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	<updated>2026-09-26T01:17:38Z</updated>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelphardback&amp;diff=8674</id>
		<title>Gamehelphardback</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelphardback&amp;diff=8674"/>
		<updated>2021-07-02T20:31:28Z</updated>

		<summary type="html">&lt;p&gt;Jonsmiley: /* Literary Awards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== FAQs / Troubleshooting ==&lt;br /&gt;
&lt;br /&gt;
=== Help, my word is not accepted ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Please don&#039;t file a bug.&#039;&#039;&#039; You can choose which dictionary to use when creating the table, but none are authored or maintained by Board Game Arena or Fowers Games. The default dictionary is [http://wordlist.aspell.net/12dicts-readme/ &amp;lt;i&amp;gt;12dicts&amp;lt;/i&amp;gt;, an open-source word list compiled by Alan Beale] with about 85,000 words. The preceding link details the author&#039;s methodology, but essentially this includes words defined by multiple English dictionaries published in the 1990s, plus a selection of modern words (like &amp;quot;emoji&amp;quot;) chosen by the author in 2016. Most people would consider all entries in this list to be &amp;quot;real words&amp;quot;, even though some are not in common usage (like &amp;quot;adagio&amp;quot;, &amp;quot;pugilism&amp;quot;, &amp;quot;slake&amp;quot;). If you want a larger word list, consider &amp;lt;i&amp;gt;American Scrabble&amp;lt;/i&amp;gt; (190,000 words) or &amp;lt;i&amp;gt;British Scrabble&amp;lt;/i&amp;gt; (280,000 words). While these dictionaries include more words, they also include some controversial entries that most people would not consider to be &amp;quot;real words&amp;quot; (like &amp;quot;aal&amp;quot;, &amp;quot;abac&amp;quot;, &amp;quot;faix&amp;quot;, &amp;quot;xu&amp;quot;, &amp;quot;zol&amp;quot;, &amp;quot;zyzzyvas&amp;quot;). Like most word games, all the dictionaries exclude proper nouns (like &amp;quot;Argentina&amp;quot;, &amp;quot;Christmas&amp;quot;, &amp;quot;Hitler&amp;quot;, &amp;quot;November&amp;quot;), acronyms/initialisms (like &amp;quot;FBI&amp;quot;, &amp;quot;USA&amp;quot;), and hyphenated words (like &amp;quot;self-motivated&amp;quot;, &amp;quot;twenty-four&amp;quot;) even though these words would be defined in any standard English dictionary.&lt;br /&gt;
&lt;br /&gt;
There&#039;s also an option to play the game without any dictionary. In this mode, the other players vote to approve or reject each word. You can choose either &amp;lt;i&amp;gt;Majority Vote&amp;lt;/i&amp;gt; (half of the players must accept, with ties in favor of accepting) or &amp;lt;i&amp;gt;Unanimous Vote&amp;lt;/i&amp;gt; (all the players must accept).&lt;br /&gt;
&lt;br /&gt;
=== Help, my system can&#039;t run this game ===&lt;br /&gt;
&lt;br /&gt;
This game requires a vaguely modern web browser (2017 or newer: Google Chrome 61+, Firefox 60+, Edge 79+, or Safari 11+). A computer [https://www.microsoft.com/en-us/microsoft-365/windows/end-of-windows-xp-support#:~:text=After%2012%20years%2C%20support%20for,to%20a%20modern%20operating%20system. still running Windows XP] is far too old, for example. If you meet the minimum requirements and cannot load the game, please [https://boardgamearena.com/bugs?game=1354 use the bug reporting system] to vote/file a report. If another player at your table cannot load the game, please kindly agree to abandon without penalty.&lt;br /&gt;
&lt;br /&gt;
=== Help, the cards are too large or too small ===&lt;br /&gt;
&lt;br /&gt;
Choose your preferred card size under the top-right corner menu (within a game). Due to the smaller screen size, playing on mobile means you&#039;ll end up choosing between larger cards that are easier to read or smaller cards that are easier to rearrange.&lt;br /&gt;
&lt;br /&gt;
== How To Play ==&lt;br /&gt;
&lt;br /&gt;
Hardback is a deck-building word game. Each player starts with their own deck of 10 Starter cards: The 8 letters (A, E, I, L, N, R, S, T) plus 2 random letters from the set (B, C, D, G, H, M, O, P, U, Y). Each player has their own draw and discard piles. A shared deck of 140 cards from 4 other genres is used to form the offer row. The 5 genres in the game are: Starter (grey), Adventure (yellow), Horror (green), Mystery (blue), Romance (red). A colored bar in the player panel displays the current composition of each player&#039;s deck.&lt;br /&gt;
&lt;br /&gt;
=== Spell A Word ===&lt;br /&gt;
&lt;br /&gt;
Each round you receive a hand of 5 cards from your deck. Use these cards (and any &#039;&#039;&#039;Timeless Classics&#039;&#039;&#039;, if available) to spell a word. When your turn begins, your hand of cards automatically move into the current word area. Simply drag and drop the cards to rearrange them. You&#039;re not required to use all your cards and can remove cards from your word by clicking the card or dragging it up to your hand area. If you change your mind, you can re-add a removed card by clicking it (adds to the end of your word) or dragging it down to your word in the proper position.&lt;br /&gt;
&lt;br /&gt;
Any card can be made wild, but wild cards do not provide any benefits. Click &#039;&#039;&#039;WILD&#039;&#039;&#039; below a card to flip it face-down and assign any letter by clicking or typing the letter. If you change your mind, click &#039;&#039;&#039;RESET&#039;&#039;&#039; below a wild card to flip it face-up.&lt;br /&gt;
&lt;br /&gt;
Any cards left in your hand are discarded. You cannot save cards from one round to the next. If you can&#039;t spell a word, you may choose to skip your turn.&lt;br /&gt;
&lt;br /&gt;
=== Resolve Card Benefits ===&lt;br /&gt;
&lt;br /&gt;
The face-up cards in your word provide various benefits. Hover your mouse (on mobile: tap and hold) on the benefit section of the card to see more information.&lt;br /&gt;
&lt;br /&gt;
• Basic benefits are listed &#039;&#039;in black, above the line&#039;&#039;. You gain these every time you use the card face-up to spell a word.&lt;br /&gt;
&lt;br /&gt;
• Genre benefits are listed &#039;&#039;in color, below the line&#039;&#039;. You gain these if you have at least one other card of the same genre (color) in play (in your word or in the &#039;&#039;&#039;Timeless Classics&#039;&#039;&#039; area).&lt;br /&gt;
&lt;br /&gt;
​Coins (¢) allow you to purchase new cards and ink. Points (★) increase your final score. Abilities alter the state of play in special ways:&lt;br /&gt;
&lt;br /&gt;
• &amp;lt;span style=&amp;quot;color:rgb(185,28,28)&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Double&amp;lt;/b&amp;gt; (on Romance/red cards)&amp;lt;/span&amp;gt; allows you to double the coin and point values provided by an adjacent card. If you double the same card twice, it is tripled (not quadrupled). When you double or triple a card, the numbers on the card change are highlight in yellow. Doubling doesn&#039;t count towards activating genre benefits or allow you to perform any other abilities twice.&lt;br /&gt;
&lt;br /&gt;
• &amp;lt;span style=&amp;quot;color:rgb(185,28,28)&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Dump&amp;lt;/b&amp;gt; (on Romance/red cards)&amp;lt;/span&amp;gt; allows you to remove a card from your discard pile to gain an amount of coins.&lt;br /&gt;
&lt;br /&gt;
• &amp;lt;span style=&amp;quot;color:rgb(77,124,15)&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Ink&amp;lt;/b&amp;gt; (on Horror/green cards)&amp;lt;/span&amp;gt; grants you an ink or remover. This is the only way to get remover.&lt;br /&gt;
&lt;br /&gt;
• &amp;lt;span style=&amp;quot;color:rgb(29,78,216)&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Jail&amp;lt;/b&amp;gt; (on Mystery/blue cards)&amp;lt;/span&amp;gt; allows you to either reserve or remove a card from the offer row. If you reserve the card, it goes into your personal jail, allowing only you to purchase it later. You can only reserve one card at a time. In both cases, the effect to other players is the same: The card you choose won&#039;t be available to them anymore.&lt;br /&gt;
&lt;br /&gt;
• &amp;lt;span style=&amp;quot;color:rgb(113,63,18)&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Trash&amp;lt;/b&amp;gt; (on Adventure/yellow cards)&amp;lt;/span&amp;gt; allows you to remove that particular card from your word to gain an amount of coins or points.&lt;br /&gt;
&lt;br /&gt;
• &amp;lt;span style=&amp;quot;color:rgb(29,78,216)&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Uncover&amp;lt;/b&amp;gt; (on Mystery/blue cards)&amp;lt;/span&amp;gt; allows you to flip a wild card back to its face-up side, allowing you to play a card as any letter and still earn the benefits.&lt;br /&gt;
&lt;br /&gt;
Cards are that removed (through Dump, Jail, or Trash) are discarded from the game. In the unlikely event that you go through all 140 offer row cards, the removed cards are reshuffled to form a new offer row deck.&lt;br /&gt;
&lt;br /&gt;
=== Flush Offer Row ===&lt;br /&gt;
&lt;br /&gt;
In certain situations, you can trash all 7 cards in the offer row and get 7 new cards. You will be prompted to do this once per turn, before purchasing, if either conditions is met:&lt;br /&gt;
&lt;br /&gt;
• At least 4 cards in the offer row cost 6¢ or more&lt;br /&gt;
&lt;br /&gt;
• At least 4 cards in the offer row are the same genre (color)&lt;br /&gt;
&lt;br /&gt;
=== Purchase ===&lt;br /&gt;
&lt;br /&gt;
You can purchase ink and cards from the offer row using the coins you earned this turn.&lt;br /&gt;
&lt;br /&gt;
Each card&#039;s cost is indicated in the price tag in the top-left corner. Click a card to purchase it. Note that some Adventure (yellow) cards also indicate a number of points on the price tag. This is not a cost, but a one-time benefit you &#039;&#039;earn&#039;&#039; when purchasing the card.&lt;br /&gt;
&lt;br /&gt;
Ink costs 1¢. Any coins you do not spend are automatically converted to ink at the end of your turn. You cannot save coins from one turn to the next.&lt;br /&gt;
&lt;br /&gt;
It is possible to convert ink earned on previous turns back to coins at a reduced rate (3 ink for 1¢). Board Game Arena only presents this option when it would allow you to purchase something that you otherwise couldn&#039;t afford.&lt;br /&gt;
&lt;br /&gt;
=== Timeless Classics ===&lt;br /&gt;
&lt;br /&gt;
All cards from your word are discarded at the end of your turn, except Timeless Classics.&lt;br /&gt;
&lt;br /&gt;
There are 12 Timeless Classic cards, which are printed sideways. When you spell a word using a face-up Timeless Classic card, it stays in play at the end of your turn. On subsequent turns, you continue to gain the benefits of the card &#039;&#039;whether or not you use it in your word&#039;&#039;!&lt;br /&gt;
&lt;br /&gt;
Your Timeless Classic card stays in play until another player uses it in their word, which sends it to your discard pile. Any player can use any active Timeless Classic when spelling a word, no matter which player owns the card, but these cards cannot be made wild.&lt;br /&gt;
&lt;br /&gt;
When you use another player&#039;s Timeless Classic card, you &amp;lt;u&amp;gt;do not&amp;lt;/u&amp;gt; get any benefits and its genre &amp;lt;u&amp;gt;does not&amp;lt;/u&amp;gt; count towards triggering other genre benefits in your word. Astute authors will use other players&#039; Timeless Classic cards anyway in order to discard the card.&lt;br /&gt;
&lt;br /&gt;
=== Ink and Remover ===&lt;br /&gt;
&lt;br /&gt;
After your turn is complete, you may immediately begin working on your next word, including using any previously obtained ink and remover. At any time before you spell a word, even during another player&#039;s turn, you can draw additional cards from your draw pile by spending 1 ink per card. Inked cards &#039;&#039;&#039;must&#039;&#039;&#039; be used in your next word and cannot be made wild.&lt;br /&gt;
&lt;br /&gt;
Remover cancels ink. You can spend 1 remover to convert an inked card back to a normal card, meaning you are no longer required to use it in your word. Remover can only be obtained by playing certain cards; it cannot be purchased.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Pressing your luck with ink is the only way to make words longer than 5 letters.&amp;lt;/b&amp;gt; If you push your luck too far and can&#039;t form a word with all inked cards, you must skip your turn.&lt;br /&gt;
&lt;br /&gt;
=== Game End ===&lt;br /&gt;
&lt;br /&gt;
When a player reaches 60 points, the game ends at the conclusion of the current round (all players receive the same number of turns). The player with the most points is the winner and the finest author of the age! In the case of a tie, the player with the most ink remaining wins the game.&lt;br /&gt;
&lt;br /&gt;
Note: A game option allows the creator of the table to specify a shorter (40 points) or longer game (80 points). The game options display on the confirmation screen before the game starts and during the game under the top-right corner menu.&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
&lt;br /&gt;
=== Literary Awards ===&lt;br /&gt;
Literary Awards provide bonus points to the player who spells the longest word of the game, encouraging players to compete more directly and spell longer words.&lt;br /&gt;
&lt;br /&gt;
The first player to spell a word with 7 or more letters claims the appropriate award. The first player to subsequently spell a longer word claims the appropriate award and discards all lower awards. In this way, only one award is ever in play at a time. Whichever player is holding the award at the end of the game earns the stated number of points. Because these points are not scored immediately, they do not count towards the 60 point threshold needed to end the game. Once the highest scoring literary award is claimed by a player it cannot be reclaimed by another player even if they spell a longer word.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Length&lt;br /&gt;
! Literary Award&lt;br /&gt;
|-&lt;br /&gt;
| 7 letters&lt;br /&gt;
| 5 points&lt;br /&gt;
|-&lt;br /&gt;
| 8 letters&lt;br /&gt;
| 6 points&lt;br /&gt;
|-&lt;br /&gt;
| 9 letters&lt;br /&gt;
| 7 points&lt;br /&gt;
|-&lt;br /&gt;
| 10 letters&lt;br /&gt;
| 9 points&lt;br /&gt;
|-&lt;br /&gt;
| 11 letters&lt;br /&gt;
| 12 points&lt;br /&gt;
|-&lt;br /&gt;
| 12 or more letters&lt;br /&gt;
| 15 points&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Adverts ===&lt;br /&gt;
&lt;br /&gt;
Adverts allow you to purchase points with coins.&lt;br /&gt;
&lt;br /&gt;
Each advert can only be purchased once and must be purchased in the order listed. You can buy multiple adverts (in order) during your turn. Points from adverts are scored immediately.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Cost&lt;br /&gt;
! Advert&lt;br /&gt;
|-&lt;br /&gt;
| 6¢&lt;br /&gt;
| 3 points&lt;br /&gt;
|-&lt;br /&gt;
| 9¢&lt;br /&gt;
| 6 points&lt;br /&gt;
|-&lt;br /&gt;
| 12¢&lt;br /&gt;
| 10 points&lt;br /&gt;
|-&lt;br /&gt;
| 15¢&lt;br /&gt;
| 15 points&lt;br /&gt;
|-&lt;br /&gt;
| 18¢&lt;br /&gt;
| 20 points&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cooperative Anthology &amp;amp; Solo Mode ===&lt;br /&gt;
&lt;br /&gt;
In this challenging co-op variant, 1 - 4 players win or lose together against archrival Penny Dreadful. The following rule changes apply:&lt;br /&gt;
&lt;br /&gt;
• Penny Dreadful takes a turn after each player. She purchases the oldest (right-most) card in the offer row and earns points equal to the card&#039;s cost.&lt;br /&gt;
&lt;br /&gt;
• In the &#039;&#039;Cooperative Anthology With Signature Genre&#039;&#039; variant, Penny Dreadful also earns points based on the condition displayed in her player panel.&lt;br /&gt;
&lt;br /&gt;
• Players can never flush the offer row.&lt;br /&gt;
&lt;br /&gt;
• Any player can use your Timeless Classic cards without discarding them. Instead, each time a new card is added to the offer row during your turn or Penny Dreadful&#039;s turn immediately following your turn, your oldest Timeless Classic card of that same genre is discarded. &lt;br /&gt;
&lt;br /&gt;
• The game is played to a final score of 60 points per human player (for example, play to 180 points with 3 players). The game ends immediately when one side - either the players or Penny Dreadful - earns enough points. The players win if they &amp;lt;b&amp;gt;beat&amp;lt;/b&amp;gt; Penny&#039;s score (tying with Penny is a loss).&lt;br /&gt;
&lt;br /&gt;
== Differences from the Physical Game ==&lt;br /&gt;
&lt;br /&gt;
If you&#039;ve played this board game in real life, note that minor rules changes from the game designer have been incorporated in the BGA adaption to improve balance.&lt;br /&gt;
&lt;br /&gt;
• The Horror H card benefits have been changed. Astute players were able to avoid the penalty &amp;quot;All other players must return an unused ink or remover&amp;quot; by spending their ink/remover tokens out-of-turn. The new benefits of Horror H are: 1¢ and 2★ (basic), 1¢ per inked card in your word (genre)&lt;br /&gt;
&lt;br /&gt;
• In the Cooperative Anthology variant, a maximum of 1 Timeless Classic card is discarded per card added to the offer row. For example, if you have both Romance B and Romance K in play and a Romance card is added to the offer row, discard the older of Romance B/K.&lt;br /&gt;
&lt;br /&gt;
• There is no current mechanism for Ghostwriting.&lt;/div&gt;</summary>
		<author><name>Jonsmiley</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpnangaparbat&amp;diff=5797</id>
		<title>Gamehelpnangaparbat</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpnangaparbat&amp;diff=5797"/>
		<updated>2020-10-02T23:55:43Z</updated>

		<summary type="html">&lt;p&gt;Jonsmiley: /* Area Scoring Variant */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Game Board ==&lt;br /&gt;
&lt;br /&gt;
=== Mountain ===&lt;br /&gt;
On the mountain there are six &#039;&#039;&#039;regions&#039;&#039;&#039; numbered with yellow flags. Each &#039;&#039;&#039;region&#039;&#039;&#039; is divided into 6 &#039;&#039;&#039;sections&#039;&#039;&#039;. The &#039;&#039;&#039;sections&#039;&#039;&#039; are numbered from 1 to 6 from the top to the bottom right. &#039;&#039;&#039;Sections&#039;&#039;&#039; are numbered in the same order as the &#039;&#039;&#039;regions&#039;&#039;&#039; are numbered. At the start of the game 6 animals of each of the 6 animal types are randomly placed in each section of the mountain.&lt;br /&gt;
&lt;br /&gt;
=== Points Chart ===&lt;br /&gt;
In the upper left hand corner of the board is a grid of 15 numbered squares.&lt;br /&gt;
The small circled number above and below each points chart column specifies the number of camps or animals required to claim that spot.&lt;br /&gt;
The number inside each points chart square is the number of victory points awarded for claiming that spot.&lt;br /&gt;
Each player has 5 cubes they can use to claim spots on the points chart (but only one per turn).&lt;br /&gt;
Once a spot on the points chart is claimed it is no longer available for use by either player for the rest of the game.&lt;br /&gt;
The two rightmost columns each require 3 adjacent hikers or 3 animals, but they offer a different number of victory points.&lt;br /&gt;
&lt;br /&gt;
=== Scoring Path ===&lt;br /&gt;
Except for the starting value of 0, both players cannot occupy the same spot on the scoring path. If a player lands on the same spot as their opponent they automatically gain an additional point and move to the next spot on the scoring path.&lt;br /&gt;
&lt;br /&gt;
=== Animal Boards ===&lt;br /&gt;
Each player has an animal board in their color. Animals trapped by that player are placed on their player board. When an animal is activated from the animal board it slides from the top of the animal board to the bottom of the animal board to indicate that it has already been activated.&lt;br /&gt;
&lt;br /&gt;
== Turn Overview == &lt;br /&gt;
# Trap an animal from the guide&#039;s &#039;&#039;&#039;region&#039;&#039;&#039;.&lt;br /&gt;
# Replace the animal with a hiker [AUTOMATIC]. &lt;br /&gt;
# Move the guide [AUTOMATIC]. &lt;br /&gt;
# Build camps or trade animals [OPTIONAL]&lt;br /&gt;
&lt;br /&gt;
Note: During any phase of the turn, a player may “activate” animals to perform one or more special actions. &lt;br /&gt;
&lt;br /&gt;
== Step Details ==&lt;br /&gt;
=== Trap an animal===&lt;br /&gt;
Any remaining animal in the region with the guide can be trapped. The section of the trapped animal determines the guide&#039;s next region. Typically that region is where the opposing player will get to trap their next animal so consider this strategically.&lt;br /&gt;
Note: If no animals remain in the guide&#039;s region, relocate the guide to a region with at least one animal. After relocating the guide, trap an animal from the guide&#039;s new region. &lt;br /&gt;
=== Replace the animal with a hiker ===&lt;br /&gt;
A new hiker from the active player&#039;s stock replaces the animal trapped in step 1.&lt;br /&gt;
=== Move the guide ===&lt;br /&gt;
The guide moves to the &#039;&#039;&#039;region&#039;&#039;&#039; with the flag number that matches the &#039;&#039;&#039;section&#039;&#039;&#039; number selected in step 1. E.g. If the animal was trapped in &#039;&#039;&#039;region&#039;&#039;&#039; 2 &#039;&#039;&#039;section&#039;&#039;&#039; 4, then the guide moves to &#039;&#039;&#039;region&#039;&#039;&#039; 4.&lt;br /&gt;
=== Build camps or trade animals ===&lt;br /&gt;
If the requirements can be met, the active player may select one of the remaining spots on the points chart in the top left of the board to either:&lt;br /&gt;
==== Row 1: Build Camps ====&lt;br /&gt;
Build the specified number of camps by converting their adjacent hikers (Note: the player must have enough of their 12 camps remaining)&lt;br /&gt;
==== Row 2: Trade Different Animals ====&lt;br /&gt;
Trade the specified number of different animal types (may include wilds)&lt;br /&gt;
==== Row 3: Trade Same Animal ====&lt;br /&gt;
Trade the specified number of the same animal type (may include wilds)&lt;br /&gt;
&lt;br /&gt;
==== Notes on building and trading ====&lt;br /&gt;
*Once a player has placed all 5 cubes on the points chart, that player must skip step 4 for the rest of the game&lt;br /&gt;
*Animals can be traded whether or not they have already been activated&lt;br /&gt;
*Once animals are traded they are discarded from the player board and can no longer be activated&lt;br /&gt;
*Hikers are considered adjacent if their section shares a border with another section or if they are linked by a dotted white path between regions&lt;br /&gt;
*Hikers are discarded when they are converted to camps. They are not returned to a player&#039;s stock.&lt;br /&gt;
&lt;br /&gt;
== Activating Animals ==&lt;br /&gt;
&lt;br /&gt;
At any point during a turn, and any number of times per turn, a player can activate one of their animals that hasn&#039;t already been activated&lt;br /&gt;
Once an animal is activated it slides from the top of the animal board to the bottom of the animal board and can&#039;t be activated again (but it can be traded)&lt;br /&gt;
An animal can be activated on the same turn it was trapped&lt;br /&gt;
&lt;br /&gt;
=== Snow Leopard (White) ===&lt;br /&gt;
Swap two adjacent hikers. Adjacency is determined by sections that share a border or are linked by a dotted white path. Only hikers and not camps can move.&lt;br /&gt;
=== Tahr (Brown) ===&lt;br /&gt;
Swap a hiker and an adjacent animal. Adjacency is determined by sections that share a border or are linked by a dotted white path. Only hikers and not camps can move.&lt;br /&gt;
=== Musk Deer (Gray) ===&lt;br /&gt;
Swap two animals anywhere on the mountain. Unlike the Snow Leopard and Tahr activations, the animals moved by the Musk Deer do not need to be adjacent.&lt;br /&gt;
=== Yak (Black) ===&lt;br /&gt;
Move the guide to a new region&lt;br /&gt;
&lt;br /&gt;
== Special Animals ==&lt;br /&gt;
&lt;br /&gt;
Two animal types give bonuses during specific steps in a turn and are not &amp;quot;activated&amp;quot;&lt;br /&gt;
=== Bharal (Blue) ===&lt;br /&gt;
Use as any animal type when trading animals during step 4 of a player&#039;s turn (i.e. it is wild).&lt;br /&gt;
&lt;br /&gt;
=== Red Panda (Red) ===&lt;br /&gt;
When trapping this animal during step 1 of a player&#039;s turn, score 1 victory point if the player has the same or fewer victory points than their opponent&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
The end of game triggers immediately if &#039;&#039;&#039;either&#039;&#039;&#039; condition is met:&lt;br /&gt;
#&#039;&#039;&#039;Both&#039;&#039;&#039; players have placed all 15 of their hikers&lt;br /&gt;
#&#039;&#039;&#039;Both&#039;&#039;&#039; players have placed all 5 of their scoring cubes (this condition does not apply with the end game scoring variant)&lt;br /&gt;
&lt;br /&gt;
The player with the most points wins (farthest along the scoring path)&lt;br /&gt;
&lt;br /&gt;
== Area Scoring Variant ==&lt;br /&gt;
&lt;br /&gt;
If this option is selected, once both players have used all of their hikers and ended their turns, each region is scored as follows starting from region 1. Each region is scored based on the number of each player&#039;s hikers/camps: 1 point for 4, 2 points for 5, 3 points for 6. Tie-breaking rules for the scoring path apply to scoring in this phase as well.&lt;/div&gt;</summary>
		<author><name>Jonsmiley</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpnangaparbat&amp;diff=5796</id>
		<title>Gamehelpnangaparbat</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpnangaparbat&amp;diff=5796"/>
		<updated>2020-10-02T23:54:28Z</updated>

		<summary type="html">&lt;p&gt;Jonsmiley: /* Game End */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Game Board ==&lt;br /&gt;
&lt;br /&gt;
=== Mountain ===&lt;br /&gt;
On the mountain there are six &#039;&#039;&#039;regions&#039;&#039;&#039; numbered with yellow flags. Each &#039;&#039;&#039;region&#039;&#039;&#039; is divided into 6 &#039;&#039;&#039;sections&#039;&#039;&#039;. The &#039;&#039;&#039;sections&#039;&#039;&#039; are numbered from 1 to 6 from the top to the bottom right. &#039;&#039;&#039;Sections&#039;&#039;&#039; are numbered in the same order as the &#039;&#039;&#039;regions&#039;&#039;&#039; are numbered. At the start of the game 6 animals of each of the 6 animal types are randomly placed in each section of the mountain.&lt;br /&gt;
&lt;br /&gt;
=== Points Chart ===&lt;br /&gt;
In the upper left hand corner of the board is a grid of 15 numbered squares.&lt;br /&gt;
The small circled number above and below each points chart column specifies the number of camps or animals required to claim that spot.&lt;br /&gt;
The number inside each points chart square is the number of victory points awarded for claiming that spot.&lt;br /&gt;
Each player has 5 cubes they can use to claim spots on the points chart (but only one per turn).&lt;br /&gt;
Once a spot on the points chart is claimed it is no longer available for use by either player for the rest of the game.&lt;br /&gt;
The two rightmost columns each require 3 adjacent hikers or 3 animals, but they offer a different number of victory points.&lt;br /&gt;
&lt;br /&gt;
=== Scoring Path ===&lt;br /&gt;
Except for the starting value of 0, both players cannot occupy the same spot on the scoring path. If a player lands on the same spot as their opponent they automatically gain an additional point and move to the next spot on the scoring path.&lt;br /&gt;
&lt;br /&gt;
=== Animal Boards ===&lt;br /&gt;
Each player has an animal board in their color. Animals trapped by that player are placed on their player board. When an animal is activated from the animal board it slides from the top of the animal board to the bottom of the animal board to indicate that it has already been activated.&lt;br /&gt;
&lt;br /&gt;
== Turn Overview == &lt;br /&gt;
# Trap an animal from the guide&#039;s &#039;&#039;&#039;region&#039;&#039;&#039;.&lt;br /&gt;
# Replace the animal with a hiker [AUTOMATIC]. &lt;br /&gt;
# Move the guide [AUTOMATIC]. &lt;br /&gt;
# Build camps or trade animals [OPTIONAL]&lt;br /&gt;
&lt;br /&gt;
Note: During any phase of the turn, a player may “activate” animals to perform one or more special actions. &lt;br /&gt;
&lt;br /&gt;
== Step Details ==&lt;br /&gt;
=== Trap an animal===&lt;br /&gt;
Any remaining animal in the region with the guide can be trapped. The section of the trapped animal determines the guide&#039;s next region. Typically that region is where the opposing player will get to trap their next animal so consider this strategically.&lt;br /&gt;
Note: If no animals remain in the guide&#039;s region, relocate the guide to a region with at least one animal. After relocating the guide, trap an animal from the guide&#039;s new region. &lt;br /&gt;
=== Replace the animal with a hiker ===&lt;br /&gt;
A new hiker from the active player&#039;s stock replaces the animal trapped in step 1.&lt;br /&gt;
=== Move the guide ===&lt;br /&gt;
The guide moves to the &#039;&#039;&#039;region&#039;&#039;&#039; with the flag number that matches the &#039;&#039;&#039;section&#039;&#039;&#039; number selected in step 1. E.g. If the animal was trapped in &#039;&#039;&#039;region&#039;&#039;&#039; 2 &#039;&#039;&#039;section&#039;&#039;&#039; 4, then the guide moves to &#039;&#039;&#039;region&#039;&#039;&#039; 4.&lt;br /&gt;
=== Build camps or trade animals ===&lt;br /&gt;
If the requirements can be met, the active player may select one of the remaining spots on the points chart in the top left of the board to either:&lt;br /&gt;
==== Row 1: Build Camps ====&lt;br /&gt;
Build the specified number of camps by converting their adjacent hikers (Note: the player must have enough of their 12 camps remaining)&lt;br /&gt;
==== Row 2: Trade Different Animals ====&lt;br /&gt;
Trade the specified number of different animal types (may include wilds)&lt;br /&gt;
==== Row 3: Trade Same Animal ====&lt;br /&gt;
Trade the specified number of the same animal type (may include wilds)&lt;br /&gt;
&lt;br /&gt;
==== Notes on building and trading ====&lt;br /&gt;
*Once a player has placed all 5 cubes on the points chart, that player must skip step 4 for the rest of the game&lt;br /&gt;
*Animals can be traded whether or not they have already been activated&lt;br /&gt;
*Once animals are traded they are discarded from the player board and can no longer be activated&lt;br /&gt;
*Hikers are considered adjacent if their section shares a border with another section or if they are linked by a dotted white path between regions&lt;br /&gt;
*Hikers are discarded when they are converted to camps. They are not returned to a player&#039;s stock.&lt;br /&gt;
&lt;br /&gt;
== Activating Animals ==&lt;br /&gt;
&lt;br /&gt;
At any point during a turn, and any number of times per turn, a player can activate one of their animals that hasn&#039;t already been activated&lt;br /&gt;
Once an animal is activated it slides from the top of the animal board to the bottom of the animal board and can&#039;t be activated again (but it can be traded)&lt;br /&gt;
An animal can be activated on the same turn it was trapped&lt;br /&gt;
&lt;br /&gt;
=== Snow Leopard (White) ===&lt;br /&gt;
Swap two adjacent hikers. Adjacency is determined by sections that share a border or are linked by a dotted white path. Only hikers and not camps can move.&lt;br /&gt;
=== Tahr (Brown) ===&lt;br /&gt;
Swap a hiker and an adjacent animal. Adjacency is determined by sections that share a border or are linked by a dotted white path. Only hikers and not camps can move.&lt;br /&gt;
=== Musk Deer (Gray) ===&lt;br /&gt;
Swap two animals anywhere on the mountain. Unlike the Snow Leopard and Tahr activations, the animals moved by the Musk Deer do not need to be adjacent.&lt;br /&gt;
=== Yak (Black) ===&lt;br /&gt;
Move the guide to a new region&lt;br /&gt;
&lt;br /&gt;
== Special Animals ==&lt;br /&gt;
&lt;br /&gt;
Two animal types give bonuses during specific steps in a turn and are not &amp;quot;activated&amp;quot;&lt;br /&gt;
=== Bharal (Blue) ===&lt;br /&gt;
Use as any animal type when trading animals during step 4 of a player&#039;s turn (i.e. it is wild).&lt;br /&gt;
&lt;br /&gt;
=== Red Panda (Red) ===&lt;br /&gt;
When trapping this animal during step 1 of a player&#039;s turn, score 1 victory point if the player has the same or fewer victory points than their opponent&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
The end of game triggers immediately if &#039;&#039;&#039;either&#039;&#039;&#039; condition is met:&lt;br /&gt;
#&#039;&#039;&#039;Both&#039;&#039;&#039; players have placed all 15 of their hikers&lt;br /&gt;
#&#039;&#039;&#039;Both&#039;&#039;&#039; players have placed all 5 of their scoring cubes (this condition does not apply with the end game scoring variant)&lt;br /&gt;
&lt;br /&gt;
The player with the most points wins (farthest along the scoring path)&lt;br /&gt;
&lt;br /&gt;
== Area Scoring Variant ==&lt;br /&gt;
&lt;br /&gt;
If this option is selected, once the end of game is triggered each region is scored as follows starting from region 1. Each region is scored based on the number of each player&#039;s hikers/camps: 1 point for 4, 2 points for 5, 3 points for 6. Tie-breaking rules for the scoring path apply to scoring in this phase as well.&lt;/div&gt;</summary>
		<author><name>Jonsmiley</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpnangaparbat&amp;diff=5795</id>
		<title>Gamehelpnangaparbat</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpnangaparbat&amp;diff=5795"/>
		<updated>2020-10-02T23:53:20Z</updated>

		<summary type="html">&lt;p&gt;Jonsmiley: /* Notes on building and trading */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Game Board ==&lt;br /&gt;
&lt;br /&gt;
=== Mountain ===&lt;br /&gt;
On the mountain there are six &#039;&#039;&#039;regions&#039;&#039;&#039; numbered with yellow flags. Each &#039;&#039;&#039;region&#039;&#039;&#039; is divided into 6 &#039;&#039;&#039;sections&#039;&#039;&#039;. The &#039;&#039;&#039;sections&#039;&#039;&#039; are numbered from 1 to 6 from the top to the bottom right. &#039;&#039;&#039;Sections&#039;&#039;&#039; are numbered in the same order as the &#039;&#039;&#039;regions&#039;&#039;&#039; are numbered. At the start of the game 6 animals of each of the 6 animal types are randomly placed in each section of the mountain.&lt;br /&gt;
&lt;br /&gt;
=== Points Chart ===&lt;br /&gt;
In the upper left hand corner of the board is a grid of 15 numbered squares.&lt;br /&gt;
The small circled number above and below each points chart column specifies the number of camps or animals required to claim that spot.&lt;br /&gt;
The number inside each points chart square is the number of victory points awarded for claiming that spot.&lt;br /&gt;
Each player has 5 cubes they can use to claim spots on the points chart (but only one per turn).&lt;br /&gt;
Once a spot on the points chart is claimed it is no longer available for use by either player for the rest of the game.&lt;br /&gt;
The two rightmost columns each require 3 adjacent hikers or 3 animals, but they offer a different number of victory points.&lt;br /&gt;
&lt;br /&gt;
=== Scoring Path ===&lt;br /&gt;
Except for the starting value of 0, both players cannot occupy the same spot on the scoring path. If a player lands on the same spot as their opponent they automatically gain an additional point and move to the next spot on the scoring path.&lt;br /&gt;
&lt;br /&gt;
=== Animal Boards ===&lt;br /&gt;
Each player has an animal board in their color. Animals trapped by that player are placed on their player board. When an animal is activated from the animal board it slides from the top of the animal board to the bottom of the animal board to indicate that it has already been activated.&lt;br /&gt;
&lt;br /&gt;
== Turn Overview == &lt;br /&gt;
# Trap an animal from the guide&#039;s &#039;&#039;&#039;region&#039;&#039;&#039;.&lt;br /&gt;
# Replace the animal with a hiker [AUTOMATIC]. &lt;br /&gt;
# Move the guide [AUTOMATIC]. &lt;br /&gt;
# Build camps or trade animals [OPTIONAL]&lt;br /&gt;
&lt;br /&gt;
Note: During any phase of the turn, a player may “activate” animals to perform one or more special actions. &lt;br /&gt;
&lt;br /&gt;
== Step Details ==&lt;br /&gt;
=== Trap an animal===&lt;br /&gt;
Any remaining animal in the region with the guide can be trapped. The section of the trapped animal determines the guide&#039;s next region. Typically that region is where the opposing player will get to trap their next animal so consider this strategically.&lt;br /&gt;
Note: If no animals remain in the guide&#039;s region, relocate the guide to a region with at least one animal. After relocating the guide, trap an animal from the guide&#039;s new region. &lt;br /&gt;
=== Replace the animal with a hiker ===&lt;br /&gt;
A new hiker from the active player&#039;s stock replaces the animal trapped in step 1.&lt;br /&gt;
=== Move the guide ===&lt;br /&gt;
The guide moves to the &#039;&#039;&#039;region&#039;&#039;&#039; with the flag number that matches the &#039;&#039;&#039;section&#039;&#039;&#039; number selected in step 1. E.g. If the animal was trapped in &#039;&#039;&#039;region&#039;&#039;&#039; 2 &#039;&#039;&#039;section&#039;&#039;&#039; 4, then the guide moves to &#039;&#039;&#039;region&#039;&#039;&#039; 4.&lt;br /&gt;
=== Build camps or trade animals ===&lt;br /&gt;
If the requirements can be met, the active player may select one of the remaining spots on the points chart in the top left of the board to either:&lt;br /&gt;
==== Row 1: Build Camps ====&lt;br /&gt;
Build the specified number of camps by converting their adjacent hikers (Note: the player must have enough of their 12 camps remaining)&lt;br /&gt;
==== Row 2: Trade Different Animals ====&lt;br /&gt;
Trade the specified number of different animal types (may include wilds)&lt;br /&gt;
==== Row 3: Trade Same Animal ====&lt;br /&gt;
Trade the specified number of the same animal type (may include wilds)&lt;br /&gt;
&lt;br /&gt;
==== Notes on building and trading ====&lt;br /&gt;
*Once a player has placed all 5 cubes on the points chart, that player must skip step 4 for the rest of the game&lt;br /&gt;
*Animals can be traded whether or not they have already been activated&lt;br /&gt;
*Once animals are traded they are discarded from the player board and can no longer be activated&lt;br /&gt;
*Hikers are considered adjacent if their section shares a border with another section or if they are linked by a dotted white path between regions&lt;br /&gt;
*Hikers are discarded when they are converted to camps. They are not returned to a player&#039;s stock.&lt;br /&gt;
&lt;br /&gt;
== Activating Animals ==&lt;br /&gt;
&lt;br /&gt;
At any point during a turn, and any number of times per turn, a player can activate one of their animals that hasn&#039;t already been activated&lt;br /&gt;
Once an animal is activated it slides from the top of the animal board to the bottom of the animal board and can&#039;t be activated again (but it can be traded)&lt;br /&gt;
An animal can be activated on the same turn it was trapped&lt;br /&gt;
&lt;br /&gt;
=== Snow Leopard (White) ===&lt;br /&gt;
Swap two adjacent hikers. Adjacency is determined by sections that share a border or are linked by a dotted white path. Only hikers and not camps can move.&lt;br /&gt;
=== Tahr (Brown) ===&lt;br /&gt;
Swap a hiker and an adjacent animal. Adjacency is determined by sections that share a border or are linked by a dotted white path. Only hikers and not camps can move.&lt;br /&gt;
=== Musk Deer (Gray) ===&lt;br /&gt;
Swap two animals anywhere on the mountain. Unlike the Snow Leopard and Tahr activations, the animals moved by the Musk Deer do not need to be adjacent.&lt;br /&gt;
=== Yak (Black) ===&lt;br /&gt;
Move the guide to a new region&lt;br /&gt;
&lt;br /&gt;
== Special Animals ==&lt;br /&gt;
&lt;br /&gt;
Two animal types give bonuses during specific steps in a turn and are not &amp;quot;activated&amp;quot;&lt;br /&gt;
=== Bharal (Blue) ===&lt;br /&gt;
Use as any animal type when trading animals during step 4 of a player&#039;s turn (i.e. it is wild).&lt;br /&gt;
&lt;br /&gt;
=== Red Panda (Red) ===&lt;br /&gt;
When trapping this animal during step 1 of a player&#039;s turn, score 1 victory point if the player has the same or fewer victory points than their opponent&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
The end of game triggers immediately if &#039;&#039;&#039;either&#039;&#039;&#039; condition is met:&lt;br /&gt;
#&#039;&#039;&#039;Both&#039;&#039;&#039; players have placed all 15 of their hikers&lt;br /&gt;
#&#039;&#039;&#039;Both&#039;&#039;&#039; players have placed all 5 of their scoring cubes&lt;br /&gt;
&lt;br /&gt;
The player with the most points wins (farthest along the scoring path)&lt;br /&gt;
&lt;br /&gt;
== Area Scoring Variant ==&lt;br /&gt;
&lt;br /&gt;
If this option is selected, once the end of game is triggered each region is scored as follows starting from region 1. Each region is scored based on the number of each player&#039;s hikers/camps: 1 point for 4, 2 points for 5, 3 points for 6. Tie-breaking rules for the scoring path apply to scoring in this phase as well.&lt;/div&gt;</summary>
		<author><name>Jonsmiley</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpnangaparbat&amp;diff=5671</id>
		<title>Gamehelpnangaparbat</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpnangaparbat&amp;diff=5671"/>
		<updated>2020-09-19T12:32:12Z</updated>

		<summary type="html">&lt;p&gt;Jonsmiley: /* Build camps or trade animals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Game Board ==&lt;br /&gt;
&lt;br /&gt;
=== Mountain ===&lt;br /&gt;
On the mountain there are six &#039;&#039;&#039;regions&#039;&#039;&#039; numbered with yellow flags. Each &#039;&#039;&#039;region&#039;&#039;&#039; is divided into 6 &#039;&#039;&#039;sections&#039;&#039;&#039;. The &#039;&#039;&#039;sections&#039;&#039;&#039; are numbered from 1 to 6 from the top to the bottom right. &#039;&#039;&#039;Sections&#039;&#039;&#039; are numbered in the same order as the &#039;&#039;&#039;regions&#039;&#039;&#039; are numbered. At the start of the game 6 animals of each of the 6 animal types are randomly placed in each section of the mountain.&lt;br /&gt;
&lt;br /&gt;
=== Points Chart ===&lt;br /&gt;
In the upper left hand corner of the board is a grid of 15 numbered squares.&lt;br /&gt;
The small circled number above and below each points chart column specifies the number of camps or animals required to claim that spot.&lt;br /&gt;
The number inside each points chart square is the number of victory points awarded for claiming that spot.&lt;br /&gt;
Each player has 5 cubes they can use to claim spots on the points chart (but only one per turn).&lt;br /&gt;
Once a spot on the points chart is claimed it is no longer available for use by either player for the rest of the game.&lt;br /&gt;
The two rightmost columns each require 3 adjacent hikers or 3 animals, but they offer a different number of victory points.&lt;br /&gt;
&lt;br /&gt;
=== Scoring Path ===&lt;br /&gt;
Except for the starting value of 0, both players cannot occupy the same spot on the scoring path. If a player lands on the same spot as their opponent they automatically gain an additional point and move to the next spot on the scoring path.&lt;br /&gt;
&lt;br /&gt;
=== Animal Boards ===&lt;br /&gt;
Each player has an animal board in their color. Animals trapped by that player are placed on their player board. When an animal is activated from the animal board it slides from the top of the animal board to the bottom of the animal board to indicate that it has already been activated.&lt;br /&gt;
&lt;br /&gt;
== Turn Overview == &lt;br /&gt;
# Trap an animal from the guide&#039;s &#039;&#039;&#039;region&#039;&#039;&#039;.&lt;br /&gt;
# Replace the animal with a hiker [AUTOMATIC]. &lt;br /&gt;
# Move the guide [AUTOMATIC]. &lt;br /&gt;
# Build camps or trade animals [OPTIONAL]&lt;br /&gt;
&lt;br /&gt;
Note: During any phase of the turn, a player may “activate” animals to perform one or more special actions. &lt;br /&gt;
&lt;br /&gt;
== Step Details ==&lt;br /&gt;
=== Trap an animal===&lt;br /&gt;
Any remaining animal in the region with the guide can be trapped. The section of the trapped animal determines the guide&#039;s next region. Typically that region is where the opposing player will get to trap their next animal so consider this strategically.&lt;br /&gt;
Note: If no animals remain in the guide&#039;s region, relocate the guide to a region with at least one animal. After relocating the guide, trap an animal from the guide&#039;s new region. &lt;br /&gt;
=== Replace the animal with a hiker ===&lt;br /&gt;
A new hiker from the active player&#039;s stock replaces the animal trapped in step 1.&lt;br /&gt;
=== Move the guide ===&lt;br /&gt;
The guide moves to the &#039;&#039;&#039;region&#039;&#039;&#039; with the flag number that matches the &#039;&#039;&#039;section&#039;&#039;&#039; number selected in step 1. E.g. If the animal was trapped in &#039;&#039;&#039;region&#039;&#039;&#039; 2 &#039;&#039;&#039;section&#039;&#039;&#039; 4, then the guide moves to &#039;&#039;&#039;region&#039;&#039;&#039; 4.&lt;br /&gt;
=== Build camps or trade animals ===&lt;br /&gt;
If the requirements can be met, the active player may select one of the remaining spots on the points chart in the top left of the board to either:&lt;br /&gt;
==== Row 1: Build Camps ====&lt;br /&gt;
Build the specified number of camps by converting their adjacent hikers (Note: the player must have enough of their 12 camps remaining)&lt;br /&gt;
==== Row 2: Trade Different Animals ====&lt;br /&gt;
Trade the specified number of different animal types (may include wilds)&lt;br /&gt;
==== Row 3: Trade Same Animal ====&lt;br /&gt;
Trade the specified number of the same animal type (may include wilds)&lt;br /&gt;
&lt;br /&gt;
==== Notes on building and trading ====&lt;br /&gt;
*Once a player has placed all 5 cubes on the points chart, that player must skip step 4 for the rest of the game&lt;br /&gt;
*Animals can be traded whether or not they have already been activated&lt;br /&gt;
*Once animals are traded they are discarded from the player board and can no longer be activated&lt;br /&gt;
*Hikers are considered adjacent if their section shares a border with another section or if there are linked by a dotted white path between regions&lt;br /&gt;
*Hikers are discarded when they are converted to camps. They are not returned to a player&#039;s stock.&lt;br /&gt;
&lt;br /&gt;
== Activating Animals ==&lt;br /&gt;
&lt;br /&gt;
At any point during a turn, and any number of times per turn, a player can activate one of their animals that hasn&#039;t already been activated&lt;br /&gt;
Once an animal is activated it slides from the top of the animal board to the bottom of the animal board and can&#039;t be activated again (but it can be traded)&lt;br /&gt;
An animal can be activated on the same turn it was trapped&lt;br /&gt;
&lt;br /&gt;
=== Snow Leopard (White) ===&lt;br /&gt;
Swap two adjacent hikers. Adjacency is determined by sections that share a border or are linked by a dotted white path. Only hikers and not camps can move.&lt;br /&gt;
=== Tahr (Brown) ===&lt;br /&gt;
Swap a hiker and an adjacent animal. Adjacency is determined by sections that share a border or are linked by a dotted white path. Only hikers and not camps can move.&lt;br /&gt;
=== Musk Deer (Gray) ===&lt;br /&gt;
Swap two animals anywhere on the mountain. Unlike the Snow Leopard and Tahr activations, the animals moved by the Musk Deer do not need to be adjacent.&lt;br /&gt;
=== Yak (Black) ===&lt;br /&gt;
Move the guide to a new region&lt;br /&gt;
&lt;br /&gt;
== Special Animals ==&lt;br /&gt;
&lt;br /&gt;
Two animal types give bonuses during specific steps in a turn and are not &amp;quot;activated&amp;quot;&lt;br /&gt;
=== Bharal (Blue) ===&lt;br /&gt;
Use as any animal type when trading animals during step 4 of a player&#039;s turn (i.e. it is wild).&lt;br /&gt;
&lt;br /&gt;
=== Red Panda (Red) ===&lt;br /&gt;
When trapping this animal during step 1 of a player&#039;s turn, score 1 victory point if the player has the same or fewer victory points than their opponent&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
The end of game triggers immediately if &#039;&#039;&#039;either&#039;&#039;&#039; condition is met:&lt;br /&gt;
#&#039;&#039;&#039;Both&#039;&#039;&#039; players have placed all 15 of their hikers&lt;br /&gt;
#&#039;&#039;&#039;Both&#039;&#039;&#039; players have placed all 5 of their scoring cubes&lt;br /&gt;
&lt;br /&gt;
The player with the most points wins (farthest along the scoring path)&lt;br /&gt;
&lt;br /&gt;
== Area Scoring Variant ==&lt;br /&gt;
&lt;br /&gt;
If this option is selected, once the end of game is triggered each region is scored as follows starting from region 1. Each region is scored based on the number of each player&#039;s hikers/camps: 1 point for 4, 2 points for 5, 3 points for 6. Tie-breaking rules for the scoring path apply to scoring in this phase as well.&lt;/div&gt;</summary>
		<author><name>Jonsmiley</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpnangaparbat&amp;diff=5670</id>
		<title>Gamehelpnangaparbat</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpnangaparbat&amp;diff=5670"/>
		<updated>2020-09-19T12:27:48Z</updated>

		<summary type="html">&lt;p&gt;Jonsmiley: /* Special Animals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Game Board ==&lt;br /&gt;
&lt;br /&gt;
=== Mountain ===&lt;br /&gt;
On the mountain there are six &#039;&#039;&#039;regions&#039;&#039;&#039; numbered with yellow flags. Each &#039;&#039;&#039;region&#039;&#039;&#039; is divided into 6 &#039;&#039;&#039;sections&#039;&#039;&#039;. The &#039;&#039;&#039;sections&#039;&#039;&#039; are numbered from 1 to 6 from the top to the bottom right. &#039;&#039;&#039;Sections&#039;&#039;&#039; are numbered in the same order as the &#039;&#039;&#039;regions&#039;&#039;&#039; are numbered. At the start of the game 6 animals of each of the 6 animal types are randomly placed in each section of the mountain.&lt;br /&gt;
&lt;br /&gt;
=== Points Chart ===&lt;br /&gt;
In the upper left hand corner of the board is a grid of 15 numbered squares.&lt;br /&gt;
The small circled number above and below each points chart column specifies the number of camps or animals required to claim that spot.&lt;br /&gt;
The number inside each points chart square is the number of victory points awarded for claiming that spot.&lt;br /&gt;
Each player has 5 cubes they can use to claim spots on the points chart (but only one per turn).&lt;br /&gt;
Once a spot on the points chart is claimed it is no longer available for use by either player for the rest of the game.&lt;br /&gt;
The two rightmost columns each require 3 adjacent hikers or 3 animals, but they offer a different number of victory points.&lt;br /&gt;
&lt;br /&gt;
=== Scoring Path ===&lt;br /&gt;
Except for the starting value of 0, both players cannot occupy the same spot on the scoring path. If a player lands on the same spot as their opponent they automatically gain an additional point and move to the next spot on the scoring path.&lt;br /&gt;
&lt;br /&gt;
=== Animal Boards ===&lt;br /&gt;
Each player has an animal board in their color. Animals trapped by that player are placed on their player board. When an animal is activated from the animal board it slides from the top of the animal board to the bottom of the animal board to indicate that it has already been activated.&lt;br /&gt;
&lt;br /&gt;
== Turn Overview == &lt;br /&gt;
# Trap an animal from the guide&#039;s &#039;&#039;&#039;region&#039;&#039;&#039;.&lt;br /&gt;
# Replace the animal with a hiker [AUTOMATIC]. &lt;br /&gt;
# Move the guide [AUTOMATIC]. &lt;br /&gt;
# Build camps or trade animals [OPTIONAL]&lt;br /&gt;
&lt;br /&gt;
Note: During any phase of the turn, a player may “activate” animals to perform one or more special actions. &lt;br /&gt;
&lt;br /&gt;
== Step Details ==&lt;br /&gt;
=== Trap an animal===&lt;br /&gt;
Any remaining animal in the region with the guide can be trapped. The section of the trapped animal determines the guide&#039;s next region. Typically that region is where the opposing player will get to trap their next animal so consider this strategically.&lt;br /&gt;
Note: If no animals remain in the guide&#039;s region, relocate the guide to a region with at least one animal. After relocating the guide, trap an animal from the guide&#039;s new region. &lt;br /&gt;
=== Replace the animal with a hiker ===&lt;br /&gt;
A new hiker from the active player&#039;s stock replaces the animal trapped in step 1.&lt;br /&gt;
=== Move the guide ===&lt;br /&gt;
The guide moves to the &#039;&#039;&#039;region&#039;&#039;&#039; with the flag number that matches the &#039;&#039;&#039;section&#039;&#039;&#039; number selected in step 1. E.g. If the animal was trapped in &#039;&#039;&#039;region&#039;&#039;&#039; 2 &#039;&#039;&#039;section&#039;&#039;&#039; 4, then the guide moves to &#039;&#039;&#039;region&#039;&#039;&#039; 4.&lt;br /&gt;
=== Build camps or trade animals ===&lt;br /&gt;
If the requirements can be met, the active player may select one of the remaining spots on the points chart in the top left of the board to either:&lt;br /&gt;
# Row 1: Build the specified number of camps by converting their adjacent hikers (Note: the player must have enough of their 12 camps remaining)&lt;br /&gt;
# Row 2: Trade the specified number of different animal types (may include wilds)&lt;br /&gt;
# Row 3: Trade the specified number of the same animal type (may include wilds)&lt;br /&gt;
&lt;br /&gt;
*Once a player has placed all 5 cubes on the points chart, that player must skip step 4 for the rest of the game&lt;br /&gt;
*Animals can be traded whether or not they have already been activated&lt;br /&gt;
*Once animals are traded they are discarded from the player board and can no longer be activated&lt;br /&gt;
*Hikers are considered adjacent if their section shares a border with another section or if there are linked by a dotted white path between regions&lt;br /&gt;
*Hikers are discarded when they are converted to camps. They are not returned to a player&#039;s stock.&lt;br /&gt;
&lt;br /&gt;
== Activating Animals ==&lt;br /&gt;
&lt;br /&gt;
At any point during a turn, and any number of times per turn, a player can activate one of their animals that hasn&#039;t already been activated&lt;br /&gt;
Once an animal is activated it slides from the top of the animal board to the bottom of the animal board and can&#039;t be activated again (but it can be traded)&lt;br /&gt;
An animal can be activated on the same turn it was trapped&lt;br /&gt;
&lt;br /&gt;
=== Snow Leopard (White) ===&lt;br /&gt;
Swap two adjacent hikers. Adjacency is determined by sections that share a border or are linked by a dotted white path. Only hikers and not camps can move.&lt;br /&gt;
=== Tahr (Brown) ===&lt;br /&gt;
Swap a hiker and an adjacent animal. Adjacency is determined by sections that share a border or are linked by a dotted white path. Only hikers and not camps can move.&lt;br /&gt;
=== Musk Deer (Gray) ===&lt;br /&gt;
Swap two animals anywhere on the mountain. Unlike the Snow Leopard and Tahr activations, the animals moved by the Musk Deer do not need to be adjacent.&lt;br /&gt;
=== Yak (Black) ===&lt;br /&gt;
Move the guide to a new region&lt;br /&gt;
&lt;br /&gt;
== Special Animals ==&lt;br /&gt;
&lt;br /&gt;
Two animal types give bonuses during specific steps in a turn and are not &amp;quot;activated&amp;quot;&lt;br /&gt;
=== Bharal (Blue) ===&lt;br /&gt;
Use as any animal type when trading animals during step 4 of a player&#039;s turn (i.e. it is wild).&lt;br /&gt;
&lt;br /&gt;
=== Red Panda (Red) ===&lt;br /&gt;
When trapping this animal during step 1 of a player&#039;s turn, score 1 victory point if the player has the same or fewer victory points than their opponent&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
The end of game triggers immediately if &#039;&#039;&#039;either&#039;&#039;&#039; condition is met:&lt;br /&gt;
#&#039;&#039;&#039;Both&#039;&#039;&#039; players have placed all 15 of their hikers&lt;br /&gt;
#&#039;&#039;&#039;Both&#039;&#039;&#039; players have placed all 5 of their scoring cubes&lt;br /&gt;
&lt;br /&gt;
The player with the most points wins (farthest along the scoring path)&lt;br /&gt;
&lt;br /&gt;
== Area Scoring Variant ==&lt;br /&gt;
&lt;br /&gt;
If this option is selected, once the end of game is triggered each region is scored as follows starting from region 1. Each region is scored based on the number of each player&#039;s hikers/camps: 1 point for 4, 2 points for 5, 3 points for 6. Tie-breaking rules for the scoring path apply to scoring in this phase as well.&lt;/div&gt;</summary>
		<author><name>Jonsmiley</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpnangaparbat&amp;diff=5669</id>
		<title>Gamehelpnangaparbat</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpnangaparbat&amp;diff=5669"/>
		<updated>2020-09-19T12:26:36Z</updated>

		<summary type="html">&lt;p&gt;Jonsmiley: /* Activating Animals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Game Board ==&lt;br /&gt;
&lt;br /&gt;
=== Mountain ===&lt;br /&gt;
On the mountain there are six &#039;&#039;&#039;regions&#039;&#039;&#039; numbered with yellow flags. Each &#039;&#039;&#039;region&#039;&#039;&#039; is divided into 6 &#039;&#039;&#039;sections&#039;&#039;&#039;. The &#039;&#039;&#039;sections&#039;&#039;&#039; are numbered from 1 to 6 from the top to the bottom right. &#039;&#039;&#039;Sections&#039;&#039;&#039; are numbered in the same order as the &#039;&#039;&#039;regions&#039;&#039;&#039; are numbered. At the start of the game 6 animals of each of the 6 animal types are randomly placed in each section of the mountain.&lt;br /&gt;
&lt;br /&gt;
=== Points Chart ===&lt;br /&gt;
In the upper left hand corner of the board is a grid of 15 numbered squares.&lt;br /&gt;
The small circled number above and below each points chart column specifies the number of camps or animals required to claim that spot.&lt;br /&gt;
The number inside each points chart square is the number of victory points awarded for claiming that spot.&lt;br /&gt;
Each player has 5 cubes they can use to claim spots on the points chart (but only one per turn).&lt;br /&gt;
Once a spot on the points chart is claimed it is no longer available for use by either player for the rest of the game.&lt;br /&gt;
The two rightmost columns each require 3 adjacent hikers or 3 animals, but they offer a different number of victory points.&lt;br /&gt;
&lt;br /&gt;
=== Scoring Path ===&lt;br /&gt;
Except for the starting value of 0, both players cannot occupy the same spot on the scoring path. If a player lands on the same spot as their opponent they automatically gain an additional point and move to the next spot on the scoring path.&lt;br /&gt;
&lt;br /&gt;
=== Animal Boards ===&lt;br /&gt;
Each player has an animal board in their color. Animals trapped by that player are placed on their player board. When an animal is activated from the animal board it slides from the top of the animal board to the bottom of the animal board to indicate that it has already been activated.&lt;br /&gt;
&lt;br /&gt;
== Turn Overview == &lt;br /&gt;
# Trap an animal from the guide&#039;s &#039;&#039;&#039;region&#039;&#039;&#039;.&lt;br /&gt;
# Replace the animal with a hiker [AUTOMATIC]. &lt;br /&gt;
# Move the guide [AUTOMATIC]. &lt;br /&gt;
# Build camps or trade animals [OPTIONAL]&lt;br /&gt;
&lt;br /&gt;
Note: During any phase of the turn, a player may “activate” animals to perform one or more special actions. &lt;br /&gt;
&lt;br /&gt;
== Step Details ==&lt;br /&gt;
=== Trap an animal===&lt;br /&gt;
Any remaining animal in the region with the guide can be trapped. The section of the trapped animal determines the guide&#039;s next region. Typically that region is where the opposing player will get to trap their next animal so consider this strategically.&lt;br /&gt;
Note: If no animals remain in the guide&#039;s region, relocate the guide to a region with at least one animal. After relocating the guide, trap an animal from the guide&#039;s new region. &lt;br /&gt;
=== Replace the animal with a hiker ===&lt;br /&gt;
A new hiker from the active player&#039;s stock replaces the animal trapped in step 1.&lt;br /&gt;
=== Move the guide ===&lt;br /&gt;
The guide moves to the &#039;&#039;&#039;region&#039;&#039;&#039; with the flag number that matches the &#039;&#039;&#039;section&#039;&#039;&#039; number selected in step 1. E.g. If the animal was trapped in &#039;&#039;&#039;region&#039;&#039;&#039; 2 &#039;&#039;&#039;section&#039;&#039;&#039; 4, then the guide moves to &#039;&#039;&#039;region&#039;&#039;&#039; 4.&lt;br /&gt;
=== Build camps or trade animals ===&lt;br /&gt;
If the requirements can be met, the active player may select one of the remaining spots on the points chart in the top left of the board to either:&lt;br /&gt;
# Row 1: Build the specified number of camps by converting their adjacent hikers (Note: the player must have enough of their 12 camps remaining)&lt;br /&gt;
# Row 2: Trade the specified number of different animal types (may include wilds)&lt;br /&gt;
# Row 3: Trade the specified number of the same animal type (may include wilds)&lt;br /&gt;
&lt;br /&gt;
*Once a player has placed all 5 cubes on the points chart, that player must skip step 4 for the rest of the game&lt;br /&gt;
*Animals can be traded whether or not they have already been activated&lt;br /&gt;
*Once animals are traded they are discarded from the player board and can no longer be activated&lt;br /&gt;
*Hikers are considered adjacent if their section shares a border with another section or if there are linked by a dotted white path between regions&lt;br /&gt;
*Hikers are discarded when they are converted to camps. They are not returned to a player&#039;s stock.&lt;br /&gt;
&lt;br /&gt;
== Activating Animals ==&lt;br /&gt;
&lt;br /&gt;
At any point during a turn, and any number of times per turn, a player can activate one of their animals that hasn&#039;t already been activated&lt;br /&gt;
Once an animal is activated it slides from the top of the animal board to the bottom of the animal board and can&#039;t be activated again (but it can be traded)&lt;br /&gt;
An animal can be activated on the same turn it was trapped&lt;br /&gt;
&lt;br /&gt;
=== Snow Leopard (White) ===&lt;br /&gt;
Swap two adjacent hikers. Adjacency is determined by sections that share a border or are linked by a dotted white path. Only hikers and not camps can move.&lt;br /&gt;
=== Tahr (Brown) ===&lt;br /&gt;
Swap a hiker and an adjacent animal. Adjacency is determined by sections that share a border or are linked by a dotted white path. Only hikers and not camps can move.&lt;br /&gt;
=== Musk Deer (Gray) ===&lt;br /&gt;
Swap two animals anywhere on the mountain. Unlike the Snow Leopard and Tahr activations, the animals moved by the Musk Deer do not need to be adjacent.&lt;br /&gt;
=== Yak (Black) ===&lt;br /&gt;
Move the guide to a new region&lt;br /&gt;
&lt;br /&gt;
== Special Animals ==&lt;br /&gt;
&lt;br /&gt;
Two animal types give bonuses during specific steps in a turn and are not &amp;quot;activated&amp;quot;&lt;br /&gt;
*Bharal (Blue): Use as any animal type when trading animals during step 4 of a player&#039;s turn (i.e. it is wild).&lt;br /&gt;
*Red Panda (Red): When trapping this animal during step 1 of a player&#039;s turn, score 1 victory point if the player has the same or fewer victory points than their opponent&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
The end of game triggers immediately if &#039;&#039;&#039;either&#039;&#039;&#039; condition is met:&lt;br /&gt;
#&#039;&#039;&#039;Both&#039;&#039;&#039; players have placed all 15 of their hikers&lt;br /&gt;
#&#039;&#039;&#039;Both&#039;&#039;&#039; players have placed all 5 of their scoring cubes&lt;br /&gt;
&lt;br /&gt;
The player with the most points wins (farthest along the scoring path)&lt;br /&gt;
&lt;br /&gt;
== Area Scoring Variant ==&lt;br /&gt;
&lt;br /&gt;
If this option is selected, once the end of game is triggered each region is scored as follows starting from region 1. Each region is scored based on the number of each player&#039;s hikers/camps: 1 point for 4, 2 points for 5, 3 points for 6. Tie-breaking rules for the scoring path apply to scoring in this phase as well.&lt;/div&gt;</summary>
		<author><name>Jonsmiley</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpnangaparbat&amp;diff=5668</id>
		<title>Gamehelpnangaparbat</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpnangaparbat&amp;diff=5668"/>
		<updated>2020-09-19T12:23:58Z</updated>

		<summary type="html">&lt;p&gt;Jonsmiley: /* Game End */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Game Board ==&lt;br /&gt;
&lt;br /&gt;
=== Mountain ===&lt;br /&gt;
On the mountain there are six &#039;&#039;&#039;regions&#039;&#039;&#039; numbered with yellow flags. Each &#039;&#039;&#039;region&#039;&#039;&#039; is divided into 6 &#039;&#039;&#039;sections&#039;&#039;&#039;. The &#039;&#039;&#039;sections&#039;&#039;&#039; are numbered from 1 to 6 from the top to the bottom right. &#039;&#039;&#039;Sections&#039;&#039;&#039; are numbered in the same order as the &#039;&#039;&#039;regions&#039;&#039;&#039; are numbered. At the start of the game 6 animals of each of the 6 animal types are randomly placed in each section of the mountain.&lt;br /&gt;
&lt;br /&gt;
=== Points Chart ===&lt;br /&gt;
In the upper left hand corner of the board is a grid of 15 numbered squares.&lt;br /&gt;
The small circled number above and below each points chart column specifies the number of camps or animals required to claim that spot.&lt;br /&gt;
The number inside each points chart square is the number of victory points awarded for claiming that spot.&lt;br /&gt;
Each player has 5 cubes they can use to claim spots on the points chart (but only one per turn).&lt;br /&gt;
Once a spot on the points chart is claimed it is no longer available for use by either player for the rest of the game.&lt;br /&gt;
The two rightmost columns each require 3 adjacent hikers or 3 animals, but they offer a different number of victory points.&lt;br /&gt;
&lt;br /&gt;
=== Scoring Path ===&lt;br /&gt;
Except for the starting value of 0, both players cannot occupy the same spot on the scoring path. If a player lands on the same spot as their opponent they automatically gain an additional point and move to the next spot on the scoring path.&lt;br /&gt;
&lt;br /&gt;
=== Animal Boards ===&lt;br /&gt;
Each player has an animal board in their color. Animals trapped by that player are placed on their player board. When an animal is activated from the animal board it slides from the top of the animal board to the bottom of the animal board to indicate that it has already been activated.&lt;br /&gt;
&lt;br /&gt;
== Turn Overview == &lt;br /&gt;
# Trap an animal from the guide&#039;s &#039;&#039;&#039;region&#039;&#039;&#039;.&lt;br /&gt;
# Replace the animal with a hiker [AUTOMATIC]. &lt;br /&gt;
# Move the guide [AUTOMATIC]. &lt;br /&gt;
# Build camps or trade animals [OPTIONAL]&lt;br /&gt;
&lt;br /&gt;
Note: During any phase of the turn, a player may “activate” animals to perform one or more special actions. &lt;br /&gt;
&lt;br /&gt;
== Step Details ==&lt;br /&gt;
=== Trap an animal===&lt;br /&gt;
Any remaining animal in the region with the guide can be trapped. The section of the trapped animal determines the guide&#039;s next region. Typically that region is where the opposing player will get to trap their next animal so consider this strategically.&lt;br /&gt;
Note: If no animals remain in the guide&#039;s region, relocate the guide to a region with at least one animal. After relocating the guide, trap an animal from the guide&#039;s new region. &lt;br /&gt;
=== Replace the animal with a hiker ===&lt;br /&gt;
A new hiker from the active player&#039;s stock replaces the animal trapped in step 1.&lt;br /&gt;
=== Move the guide ===&lt;br /&gt;
The guide moves to the &#039;&#039;&#039;region&#039;&#039;&#039; with the flag number that matches the &#039;&#039;&#039;section&#039;&#039;&#039; number selected in step 1. E.g. If the animal was trapped in &#039;&#039;&#039;region&#039;&#039;&#039; 2 &#039;&#039;&#039;section&#039;&#039;&#039; 4, then the guide moves to &#039;&#039;&#039;region&#039;&#039;&#039; 4.&lt;br /&gt;
=== Build camps or trade animals ===&lt;br /&gt;
If the requirements can be met, the active player may select one of the remaining spots on the points chart in the top left of the board to either:&lt;br /&gt;
# Row 1: Build the specified number of camps by converting their adjacent hikers (Note: the player must have enough of their 12 camps remaining)&lt;br /&gt;
# Row 2: Trade the specified number of different animal types (may include wilds)&lt;br /&gt;
# Row 3: Trade the specified number of the same animal type (may include wilds)&lt;br /&gt;
&lt;br /&gt;
*Once a player has placed all 5 cubes on the points chart, that player must skip step 4 for the rest of the game&lt;br /&gt;
*Animals can be traded whether or not they have already been activated&lt;br /&gt;
*Once animals are traded they are discarded from the player board and can no longer be activated&lt;br /&gt;
*Hikers are considered adjacent if their section shares a border with another section or if there are linked by a dotted white path between regions&lt;br /&gt;
*Hikers are discarded when they are converted to camps. They are not returned to a player&#039;s stock.&lt;br /&gt;
&lt;br /&gt;
== Activating Animals ==&lt;br /&gt;
&lt;br /&gt;
At any point during a turn, and any number of times per turn, a player can activate one of their animals that hasn&#039;t already been activated&lt;br /&gt;
Once an animal is activated it slides from the top of the animal board to the bottom of the animal board and can&#039;t be activated again (but it can be traded)&lt;br /&gt;
An animal can be activated on the same turn it was trapped&lt;br /&gt;
&lt;br /&gt;
*Snow Leopard (White): Swap two adjacent hikers. Adjacency is determined by sections that share a border or are linked by a dotted white path. Only hikers and not camps can move.&lt;br /&gt;
*Tahr (Brown): Swap a hiker and an adjacent animal. Adjacency is determined by sections that share a border or are linked by a dotted white path. Only hikers and not camps can move.&lt;br /&gt;
*Musk Deer (Gray): Swap two animals anywhere on the mountain. Unlike the Snow Leopard and Tahr activations, the animals moved by the Musk Deer do not need to be adjacent.&lt;br /&gt;
*Yak (Black): Move the guide to a new region&lt;br /&gt;
&lt;br /&gt;
== Special Animals ==&lt;br /&gt;
&lt;br /&gt;
Two animal types give bonuses during specific steps in a turn and are not &amp;quot;activated&amp;quot;&lt;br /&gt;
*Bharal (Blue): Use as any animal type when trading animals during step 4 of a player&#039;s turn (i.e. it is wild).&lt;br /&gt;
*Red Panda (Red): When trapping this animal during step 1 of a player&#039;s turn, score 1 victory point if the player has the same or fewer victory points than their opponent&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
The end of game triggers immediately if &#039;&#039;&#039;either&#039;&#039;&#039; condition is met:&lt;br /&gt;
#&#039;&#039;&#039;Both&#039;&#039;&#039; players have placed all 15 of their hikers&lt;br /&gt;
#&#039;&#039;&#039;Both&#039;&#039;&#039; players have placed all 5 of their scoring cubes&lt;br /&gt;
&lt;br /&gt;
The player with the most points wins (farthest along the scoring path)&lt;br /&gt;
&lt;br /&gt;
== Area Scoring Variant ==&lt;br /&gt;
&lt;br /&gt;
If this option is selected, once the end of game is triggered each region is scored as follows starting from region 1. Each region is scored based on the number of each player&#039;s hikers/camps: 1 point for 4, 2 points for 5, 3 points for 6. Tie-breaking rules for the scoring path apply to scoring in this phase as well.&lt;/div&gt;</summary>
		<author><name>Jonsmiley</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpnangaparbat&amp;diff=5667</id>
		<title>Gamehelpnangaparbat</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpnangaparbat&amp;diff=5667"/>
		<updated>2020-09-19T12:22:54Z</updated>

		<summary type="html">&lt;p&gt;Jonsmiley: /* Game End */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Game Board ==&lt;br /&gt;
&lt;br /&gt;
=== Mountain ===&lt;br /&gt;
On the mountain there are six &#039;&#039;&#039;regions&#039;&#039;&#039; numbered with yellow flags. Each &#039;&#039;&#039;region&#039;&#039;&#039; is divided into 6 &#039;&#039;&#039;sections&#039;&#039;&#039;. The &#039;&#039;&#039;sections&#039;&#039;&#039; are numbered from 1 to 6 from the top to the bottom right. &#039;&#039;&#039;Sections&#039;&#039;&#039; are numbered in the same order as the &#039;&#039;&#039;regions&#039;&#039;&#039; are numbered. At the start of the game 6 animals of each of the 6 animal types are randomly placed in each section of the mountain.&lt;br /&gt;
&lt;br /&gt;
=== Points Chart ===&lt;br /&gt;
In the upper left hand corner of the board is a grid of 15 numbered squares.&lt;br /&gt;
The small circled number above and below each points chart column specifies the number of camps or animals required to claim that spot.&lt;br /&gt;
The number inside each points chart square is the number of victory points awarded for claiming that spot.&lt;br /&gt;
Each player has 5 cubes they can use to claim spots on the points chart (but only one per turn).&lt;br /&gt;
Once a spot on the points chart is claimed it is no longer available for use by either player for the rest of the game.&lt;br /&gt;
The two rightmost columns each require 3 adjacent hikers or 3 animals, but they offer a different number of victory points.&lt;br /&gt;
&lt;br /&gt;
=== Scoring Path ===&lt;br /&gt;
Except for the starting value of 0, both players cannot occupy the same spot on the scoring path. If a player lands on the same spot as their opponent they automatically gain an additional point and move to the next spot on the scoring path.&lt;br /&gt;
&lt;br /&gt;
=== Animal Boards ===&lt;br /&gt;
Each player has an animal board in their color. Animals trapped by that player are placed on their player board. When an animal is activated from the animal board it slides from the top of the animal board to the bottom of the animal board to indicate that it has already been activated.&lt;br /&gt;
&lt;br /&gt;
== Turn Overview == &lt;br /&gt;
# Trap an animal from the guide&#039;s &#039;&#039;&#039;region&#039;&#039;&#039;.&lt;br /&gt;
# Replace the animal with a hiker [AUTOMATIC]. &lt;br /&gt;
# Move the guide [AUTOMATIC]. &lt;br /&gt;
# Build camps or trade animals [OPTIONAL]&lt;br /&gt;
&lt;br /&gt;
Note: During any phase of the turn, a player may “activate” animals to perform one or more special actions. &lt;br /&gt;
&lt;br /&gt;
== Step Details ==&lt;br /&gt;
=== Trap an animal===&lt;br /&gt;
Any remaining animal in the region with the guide can be trapped. The section of the trapped animal determines the guide&#039;s next region. Typically that region is where the opposing player will get to trap their next animal so consider this strategically.&lt;br /&gt;
Note: If no animals remain in the guide&#039;s region, relocate the guide to a region with at least one animal. After relocating the guide, trap an animal from the guide&#039;s new region. &lt;br /&gt;
=== Replace the animal with a hiker ===&lt;br /&gt;
A new hiker from the active player&#039;s stock replaces the animal trapped in step 1.&lt;br /&gt;
=== Move the guide ===&lt;br /&gt;
The guide moves to the &#039;&#039;&#039;region&#039;&#039;&#039; with the flag number that matches the &#039;&#039;&#039;section&#039;&#039;&#039; number selected in step 1. E.g. If the animal was trapped in &#039;&#039;&#039;region&#039;&#039;&#039; 2 &#039;&#039;&#039;section&#039;&#039;&#039; 4, then the guide moves to &#039;&#039;&#039;region&#039;&#039;&#039; 4.&lt;br /&gt;
=== Build camps or trade animals ===&lt;br /&gt;
If the requirements can be met, the active player may select one of the remaining spots on the points chart in the top left of the board to either:&lt;br /&gt;
# Row 1: Build the specified number of camps by converting their adjacent hikers (Note: the player must have enough of their 12 camps remaining)&lt;br /&gt;
# Row 2: Trade the specified number of different animal types (may include wilds)&lt;br /&gt;
# Row 3: Trade the specified number of the same animal type (may include wilds)&lt;br /&gt;
&lt;br /&gt;
*Once a player has placed all 5 cubes on the points chart, that player must skip step 4 for the rest of the game&lt;br /&gt;
*Animals can be traded whether or not they have already been activated&lt;br /&gt;
*Once animals are traded they are discarded from the player board and can no longer be activated&lt;br /&gt;
*Hikers are considered adjacent if their section shares a border with another section or if there are linked by a dotted white path between regions&lt;br /&gt;
*Hikers are discarded when they are converted to camps. They are not returned to a player&#039;s stock.&lt;br /&gt;
&lt;br /&gt;
== Activating Animals ==&lt;br /&gt;
&lt;br /&gt;
At any point during a turn, and any number of times per turn, a player can activate one of their animals that hasn&#039;t already been activated&lt;br /&gt;
Once an animal is activated it slides from the top of the animal board to the bottom of the animal board and can&#039;t be activated again (but it can be traded)&lt;br /&gt;
An animal can be activated on the same turn it was trapped&lt;br /&gt;
&lt;br /&gt;
*Snow Leopard (White): Swap two adjacent hikers. Adjacency is determined by sections that share a border or are linked by a dotted white path. Only hikers and not camps can move.&lt;br /&gt;
*Tahr (Brown): Swap a hiker and an adjacent animal. Adjacency is determined by sections that share a border or are linked by a dotted white path. Only hikers and not camps can move.&lt;br /&gt;
*Musk Deer (Gray): Swap two animals anywhere on the mountain. Unlike the Snow Leopard and Tahr activations, the animals moved by the Musk Deer do not need to be adjacent.&lt;br /&gt;
*Yak (Black): Move the guide to a new region&lt;br /&gt;
&lt;br /&gt;
== Special Animals ==&lt;br /&gt;
&lt;br /&gt;
Two animal types give bonuses during specific steps in a turn and are not &amp;quot;activated&amp;quot;&lt;br /&gt;
*Bharal (Blue): Use as any animal type when trading animals during step 4 of a player&#039;s turn (i.e. it is wild).&lt;br /&gt;
*Red Panda (Red): When trapping this animal during step 1 of a player&#039;s turn, score 1 victory point if the player has the same or fewer victory points than their opponent&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
The end of game triggers immediately if:&lt;br /&gt;
#&#039;&#039;&#039;Both&#039;&#039;&#039; players have placed all 15 of their hikers&lt;br /&gt;
#&#039;&#039;&#039;Both&#039;&#039;&#039; players have placed all 5 of their scoring cubes&lt;br /&gt;
&lt;br /&gt;
The player with the most points wins (farthest along the scoring path)&lt;br /&gt;
&lt;br /&gt;
== Area Scoring Variant ==&lt;br /&gt;
&lt;br /&gt;
If this option is selected, once the end of game is triggered each region is scored as follows starting from region 1. Each region is scored based on the number of each player&#039;s hikers/camps: 1 point for 4, 2 points for 5, 3 points for 6. Tie-breaking rules for the scoring path apply to scoring in this phase as well.&lt;/div&gt;</summary>
		<author><name>Jonsmiley</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpnangaparbat&amp;diff=5666</id>
		<title>Gamehelpnangaparbat</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpnangaparbat&amp;diff=5666"/>
		<updated>2020-09-19T12:21:19Z</updated>

		<summary type="html">&lt;p&gt;Jonsmiley: /* Game End */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Game Board ==&lt;br /&gt;
&lt;br /&gt;
=== Mountain ===&lt;br /&gt;
On the mountain there are six &#039;&#039;&#039;regions&#039;&#039;&#039; numbered with yellow flags. Each &#039;&#039;&#039;region&#039;&#039;&#039; is divided into 6 &#039;&#039;&#039;sections&#039;&#039;&#039;. The &#039;&#039;&#039;sections&#039;&#039;&#039; are numbered from 1 to 6 from the top to the bottom right. &#039;&#039;&#039;Sections&#039;&#039;&#039; are numbered in the same order as the &#039;&#039;&#039;regions&#039;&#039;&#039; are numbered. At the start of the game 6 animals of each of the 6 animal types are randomly placed in each section of the mountain.&lt;br /&gt;
&lt;br /&gt;
=== Points Chart ===&lt;br /&gt;
In the upper left hand corner of the board is a grid of 15 numbered squares.&lt;br /&gt;
The small circled number above and below each points chart column specifies the number of camps or animals required to claim that spot.&lt;br /&gt;
The number inside each points chart square is the number of victory points awarded for claiming that spot.&lt;br /&gt;
Each player has 5 cubes they can use to claim spots on the points chart (but only one per turn).&lt;br /&gt;
Once a spot on the points chart is claimed it is no longer available for use by either player for the rest of the game.&lt;br /&gt;
The two rightmost columns each require 3 adjacent hikers or 3 animals, but they offer a different number of victory points.&lt;br /&gt;
&lt;br /&gt;
=== Scoring Path ===&lt;br /&gt;
Except for the starting value of 0, both players cannot occupy the same spot on the scoring path. If a player lands on the same spot as their opponent they automatically gain an additional point and move to the next spot on the scoring path.&lt;br /&gt;
&lt;br /&gt;
=== Animal Boards ===&lt;br /&gt;
Each player has an animal board in their color. Animals trapped by that player are placed on their player board. When an animal is activated from the animal board it slides from the top of the animal board to the bottom of the animal board to indicate that it has already been activated.&lt;br /&gt;
&lt;br /&gt;
== Turn Overview == &lt;br /&gt;
# Trap an animal from the guide&#039;s &#039;&#039;&#039;region&#039;&#039;&#039;.&lt;br /&gt;
# Replace the animal with a hiker [AUTOMATIC]. &lt;br /&gt;
# Move the guide [AUTOMATIC]. &lt;br /&gt;
# Build camps or trade animals [OPTIONAL]&lt;br /&gt;
&lt;br /&gt;
Note: During any phase of the turn, a player may “activate” animals to perform one or more special actions. &lt;br /&gt;
&lt;br /&gt;
== Step Details ==&lt;br /&gt;
=== Trap an animal===&lt;br /&gt;
Any remaining animal in the region with the guide can be trapped. The section of the trapped animal determines the guide&#039;s next region. Typically that region is where the opposing player will get to trap their next animal so consider this strategically.&lt;br /&gt;
Note: If no animals remain in the guide&#039;s region, relocate the guide to a region with at least one animal. After relocating the guide, trap an animal from the guide&#039;s new region. &lt;br /&gt;
=== Replace the animal with a hiker ===&lt;br /&gt;
A new hiker from the active player&#039;s stock replaces the animal trapped in step 1.&lt;br /&gt;
=== Move the guide ===&lt;br /&gt;
The guide moves to the &#039;&#039;&#039;region&#039;&#039;&#039; with the flag number that matches the &#039;&#039;&#039;section&#039;&#039;&#039; number selected in step 1. E.g. If the animal was trapped in &#039;&#039;&#039;region&#039;&#039;&#039; 2 &#039;&#039;&#039;section&#039;&#039;&#039; 4, then the guide moves to &#039;&#039;&#039;region&#039;&#039;&#039; 4.&lt;br /&gt;
=== Build camps or trade animals ===&lt;br /&gt;
If the requirements can be met, the active player may select one of the remaining spots on the points chart in the top left of the board to either:&lt;br /&gt;
# Row 1: Build the specified number of camps by converting their adjacent hikers (Note: the player must have enough of their 12 camps remaining)&lt;br /&gt;
# Row 2: Trade the specified number of different animal types (may include wilds)&lt;br /&gt;
# Row 3: Trade the specified number of the same animal type (may include wilds)&lt;br /&gt;
&lt;br /&gt;
*Once a player has placed all 5 cubes on the points chart, that player must skip step 4 for the rest of the game&lt;br /&gt;
*Animals can be traded whether or not they have already been activated&lt;br /&gt;
*Once animals are traded they are discarded from the player board and can no longer be activated&lt;br /&gt;
*Hikers are considered adjacent if their section shares a border with another section or if there are linked by a dotted white path between regions&lt;br /&gt;
*Hikers are discarded when they are converted to camps. They are not returned to a player&#039;s stock.&lt;br /&gt;
&lt;br /&gt;
== Activating Animals ==&lt;br /&gt;
&lt;br /&gt;
At any point during a turn, and any number of times per turn, a player can activate one of their animals that hasn&#039;t already been activated&lt;br /&gt;
Once an animal is activated it slides from the top of the animal board to the bottom of the animal board and can&#039;t be activated again (but it can be traded)&lt;br /&gt;
An animal can be activated on the same turn it was trapped&lt;br /&gt;
&lt;br /&gt;
*Snow Leopard (White): Swap two adjacent hikers. Adjacency is determined by sections that share a border or are linked by a dotted white path. Only hikers and not camps can move.&lt;br /&gt;
*Tahr (Brown): Swap a hiker and an adjacent animal. Adjacency is determined by sections that share a border or are linked by a dotted white path. Only hikers and not camps can move.&lt;br /&gt;
*Musk Deer (Gray): Swap two animals anywhere on the mountain. Unlike the Snow Leopard and Tahr activations, the animals moved by the Musk Deer do not need to be adjacent.&lt;br /&gt;
*Yak (Black): Move the guide to a new region&lt;br /&gt;
&lt;br /&gt;
== Special Animals ==&lt;br /&gt;
&lt;br /&gt;
Two animal types give bonuses during specific steps in a turn and are not &amp;quot;activated&amp;quot;&lt;br /&gt;
*Bharal (Blue): Use as any animal type when trading animals during step 4 of a player&#039;s turn (i.e. it is wild).&lt;br /&gt;
*Red Panda (Red): When trapping this animal during step 1 of a player&#039;s turn, score 1 victory point if the player has the same or fewer victory points than their opponent&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
The end of game triggers immediately if:&lt;br /&gt;
#’’’Both’’’ players have placed all 15 of their hikers&lt;br /&gt;
#’’’Both’’’ players have placed all 5 of their scoring cubes&lt;br /&gt;
&lt;br /&gt;
The player with the most points wins (farthest along the scoring path)&lt;br /&gt;
&lt;br /&gt;
== Area Scoring Variant ==&lt;br /&gt;
&lt;br /&gt;
If this option is selected, once the end of game is triggered each region is scored as follows starting from region 1. Each region is scored based on the number of each player&#039;s hikers/camps: 1 point for 4, 2 points for 5, 3 points for 6. Tie-breaking rules for the scoring path apply to scoring in this phase as well.&lt;/div&gt;</summary>
		<author><name>Jonsmiley</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpnangaparbat&amp;diff=5665</id>
		<title>Gamehelpnangaparbat</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpnangaparbat&amp;diff=5665"/>
		<updated>2020-09-19T12:13:08Z</updated>

		<summary type="html">&lt;p&gt;Jonsmiley: /* Points Chart */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Game Board ==&lt;br /&gt;
&lt;br /&gt;
=== Mountain ===&lt;br /&gt;
On the mountain there are six &#039;&#039;&#039;regions&#039;&#039;&#039; numbered with yellow flags. Each &#039;&#039;&#039;region&#039;&#039;&#039; is divided into 6 &#039;&#039;&#039;sections&#039;&#039;&#039;. The &#039;&#039;&#039;sections&#039;&#039;&#039; are numbered from 1 to 6 from the top to the bottom right. &#039;&#039;&#039;Sections&#039;&#039;&#039; are numbered in the same order as the &#039;&#039;&#039;regions&#039;&#039;&#039; are numbered. At the start of the game 6 animals of each of the 6 animal types are randomly placed in each section of the mountain.&lt;br /&gt;
&lt;br /&gt;
=== Points Chart ===&lt;br /&gt;
In the upper left hand corner of the board is a grid of 15 numbered squares.&lt;br /&gt;
The small circled number above and below each points chart column specifies the number of camps or animals required to claim that spot.&lt;br /&gt;
The number inside each points chart square is the number of victory points awarded for claiming that spot.&lt;br /&gt;
Each player has 5 cubes they can use to claim spots on the points chart (but only one per turn).&lt;br /&gt;
Once a spot on the points chart is claimed it is no longer available for use by either player for the rest of the game.&lt;br /&gt;
The two rightmost columns each require 3 adjacent hikers or 3 animals, but they offer a different number of victory points.&lt;br /&gt;
&lt;br /&gt;
=== Scoring Path ===&lt;br /&gt;
Except for the starting value of 0, both players cannot occupy the same spot on the scoring path. If a player lands on the same spot as their opponent they automatically gain an additional point and move to the next spot on the scoring path.&lt;br /&gt;
&lt;br /&gt;
=== Animal Boards ===&lt;br /&gt;
Each player has an animal board in their color. Animals trapped by that player are placed on their player board. When an animal is activated from the animal board it slides from the top of the animal board to the bottom of the animal board to indicate that it has already been activated.&lt;br /&gt;
&lt;br /&gt;
== Turn Overview == &lt;br /&gt;
# Trap an animal from the guide&#039;s &#039;&#039;&#039;region&#039;&#039;&#039;.&lt;br /&gt;
# Replace the animal with a hiker [AUTOMATIC]. &lt;br /&gt;
# Move the guide [AUTOMATIC]. &lt;br /&gt;
# Build camps or trade animals [OPTIONAL]&lt;br /&gt;
&lt;br /&gt;
Note: During any phase of the turn, a player may “activate” animals to perform one or more special actions. &lt;br /&gt;
&lt;br /&gt;
== Step Details ==&lt;br /&gt;
=== Trap an animal===&lt;br /&gt;
Any remaining animal in the region with the guide can be trapped. The section of the trapped animal determines the guide&#039;s next region. Typically that region is where the opposing player will get to trap their next animal so consider this strategically.&lt;br /&gt;
Note: If no animals remain in the guide&#039;s region, relocate the guide to a region with at least one animal. After relocating the guide, trap an animal from the guide&#039;s new region. &lt;br /&gt;
=== Replace the animal with a hiker ===&lt;br /&gt;
A new hiker from the active player&#039;s stock replaces the animal trapped in step 1.&lt;br /&gt;
=== Move the guide ===&lt;br /&gt;
The guide moves to the &#039;&#039;&#039;region&#039;&#039;&#039; with the flag number that matches the &#039;&#039;&#039;section&#039;&#039;&#039; number selected in step 1. E.g. If the animal was trapped in &#039;&#039;&#039;region&#039;&#039;&#039; 2 &#039;&#039;&#039;section&#039;&#039;&#039; 4, then the guide moves to &#039;&#039;&#039;region&#039;&#039;&#039; 4.&lt;br /&gt;
=== Build camps or trade animals ===&lt;br /&gt;
If the requirements can be met, the active player may select one of the remaining spots on the points chart in the top left of the board to either:&lt;br /&gt;
# Row 1: Build the specified number of camps by converting their adjacent hikers (Note: the player must have enough of their 12 camps remaining)&lt;br /&gt;
# Row 2: Trade the specified number of different animal types (may include wilds)&lt;br /&gt;
# Row 3: Trade the specified number of the same animal type (may include wilds)&lt;br /&gt;
&lt;br /&gt;
*Once a player has placed all 5 cubes on the points chart, that player must skip step 4 for the rest of the game&lt;br /&gt;
*Animals can be traded whether or not they have already been activated&lt;br /&gt;
*Once animals are traded they are discarded from the player board and can no longer be activated&lt;br /&gt;
*Hikers are considered adjacent if their section shares a border with another section or if there are linked by a dotted white path between regions&lt;br /&gt;
*Hikers are discarded when they are converted to camps. They are not returned to a player&#039;s stock.&lt;br /&gt;
&lt;br /&gt;
== Activating Animals ==&lt;br /&gt;
&lt;br /&gt;
At any point during a turn, and any number of times per turn, a player can activate one of their animals that hasn&#039;t already been activated&lt;br /&gt;
Once an animal is activated it slides from the top of the animal board to the bottom of the animal board and can&#039;t be activated again (but it can be traded)&lt;br /&gt;
An animal can be activated on the same turn it was trapped&lt;br /&gt;
&lt;br /&gt;
*Snow Leopard (White): Swap two adjacent hikers. Adjacency is determined by sections that share a border or are linked by a dotted white path. Only hikers and not camps can move.&lt;br /&gt;
*Tahr (Brown): Swap a hiker and an adjacent animal. Adjacency is determined by sections that share a border or are linked by a dotted white path. Only hikers and not camps can move.&lt;br /&gt;
*Musk Deer (Gray): Swap two animals anywhere on the mountain. Unlike the Snow Leopard and Tahr activations, the animals moved by the Musk Deer do not need to be adjacent.&lt;br /&gt;
*Yak (Black): Move the guide to a new region&lt;br /&gt;
&lt;br /&gt;
== Special Animals ==&lt;br /&gt;
&lt;br /&gt;
Two animal types give bonuses during specific steps in a turn and are not &amp;quot;activated&amp;quot;&lt;br /&gt;
*Bharal (Blue): Use as any animal type when trading animals during step 4 of a player&#039;s turn (i.e. it is wild).&lt;br /&gt;
*Red Panda (Red): When trapping this animal during step 1 of a player&#039;s turn, score 1 victory point if the player has the same or fewer victory points than their opponent&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
The end of game triggers immediately if:&lt;br /&gt;
#Both players have placed all 15 of their hikers&lt;br /&gt;
#Both players have placed all 5 of their scoring cubes&lt;br /&gt;
&lt;br /&gt;
The player with the most points wins (farthest along the scoring path)&lt;br /&gt;
&lt;br /&gt;
== Area Scoring Variant ==&lt;br /&gt;
&lt;br /&gt;
If this option is selected, once the end of game is triggered each region is scored as follows starting from region 1. Each region is scored based on the number of each player&#039;s hikers/camps: 1 point for 4, 2 points for 5, 3 points for 6. Tie-breaking rules for the scoring path apply to scoring in this phase as well.&lt;/div&gt;</summary>
		<author><name>Jonsmiley</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpnangaparbat&amp;diff=5664</id>
		<title>Gamehelpnangaparbat</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpnangaparbat&amp;diff=5664"/>
		<updated>2020-09-19T05:11:40Z</updated>

		<summary type="html">&lt;p&gt;Jonsmiley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Game Board ==&lt;br /&gt;
&lt;br /&gt;
=== Mountain ===&lt;br /&gt;
On the mountain there are six &#039;&#039;&#039;regions&#039;&#039;&#039; numbered with yellow flags. Each &#039;&#039;&#039;region&#039;&#039;&#039; is divided into 6 &#039;&#039;&#039;sections&#039;&#039;&#039;. The &#039;&#039;&#039;sections&#039;&#039;&#039; are numbered from 1 to 6 from the top to the bottom right. &#039;&#039;&#039;Sections&#039;&#039;&#039; are numbered in the same order as the &#039;&#039;&#039;regions&#039;&#039;&#039; are numbered. At the start of the game 6 animals of each of the 6 animal types are randomly placed in each section of the mountain.&lt;br /&gt;
&lt;br /&gt;
=== Points Chart ===&lt;br /&gt;
In the upper left hand corner of the board is a grid of 15 numbered squared&lt;br /&gt;
The small circled number above and below each points chart column specifies the number of camps or animals required to claim that spot&lt;br /&gt;
The number inside each points chart square is the number of victory points awarded for claiming that spot&lt;br /&gt;
Each player has 5 cubes they can use to claim spots on the points chart (but only one per turn)&lt;br /&gt;
Once a spot on the points chart is claimed it is no longer available for use by either player for the rest of the game&lt;br /&gt;
The two rightmost columns each require 3 adjacent hikers or 3 animals, but they offer a different number of victory points &lt;br /&gt;
&lt;br /&gt;
=== Scoring Path ===&lt;br /&gt;
Except for the starting value of 0, both players cannot occupy the same spot on the scoring path. If a player lands on the same spot as their opponent they automatically gain an additional point and move to the next spot on the scoring path.&lt;br /&gt;
&lt;br /&gt;
=== Animal Boards ===&lt;br /&gt;
Each player has an animal board in their color. Animals trapped by that player are placed on their player board. When an animal is activated from the animal board it slides from the top of the animal board to the bottom of the animal board to indicate that it has already been activated.&lt;br /&gt;
&lt;br /&gt;
== Turn Overview == &lt;br /&gt;
# Trap an animal from the guide&#039;s &#039;&#039;&#039;region&#039;&#039;&#039;.&lt;br /&gt;
# Replace the animal with a hiker [AUTOMATIC]. &lt;br /&gt;
# Move the guide [AUTOMATIC]. &lt;br /&gt;
# Build camps or trade animals [OPTIONAL]&lt;br /&gt;
&lt;br /&gt;
Note: During any phase of the turn, a player may “activate” animals to perform one or more special actions. &lt;br /&gt;
&lt;br /&gt;
== Step Details ==&lt;br /&gt;
=== Trap an animal===&lt;br /&gt;
Any remaining animal in the region with the guide can be trapped. The section of the trapped animal determines the guide&#039;s next region. Typically that region is where the opposing player will get to trap their next animal so consider this strategically.&lt;br /&gt;
Note: If no animals remain in the guide&#039;s region, relocate the guide to a region with at least one animal. After relocating the guide, trap an animal from the guide&#039;s new region. &lt;br /&gt;
=== Replace the animal with a hiker ===&lt;br /&gt;
A new hiker from the active player&#039;s stock replaces the animal trapped in step 1.&lt;br /&gt;
=== Move the guide ===&lt;br /&gt;
The guide moves to the &#039;&#039;&#039;region&#039;&#039;&#039; with the flag number that matches the &#039;&#039;&#039;section&#039;&#039;&#039; number selected in step 1. E.g. If the animal was trapped in &#039;&#039;&#039;region&#039;&#039;&#039; 2 &#039;&#039;&#039;section&#039;&#039;&#039; 4, then the guide moves to &#039;&#039;&#039;region&#039;&#039;&#039; 4.&lt;br /&gt;
=== Build camps or trade animals ===&lt;br /&gt;
If the requirements can be met, the active player may select one of the remaining spots on the points chart in the top left of the board to either:&lt;br /&gt;
# Row 1: Build the specified number of camps by converting their adjacent hikers (Note: the player must have enough of their 12 camps remaining)&lt;br /&gt;
# Row 2: Trade the specified number of different animal types (may include wilds)&lt;br /&gt;
# Row 3: Trade the specified number of the same animal type (may include wilds)&lt;br /&gt;
&lt;br /&gt;
*Once a player has placed all 5 cubes on the points chart, that player must skip step 4 for the rest of the game&lt;br /&gt;
*Animals can be traded whether or not they have already been activated&lt;br /&gt;
*Once animals are traded they are discarded from the player board and can no longer be activated&lt;br /&gt;
*Hikers are considered adjacent if their section shares a border with another section or if there are linked by a dotted white path between regions&lt;br /&gt;
*Hikers are discarded when they are converted to camps. They are not returned to a player&#039;s stock.&lt;br /&gt;
&lt;br /&gt;
== Activating Animals ==&lt;br /&gt;
&lt;br /&gt;
At any point during a turn, and any number of times per turn, a player can activate one of their animals that hasn&#039;t already been activated&lt;br /&gt;
Once an animal is activated it slides from the top of the animal board to the bottom of the animal board and can&#039;t be activated again (but it can be traded)&lt;br /&gt;
An animal can be activated on the same turn it was trapped&lt;br /&gt;
&lt;br /&gt;
*Snow Leopard (White): Swap two adjacent hikers. Adjacency is determined by sections that share a border or are linked by a dotted white path. Only hikers and not camps can move.&lt;br /&gt;
*Tahr (Brown): Swap a hiker and an adjacent animal. Adjacency is determined by sections that share a border or are linked by a dotted white path. Only hikers and not camps can move.&lt;br /&gt;
*Musk Deer (Gray): Swap two animals anywhere on the mountain. Unlike the Snow Leopard and Tahr activations, the animals moved by the Musk Deer do not need to be adjacent.&lt;br /&gt;
*Yak (Black): Move the guide to a new region&lt;br /&gt;
&lt;br /&gt;
== Special Animals ==&lt;br /&gt;
&lt;br /&gt;
Two animal types give bonuses during specific steps in a turn and are not &amp;quot;activated&amp;quot;&lt;br /&gt;
*Bharal (Blue): Use as any animal type when trading animals during step 4 of a player&#039;s turn (i.e. it is wild).&lt;br /&gt;
*Red Panda (Red): When trapping this animal during step 1 of a player&#039;s turn, score 1 victory point if the player has the same or fewer victory points than their opponent&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
The end of game triggers immediately if:&lt;br /&gt;
#Both players have placed all 15 of their hikers&lt;br /&gt;
#Both players have placed all 5 of their scoring cubes&lt;br /&gt;
&lt;br /&gt;
The player with the most points wins (farthest along the scoring path)&lt;br /&gt;
&lt;br /&gt;
== Area Scoring Variant ==&lt;br /&gt;
&lt;br /&gt;
If this option is selected, once the end of game is triggered each region is scored as follows starting from region 1. Each region is scored based on the number of each player&#039;s hikers/camps: 1 point for 4, 2 points for 5, 3 points for 6. Tie-breaking rules for the scoring path apply to scoring in this phase as well.&lt;/div&gt;</summary>
		<author><name>Jonsmiley</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpnangaparbat&amp;diff=5663</id>
		<title>Gamehelpnangaparbat</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpnangaparbat&amp;diff=5663"/>
		<updated>2020-09-19T04:43:44Z</updated>

		<summary type="html">&lt;p&gt;Jonsmiley: Created page with &amp;quot;On the game board there are six REGIONS numbered with yellow flags. Each REGION is divided into 6 SECTIONS. The SECTIONS are numbered from 1 to 6 from the top to the bottom ri...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;On the game board there are six REGIONS numbered with yellow flags. Each REGION is divided into 6 SECTIONS. The SECTIONS are numbered from 1 to 6 from the top to the bottom right. SECTIONS are numbered in the same order as the REGIONS are numbered.&lt;br /&gt;
&lt;br /&gt;
Turn Overview&lt;br /&gt;
1. Trap an animal from the guide&#039;s REGION.&lt;br /&gt;
2. Replace the animal with a hiker [AUTOMATIC]. &lt;br /&gt;
3. Move the guide [AUTOMATIC]. &lt;br /&gt;
4. Build camps or trade animals [OPTIONAL]&lt;br /&gt;
&lt;br /&gt;
Note: During any phase of the turn, you may also “activate” animals to perform one or more special actions. &lt;br /&gt;
&lt;br /&gt;
Step details&lt;br /&gt;
1. Trap an animal. Any remaining animal in the region with the guide can be trapped. The section of the trapped animal determines the guide&#039;s next region. Typically that region is where the opposing player will get to trap their next animal so consider this strategically.&lt;br /&gt;
&lt;br /&gt;
Note: If no animals remain in the guide&#039;s region, relocate the guide to a region with at least one animal. After relocating the guide, trap an animal from the guide&#039;s new region. &lt;br /&gt;
&lt;br /&gt;
2. Replace the animal with a hiker. A new hiker from the active player&#039;s stock replaces the animal trapped in step 1.&lt;br /&gt;
&lt;br /&gt;
3. Move the guide. The guide moves to the REGION with the flag number that matches the SECTION number selected in step 1. E.g. If the animal was trapped in REGION 2 SECTION 4, then the guide moves to REGION 4.&lt;br /&gt;
&lt;br /&gt;
4. Build camps or trade animals. If the requirements can be met, the active player may select one of the remaining spots on the points chart in the top left of the board to either:&lt;br /&gt;
   a) Row 1: Build the specified number of camps by converting their adjacent hikers (Note: the player must have enough of their 12 camps remaining)&lt;br /&gt;
   b) Row 2: Trade the specified number of different animal types (may include wilds)&lt;br /&gt;
   c) Row 3: Trade the specified number of the same animal type (may include wilds)&lt;br /&gt;
&lt;br /&gt;
   -The small circled number above and below each points chart column specifies the number of camps or animals required for that spot&lt;br /&gt;
   -The number in the points chart square is the number of victory points awarded for claiming that spot&lt;br /&gt;
   -Each player has 5 cubes they can use to claim spots on the points chart (but only one per turn)&lt;br /&gt;
   -Once a player has placed all 5 cubes on the points chart, that player must skip step 4 for the rest of the game&lt;br /&gt;
   -Once a spot on the points chart is claimed it is no longer available for use by either player for the rest of the game&lt;br /&gt;
   -The two rightmost columns each require 3 adjacent hikers or animals, but offer a different number of victory points &lt;br /&gt;
   -Animals can be traded whether or not they have already been activated&lt;br /&gt;
   -Once animals are traded they are discarded from the player board and can no longer be activated&lt;br /&gt;
   -Hikers are considered adjacent if their section shares a border with another section or if there are linked by a dotted white path between regions&lt;br /&gt;
   -Hikers are discarded when they are converted to camps. They are not returned to a player&#039;s stock.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Activating Animals&lt;br /&gt;
&lt;br /&gt;
At any point during a turn, and any number of times per turn, a player can activate one of their animals that hasn&#039;t already been activated&lt;br /&gt;
Once an animal is activated it slides from the top of the animal board to the bottom of the animal board and can&#039;t be activated again (but it can be traded)&lt;br /&gt;
An animal can be activated on the same turn it was trapped&lt;br /&gt;
&lt;br /&gt;
Snow Leopard (White): Swap two adjacent hikers. Adjacency is determined by sections that share a border or are linked by a dotted white path. Only hikers and not camps can move.&lt;br /&gt;
Tahr (Brown): Swap a hiker and an adjacent animal. Adjacency is determined by sections that share a border or are linked by a dotted white path. Only hikers and not camps can move.&lt;br /&gt;
Musk Deer (Gray): Swap two animals anywhere on the mountain. Unlike the Snow Leopard and Tahr activations, the animals moved by the Musk Deer do not need to be adjacent.&lt;br /&gt;
Yak (Black): Move the guide to a new region&lt;br /&gt;
&lt;br /&gt;
Special Animals&lt;br /&gt;
&lt;br /&gt;
Two animal types give bonuses during specific steps in a turn and are not &amp;quot;activated&amp;quot;&lt;br /&gt;
Bharal (Blue): Use as any animal type when trading animals during step 4 of a player&#039;s turn (i.e. it is wild).&lt;br /&gt;
Red Panda (Red): When trapping this animal during step 1 of a player&#039;s turn, score 1 victory point if the player has the same or fewer victory points than their opponent&lt;br /&gt;
&lt;br /&gt;
Scoring Path&lt;br /&gt;
&lt;br /&gt;
Except for the starting value of 0, both players cannot occupy the same spot on the scoring path. If a player lands on the same spot as their opponent they automatically gain an additional point and move to the next spot on the scoring path.&lt;br /&gt;
&lt;br /&gt;
Game End&lt;br /&gt;
&lt;br /&gt;
The end of game triggers immediately if:&lt;br /&gt;
1) Both players have placed all 15 of their hikers&lt;br /&gt;
2) Both players have placed all 5 of their scoring cubes&lt;br /&gt;
&lt;br /&gt;
The player with the most points wins (farthest along the scoring path)&lt;br /&gt;
&lt;br /&gt;
Area Scoring Variant&lt;br /&gt;
&lt;br /&gt;
If this option is selected, once the end of game is triggered each region is scored as follows starting from region 1. Each region is scored based on the number of each player&#039;s hikers/camps: 1 point for 4, 2 points for 5, 3 points for 6. Tie-breaking rules for the scoring path apply to scoring in this phase as well.&lt;/div&gt;</summary>
		<author><name>Jonsmiley</name></author>
	</entry>
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