<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://en.doc.boardgamearena.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Judgementd</id>
	<title>Board Game Arena - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://en.doc.boardgamearena.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Judgementd"/>
	<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/Special:Contributions/Judgementd"/>
	<updated>2026-11-11T14:46:26Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.11</generator>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpraceforthechinesezodiac&amp;diff=32008</id>
		<title>Gamehelpraceforthechinesezodiac</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpraceforthechinesezodiac&amp;diff=32008"/>
		<updated>2026-10-26T01:00:44Z</updated>

		<summary type="html">&lt;p&gt;Judgementd: /* The river and recovery */ Correct post-Strategise river retreat eligibility; remove obsolete safeguard wording.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Goal and quick start ==&lt;br /&gt;
Race your animal to the Heavenly Palace. Outwit your opponents and use your special ability to gain an edge!&lt;br /&gt;
&lt;br /&gt;
Choose your animal, then pick a starting action to set your karma.&lt;br /&gt;
&lt;br /&gt;
Each round:&lt;br /&gt;
# Choose an available action and an energy card from your hand.&lt;br /&gt;
# Check the karma cost and lock your secret plan.&lt;br /&gt;
# Reveal together! Use your action, rewards and animal ability to race ahead of your opponents.&lt;br /&gt;
# Recover your cards when needed, then plan your next move.&lt;br /&gt;
&lt;br /&gt;
== Actions, energy and karma ==&lt;br /&gt;
Played action/energy pairs remain in your played row until recovered. You cannot choose an action still in that row.&lt;br /&gt;
&lt;br /&gt;
An action with a lower printed number than the preceding played action costs karma: one number lower costs 1; two or more lower costs 2. Higher or equal numbers cost nothing. Rabbit reduces that cost by 1, to a minimum of zero.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;One energy card in hand means you must Strategise.&#039;&#039;&#039; Cards in hand and total cards owned are different: owned cards include energy in your played row. Recovering played energy can restore your options.&lt;br /&gt;
&lt;br /&gt;
Players sharing an effective action add their energy to select its wheel sector. N means the number of players in that action group. Individual energy ranking also gives competition movement: 1 space for each lower-energy opponent at 4–5 players, or 2 spaces at 3 players. Equal energy gives no competition movement.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Action !! Main effect&lt;br /&gt;
|-&lt;br /&gt;
| 1 — Cheat || Only a sole highest-energy player receives the wheel reward. Everyone else retreats 1 space.&lt;br /&gt;
|-&lt;br /&gt;
| 2 — Help || Everyone receives the wheel&#039;s karma reward. The sole highest at 3–4 players also gains an energy-1 card; at 5 players, tied highest players receive this bonus too.&lt;br /&gt;
|-&lt;br /&gt;
| 3 — Run || Only the sole highest receives the wheel reward. Everyone else advances 1 space.&lt;br /&gt;
|-&lt;br /&gt;
| 4 — Rest || Everyone receives the wheel&#039;s energy-1-card reward. The sole highest at 3–4 players also gains 1 karma; at 5 players, tied highest players receive this bonus too.&lt;br /&gt;
|-&lt;br /&gt;
| 5 — Cooperate || All highest-energy players, including ties, receive the wheel reward.&lt;br /&gt;
|-&lt;br /&gt;
| 6 — Walk || Only the sole highest receives the wheel reward. Walk is unavailable with 3 players.&lt;br /&gt;
|-&lt;br /&gt;
| 7 — Repeat || Copies the preceding eligible action 1–6 and joins that action&#039;s group, using this round&#039;s energy. It cannot copy Strategise. Its printed number remains 7.&lt;br /&gt;
|-&lt;br /&gt;
| 8 — Strategise || Recovers played pairs except the leftmost. The sole highest at 3–4 players recovers that pair too; at 5 players all highest players do. The current Strategise pair is recovered. Apply competition and river effects as prompted.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Competition movement is additional to the main action. A zero wheel reward does not cancel competition or animal abilities.&lt;br /&gt;
&lt;br /&gt;
== Exchanges and limits ==&lt;br /&gt;
An exchange symbol offers one optional exchange. Combine at least two lower-value hand cards into one higher card, or split one higher card into at least two lower cards. Total payment must cover the received value; excess is lost, not returned as change.&lt;br /&gt;
&lt;br /&gt;
Receiving 4 requires owning a 3 or 4; receiving 5 requires a 4 or 5; receiving 6 requires a 5 and no owned 6. Played energy counts for these prerequisites, but payment comes from hand. You may own at most one energy-6 card.&lt;br /&gt;
&lt;br /&gt;
You may own at most 12 energy cards and hold at most 8 karma. An exchange must fit the full receipt within the card limit. A karma-movement symbol lets you pay 2 karma to move 3 spaces.&lt;br /&gt;
&lt;br /&gt;
In BGA, review an exchange before confirming it. Splitting can restore several playable energy cards. Consolidating everything into one card can be dangerous: follow any safeguard explanation shown by the interface.&lt;br /&gt;
&lt;br /&gt;
== The river and recovery ==&lt;br /&gt;
Land is spaces 1–18; the river is 19–36. Entering the river through an ordinary movement action does not itself require a card payment.&lt;br /&gt;
&lt;br /&gt;
After Strategise and all its effects, a non-Dog player finishing in the river must return one energy card or retreat 8 spaces. Retreating also recovers the remaining leftmost action card and its energy card, if any. This choice also applies when Strategise&#039;s effects move you from land into the river.&lt;br /&gt;
&lt;br /&gt;
Dog instead gains an energy-1 card when Strategising on land, or advances 1 space in the river without returning energy.&lt;br /&gt;
&lt;br /&gt;
== Animal abilities ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Animal !! Ability reminder&lt;br /&gt;
|-&lt;br /&gt;
| Rat || Extra starting energy and karma; priority in a tied first-place finish.&lt;br /&gt;
|-&lt;br /&gt;
| Ox || Combining into energy 4 moves 1 space; combining into 5 or 6 moves 2. Splitting gives no movement.&lt;br /&gt;
|-&lt;br /&gt;
| Tiger || Combining costs one less energy. Declining an available exchange moves 1 space.&lt;br /&gt;
|-&lt;br /&gt;
| Rabbit || Reduces downward-action karma cost by 1.&lt;br /&gt;
|-&lt;br /&gt;
| Dragon || Adds 1 to a positive karma gain. May spend 1 karma as 2 energy during an exchange.&lt;br /&gt;
|-&lt;br /&gt;
| Snake || Moves 1 space per karma actually paid for a lower-numbered action.&lt;br /&gt;
|-&lt;br /&gt;
| Horse || Gains one extra step when sharing an action with a lower-energy player. At round end may retreat 1 space to gain an energy-1 card and 1 karma; not at Start or after finishing.&lt;br /&gt;
|-&lt;br /&gt;
| Goat || Sharing an action gives one optional bonus exchange per round, regardless of energy ranking.&lt;br /&gt;
|-&lt;br /&gt;
| Monkey || Sharing an action gives an energy-1 card, once per round and subject to the ownership limit.&lt;br /&gt;
|-&lt;br /&gt;
| Rooster || Sharing an action gives 1 karma, once per round and subject to the karma limit.&lt;br /&gt;
|-&lt;br /&gt;
| Dog || Special Strategise benefit described above; exempt from river payment.&lt;br /&gt;
|-&lt;br /&gt;
| Pig || At 3 players, qualifies with the uniquely lowest printed action. At 4–5, either unique highest or unique lowest qualifies. Choose an energy-1 card or 1 karma; at 5 players, moving 1 space is another choice. Repeat counts as 7.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Where action and animal effects interact, use the effect-order choices offered by BGA. Caps, recovery and location can make the order matter.&lt;br /&gt;
&lt;br /&gt;
== Winning ==&lt;br /&gt;
When someone reaches the Heavenly Palace, finish resolving the round. Finishers rank before non-finishers. Among finishers, Rat has priority, then the lower printed action number, then more karma. Remaining identical ties share rank in this adaptation. Non-finishers rank by distance along the track.&lt;br /&gt;
&lt;br /&gt;
== BGA controls and adaptation notes ==&lt;br /&gt;
* &#039;&#039;&#039;Player aid&#039;&#039;&#039; gives an overview; &#039;&#039;&#039;Action card help&#039;&#039;&#039; explains individual actions.&lt;br /&gt;
* You can change a sealed plan only before everyone reveals. You cannot undo a revealed round.&lt;br /&gt;
* Effect-resolution ties on position use reverse Zodiac order: Pig, Dog, Rooster, Monkey, Goat, Horse, Snake, Dragon, Rabbit, Tiger, Ox, Rat. Track position takes priority. This does not replace energy competition rules.&lt;br /&gt;
* Layout and playback settings affect your view. Shared exchanges and other required decisions still need confirmation.&lt;br /&gt;
* Check hand count separately from owned count. Save a recovery route before your options shrink.&lt;br /&gt;
&lt;br /&gt;
== Official rules and further reading ==&lt;br /&gt;
This is an original learning summary, not a replacement for the complete rulebook.&lt;br /&gt;
&lt;br /&gt;
* [https://startingplayer.com/wp-content/uploads/Race-for-the-Chinese-Zodiac-Game-Rules.pdf Official English rulebook]&lt;br /&gt;
* [https://startingplayer.com/games/race-chinese-zodiac-%E7%94%9F%E8%82%96%E6%B1%BA/rules-and-downloads/ Publisher rules and downloads]&lt;br /&gt;
* [https://boardgamegeek.com/boardgame/231876/race-for-the-chinese-zodiac BoardGameGeek game entry]&lt;/div&gt;</summary>
		<author><name>Judgementd</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpraceforthechinesezodiac&amp;diff=31745</id>
		<title>Gamehelpraceforthechinesezodiac</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpraceforthechinesezodiac&amp;diff=31745"/>
		<updated>2026-10-05T08:42:06Z</updated>

		<summary type="html">&lt;p&gt;Judgementd: /* Goal and quick start */ Shorten opening and make race instructions more inviting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Goal and quick start ==&lt;br /&gt;
Race your animal to the Heavenly Palace. Outwit your opponents and use your special ability to gain an edge!&lt;br /&gt;
&lt;br /&gt;
Choose your animal, then pick a starting action to set your karma.&lt;br /&gt;
&lt;br /&gt;
Each round:&lt;br /&gt;
# Choose an available action and an energy card from your hand.&lt;br /&gt;
# Check the karma cost and lock your secret plan.&lt;br /&gt;
# Reveal together! Use your action, rewards and animal ability to race ahead of your opponents.&lt;br /&gt;
# Recover your cards when needed, then plan your next move.&lt;br /&gt;
&lt;br /&gt;
== Actions, energy and karma ==&lt;br /&gt;
Played action/energy pairs remain in your played row until recovered. You cannot choose an action still in that row.&lt;br /&gt;
&lt;br /&gt;
An action with a lower printed number than the preceding played action costs karma: one number lower costs 1; two or more lower costs 2. Higher or equal numbers cost nothing. Rabbit reduces that cost by 1, to a minimum of zero.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;One energy card in hand means you must Strategise.&#039;&#039;&#039; Cards in hand and total cards owned are different: owned cards include energy in your played row. Recovering played energy can restore your options.&lt;br /&gt;
&lt;br /&gt;
Players sharing an effective action add their energy to select its wheel sector. N means the number of players in that action group. Individual energy ranking also gives competition movement: 1 space for each lower-energy opponent at 4–5 players, or 2 spaces at 3 players. Equal energy gives no competition movement.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Action !! Main effect&lt;br /&gt;
|-&lt;br /&gt;
| 1 — Cheat || Only a sole highest-energy player receives the wheel reward. Everyone else retreats 1 space.&lt;br /&gt;
|-&lt;br /&gt;
| 2 — Help || Everyone receives the wheel&#039;s karma reward. The sole highest at 3–4 players also gains an energy-1 card; at 5 players, tied highest players receive this bonus too.&lt;br /&gt;
|-&lt;br /&gt;
| 3 — Run || Only the sole highest receives the wheel reward. Everyone else advances 1 space.&lt;br /&gt;
|-&lt;br /&gt;
| 4 — Rest || Everyone receives the wheel&#039;s energy-1-card reward. The sole highest at 3–4 players also gains 1 karma; at 5 players, tied highest players receive this bonus too.&lt;br /&gt;
|-&lt;br /&gt;
| 5 — Cooperate || All highest-energy players, including ties, receive the wheel reward.&lt;br /&gt;
|-&lt;br /&gt;
| 6 — Walk || Only the sole highest receives the wheel reward. Walk is unavailable with 3 players.&lt;br /&gt;
|-&lt;br /&gt;
| 7 — Repeat || Copies the preceding eligible action 1–6 and joins that action&#039;s group, using this round&#039;s energy. It cannot copy Strategise. Its printed number remains 7.&lt;br /&gt;
|-&lt;br /&gt;
| 8 — Strategise || Recovers played pairs except the leftmost. The sole highest at 3–4 players recovers that pair too; at 5 players all highest players do. The current Strategise pair is recovered. Apply competition and river effects as prompted.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Competition movement is additional to the main action. A zero wheel reward does not cancel competition or animal abilities.&lt;br /&gt;
&lt;br /&gt;
== Exchanges and limits ==&lt;br /&gt;
An exchange symbol offers one optional exchange. Combine at least two lower-value hand cards into one higher card, or split one higher card into at least two lower cards. Total payment must cover the received value; excess is lost, not returned as change.&lt;br /&gt;
&lt;br /&gt;
Receiving 4 requires owning a 3 or 4; receiving 5 requires a 4 or 5; receiving 6 requires a 5 and no owned 6. Played energy counts for these prerequisites, but payment comes from hand. You may own at most one energy-6 card.&lt;br /&gt;
&lt;br /&gt;
You may own at most 12 energy cards and hold at most 8 karma. An exchange must fit the full receipt within the card limit. A karma-movement symbol lets you pay 2 karma to move 3 spaces.&lt;br /&gt;
&lt;br /&gt;
In BGA, review an exchange before confirming it. Splitting can restore several playable energy cards. Consolidating everything into one card can be dangerous: follow any safeguard explanation shown by the interface.&lt;br /&gt;
&lt;br /&gt;
== The river and recovery ==&lt;br /&gt;
Land is spaces 1–18; the river is 19–36. Entering the river through an ordinary movement action does not itself require a card payment.&lt;br /&gt;
&lt;br /&gt;
After Strategise and all its effects, a non-Dog player finishing in the river normally returns one energy card. If Strategise began in the river, retreating 8 spaces is an alternative and also recovers the remaining leftmost pair. The BGA adaptation applies continuation safeguards where necessary; follow its payment/retreat prompt.&lt;br /&gt;
&lt;br /&gt;
Dog instead gains an energy-1 card when Strategising on land, or advances 1 space in the river without returning energy.&lt;br /&gt;
&lt;br /&gt;
== Animal abilities ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Animal !! Ability reminder&lt;br /&gt;
|-&lt;br /&gt;
| Rat || Extra starting energy and karma; priority in a tied first-place finish.&lt;br /&gt;
|-&lt;br /&gt;
| Ox || Combining into energy 4 moves 1 space; combining into 5 or 6 moves 2. Splitting gives no movement.&lt;br /&gt;
|-&lt;br /&gt;
| Tiger || Combining costs one less energy. Declining an available exchange moves 1 space.&lt;br /&gt;
|-&lt;br /&gt;
| Rabbit || Reduces downward-action karma cost by 1.&lt;br /&gt;
|-&lt;br /&gt;
| Dragon || Adds 1 to a positive karma gain. May spend 1 karma as 2 energy during an exchange.&lt;br /&gt;
|-&lt;br /&gt;
| Snake || Moves 1 space per karma actually paid for a lower-numbered action.&lt;br /&gt;
|-&lt;br /&gt;
| Horse || Gains one extra step when sharing an action with a lower-energy player. At round end may retreat 1 space to gain an energy-1 card and 1 karma; not at Start or after finishing.&lt;br /&gt;
|-&lt;br /&gt;
| Goat || Sharing an action gives one optional bonus exchange per round, regardless of energy ranking.&lt;br /&gt;
|-&lt;br /&gt;
| Monkey || Sharing an action gives an energy-1 card, once per round and subject to the ownership limit.&lt;br /&gt;
|-&lt;br /&gt;
| Rooster || Sharing an action gives 1 karma, once per round and subject to the karma limit.&lt;br /&gt;
|-&lt;br /&gt;
| Dog || Special Strategise benefit described above; exempt from river payment.&lt;br /&gt;
|-&lt;br /&gt;
| Pig || At 3 players, qualifies with the uniquely lowest printed action. At 4–5, either unique highest or unique lowest qualifies. Choose an energy-1 card or 1 karma; at 5 players, moving 1 space is another choice. Repeat counts as 7.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Where action and animal effects interact, use the effect-order choices offered by BGA. Caps, recovery and location can make the order matter.&lt;br /&gt;
&lt;br /&gt;
== Winning ==&lt;br /&gt;
When someone reaches the Heavenly Palace, finish resolving the round. Finishers rank before non-finishers. Among finishers, Rat has priority, then the lower printed action number, then more karma. Remaining identical ties share rank in this adaptation. Non-finishers rank by distance along the track.&lt;br /&gt;
&lt;br /&gt;
== BGA controls and adaptation notes ==&lt;br /&gt;
* &#039;&#039;&#039;Player aid&#039;&#039;&#039; gives an overview; &#039;&#039;&#039;Action card help&#039;&#039;&#039; explains individual actions.&lt;br /&gt;
* You can change a sealed plan only before everyone reveals. You cannot undo a revealed round.&lt;br /&gt;
* Effect-resolution ties on position use reverse Zodiac order: Pig, Dog, Rooster, Monkey, Goat, Horse, Snake, Dragon, Rabbit, Tiger, Ox, Rat. Track position takes priority. This does not replace energy competition rules.&lt;br /&gt;
* Layout and playback settings affect your view. Shared exchanges and other required decisions still need confirmation.&lt;br /&gt;
* Check hand count separately from owned count. Save a recovery route before your options shrink.&lt;br /&gt;
&lt;br /&gt;
== Official rules and further reading ==&lt;br /&gt;
This is an original learning summary, not a replacement for the complete rulebook.&lt;br /&gt;
&lt;br /&gt;
* [https://startingplayer.com/wp-content/uploads/Race-for-the-Chinese-Zodiac-Game-Rules.pdf Official English rulebook]&lt;br /&gt;
* [https://startingplayer.com/games/race-chinese-zodiac-%E7%94%9F%E8%82%96%E6%B1%BA/rules-and-downloads/ Publisher rules and downloads]&lt;br /&gt;
* [https://boardgamegeek.com/boardgame/231876/race-for-the-chinese-zodiac BoardGameGeek game entry]&lt;/div&gt;</summary>
		<author><name>Judgementd</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpraceforthechinesezodiac&amp;diff=31742</id>
		<title>Gamehelpraceforthechinesezodiac</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpraceforthechinesezodiac&amp;diff=31742"/>
		<updated>2026-10-05T06:39:37Z</updated>

		<summary type="html">&lt;p&gt;Judgementd: Create original English learning guide: setup, actions, all animals, recovery, exchanges and BGA controls&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Goal and quick start ==&lt;br /&gt;
Race your animal to the Heavenly Palace, beyond space 36. The base game supports 3–5 players and twelve animal signs. Solo learning mode on BGA is practice with computer-controlled opponents, not a separate competitive game.&lt;br /&gt;
&lt;br /&gt;
Choose your animal, then select a starting action without an energy card. That choice sets starting karma; the ordinary action effect does not happen. Starting energy is 1, 1, 2, 2 and 3. Rat receives an additional 3 and three extra karma.&lt;br /&gt;
&lt;br /&gt;
Each normal round:&lt;br /&gt;
# Choose an available action and an energy card from your hand.&lt;br /&gt;
# Check any karma cost and lock your plan. Choices stay concealed until everyone is ready.&lt;br /&gt;
# Reveal together, then follow the action, animal and optional-reward prompts.&lt;br /&gt;
# Recover or spend resources where appropriate. After resolution the wheel turns one sector clockwise.&lt;br /&gt;
&lt;br /&gt;
== Actions, energy and karma ==&lt;br /&gt;
Played action/energy pairs remain in your played row until recovered. You cannot choose an action still in that row.&lt;br /&gt;
&lt;br /&gt;
An action with a lower printed number than the preceding played action costs karma: one number lower costs 1; two or more lower costs 2. Higher or equal numbers cost nothing. Rabbit reduces that cost by 1, to a minimum of zero.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;One energy card in hand means you must Strategise.&#039;&#039;&#039; Cards in hand and total cards owned are different: owned cards include energy in your played row. Recovering played energy can restore your options.&lt;br /&gt;
&lt;br /&gt;
Players sharing an effective action add their energy to select its wheel sector. N means the number of players in that action group. Individual energy ranking also gives competition movement: 1 space for each lower-energy opponent at 4–5 players, or 2 spaces at 3 players. Equal energy gives no competition movement.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Action !! Main effect&lt;br /&gt;
|-&lt;br /&gt;
| 1 — Cheat || Only a sole highest-energy player receives the wheel reward. Everyone else retreats 1 space.&lt;br /&gt;
|-&lt;br /&gt;
| 2 — Help || Everyone receives the wheel&#039;s karma reward. The sole highest at 3–4 players also gains an energy-1 card; at 5 players, tied highest players receive this bonus too.&lt;br /&gt;
|-&lt;br /&gt;
| 3 — Run || Only the sole highest receives the wheel reward. Everyone else advances 1 space.&lt;br /&gt;
|-&lt;br /&gt;
| 4 — Rest || Everyone receives the wheel&#039;s energy-1-card reward. The sole highest at 3–4 players also gains 1 karma; at 5 players, tied highest players receive this bonus too.&lt;br /&gt;
|-&lt;br /&gt;
| 5 — Cooperate || All highest-energy players, including ties, receive the wheel reward.&lt;br /&gt;
|-&lt;br /&gt;
| 6 — Walk || Only the sole highest receives the wheel reward. Walk is unavailable with 3 players.&lt;br /&gt;
|-&lt;br /&gt;
| 7 — Repeat || Copies the preceding eligible action 1–6 and joins that action&#039;s group, using this round&#039;s energy. It cannot copy Strategise. Its printed number remains 7.&lt;br /&gt;
|-&lt;br /&gt;
| 8 — Strategise || Recovers played pairs except the leftmost. The sole highest at 3–4 players recovers that pair too; at 5 players all highest players do. The current Strategise pair is recovered. Apply competition and river effects as prompted.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Competition movement is additional to the main action. A zero wheel reward does not cancel competition or animal abilities.&lt;br /&gt;
&lt;br /&gt;
== Exchanges and limits ==&lt;br /&gt;
An exchange symbol offers one optional exchange. Combine at least two lower-value hand cards into one higher card, or split one higher card into at least two lower cards. Total payment must cover the received value; excess is lost, not returned as change.&lt;br /&gt;
&lt;br /&gt;
Receiving 4 requires owning a 3 or 4; receiving 5 requires a 4 or 5; receiving 6 requires a 5 and no owned 6. Played energy counts for these prerequisites, but payment comes from hand. You may own at most one energy-6 card.&lt;br /&gt;
&lt;br /&gt;
You may own at most 12 energy cards and hold at most 8 karma. An exchange must fit the full receipt within the card limit. A karma-movement symbol lets you pay 2 karma to move 3 spaces.&lt;br /&gt;
&lt;br /&gt;
In BGA, review an exchange before confirming it. Splitting can restore several playable energy cards. Consolidating everything into one card can be dangerous: follow any safeguard explanation shown by the interface.&lt;br /&gt;
&lt;br /&gt;
== The river and recovery ==&lt;br /&gt;
Land is spaces 1–18; the river is 19–36. Entering the river through an ordinary movement action does not itself require a card payment.&lt;br /&gt;
&lt;br /&gt;
After Strategise and all its effects, a non-Dog player finishing in the river normally returns one energy card. If Strategise began in the river, retreating 8 spaces is an alternative and also recovers the remaining leftmost pair. The BGA adaptation applies continuation safeguards where necessary; follow its payment/retreat prompt.&lt;br /&gt;
&lt;br /&gt;
Dog instead gains an energy-1 card when Strategising on land, or advances 1 space in the river without returning energy.&lt;br /&gt;
&lt;br /&gt;
== Animal abilities ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Animal !! Ability reminder&lt;br /&gt;
|-&lt;br /&gt;
| Rat || Extra starting energy and karma; priority in a tied first-place finish.&lt;br /&gt;
|-&lt;br /&gt;
| Ox || Combining into energy 4 moves 1 space; combining into 5 or 6 moves 2. Splitting gives no movement.&lt;br /&gt;
|-&lt;br /&gt;
| Tiger || Combining costs one less energy. Declining an available exchange moves 1 space.&lt;br /&gt;
|-&lt;br /&gt;
| Rabbit || Reduces downward-action karma cost by 1.&lt;br /&gt;
|-&lt;br /&gt;
| Dragon || Adds 1 to a positive karma gain. May spend 1 karma as 2 energy during an exchange.&lt;br /&gt;
|-&lt;br /&gt;
| Snake || Moves 1 space per karma actually paid for a lower-numbered action.&lt;br /&gt;
|-&lt;br /&gt;
| Horse || Gains one extra step when sharing an action with a lower-energy player. At round end may retreat 1 space to gain an energy-1 card and 1 karma; not at Start or after finishing.&lt;br /&gt;
|-&lt;br /&gt;
| Goat || Sharing an action gives one optional bonus exchange per round, regardless of energy ranking.&lt;br /&gt;
|-&lt;br /&gt;
| Monkey || Sharing an action gives an energy-1 card, once per round and subject to the ownership limit.&lt;br /&gt;
|-&lt;br /&gt;
| Rooster || Sharing an action gives 1 karma, once per round and subject to the karma limit.&lt;br /&gt;
|-&lt;br /&gt;
| Dog || Special Strategise benefit described above; exempt from river payment.&lt;br /&gt;
|-&lt;br /&gt;
| Pig || At 3 players, qualifies with the uniquely lowest printed action. At 4–5, either unique highest or unique lowest qualifies. Choose an energy-1 card or 1 karma; at 5 players, moving 1 space is another choice. Repeat counts as 7.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Where action and animal effects interact, use the effect-order choices offered by BGA. Caps, recovery and location can make the order matter.&lt;br /&gt;
&lt;br /&gt;
== Winning ==&lt;br /&gt;
When someone reaches the Heavenly Palace, finish resolving the round. Finishers rank before non-finishers. Among finishers, Rat has priority, then the lower printed action number, then more karma. Remaining identical ties share rank in this adaptation. Non-finishers rank by distance along the track.&lt;br /&gt;
&lt;br /&gt;
== BGA controls and adaptation notes ==&lt;br /&gt;
* &#039;&#039;&#039;Player aid&#039;&#039;&#039; gives an overview; &#039;&#039;&#039;Action card help&#039;&#039;&#039; explains individual actions.&lt;br /&gt;
* You can change a sealed plan only before everyone reveals. You cannot undo a revealed round.&lt;br /&gt;
* Effect-resolution ties on position use reverse Zodiac order: Pig, Dog, Rooster, Monkey, Goat, Horse, Snake, Dragon, Rabbit, Tiger, Ox, Rat. Track position takes priority. This does not replace energy competition rules.&lt;br /&gt;
* Layout and playback settings affect your view. Shared exchanges and other required decisions still need confirmation.&lt;br /&gt;
* Check hand count separately from owned count. Save a recovery route before your options shrink.&lt;br /&gt;
&lt;br /&gt;
== Official rules and further reading ==&lt;br /&gt;
This is an original learning summary, not a replacement for the complete rulebook.&lt;br /&gt;
&lt;br /&gt;
* [https://startingplayer.com/wp-content/uploads/Race-for-the-Chinese-Zodiac-Game-Rules.pdf Official English rulebook]&lt;br /&gt;
* [https://startingplayer.com/games/race-chinese-zodiac-%E7%94%9F%E8%82%96%E6%B1%BA/rules-and-downloads/ Publisher rules and downloads]&lt;br /&gt;
* [https://boardgamegeek.com/boardgame/231876/race-for-the-chinese-zodiac BoardGameGeek game entry]&lt;/div&gt;</summary>
		<author><name>Judgementd</name></author>
	</entry>
</feed>