;quot; ===&lt;br /&gt;
If in &#039;&#039;&#039;competitive&#039;&#039;&#039; modes, you have 2 actions on the central board to take : (you are forced to choose at least &amp;quot;1 Draw and land&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Draw and land&amp;lt;/u&amp;gt; : Draw and land a stigmerian from your bag to the central board and place it near others if any.&lt;br /&gt;
* &amp;lt;u&amp;gt;Move&amp;lt;/u&amp;gt; : Move a stigmerian of one adjacent spot (no diagonal)&lt;br /&gt;
&lt;br /&gt;
If one of these actions make the central board contains 3 tokens of the same colors, you &#039;&#039;&#039;earn a special action&#039;&#039;&#039; ! (and remove those tokens to avoid the next player to earn again ;)). You may not earn more than 9 special actions this way.&lt;br /&gt;
&lt;br /&gt;
=== Basic actions on your board ===&lt;br /&gt;
&lt;br /&gt;
* Draw (alias &amp;lt;u&amp;gt;Recruit&amp;lt;/u&amp;gt;) : take 1 stigmerian from your bag and place it in your recruit zone&lt;br /&gt;
* &amp;lt;u&amp;gt;Land :&amp;lt;/u&amp;gt; take 1 stigmerian from your recruit zone and place it on your board (adjacent to others if any)&lt;br /&gt;
* &amp;lt;u&amp;gt;Move&amp;lt;/u&amp;gt; : Move a stigmerian of one adjacent spot (no diagonal)&lt;br /&gt;
* &amp;lt;u&amp;gt;Recruit on StigmaReine :&amp;lt;/u&amp;gt; take 1 stigmerian from central board recruit zone and place it on your board (adjacent to others if any)&lt;br /&gt;
* &amp;lt;u&amp;gt;Joker :&amp;lt;/u&amp;gt; 1 per game action, optional rule : play special action &amp;quot;No harm no Foul&amp;quot; for free.&lt;br /&gt;
&lt;br /&gt;
=== Special actions on your board ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!&lt;br /&gt;
!Unlocked in normal mode&lt;br /&gt;
!Unlockable in Competitive&lt;br /&gt;
!Max uses in turn N&lt;br /&gt;
!Cost (number of actions)&lt;br /&gt;
!Info&lt;br /&gt;
|-&lt;br /&gt;
|Mixing&lt;br /&gt;
|on VertigHaineuse flower + InspirActrice&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|1 (or 2 with InspirActrice in normal mode)&lt;br /&gt;
|Change the color of two primary stigmerian tokens which are horizontally or vertically adjacent into the secondary color resulting of their mixing. Be careful this action cannot be performed on pollen tokens.&lt;br /&gt;
Put back in the box both primary color tokens and replace them at the same place on the flower by secondary color tokens from the box.&lt;br /&gt;
|-&lt;br /&gt;
|Combination&lt;br /&gt;
|on Maronne flower + InspirActrice&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|1 (or 2 with InspirActrice in normal mode)&lt;br /&gt;
|Change to a brown color a stigmerian token that is surrounded by 8 tokens (diagonals included) of which at least 2 yellow, 2 red and 2 blue tokens. The surrounding tokens can be stigmerians or pollens. The original central token is replaced by a brown stigmerian token and put back in the box.&lt;br /&gt;
|-&lt;br /&gt;
|Fulgurance&lt;br /&gt;
|on Maronne flower + InspirActrice&lt;br /&gt;
|level &amp;gt;= **&lt;br /&gt;
|&lt;br /&gt;
|1 (or 2 with InspirActrice in normal mode)&lt;br /&gt;
|Draw 5 stigmerian tokens from your bag and put them randomly from left to right on the same line, with the first token adjacent to a stigmerian or pollen token already in game : no diagonals but the first token can be above or under a token as long as it is adjacent.&lt;br /&gt;
&lt;br /&gt;
If there is no token already in game, put the first token on a free space on the first line (A) as long as you can place the other 4 tokens next to this one on the same line.&lt;br /&gt;
|-&lt;br /&gt;
|Choreography&lt;br /&gt;
|on DentDine flower + InspirActrice&lt;br /&gt;
|level &amp;gt;= ***&lt;br /&gt;
|1&lt;br /&gt;
|1 (or 2 with InspirActrice in normal mode)&lt;br /&gt;
|Once per turn you can move maximum N stigmerian tokens by one movement. (N is equal to the ongoing turn number minus 2).&lt;br /&gt;
|-&lt;br /&gt;
|Diagonal&lt;br /&gt;
|on DentDine flower + InspirActrice&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|1 (or 2 with InspirActrice in normal mode)&lt;br /&gt;
|Move a stigmerian token diagonally.&lt;br /&gt;
|-&lt;br /&gt;
|Exchange&lt;br /&gt;
|on DentDine flower + InspirActrice&lt;br /&gt;
|level &amp;gt;= **&lt;br /&gt;
|&lt;br /&gt;
|1 (or 2 with InspirActrice in normal mode)&lt;br /&gt;
|You can switch the position of 2 adjacent stigmerian tokens (diagonals excluded). They permute.&lt;br /&gt;
|-&lt;br /&gt;
|Fast Step&lt;br /&gt;
|on DentDine flower + InspirActrice&lt;br /&gt;
|level &amp;gt;= ***&lt;br /&gt;
|1&lt;br /&gt;
|1 (or 2 with InspirActrice in normal mode)&lt;br /&gt;
|Once per turn, you can move one stigmerian token by X movements maximum. (X is equal to the ongoing turn number minus 2).&lt;br /&gt;
|-&lt;br /&gt;
|Half Note&lt;br /&gt;
|on SiffloChamp flower + InspirActrice&lt;br /&gt;
|level &amp;gt;= **&lt;br /&gt;
|&lt;br /&gt;
|1 (or 2 with InspirActrice in normal mode)&lt;br /&gt;
|Fusion 2 black adjacent tokens in one white stigmerian token on one of the two places previously occupied by the black tokens. Put back in the box the 2 black tokens.&lt;br /&gt;
|-&lt;br /&gt;
|Quarter Note&lt;br /&gt;
|on SiffloChamp flower + InspirActrice&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|1 (or 2 with InspirActrice in normal mode)&lt;br /&gt;
|Transform a white stigmerian token in 2 black stigmerian tokens. Put the white token back to the box and replace it by one black token. The second black token is placed adjacent to the first one.&lt;br /&gt;
|-&lt;br /&gt;
|Two Beats&lt;br /&gt;
|on SiffloChamp flower + InspirActrice&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|1 (or 2 with InspirActrice in normal mode)&lt;br /&gt;
|Make a white stigmerian token appear in an empty spot which is surrounded by 8 tokens (diagonals included), it can be a mix of stigmerian and/or pollen tokens&lt;br /&gt;
|-&lt;br /&gt;
|Rest&lt;br /&gt;
|on SiffloChamp flower + InspirActrice&lt;br /&gt;
|level &amp;gt;= ***&lt;br /&gt;
|1&lt;br /&gt;
|1 (or 2 with InspirActrice in normal mode)&lt;br /&gt;
|Once per turn you can make a stigmerian or a pollen disappear from a flower spot. The token is put back in the box.&lt;br /&gt;
|-&lt;br /&gt;
|No harm No foul&lt;br /&gt;
|NO&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|Exchange 4 tokens of the same primary color in your recruitment area by 4 tokens of the same primary color of your choice taken from the box (example: 4 blue tokens exchanged for 4 yellow tokens or 4 red tokens).&lt;br /&gt;
|-&lt;br /&gt;
|Copy&lt;br /&gt;
|NO&lt;br /&gt;
|level &amp;gt;= **&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|Once per turn, switch a stigmerian token of a primary color on the board with another stigmerian token of a primary color from the box. The switched token is put back in the box.&lt;br /&gt;
|-&lt;br /&gt;
|Prediction&lt;br /&gt;
|NO&lt;br /&gt;
|level &amp;gt;= ***&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|Once per turn, take 3 tokens of different colors from the box and add them to your bag. That allows you to be able to draw tokens of non primary colors to top put on the common board : in this case, these colors work exactly with the same rules than primary colors to unlock the special actions on the common board.&lt;br /&gt;
|-&lt;br /&gt;
|Mimicry&lt;br /&gt;
|NO&lt;br /&gt;
|level &amp;gt;= ***&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
|Spend 3 action points to exchange the last stigmerian token that landed on the board by the same color of one of the adjacent colors. You cannot copy the same color many times on the same turn.&lt;br /&gt;
|-&lt;br /&gt;
|Fog Die&lt;br /&gt;
|NO&lt;br /&gt;
|level &amp;gt;= ***&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|Once per turn, roll the die and take a stigmerian of the color indicated by the die face. Without using the recruit action, you have to land this token on your board, following the landing rules.&lt;br /&gt;
|-&lt;br /&gt;
|Pilferer&lt;br /&gt;
|NO&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|&#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
|Free action, once during your turn, you can choose a token of a color that is not used by the schema and put it in another player bag.&lt;br /&gt;
|-&lt;br /&gt;
|Sower&lt;br /&gt;
|NO&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|&#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
|Free action, once during your turn, you can recruit by drawing a stigmerian from another player bag and putting it in your recruitment area.&lt;br /&gt;
|-&lt;br /&gt;
|Jealousy&lt;br /&gt;
|NO&lt;br /&gt;
|level &amp;gt;= **&lt;br /&gt;
|1 per game&lt;br /&gt;
|1&lt;br /&gt;
|Once per game, during your turn, after playing on the common board (and before playing on your individual board), you can exchange your bag for the rest of the game with an other player.&lt;br /&gt;
You must have a minimum of 5 tokens in your bag to exchange it.&lt;br /&gt;
|-&lt;br /&gt;
|Charmer&lt;br /&gt;
|NO&lt;br /&gt;
|level &amp;gt;= **&lt;br /&gt;
|1&lt;br /&gt;
|&#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
|Free action, once per turn, &#039;&#039;&#039;&amp;lt;u&amp;gt;at the end of a turn&amp;lt;/u&amp;gt;&#039;&#039;&#039; after all players played on their individual board (in turn order).&lt;br /&gt;
&lt;br /&gt;
Exchange one stigmerian from a recruitment area with one stigmerian from an other recruitment area. If more than two players play, you can exchange tokens from 2 other players.&lt;br /&gt;
&lt;br /&gt;
The exchanged tokens cannot be exchanged again in the current turn.&lt;br /&gt;
&lt;br /&gt;
The first player do this action first if they can and wish to do so, then other players do the same in turn order.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Last Drift ===&lt;br /&gt;
&#039;&#039;(called &amp;quot;Final drift&amp;quot; in the english rulebook page 30)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Free action.&#039;&#039;&#039; Once per turn &amp;lt;u&amp;gt;before playing on the common board&amp;lt;/u&amp;gt;, choose one of this 3 options PERSONAL BOARD, OPPONENT BOARD or CENTRAL BOARD before throwing the dice then do the dice actions. &lt;br /&gt;
&lt;br /&gt;
Once the dice has been throw, you have to do the action.&lt;br /&gt;
&lt;br /&gt;
== End of game ==&lt;br /&gt;
&lt;br /&gt;
=== Defeat case 1 : Time ===&lt;br /&gt;
When no one succeeds at fulfilling the objective in time (Normal mode / Competitive modes are limited to 10 turns, solo / multi), then everyone lost the game.&lt;br /&gt;
&lt;br /&gt;
=== Defeat case 2 : Out of tokens ===&lt;br /&gt;
In a competitive game, a player who run out of tokens in their bag will not be able to play the mandatory central action &amp;quot;draw and land&amp;quot;, so they are considered eliminated and other players continue the game.&lt;br /&gt;
&lt;br /&gt;
=== Defeat case 3 : Wind ===&lt;br /&gt;
In a normal mode game, if wind blows 1 of your token out of your board, you loose ! (and other players continue the game)&lt;br /&gt;
&lt;br /&gt;
=== Victory case : ===&lt;br /&gt;
The player who finish the schema identically in the &#039;&#039;&#039;least game turns and actions win&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The game end at the end of the current game turn. (NB : in normal mode, the game will give everyone a chance to fulfill the schema until turn 10, in competitive modes the game stop.)&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
A success for a schema gives &#039;&#039;&#039;5&#039;&#039;&#039; points for level *, &#039;&#039;&#039;10&#039;&#039;&#039; for level **, &#039;&#039;&#039;20&#039;&#039;&#039; for level *** and &#039;&#039;&#039;40&#039;&#039;&#039; for level ****: each unused action (before end of last turn) gives &#039;&#039;&#039;1&#039;&#039;&#039; point.&lt;br /&gt;
&lt;br /&gt;
A defeat gives &#039;&#039;&#039;-1&#039;&#039;&#039; point.&lt;br /&gt;
&lt;br /&gt;
A used joker gives &#039;&#039;&#039;-5&#039;&#039;&#039; points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In case of a tie between winners, the player with the most stigmerians in their recruit zone wins.&lt;br /&gt;
&lt;br /&gt;
If there still is a tie, the player with the most yellow stigmerian recruits wins.&lt;br /&gt;
&lt;br /&gt;
== Options ==&lt;br /&gt;
Your first option is to select the game mode (NORMAL by default). (See objective section).&lt;br /&gt;
&lt;br /&gt;
Your second option is to select the targeted schema for the game : you may select a random one but be careful of differences in difficulty. Default is 1 (Easy).&lt;/div&gt;</summary>
		<author><name>Jonathan2004</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpstigmeria&amp;diff=22819</id>
		<title>Gamehelpstigmeria</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpstigmeria&amp;diff=22819"/>
		<updated>2024-09-30T15:05:38Z</updated>

		<summary type="html">&lt;p&gt;Jonathan2004: /* End of game */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;NB : this page is under construction...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Components ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;1 Flower Board per player&#039;&#039;&#039; containing a grid of 10x10 cells called &amp;quot;pistils&amp;quot;. The name printed on the flower is a remainder of the rules to apply on it. (See start options, everyone will start with the same empty flower)&lt;br /&gt;
* 1 &#039;&#039;&#039;Central common flower board&#039;&#039;&#039; when playing in competitive modes&lt;br /&gt;
* 1 &#039;&#039;&#039;Target schema&#039;&#039;&#039; board is a picture of your goal for a given game : it states all the pollen you need to have on your board to be able to win before the others&lt;br /&gt;
* (unlimited) Tokens representing 1 &#039;&#039;&#039;Stigmerian&#039;&#039;&#039; on a side (with some fairy figure) and 1 &#039;&#039;&#039;pollen&#039;&#039;&#039; on the other side :&lt;br /&gt;
** 9 colors exist : Red, Yellow, Blue, Orange, Violet, Green, Pink,  White, Black&lt;br /&gt;
** 1 token = 2 sides of the same color: eg. 1 blue stigmerian token becomes 1 blue pollen when you flip it&lt;br /&gt;
* &#039;&#039;&#039;Wind&#039;&#039;&#039; arrow tokens will be placed around the board to indicate known wind direction : South by default, but in No Limit can be anything (North, South, East, West)&lt;br /&gt;
* 1 &#039;&#039;&#039;Special actions board per player :&#039;&#039;&#039; list the 20 special actions and display who unlocked what. White token means unlocked, black token means unlocked and already used.&lt;br /&gt;
* 1 &#039;&#039;&#039;die&#039;&#039;&#039; with 12 colored faces :&lt;br /&gt;
** used in competitive mode with 1 special action or 1 versus action&lt;br /&gt;
** used to randomize wind in No Limit Mode&lt;br /&gt;
* Help and action cards describe which action is available to you in a given game : on BGA, you may display tooltips over each special action to see its description.&lt;br /&gt;
&lt;br /&gt;
== Objective ==&lt;br /&gt;
Find the best combinations of available actions to recreate on your personal board the schema of the chosen schema flower in a minimum of turns and actions.&lt;br /&gt;
&lt;br /&gt;
=== 5 game modes ===&lt;br /&gt;
&amp;lt;u&amp;gt;Discovery&amp;lt;/u&amp;gt; : like normal but you don&#039;t loose too early, you can discover the rules (for example in solo).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Normal&amp;lt;/u&amp;gt; : a race between 1 to 6 players to fulfill the target before the end of turn 10.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Competitive&amp;lt;/u&amp;gt; : almost like normal + you don&#039;t start with default special actions, everyone need to earn it through central board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Competitive No Limit&amp;lt;/u&amp;gt; : almost like Competitive + turns are not limited to 10 + wind is not known in advance + you can directly attack a flower board with Last Drift action.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Solo No Limit :&amp;lt;/u&amp;gt; almost like Competitive No Limit but as you are alone you won&#039;t play on a central board to earn special actions; the game will offer you 1 special action for each turn&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
# The game display the selected target schema to everyone&lt;br /&gt;
# Each player receives an opaque bag with 45 stigmerian tokens (15 YELLOW + 15 RED + 15 BLUE). On BGA, you cannot watch in your bag but you know the current size of it (like if you had it in your hand).&lt;br /&gt;
# Each player receives the same empty flower.&lt;br /&gt;
# Each player draws a token from their bag and place it on the recruitment zone of their personal flower board.&lt;br /&gt;
# If the targeted schema contains a side &amp;quot;Set up&amp;quot;, place all the needed tokens on each player&#039;s flower in order to start with that same set up.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Game will play in turns where each turn will give you more actions (1 action in turn 1, 2 in turn 2, ... 10 in turn 10, capped at 10 for 10+). There is some empty spots around each of the 10 petals of the flower board where the turn counter will move to display how many moved anyone used in the turn.&lt;br /&gt;
&lt;br /&gt;
During each turn, a first player is chosen and everyone will play in clockwise order after them : playing the N maximum actions. Each action may move/replace/remove a stigmerian token from your board and if it is on a targeted spot, it becomes a pollen : pollens cannot be modified (except removed by very few actions) and represent your progression to the victory.&lt;br /&gt;
&lt;br /&gt;
After each turn (except last one), there is an automated effect on each flower board : wind blows over stigmerian to move them 1 spot away in a given direction.&lt;br /&gt;
&lt;br /&gt;
== On Your Turn ==&lt;br /&gt;
&lt;br /&gt;
=== Central board &amp;quot;StigmaReine&amp;quot; ===&lt;br /&gt;
If in &#039;&#039;&#039;competitive&#039;&#039;&#039; modes, you have 2 actions on the central board to take : (you are forced to choose at least &amp;quot;1 Draw and land&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Draw and land&amp;lt;/u&amp;gt; : Draw and land a stigmerian from your bag to the central board and place it near others if any.&lt;br /&gt;
* &amp;lt;u&amp;gt;Move&amp;lt;/u&amp;gt; : Move a stigmerian of one adjacent spot (no diagonal)&lt;br /&gt;
&lt;br /&gt;
If one of these actions make the central board contains 3 tokens of the same colors, you &#039;&#039;&#039;earn a special action&#039;&#039;&#039; ! (and remove those tokens to avoid the next player to earn again ;)). You may not earn more than 9 special actions this way.&lt;br /&gt;
&lt;br /&gt;
=== Basic actions on your board ===&lt;br /&gt;
&lt;br /&gt;
* Draw (alias &amp;lt;u&amp;gt;Recruit&amp;lt;/u&amp;gt;) : take 1 stigmerian from your bag and place it in your recruit zone&lt;br /&gt;
* &amp;lt;u&amp;gt;Land :&amp;lt;/u&amp;gt; take 1 stigmerian from your recruit zone and place it on your board (adjacent to others if any)&lt;br /&gt;
* &amp;lt;u&amp;gt;Move&amp;lt;/u&amp;gt; : Move a stigmerian of one adjacent spot (no diagonal)&lt;br /&gt;
* &amp;lt;u&amp;gt;Recruit on StigmaReine :&amp;lt;/u&amp;gt; take 1 stigmerian from central board recruit zone and place it on your board (adjacent to others if any)&lt;br /&gt;
* &amp;lt;u&amp;gt;Joker :&amp;lt;/u&amp;gt; 1 per game action, optional rule : play special action &amp;quot;No harm no Foul&amp;quot; for free.&lt;br /&gt;
&lt;br /&gt;
=== Special actions on your board ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!&lt;br /&gt;
!Unlocked in normal mode&lt;br /&gt;
!Unlockable in Competitive&lt;br /&gt;
!Max uses in turn N&lt;br /&gt;
!Cost (number of actions)&lt;br /&gt;
!Info&lt;br /&gt;
|-&lt;br /&gt;
|Mixing&lt;br /&gt;
|on VertigHaineuse flower + InspirActrice&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|1 (or 2 with InspirActrice in normal mode)&lt;br /&gt;
|Change the color of two primary stigmerian tokens which are horizontally or vertically adjacent into the secondary color resulting of their mixing. Be careful this action cannot be performed on pollen tokens.&lt;br /&gt;
Put back in the box both primary color tokens and replace them at the same place on the flower by secondary color tokens from the box.&lt;br /&gt;
|-&lt;br /&gt;
|Combination&lt;br /&gt;
|on Maronne flower + InspirActrice&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|1 (or 2 with InspirActrice in normal mode)&lt;br /&gt;
|Change to a brown color a stigmerian token that is surrounded by 8 tokens (diagonals included) of which at least 2 yellow, 2 red and 2 blue tokens. The surrounding tokens can be stigmerians or pollens. The original central token is replaced by a brown stigmerian token and put back in the box.&lt;br /&gt;
|-&lt;br /&gt;
|Fulgurance&lt;br /&gt;
|on Maronne flower + InspirActrice&lt;br /&gt;
|level &amp;gt;= **&lt;br /&gt;
|&lt;br /&gt;
|1 (or 2 with InspirActrice in normal mode)&lt;br /&gt;
|Draw 5 stigmerian tokens from your bag and put them randomly from left to right on the same line, with the first token adjacent to a stigmerian or pollen token already in game : no diagonals but the first token can be above or under a token as long as it is adjacent.&lt;br /&gt;
&lt;br /&gt;
If there is no token already in game, put the first token on a free space on the first line (A) as long as you can place the other 4 tokens next to this one on the same line.&lt;br /&gt;
|-&lt;br /&gt;
|Choreography&lt;br /&gt;
|on DentDine flower + InspirActrice&lt;br /&gt;
|level &amp;gt;= ***&lt;br /&gt;
|1&lt;br /&gt;
|1 (or 2 with InspirActrice in normal mode)&lt;br /&gt;
|Once per turn you can move maximum N stigmerian tokens by one movement. (N is equal to the ongoing turn number minus 2).&lt;br /&gt;
|-&lt;br /&gt;
|Diagonal&lt;br /&gt;
|on DentDine flower + InspirActrice&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|1 (or 2 with InspirActrice in normal mode)&lt;br /&gt;
|Move a stigmerian token diagonally.&lt;br /&gt;
|-&lt;br /&gt;
|Exchange&lt;br /&gt;
|on DentDine flower + InspirActrice&lt;br /&gt;
|level &amp;gt;= **&lt;br /&gt;
|&lt;br /&gt;
|1 (or 2 with InspirActrice in normal mode)&lt;br /&gt;
|You can switch the position of 2 adjacent stigmerian tokens (diagonals excluded). They permute.&lt;br /&gt;
|-&lt;br /&gt;
|Fast Step&lt;br /&gt;
|on DentDine flower + InspirActrice&lt;br /&gt;
|level &amp;gt;= ***&lt;br /&gt;
|1&lt;br /&gt;
|1 (or 2 with InspirActrice in normal mode)&lt;br /&gt;
|Once per turn, you can move one stigmerian token by X movements maximum. (X is equal to the ongoing turn number minus 2).&lt;br /&gt;
|-&lt;br /&gt;
|Half Note&lt;br /&gt;
|on SiffloChamp flower + InspirActrice&lt;br /&gt;
|level &amp;gt;= **&lt;br /&gt;
|&lt;br /&gt;
|1 (or 2 with InspirActrice in normal mode)&lt;br /&gt;
|Fusion 2 black adjacent tokens in one white stigmerian token on one of the two places previously occupied by the black tokens. Put back in the box the 2 black tokens.&lt;br /&gt;
|-&lt;br /&gt;
|Quarter Note&lt;br /&gt;
|on SiffloChamp flower + InspirActrice&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|1 (or 2 with InspirActrice in normal mode)&lt;br /&gt;
|Transform a white stigmerian token in 2 black stigmerian tokens. Put the white token back to the box and replace it by one black token. The second black token is placed adjacent to the first one.&lt;br /&gt;
|-&lt;br /&gt;
|Two Beats&lt;br /&gt;
|on SiffloChamp flower + InspirActrice&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|1 (or 2 with InspirActrice in normal mode)&lt;br /&gt;
|Make a white stigmerian token appear in an empty spot which is surrounded by 8 tokens (diagonals included), it can be a mix of stigmerian and/or pollen tokens&lt;br /&gt;
|-&lt;br /&gt;
|Rest&lt;br /&gt;
|on SiffloChamp flower + InspirActrice&lt;br /&gt;
|level &amp;gt;= ***&lt;br /&gt;
|1&lt;br /&gt;
|1 (or 2 with InspirActrice in normal mode)&lt;br /&gt;
|Once per turn you can make a stigmerian or a pollen disappear from a flower spot. The token is put back in the box.&lt;br /&gt;
|-&lt;br /&gt;
|No harm No foul&lt;br /&gt;
|NO&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|Exchange 4 tokens of the same primary color in your recruitment area by 4 tokens of the same primary color of your choice taken from the box (example: 4 blue tokens exchanged for 4 yellow tokens or 4 red tokens).&lt;br /&gt;
|-&lt;br /&gt;
|Copy&lt;br /&gt;
|NO&lt;br /&gt;
|level &amp;gt;= **&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|Once per turn, switch a stigmerian token of a primary color on the board with another stigmerian token of a primary color from the box. The switched token is put back in the box.&lt;br /&gt;
|-&lt;br /&gt;
|Prediction&lt;br /&gt;
|NO&lt;br /&gt;
|level &amp;gt;= ***&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|Once per turn, take 3 tokens of different colors from the box and add them to your bag. That allows you to be able to draw tokens of non primary colors to top put on the common board : in this case, these colors work exactly with the same rules than primary colors to unlock the special actions on the common board.&lt;br /&gt;
|-&lt;br /&gt;
|Mimicry&lt;br /&gt;
|NO&lt;br /&gt;
|level &amp;gt;= ***&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
|Spend 3 action points to exchange the last stigmerian token that landed on the board by the same color of one of the adjacent colors. You cannot copy the same color many times on the same turn.&lt;br /&gt;
|-&lt;br /&gt;
|Fog Die&lt;br /&gt;
|NO&lt;br /&gt;
|level &amp;gt;= ***&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|Once per turn, roll the die and take a stigmerian of the color indicated by the die face. Without using the recruit action, you have to land this token on your board, following the landing rules.&lt;br /&gt;
|-&lt;br /&gt;
|Pilferer&lt;br /&gt;
|NO&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|&#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
|Free action, once during your turn, you can choose a token of a color that is not used by the schema and put it in another player bag.&lt;br /&gt;
|-&lt;br /&gt;
|Sower&lt;br /&gt;
|NO&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|&#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
|Free action, once during your turn, you can recruit by drawing a stigmerian from another player bag and putting it in your recruitment area.&lt;br /&gt;
|-&lt;br /&gt;
|Jealousy&lt;br /&gt;
|NO&lt;br /&gt;
|level &amp;gt;= **&lt;br /&gt;
|1 per game&lt;br /&gt;
|1&lt;br /&gt;
|Once per game, during your turn, after playing on the common board (and before playing on your individual board), you can exchange your bag for the rest of the game with an other player.&lt;br /&gt;
You must have a minimum of 5 tokens in your bag to exchange it.&lt;br /&gt;
|-&lt;br /&gt;
|Charmer&lt;br /&gt;
|NO&lt;br /&gt;
|level &amp;gt;= **&lt;br /&gt;
|1&lt;br /&gt;
|&#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
|Free action, once per turn, &#039;&#039;&#039;&amp;lt;u&amp;gt;at the end of a turn&amp;lt;/u&amp;gt;&#039;&#039;&#039; after all players played on their individual board (in turn order).&lt;br /&gt;
&lt;br /&gt;
Exchange one stigmerian from a recruitment area with one stigmerian from an other recruitment area. If more than two players play, you can exchange tokens from 2 other players.&lt;br /&gt;
&lt;br /&gt;
The exchanged tokens cannot be exchanged again in the current turn.&lt;br /&gt;
&lt;br /&gt;
The first player do this action first if they can and wish to do so, then other players do the same in turn order.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Last Drift ===&lt;br /&gt;
&#039;&#039;(called &amp;quot;Final drift&amp;quot; in the english rulebook page 30)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Free action.&#039;&#039;&#039; Once per turn &amp;lt;u&amp;gt;before playing on the common board&amp;lt;/u&amp;gt;, choose one of this 3 options PERSONAL BOARD, OPPONENT BOARD or CENTRAL BOARD before throwing the dice then do the dice actions. &lt;br /&gt;
&lt;br /&gt;
Once the dice has been throw, you have to do the action.&lt;br /&gt;
&lt;br /&gt;
== End of game ==&lt;br /&gt;
&lt;br /&gt;
=== Defeat case 1 : Time ===&lt;br /&gt;
When no one succeeds at fulfilling the objective in time (Normal mode / Competitive modes are limited to 10 turns, solo / multi), then everyone lost the game.&lt;br /&gt;
&lt;br /&gt;
=== Defeat case 2 : Out of tokens ===&lt;br /&gt;
In a competitive game, a player who run out of tokens in their bag will not be able to play the mandatory central action &amp;quot;draw and land&amp;quot;, so they are considered eliminated and other players continue the game.&lt;br /&gt;
&lt;br /&gt;
=== Defeat case 3 : Wind ===&lt;br /&gt;
In a normal mode game, if wind blows 1 of your token out of your board, you loose ! (and other players continue the game)&lt;br /&gt;
&lt;br /&gt;
=== Victory case : ===&lt;br /&gt;
The player who finish the schema identically in the &#039;&#039;&#039;least game turns and actions win&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The game end at the end of the current game turn.&lt;br /&gt;
&lt;br /&gt;
In case of a tie, the player with the most stigmerians in their recruit zone win.&lt;br /&gt;
&lt;br /&gt;
If there is still a tie, the player with the most yellow stigmerians win.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
== Options ==&lt;br /&gt;
Your first option is to select the game mode (NORMAL by default). (See objective section).&lt;br /&gt;
&lt;br /&gt;
Your second option is to select the targeted schema for the game : you may select a random one but be careful of differences in difficulty. Default is 1 (Easy).&lt;/div&gt;</summary>
		<author><name>Jonathan2004</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpstigmeria&amp;diff=22818</id>
		<title>Gamehelpstigmeria</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpstigmeria&amp;diff=22818"/>
		<updated>2024-09-30T14:45:36Z</updated>

		<summary type="html">&lt;p&gt;Jonathan2004: /* Special actions on your board */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;NB : this page is under construction...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Components ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;1 Flower Board per player&#039;&#039;&#039; containing a grid of 10x10 cells called &amp;quot;pistils&amp;quot;. The name printed on the flower is a remainder of the rules to apply on it. (See start options, everyone will start with the same empty flower)&lt;br /&gt;
* 1 &#039;&#039;&#039;Central common flower board&#039;&#039;&#039; when playing in competitive modes&lt;br /&gt;
* 1 &#039;&#039;&#039;Target schema&#039;&#039;&#039; board is a picture of your goal for a given game : it states all the pollen you need to have on your board to be able to win before the others&lt;br /&gt;
* (unlimited) Tokens representing 1 &#039;&#039;&#039;Stigmerian&#039;&#039;&#039; on a side (with some fairy figure) and 1 &#039;&#039;&#039;pollen&#039;&#039;&#039; on the other side :&lt;br /&gt;
** 9 colors exist : Red, Yellow, Blue, Orange, Violet, Green, Pink,  White, Black&lt;br /&gt;
** 1 token = 2 sides of the same color: eg. 1 blue stigmerian token becomes 1 blue pollen when you flip it&lt;br /&gt;
* &#039;&#039;&#039;Wind&#039;&#039;&#039; arrow tokens will be placed around the board to indicate known wind direction : South by default, but in No Limit can be anything (North, South, East, West)&lt;br /&gt;
* 1 &#039;&#039;&#039;Special actions board per player :&#039;&#039;&#039; list the 20 special actions and display who unlocked what. White token means unlocked, black token means unlocked and already used.&lt;br /&gt;
* 1 &#039;&#039;&#039;die&#039;&#039;&#039; with 12 colored faces :&lt;br /&gt;
** used in competitive mode with 1 special action or 1 versus action&lt;br /&gt;
** used to randomize wind in No Limit Mode&lt;br /&gt;
* Help and action cards describe which action is available to you in a given game : on BGA, you may display tooltips over each special action to see its description.&lt;br /&gt;
&lt;br /&gt;
== Objective ==&lt;br /&gt;
Find the best combinations of available actions to recreate on your personal board the schema of the chosen schema flower in a minimum of turns and actions.&lt;br /&gt;
&lt;br /&gt;
=== 5 game modes ===&lt;br /&gt;
&amp;lt;u&amp;gt;Discovery&amp;lt;/u&amp;gt; : like normal but you don&#039;t loose too early, you can discover the rules (for example in solo).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Normal&amp;lt;/u&amp;gt; : a race between 1 to 6 players to fulfill the target before the end of turn 10.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Competitive&amp;lt;/u&amp;gt; : almost like normal + you don&#039;t start with default special actions, everyone need to earn it through central board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Competitive No Limit&amp;lt;/u&amp;gt; : almost like Competitive + turns are not limited to 10 + wind is not known in advance + you can directly attack a flower board with Last Drift action.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Solo No Limit :&amp;lt;/u&amp;gt; almost like Competitive No Limit but as you are alone you won&#039;t play on a central board to earn special actions; the game will offer you 1 special action for each turn&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
# The game display the selected target schema to everyone&lt;br /&gt;
# Each player receives an opaque bag with 45 stigmerian tokens (15 YELLOW + 15 RED + 15 BLUE). On BGA, you cannot watch in your bag but you know the current size of it (like if you had it in your hand).&lt;br /&gt;
# Each player receives the same empty flower.&lt;br /&gt;
# Each player draws a token from their bag and place it on the recruitment zone of their personal flower board.&lt;br /&gt;
# If the targeted schema contains a side &amp;quot;Set up&amp;quot;, place all the needed tokens on each player&#039;s flower in order to start with that same set up.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Game will play in turns where each turn will give you more actions (1 action in turn 1, 2 in turn 2, ... 10 in turn 10, capped at 10 for 10+). There is some empty spots around each of the 10 petals of the flower board where the turn counter will move to display how many moved anyone used in the turn.&lt;br /&gt;
&lt;br /&gt;
During each turn, a first player is chosen and everyone will play in clockwise order after them : playing the N maximum actions. Each action may move/replace/remove a stigmerian token from your board and if it is on a targeted spot, it becomes a pollen : pollens cannot be modified (except removed by very few actions) and represent your progression to the victory.&lt;br /&gt;
&lt;br /&gt;
After each turn (except last one), there is an automated effect on each flower board : wind blows over stigmerian to move them 1 spot away in a given direction.&lt;br /&gt;
&lt;br /&gt;
== On Your Turn ==&lt;br /&gt;
&lt;br /&gt;
=== Central board &amp;quot;StigmaReine&amp;quot; ===&lt;br /&gt;
If in &#039;&#039;&#039;competitive&#039;&#039;&#039; modes, you have 2 actions on the central board to take : (you are forced to choose at least &amp;quot;1 Draw and land&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Draw and land&amp;lt;/u&amp;gt; : Draw and land a stigmerian from your bag to the central board and place it near others if any.&lt;br /&gt;
* &amp;lt;u&amp;gt;Move&amp;lt;/u&amp;gt; : Move a stigmerian of one adjacent spot (no diagonal)&lt;br /&gt;
&lt;br /&gt;
If one of these actions make the central board contains 3 tokens of the same colors, you &#039;&#039;&#039;earn a special action&#039;&#039;&#039; ! (and remove those tokens to avoid the next player to earn again ;)). You may not earn more than 9 special actions this way.&lt;br /&gt;
&lt;br /&gt;
=== Basic actions on your board ===&lt;br /&gt;
&lt;br /&gt;
* Draw (alias &amp;lt;u&amp;gt;Recruit&amp;lt;/u&amp;gt;)&lt;br /&gt;
* &amp;lt;u&amp;gt;Land&amp;lt;/u&amp;gt;&lt;br /&gt;
* &amp;lt;u&amp;gt;Move&amp;lt;/u&amp;gt; : Move a stigmerian of one adjacent spot (no diagonal)&lt;br /&gt;
* &amp;lt;u&amp;gt;Recruit from StigmaReine&amp;lt;/u&amp;gt;&lt;br /&gt;
* &amp;lt;u&amp;gt;Joker :&amp;lt;/u&amp;gt; 1 time action, optional rule.&lt;br /&gt;
&lt;br /&gt;
=== Special actions on your board ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!&lt;br /&gt;
!Unlocked in normal mode&lt;br /&gt;
!Unlockable in Competitive&lt;br /&gt;
!Max uses in turn N&lt;br /&gt;
!Cost (number of actions)&lt;br /&gt;
!Info&lt;br /&gt;
|-&lt;br /&gt;
|Mixing&lt;br /&gt;
|on VertigHaineuse flower + InspirActrice&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|1 (or 2 with InspirActrice in normal mode)&lt;br /&gt;
|Change the color of two primary stigmerian tokens which are horizontally or vertically adjacent into the secondary color resulting of their mixing. Be careful this action cannot be performed on pollen tokens.&lt;br /&gt;
Put back in the box both primary color tokens and replace them at the same place on the flower by secondary color tokens from the box.&lt;br /&gt;
|-&lt;br /&gt;
|Combination&lt;br /&gt;
|on Maronne flower + InspirActrice&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|1 (or 2 with InspirActrice in normal mode)&lt;br /&gt;
|Change to a brown color a stigmerian token that is surrounded by 8 tokens (diagonals included) of which at least 2 yellow, 2 red and 2 blue tokens. The surrounding tokens can be stigmerians or pollens. The original central token is replaced by a brown stigmerian token and put back in the box.&lt;br /&gt;
|-&lt;br /&gt;
|Fulgurance&lt;br /&gt;
|on Maronne flower + InspirActrice&lt;br /&gt;
|level &amp;gt;= **&lt;br /&gt;
|&lt;br /&gt;
|1 (or 2 with InspirActrice in normal mode)&lt;br /&gt;
|Draw 5 stigmerian tokens from your bag and put them randomly from left to right on the same line, with the first token adjacent to a stigmerian or pollen token already in game : no diagonals but the first token can be above or under a token as long as it is adjacent.&lt;br /&gt;
&lt;br /&gt;
If there is no token already in game, put the first token on a free space on the first line (A) as long as you can place the other 4 tokens next to this one on the same line.&lt;br /&gt;
|-&lt;br /&gt;
|Choreography&lt;br /&gt;
|on DentDine flower + InspirActrice&lt;br /&gt;
|level &amp;gt;= ***&lt;br /&gt;
|1&lt;br /&gt;
|1 (or 2 with InspirActrice in normal mode)&lt;br /&gt;
|Once per turn you can move maximum N stigmerian tokens by one movement. (N is equal to the ongoing turn number minus 2).&lt;br /&gt;
|-&lt;br /&gt;
|Diagonal&lt;br /&gt;
|on DentDine flower + InspirActrice&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|1 (or 2 with InspirActrice in normal mode)&lt;br /&gt;
|Move a stigmerian token diagonally.&lt;br /&gt;
|-&lt;br /&gt;
|Exchange&lt;br /&gt;
|on DentDine flower + InspirActrice&lt;br /&gt;
|level &amp;gt;= **&lt;br /&gt;
|&lt;br /&gt;
|1 (or 2 with InspirActrice in normal mode)&lt;br /&gt;
|You can switch the position of 2 adjacent stigmerian tokens (diagonals excluded). They permute.&lt;br /&gt;
|-&lt;br /&gt;
|Fast Step&lt;br /&gt;
|on DentDine flower + InspirActrice&lt;br /&gt;
|level &amp;gt;= ***&lt;br /&gt;
|1&lt;br /&gt;
|1 (or 2 with InspirActrice in normal mode)&lt;br /&gt;
|Once per turn, you can move one stigmerian token by X movements maximum. (X is equal to the ongoing turn number minus 2).&lt;br /&gt;
|-&lt;br /&gt;
|Half Note&lt;br /&gt;
|on SiffloChamp flower + InspirActrice&lt;br /&gt;
|level &amp;gt;= **&lt;br /&gt;
|&lt;br /&gt;
|1 (or 2 with InspirActrice in normal mode)&lt;br /&gt;
|Fusion 2 black adjacent tokens in one white stigmerian token on one of the two places previously occupied by the black tokens. Put back in the box the 2 black tokens.&lt;br /&gt;
|-&lt;br /&gt;
|Quarter Note&lt;br /&gt;
|on SiffloChamp flower + InspirActrice&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|1 (or 2 with InspirActrice in normal mode)&lt;br /&gt;
|Transform a white stigmerian token in 2 black stigmerian tokens. Put the white token back to the box and replace it by one black token. The second black token is placed adjacent to the first one.&lt;br /&gt;
|-&lt;br /&gt;
|Two Beats&lt;br /&gt;
|on SiffloChamp flower + InspirActrice&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|1 (or 2 with InspirActrice in normal mode)&lt;br /&gt;
|Make a white stigmerian token appear in an empty spot which is surrounded by 8 tokens (diagonals included), it can be a mix of stigmerian and/or pollen tokens&lt;br /&gt;
|-&lt;br /&gt;
|Rest&lt;br /&gt;
|on SiffloChamp flower + InspirActrice&lt;br /&gt;
|level &amp;gt;= ***&lt;br /&gt;
|1&lt;br /&gt;
|1 (or 2 with InspirActrice in normal mode)&lt;br /&gt;
|Once per turn you can make a stigmerian or a pollen disappear from a flower spot. The token is put back in the box.&lt;br /&gt;
|-&lt;br /&gt;
|No harm No foul&lt;br /&gt;
|NO&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|Exchange 4 tokens of the same primary color in your recruitment area by 4 tokens of the same primary color of your choice taken from the box (example: 4 blue tokens exchanged for 4 yellow tokens or 4 red tokens).&lt;br /&gt;
|-&lt;br /&gt;
|Copy&lt;br /&gt;
|NO&lt;br /&gt;
|level &amp;gt;= **&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|Once per turn, switch a stigmerian token of a primary color on the board with another stigmerian token of a primary color from the box. The switched token is put back in the box.&lt;br /&gt;
|-&lt;br /&gt;
|Prediction&lt;br /&gt;
|NO&lt;br /&gt;
|level &amp;gt;= ***&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|Once per turn, take 3 tokens of different colors from the box and add them to your bag. That allows you to be able to draw tokens of non primary colors to top put on the common board : in this case, these colors work exactly with the same rules than primary colors to unlock the special actions on the common board.&lt;br /&gt;
|-&lt;br /&gt;
|Mimicry&lt;br /&gt;
|NO&lt;br /&gt;
|level &amp;gt;= ***&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
|Spend 3 action points to exchange the last stigmerian token that landed on the board by the same color of one of the adjacent colors. You cannot copy the same color many times on the same turn.&lt;br /&gt;
|-&lt;br /&gt;
|Fog Die&lt;br /&gt;
|NO&lt;br /&gt;
|level &amp;gt;= ***&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|Once per turn, roll the die and take a stigmerian of the color indicated by the die face. Without using the recruit action, you have to land this token on your board, following the landing rules.&lt;br /&gt;
|-&lt;br /&gt;
|Pilferer&lt;br /&gt;
|NO&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|&#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
|Free action, once during your turn, you can choose a token of a color that is not used by the schema and put it in another player bag.&lt;br /&gt;
|-&lt;br /&gt;
|Sower&lt;br /&gt;
|NO&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|&#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
|Free action, once during your turn, you can recruit by drawing a stigmerian from another player bag and putting it in your recruitment area.&lt;br /&gt;
|-&lt;br /&gt;
|Jealousy&lt;br /&gt;
|NO&lt;br /&gt;
|level &amp;gt;= **&lt;br /&gt;
|1 per game&lt;br /&gt;
|1&lt;br /&gt;
|Once per game, during your turn, after playing on the common board (and before playing on your individual board), you can exchange your bag for the rest of the game with an other player.&lt;br /&gt;
You must have a minimum of 5 tokens in your bag to exchange it.&lt;br /&gt;
|-&lt;br /&gt;
|Charmer&lt;br /&gt;
|NO&lt;br /&gt;
|level &amp;gt;= **&lt;br /&gt;
|1&lt;br /&gt;
|&#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
|Free action, once per turn, &#039;&#039;&#039;&amp;lt;u&amp;gt;at the end of a turn&amp;lt;/u&amp;gt;&#039;&#039;&#039; after all players played on their individual board (in turn order).&lt;br /&gt;
&lt;br /&gt;
Exchange one stigmerian from a recruitment area with one stigmerian from an other recruitment area. If more than two players play, you can exchange tokens from 2 other players.&lt;br /&gt;
&lt;br /&gt;
The exchanged tokens cannot be exchanged again in the current turn.&lt;br /&gt;
&lt;br /&gt;
The first player do this action first if they can and wish to do so, then other players do the same in turn order.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Last Drift ===&lt;br /&gt;
&lt;br /&gt;
== End of game ==&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
== Options ==&lt;br /&gt;
Your first option is to select the game mode (NORMAL by default). (See objective section).&lt;br /&gt;
&lt;br /&gt;
Your second option is to select the targeted schema for the game : you may select a random one but be careful of differences in difficulty. Default is 1 (Easy).&lt;/div&gt;</summary>
		<author><name>Jonathan2004</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpstigmeria&amp;diff=22817</id>
		<title>Gamehelpstigmeria</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpstigmeria&amp;diff=22817"/>
		<updated>2024-09-30T14:34:40Z</updated>

		<summary type="html">&lt;p&gt;Jonathan2004: /* On Your Turn */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;NB : this page is under construction...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Components ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;1 Flower Board per player&#039;&#039;&#039; containing a grid of 10x10 cells called &amp;quot;pistils&amp;quot;. The name printed on the flower is a remainder of the rules to apply on it. (See start options, everyone will start with the same empty flower)&lt;br /&gt;
* 1 &#039;&#039;&#039;Central common flower board&#039;&#039;&#039; when playing in competitive modes&lt;br /&gt;
* 1 &#039;&#039;&#039;Target schema&#039;&#039;&#039; board is a picture of your goal for a given game : it states all the pollen you need to have on your board to be able to win before the others&lt;br /&gt;
* (unlimited) Tokens representing 1 &#039;&#039;&#039;Stigmerian&#039;&#039;&#039; on a side (with some fairy figure) and 1 &#039;&#039;&#039;pollen&#039;&#039;&#039; on the other side :&lt;br /&gt;
** 9 colors exist : Red, Yellow, Blue, Orange, Violet, Green, Pink,  White, Black&lt;br /&gt;
** 1 token = 2 sides of the same color: eg. 1 blue stigmerian token becomes 1 blue pollen when you flip it&lt;br /&gt;
* &#039;&#039;&#039;Wind&#039;&#039;&#039; arrow tokens will be placed around the board to indicate known wind direction : South by default, but in No Limit can be anything (North, South, East, West)&lt;br /&gt;
* 1 &#039;&#039;&#039;Special actions board per player :&#039;&#039;&#039; list the 20 special actions and display who unlocked what. White token means unlocked, black token means unlocked and already used.&lt;br /&gt;
* 1 &#039;&#039;&#039;die&#039;&#039;&#039; with 12 colored faces :&lt;br /&gt;
** used in competitive mode with 1 special action or 1 versus action&lt;br /&gt;
** used to randomize wind in No Limit Mode&lt;br /&gt;
* Help and action cards describe which action is available to you in a given game : on BGA, you may display tooltips over each special action to see its description.&lt;br /&gt;
&lt;br /&gt;
== Objective ==&lt;br /&gt;
Find the best combinations of available actions to recreate on your personal board the schema of the chosen schema flower in a minimum of turns and actions.&lt;br /&gt;
&lt;br /&gt;
=== 5 game modes ===&lt;br /&gt;
&amp;lt;u&amp;gt;Discovery&amp;lt;/u&amp;gt; : like normal but you don&#039;t loose too early, you can discover the rules (for example in solo).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Normal&amp;lt;/u&amp;gt; : a race between 1 to 6 players to fulfill the target before the end of turn 10.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Competitive&amp;lt;/u&amp;gt; : almost like normal + you don&#039;t start with default special actions, everyone need to earn it through central board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Competitive No Limit&amp;lt;/u&amp;gt; : almost like Competitive + turns are not limited to 10 + wind is not known in advance + you can directly attack a flower board with Last Drift action.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Solo No Limit :&amp;lt;/u&amp;gt; almost like Competitive No Limit but as you are alone you won&#039;t play on a central board to earn special actions; the game will offer you 1 special action for each turn&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
# The game display the selected target schema to everyone&lt;br /&gt;
# Each player receives an opaque bag with 45 stigmerian tokens (15 YELLOW + 15 RED + 15 BLUE). On BGA, you cannot watch in your bag but you know the current size of it (like if you had it in your hand).&lt;br /&gt;
# Each player receives the same empty flower.&lt;br /&gt;
# Each player draws a token from their bag and place it on the recruitment zone of their personal flower board.&lt;br /&gt;
# If the targeted schema contains a side &amp;quot;Set up&amp;quot;, place all the needed tokens on each player&#039;s flower in order to start with that same set up.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Game will play in turns where each turn will give you more actions (1 action in turn 1, 2 in turn 2, ... 10 in turn 10, capped at 10 for 10+). There is some empty spots around each of the 10 petals of the flower board where the turn counter will move to display how many moved anyone used in the turn.&lt;br /&gt;
&lt;br /&gt;
During each turn, a first player is chosen and everyone will play in clockwise order after them : playing the N maximum actions. Each action may move/replace/remove a stigmerian token from your board and if it is on a targeted spot, it becomes a pollen : pollens cannot be modified (except removed by very few actions) and represent your progression to the victory.&lt;br /&gt;
&lt;br /&gt;
After each turn (except last one), there is an automated effect on each flower board : wind blows over stigmerian to move them 1 spot away in a given direction.&lt;br /&gt;
&lt;br /&gt;
== On Your Turn ==&lt;br /&gt;
&lt;br /&gt;
=== Central board &amp;quot;StigmaReine&amp;quot; ===&lt;br /&gt;
If in &#039;&#039;&#039;competitive&#039;&#039;&#039; modes, you have 2 actions on the central board to take : (you are forced to choose at least &amp;quot;1 Draw and land&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Draw and land&amp;lt;/u&amp;gt; : Draw and land a stigmerian from your bag to the central board and place it near others if any.&lt;br /&gt;
* &amp;lt;u&amp;gt;Move&amp;lt;/u&amp;gt; : Move a stigmerian of one adjacent spot (no diagonal)&lt;br /&gt;
&lt;br /&gt;
If one of these actions make the central board contains 3 tokens of the same colors, you &#039;&#039;&#039;earn a special action&#039;&#039;&#039; ! (and remove those tokens to avoid the next player to earn again ;)). You may not earn more than 9 special actions this way.&lt;br /&gt;
&lt;br /&gt;
=== Basic actions on your board ===&lt;br /&gt;
&lt;br /&gt;
* Draw (alias &amp;lt;u&amp;gt;Recruit&amp;lt;/u&amp;gt;)&lt;br /&gt;
* &amp;lt;u&amp;gt;Land&amp;lt;/u&amp;gt;&lt;br /&gt;
* &amp;lt;u&amp;gt;Move&amp;lt;/u&amp;gt; : Move a stigmerian of one adjacent spot (no diagonal)&lt;br /&gt;
* &amp;lt;u&amp;gt;Recruit from StigmaReine&amp;lt;/u&amp;gt;&lt;br /&gt;
* &amp;lt;u&amp;gt;Joker :&amp;lt;/u&amp;gt; 1 time action, optional rule.&lt;br /&gt;
&lt;br /&gt;
=== Special actions on your board ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!&lt;br /&gt;
!Unlocked in normal mode&lt;br /&gt;
!Max uses in turn N&lt;br /&gt;
!Info&lt;br /&gt;
|-&lt;br /&gt;
|Mixing&lt;br /&gt;
|on VertigHaineuse flower + InspirActrice&lt;br /&gt;
|&lt;br /&gt;
|Change the color of two primary stigmerian tokens which are horizontally or vertically adjacent into the secondary color resulting of their mixing. Be careful this action cannot be performed on pollen tokens.&lt;br /&gt;
Put back in the box both primary color tokens and replace them at the same place on the flower by secondary color tokens from the box.&lt;br /&gt;
|-&lt;br /&gt;
|Combination&lt;br /&gt;
|on Maronne flower + InspirActrice&lt;br /&gt;
|&lt;br /&gt;
|Change to a brown color a stigmerian token that is surrounded by 8 tokens (diagonals included) of which at least 2 yellow, 2 red and 2 blue tokens. The surrounding tokens can be stigmerians or pollens. The original central token is replaced by a brown stigmerian token and put back in the box.&lt;br /&gt;
|-&lt;br /&gt;
|Fulgurance&lt;br /&gt;
|on Maronne flower + InspirActrice&lt;br /&gt;
|&lt;br /&gt;
|Draw 5 stigmerian tokens from your bag and put them randomly from left to right on the same line, with the first token adjacent to a stigmerian or pollen token already in game : no diagonals but the first token can be above or under a token as long as it is adjacent.&lt;br /&gt;
&lt;br /&gt;
If there is no token already in game, put the first token on a free space on the first line (A) as long as you can place the other 4 tokens next to this one on the same line.&lt;br /&gt;
|-&lt;br /&gt;
|Choreography&lt;br /&gt;
|on DentDine flower+ InspirActrice&lt;br /&gt;
|1&lt;br /&gt;
|Once per turn you can move maximum N stigmerian tokens by one movement. (N is equal to the ongoing turn number minus 2).&lt;br /&gt;
|-&lt;br /&gt;
|Diagonal&lt;br /&gt;
|on DentDine flower+ InspirActrice&lt;br /&gt;
|&lt;br /&gt;
|Move a stigmerian token diagonally.&lt;br /&gt;
|-&lt;br /&gt;
|Exchange&lt;br /&gt;
|on DentDine flower+ InspirActrice&lt;br /&gt;
|&lt;br /&gt;
|You can switch the position of 2 adjacent stigmerian tokens (diagonals excluded). They permute.&lt;br /&gt;
|-&lt;br /&gt;
|Fast Step&lt;br /&gt;
|on DentDine flower+ InspirActrice&lt;br /&gt;
|1&lt;br /&gt;
|Once per turn, you can move one stigmerian token by X movements maximum. (X is equal to the ongoing turn number minus 2).&lt;br /&gt;
|-&lt;br /&gt;
|Half Note&lt;br /&gt;
|on SiffloChamp flower+ InspirActrice&lt;br /&gt;
|&lt;br /&gt;
|Fusion 2 black adjacent tokens in one white stigmerian token on one of the two places previously occupied by the black tokens. Put back in the box the 2 black tokens.&lt;br /&gt;
|-&lt;br /&gt;
|Quarter Note&lt;br /&gt;
|on SiffloChamp flower+ InspirActrice&lt;br /&gt;
|&lt;br /&gt;
|Transform a white stigmerian token in 2 black stigmerian tokens. Put the white token back to the box and replace it by one black token. The second black token is placed adjacent to the first one.&lt;br /&gt;
|-&lt;br /&gt;
|Two Beats&lt;br /&gt;
|on SiffloChamp flower+ InspirActrice&lt;br /&gt;
|&lt;br /&gt;
|Make a white stigmerian token appear in an empty spot which is surrounded by 8 tokens (diagonals included), it can be a mix of stigmerian and/or pollen tokens&lt;br /&gt;
|-&lt;br /&gt;
|Rest&lt;br /&gt;
|on SiffloChamp flower+ InspirActrice&lt;br /&gt;
|1&lt;br /&gt;
|Once per turn you can make a stigmerian or a pollen disappear from a flower spot. The token is put back in the box.&lt;br /&gt;
|-&lt;br /&gt;
|No harm No foul&lt;br /&gt;
|NO&lt;br /&gt;
|&lt;br /&gt;
|Exchange 4 tokens of the same primary color in your recruitment area by 4 tokens of the same primary color of your choice taken from the box (example: 4 blue tokens exchanged for 4 yellow tokens or 4 red tokens).&lt;br /&gt;
|-&lt;br /&gt;
|Copy&lt;br /&gt;
|NO&lt;br /&gt;
|1&lt;br /&gt;
|Once per turn, switch a stigmerian token of a primary color on the board with another stigmerian token of a primary color from the box. The switched token is put back in the box.&lt;br /&gt;
|-&lt;br /&gt;
|Prediction&lt;br /&gt;
|NO&lt;br /&gt;
|1&lt;br /&gt;
|Once per turn, take 3 tokens of different colors from the box and add them to your bag. That allows you to be able to draw tokens of non primary colors to top put on the common board : in this case, these colors work exactly with the same rules than primary colors to unlock the special actions on the common board.&lt;br /&gt;
|-&lt;br /&gt;
|Mimicry&lt;br /&gt;
|NO&lt;br /&gt;
|&lt;br /&gt;
|Spend 3 action points to exchange the last stigmerian token that landed on the board by the same color of one of the adjacent colors. You cannot copy the same color many times on the same turn.&lt;br /&gt;
|-&lt;br /&gt;
|Fog Die&lt;br /&gt;
|NO&lt;br /&gt;
|1&lt;br /&gt;
|Once per turn, roll the die and take a stigmerian of the color indicated by the die face. Without using the recruit action, you have to land this token on your board, following the landing rules.&lt;br /&gt;
|-&lt;br /&gt;
|Pilferer&lt;br /&gt;
|NO&lt;br /&gt;
|1&lt;br /&gt;
|Free action, once during your turn, you can choose a token of a color that is not used by the schema and put it in another player bag.&lt;br /&gt;
|-&lt;br /&gt;
|Sower&lt;br /&gt;
|NO&lt;br /&gt;
|1&lt;br /&gt;
|Free action, once during your turn, you can recruit by drawing a stigmerian from another player bag and putting it in your recruitment area.&lt;br /&gt;
|-&lt;br /&gt;
|Jealousy&lt;br /&gt;
|NO&lt;br /&gt;
|1 per game&lt;br /&gt;
|Once per game, during your turn, after playing on the common board (and before playing on your individual board), you can exchange your bag for the rest of the game with an other player.&lt;br /&gt;
You must have a minimum of 5 tokens in your bag to exchange it.&lt;br /&gt;
|-&lt;br /&gt;
|Charmer&lt;br /&gt;
|NO&lt;br /&gt;
|1&lt;br /&gt;
|Free action, once per turn, &#039;&#039;&#039;&amp;lt;u&amp;gt;at the end of a turn&amp;lt;/u&amp;gt;&#039;&#039;&#039; after all players played on their individual board (in turn order).&lt;br /&gt;
&lt;br /&gt;
Exchange one stigmerian from a recruitment area with one stigmerian from an other recruitment area. If more than two players play, you can exchange tokens from 2 other players.&lt;br /&gt;
&lt;br /&gt;
The exchanged tokens cannot be exchanged again in the current turn.&lt;br /&gt;
&lt;br /&gt;
The first player do this action first if they can and wish to do so, then other players do the same in turn order.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Last Drift ===&lt;br /&gt;
&lt;br /&gt;
== End of game ==&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
== Options ==&lt;br /&gt;
Your first option is to select the game mode (NORMAL by default). (See objective section).&lt;br /&gt;
&lt;br /&gt;
Your second option is to select the targeted schema for the game : you may select a random one but be careful of differences in difficulty. Default is 1 (Easy).&lt;/div&gt;</summary>
		<author><name>Jonathan2004</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpstigmeria&amp;diff=22816</id>
		<title>Gamehelpstigmeria</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpstigmeria&amp;diff=22816"/>
		<updated>2024-09-30T14:02:22Z</updated>

		<summary type="html">&lt;p&gt;Jonathan2004: /* Setup */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;NB : this page is under construction...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Components ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;1 Flower Board per player&#039;&#039;&#039; containing a grid of 10x10 cells called &amp;quot;pistils&amp;quot;. The name printed on the flower is a remainder of the rules to apply on it. (See start options, everyone will start with the same empty flower)&lt;br /&gt;
* 1 &#039;&#039;&#039;Central common flower board&#039;&#039;&#039; when playing in competitive modes&lt;br /&gt;
* 1 &#039;&#039;&#039;Target schema&#039;&#039;&#039; board is a picture of your goal for a given game : it states all the pollen you need to have on your board to be able to win before the others&lt;br /&gt;
* (unlimited) Tokens representing 1 &#039;&#039;&#039;Stigmerian&#039;&#039;&#039; on a side (with some fairy figure) and 1 &#039;&#039;&#039;pollen&#039;&#039;&#039; on the other side :&lt;br /&gt;
** 9 colors exist : Red, Yellow, Blue, Orange, Violet, Green, Pink,  White, Black&lt;br /&gt;
** 1 token = 2 sides of the same color: eg. 1 blue stigmerian token becomes 1 blue pollen when you flip it&lt;br /&gt;
* &#039;&#039;&#039;Wind&#039;&#039;&#039; arrow tokens will be placed around the board to indicate known wind direction : South by default, but in No Limit can be anything (North, South, East, West)&lt;br /&gt;
* 1 &#039;&#039;&#039;Special actions board per player :&#039;&#039;&#039; list the 20 special actions and display who unlocked what. White token means unlocked, black token means unlocked and already used.&lt;br /&gt;
* 1 &#039;&#039;&#039;die&#039;&#039;&#039; with 12 colored faces :&lt;br /&gt;
** used in competitive mode with 1 special action or 1 versus action&lt;br /&gt;
** used to randomize wind in No Limit Mode&lt;br /&gt;
* Help and action cards describe which action is available to you in a given game : on BGA, you may display tooltips over each special action to see its description.&lt;br /&gt;
&lt;br /&gt;
== Objective ==&lt;br /&gt;
Find the best combinations of available actions to recreate on your personal board the schema of the chosen schema flower in a minimum of turns and actions.&lt;br /&gt;
&lt;br /&gt;
=== 5 game modes ===&lt;br /&gt;
&amp;lt;u&amp;gt;Discovery&amp;lt;/u&amp;gt; : like normal but you don&#039;t loose too early, you can discover the rules (for example in solo).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Normal&amp;lt;/u&amp;gt; : a race between 1 to 6 players to fulfill the target before the end of turn 10.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Competitive&amp;lt;/u&amp;gt; : almost like normal + you don&#039;t start with default special actions, everyone need to earn it through central board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Competitive No Limit&amp;lt;/u&amp;gt; : almost like Competitive + turns are not limited to 10 + wind is not known in advance + you can directly attack a flower board with Last Drift action.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Solo No Limit :&amp;lt;/u&amp;gt; almost like Competitive No Limit but as you are alone you won&#039;t play on a central board to earn special actions; the game will offer you 1 special action for each turn&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
# The game display the selected target schema to everyone&lt;br /&gt;
# Each player receives an opaque bag with 45 stigmerian tokens (15 YELLOW + 15 RED + 15 BLUE). On BGA, you cannot watch in your bag but you know the current size of it (like if you had it in your hand).&lt;br /&gt;
# Each player receives the same empty flower.&lt;br /&gt;
# Each player draws a token from their bag and place it on the recruitment zone of their personal flower board.&lt;br /&gt;
# If the targeted schema contains a side &amp;quot;Set up&amp;quot;, place all the needed tokens on each player&#039;s flower in order to start with that same set up.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Game will play in turns where each turn will give you more actions (1 action in turn 1, 2 in turn 2, ... 10 in turn 10, capped at 10 for 10+). There is some empty spots around each of the 10 petals of the flower board where the turn counter will move to display how many moved anyone used in the turn.&lt;br /&gt;
&lt;br /&gt;
During each turn, a first player is chosen and everyone will play in clockwise order after them : playing the N maximum actions. Each action may move/replace/remove a stigmerian token from your board and if it is on a targeted spot, it becomes a pollen : pollens cannot be modified (except removed by very few actions) and represent your progression to the victory.&lt;br /&gt;
&lt;br /&gt;
After each turn (except last one), there is an automated effect on each flower board : wind blows over stigmerian to move them 1 spot away in a given direction.&lt;br /&gt;
&lt;br /&gt;
== On Your Turn ==&lt;br /&gt;
&lt;br /&gt;
=== Central board ===&lt;br /&gt;
If in competitive mode, you have 2 actions on the central board to take :&lt;br /&gt;
&lt;br /&gt;
==== Draw and land a stigmerian ====&lt;br /&gt;
&lt;br /&gt;
==== Move a stigmerian of one spot ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Basic actions on your board ===&lt;br /&gt;
Draw (alias Recruit)&lt;br /&gt;
&lt;br /&gt;
Land&lt;br /&gt;
&lt;br /&gt;
Move&lt;br /&gt;
&lt;br /&gt;
=== Special actions on your board ===&lt;br /&gt;
20 actions...&lt;br /&gt;
&lt;br /&gt;
=== Last Drift ===&lt;br /&gt;
&lt;br /&gt;
== End of game ==&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
== Options ==&lt;br /&gt;
Your first option is to select the game mode (NORMAL by default). (See objective section).&lt;br /&gt;
&lt;br /&gt;
Your second option is to select the targeted schema for the game : you may select a random one but be careful of differences in difficulty. Default is 1 (Easy).&lt;/div&gt;</summary>
		<author><name>Jonathan2004</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpstigmeria&amp;diff=22815</id>
		<title>Gamehelpstigmeria</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpstigmeria&amp;diff=22815"/>
		<updated>2024-09-30T13:39:31Z</updated>

		<summary type="html">&lt;p&gt;Jonathan2004: Help for Stigméria in Alpha...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;NB : this page is under construction...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Components ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;1 Flower Board per player&#039;&#039;&#039; containing a grid of 10x10 cells called &amp;quot;pistils&amp;quot;. The name printed on the flower is a remainder of the rules to apply on it. (See start options, everyone will start with the same empty flower)&lt;br /&gt;
* 1 &#039;&#039;&#039;Central common flower board&#039;&#039;&#039; when playing in competitive modes&lt;br /&gt;
* 1 &#039;&#039;&#039;Target schema&#039;&#039;&#039; board is a picture of your goal for a given game : it states all the pollen you need to have on your board to be able to win before the others&lt;br /&gt;
* (unlimited) Tokens representing 1 &#039;&#039;&#039;Stigmerian&#039;&#039;&#039; on a side (with some fairy figure) and 1 &#039;&#039;&#039;pollen&#039;&#039;&#039; on the other side :&lt;br /&gt;
** 9 colors exist : Red, Yellow, Blue, Orange, Violet, Green, Pink,  White, Black&lt;br /&gt;
** 1 token = 2 sides of the same color: eg. 1 blue stigmerian token becomes 1 blue pollen when you flip it&lt;br /&gt;
* &#039;&#039;&#039;Wind&#039;&#039;&#039; arrow tokens will be placed around the board to indicate known wind direction : South by default, but in No Limit can be anything (North, South, East, West)&lt;br /&gt;
* 1 &#039;&#039;&#039;Special actions board per player :&#039;&#039;&#039; list the 20 special actions and display who unlocked what. White token means unlocked, black token means unlocked and already used.&lt;br /&gt;
* 1 &#039;&#039;&#039;die&#039;&#039;&#039; with 12 colored faces :&lt;br /&gt;
** used in competitive mode with 1 special action or 1 versus action&lt;br /&gt;
** used to randomize wind in No Limit Mode&lt;br /&gt;
* Help and action cards describe which action is available to you in a given game : on BGA, you may display tooltips over each special action to see its description.&lt;br /&gt;
&lt;br /&gt;
== Objective ==&lt;br /&gt;
Find the best combinations of available actions to recreate on your personal board the schema of the chosen schema flower in a minimum of turns and actions.&lt;br /&gt;
&lt;br /&gt;
=== 5 game modes ===&lt;br /&gt;
&amp;lt;u&amp;gt;Discovery&amp;lt;/u&amp;gt; : like normal but you don&#039;t loose too early, you can discover the rules (for example in solo).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Normal&amp;lt;/u&amp;gt; : a race between 1 to 6 players to fulfill the target before the end of turn 10.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Competitive&amp;lt;/u&amp;gt; : almost like normal + you don&#039;t start with default special actions, everyone need to earn it through central board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Competitive No Limit&amp;lt;/u&amp;gt; : almost like Competitive + turns are not limited to 10 + wind is not known in advance + you can directly attack a flower board with Last Drift action.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Solo No Limit :&amp;lt;/u&amp;gt; almost like Competitive No Limit but as you are alone you won&#039;t play on a central board to earn special actions; the game will offer you 1 special action for each turn&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
== On Your Turn ==&lt;br /&gt;
&lt;br /&gt;
== End of game ==&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
== Options ==&lt;br /&gt;
Your first option is to select the game mode (NORMAL by default). (See objective section).&lt;br /&gt;
&lt;br /&gt;
Your second option is to select the targeted schema for the game : you may select a random one but be careful of differences in difficulty. Default is 1 (Easy).&lt;/div&gt;</summary>
		<author><name>Jonathan2004</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=User:Jonathan2004&amp;diff=19202</id>
		<title>User:Jonathan2004</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=User:Jonathan2004&amp;diff=19202"/>
		<updated>2023-12-14T15:45:27Z</updated>

		<summary type="html">&lt;p&gt;Jonathan2004: Created page with &amp;quot;Developer alias &amp;quot;&amp;#039;&amp;#039;&amp;#039;joesimpson&amp;#039;&amp;#039;&amp;#039;&amp;quot;  My projects can be found on  [https://github.com/joesimpson https://github.com/joesimpson/]&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Developer alias &amp;quot;&#039;&#039;&#039;joesimpson&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
My projects can be found on&lt;br /&gt;
&lt;br /&gt;
[https://github.com/joesimpson https://github.com/joesimpson/]&lt;/div&gt;</summary>
		<author><name>Jonathan2004</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=BGA_Code_Sharing&amp;diff=19201</id>
		<title>BGA Code Sharing</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=BGA_Code_Sharing&amp;diff=19201"/>
		<updated>2023-12-14T15:43:10Z</updated>

		<summary type="html">&lt;p&gt;Jonathan2004: /* Projects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Studio_Framework_Navigation}}&lt;br /&gt;
&lt;br /&gt;
This page is for listing of externally hosted bga projects, tools and resources, as well as internal project&lt;br /&gt;
intended for sharing&lt;br /&gt;
&lt;br /&gt;
== Community shared components, pens, etc ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! NAME&lt;br /&gt;
! CODE LINK&lt;br /&gt;
! DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Dice models and animation&lt;br /&gt;
|-&lt;br /&gt;
| Die: 4 sided &lt;br /&gt;
| https://codepen.io/mrkiffie/pen/doVZgW&lt;br /&gt;
| code pen&lt;br /&gt;
|-&lt;br /&gt;
| Die: 4 sided &lt;br /&gt;
| https://codepen.io/VictoriaLa/pen/JjZNezr&lt;br /&gt;
| code pen&lt;br /&gt;
|-&lt;br /&gt;
| Die: 6 sided &lt;br /&gt;
| https://github.com/elaskavaia/bga-sharedcode&lt;br /&gt;
| Code can be found in project&lt;br /&gt;
|-&lt;br /&gt;
| Die: 12 sided (dodecahedron) &lt;br /&gt;
| https://codepen.io/VictoriaLa/pen/xxLLxOP&amp;lt;nowiki/&amp;gt;https://codepen.io/hoursgoby/pen/GRwQzxo&lt;br /&gt;
| Code pen&lt;br /&gt;
|- &lt;br /&gt;
| Die: 20 sided &lt;br /&gt;
| https://codepen.io/vicentemundim/details/cenIh&lt;br /&gt;
| Code pen&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Moving object using CSS animation (mostly)&lt;br /&gt;
|-&lt;br /&gt;
| Phantom object move on oversurface &lt;br /&gt;
| https://codepen.io/VictoriaLa/pen/gORvdJo&lt;br /&gt;
| This technique creates clone of the object it moves it on another surface. It works well when parents that css transform applies such as scale and rotate&lt;br /&gt;
|-&lt;br /&gt;
| Move object directly using positioning &lt;br /&gt;
| https://codepen.io/VictoriaLa/pen/dyzgKVX&lt;br /&gt;
| This technique is modification of BGA framework method to allow mobile object not to have absolute position before or after the move (and uses css animation not dojo). Methods slideToObjectRelative, attachToNewObjectNoDestroy&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Responsive layout for game boards&lt;br /&gt;
|-&lt;br /&gt;
|Flex Layout&lt;br /&gt;
|https://codepen.io/VictoriaLa/pen/XWjJJgG&lt;br /&gt;
|Example on how to create flexible layout just by using css&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Algorithms&lt;br /&gt;
|-&lt;br /&gt;
|Hex grid&lt;br /&gt;
|tapestry,Tumbleweed,gaia project,Gold West&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shortest path on hex grid&lt;br /&gt;
|memoir 44&lt;br /&gt;
| Dijkstra&lt;br /&gt;
|-&lt;br /&gt;
|Largest area on hex grid&lt;br /&gt;
|tapestry, ...&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Largest area on square grid&lt;br /&gt;
|king domino, ...&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tetris pieces&lt;br /&gt;
|patchwork, ...&lt;br /&gt;
|Matrix manupations to rotate, flip and fit tetris pieces&lt;br /&gt;
|-&lt;br /&gt;
|Line of sights on hex grid&lt;br /&gt;
|memoir 44&lt;br /&gt;
|Find intersecting hexes on a line between two cells&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Alternative implementations of BGA modules&lt;br /&gt;
|-&lt;br /&gt;
|Scrollmap with zoom&lt;br /&gt;
|https://github.com/yansnow78/bga_scrollmap&lt;br /&gt;
|you can find it in cacao an implementation in cacao (currently only changed in studio) . &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; improvements compare to scrollmap:&lt;br /&gt;
- add zoom capabilities &lt;br /&gt;
&lt;br /&gt;
- add possibility to adjust pan delta to tile size when clicking on arrows&lt;br /&gt;
&lt;br /&gt;
- allow zoom with scroll wheel. only allow zoom with wheel if alt or ctrl or shift are pressed by default.  add possibility to select which key need to be pressed when zooming with wheel&lt;br /&gt;
&lt;br /&gt;
- allow pan/scroll and pinch zoom on smartphone. only allow 2 fingers to start scrolling by default, one finger is for page scrolling&lt;br /&gt;
&lt;br /&gt;
- make clickable area of buttons a bit bigger on smartphone&lt;br /&gt;
&lt;br /&gt;
- improve animation between game board and player bards thanks to an animation_div&lt;br /&gt;
&lt;br /&gt;
- add support to long click on buttons (continuous scroll or zoom or enlarge/reduce until button released)&lt;br /&gt;
|-&lt;br /&gt;
|Scrollmap Plus &lt;br /&gt;
|patchwork&lt;br /&gt;
|Implementation with some bugs fixed, improved drag support and ability to use only one direction (i.e. only horizontal like carousel). Found in modules/extscrollmap.js&lt;br /&gt;
|-&lt;br /&gt;
|Zoom&lt;br /&gt;
|[https://github.com/thoun/bga-zoom/ Repo]&amp;lt;nowiki&amp;gt; | &amp;lt;/nowiki&amp;gt;[https://thoun.github.io/bga-zoom/demo/index.html Demo] (visible on Knarr, Azul, Abyss, ...)&lt;br /&gt;
|Allow the user to zoom on the game board. Include the controls to zoom, and handle the scale applied to the HTML element.&lt;br /&gt;
|-&lt;br /&gt;
|Cards&lt;br /&gt;
|[https://github.com/thoun/bga-cards/ Repo]&amp;lt;nowiki&amp;gt; | &amp;lt;/nowiki&amp;gt;[https://thoun.github.io/bga-cards/demo/index.html Demo] (visible on Knarr, King of Tokyo, Abyss, ...)&lt;br /&gt;
|Alternative to BGA Stock component, using CSS transitions instead of dojo animations.&lt;br /&gt;
|-&lt;br /&gt;
|Jump to&lt;br /&gt;
|[https://github.com/thoun/bga-jump-to/ Repo]&amp;lt;nowiki&amp;gt; | &amp;lt;/nowiki&amp;gt;[https://thoun.github.io/bga-jump-to/demo/index.html Demo] (visible on Knarr, Elawa)&lt;br /&gt;
|Add floating controls to quickly jump to a player&#039;s table&lt;br /&gt;
|-&lt;br /&gt;
|Help&lt;br /&gt;
|[https://github.com/thoun/bga-help/ Repo]&amp;lt;nowiki&amp;gt; | &amp;lt;/nowiki&amp;gt;[https://thoun.github.io/bga-help/demo/index.html Demo] (visible on Knarr)&lt;br /&gt;
|Add floating help buttons at the bottom left corner of the screen&lt;br /&gt;
|-&lt;br /&gt;
|Dice&lt;br /&gt;
|[https://github.com/thoun/bga-dice/ Repo]&amp;lt;nowiki&amp;gt; | &amp;lt;/nowiki&amp;gt;[https://thoun.github.io/bga-dice/demo/index.html Demo] (not used yet)&lt;br /&gt;
|Handle dice display and animation &#039;&#039;&#039;WORK IN PROGRESS&#039;&#039;&#039; Only d6 is started&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Projects ==&lt;br /&gt;
&lt;br /&gt;
Add the game name, a link to repository and nickname of the developer on bga (same as used for dev forum), and short description. See [[Tools_and_tips_of_BGA_Studio#Version_Control]] for some suggestions on how and where to publish your code externally. Also see the [https://github.com/topics/boardgamearena boardgamearena] topic on github.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important notice about artwork on BGA Open Source projects: original hi-resolution images from publishers must not be published on the repositories. In addition, it is better to specify that the images derivated from publishers artwork are copyrighted and cannot be licensed under a free license like Creative Commons.&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! NON-GAME PROJECTS&lt;br /&gt;
! CODE LINK&lt;br /&gt;
! DEVELOPER&lt;br /&gt;
! COMMENT&lt;br /&gt;
|-&lt;br /&gt;
| Shared Code (not a game)&lt;br /&gt;
| https://github.com/elaskavaia/bga-sharedcode&lt;br /&gt;
| Victoria_La&lt;br /&gt;
| Examples of various game components and PHP stubs of framework code to make IDE happy&lt;br /&gt;
|-&lt;br /&gt;
| Vanilla Typescipt template (not a game)&lt;br /&gt;
| https://github.com/elaskavaia/bga-dojoless&lt;br /&gt;
| Victoria_La&lt;br /&gt;
| Project template for typescript and using minimal dojo, good for vscode - type checking, auto-complete, navigation&lt;br /&gt;
|-&lt;br /&gt;
| BoardGameArena Workbench (not a game)&lt;br /&gt;
| https://github.com/danielholmes/bga-workbench&lt;br /&gt;
| Daniel Holmes (dhau)&lt;br /&gt;
|-&lt;br /&gt;
|BGA-boilerplate&lt;br /&gt;
|https://github.com/bga-devs/tisaac-boilerplate/&lt;br /&gt;
|Tisaac (and Vincentt ?)&lt;br /&gt;
|Main boilerplate with extended &amp;quot;basic&amp;quot; function and code structure&lt;br /&gt;
|-&lt;br /&gt;
! GAME&lt;br /&gt;
! CODE LINK&lt;br /&gt;
! DEVELOPER&lt;br /&gt;
! COMMENT&lt;br /&gt;
|-&lt;br /&gt;
| 99 (Trick-taking Card Game)&lt;br /&gt;
| https://github.com/ekelly/bga-ninetynine&lt;br /&gt;
| QuasarDukeDev&lt;br /&gt;
|-&lt;br /&gt;
| Abandon All Artichokes&lt;br /&gt;
| https://github.com/0-wiz-0/bga-abandonallartichokes&lt;br /&gt;
| __wiz__, rojomojo&lt;br /&gt;
|-&lt;br /&gt;
| Assyria &lt;br /&gt;
| https://github.com/sebastien-prudhomme/bga-assyria&lt;br /&gt;
| daikinee &lt;br /&gt;
|-&lt;br /&gt;
| Aura&lt;br /&gt;
| https://github.com/micahstairs/bga-aura&lt;br /&gt;
| Micah Stairs (micahstairs)&lt;br /&gt;
|-&lt;br /&gt;
| Bandido &lt;br /&gt;
| https://github.com/opheliehb/BandidoBGA&lt;br /&gt;
| ophelopede &amp;amp; Harkle &lt;br /&gt;
|-&lt;br /&gt;
| The Battle for Hill 218&lt;br /&gt;
| https://github.com/danielholmes/battle-for-hill-218&lt;br /&gt;
| Daniel Holmes (dhau)&lt;br /&gt;
|-&lt;br /&gt;
| Bonbons&lt;br /&gt;
| https://github.com/AntonioSoler/bga-bonbons&lt;br /&gt;
| Morgalad &lt;br /&gt;
|-&lt;br /&gt;
|Big Monster&lt;br /&gt;
|https://github.com/nmatton/bigmonster&lt;br /&gt;
|nicotacotac&lt;br /&gt;
|-&lt;br /&gt;
| Canosa&lt;br /&gt;
| https://codeberg.org/halibut/Canosa&lt;br /&gt;
| junibegood&lt;br /&gt;
|-&lt;br /&gt;
| Coinche&lt;br /&gt;
| https://github.com/drasill/bga-coinche&lt;br /&gt;
| Draasill&lt;br /&gt;
|-&lt;br /&gt;
|Copenhagen&lt;br /&gt;
|https://github.com/JoeProgram/bga-copenhagen&lt;br /&gt;
|JoeProgram&lt;br /&gt;
|-&lt;br /&gt;
| Coup: City State&lt;br /&gt;
| https://github.com/quietmint/bga-coupcitystate&lt;br /&gt;
| quietmint&lt;br /&gt;
|-&lt;br /&gt;
| Dice Summoners&lt;br /&gt;
| https://github.com/eoincos/bga-dicesummoners&lt;br /&gt;
| eoincos&lt;br /&gt;
|-&lt;br /&gt;
| Dungeon Roll&lt;br /&gt;
| https://github.com/MartinGoulet/bga-dungeonroll&lt;br /&gt;
| MGoulet&lt;br /&gt;
|-&lt;br /&gt;
| Egyptian Ratscrew&lt;br /&gt;
| https://github.com/0BuRner/bga-egyptianratscrew&lt;br /&gt;
| 0BuRner&lt;br /&gt;
|-&lt;br /&gt;
| Eruption&lt;br /&gt;
| https://github.com/AndyKerrison/bga-eruption&lt;br /&gt;
| Andy_K&lt;br /&gt;
|-&lt;br /&gt;
| A Fistful Of Gold&lt;br /&gt;
| https://bitbucket.org/Joel_L/fistfulofgold&lt;br /&gt;
| Brainchild&lt;br /&gt;
|-&lt;br /&gt;
|Flip Freighters&lt;br /&gt;
|https://github.com/joesimpson/bga-flipfreighters&lt;br /&gt;
|joesimpson&lt;br /&gt;
|-&lt;br /&gt;
| Florenza: The Card Game&lt;br /&gt;
| https://github.com/alberto-bottarini/bga-florenza&lt;br /&gt;
| tarini &lt;br /&gt;
|-&lt;br /&gt;
| For-Ex&lt;br /&gt;
| https://github.com/Fnordistan/forex&lt;br /&gt;
| AmadanNaBriona&lt;br /&gt;
|-&lt;br /&gt;
| Get the MacGuffin&lt;br /&gt;
| https://github.com/mizutismask/bga-get-the-MacGuffin&lt;br /&gt;
| mizutismask&lt;br /&gt;
|-&lt;br /&gt;
| Hardback&lt;br /&gt;
| https://github.com/quietmint/bga-hardback&lt;br /&gt;
| quietmint&lt;br /&gt;
|-&lt;br /&gt;
| Hearts &#039;&#039;&#039;(Tutorial)&#039;&#039;&#039;&lt;br /&gt;
| https://github.com/elaskavaia/bga-heartsla&lt;br /&gt;
| Victoria_La&lt;br /&gt;
|-&lt;br /&gt;
| Homesteaders&lt;br /&gt;
| https://github.com/npatron/bga-homesteaders&lt;br /&gt;
| TheBoot&lt;br /&gt;
|-&lt;br /&gt;
| Incan Gold&lt;br /&gt;
| https://github.com/AntonioSoler/bga-incangold&lt;br /&gt;
| Morgalad &lt;br /&gt;
|-&lt;br /&gt;
| In the Year of the Dragon (10th Anniversary Edition)&lt;br /&gt;
| https://github.com/Fnordistan/ityotd&lt;br /&gt;
| AmadanNaBriona&lt;br /&gt;
|-&lt;br /&gt;
| Just Desserts&lt;br /&gt;
| https://github.com/mizutismask/bga-just-desserts&lt;br /&gt;
| mizutismask&lt;br /&gt;
|-&lt;br /&gt;
| The King&#039;s Guild&lt;br /&gt;
| https://github.com/AdamNovotny/BGG-KingsGuild&lt;br /&gt;
| A-dam&lt;br /&gt;
|-&lt;br /&gt;
| The Lady and the Tiger (Doors)&lt;br /&gt;
| https://github.com/Fnordistan/ladyandthetiger&lt;br /&gt;
| AmadanNaBriona&lt;br /&gt;
|-&lt;br /&gt;
| Mapmaker: The Gerrymandering Game&lt;br /&gt;
| https://github.com/gzhang01/bga-mapmaker&lt;br /&gt;
| gkz&lt;br /&gt;
|-&lt;br /&gt;
| Marco Polo&lt;br /&gt;
| https://github.com/rcitaliano/MarcoPolo&lt;br /&gt;
| rcitaliano&lt;br /&gt;
|-&lt;br /&gt;
| Nile&lt;br /&gt;
| https://github.com/AndyKerrison/bga-nile&lt;br /&gt;
| Andy_K&lt;br /&gt;
|-&lt;br /&gt;
| Noir: Killer vs Inspector&lt;br /&gt;
| https://bitbucket.org/chhuang76/bga_noirkvi&lt;br /&gt;
| ch huang&lt;br /&gt;
|-&lt;br /&gt;
| Penny Press&lt;br /&gt;
| https://github.com/AdamNovotny/bga-blooms&lt;br /&gt;
| A-dam&lt;br /&gt;
|-&lt;br /&gt;
| Perikles&lt;br /&gt;
| https://github.com/Fnordistan/perikles&lt;br /&gt;
| AmadanNaBriona&lt;br /&gt;
|-&lt;br /&gt;
| P.I.&lt;br /&gt;
| https://gitlab.com/fa81/bga-pi, https://github.com/hellp/bga-pi (mirror)&lt;br /&gt;
| Fabian Neumann (fa81)&lt;br /&gt;
|-&lt;br /&gt;
| President&lt;br /&gt;
| https://github.com/quaresma95/president&lt;br /&gt;
| quaresma95&lt;br /&gt;
|-&lt;br /&gt;
| Santorini&lt;br /&gt;
| https://github.com/AntonioSoler/bga-santorini&lt;br /&gt;
| Morgalad, quietmint, Tisaac&lt;br /&gt;
|-&lt;br /&gt;
| Tablut&lt;br /&gt;
| https://github.com/Lucas-C/tablut&lt;br /&gt;
| Lucas-C &amp;amp; ntaffore&lt;br /&gt;
|-&lt;br /&gt;
| Takara Island&lt;br /&gt;
| https://github.com/AntonioSoler/bga-takaraisland&lt;br /&gt;
| Morgalad&lt;br /&gt;
|-&lt;br /&gt;
| Taluva&lt;br /&gt;
| https://github.com/quietmint/bga-taluva&lt;br /&gt;
| Morgalad &amp;amp; quietmint&lt;br /&gt;
|-&lt;br /&gt;
| Teotihuacan: City of Gods&lt;br /&gt;
| https://github.com/Trompetenhut/bga-teotihuacan&lt;br /&gt;
| Trompetenhut&lt;br /&gt;
|-&lt;br /&gt;
| Texas 42 (domino game, still under development)&lt;br /&gt;
| https://github.com/ishermandom/bga-42&lt;br /&gt;
| Stardust Spikes, Jason Turner-Maier, Ilya Sherman&lt;br /&gt;
|-&lt;br /&gt;
| Tic Tac Match&lt;br /&gt;
| https://github.com/leocaseiro/bga-tictacmatch&lt;br /&gt;
| Leo Caseiro&lt;br /&gt;
|-&lt;br /&gt;
| Trick of the Rails&lt;br /&gt;
| https://github.com/Fnordistan/trickoftherails&lt;br /&gt;
| AmadanNaBriona&lt;br /&gt;
|-&lt;br /&gt;
| Uptown&lt;br /&gt;
| https://github.com/elliotkendall/bga-uptown&lt;br /&gt;
| SpottedShroom&lt;br /&gt;
|-&lt;br /&gt;
| Via Magica&lt;br /&gt;
| https://github.com/christopherburke/bga_viamagica&lt;br /&gt;
| CuriousTerran&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Projects on studio ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Any developer can add themselves to a project as read-only from https://studio.boardgamearena.com/#!projects page (almost any project).&lt;br /&gt;
&lt;br /&gt;
If it is not visible: a) it has no bgg id b) it is already published (use radio button to switch) c) it is an old game not developed on studio.&lt;br /&gt;
&lt;br /&gt;
== Other useful resources ==&lt;br /&gt;
&lt;br /&gt;
Moved to [[Tools_and_tips_of_BGA_Studio]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Studio]]&lt;/div&gt;</summary>
		<author><name>Jonathan2004</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpflipfreighters&amp;diff=19040</id>
		<title>Gamehelpflipfreighters</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpflipfreighters&amp;diff=19040"/>
		<updated>2023-12-01T09:46:05Z</updated>

		<summary type="html">&lt;p&gt;Jonathan2004: /* User Preferences */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Objective==&lt;br /&gt;
In Flip Freighters, players play as a freight company that is in charge of getting products to their customers. This will be done through the flipping of cards from a deck and deciding whether to load those “goods” on trucks to be shipped out, or to use the card’s numerical value to deliver the trucks to their destination. &lt;br /&gt;
&lt;br /&gt;
The player at the end of the game who manages to ship their goods most effectively to their customers wins the game.&lt;br /&gt;
&lt;br /&gt;
== Components ==&lt;br /&gt;
* 1 Sheet per player&lt;br /&gt;
* 2 Decks of (standard) Playing Cards. Use only Ace,2,3,4,5,6 and all four Jokers, removing all 7,8,9,10,Jack,Queen,King&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Note: In this game Aces are considered to be 1’s.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
* Shuffle all &#039;&#039;&#039;52 cards&#039;&#039;&#039; together then deal out &#039;&#039;&#039;3 piles with 15 cards each&#039;&#039;&#039;. &lt;br /&gt;
* Choose one of these piles to be the draw deck for week one, and place the other two piles off to the side.&lt;br /&gt;
* The &#039;&#039;&#039;extra 7 cards may be removed&#039;&#039;&#039; from the table as they will not be used in this game.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
* The game will take place over &#039;&#039;&#039;3 weeks&#039;&#039;&#039; (rounds). &lt;br /&gt;
* Each week will consist of &#039;&#039;&#039;5 days&#039;&#039;&#039; (turns). &lt;br /&gt;
* During each day, &#039;&#039;&#039;players will play&#039;&#039;&#039; &#039;&#039;&#039;simultaneously&#039;&#039;&#039; : they use the values on the three faceup cards to &#039;&#039;&#039;&amp;lt;u&amp;gt;load&amp;lt;/u&amp;gt;&#039;&#039;&#039; or &#039;&#039;&#039;&amp;lt;u&amp;gt;move&amp;lt;/u&amp;gt;&#039;&#039;&#039; their trucks. Once all players have used all three cards, the next day will begin. &lt;br /&gt;
* A week ends when all the cards in the draw pile are exhausted. Players will use those last three cards as usual, score points, and then move to the next week. &lt;br /&gt;
* At the end of three weeks, players will total their score and the player with the highest score wins.&lt;br /&gt;
&lt;br /&gt;
==On Your Turn==&lt;br /&gt;
&lt;br /&gt;
All players may then use each of the three cards of day in any order of their choosing to do one of two actions: &#039;&#039;Loading or Moving.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For loading, suits represent types of goods, and the numbers represent the amount of that good.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Loading&#039;&#039;&#039;&#039;&#039; &lt;br /&gt;
# Click on a card&lt;br /&gt;
# The game displays/highlights all trucks&#039;s &#039;&#039;&amp;lt;u&amp;gt;squares&amp;lt;/u&amp;gt;&#039;&#039; where you can load with this card (suits represent types of goods, and the numbers represent the amount of that good)&lt;br /&gt;
#* Each square that has a number on it requires that number;&lt;br /&gt;
#* Each square that has a suit on it requires that suit; squares that have multi-suits may be filled with any suit. &lt;br /&gt;
#* The amount you can load is indicated by the symbol outside the truck. &lt;br /&gt;
#** &amp;quot;&#039;&#039;&#039;=&#039;&#039;&#039;&amp;quot; means this truck must be loaded with only one value&lt;br /&gt;
#** &amp;quot;&#039;&#039;&#039;≠&#039;&#039;&#039;&amp;quot; means this truck must be loaded with only different values&lt;br /&gt;
#** &amp;quot;&#039;&#039;&#039;#&#039;&#039;&#039;&amp;quot; means this truck must be loaded with any values&lt;br /&gt;
#** &amp;quot;&#039;&#039;&#039;6-1&#039;&#039;&#039;&amp;quot; means this truck must be loaded with 1,2,3,4,5,6 values from front to back, ie from RIGHT to LEFT. &#039;&#039;You may skip numbers but you may never fill in numbers that were skipped.&#039;&#039;&lt;br /&gt;
#** &amp;quot;&#039;&#039;&#039;1-6&#039;&#039;&#039;&amp;quot; means this truck must be loaded with 6,5,4,3,2,1 values from front to back, ie from RIGHT to LEFT. &#039;&#039;You may skip numbers but you may never fill in numbers that were skipped.&#039;&#039;&lt;br /&gt;
#* once a truck has started moving, you may not load anything else onto it&lt;br /&gt;
# Click on the square you target&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Moving&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
# Click on a card&lt;br /&gt;
# The game displays/highlights all trucks&#039;s &#039;&#039;&amp;lt;u&amp;gt;route spots&amp;lt;/u&amp;gt;&#039;&#039; where you can move to with this card &lt;br /&gt;
#* Any truck may be moved at any point as long as it has at least one square filled&lt;br /&gt;
#* You can move as far from the truck starting position as the card&#039;s value&lt;br /&gt;
#* You can move less than the maximum&lt;br /&gt;
#* Additionally, you may split the value on a card between two or more trucks&lt;br /&gt;
# Click on the circle you target for a truck&lt;br /&gt;
# Click on the circle you target for another truck, etc... repeat&lt;br /&gt;
# Click the top button &amp;quot;Stop moving&amp;quot; to confirm&lt;br /&gt;
# In case you did not spend all the possible moves for a card, you won&#039;t be able to use the remaining amount (unless you cancel your turn)&lt;br /&gt;
# Once you have filled in all the movement circles for a truck, it has reached its destination (near the box with scoring condition), the game displays the score of the truck according to the truck scoring rules and the loaded goods. This truck is now &#039;&#039;delivered&#039;&#039;, and can no longer be accessed for the rest of the game&lt;br /&gt;
# It is worth noting that some trucks have more than one stop location along their path (x1 and x2), giving you more points for delivering the truck further. When you reach the first location you may choose whether to deliver that truck, or you may keep going. Once you have delivered and score the truck, you may not continue moving that truck.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Overtime Hours&#039;&#039;&#039;&lt;br /&gt;
** Near the week-end scoring, you will find a section labeled “Overtime Hours.” This area will let you either increase or decrease a card’s value by 1. Players may choose to use multiple circles on the same card, and may even increase a number over 6 if they would like. Every hour that you do &#039;&#039;&amp;lt;u&amp;gt;not use&amp;lt;/u&amp;gt;&#039;&#039; will give you 2 points at the end of the game.&lt;br /&gt;
** In order to use it, click on the buttons &amp;quot;&amp;lt;u&amp;gt;+1&amp;lt;/u&amp;gt;&amp;quot; or &amp;quot;&amp;lt;u&amp;gt;-1&amp;lt;/u&amp;gt;&amp;quot; on step 2 (either loading or moving)&lt;br /&gt;
** if &#039;&#039;Overtime Variant Rule&#039;&#039; is enabled, click on the buttons &amp;quot;&amp;lt;u&amp;gt;spade&amp;lt;/u&amp;gt;&amp;quot;, &amp;quot;&amp;lt;u&amp;gt;heart&amp;lt;/u&amp;gt;&amp;quot;, &amp;quot;&amp;lt;u&amp;gt;club&amp;lt;/u&amp;gt;&amp;quot; or &amp;quot;&amp;lt;u&amp;gt;diamond&amp;lt;/u&amp;gt;&amp;quot; on step 2 (either loading or moving) to change the card to that suit. The game hightlights the original suit of the card in case you forget it&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Buttons&#039;&#039;&#039;&lt;br /&gt;
** End turn : stop your turn so that you cannot act until next turn + inform others that you are ready for next turn (BGA stop your thinking time hourglass)&lt;br /&gt;
** Restart turn : cancel all your actions in this turn (can be done before or after clicking on &amp;quot;end turn&amp;quot;)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==End of Week Scoring==&lt;br /&gt;
When a week ends, the game computes the &amp;quot;week score&amp;quot; of every player = total all the values for all the trucks that have been delivered. &lt;br /&gt;
&lt;br /&gt;
Because points are totaled every week, this means that trucks delivered in &#039;&#039;&amp;lt;u&amp;gt;early&amp;lt;/u&amp;gt;&#039;&#039; weeks will &amp;lt;u&amp;gt;&#039;&#039;score more than once&#039;&#039;&amp;lt;/u&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
==End of game==&lt;br /&gt;
&lt;br /&gt;
At the end of week 3 day 5 the game ends, players will total their score &lt;br /&gt;
&lt;br /&gt;
*Score (is automatically computed on BGA each day) as the sum of :&lt;br /&gt;
**score from Week 1&lt;br /&gt;
**score from Week 2&lt;br /&gt;
**score from Week 3&lt;br /&gt;
**scored from unused Overtime Hours (2/hour) &lt;br /&gt;
&lt;br /&gt;
*the player with the highest score wins.&lt;br /&gt;
*In case of a tie, the player who delivered the most total trucks is the winner&lt;br /&gt;
&lt;br /&gt;
==Solo scoring==&lt;br /&gt;
Since there is no competitive play for solo, the game designer adds this solo comparative rating : &lt;br /&gt;
&lt;br /&gt;
*0-200 points = 0 stars&lt;br /&gt;
*200-249 = 1 stars&lt;br /&gt;
*250-299 = 2 stars&lt;br /&gt;
*300-349 = 3 stars&lt;br /&gt;
*350-399 = 4 stars&lt;br /&gt;
*400+ = 5 stars&lt;br /&gt;
&lt;br /&gt;
==Variants== &lt;br /&gt;
*&#039;&#039;&#039;Overtime Hours&#039;&#039;&#039;&lt;br /&gt;
*#&#039;&#039;Basic&#039;&#039; : Overtime Hours let you either increase or decrease a card value by 1&lt;br /&gt;
*#&#039;&#039;Overtime Variant Rule&#039;&#039; : In addition to changing the value of a card players may also choose to use overtime hours to change the suit of a card&lt;br /&gt;
*&#039;&#039;&#039;Show discard pile&#039;&#039;&#039;&lt;br /&gt;
*#Enabled : Players can look at already played cards in the discard pile and see which cards may still be in the deck (Note that the 7 cards staying in the game box are considered to be in the deck to keep it unknown)&lt;br /&gt;
*#Disabled&lt;br /&gt;
&lt;br /&gt;
==User Preferences== &lt;br /&gt;
*&#039;&#039;&#039;Interface theme&#039;&#039;&#039;&lt;br /&gt;
*#&#039;&#039;Standard (default)&#039;&#039;: the same background as any classic BGA game.&lt;br /&gt;
*#&#039;&#039;Darker&#039;&#039;: a black background with 75 % opacity&lt;br /&gt;
*&#039;&#039;&#039;Display all players board&#039;&#039;&#039;&lt;br /&gt;
*#&#039;&#039;Enabled&#039;&#039; : display every players&#039;s board (alias score sheet) in the central zone. This is interesting with &amp;lt;u&amp;gt;few players&amp;lt;/u&amp;gt; (2-3) but difficult to read with many (6+).&lt;br /&gt;
*#&#039;&#039;Disabled&#039;&#039; (default) : display current player (or first player when spectator) board alias score sheet in the central zone. You may want to click the &#039;eye&#039; on player panels to see other players boards anyway&lt;br /&gt;
*&#039;&#039;&#039;Font style&#039;&#039;&#039;&lt;br /&gt;
*#&#039;&#039;Designer choice&#039;&#039; (default) : the &amp;quot;Fugaz One&amp;quot;, chosen to write text on the board, and uniformized to other texts on the game&lt;br /&gt;
*#&#039;&#039;Simple&#039;&#039; : an easier font to read, but less pretty ?&lt;br /&gt;
*&#039;&#039;&#039;Board text language&#039;&#039;&#039;&lt;br /&gt;
*#&#039;&#039;Designer choice&#039;&#039; (default) : NOT translatable, but as pretty as it should because it is the exact text written by the game artists&lt;br /&gt;
*#&#039;&#039;Translated + adjusted to space&#039;&#039; (default) : translatable, using a horizontal adjustment of the text to fit the exact spaces where the text is expected, can be less pretty with some &amp;quot;1 ideogram translation&amp;quot; language&lt;br /&gt;
*#&#039;&#039;Translated :&#039;&#039; translatable, using NO adjustment, so the text will overflow very quickly in some &amp;quot;many characters&amp;quot; languages&lt;br /&gt;
*&#039;&#039;&#039;Display route taken by trucks&#039;&#039;&#039;&lt;br /&gt;
*#&#039;&#039;Disabled&#039;&#039;  : display only black points you move to&lt;br /&gt;
*#&#039;&#039;Accurate&#039;&#039; (default): draw the route following the actual path between points you move to, as when you draw a line with a black pen on the sheet&lt;br /&gt;
*#&#039;&#039;Straight lines&#039;&#039;: display black lines between black points you move to, as when you draw a line with a black pen on the sheet&lt;br /&gt;
*&#039;&#039;&#039;Route color&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;NB : in each case, it is dotted with a blinking selected destination when the move is not send to server by the button &amp;quot;Stop moving&amp;quot;; in order to let you know you can click whereverer you want to change your moves.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Depends on position  (default)&lt;br /&gt;
|&lt;br /&gt;
*red when cancelable in current turn&lt;br /&gt;
*black when not cancelable (ie. done in previous turns)&lt;br /&gt;
*green when delivered (at previous turns)&lt;br /&gt;
|-&lt;br /&gt;
!Black&lt;br /&gt;
|always black&lt;br /&gt;
|-&lt;br /&gt;
!Blue&lt;br /&gt;
|always blue&lt;br /&gt;
|-&lt;br /&gt;
!Gray&lt;br /&gt;
|always gray&lt;br /&gt;
|-&lt;br /&gt;
!Turquoise&lt;br /&gt;
|always turquoise&lt;br /&gt;
|-&lt;br /&gt;
!Violet&lt;br /&gt;
|always violet&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Truck color&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Disabled&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Depends on position (default)&lt;br /&gt;
|&lt;br /&gt;
*transparent when not moved&lt;br /&gt;
*black when not cancelable (ie. moved in previous turns)&lt;br /&gt;
*green when delivered (at previous turns)&lt;br /&gt;
|-&lt;br /&gt;
!Depends on position + Blink&lt;br /&gt;
|see previous + blinking when confirmed in current turn&lt;br /&gt;
|}&lt;br /&gt;
*&#039;&#039;&#039;Display mini truck icons&#039;&#039;&#039;&lt;br /&gt;
*#&#039;&#039;Enabled&#039;&#039; :  display some truck icon near the last point you move to on each truck route, with a different color for each status&lt;br /&gt;
*#*red when cancelable in current turn&lt;br /&gt;
*#*black when not cancelable (ie. done in previous turns)&lt;br /&gt;
*#*green when delivered (at previous turns)&lt;br /&gt;
*#&#039;&#039;Disabled (default)&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Jonathan2004</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpflipfreighters&amp;diff=19000</id>
		<title>Gamehelpflipfreighters</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpflipfreighters&amp;diff=19000"/>
		<updated>2023-11-27T09:56:17Z</updated>

		<summary type="html">&lt;p&gt;Jonathan2004: /* User Preferences */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Objective==&lt;br /&gt;
In Flip Freighters, players play as a freight company that is in charge of getting products to their customers. This will be done through the flipping of cards from a deck and deciding whether to load those “goods” on trucks to be shipped out, or to use the card’s numerical value to deliver the trucks to their destination. &lt;br /&gt;
&lt;br /&gt;
The player at the end of the game who manages to ship their goods most effectively to their customers wins the game.&lt;br /&gt;
&lt;br /&gt;
== Components ==&lt;br /&gt;
* 1 Sheet per player&lt;br /&gt;
* 2 Decks of (standard) Playing Cards. Use only Ace,2,3,4,5,6 and all four Jokers, removing all 7,8,9,10,Jack,Queen,King&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Note: In this game Aces are considered to be 1’s.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
* Shuffle all &#039;&#039;&#039;52 cards&#039;&#039;&#039; together then deal out &#039;&#039;&#039;3 piles with 15 cards each&#039;&#039;&#039;. &lt;br /&gt;
* Choose one of these piles to be the draw deck for week one, and place the other two piles off to the side.&lt;br /&gt;
* The &#039;&#039;&#039;extra 7 cards may be removed&#039;&#039;&#039; from the table as they will not be used in this game.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
* The game will take place over &#039;&#039;&#039;3 weeks&#039;&#039;&#039; (rounds). &lt;br /&gt;
* Each week will consist of &#039;&#039;&#039;5 days&#039;&#039;&#039; (turns). &lt;br /&gt;
* During each day, &#039;&#039;&#039;players will play&#039;&#039;&#039; &#039;&#039;&#039;simultaneously&#039;&#039;&#039; : they use the values on the three faceup cards to &#039;&#039;&#039;&amp;lt;u&amp;gt;load&amp;lt;/u&amp;gt;&#039;&#039;&#039; or &#039;&#039;&#039;&amp;lt;u&amp;gt;move&amp;lt;/u&amp;gt;&#039;&#039;&#039; their trucks. Once all players have used all three cards, the next day will begin. &lt;br /&gt;
* A week ends when all the cards in the draw pile are exhausted. Players will use those last three cards as usual, score points, and then move to the next week. &lt;br /&gt;
* At the end of three weeks, players will total their score and the player with the highest score wins.&lt;br /&gt;
&lt;br /&gt;
==On Your Turn==&lt;br /&gt;
&lt;br /&gt;
All players may then use each of the three cards of day in any order of their choosing to do one of two actions: &#039;&#039;Loading or Moving.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For loading, suits represent types of goods, and the numbers represent the amount of that good.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Loading&#039;&#039;&#039;&#039;&#039; &lt;br /&gt;
# Click on a card&lt;br /&gt;
# The game displays/highlights all trucks&#039;s &#039;&#039;&amp;lt;u&amp;gt;squares&amp;lt;/u&amp;gt;&#039;&#039; where you can load with this card (suits represent types of goods, and the numbers represent the amount of that good)&lt;br /&gt;
#* Each square that has a number on it requires that number;&lt;br /&gt;
#* Each square that has a suit on it requires that suit; squares that have multi-suits may be filled with any suit. &lt;br /&gt;
#* The amount you can load is indicated by the symbol outside the truck. &lt;br /&gt;
#** &amp;quot;&#039;&#039;&#039;=&#039;&#039;&#039;&amp;quot; means this truck must be loaded with only one value&lt;br /&gt;
#** &amp;quot;&#039;&#039;&#039;≠&#039;&#039;&#039;&amp;quot; means this truck must be loaded with only different values&lt;br /&gt;
#** &amp;quot;&#039;&#039;&#039;#&#039;&#039;&#039;&amp;quot; means this truck must be loaded with any values&lt;br /&gt;
#** &amp;quot;&#039;&#039;&#039;6-1&#039;&#039;&#039;&amp;quot; means this truck must be loaded with 1,2,3,4,5,6 values from front to back, ie from RIGHT to LEFT. &#039;&#039;You may skip numbers but you may never fill in numbers that were skipped.&#039;&#039;&lt;br /&gt;
#** &amp;quot;&#039;&#039;&#039;1-6&#039;&#039;&#039;&amp;quot; means this truck must be loaded with 6,5,4,3,2,1 values from front to back, ie from RIGHT to LEFT. &#039;&#039;You may skip numbers but you may never fill in numbers that were skipped.&#039;&#039;&lt;br /&gt;
#* once a truck has started moving, you may not load anything else onto it&lt;br /&gt;
# Click on the square you target&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Moving&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
# Click on a card&lt;br /&gt;
# The game displays/highlights all trucks&#039;s &#039;&#039;&amp;lt;u&amp;gt;route spots&amp;lt;/u&amp;gt;&#039;&#039; where you can move to with this card &lt;br /&gt;
#* Any truck may be moved at any point as long as it has at least one square filled&lt;br /&gt;
#* You can move as far from the truck starting position as the card&#039;s value&lt;br /&gt;
#* You can move less than the maximum&lt;br /&gt;
#* Additionally, you may split the value on a card between two or more trucks&lt;br /&gt;
# Click on the circle you target for a truck&lt;br /&gt;
# Click on the circle you target for another truck, etc... repeat&lt;br /&gt;
# Click the top button &amp;quot;Stop moving&amp;quot; to confirm&lt;br /&gt;
# In case you did not spend all the possible moves for a card, you won&#039;t be able to use the remaining amount (unless you cancel your turn)&lt;br /&gt;
# Once you have filled in all the movement circles for a truck, it has reached its destination (near the box with scoring condition), the game displays the score of the truck according to the truck scoring rules and the loaded goods. This truck is now &#039;&#039;delivered&#039;&#039;, and can no longer be accessed for the rest of the game&lt;br /&gt;
# It is worth noting that some trucks have more than one stop location along their path (x1 and x2), giving you more points for delivering the truck further. When you reach the first location you may choose whether to deliver that truck, or you may keep going. Once you have delivered and score the truck, you may not continue moving that truck.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Overtime Hours&#039;&#039;&#039;&lt;br /&gt;
** Near the week-end scoring, you will find a section labeled “Overtime Hours.” This area will let you either increase or decrease a card’s value by 1. Players may choose to use multiple circles on the same card, and may even increase a number over 6 if they would like. Every hour that you do &#039;&#039;&amp;lt;u&amp;gt;not use&amp;lt;/u&amp;gt;&#039;&#039; will give you 2 points at the end of the game.&lt;br /&gt;
** In order to use it, click on the buttons &amp;quot;&amp;lt;u&amp;gt;+1&amp;lt;/u&amp;gt;&amp;quot; or &amp;quot;&amp;lt;u&amp;gt;-1&amp;lt;/u&amp;gt;&amp;quot; on step 2 (either loading or moving)&lt;br /&gt;
** if &#039;&#039;Overtime Variant Rule&#039;&#039; is enabled, click on the buttons &amp;quot;&amp;lt;u&amp;gt;spade&amp;lt;/u&amp;gt;&amp;quot;, &amp;quot;&amp;lt;u&amp;gt;heart&amp;lt;/u&amp;gt;&amp;quot;, &amp;quot;&amp;lt;u&amp;gt;club&amp;lt;/u&amp;gt;&amp;quot; or &amp;quot;&amp;lt;u&amp;gt;diamond&amp;lt;/u&amp;gt;&amp;quot; on step 2 (either loading or moving) to change the card to that suit. The game hightlights the original suit of the card in case you forget it&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Buttons&#039;&#039;&#039;&lt;br /&gt;
** End turn : stop your turn so that you cannot act until next turn + inform others that you are ready for next turn (BGA stop your thinking time hourglass)&lt;br /&gt;
** Restart turn : cancel all your actions in this turn (can be done before or after clicking on &amp;quot;end turn&amp;quot;)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==End of Week Scoring==&lt;br /&gt;
When a week ends, the game computes the &amp;quot;week score&amp;quot; of every player = total all the values for all the trucks that have been delivered. &lt;br /&gt;
&lt;br /&gt;
Because points are totaled every week, this means that trucks delivered in &#039;&#039;&amp;lt;u&amp;gt;early&amp;lt;/u&amp;gt;&#039;&#039; weeks will &amp;lt;u&amp;gt;&#039;&#039;score more than once&#039;&#039;&amp;lt;/u&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
==End of game==&lt;br /&gt;
&lt;br /&gt;
At the end of week 3 day 5 the game ends, players will total their score &lt;br /&gt;
&lt;br /&gt;
*Score (is automatically computed on BGA each day) as the sum of :&lt;br /&gt;
**score from Week 1&lt;br /&gt;
**score from Week 2&lt;br /&gt;
**score from Week 3&lt;br /&gt;
**scored from unused Overtime Hours (2/hour) &lt;br /&gt;
&lt;br /&gt;
*the player with the highest score wins.&lt;br /&gt;
*In case of a tie, the player who delivered the most total trucks is the winner&lt;br /&gt;
&lt;br /&gt;
==Solo scoring==&lt;br /&gt;
Since there is no competitive play for solo, the game designer adds this solo comparative rating : &lt;br /&gt;
&lt;br /&gt;
*0-200 points = 0 stars&lt;br /&gt;
*200-249 = 1 stars&lt;br /&gt;
*250-299 = 2 stars&lt;br /&gt;
*300-349 = 3 stars&lt;br /&gt;
*350-399 = 4 stars&lt;br /&gt;
*400+ = 5 stars&lt;br /&gt;
&lt;br /&gt;
==Variants== &lt;br /&gt;
*&#039;&#039;&#039;Overtime Hours&#039;&#039;&#039;&lt;br /&gt;
*#&#039;&#039;Basic&#039;&#039; : Overtime Hours let you either increase or decrease a card value by 1&lt;br /&gt;
*#&#039;&#039;Overtime Variant Rule&#039;&#039; : In addition to changing the value of a card players may also choose to use overtime hours to change the suit of a card&lt;br /&gt;
*&#039;&#039;&#039;Show discard pile&#039;&#039;&#039;&lt;br /&gt;
*#Enabled : Players can look at already played cards in the discard pile and see which cards may still be in the deck (Note that the 7 cards staying in the game box are considered to be in the deck to keep it unknown)&lt;br /&gt;
*#Disabled&lt;br /&gt;
&lt;br /&gt;
==User Preferences== &lt;br /&gt;
*&#039;&#039;&#039;Interface theme&#039;&#039;&#039;&lt;br /&gt;
*#&#039;&#039;Standard (default)&#039;&#039;: the same background as any classic BGA game.&lt;br /&gt;
*#&#039;&#039;Darker&#039;&#039;: a black background with 75 % opacity&lt;br /&gt;
*&#039;&#039;&#039;Display all players board&#039;&#039;&#039;&lt;br /&gt;
*#&#039;&#039;Enabled&#039;&#039; : display every players&#039;s board (alias score sheet) in the central zone. This is interesting with &amp;lt;u&amp;gt;few players&amp;lt;/u&amp;gt; (2-3) but difficult to read with many (6+).&lt;br /&gt;
*#&#039;&#039;Disabled&#039;&#039; (default) : display current player (or first player when spectator) board alias score sheet in the central zone. You may want to click the &#039;eye&#039; on player panels to see other players boards anyway&lt;br /&gt;
*&#039;&#039;&#039;Display route taken by trucks&#039;&#039;&#039;&lt;br /&gt;
*#&#039;&#039;Disabled&#039;&#039;  : display only black points you move to&lt;br /&gt;
*#&#039;&#039;Accurate&#039;&#039; (default): draw the route following the actual path between points you move to, as when you draw a line with a black pen on the sheet&lt;br /&gt;
*#&#039;&#039;Straight lines&#039;&#039;: display black lines between black points you move to, as when you draw a line with a black pen on the sheet&lt;br /&gt;
*&#039;&#039;&#039;Route color&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Depends on position  (default)&lt;br /&gt;
|&lt;br /&gt;
*red when cancelable in current turn&lt;br /&gt;
*black when not cancelable (ie. done in previous turns)&lt;br /&gt;
*green when delivered (at previous turns)&lt;br /&gt;
|-&lt;br /&gt;
!Black&lt;br /&gt;
|always black&lt;br /&gt;
|-&lt;br /&gt;
!Blue&lt;br /&gt;
|always blue&lt;br /&gt;
|-&lt;br /&gt;
!Gray&lt;br /&gt;
|always gray&lt;br /&gt;
|-&lt;br /&gt;
!Turquoise&lt;br /&gt;
|always turquoise&lt;br /&gt;
|-&lt;br /&gt;
!Violet&lt;br /&gt;
|always violet&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Truck color&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Disabled&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Depends on position (default)&lt;br /&gt;
|&lt;br /&gt;
*transparent when not moved&lt;br /&gt;
*black when not cancelable (ie. moved in previous turns)&lt;br /&gt;
*green when delivered (at previous turns)&lt;br /&gt;
|-&lt;br /&gt;
!Depends on position + Blink&lt;br /&gt;
|see previous + blinking when confirmed in current turn&lt;br /&gt;
|}&lt;br /&gt;
*&#039;&#039;&#039;Display mini truck icons&#039;&#039;&#039;&lt;br /&gt;
*#&#039;&#039;Enabled&#039;&#039; :  display some truck icon near the last point you move to on each truck route, with a different color for each status&lt;br /&gt;
*#*red when cancelable in current turn&lt;br /&gt;
*#*black when not cancelable (ie. done in previous turns)&lt;br /&gt;
*#*green when delivered (at previous turns)&lt;br /&gt;
*#&#039;&#039;Disabled (default)&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Jonathan2004</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpflipfreighters&amp;diff=18999</id>
		<title>Gamehelpflipfreighters</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpflipfreighters&amp;diff=18999"/>
		<updated>2023-11-27T09:55:18Z</updated>

		<summary type="html">&lt;p&gt;Jonathan2004: /* On Your Turn */ Update with last game version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Objective==&lt;br /&gt;
In Flip Freighters, players play as a freight company that is in charge of getting products to their customers. This will be done through the flipping of cards from a deck and deciding whether to load those “goods” on trucks to be shipped out, or to use the card’s numerical value to deliver the trucks to their destination. &lt;br /&gt;
&lt;br /&gt;
The player at the end of the game who manages to ship their goods most effectively to their customers wins the game.&lt;br /&gt;
&lt;br /&gt;
== Components ==&lt;br /&gt;
* 1 Sheet per player&lt;br /&gt;
* 2 Decks of (standard) Playing Cards. Use only Ace,2,3,4,5,6 and all four Jokers, removing all 7,8,9,10,Jack,Queen,King&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Note: In this game Aces are considered to be 1’s.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
* Shuffle all &#039;&#039;&#039;52 cards&#039;&#039;&#039; together then deal out &#039;&#039;&#039;3 piles with 15 cards each&#039;&#039;&#039;. &lt;br /&gt;
* Choose one of these piles to be the draw deck for week one, and place the other two piles off to the side.&lt;br /&gt;
* The &#039;&#039;&#039;extra 7 cards may be removed&#039;&#039;&#039; from the table as they will not be used in this game.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
* The game will take place over &#039;&#039;&#039;3 weeks&#039;&#039;&#039; (rounds). &lt;br /&gt;
* Each week will consist of &#039;&#039;&#039;5 days&#039;&#039;&#039; (turns). &lt;br /&gt;
* During each day, &#039;&#039;&#039;players will play&#039;&#039;&#039; &#039;&#039;&#039;simultaneously&#039;&#039;&#039; : they use the values on the three faceup cards to &#039;&#039;&#039;&amp;lt;u&amp;gt;load&amp;lt;/u&amp;gt;&#039;&#039;&#039; or &#039;&#039;&#039;&amp;lt;u&amp;gt;move&amp;lt;/u&amp;gt;&#039;&#039;&#039; their trucks. Once all players have used all three cards, the next day will begin. &lt;br /&gt;
* A week ends when all the cards in the draw pile are exhausted. Players will use those last three cards as usual, score points, and then move to the next week. &lt;br /&gt;
* At the end of three weeks, players will total their score and the player with the highest score wins.&lt;br /&gt;
&lt;br /&gt;
==On Your Turn==&lt;br /&gt;
&lt;br /&gt;
All players may then use each of the three cards of day in any order of their choosing to do one of two actions: &#039;&#039;Loading or Moving.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For loading, suits represent types of goods, and the numbers represent the amount of that good.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Loading&#039;&#039;&#039;&#039;&#039; &lt;br /&gt;
# Click on a card&lt;br /&gt;
# The game displays/highlights all trucks&#039;s &#039;&#039;&amp;lt;u&amp;gt;squares&amp;lt;/u&amp;gt;&#039;&#039; where you can load with this card (suits represent types of goods, and the numbers represent the amount of that good)&lt;br /&gt;
#* Each square that has a number on it requires that number;&lt;br /&gt;
#* Each square that has a suit on it requires that suit; squares that have multi-suits may be filled with any suit. &lt;br /&gt;
#* The amount you can load is indicated by the symbol outside the truck. &lt;br /&gt;
#** &amp;quot;&#039;&#039;&#039;=&#039;&#039;&#039;&amp;quot; means this truck must be loaded with only one value&lt;br /&gt;
#** &amp;quot;&#039;&#039;&#039;≠&#039;&#039;&#039;&amp;quot; means this truck must be loaded with only different values&lt;br /&gt;
#** &amp;quot;&#039;&#039;&#039;#&#039;&#039;&#039;&amp;quot; means this truck must be loaded with any values&lt;br /&gt;
#** &amp;quot;&#039;&#039;&#039;6-1&#039;&#039;&#039;&amp;quot; means this truck must be loaded with 1,2,3,4,5,6 values from front to back, ie from RIGHT to LEFT. &#039;&#039;You may skip numbers but you may never fill in numbers that were skipped.&#039;&#039;&lt;br /&gt;
#** &amp;quot;&#039;&#039;&#039;1-6&#039;&#039;&#039;&amp;quot; means this truck must be loaded with 6,5,4,3,2,1 values from front to back, ie from RIGHT to LEFT. &#039;&#039;You may skip numbers but you may never fill in numbers that were skipped.&#039;&#039;&lt;br /&gt;
#* once a truck has started moving, you may not load anything else onto it&lt;br /&gt;
# Click on the square you target&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Moving&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
# Click on a card&lt;br /&gt;
# The game displays/highlights all trucks&#039;s &#039;&#039;&amp;lt;u&amp;gt;route spots&amp;lt;/u&amp;gt;&#039;&#039; where you can move to with this card &lt;br /&gt;
#* Any truck may be moved at any point as long as it has at least one square filled&lt;br /&gt;
#* You can move as far from the truck starting position as the card&#039;s value&lt;br /&gt;
#* You can move less than the maximum&lt;br /&gt;
#* Additionally, you may split the value on a card between two or more trucks&lt;br /&gt;
# Click on the circle you target for a truck&lt;br /&gt;
# Click on the circle you target for another truck, etc... repeat&lt;br /&gt;
# Click the top button &amp;quot;Stop moving&amp;quot; to confirm&lt;br /&gt;
# In case you did not spend all the possible moves for a card, you won&#039;t be able to use the remaining amount (unless you cancel your turn)&lt;br /&gt;
# Once you have filled in all the movement circles for a truck, it has reached its destination (near the box with scoring condition), the game displays the score of the truck according to the truck scoring rules and the loaded goods. This truck is now &#039;&#039;delivered&#039;&#039;, and can no longer be accessed for the rest of the game&lt;br /&gt;
# It is worth noting that some trucks have more than one stop location along their path (x1 and x2), giving you more points for delivering the truck further. When you reach the first location you may choose whether to deliver that truck, or you may keep going. Once you have delivered and score the truck, you may not continue moving that truck.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Overtime Hours&#039;&#039;&#039;&lt;br /&gt;
** Near the week-end scoring, you will find a section labeled “Overtime Hours.” This area will let you either increase or decrease a card’s value by 1. Players may choose to use multiple circles on the same card, and may even increase a number over 6 if they would like. Every hour that you do &#039;&#039;&amp;lt;u&amp;gt;not use&amp;lt;/u&amp;gt;&#039;&#039; will give you 2 points at the end of the game.&lt;br /&gt;
** In order to use it, click on the buttons &amp;quot;&amp;lt;u&amp;gt;+1&amp;lt;/u&amp;gt;&amp;quot; or &amp;quot;&amp;lt;u&amp;gt;-1&amp;lt;/u&amp;gt;&amp;quot; on step 2 (either loading or moving)&lt;br /&gt;
** if &#039;&#039;Overtime Variant Rule&#039;&#039; is enabled, click on the buttons &amp;quot;&amp;lt;u&amp;gt;spade&amp;lt;/u&amp;gt;&amp;quot;, &amp;quot;&amp;lt;u&amp;gt;heart&amp;lt;/u&amp;gt;&amp;quot;, &amp;quot;&amp;lt;u&amp;gt;club&amp;lt;/u&amp;gt;&amp;quot; or &amp;quot;&amp;lt;u&amp;gt;diamond&amp;lt;/u&amp;gt;&amp;quot; on step 2 (either loading or moving) to change the card to that suit. The game hightlights the original suit of the card in case you forget it&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Buttons&#039;&#039;&#039;&lt;br /&gt;
** End turn : stop your turn so that you cannot act until next turn + inform others that you are ready for next turn (BGA stop your thinking time hourglass)&lt;br /&gt;
** Restart turn : cancel all your actions in this turn (can be done before or after clicking on &amp;quot;end turn&amp;quot;)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==End of Week Scoring==&lt;br /&gt;
When a week ends, the game computes the &amp;quot;week score&amp;quot; of every player = total all the values for all the trucks that have been delivered. &lt;br /&gt;
&lt;br /&gt;
Because points are totaled every week, this means that trucks delivered in &#039;&#039;&amp;lt;u&amp;gt;early&amp;lt;/u&amp;gt;&#039;&#039; weeks will &amp;lt;u&amp;gt;&#039;&#039;score more than once&#039;&#039;&amp;lt;/u&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
==End of game==&lt;br /&gt;
&lt;br /&gt;
At the end of week 3 day 5 the game ends, players will total their score &lt;br /&gt;
&lt;br /&gt;
*Score (is automatically computed on BGA each day) as the sum of :&lt;br /&gt;
**score from Week 1&lt;br /&gt;
**score from Week 2&lt;br /&gt;
**score from Week 3&lt;br /&gt;
**scored from unused Overtime Hours (2/hour) &lt;br /&gt;
&lt;br /&gt;
*the player with the highest score wins.&lt;br /&gt;
*In case of a tie, the player who delivered the most total trucks is the winner&lt;br /&gt;
&lt;br /&gt;
==Solo scoring==&lt;br /&gt;
Since there is no competitive play for solo, the game designer adds this solo comparative rating : &lt;br /&gt;
&lt;br /&gt;
*0-200 points = 0 stars&lt;br /&gt;
*200-249 = 1 stars&lt;br /&gt;
*250-299 = 2 stars&lt;br /&gt;
*300-349 = 3 stars&lt;br /&gt;
*350-399 = 4 stars&lt;br /&gt;
*400+ = 5 stars&lt;br /&gt;
&lt;br /&gt;
==Variants== &lt;br /&gt;
*&#039;&#039;&#039;Overtime Hours&#039;&#039;&#039;&lt;br /&gt;
*#&#039;&#039;Basic&#039;&#039; : Overtime Hours let you either increase or decrease a card value by 1&lt;br /&gt;
*#&#039;&#039;Overtime Variant Rule&#039;&#039; : In addition to changing the value of a card players may also choose to use overtime hours to change the suit of a card&lt;br /&gt;
*&#039;&#039;&#039;Show discard pile&#039;&#039;&#039;&lt;br /&gt;
*#Enabled : Players can look at already played cards in the discard pile and see which cards may still be in the deck (Note that the 7 cards staying in the game box are considered to be in the deck to keep it unknown)&lt;br /&gt;
*#Disabled&lt;br /&gt;
&lt;br /&gt;
==User Preferences== &lt;br /&gt;
*&#039;&#039;&#039;Interface theme&#039;&#039;&#039;&lt;br /&gt;
*#&#039;&#039;Standard (default)&#039;&#039;: the same background as any classic BGA game.&lt;br /&gt;
*#&#039;&#039;Darker&#039;&#039;: a black background with 75 % opacity&lt;br /&gt;
*&#039;&#039;&#039;Display all players board&#039;&#039;&#039;&lt;br /&gt;
*#&#039;&#039;Enabled&#039;&#039; : display every players&#039;s board (alias score sheet) in the central zone. This is interesting with &amp;lt;u&amp;gt;few players&amp;lt;/u&amp;gt; (2-3) but difficult to read with many (6+).&lt;br /&gt;
*#&#039;&#039;Disabled&#039;&#039; (default) : display current player (or first player when spectator) board alias score sheet in the central zone. You may want to click the &#039;eye&#039; on player panels to see other players boards anyway&lt;br /&gt;
*&#039;&#039;&#039;Display route taken by trucks&#039;&#039;&#039;&lt;br /&gt;
*#&#039;&#039;Disabled&#039;&#039;  : display only black points you move to&lt;br /&gt;
*#&#039;&#039;Accurate&#039;&#039; (default): draw the route following the actual path between points you move to, as when you draw a line with a black pen on the sheet&lt;br /&gt;
*#&#039;&#039;Straight lines&#039;&#039;: display black lines between black points you move to, as when you draw a line with a black pen on the sheet&lt;br /&gt;
*&#039;&#039;&#039;Route color&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Depends on position  (default)&lt;br /&gt;
|&lt;br /&gt;
*red when cancelable in current turn&lt;br /&gt;
*black when not cancelable (ie. done in previous turns)&lt;br /&gt;
*green when delivered (at previous turns)&lt;br /&gt;
|-&lt;br /&gt;
!Black&lt;br /&gt;
|always black&lt;br /&gt;
|-&lt;br /&gt;
!Blue&lt;br /&gt;
|always blue&lt;br /&gt;
|-&lt;br /&gt;
!Gray&lt;br /&gt;
|always gray&lt;br /&gt;
|-&lt;br /&gt;
!Turquoise&lt;br /&gt;
|always turquoise&lt;br /&gt;
|-&lt;br /&gt;
!Violet&lt;br /&gt;
|always violet&lt;br /&gt;
|}*&#039;&#039;&#039;Truck color&#039;&#039;&#039;&lt;br /&gt;
*&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Disabled&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Depends on position (default)&lt;br /&gt;
|&lt;br /&gt;
*transparent when not moved&lt;br /&gt;
*black when not cancelable (ie. moved in previous turns)&lt;br /&gt;
*green when delivered (at previous turns)&lt;br /&gt;
|-&lt;br /&gt;
!Depends on position + Blink&lt;br /&gt;
|see previous + blinking when confirmed in current turn&lt;br /&gt;
|}*&lt;br /&gt;
*&#039;&#039;&#039;Display mini truck icons&#039;&#039;&#039;&lt;br /&gt;
*#&#039;&#039;Enabled&#039;&#039; :  display some truck icon near the last point you move to on each truck route, with a different color for each status&lt;br /&gt;
*#*red when cancelable in current turn&lt;br /&gt;
*#*black when not cancelable (ie. done in previous turns)&lt;br /&gt;
*#*green when delivered (at previous turns)&lt;br /&gt;
*#&#039;&#039;Disabled (default)&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Jonathan2004</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpflipfreighters&amp;diff=18974</id>
		<title>Gamehelpflipfreighters</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpflipfreighters&amp;diff=18974"/>
		<updated>2023-11-23T09:28:06Z</updated>

		<summary type="html">&lt;p&gt;Jonathan2004: /* User Preferences */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Objective==&lt;br /&gt;
In Flip Freighters, players play as a freight company that is in charge of getting products to their customers. This will be done through the flipping of cards from a deck and deciding whether to load those “goods” on trucks to be shipped out, or to use the card’s numerical value to deliver the trucks to their destination. &lt;br /&gt;
&lt;br /&gt;
The player at the end of the game who manages to ship their goods most effectively to their customers wins the game.&lt;br /&gt;
&lt;br /&gt;
== Components ==&lt;br /&gt;
* 1 Sheet per player&lt;br /&gt;
* 2 Decks of (standard) Playing Cards. Use only Ace,2,3,4,5,6 and all four Jokers, removing all 7,8,9,10,Jack,Queen,King&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Note: In this game Aces are considered to be 1’s.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
* Shuffle all &#039;&#039;&#039;52 cards&#039;&#039;&#039; together then deal out &#039;&#039;&#039;3 piles with 15 cards each&#039;&#039;&#039;. &lt;br /&gt;
* Choose one of these piles to be the draw deck for week one, and place the other two piles off to the side.&lt;br /&gt;
* The &#039;&#039;&#039;extra 7 cards may be removed&#039;&#039;&#039; from the table as they will not be used in this game.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
* The game will take place over &#039;&#039;&#039;3 weeks&#039;&#039;&#039; (rounds). &lt;br /&gt;
* Each week will consist of &#039;&#039;&#039;5 days&#039;&#039;&#039; (turns). &lt;br /&gt;
* During each day, &#039;&#039;&#039;players will play&#039;&#039;&#039; &#039;&#039;&#039;simultaneously&#039;&#039;&#039; : they use the values on the three faceup cards to &#039;&#039;&#039;&amp;lt;u&amp;gt;load&amp;lt;/u&amp;gt;&#039;&#039;&#039; or &#039;&#039;&#039;&amp;lt;u&amp;gt;move&amp;lt;/u&amp;gt;&#039;&#039;&#039; their trucks. Once all players have used all three cards, the next day will begin. &lt;br /&gt;
* A week ends when all the cards in the draw pile are exhausted. Players will use those last three cards as usual, score points, and then move to the next week. &lt;br /&gt;
* At the end of three weeks, players will total their score and the player with the highest score wins.&lt;br /&gt;
&lt;br /&gt;
==On Your Turn==&lt;br /&gt;
&lt;br /&gt;
All players may then use each of the three cards of day in any order of their choosing to do one of two actions: &#039;&#039;Loading or Moving.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For loading, suits represent types of goods, and the numbers represent the amount of that good.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Loading&#039;&#039;&#039;&#039;&#039; &lt;br /&gt;
# Click on a card&lt;br /&gt;
# The game displays/highlights all trucks&#039;s &#039;&#039;&amp;lt;u&amp;gt;squares&amp;lt;/u&amp;gt;&#039;&#039; where you can load with this card (suits represent types of goods, and the numbers represent the amount of that good)&lt;br /&gt;
#* Each square that has a number on it requires that number;&lt;br /&gt;
#* Each square that has a suit on it requires that suit; squares that have multi-suits may be filled with any suit. &lt;br /&gt;
#* The amount you can load is indicated by the symbol outside the truck. &lt;br /&gt;
#** &amp;quot;&#039;&#039;&#039;=&#039;&#039;&#039;&amp;quot; means this truck must be loaded with only one value&lt;br /&gt;
#** &amp;quot;&#039;&#039;&#039;≠&#039;&#039;&#039;&amp;quot; means this truck must be loaded with only different values&lt;br /&gt;
#** &amp;quot;&#039;&#039;&#039;#&#039;&#039;&#039;&amp;quot; means this truck must be loaded with any values&lt;br /&gt;
#** &amp;quot;&#039;&#039;&#039;6-1&#039;&#039;&#039;&amp;quot; means this truck must be loaded with 1,2,3,4,5,6 values from front to back, ie from RIGHT to LEFT. &#039;&#039;You may skip numbers but you may never fill in numbers that were skipped.&#039;&#039;&lt;br /&gt;
#** &amp;quot;&#039;&#039;&#039;1-6&#039;&#039;&#039;&amp;quot; means this truck must be loaded with 6,5,4,3,2,1 values from front to back, ie from RIGHT to LEFT. &#039;&#039;You may skip numbers but you may never fill in numbers that were skipped.&#039;&#039;&lt;br /&gt;
#* once a truck has started moving, you may not load anything else onto it&lt;br /&gt;
# Click on the square you target&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Moving&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
# Click on a card&lt;br /&gt;
# The game displays/highlights all trucks&#039;s &#039;&#039;&amp;lt;u&amp;gt;route spots&amp;lt;/u&amp;gt;&#039;&#039; where you can move to with this card &lt;br /&gt;
#* Any truck may be moved at any point as long as it has at least one square filled&lt;br /&gt;
#* You can move as far from the truck starting position as the card&#039;s value&lt;br /&gt;
#* You can move less than the maximum&lt;br /&gt;
#* Additionally, you may split the value on a card between two or more trucks&lt;br /&gt;
# Click on the circle you target&lt;br /&gt;
# In case you did not spend all the possible moves for a card, repeat from step 1 as you wish&lt;br /&gt;
# Once you have filled in all the movement circles for a truck, it has reached its destination (near the box with scoring condition), the game displays the score of the truck according to the truck scoring rules and the loaded goods. This truck is now &#039;&#039;delivered&#039;&#039;, and can no longer be accessed for the rest of the game&lt;br /&gt;
# It is worth noting that some trucks have more than one stop location along their path (x1 and x2), giving you more points for delivering the truck further. When you reach the first location you may choose whether to deliver that truck, or you may keep going. Once you have delivered and score the truck, you may not continue moving that truck.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Overtime Hours&#039;&#039;&#039;&lt;br /&gt;
** Near the week-end scoring, you will find a section labeled “Overtime Hours.” This area will let you either increase or decrease a card’s value by 1. Players may choose to use multiple circles on the same card, and may even increase a number over 6 if they would like. Every hour that you do &#039;&#039;&amp;lt;u&amp;gt;not use&amp;lt;/u&amp;gt;&#039;&#039; will give you 2 points at the end of the game.&lt;br /&gt;
** In order to use it, click on the buttons &amp;quot;&amp;lt;u&amp;gt;+1&amp;lt;/u&amp;gt;&amp;quot; or &amp;quot;&amp;lt;u&amp;gt;-1&amp;lt;/u&amp;gt;&amp;quot; on step 2 (either loading or moving)&lt;br /&gt;
** if &#039;&#039;Overtime Variant Rule&#039;&#039; is enabled, click on the buttons &amp;quot;&amp;lt;u&amp;gt;spade&amp;lt;/u&amp;gt;&amp;quot;, &amp;quot;&amp;lt;u&amp;gt;heart&amp;lt;/u&amp;gt;&amp;quot;, &amp;quot;&amp;lt;u&amp;gt;club&amp;lt;/u&amp;gt;&amp;quot; or &amp;quot;&amp;lt;u&amp;gt;diamond&amp;lt;/u&amp;gt;&amp;quot; on step 2 (either loading or moving) to change the card to that suit. The game hightlights the original suit of the card in case you forget it&lt;br /&gt;
&lt;br /&gt;
== End of Week Scoring ==&lt;br /&gt;
When a week ends, the game computes the &amp;quot;week score&amp;quot; of every player = total all the values for all the trucks that have been delivered. &lt;br /&gt;
&lt;br /&gt;
Because points are totaled every week, this means that trucks delivered in &#039;&#039;&amp;lt;u&amp;gt;early&amp;lt;/u&amp;gt;&#039;&#039; weeks will &amp;lt;u&amp;gt;&#039;&#039;score more than once&#039;&#039;&amp;lt;/u&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
==End of game ==&lt;br /&gt;
&lt;br /&gt;
At the end of week 3 day 5 the game ends, players will total their score&lt;br /&gt;
&lt;br /&gt;
* Score (is automatically computed on BGA each day) as the sum of :&lt;br /&gt;
** score from Week 1&lt;br /&gt;
** score from Week 2&lt;br /&gt;
** score from Week 3&lt;br /&gt;
** scored from unused Overtime Hours (2/hour)&lt;br /&gt;
&lt;br /&gt;
* the player with the highest score wins.&lt;br /&gt;
* In case of a tie, the player who delivered the most total trucks is the winner&lt;br /&gt;
&lt;br /&gt;
== Solo scoring ==&lt;br /&gt;
Since there is no competitive play for solo, the game designer adds this solo comparative rating :&lt;br /&gt;
&lt;br /&gt;
* 0-200 points = 0 stars&lt;br /&gt;
* 200-249 = 1 stars&lt;br /&gt;
* 250-299 = 2 stars&lt;br /&gt;
* 300-349 = 3 stars &lt;br /&gt;
* 350-399 = 4 stars&lt;br /&gt;
* 400+ = 5 stars&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
* &#039;&#039;&#039;Overtime Hours&#039;&#039;&#039;&lt;br /&gt;
*# &#039;&#039;Basic&#039;&#039; : Overtime Hours let you either increase or decrease a card value by 1&lt;br /&gt;
*# &#039;&#039;Overtime Variant Rule&#039;&#039; : In addition to changing the value of a card players may also choose to use overtime hours to change the suit of a card&lt;br /&gt;
* &#039;&#039;&#039;Show discard pile&#039;&#039;&#039;&lt;br /&gt;
*# Enabled : Players can look at already played cards in the discard pile and see which cards may still be in the deck (Note that the 7 cards staying in the game box are considered to be in the deck to keep it unknown)&lt;br /&gt;
*# Disabled&lt;br /&gt;
&lt;br /&gt;
== User Preferences ==&lt;br /&gt;
* &#039;&#039;&#039;Interface theme&#039;&#039;&#039;&lt;br /&gt;
*# &#039;&#039;Standard (default)&#039;&#039;: the same background as any classic BGA game.&lt;br /&gt;
*# &#039;&#039;Darker&#039;&#039;: a black background with 75 % opacity&lt;br /&gt;
* &#039;&#039;&#039;Display all players board&#039;&#039;&#039;&lt;br /&gt;
*# &#039;&#039;Enabled&#039;&#039; : display every players&#039;s board (alias score sheet) in the central zone. This is interesting with &amp;lt;u&amp;gt;few players&amp;lt;/u&amp;gt; (2-3) but difficult to read with many (6+).&lt;br /&gt;
*# &#039;&#039;Disabled&#039;&#039; (default) : display current player (or first player when spectator) board alias score sheet in the central zone. You may want to click the &#039;eye&#039; on player panels to see other players boards anyway&lt;br /&gt;
*&#039;&#039;&#039;Display route taken by trucks&#039;&#039;&#039;&lt;br /&gt;
*#&#039;&#039;Enabled&#039;&#039; (default): display black lines between black points you move to, as when you draw a line with a black pen on the sheet&lt;br /&gt;
*# &#039;&#039;Disabled&#039;&#039;  : display only black points you move to&lt;br /&gt;
*&#039;&#039;&#039;Display mini truck icons&#039;&#039;&#039;&lt;br /&gt;
*#&#039;&#039;Enabled&#039;&#039; :  display some truck icon near the last point you move to on each truck route, with a different color for each status&lt;br /&gt;
*#*red when cancelable in current turn&lt;br /&gt;
*#*black when not cancelable (ie. done in previous turns)&lt;br /&gt;
*#*green when delivered (at previous turns)&lt;br /&gt;
*# &#039;&#039;Disabled (default)&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Jonathan2004</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpwolfandsheeps&amp;diff=18961</id>
		<title>Gamehelpwolfandsheeps</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpwolfandsheeps&amp;diff=18961"/>
		<updated>2023-11-20T10:18:29Z</updated>

		<summary type="html">&lt;p&gt;Jonathan2004: Update with last game version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Objective==&lt;br /&gt;
Beware this is an asymmetric game :&lt;br /&gt;
* BLACK : &#039;&#039;&#039;Wolves&#039;&#039;&#039; need to block the Sheep.&lt;br /&gt;
* WHITE : &#039;&#039;&#039;Sheep&#039;&#039;&#039; needs to pass through the wolves and reach their starting line.&lt;br /&gt;
&lt;br /&gt;
== Components ==&lt;br /&gt;
* A Chess like board&lt;br /&gt;
* 1 white token (called &amp;quot;Sheep&amp;quot;)&lt;br /&gt;
* 4 black tokens (called &amp;quot;Wolves&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
* Wolves are placed onto fields B8, D8, F8, and H8.&lt;br /&gt;
&lt;br /&gt;
* Sheep &#039;&#039;&#039;starts the game&#039;&#039;&#039; from E1.&lt;br /&gt;
&lt;br /&gt;
[[File:Starting position.png|alt=Start of the game|none|thumb|Start of the game]]&lt;br /&gt;
&lt;br /&gt;
==On Your Turn==&lt;br /&gt;
&lt;br /&gt;
You can move :&lt;br /&gt;
* 1 piece at a time&lt;br /&gt;
* only diagonally (so you always play on the same cell color of the board)&lt;br /&gt;
* only 1 step at a time&lt;br /&gt;
* the sheep can move backward, not the wolves&lt;br /&gt;
&lt;br /&gt;
==End of game ==&lt;br /&gt;
Beware this is an asymmetric game :&lt;br /&gt;
* &#039;&#039;&#039;WHITE&#039;&#039;&#039; Victory : Sheep wins by reaching the other side of the board (8th row or 10th row according to played variant).&lt;br /&gt;
** &#039;&#039;&#039;WHITE&#039;&#039;&#039; BGA auto victory : if there is not enough wolves in front of the sheep to block the sheep.&lt;br /&gt;
* &#039;&#039;&#039;BLACK&#039;&#039;&#039; Victory : Wolves win by blocking the sheep such that it cannot move anymore (when sheep has no legal move left).&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
* Board size&lt;br /&gt;
*# Chess board : 8x8&lt;br /&gt;
*# Checkers board : 10x10 (+1 black token)&lt;br /&gt;
* Duration&lt;br /&gt;
*# 1 round is a classic play as defined here&lt;br /&gt;
*# 2 rounds : One round with Player 1 as White VS Player 2 as Black, then one round with Player 2 as White VS Player 1 as Black&lt;br /&gt;
&lt;br /&gt;
== User Preferences ==&lt;br /&gt;
* &#039;&#039;&#039;Board colors&#039;&#039;&#039;&lt;br /&gt;
*# &#039;&#039;Tokens on dark cells&#039;&#039; : Tokens are places as in the pictures on the &amp;quot;black&amp;quot;/darkest cells of the board&lt;br /&gt;
*# &#039;&#039;Tokens on light cells&#039;&#039; : Tokens are places on the &amp;quot;white&amp;quot;/brightest cells of the board&lt;br /&gt;
* &#039;&#039;&#039;Interface theme&#039;&#039;&#039;&lt;br /&gt;
*# &#039;&#039;Standard&#039;&#039; : the same background as any classic BGA game like Chess.&lt;br /&gt;
*# &#039;&#039;Darker&#039;&#039;: a black background with 75 % opacity&lt;/div&gt;</summary>
		<author><name>Jonathan2004</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpflipfreighters&amp;diff=18881</id>
		<title>Gamehelpflipfreighters</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpflipfreighters&amp;diff=18881"/>
		<updated>2023-11-14T16:22:16Z</updated>

		<summary type="html">&lt;p&gt;Jonathan2004: /* User Preferences */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Objective==&lt;br /&gt;
In Flip Freighters, players play as a freight company that is in charge of getting products to their customers. This will be done through the flipping of cards from a deck and deciding whether to load those “goods” on trucks to be shipped out, or to use the card’s numerical value to deliver the trucks to their destination. &lt;br /&gt;
&lt;br /&gt;
The player at the end of the game who manages to ship their goods most effectively to their customers wins the game.&lt;br /&gt;
&lt;br /&gt;
== Components ==&lt;br /&gt;
* 1 Sheet per player&lt;br /&gt;
* 2 Decks of (standard) Playing Cards. Use only Ace,2,3,4,5,6 and all four Jokers, removing all 7,8,9,10,Jack,Queen,King&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Note: In this game Aces are considered to be 1’s.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
* Shuffle all &#039;&#039;&#039;52 cards&#039;&#039;&#039; together then deal out &#039;&#039;&#039;3 piles with 15 cards each&#039;&#039;&#039;. &lt;br /&gt;
* Choose one of these piles to be the draw deck for week one, and place the other two piles off to the side.&lt;br /&gt;
* The &#039;&#039;&#039;extra 7 cards may be removed&#039;&#039;&#039; from the table as they will not be used in this game.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
* The game will take place over &#039;&#039;&#039;3 weeks&#039;&#039;&#039; (rounds). &lt;br /&gt;
* Each week will consist of &#039;&#039;&#039;5 days&#039;&#039;&#039; (turns). &lt;br /&gt;
* During each day, &#039;&#039;&#039;players will play&#039;&#039;&#039; &#039;&#039;&#039;simultaneously&#039;&#039;&#039; : they use the values on the three faceup cards to &#039;&#039;&#039;&amp;lt;u&amp;gt;load&amp;lt;/u&amp;gt;&#039;&#039;&#039; or &#039;&#039;&#039;&amp;lt;u&amp;gt;move&amp;lt;/u&amp;gt;&#039;&#039;&#039; their trucks. Once all players have used all three cards, the next day will begin. &lt;br /&gt;
* A week ends when all the cards in the draw pile are exhausted. Players will use those last three cards as usual, score points, and then move to the next week. &lt;br /&gt;
* At the end of three weeks, players will total their score and the player with the highest score wins.&lt;br /&gt;
&lt;br /&gt;
==On Your Turn==&lt;br /&gt;
&lt;br /&gt;
All players may then use each of the three cards of day in any order of their choosing to do one of two actions: &#039;&#039;Loading or Moving.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For loading, suits represent types of goods, and the numbers represent the amount of that good.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Loading&#039;&#039;&#039;&#039;&#039; &lt;br /&gt;
# Click on a card&lt;br /&gt;
# The game displays/highlights all trucks&#039;s &#039;&#039;&amp;lt;u&amp;gt;squares&amp;lt;/u&amp;gt;&#039;&#039; where you can load with this card (suits represent types of goods, and the numbers represent the amount of that good)&lt;br /&gt;
#* Each square that has a number on it requires that number;&lt;br /&gt;
#* Each square that has a suit on it requires that suit; squares that have multi-suits may be filled with any suit. &lt;br /&gt;
#* The amount you can load is indicated by the symbol outside the truck. &lt;br /&gt;
#** &amp;quot;&#039;&#039;&#039;=&#039;&#039;&#039;&amp;quot; means this truck must be loaded with only one value&lt;br /&gt;
#** &amp;quot;&#039;&#039;&#039;≠&#039;&#039;&#039;&amp;quot; means this truck must be loaded with only different values&lt;br /&gt;
#** &amp;quot;&#039;&#039;&#039;#&#039;&#039;&#039;&amp;quot; means this truck must be loaded with any values&lt;br /&gt;
#** &amp;quot;&#039;&#039;&#039;6-1&#039;&#039;&#039;&amp;quot; means this truck must be loaded with 1,2,3,4,5,6 values from front to back, ie from RIGHT to LEFT. &#039;&#039;You may skip numbers but you may never fill in numbers that were skipped.&#039;&#039;&lt;br /&gt;
#** &amp;quot;&#039;&#039;&#039;1-6&#039;&#039;&#039;&amp;quot; means this truck must be loaded with 6,5,4,3,2,1 values from front to back, ie from RIGHT to LEFT. &#039;&#039;You may skip numbers but you may never fill in numbers that were skipped.&#039;&#039;&lt;br /&gt;
#* once a truck has started moving, you may not load anything else onto it&lt;br /&gt;
# Click on the square you target&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Moving&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
# Click on a card&lt;br /&gt;
# The game displays/highlights all trucks&#039;s &#039;&#039;&amp;lt;u&amp;gt;route spots&amp;lt;/u&amp;gt;&#039;&#039; where you can move to with this card &lt;br /&gt;
#* Any truck may be moved at any point as long as it has at least one square filled&lt;br /&gt;
#* You can move as far from the truck starting position as the card&#039;s value&lt;br /&gt;
#* You can move less than the maximum&lt;br /&gt;
#* Additionally, you may split the value on a card between two or more trucks&lt;br /&gt;
# Click on the circle you target&lt;br /&gt;
# In case you did not spend all the possible moves for a card, repeat from step 1 as you wish&lt;br /&gt;
# Once you have filled in all the movement circles for a truck, it has reached its destination (near the box with scoring condition), the game displays the score of the truck according to the truck scoring rules and the loaded goods. This truck is now &#039;&#039;delivered&#039;&#039;, and can no longer be accessed for the rest of the game&lt;br /&gt;
# It is worth noting that some trucks have more than one stop location along their path (x1 and x2), giving you more points for delivering the truck further. When you reach the first location you may choose whether to deliver that truck, or you may keep going. Once you have delivered and score the truck, you may not continue moving that truck.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Overtime Hours&#039;&#039;&#039;&lt;br /&gt;
** Near the week-end scoring, you will find a section labeled “Overtime Hours.” This area will let you either increase or decrease a card’s value by 1. Players may choose to use multiple circles on the same card, and may even increase a number over 6 if they would like. Every hour that you do &#039;&#039;&amp;lt;u&amp;gt;not use&amp;lt;/u&amp;gt;&#039;&#039; will give you 2 points at the end of the game.&lt;br /&gt;
** In order to use it, click on the buttons &amp;quot;&amp;lt;u&amp;gt;+1&amp;lt;/u&amp;gt;&amp;quot; or &amp;quot;&amp;lt;u&amp;gt;-1&amp;lt;/u&amp;gt;&amp;quot; on step 2 (either loading or moving)&lt;br /&gt;
** if &#039;&#039;Overtime Variant Rule&#039;&#039; is enabled, click on the buttons &amp;quot;&amp;lt;u&amp;gt;spade&amp;lt;/u&amp;gt;&amp;quot;, &amp;quot;&amp;lt;u&amp;gt;heart&amp;lt;/u&amp;gt;&amp;quot;, &amp;quot;&amp;lt;u&amp;gt;club&amp;lt;/u&amp;gt;&amp;quot; or &amp;quot;&amp;lt;u&amp;gt;diamond&amp;lt;/u&amp;gt;&amp;quot; on step 2 (either loading or moving) to change the card to that suit. The game hightlights the original suit of the card in case you forget it&lt;br /&gt;
&lt;br /&gt;
== End of Week Scoring ==&lt;br /&gt;
When a week ends, the game computes the &amp;quot;week score&amp;quot; of every player = total all the values for all the trucks that have been delivered. &lt;br /&gt;
&lt;br /&gt;
Because points are totaled every week, this means that trucks delivered in &#039;&#039;&amp;lt;u&amp;gt;early&amp;lt;/u&amp;gt;&#039;&#039; weeks will &amp;lt;u&amp;gt;&#039;&#039;score more than once&#039;&#039;&amp;lt;/u&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
==End of game ==&lt;br /&gt;
&lt;br /&gt;
At the end of week 3 day 5 the game ends, players will total their score&lt;br /&gt;
&lt;br /&gt;
* Score (is automatically computed on BGA each day) as the sum of :&lt;br /&gt;
** score from Week 1&lt;br /&gt;
** score from Week 2&lt;br /&gt;
** score from Week 3&lt;br /&gt;
** scored from unused Overtime Hours (2/hour)&lt;br /&gt;
&lt;br /&gt;
* the player with the highest score wins.&lt;br /&gt;
* In case of a tie, the player who delivered the most total trucks is the winner&lt;br /&gt;
&lt;br /&gt;
== Solo scoring ==&lt;br /&gt;
Since there is no competitive play for solo, the game designer adds this solo comparative rating :&lt;br /&gt;
&lt;br /&gt;
* 0-200 points = 0 stars&lt;br /&gt;
* 200-249 = 1 stars&lt;br /&gt;
* 250-299 = 2 stars&lt;br /&gt;
* 300-349 = 3 stars &lt;br /&gt;
* 350-399 = 4 stars&lt;br /&gt;
* 400+ = 5 stars&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
* &#039;&#039;&#039;Overtime Hours&#039;&#039;&#039;&lt;br /&gt;
*# &#039;&#039;Basic&#039;&#039; : Overtime Hours let you either increase or decrease a card value by 1&lt;br /&gt;
*# &#039;&#039;Overtime Variant Rule&#039;&#039; : In addition to changing the value of a card players may also choose to use overtime hours to change the suit of a card&lt;br /&gt;
* &#039;&#039;&#039;Show discard pile&#039;&#039;&#039;&lt;br /&gt;
*# Enabled : Players can look at already played cards in the discard pile and see which cards may still be in the deck (Note that the 7 cards staying in the game box are considered to be in the deck to keep it unknown)&lt;br /&gt;
*# Disabled&lt;br /&gt;
&lt;br /&gt;
== User Preferences ==&lt;br /&gt;
* &#039;&#039;&#039;Interface theme&#039;&#039;&#039;&lt;br /&gt;
*# &#039;&#039;Standard (default)&#039;&#039;: the same background as any classic BGA game.&lt;br /&gt;
*# &#039;&#039;Darker&#039;&#039;: a black background with 75 % opacity&lt;br /&gt;
* &#039;&#039;&#039;Display all players board&#039;&#039;&#039;&lt;br /&gt;
*# &#039;&#039;Enabled&#039;&#039; : display every players&#039;s board alias score sheet in the central zone.&lt;br /&gt;
*# &#039;&#039;Disabled&#039;&#039; (default) : display current player (or first player when spectator) board alias score sheet in the central zone. You may want to click the &#039;eye&#039; on player panels to see other players boards anyway&lt;br /&gt;
*&#039;&#039;&#039;Display route taken by trucks&#039;&#039;&#039;&lt;br /&gt;
*#&#039;&#039;Enabled&#039;&#039; (default): display black lines between black points you move to, as when you draw a line with a black pen on the sheet&lt;br /&gt;
*# &#039;&#039;Disabled&#039;&#039;  : display only black points you move to&lt;br /&gt;
*&#039;&#039;&#039;Display mini truck icons&#039;&#039;&#039;&lt;br /&gt;
*#&#039;&#039;Enabled&#039;&#039; :  display some truck icon near the last point you move to on each truck route, with a different color for each status&lt;br /&gt;
*#*red when cancelable in current turn&lt;br /&gt;
*#*black when not cancelable (ie. done in previous turns)&lt;br /&gt;
*#*green when delivered (at previous turns)&lt;br /&gt;
*# &#039;&#039;Disabled (default)&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Jonathan2004</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpflipfreighters&amp;diff=18865</id>
		<title>Gamehelpflipfreighters</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpflipfreighters&amp;diff=18865"/>
		<updated>2023-11-13T10:46:26Z</updated>

		<summary type="html">&lt;p&gt;Jonathan2004: Fill with the designer&amp;#039; game rules + hints about the BGA adaptation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Objective==&lt;br /&gt;
In Flip Freighters, players play as a freight company that is in charge of getting products to their customers. This will be done through the flipping of cards from a deck and deciding whether to load those “goods” on trucks to be shipped out, or to use the card’s numerical value to deliver the trucks to their destination. &lt;br /&gt;
&lt;br /&gt;
The player at the end of the game who manages to ship their goods most effectively to their customers wins the game.&lt;br /&gt;
&lt;br /&gt;
== Components ==&lt;br /&gt;
* 1 Sheet per player&lt;br /&gt;
* 2 Decks of (standard) Playing Cards. Use only Ace,2,3,4,5,6 and all four Jokers, removing all 7,8,9,10,Jack,Queen,King&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Note: In this game Aces are considered to be 1’s.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
* Shuffle all &#039;&#039;&#039;52 cards&#039;&#039;&#039; together then deal out &#039;&#039;&#039;3 piles with 15 cards each&#039;&#039;&#039;. &lt;br /&gt;
* Choose one of these piles to be the draw deck for week one, and place the other two piles off to the side.&lt;br /&gt;
* The &#039;&#039;&#039;extra 7 cards may be removed&#039;&#039;&#039; from the table as they will not be used in this game.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
* The game will take place over &#039;&#039;&#039;3 weeks&#039;&#039;&#039; (rounds). &lt;br /&gt;
* Each week will consist of &#039;&#039;&#039;5 days&#039;&#039;&#039; (turns). &lt;br /&gt;
* During each day, &#039;&#039;&#039;players will play&#039;&#039;&#039; &#039;&#039;&#039;simultaneously&#039;&#039;&#039; : they use the values on the three faceup cards to &#039;&#039;&#039;&amp;lt;u&amp;gt;load&amp;lt;/u&amp;gt;&#039;&#039;&#039; or &#039;&#039;&#039;&amp;lt;u&amp;gt;move&amp;lt;/u&amp;gt;&#039;&#039;&#039; their trucks. Once all players have used all three cards, the next day will begin. &lt;br /&gt;
* A week ends when all the cards in the draw pile are exhausted. Players will use those last three cards as usual, score points, and then move to the next week. &lt;br /&gt;
* At the end of three weeks, players will total their score and the player with the highest score wins.&lt;br /&gt;
&lt;br /&gt;
==On Your Turn==&lt;br /&gt;
&lt;br /&gt;
All players may then use each of the three cards of day in any order of their choosing to do one of two actions: &#039;&#039;Loading or Moving.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For loading, suits represent types of goods, and the numbers represent the amount of that good.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Loading&#039;&#039;&#039;&#039;&#039; &lt;br /&gt;
# Click on a card&lt;br /&gt;
# The game displays/highlights all trucks&#039;s &#039;&#039;&amp;lt;u&amp;gt;squares&amp;lt;/u&amp;gt;&#039;&#039; where you can load with this card (suits represent types of goods, and the numbers represent the amount of that good)&lt;br /&gt;
#* Each square that has a number on it requires that number;&lt;br /&gt;
#* Each square that has a suit on it requires that suit; squares that have multi-suits may be filled with any suit. &lt;br /&gt;
#* The amount you can load is indicated by the symbol outside the truck. &lt;br /&gt;
#** &amp;quot;&#039;&#039;&#039;=&#039;&#039;&#039;&amp;quot; means this truck must be loaded with only one value&lt;br /&gt;
#** &amp;quot;&#039;&#039;&#039;≠&#039;&#039;&#039;&amp;quot; means this truck must be loaded with only different values&lt;br /&gt;
#** &amp;quot;&#039;&#039;&#039;#&#039;&#039;&#039;&amp;quot; means this truck must be loaded with any values&lt;br /&gt;
#** &amp;quot;&#039;&#039;&#039;6-1&#039;&#039;&#039;&amp;quot; means this truck must be loaded with 1,2,3,4,5,6 values from front to back, ie from RIGHT to LEFT. &#039;&#039;You may skip numbers but you may never fill in numbers that were skipped.&#039;&#039;&lt;br /&gt;
#** &amp;quot;&#039;&#039;&#039;1-6&#039;&#039;&#039;&amp;quot; means this truck must be loaded with 6,5,4,3,2,1 values from front to back, ie from RIGHT to LEFT. &#039;&#039;You may skip numbers but you may never fill in numbers that were skipped.&#039;&#039;&lt;br /&gt;
#* once a truck has started moving, you may not load anything else onto it&lt;br /&gt;
# Click on the square you target&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Moving&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
# Click on a card&lt;br /&gt;
# The game displays/highlights all trucks&#039;s &#039;&#039;&amp;lt;u&amp;gt;route spots&amp;lt;/u&amp;gt;&#039;&#039; where you can move to with this card &lt;br /&gt;
#* Any truck may be moved at any point as long as it has at least one square filled&lt;br /&gt;
#* You can move as far from the truck starting position as the card&#039;s value&lt;br /&gt;
#* You can move less than the maximum&lt;br /&gt;
#* Additionally, you may split the value on a card between two or more trucks&lt;br /&gt;
# Click on the circle you target&lt;br /&gt;
# In case you did not spend all the possible moves for a card, repeat from step 1 as you wish&lt;br /&gt;
# Once you have filled in all the movement circles for a truck, it has reached its destination (near the box with scoring condition), the game displays the score of the truck according to the truck scoring rules and the loaded goods. This truck is now &#039;&#039;delivered&#039;&#039;, and can no longer be accessed for the rest of the game&lt;br /&gt;
# It is worth noting that some trucks have more than one stop location along their path (x1 and x2), giving you more points for delivering the truck further. When you reach the first location you may choose whether to deliver that truck, or you may keep going. Once you have delivered and score the truck, you may not continue moving that truck.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Overtime Hours&#039;&#039;&#039;&lt;br /&gt;
** Near the week-end scoring, you will find a section labeled “Overtime Hours.” This area will let you either increase or decrease a card’s value by 1. Players may choose to use multiple circles on the same card, and may even increase a number over 6 if they would like. Every hour that you do &#039;&#039;&amp;lt;u&amp;gt;not use&amp;lt;/u&amp;gt;&#039;&#039; will give you 2 points at the end of the game.&lt;br /&gt;
** In order to use it, click on the buttons &amp;quot;&amp;lt;u&amp;gt;+1&amp;lt;/u&amp;gt;&amp;quot; or &amp;quot;&amp;lt;u&amp;gt;-1&amp;lt;/u&amp;gt;&amp;quot; on step 2 (either loading or moving)&lt;br /&gt;
** if &#039;&#039;Overtime Variant Rule&#039;&#039; is enabled, click on the buttons &amp;quot;&amp;lt;u&amp;gt;spade&amp;lt;/u&amp;gt;&amp;quot;, &amp;quot;&amp;lt;u&amp;gt;heart&amp;lt;/u&amp;gt;&amp;quot;, &amp;quot;&amp;lt;u&amp;gt;club&amp;lt;/u&amp;gt;&amp;quot; or &amp;quot;&amp;lt;u&amp;gt;diamond&amp;lt;/u&amp;gt;&amp;quot; on step 2 (either loading or moving) to change the card to that suit. The game hightlights the original suit of the card in case you forget it&lt;br /&gt;
&lt;br /&gt;
== End of Week Scoring ==&lt;br /&gt;
When a week ends, the game computes the &amp;quot;week score&amp;quot; of every player = total all the values for all the trucks that have been delivered. &lt;br /&gt;
&lt;br /&gt;
Because points are totaled every week, this means that trucks delivered in &#039;&#039;&amp;lt;u&amp;gt;early&amp;lt;/u&amp;gt;&#039;&#039; weeks will &amp;lt;u&amp;gt;&#039;&#039;score more than once&#039;&#039;&amp;lt;/u&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
==End of game ==&lt;br /&gt;
&lt;br /&gt;
At the end of week 3 day 5 the game ends, players will total their score&lt;br /&gt;
&lt;br /&gt;
* Score (is automatically computed on BGA each day) as the sum of :&lt;br /&gt;
** score from Week 1&lt;br /&gt;
** score from Week 2&lt;br /&gt;
** score from Week 3&lt;br /&gt;
** scored from unused Overtime Hours (2/hour)&lt;br /&gt;
&lt;br /&gt;
* the player with the highest score wins.&lt;br /&gt;
* In case of a tie, the player who delivered the most total trucks is the winner&lt;br /&gt;
&lt;br /&gt;
== Solo scoring ==&lt;br /&gt;
Since there is no competitive play for solo, the game designer adds this solo comparative rating :&lt;br /&gt;
&lt;br /&gt;
* 0-200 points = 0 stars&lt;br /&gt;
* 200-249 = 1 stars&lt;br /&gt;
* 250-299 = 2 stars&lt;br /&gt;
* 300-349 = 3 stars &lt;br /&gt;
* 350-399 = 4 stars&lt;br /&gt;
* 400+ = 5 stars&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
* &#039;&#039;&#039;Overtime Hours&#039;&#039;&#039;&lt;br /&gt;
*# &#039;&#039;Basic&#039;&#039; : Overtime Hours let you either increase or decrease a card value by 1&lt;br /&gt;
*# &#039;&#039;Overtime Variant Rule&#039;&#039; : In addition to changing the value of a card players may also choose to use overtime hours to change the suit of a card&lt;br /&gt;
* &#039;&#039;&#039;Show discard pile&#039;&#039;&#039;&lt;br /&gt;
*# Enabled : Players can look at already played cards in the discard pile and see which cards may still be in the deck (Note that the 7 cards staying in the game box are considered to be in the deck to keep it unknown)&lt;br /&gt;
*# Disabled&lt;br /&gt;
&lt;br /&gt;
== User Preferences ==&lt;br /&gt;
* &#039;&#039;&#039;Interface theme&#039;&#039;&#039;&lt;br /&gt;
*# &#039;&#039;Standard&#039;&#039; : the same background as any classic BGA game.&lt;br /&gt;
*# &#039;&#039;Darker&#039;&#039;: a black background with 75 % opacity&lt;/div&gt;</summary>
		<author><name>Jonathan2004</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpflipfreighters&amp;diff=18826</id>
		<title>Gamehelpflipfreighters</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpflipfreighters&amp;diff=18826"/>
		<updated>2023-11-10T15:21:04Z</updated>

		<summary type="html">&lt;p&gt;Jonathan2004: Init wiki page for developed game, to test appearance on studio&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Objective==&lt;br /&gt;
&lt;br /&gt;
* TODO&lt;br /&gt;
* TODO&lt;br /&gt;
&lt;br /&gt;
== Components ==&lt;br /&gt;
* TODO&lt;br /&gt;
* TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
* TODO&lt;br /&gt;
* TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==On Your Turn==&lt;br /&gt;
&lt;br /&gt;
You can LOAD:&lt;br /&gt;
&lt;br /&gt;
* TODO&lt;br /&gt;
* TODO&lt;br /&gt;
&lt;br /&gt;
You can MOVE:&lt;br /&gt;
&lt;br /&gt;
* TODO&lt;br /&gt;
* TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==End of game ==&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
* TODO&lt;br /&gt;
* TODO&lt;br /&gt;
&lt;br /&gt;
== User Preferences ==&lt;br /&gt;
* &#039;&#039;&#039;Interface theme&#039;&#039;&#039;&lt;br /&gt;
*# &#039;&#039;Standard&#039;&#039; : the same background as any classic BGA game.&lt;br /&gt;
*# &#039;&#039;Darker&#039;&#039;: a black background with 75 % opacity&lt;/div&gt;</summary>
		<author><name>Jonathan2004</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpwolfandsheeps&amp;diff=18375</id>
		<title>Gamehelpwolfandsheeps</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpwolfandsheeps&amp;diff=18375"/>
		<updated>2023-10-13T22:29:02Z</updated>

		<summary type="html">&lt;p&gt;Jonathan2004: add user prefs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Objective==&lt;br /&gt;
Beware this is an asymmetric game :&lt;br /&gt;
* BLACK : &#039;&#039;&#039;Wolves&#039;&#039;&#039; need to block the Sheep.&lt;br /&gt;
* WHITE : &#039;&#039;&#039;Sheep&#039;&#039;&#039; needs to pass through the wolves and reach their starting line.&lt;br /&gt;
&lt;br /&gt;
== Components ==&lt;br /&gt;
* A Chess like board&lt;br /&gt;
* 1 white token (called &amp;quot;Sheep&amp;quot;)&lt;br /&gt;
* 4 black tokens (called &amp;quot;Wolves&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
* Wolves are placed onto fields B8, D8, F8, and H8.&lt;br /&gt;
&lt;br /&gt;
* Sheep &#039;&#039;&#039;starts the game&#039;&#039;&#039; from E1.&lt;br /&gt;
&lt;br /&gt;
[[File:Starting position.png|alt=Start of the game|none|thumb|Start of the game]]&lt;br /&gt;
&lt;br /&gt;
==On Your Turn==&lt;br /&gt;
&lt;br /&gt;
You can move :&lt;br /&gt;
* 1 piece at a time&lt;br /&gt;
* only diagonally (so you always play on the same cell color of the board)&lt;br /&gt;
* only 1 step at a time&lt;br /&gt;
* the sheep can move backward, not the wolves&lt;br /&gt;
&lt;br /&gt;
==End of game ==&lt;br /&gt;
Beware this is an asymmetric game :&lt;br /&gt;
* &#039;&#039;&#039;WHITE&#039;&#039;&#039; Victory : Sheep wins by reaching the other side of the board (8th row or 10th row according to played variant).&lt;br /&gt;
* &#039;&#039;&#039;BLACK&#039;&#039;&#039; Victory : Wolves win by blocking the sheep such that it cannot move anymore (when sheep has no legal move left).&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
* Chess board : 8x8&lt;br /&gt;
* Checkers board : 10x10 (+1 black token)&lt;br /&gt;
&lt;br /&gt;
== User Preferences ==&lt;br /&gt;
* &#039;&#039;&#039;Board colors&#039;&#039;&#039;&lt;br /&gt;
*# &#039;&#039;Tokens on dark cells&#039;&#039; : Tokens are places as in the pictures on the &amp;quot;black&amp;quot;/darkest cells of the board&lt;br /&gt;
*# &#039;&#039;Tokens on light cells&#039;&#039; : Tokens are places on the &amp;quot;white&amp;quot;/brightest cells of the board&lt;br /&gt;
* &#039;&#039;&#039;Interface theme&#039;&#039;&#039;&lt;br /&gt;
*# &#039;&#039;Standard&#039;&#039; : the same background as any classic BGA game like Chess.&lt;br /&gt;
*# &#039;&#039;Darker&#039;&#039;: a black background with 75 % opacity&lt;/div&gt;</summary>
		<author><name>Jonathan2004</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpwolfandsheeps&amp;diff=18255</id>
		<title>Gamehelpwolfandsheeps</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpwolfandsheeps&amp;diff=18255"/>
		<updated>2023-10-04T09:17:15Z</updated>

		<summary type="html">&lt;p&gt;Jonathan2004: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Objective==&lt;br /&gt;
Beware this is an asymmetric game :&lt;br /&gt;
* BLACK : &#039;&#039;&#039;Wolves&#039;&#039;&#039; need to block the Sheep.&lt;br /&gt;
* WHITE : &#039;&#039;&#039;Sheep&#039;&#039;&#039; needs to pass through the wolves and reach their starting line.&lt;br /&gt;
&lt;br /&gt;
== Components ==&lt;br /&gt;
* A Chess like board&lt;br /&gt;
* 1 white token (called &amp;quot;Sheep&amp;quot;)&lt;br /&gt;
* 4 black tokens (called &amp;quot;Wolves&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
* Wolves are placed onto fields B8, D8, F8, and H8.&lt;br /&gt;
&lt;br /&gt;
* Sheep &#039;&#039;&#039;starts the game&#039;&#039;&#039; from E1.&lt;br /&gt;
&lt;br /&gt;
[[File:Starting position.png|alt=Start of the game|none|thumb|Start of the game]]&lt;br /&gt;
&lt;br /&gt;
==On Your Turn==&lt;br /&gt;
&lt;br /&gt;
You can move :&lt;br /&gt;
* 1 piece at a time&lt;br /&gt;
* only diagonally (so you always play on the same cell color of the board)&lt;br /&gt;
* only 1 step at a time&lt;br /&gt;
* the sheep can move backward, not the wolves&lt;br /&gt;
&lt;br /&gt;
==End of game ==&lt;br /&gt;
Beware this is an asymmetric game :&lt;br /&gt;
* &#039;&#039;&#039;WHITE&#039;&#039;&#039; Victory : Sheep wins by reaching the other side of the board (8th row or 10th row according to played variant).&lt;br /&gt;
* &#039;&#039;&#039;BLACK&#039;&#039;&#039; Victory : Wolves win by blocking the sheep such that it cannot move anymore (when sheep has no legal move left).&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
* Chess board : 8x8&lt;br /&gt;
* Checkers board : 10x10 (+1 black token)&lt;/div&gt;</summary>
		<author><name>Jonathan2004</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpwolfandsheeps&amp;diff=18176</id>
		<title>Gamehelpwolfandsheeps</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpwolfandsheeps&amp;diff=18176"/>
		<updated>2023-09-28T17:04:48Z</updated>

		<summary type="html">&lt;p&gt;Jonathan2004: Add setup image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Objective==&lt;br /&gt;
Beware this is an asymmetric game :&lt;br /&gt;
* BLACK : &#039;&#039;&#039;Wolves&#039;&#039;&#039; need to block the Sheep.&lt;br /&gt;
* WHITE : &#039;&#039;&#039;Sheep&#039;&#039;&#039; need to pass through the wolves and reach their starting line.&lt;br /&gt;
&lt;br /&gt;
== Components ==&lt;br /&gt;
* A Chess like board&lt;br /&gt;
* 1 white token (called &amp;quot;Sheep&amp;quot;)&lt;br /&gt;
* 4 black tokens (called &amp;quot;Wolves&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
* Wolves are placed onto fields B8, D8, F8, and H8.&lt;br /&gt;
&lt;br /&gt;
* Sheep &#039;&#039;&#039;starts the game&#039;&#039;&#039; from E1.&lt;br /&gt;
&lt;br /&gt;
[[File:Starting position.png|alt=Start of the game|none|thumb|Start of the game]]&lt;br /&gt;
&lt;br /&gt;
==On Your Turn==&lt;br /&gt;
&lt;br /&gt;
You can move :&lt;br /&gt;
* 1 piece at a time&lt;br /&gt;
* only diagonally (so you always play on the same cell color of the board)&lt;br /&gt;
* only 1 step at a time&lt;br /&gt;
* the sheep can moves backward, not the wolves&lt;br /&gt;
&lt;br /&gt;
==End of game ==&lt;br /&gt;
Beware this is an asymmetric game :&lt;br /&gt;
* &#039;&#039;&#039;WHITE&#039;&#039;&#039; Victory : Sheep wins by reaching the other side of the board (8th row or 10th row according to played variant).&lt;br /&gt;
* &#039;&#039;&#039;BLACK&#039;&#039;&#039; Victory : Wolves win by blocking the sheep such that it cannot move anymore (when sheep has no legal move left).&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
* Chess board : 8x8&lt;br /&gt;
* Checkers board : 10x10 (+1 black token)&lt;/div&gt;</summary>
		<author><name>Jonathan2004</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Starting_position.png&amp;diff=18175</id>
		<title>File:Starting position.png</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Starting_position.png&amp;diff=18175"/>
		<updated>2023-09-28T17:03:01Z</updated>

		<summary type="html">&lt;p&gt;Jonathan2004: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Start of the game&lt;/div&gt;</summary>
		<author><name>Jonathan2004</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpwolfandsheeps&amp;diff=18174</id>
		<title>Gamehelpwolfandsheeps</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpwolfandsheeps&amp;diff=18174"/>
		<updated>2023-09-28T17:01:47Z</updated>

		<summary type="html">&lt;p&gt;Jonathan2004: Add wiki for game ready for Alpha&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Objective==&lt;br /&gt;
Beware this is an asymmetric game :&lt;br /&gt;
* BLACK : &#039;&#039;&#039;Wolves&#039;&#039;&#039; need to block the Sheep.&lt;br /&gt;
* WHITE : &#039;&#039;&#039;Sheep&#039;&#039;&#039; need to pass through the wolves and reach their starting line.&lt;br /&gt;
&lt;br /&gt;
== Components ==&lt;br /&gt;
* A Chess like board&lt;br /&gt;
* 1 white token (called &amp;quot;Sheep&amp;quot;)&lt;br /&gt;
* 4 black tokens (called &amp;quot;Wolves&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
Wolves are placed onto fields B8, D8, F8, and H8.&lt;br /&gt;
Sheep &#039;&#039;&#039;starts the game&#039;&#039;&#039; from E1.&lt;br /&gt;
&lt;br /&gt;
==On Your Turn==&lt;br /&gt;
&lt;br /&gt;
You can move :&lt;br /&gt;
* 1 piece at a time&lt;br /&gt;
* only diagonally (so you always play on the same cell color of the board)&lt;br /&gt;
* only 1 step at a time&lt;br /&gt;
* the sheep can moves backward, not the wolves&lt;br /&gt;
&lt;br /&gt;
==End of game ==&lt;br /&gt;
Beware this is an asymmetric game :&lt;br /&gt;
* &#039;&#039;&#039;WHITE&#039;&#039;&#039; Victory : Sheep wins by reaching the other side of the board (8th row or 10th row according to played variant).&lt;br /&gt;
* &#039;&#039;&#039;BLACK&#039;&#039;&#039; Victory : Wolves win by blocking the sheep such that it cannot move anymore (when sheep has no legal move left).&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
* Chess board : 8x8&lt;br /&gt;
* Checkers board : 10x10 (+1 black token)&lt;/div&gt;</summary>
		<author><name>Jonathan2004</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpsticktocolours&amp;diff=16456</id>
		<title>Gamehelpsticktocolours</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpsticktocolours&amp;diff=16456"/>
		<updated>2023-03-30T16:12:20Z</updated>

		<summary type="html">&lt;p&gt;Jonathan2004: Fix bidding rule&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Objective==&lt;br /&gt;
The basic goal of the game is to &#039;&#039;&#039;collect&#039;&#039;&#039; cards in sets of the same &#039;&#039;&#039;color&#039;&#039;&#039; or the same &#039;&#039;&#039;value&#039;&#039;&#039;. When there is no more card to pick, the game ends and players count their Victory Points (VP).&lt;br /&gt;
&lt;br /&gt;
== Components ==&lt;br /&gt;
A deck of 48 cards :&lt;br /&gt;
&lt;br /&gt;
* 3 colors : Red, Green and Blue&lt;br /&gt;
* values from 1 to 9 and 1 &amp;quot;Joker&amp;quot; for each color&lt;br /&gt;
* Distribution: &lt;br /&gt;
** Red: &amp;lt;b style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; 1,1,2,2,3,3,4,4,5,5,6,6, 7,8,9, JOKER (the star icon) &amp;lt;/b&amp;gt;&lt;br /&gt;
** Green: &amp;lt;b style=&amp;quot;color:#00ff00&amp;quot;&amp;gt; 1,1,2,2,3,3,4,4,5,5,6,6, 7,8,9, JOKER (the star icon) &amp;lt;/b&amp;gt;&lt;br /&gt;
** Blue : &amp;lt;b style=&amp;quot;color:#0000ff&amp;quot;&amp;gt; 1,1,2,2,3,3,4,4,5,5,6,6, 7,8,9, JOKER (the star icon) &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
*Everyone starts with 2 cards.&lt;br /&gt;
*The market starts with 5 cards for 2-3 players or 6 cards for 4 players.&lt;br /&gt;
*The first player (according to BGA permutations) starts with the &#039;&#039;&#039;dealer&#039;&#039;&#039; token.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
*Each round players choose card to trade and make a bid by &#039;&#039;&#039;refusing&#039;&#039;&#039; 1 or more other cards from the &#039;&#039;&#039;market&#039;&#039;&#039; or their &#039;&#039;&#039;hand&#039;&#039;&#039;.&lt;br /&gt;
*VP begin counting when the deck and the market are empty.&lt;br /&gt;
*Each round consists of 3 consecutives stages :&lt;br /&gt;
*#Choosing cards&lt;br /&gt;
*#Trading&lt;br /&gt;
*#End of trading&lt;br /&gt;
&lt;br /&gt;
==On Your Turn==&lt;br /&gt;
&lt;br /&gt;
=== Choosing cards ===&lt;br /&gt;
The dealer can : &lt;br /&gt;
&lt;br /&gt;
* choose &#039;&#039;&#039;1 card&#039;&#039;&#039; in the &#039;&#039;&#039;market.&#039;&#039;&#039; Then this player begins a normal turn (see next section) except that passing is not an option before a first bid. &lt;br /&gt;
** The chosen card cannot have a &amp;quot;&#039;&#039;&#039;Refuse&#039;&#039;&#039;&amp;quot; token from the dealer on it (The X icon of the player color) .&lt;br /&gt;
* &#039;&#039;&#039;pass&#039;&#039;&#039; the dealer token to the next player&lt;br /&gt;
&lt;br /&gt;
=== Trading ===&lt;br /&gt;
The player can : &lt;br /&gt;
&lt;br /&gt;
* bid&lt;br /&gt;
* pass&lt;br /&gt;
&lt;br /&gt;
==== Bidding ====&lt;br /&gt;
In order to stay in the bidding, you can select 1 or more cards from your hand and the market, the total number of selected cards must be &amp;gt; the current best offer of a previous player (as displayed in the central zone). Each of these cards receive a &amp;quot;Question&amp;quot; token (the ? icon of the player color).&lt;br /&gt;
&lt;br /&gt;
The next player who &#039;&#039;can&#039;&#039; bid begins a new trading turn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Conditions :&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;must&#039;&#039; bid with the same cards than previous players (in the current best offer) before raising with whatever number of cards.&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;cannot&#039;&#039; bid for a card when you &amp;quot;&#039;&#039;refused&#039;&#039;&amp;quot; it earlier in the game; ie. if you put a &amp;quot;refuse&amp;quot; token on it.&lt;br /&gt;
&lt;br /&gt;
You cannot put multiple refuse tokens on the same card =&amp;gt; you cannot bids with a card you already refused earlier on the game !&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;NB&amp;lt;/u&amp;gt; : beware that cards coming from your hand are not shown to others AND will always be discarded even if you pass the bid later on !&lt;br /&gt;
&lt;br /&gt;
==== Pass ====&lt;br /&gt;
If you can&#039;t or don&#039;t want to participate in trading, you say &amp;quot;Pass&amp;quot; and get back your &amp;quot;question&amp;quot; tokens. &lt;br /&gt;
&lt;br /&gt;
When only one player remains in the trading (ie. did not pass and can bid for the card), the card is automatically won and go in this player hand and the round ends.&lt;br /&gt;
&lt;br /&gt;
==End of a round==&lt;br /&gt;
Once a round ends :&lt;br /&gt;
&lt;br /&gt;
* All refused cards coming from players&#039;s hand are discarded.&lt;br /&gt;
* All remaining &amp;quot;question&amp;quot; tokens are flipped over and become unremovable &amp;quot;refuse&amp;quot; tokens.&lt;br /&gt;
* If the deck is not empty, the market is replenished to the starting number of cards.&lt;br /&gt;
&lt;br /&gt;
*If there is at least 1 card in the market, then a &#039;&#039;&#039;new round begins&#039;&#039;&#039; and the dealer token is passed to the next player.&lt;br /&gt;
*Else &#039;&#039;&#039;the game is over&#039;&#039;&#039; and whoever has the most points is the winner. If any joker has been collected by a player, a value must be given by the player to this joker.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
Score helper image provided in the game : https://x.boardgamearena.net/data/themereleases/current/games/sticktocolours/230306-1854/img/memo_score.png &lt;br /&gt;
&lt;br /&gt;
Each player scores points according to the 2 scoring rules :&lt;br /&gt;
&lt;br /&gt;
* Each set of 3 cards of the &#039;&#039;&#039;same number&#039;&#039;&#039; but strictly of a &#039;&#039;&#039;different color&#039;&#039;&#039; gives 3 VP. If the number is 7,8 or 9, it gives 3 VP more because it&#039;s rarer. &#039;&#039;(called &amp;quot;&#039;&#039;&#039;Three of a kind&amp;quot;&#039;&#039;&#039; in poker)&#039;&#039;&lt;br /&gt;
* Each set of 3 or more cards of the &#039;&#039;&#039;same color&#039;&#039;&#039; with &#039;&#039;&#039;consecutive&#039;&#039;&#039; &#039;&#039;&#039;numbers&#039;&#039;&#039; gives 1 VP per card in the series. &#039;&#039;(called &amp;quot;&#039;&#039;&#039;Straight flush&#039;&#039;&#039;&amp;quot; in poker)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note : the same card counts for these 2 rules at the same time !&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Example :&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Alice collects RED &amp;lt;b style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;3,5,6,&#039;&#039;JOKER&#039;&#039;&amp;lt;/b&amp;gt; + Green &amp;lt;b style=&amp;quot;color:#00ff00&amp;quot;&amp;gt;3,3,5,6,8,9&amp;lt;/b&amp;gt; + Blue &amp;lt;b style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;3,4,4,5,9&amp;lt;/b&amp;gt; and Alice chooses to turn the joker as a &amp;lt;b style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;9&amp;lt;/b&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Bob collects RED &amp;lt;b style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;1,2,2,3,4,4,5,6,7,8&amp;lt;/b&amp;gt; + Green &amp;lt;b style=&amp;quot;color:#00ff00&amp;quot;&amp;gt;1,2,4,5&amp;lt;/b&amp;gt; + Blue &amp;lt;b style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;2,8&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Alice scores a total of 15 VP :&lt;br /&gt;
&lt;br /&gt;
* 6 VP for the set of three 9 &lt;br /&gt;
* 3 VP for the set of three 5&lt;br /&gt;
* 3 VP for the set of three 3&lt;br /&gt;
* 3 VP for the set of blue cards (from 3 to 5)&lt;br /&gt;
&lt;br /&gt;
Bob scores a total of 11 VP :&lt;br /&gt;
&lt;br /&gt;
* 3 VP for the set of three 2&lt;br /&gt;
* 8 VP for the set of red cards (from 1 to 8)&lt;br /&gt;
&lt;br /&gt;
Alice is the winner !&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
No variant available on BGA for now.&lt;/div&gt;</summary>
		<author><name>Jonathan2004</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpsticktocolours&amp;diff=16228</id>
		<title>Gamehelpsticktocolours</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpsticktocolours&amp;diff=16228"/>
		<updated>2023-03-07T14:38:21Z</updated>

		<summary type="html">&lt;p&gt;Jonathan2004: fix Scoring explaination&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Objective==&lt;br /&gt;
The basic goal of the game is to &#039;&#039;&#039;collect&#039;&#039;&#039; cards in sets of the same &#039;&#039;&#039;color&#039;&#039;&#039; or the same &#039;&#039;&#039;value&#039;&#039;&#039;. When there is no more card to pick, the game ends and players count their Victory Points (VP).&lt;br /&gt;
&lt;br /&gt;
== Components ==&lt;br /&gt;
A deck of 48 cards :&lt;br /&gt;
&lt;br /&gt;
* 3 colors : Red, Green and Blue&lt;br /&gt;
* values from 1 to 9 and 1 &amp;quot;Joker&amp;quot; for each color&lt;br /&gt;
* Distribution: &lt;br /&gt;
** Red: &amp;lt;b style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; 1,1,2,2,3,3,4,4,5,5,6,6, 7,8,9, JOKER (the star icon) &amp;lt;/b&amp;gt;&lt;br /&gt;
** Green: &amp;lt;b style=&amp;quot;color:#00ff00&amp;quot;&amp;gt; 1,1,2,2,3,3,4,4,5,5,6,6, 7,8,9, JOKER (the star icon) &amp;lt;/b&amp;gt;&lt;br /&gt;
** Blue : &amp;lt;b style=&amp;quot;color:#0000ff&amp;quot;&amp;gt; 1,1,2,2,3,3,4,4,5,5,6,6, 7,8,9, JOKER (the star icon) &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
*Everyone starts with 2 cards.&lt;br /&gt;
*The market starts with 5 cards for 2-3 players or 6 cards for 4 players.&lt;br /&gt;
*The first player (according to BGA permutations) starts with the &#039;&#039;&#039;dealer&#039;&#039;&#039; token.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
*Each round players choose card to trade and make a bid by &#039;&#039;&#039;refusing&#039;&#039;&#039; 1 or more other cards from the &#039;&#039;&#039;market&#039;&#039;&#039; or their &#039;&#039;&#039;hand&#039;&#039;&#039;.&lt;br /&gt;
*VP begin counting when the deck and the market are empty.&lt;br /&gt;
*Each round consists of 3 consecutives stages :&lt;br /&gt;
*#Choosing cards&lt;br /&gt;
*#Trading&lt;br /&gt;
*#End of trading&lt;br /&gt;
&lt;br /&gt;
==On Your Turn==&lt;br /&gt;
&lt;br /&gt;
=== Choosing cards ===&lt;br /&gt;
The dealer can : &lt;br /&gt;
&lt;br /&gt;
* choose &#039;&#039;&#039;1 card&#039;&#039;&#039; in the &#039;&#039;&#039;market.&#039;&#039;&#039; Then this player begins a normal turn (see next section) except that passing is not an option before a first bid. &lt;br /&gt;
** The chosen card cannot have a &amp;quot;&#039;&#039;&#039;Refuse&#039;&#039;&#039;&amp;quot; token from the dealer on it (The X icon of the player color) .&lt;br /&gt;
* &#039;&#039;&#039;pass&#039;&#039;&#039; the dealer token to the next player&lt;br /&gt;
&lt;br /&gt;
=== Trading ===&lt;br /&gt;
The player can : &lt;br /&gt;
&lt;br /&gt;
* bid&lt;br /&gt;
* pass&lt;br /&gt;
&lt;br /&gt;
==== Bidding ====&lt;br /&gt;
In order to stay in the bidding, you can select 1 or more cards from your hand and the market, the total number of selected cards must be &amp;gt; the current best offer of a previous player (as displayed in the central zone). Each of these cards receive a &amp;quot;Question&amp;quot; token (the ? icon of the player color).&lt;br /&gt;
&lt;br /&gt;
The next player who &#039;&#039;can&#039;&#039; bid begins a new trading turn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Conditions :&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;cannot&#039;&#039; bid for a card when you &amp;quot;&#039;&#039;refused&#039;&#039;&amp;quot; it earlier in the game; ie. if you put a &amp;quot;refuse&amp;quot; token on it.&lt;br /&gt;
&lt;br /&gt;
You cannot put multiple refuse tokens on the same card =&amp;gt; you cannot bids with a card you already refused earlier on the game !&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;NB&amp;lt;/u&amp;gt; : beware that cards coming from your hand are not shown to others AND will always be discarded even if you pass the bid later on !&lt;br /&gt;
&lt;br /&gt;
==== Pass ====&lt;br /&gt;
If you can&#039;t or don&#039;t want to participate in trading, you say &amp;quot;Pass&amp;quot; and get back your &amp;quot;question&amp;quot; tokens. &lt;br /&gt;
&lt;br /&gt;
When only one player remains in the trading (ie. did not pass and can bid for the card), the card is automatically won and go in this player hand and the round ends.&lt;br /&gt;
&lt;br /&gt;
==End of a round==&lt;br /&gt;
Once a round ends :&lt;br /&gt;
&lt;br /&gt;
* All refused cards coming from players&#039;s hand are discarded.&lt;br /&gt;
* All remaining &amp;quot;question&amp;quot; tokens are flipped over and become unremovable &amp;quot;refuse&amp;quot; tokens.&lt;br /&gt;
* If the deck is not empty, the market is replenished to the starting number of cards.&lt;br /&gt;
&lt;br /&gt;
*If there is at least 1 card in the market, then a &#039;&#039;&#039;new round begins&#039;&#039;&#039; and the dealer token is passed to the next player.&lt;br /&gt;
*Else &#039;&#039;&#039;the game is over&#039;&#039;&#039; and whoever has the most points is the winner. If any joker has been collected by a player, a value must be given by the player to this joker.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
Score helper image provided in the game : https://x.boardgamearena.net/data/themereleases/current/games/sticktocolours/230306-1854/img/memo_score.png &lt;br /&gt;
&lt;br /&gt;
Each player scores points according to the 2 scoring rules :&lt;br /&gt;
&lt;br /&gt;
* Each set of 3 cards of the &#039;&#039;&#039;same number&#039;&#039;&#039; but strictly of a &#039;&#039;&#039;different color&#039;&#039;&#039; gives 3 VP. If the number is 7,8 or 9, it gives 3 VP more because it&#039;s rarer. &#039;&#039;(called &amp;quot;&#039;&#039;&#039;Three of a kind&amp;quot;&#039;&#039;&#039; in poker)&#039;&#039;&lt;br /&gt;
* Each set of 3 or more cards of the &#039;&#039;&#039;same color&#039;&#039;&#039; with &#039;&#039;&#039;consecutive&#039;&#039;&#039; &#039;&#039;&#039;numbers&#039;&#039;&#039; gives 1 VP per card in the series. &#039;&#039;(called &amp;quot;&#039;&#039;&#039;Straight flush&#039;&#039;&#039;&amp;quot; in poker)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note : the same card counts for these 2 rules at the same time !&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Example :&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Alice collects RED &amp;lt;b style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;3,5,6,&#039;&#039;JOKER&#039;&#039;&amp;lt;/b&amp;gt; + Green &amp;lt;b style=&amp;quot;color:#00ff00&amp;quot;&amp;gt;3,3,5,6,8,9&amp;lt;/b&amp;gt; + Blue &amp;lt;b style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;3,4,4,5,9&amp;lt;/b&amp;gt; and Alice chooses to turn the joker as a &amp;lt;b style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;9&amp;lt;/b&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Bob collects RED &amp;lt;b style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;1,2,2,3,4,4,5,6,7,8&amp;lt;/b&amp;gt; + Green &amp;lt;b style=&amp;quot;color:#00ff00&amp;quot;&amp;gt;1,2,4,5&amp;lt;/b&amp;gt; + Blue &amp;lt;b style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;2,8&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Alice scores a total of 15 VP :&lt;br /&gt;
&lt;br /&gt;
* 6 VP for the set of three 9 &lt;br /&gt;
* 3 VP for the set of three 5&lt;br /&gt;
* 3 VP for the set of three 3&lt;br /&gt;
* 3 VP for the set of blue cards (from 3 to 5)&lt;br /&gt;
&lt;br /&gt;
Bob scores a total of 11 VP :&lt;br /&gt;
&lt;br /&gt;
* 3 VP for the set of three 2&lt;br /&gt;
* 8 VP for the set of red cards (from 1 to 8)&lt;br /&gt;
&lt;br /&gt;
Alice is the winner !&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
No variant available on BGA for now.&lt;/div&gt;</summary>
		<author><name>Jonathan2004</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpsticktocolours&amp;diff=15752</id>
		<title>Gamehelpsticktocolours</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpsticktocolours&amp;diff=15752"/>
		<updated>2023-01-17T23:18:41Z</updated>

		<summary type="html">&lt;p&gt;Jonathan2004: /* Scoring */ add color&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Objective==&lt;br /&gt;
The basic goal of the game is to &#039;&#039;&#039;collect&#039;&#039;&#039; cards in sets of the same &#039;&#039;&#039;color&#039;&#039;&#039; or the same &#039;&#039;&#039;value&#039;&#039;&#039;. When there is no more card to pick, the game ends and players count their Victory Points (VP).&lt;br /&gt;
&lt;br /&gt;
== Components ==&lt;br /&gt;
A deck of 48 cards :&lt;br /&gt;
&lt;br /&gt;
* 3 colors : Red, Green and Blue&lt;br /&gt;
* values from 1 to 9 and 1 &amp;quot;Joker&amp;quot; for each color&lt;br /&gt;
* Distribution: &lt;br /&gt;
** Red: &amp;lt;b style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; 1,1,2,2,3,3,4,4,5,5,6,6, 7,8,9, JOKER (the star icon) &amp;lt;/b&amp;gt;&lt;br /&gt;
** Green: &amp;lt;b style=&amp;quot;color:#00ff00&amp;quot;&amp;gt; 1,1,2,2,3,3,4,4,5,5,6,6, 7,8,9, JOKER (the star icon) &amp;lt;/b&amp;gt;&lt;br /&gt;
** Blue : &amp;lt;b style=&amp;quot;color:#0000ff&amp;quot;&amp;gt; 1,1,2,2,3,3,4,4,5,5,6,6, 7,8,9, JOKER (the star icon) &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
*Everyone starts with 2 cards.&lt;br /&gt;
*The market starts with 5 cards for 2-3 players or 6 cards for 4 players.&lt;br /&gt;
*The first player (according to BGA permutations) starts with the &#039;&#039;&#039;dealer&#039;&#039;&#039; token.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
*Each round players choose card to trade and make a bid by &#039;&#039;&#039;refusing&#039;&#039;&#039; 1 or more other cards from the &#039;&#039;&#039;market&#039;&#039;&#039; or their &#039;&#039;&#039;hand&#039;&#039;&#039;.&lt;br /&gt;
*VP begin counting when the deck and the market are empty.&lt;br /&gt;
*Each round consists of 3 consecutives stages :&lt;br /&gt;
*#Choosing cards&lt;br /&gt;
*#Trading&lt;br /&gt;
*#End of trading&lt;br /&gt;
&lt;br /&gt;
==On Your Turn==&lt;br /&gt;
&lt;br /&gt;
=== Choosing cards ===&lt;br /&gt;
The dealer can : &lt;br /&gt;
&lt;br /&gt;
* choose &#039;&#039;&#039;1 card&#039;&#039;&#039; in the &#039;&#039;&#039;market.&#039;&#039;&#039; Then this player begins a normal turn (see next section) except that passing is not an option before a first bid. &lt;br /&gt;
** The chosen card cannot have a &amp;quot;&#039;&#039;&#039;Refuse&#039;&#039;&#039;&amp;quot; token from the dealer on it (The X icon of the player color) .&lt;br /&gt;
* &#039;&#039;&#039;pass&#039;&#039;&#039; the dealer token to the next player&lt;br /&gt;
&lt;br /&gt;
=== Trading ===&lt;br /&gt;
The player can : &lt;br /&gt;
&lt;br /&gt;
* bid&lt;br /&gt;
* pass&lt;br /&gt;
&lt;br /&gt;
==== Bidding ====&lt;br /&gt;
In order to stay in the bidding, you can select 1 or more cards from your hand and the market, the total number of selected cards must be &amp;gt; the current best offer of a previous player (as displayed in the central zone). Each of these cards receive a &amp;quot;Question&amp;quot; token (the ? icon of the player color).&lt;br /&gt;
&lt;br /&gt;
The next player who &#039;&#039;can&#039;&#039; bid begins a new trading turn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Conditions :&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;cannot&#039;&#039; bid for a card when you &amp;quot;&#039;&#039;refused&#039;&#039;&amp;quot; it earlier in the game; ie. if you put a &amp;quot;refuse&amp;quot; token on it.&lt;br /&gt;
&lt;br /&gt;
You cannot put multiple refuse tokens on the same card =&amp;gt; you cannot bids with a card you already refused earlier on the game !&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;NB&amp;lt;/u&amp;gt; : beware that cards coming from your hand are not shown to others AND will always be discarded even if you pass the bid later on !&lt;br /&gt;
&lt;br /&gt;
==== Pass ====&lt;br /&gt;
If you can&#039;t or don&#039;t want to participate in trading, you say &amp;quot;Pass&amp;quot; and get back your &amp;quot;question&amp;quot; tokens. &lt;br /&gt;
&lt;br /&gt;
When only one player remains in the trading (ie. did not pass and can bid for the card), the card is automatically won and go in this player hand and the round ends.&lt;br /&gt;
&lt;br /&gt;
==End of a round==&lt;br /&gt;
Once a round ends :&lt;br /&gt;
&lt;br /&gt;
* All refused cards coming from players&#039;s hand are discarded.&lt;br /&gt;
* All remaining &amp;quot;question&amp;quot; tokens are flipped over and become unremovable &amp;quot;refuse&amp;quot; tokens.&lt;br /&gt;
* If the deck is not empty, the market is replenished to the starting number of cards.&lt;br /&gt;
&lt;br /&gt;
*If there is at least 1 card in the market, then a &#039;&#039;&#039;new round begins&#039;&#039;&#039; and the dealer token is passed to the next player.&lt;br /&gt;
*Else &#039;&#039;&#039;the game is over&#039;&#039;&#039; and whoever has the most points is the winner. If any joker has been collected by a player, a value must be given by the player to this joker.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
Score helper image provided in the game : https://x.boardgamearena.net/data/themereleases/current/games/sticktocolours/221214-1519/img/memo_score.png &lt;br /&gt;
&lt;br /&gt;
Each player scores points according to the 2 scoring rules :&lt;br /&gt;
&lt;br /&gt;
* Each set of 3 cards of the &#039;&#039;&#039;same number&#039;&#039;&#039; gives 3 VP. If the number is 7,8 or 9 gives 3 VP more (because it&#039;s rarer)&lt;br /&gt;
* Each set of 3 or more cards of the &#039;&#039;&#039;same color&#039;&#039;&#039; with &#039;&#039;&#039;consecutive&#039;&#039;&#039; &#039;&#039;&#039;numbers&#039;&#039;&#039; gives 1 VP per card in the series.&lt;br /&gt;
&lt;br /&gt;
Note : the same card counts for these 2 rules at the same time !&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Example :&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Alice collects RED &amp;lt;b style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;3,5,6,&#039;&#039;JOKER&#039;&#039;&amp;lt;/b&amp;gt; + Green &amp;lt;b style=&amp;quot;color:#00ff00&amp;quot;&amp;gt;3,3,5,6,8,9&amp;lt;/b&amp;gt; + Blue &amp;lt;b style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;3,4,4,5,9&amp;lt;/b&amp;gt; and Alice chooses to turn the joker as a &amp;lt;b style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;9&amp;lt;/b&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Bob collects RED &amp;lt;b style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;1,2,2,3,4,4,5,6,7,8&amp;lt;/b&amp;gt; + Green &amp;lt;b style=&amp;quot;color:#00ff00&amp;quot;&amp;gt;1,2,4,5&amp;lt;/b&amp;gt; + Blue &amp;lt;b style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;2,8&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Alice scores a total of 15 VP :&lt;br /&gt;
&lt;br /&gt;
* 6 VP for the set of three 9 &lt;br /&gt;
* 3 VP for the set of three 5&lt;br /&gt;
* 3 VP for the set of three 3&lt;br /&gt;
* 3 VP for the set of blue cards (from 3 to 5)&lt;br /&gt;
&lt;br /&gt;
Bob scores a total of 11 VP :&lt;br /&gt;
&lt;br /&gt;
* 3 VP for the set of three 2&lt;br /&gt;
* 8 VP for the set of red cards (from 1 to 8)&lt;br /&gt;
&lt;br /&gt;
Alice is the winner !&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
No variant available on BGA for now.&lt;/div&gt;</summary>
		<author><name>Jonathan2004</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpsticktocolours&amp;diff=15751</id>
		<title>Gamehelpsticktocolours</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpsticktocolours&amp;diff=15751"/>
		<updated>2023-01-17T23:15:36Z</updated>

		<summary type="html">&lt;p&gt;Jonathan2004: /* Components */ add color&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Objective==&lt;br /&gt;
The basic goal of the game is to &#039;&#039;&#039;collect&#039;&#039;&#039; cards in sets of the same &#039;&#039;&#039;color&#039;&#039;&#039; or the same &#039;&#039;&#039;value&#039;&#039;&#039;. When there is no more card to pick, the game ends and players count their Victory Points (VP).&lt;br /&gt;
&lt;br /&gt;
== Components ==&lt;br /&gt;
A deck of 48 cards :&lt;br /&gt;
&lt;br /&gt;
* 3 colors : Red, Green and Blue&lt;br /&gt;
* values from 1 to 9 and 1 &amp;quot;Joker&amp;quot; for each color&lt;br /&gt;
* Distribution: &lt;br /&gt;
** Red: &amp;lt;b style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; 1,1,2,2,3,3,4,4,5,5,6,6, 7,8,9, JOKER (the star icon) &amp;lt;/b&amp;gt;&lt;br /&gt;
** Green: &amp;lt;b style=&amp;quot;color:#00ff00&amp;quot;&amp;gt; 1,1,2,2,3,3,4,4,5,5,6,6, 7,8,9, JOKER (the star icon) &amp;lt;/b&amp;gt;&lt;br /&gt;
** Blue : &amp;lt;b style=&amp;quot;color:#0000ff&amp;quot;&amp;gt; 1,1,2,2,3,3,4,4,5,5,6,6, 7,8,9, JOKER (the star icon) &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
*Everyone starts with 2 cards.&lt;br /&gt;
*The market starts with 5 cards for 2-3 players or 6 cards for 4 players.&lt;br /&gt;
*The first player (according to BGA permutations) starts with the &#039;&#039;&#039;dealer&#039;&#039;&#039; token.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
*Each round players choose card to trade and make a bid by &#039;&#039;&#039;refusing&#039;&#039;&#039; 1 or more other cards from the &#039;&#039;&#039;market&#039;&#039;&#039; or their &#039;&#039;&#039;hand&#039;&#039;&#039;.&lt;br /&gt;
*VP begin counting when the deck and the market are empty.&lt;br /&gt;
*Each round consists of 3 consecutives stages :&lt;br /&gt;
*#Choosing cards&lt;br /&gt;
*#Trading&lt;br /&gt;
*#End of trading&lt;br /&gt;
&lt;br /&gt;
==On Your Turn==&lt;br /&gt;
&lt;br /&gt;
=== Choosing cards ===&lt;br /&gt;
The dealer can : &lt;br /&gt;
&lt;br /&gt;
* choose &#039;&#039;&#039;1 card&#039;&#039;&#039; in the &#039;&#039;&#039;market.&#039;&#039;&#039; Then this player begins a normal turn (see next section) except that passing is not an option before a first bid. &lt;br /&gt;
** The chosen card cannot have a &amp;quot;&#039;&#039;&#039;Refuse&#039;&#039;&#039;&amp;quot; token from the dealer on it (The X icon of the player color) .&lt;br /&gt;
* &#039;&#039;&#039;pass&#039;&#039;&#039; the dealer token to the next player&lt;br /&gt;
&lt;br /&gt;
=== Trading ===&lt;br /&gt;
The player can : &lt;br /&gt;
&lt;br /&gt;
* bid&lt;br /&gt;
* pass&lt;br /&gt;
&lt;br /&gt;
==== Bidding ====&lt;br /&gt;
In order to stay in the bidding, you can select 1 or more cards from your hand and the market, the total number of selected cards must be &amp;gt; the current best offer of a previous player (as displayed in the central zone). Each of these cards receive a &amp;quot;Question&amp;quot; token (the ? icon of the player color).&lt;br /&gt;
&lt;br /&gt;
The next player who &#039;&#039;can&#039;&#039; bid begins a new trading turn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Conditions :&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;cannot&#039;&#039; bid for a card when you &amp;quot;&#039;&#039;refused&#039;&#039;&amp;quot; it earlier in the game; ie. if you put a &amp;quot;refuse&amp;quot; token on it.&lt;br /&gt;
&lt;br /&gt;
You cannot put multiple refuse tokens on the same card =&amp;gt; you cannot bids with a card you already refused earlier on the game !&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;NB&amp;lt;/u&amp;gt; : beware that cards coming from your hand are not shown to others AND will always be discarded even if you pass the bid later on !&lt;br /&gt;
&lt;br /&gt;
==== Pass ====&lt;br /&gt;
If you can&#039;t or don&#039;t want to participate in trading, you say &amp;quot;Pass&amp;quot; and get back your &amp;quot;question&amp;quot; tokens. &lt;br /&gt;
&lt;br /&gt;
When only one player remains in the trading (ie. did not pass and can bid for the card), the card is automatically won and go in this player hand and the round ends.&lt;br /&gt;
&lt;br /&gt;
==End of a round==&lt;br /&gt;
Once a round ends :&lt;br /&gt;
&lt;br /&gt;
* All refused cards coming from players&#039;s hand are discarded.&lt;br /&gt;
* All remaining &amp;quot;question&amp;quot; tokens are flipped over and become unremovable &amp;quot;refuse&amp;quot; tokens.&lt;br /&gt;
* If the deck is not empty, the market is replenished to the starting number of cards.&lt;br /&gt;
&lt;br /&gt;
*If there is at least 1 card in the market, then a &#039;&#039;&#039;new round begins&#039;&#039;&#039; and the dealer token is passed to the next player.&lt;br /&gt;
*Else &#039;&#039;&#039;the game is over&#039;&#039;&#039; and whoever has the most points is the winner. If any joker has been collected by a player, a value must be given by the player to this joker.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
Score helper image provided in the game : https://x.boardgamearena.net/data/themereleases/current/games/sticktocolours/221214-1519/img/memo_score.png &lt;br /&gt;
&lt;br /&gt;
Each player scores points according to the 2 scoring rules :&lt;br /&gt;
&lt;br /&gt;
* Each set of 3 cards of the &#039;&#039;&#039;same number&#039;&#039;&#039; gives 3 VP. If the number is 7,8 or 9 gives 3 VP more (because it&#039;s rarer)&lt;br /&gt;
* Each set of 3 or more cards of the &#039;&#039;&#039;same color&#039;&#039;&#039; with &#039;&#039;&#039;consecutive&#039;&#039;&#039; &#039;&#039;&#039;numbers&#039;&#039;&#039; gives 1 VP per card in the series.&lt;br /&gt;
&lt;br /&gt;
Note : the same card counts for these 2 rules at the same time !&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Example :&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Alice collects RED 3,5,6,&#039;&#039;JOKER&#039;&#039; + Green 3,3,5,6,8,9 + Blue 3,4,4,5,9 and Alice chooses to turn the joker as a 9.&lt;br /&gt;
&lt;br /&gt;
Bob collects RED 1,2,2,3,4,4,5,6,7,8 + Green 1,2,4,5 + Blue 2,8&lt;br /&gt;
&lt;br /&gt;
Alice scores a total of 15 VP :&lt;br /&gt;
&lt;br /&gt;
* 6 VP for the set of three 9 &lt;br /&gt;
* 3 VP for the set of three 5&lt;br /&gt;
* 3 VP for the set of three 3&lt;br /&gt;
* 3 VP for the set of blue cards (from 3 to 5)&lt;br /&gt;
&lt;br /&gt;
Bob scores a total of 11 VP :&lt;br /&gt;
&lt;br /&gt;
* 3 VP for the set of three 2&lt;br /&gt;
* 8 VP for the set of red cards (from 1 to 8)&lt;br /&gt;
&lt;br /&gt;
Alice is the winner !&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
No variant available on BGA for now.&lt;/div&gt;</summary>
		<author><name>Jonathan2004</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpsticktocolours&amp;diff=15589</id>
		<title>Gamehelpsticktocolours</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpsticktocolours&amp;diff=15589"/>
		<updated>2022-12-20T16:11:48Z</updated>

		<summary type="html">&lt;p&gt;Jonathan2004: add scoring&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Objective==&lt;br /&gt;
The basic goal of the game is to &#039;&#039;&#039;collect&#039;&#039;&#039; cards in sets of the same &#039;&#039;&#039;color&#039;&#039;&#039; or the same &#039;&#039;&#039;value&#039;&#039;&#039;. When there is no more card to pick, the game ends and players count their Victory Points (VP).&lt;br /&gt;
&lt;br /&gt;
== Components ==&lt;br /&gt;
A deck of 48 cards :&lt;br /&gt;
&lt;br /&gt;
* 3 colors : Red, Green and Blue&lt;br /&gt;
* values from 1 to 9 and 1 &amp;quot;Joker&amp;quot; for each color&lt;br /&gt;
* Distribution: &lt;br /&gt;
** Red: 1,1,2,2,3,3,4,4,5,5,6,6, 7,8,9, JOKER (the star icon)&lt;br /&gt;
** Green: 1,1,2,2,3,3,4,4,5,5,6,6, 7,8,9, JOKER (the star icon)&lt;br /&gt;
** Blue : 1,1,2,2,3,3,4,4,5,5,6,6, 7,8,9, JOKER (the star icon)&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
*Everyone starts with 2 cards.&lt;br /&gt;
*The market starts with 5 cards for 2-3 players or 6 cards for 4 players.&lt;br /&gt;
*The first player (according to BGA permutations) starts with the &#039;&#039;&#039;dealer&#039;&#039;&#039; token.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
*Each round players choose card to trade and make a bid by &#039;&#039;&#039;refusing&#039;&#039;&#039; 1 or more other cards from the &#039;&#039;&#039;market&#039;&#039;&#039; or their &#039;&#039;&#039;hand&#039;&#039;&#039;.&lt;br /&gt;
*VP begin counting when the deck and the market are empty.&lt;br /&gt;
*Each round consists of 3 consecutives stages :&lt;br /&gt;
*#Choosing cards&lt;br /&gt;
*#Trading&lt;br /&gt;
*#End of trading&lt;br /&gt;
&lt;br /&gt;
==On Your Turn==&lt;br /&gt;
&lt;br /&gt;
=== Choosing cards ===&lt;br /&gt;
The dealer can : &lt;br /&gt;
&lt;br /&gt;
* choose &#039;&#039;&#039;1 card&#039;&#039;&#039; in the &#039;&#039;&#039;market.&#039;&#039;&#039; Then this player begins a normal turn (see next section) except that passing is not an option before a first bid. &lt;br /&gt;
** The chosen card cannot have a &amp;quot;&#039;&#039;&#039;Refuse&#039;&#039;&#039;&amp;quot; token from the dealer on it (The X icon of the player color) .&lt;br /&gt;
* &#039;&#039;&#039;pass&#039;&#039;&#039; the dealer token to the next player&lt;br /&gt;
&lt;br /&gt;
=== Trading ===&lt;br /&gt;
The player can : &lt;br /&gt;
&lt;br /&gt;
* bid&lt;br /&gt;
* pass&lt;br /&gt;
&lt;br /&gt;
==== Bidding ====&lt;br /&gt;
In order to stay in the bidding, you can select 1 or more cards from your hand and the market, the total number of selected cards must be &amp;gt; the current best offer of a previous player (as displayed in the central zone). Each of these cards receive a &amp;quot;Question&amp;quot; token (the ? icon of the player color).&lt;br /&gt;
&lt;br /&gt;
The next player who &#039;&#039;can&#039;&#039; bid begins a new trading turn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Conditions :&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;cannot&#039;&#039; bid for a card when you &amp;quot;&#039;&#039;refused&#039;&#039;&amp;quot; it earlier in the game; ie. if you put a &amp;quot;refuse&amp;quot; token on it.&lt;br /&gt;
&lt;br /&gt;
You cannot put multiple refuse tokens on the same card =&amp;gt; you cannot bids with a card you already refused earlier on the game !&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;NB&amp;lt;/u&amp;gt; : beware that cards coming from your hand are not shown to others AND will always be discarded even if you pass the bid later on !&lt;br /&gt;
&lt;br /&gt;
==== Pass ====&lt;br /&gt;
If you can&#039;t or don&#039;t want to participate in trading, you say &amp;quot;Pass&amp;quot; and get back your &amp;quot;question&amp;quot; tokens. &lt;br /&gt;
&lt;br /&gt;
When only one player remains in the trading (ie. did not pass and can bid for the card), the card is automatically won and go in this player hand and the round ends.&lt;br /&gt;
&lt;br /&gt;
==End of a round==&lt;br /&gt;
Once a round ends :&lt;br /&gt;
&lt;br /&gt;
* All refused cards coming from players&#039;s hand are discarded.&lt;br /&gt;
* All remaining &amp;quot;question&amp;quot; tokens are flipped over and become unremovable &amp;quot;refuse&amp;quot; tokens.&lt;br /&gt;
* If the deck is not empty, the market is replenished to the starting number of cards.&lt;br /&gt;
&lt;br /&gt;
*If there is at least 1 card in the market, then a &#039;&#039;&#039;new round begins&#039;&#039;&#039; and the dealer token is passed to the next player.&lt;br /&gt;
*Else &#039;&#039;&#039;the game is over&#039;&#039;&#039; and whoever has the most points is the winner. If any joker has been collected by a player, a value must be given by the player to this joker.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
Score helper image provided in the game : https://x.boardgamearena.net/data/themereleases/current/games/sticktocolours/221214-1519/img/memo_score.png &lt;br /&gt;
&lt;br /&gt;
Each player scores points according to the 2 scoring rules :&lt;br /&gt;
&lt;br /&gt;
* Each set of 3 cards of the &#039;&#039;&#039;same number&#039;&#039;&#039; gives 3 VP. If the number is 7,8 or 9 gives 3 VP more (because it&#039;s rarer)&lt;br /&gt;
* Each set of 3 or more cards of the &#039;&#039;&#039;same color&#039;&#039;&#039; with &#039;&#039;&#039;consecutive&#039;&#039;&#039; &#039;&#039;&#039;numbers&#039;&#039;&#039; gives 1 VP per card in the series.&lt;br /&gt;
&lt;br /&gt;
Note : the same card counts for these 2 rules at the same time !&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Example :&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Alice collects RED 3,5,6,&#039;&#039;JOKER&#039;&#039; + Green 3,3,5,6,8,9 + Blue 3,4,4,5,9 and Alice chooses to turn the joker as a 9.&lt;br /&gt;
&lt;br /&gt;
Bob collects RED 1,2,2,3,4,4,5,6,7,8 + Green 1,2,4,5 + Blue 2,8&lt;br /&gt;
&lt;br /&gt;
Alice scores a total of 15 VP :&lt;br /&gt;
&lt;br /&gt;
* 6 VP for the set of three 9 &lt;br /&gt;
* 3 VP for the set of three 5&lt;br /&gt;
* 3 VP for the set of three 3&lt;br /&gt;
* 3 VP for the set of blue cards (from 3 to 5)&lt;br /&gt;
&lt;br /&gt;
Bob scores a total of 11 VP :&lt;br /&gt;
&lt;br /&gt;
* 3 VP for the set of three 2&lt;br /&gt;
* 8 VP for the set of red cards (from 1 to 8)&lt;br /&gt;
&lt;br /&gt;
Alice is the winner !&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
No variant available on BGA for now.&lt;/div&gt;</summary>
		<author><name>Jonathan2004</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpsticktocolours&amp;diff=15588</id>
		<title>Gamehelpsticktocolours</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpsticktocolours&amp;diff=15588"/>
		<updated>2022-12-20T15:42:44Z</updated>

		<summary type="html">&lt;p&gt;Jonathan2004: add Components&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Objective==&lt;br /&gt;
The basic goal of the game is to &#039;&#039;&#039;collect&#039;&#039;&#039; cards in sets of the same &#039;&#039;&#039;color&#039;&#039;&#039; or the same &#039;&#039;&#039;value&#039;&#039;&#039;. When there is no more card to pick, the game ends and players count their Victory Points (VP).&lt;br /&gt;
&lt;br /&gt;
== Components ==&lt;br /&gt;
A deck of 48 cards :&lt;br /&gt;
&lt;br /&gt;
* 3 colors : Red, Green and Blue&lt;br /&gt;
* values from 1 to 9 and 1 &amp;quot;Joker&amp;quot; for each color&lt;br /&gt;
* Distribution: &lt;br /&gt;
** Red: 1,1,2,2,3,3,4,4,5,5,6,6, 7,8,9, JOKER (the star icon)&lt;br /&gt;
** Green: 1,1,2,2,3,3,4,4,5,5,6,6, 7,8,9, JOKER (the star icon)&lt;br /&gt;
** Blue : 1,1,2,2,3,3,4,4,5,5,6,6, 7,8,9, JOKER (the star icon)&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
*Everyone starts with 2 cards.&lt;br /&gt;
*The market starts with 5 cards for 2-3 players or 6 cards for 4 players.&lt;br /&gt;
*The first player (according to BGA permutations) starts with the &#039;&#039;&#039;dealer&#039;&#039;&#039; token.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
*Each round players choose card to trade and make a bid by &#039;&#039;&#039;refusing&#039;&#039;&#039; 1 or more other cards from the &#039;&#039;&#039;market&#039;&#039;&#039; or their &#039;&#039;&#039;hand&#039;&#039;&#039;.&lt;br /&gt;
*VP begin counting when the deck and the market are empty.&lt;br /&gt;
*Each round consists of 3 consecutives stages :&lt;br /&gt;
*#Choosing cards&lt;br /&gt;
*#Trading&lt;br /&gt;
*#End of trading&lt;br /&gt;
&lt;br /&gt;
==On Your Turn==&lt;br /&gt;
&lt;br /&gt;
=== Choosing cards ===&lt;br /&gt;
The dealer can : &lt;br /&gt;
&lt;br /&gt;
* choose &#039;&#039;&#039;1 card&#039;&#039;&#039; in the &#039;&#039;&#039;market.&#039;&#039;&#039; Then this player begins a normal turn (see next section) except that passing is not an option before a first bid. &lt;br /&gt;
** The chosen card cannot have a &amp;quot;&#039;&#039;&#039;Refuse&#039;&#039;&#039;&amp;quot; token from the dealer on it (The X icon of the player color) .&lt;br /&gt;
* &#039;&#039;&#039;pass&#039;&#039;&#039; the dealer token to the next player&lt;br /&gt;
&lt;br /&gt;
=== Trading ===&lt;br /&gt;
The player can : &lt;br /&gt;
&lt;br /&gt;
* bid&lt;br /&gt;
* pass&lt;br /&gt;
&lt;br /&gt;
==== Bidding ====&lt;br /&gt;
In order to stay in the bidding, you can select 1 or more cards from your hand and the market, the total number of selected cards must be &amp;gt; the current best offer of a previous player (as displayed in the central zone). Each of these cards receive a &amp;quot;Question&amp;quot; token (the ? icon of the player color).&lt;br /&gt;
&lt;br /&gt;
The next player who &#039;&#039;can&#039;&#039; bid begins a new trading turn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Conditions :&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;cannot&#039;&#039; bid for a card when you &amp;quot;&#039;&#039;refused&#039;&#039;&amp;quot; it earlier in the game; ie. if you put a &amp;quot;refuse&amp;quot; token on it.&lt;br /&gt;
&lt;br /&gt;
You cannot put multiple refuse tokens on the same card =&amp;gt; you cannot bids with a card you already refused earlier on the game !&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;NB&amp;lt;/u&amp;gt; : beware that cards coming from your hand are not shown to others AND will always be discarded even if you pass the bid later on !&lt;br /&gt;
&lt;br /&gt;
==== Pass ====&lt;br /&gt;
If you can&#039;t or don&#039;t want to participate in trading, you say &amp;quot;Pass&amp;quot; and get back your &amp;quot;question&amp;quot; tokens. &lt;br /&gt;
&lt;br /&gt;
When only one player remains in the trading (ie. did not pass and can bid for the card), the card is automatically won and go in this player hand and the round ends.&lt;br /&gt;
&lt;br /&gt;
==End of a round==&lt;br /&gt;
Once a round ends :&lt;br /&gt;
&lt;br /&gt;
* All remaining &amp;quot;question&amp;quot; tokens are flipped over&lt;br /&gt;
* If the deck is not empty, the market is replenished to the starting number of cards.&lt;br /&gt;
&lt;br /&gt;
*If there is at least 1 card in the market, then a new round begins.&lt;br /&gt;
**The dealer token is passed to the next player.&lt;br /&gt;
*Else the game is over and whoever has the most points is the winner.&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
No variant available on BGA for now.&lt;/div&gt;</summary>
		<author><name>Jonathan2004</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpsticktocolours&amp;diff=15587</id>
		<title>Gamehelpsticktocolours</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpsticktocolours&amp;diff=15587"/>
		<updated>2022-12-20T15:38:02Z</updated>

		<summary type="html">&lt;p&gt;Jonathan2004: First draft&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Objective==&lt;br /&gt;
The basic goal of the game is to &#039;&#039;&#039;collect&#039;&#039;&#039; cards in sets of the same &#039;&#039;&#039;color&#039;&#039;&#039; or the same &#039;&#039;&#039;value&#039;&#039;&#039;. When there is no more card to pick, the game ends and players count their Victory Points (VP).&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
*Everyone starts with 2 cards.&lt;br /&gt;
*The market starts with 5 cards for 2-3 players or 6 cards for 4 players.&lt;br /&gt;
*The first player (according to BGA permutations) starts with the &#039;&#039;&#039;dealer&#039;&#039;&#039; token.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
*Each round players choose card to trade and make a bid by &#039;&#039;&#039;refusing&#039;&#039;&#039; 1 or more other cards from the &#039;&#039;&#039;market&#039;&#039;&#039; or their &#039;&#039;&#039;hand&#039;&#039;&#039;.&lt;br /&gt;
*VP begin counting when the deck and the market are empty.&lt;br /&gt;
*Each round consists of 3 consecutives stages :&lt;br /&gt;
*#Choosing cards&lt;br /&gt;
*#Trading&lt;br /&gt;
*#End of trading&lt;br /&gt;
&lt;br /&gt;
==On Your Turn==&lt;br /&gt;
&lt;br /&gt;
=== Choosing cards ===&lt;br /&gt;
The dealer can : &lt;br /&gt;
&lt;br /&gt;
* choose &#039;&#039;&#039;1 card&#039;&#039;&#039; in the &#039;&#039;&#039;market.&#039;&#039;&#039; Then this player begins a normal turn (see next section) except that passing is not an option before a first bid. &lt;br /&gt;
** The chosen card cannot have a &amp;quot;&#039;&#039;&#039;Refuse&#039;&#039;&#039;&amp;quot; token from the dealer on it (The X icon of the player color) .&lt;br /&gt;
* &#039;&#039;&#039;pass&#039;&#039;&#039; the dealer token to the next player&lt;br /&gt;
&lt;br /&gt;
=== Trading ===&lt;br /&gt;
The player can : &lt;br /&gt;
&lt;br /&gt;
* bid&lt;br /&gt;
* pass&lt;br /&gt;
&lt;br /&gt;
==== Bidding ====&lt;br /&gt;
In order to stay in the bidding, you can select 1 or more cards from your hand and the market, the total number of selected cards must be &amp;gt; the current best offer of a previous player (as displayed in the central zone). Each of these cards receive a &amp;quot;Question&amp;quot; token (the ? icon of the player color).&lt;br /&gt;
&lt;br /&gt;
The next player who &#039;&#039;can&#039;&#039; bid begins a new trading turn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Conditions :&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;cannot&#039;&#039; bid for a card when you &amp;quot;&#039;&#039;refused&#039;&#039;&amp;quot; it earlier in the game; ie. if you put a &amp;quot;refuse&amp;quot; token on it.&lt;br /&gt;
&lt;br /&gt;
You cannot put multiple refuse tokens on the same card =&amp;gt; you cannot bids with a card you already refused earlier on the game !&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;NB&amp;lt;/u&amp;gt; : beware that cards coming from your hand are not shown to others AND will always be discarded even if you pass the bid later on !&lt;br /&gt;
&lt;br /&gt;
==== Pass ====&lt;br /&gt;
If you can&#039;t or don&#039;t want to participate in trading, you say &amp;quot;Pass&amp;quot; and get back your &amp;quot;question&amp;quot; tokens. &lt;br /&gt;
&lt;br /&gt;
When only one player remains in the trading (ie. did not pass and can bid for the card), the card is automatically won and go in this player hand and the round ends.&lt;br /&gt;
&lt;br /&gt;
==End of a round==&lt;br /&gt;
Once a round ends :&lt;br /&gt;
&lt;br /&gt;
* All remaining &amp;quot;question&amp;quot; tokens are flipped over&lt;br /&gt;
* If the deck is not empty, the market is replenished to the starting number of cards.&lt;br /&gt;
&lt;br /&gt;
*If there is at least 1 card in the market, then a new round begins.&lt;br /&gt;
**The dealer token is passed to the next player.&lt;br /&gt;
*Else the game is over and whoever has the most points is the winner.&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
No variant available on BGA for now.&lt;/div&gt;</summary>
		<author><name>Jonathan2004</name></author>
	</entry>
</feed>