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	<updated>2026-10-06T21:30:15Z</updated>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpnolooseends&amp;diff=29907</id>
		<title>Gamehelpnolooseends</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpnolooseends&amp;diff=29907"/>
		<updated>2026-05-22T09:02:39Z</updated>

		<summary type="html">&lt;p&gt;K-Ron0508: /* Getaway Cards */ clarified how leading a getaway card is handled.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== OVERVIEW ==&lt;br /&gt;
&#039;&#039;&#039;No Loose Ends&#039;&#039;&#039; is a trick-taking game for 2–5 players played over 3 rounds. Each round, players secretly select cards from their hand as &amp;quot;evidence&amp;quot; — their bid — then try to win tricks that cover exactly those bid cards. Uncovered bids and extra tricks won are called &#039;&#039;&#039;loose ends&#039;&#039;&#039; and cost points. The player with the most points after 3 rounds wins.&lt;br /&gt;
&lt;br /&gt;
== Components ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;64 cards:&#039;&#039;&#039; values 1–15 in four suits, plus 4 black Getaway Cards&lt;br /&gt;
&lt;br /&gt;
=== The Four Suits ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
!| Suit || Theme&lt;br /&gt;
|-&lt;br /&gt;
|Blue ||Key Evidence — &#039;&#039;&#039;Trump suit&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Gray ||Footprints&lt;br /&gt;
|-&lt;br /&gt;
|Red ||Camera / Witnesses&lt;br /&gt;
|-&lt;br /&gt;
|Yellow ||Fingerprints&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Setup==&lt;br /&gt;
Each player receives &#039;&#039;&#039;5 points&#039;&#039;&#039; at the very start of the game (once only, not each round).&lt;br /&gt;
&lt;br /&gt;
The deck is adjusted by player count before each round:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
!| Players || Cards Used || Cards Per Player || Max Bid&lt;br /&gt;
|-&lt;br /&gt;
|2 ||Values 1–12 ||15 ||6&lt;br /&gt;
|-&lt;br /&gt;
|3 ||Values 1–12 ||16 ||5&lt;br /&gt;
|-&lt;br /&gt;
|4 ||Values 1–15 ||15 ||4&lt;br /&gt;
|-&lt;br /&gt;
|5 ||Values 1–15 ||12 ||3&lt;br /&gt;
|}&lt;br /&gt;
For &#039;&#039;&#039;2 or 3 players&#039;&#039;&#039;, the 13, 14, and 15 of each suit are removed before shuffling.&lt;br /&gt;
&lt;br /&gt;
Cards are shuffled and dealt the appropriate number to each player.&lt;br /&gt;
&lt;br /&gt;
The first player (randomly chosen) leads the first trick of the round.&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Getaway Cards variant:&#039;&#039;&#039; There are also 4 black Getaway Cards in the deck.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Phase 1: Planning==&lt;br /&gt;
Starting with the first player and going clockwise, each player on their turn must either &#039;&#039;&#039;Increase Their Bid&#039;&#039;&#039; or &#039;&#039;&#039;Pass&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Increase Your Bid===&lt;br /&gt;
Take any card from your hand and place it &#039;&#039;&#039;face up&#039;&#039;&#039; in front of you. This card is your &amp;quot;evidence&amp;quot; — your bid. You may not exceed the Max Bid for your player count. Once you reach the max, you must pass on all future turns this round.&lt;br /&gt;
&lt;br /&gt;
===Pass===&lt;br /&gt;
Announce that you pass. You are done with the Planning phase for this round. You may pass immediately on your very first turn, including before playing any bid cards — this is how you &#039;&#039;&#039;Snitch&#039;&#039;&#039; (see Snitching below).&lt;br /&gt;
&lt;br /&gt;
Planning ends when &#039;&#039;&#039;all players have passed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;last player to pass&#039;&#039;&#039; leads the first trick of the Trick-Taking phase.&amp;lt;blockquote&amp;gt;The number of tricks played this round equals the number of cards remaining in hand for the player with the &#039;&#039;&#039;fewest cards&#039;&#039;&#039; after bidding.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Phase 2: Trick-Taking==&lt;br /&gt;
&lt;br /&gt;
===Playing a Trick===&lt;br /&gt;
&lt;br /&gt;
#The trick leader plays any card face up to the center.&lt;br /&gt;
#Each other player, in clockwise order, must &#039;&#039;&#039;follow suit&#039;&#039;&#039; (play a card matching the lead suit) if able.&lt;br /&gt;
# If unable to follow suit, a player may play any card.&lt;br /&gt;
&lt;br /&gt;
===Winning a Trick=== &lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;highest Blue (trump) card&#039;&#039;&#039; wins if any trump was played.&lt;br /&gt;
*Otherwise, the &#039;&#039;&#039;highest card of the lead suit&#039;&#039;&#039; wins.&lt;br /&gt;
&lt;br /&gt;
The trick winner leads the next trick.&lt;br /&gt;
&lt;br /&gt;
=== Covering a Bid Card===&lt;br /&gt;
After winning a trick, the winner must cover one of their bid cards. A bid card is &#039;&#039;&#039;eligible to be covered&#039;&#039;&#039; if it matches any of the following:&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;winning card&#039;s number&#039;&#039;&#039;&lt;br /&gt;
*The &#039;&#039;&#039;winning card&#039;s suit&#039;&#039;&#039;&lt;br /&gt;
*The &#039;&#039;&#039;lead suit&#039;&#039;&#039; of the trick&lt;br /&gt;
&lt;br /&gt;
Cards from the trick are placed &#039;&#039;&#039;face down&#039;&#039;&#039; on top of the chosen bid card. If multiple bid cards are eligible, the winner chooses which one to cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If no eligible bid card exists&#039;&#039;&#039; (none match, or all bids are already covered), the trick cards are placed &#039;&#039;&#039;face up below your bids&#039;&#039;&#039;. This is a &#039;&#039;&#039;loose end&#039;&#039;&#039; and will cost points at scoring.&lt;br /&gt;
&lt;br /&gt;
===End of Trick-Taking===&lt;br /&gt;
The trick-taking phase ends when &#039;&#039;&#039;any player has no cards remaining in hand&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Phase 3: Scoring==&lt;br /&gt;
&lt;br /&gt;
===Normal Scoring===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
!| Result || Points&lt;br /&gt;
|-&lt;br /&gt;
|Per covered bid card ||&#039;&#039;&#039;+2&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Per loose end ||&#039;&#039;&#039;−1&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Perfect Crime bonus ||&#039;&#039;&#039;+5&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Loose ends&#039;&#039;&#039; = uncovered bid cards + extra tricks won that could not cover a bid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perfect Crime:&#039;&#039;&#039; A player scores the +5 bonus if all of their bid cards are covered &#039;&#039;&#039;and&#039;&#039;&#039; they won zero extra tricks. The Perfect Crime bonus is not available in a round where a Snitch succeeds.&lt;br /&gt;
&lt;br /&gt;
===Snitching===&lt;br /&gt;
A player who bid &#039;&#039;&#039;zero cards&#039;&#039;&#039; is &amp;quot;snitching&amp;quot; — they aim to win zero tricks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If the snitch wins 0 tricks:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*The snitch scores &#039;&#039;&#039;+10 points&#039;&#039;&#039;.&lt;br /&gt;
*All other players score normally, except: &lt;br /&gt;
**No player may earn the Perfect Crime bonus this round.&lt;br /&gt;
**All loose ends cost &#039;&#039;&#039;−2 points&#039;&#039;&#039; instead of −1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If the snitch wins any tricks:&#039;&#039;&#039; those tricks count as loose ends. Everyone scores normally (no snitch bonus, standard −1 per loose end).&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
After &#039;&#039;&#039;3 rounds&#039;&#039;&#039;, the player with the most points wins.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tiebreaker:&#039;&#039;&#039; The tied player who scored the most points in the final round wins. If still tied, those players share the victory.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
&lt;br /&gt;
===Double-Cross===&lt;br /&gt;
The &#039;&#039;&#039;first player to pass&#039;&#039;&#039; in the Planning phase may immediately choose to snitch instead — even if they have already placed bid cards. If they do:  &lt;br /&gt;
&lt;br /&gt;
*They pick up all of their bid cards back into their hand.&lt;br /&gt;
*Only the first player to pass each round can use this option.&lt;br /&gt;
*Only one snitch is possible per round when this variant is in play.&lt;br /&gt;
&lt;br /&gt;
===Getaway Cards===&lt;br /&gt;
Keep the 4 black Getaway Cards in the deck.&lt;br /&gt;
&lt;br /&gt;
*Getaway Cards &#039;&#039;&#039;cannot be bid&#039;&#039;&#039; during Planning.&lt;br /&gt;
*A Getaway Card &#039;&#039;&#039;can be played on any turn&#039;&#039;&#039;, even when a player could otherwise follow suit.&lt;br /&gt;
*Because Getaway Cards are suitless, if a Getaway Card is led, the next player may play any card at which point they are considered the trick leader as per &amp;quot;Playing a trick&amp;quot; above.&lt;br /&gt;
* A Getaway Card &#039;&#039;&#039;never wins a trick&#039;&#039;&#039; — unless every card played to that trick is a Getaway Card, in which case the first Getaway Card played wins.&lt;br /&gt;
&lt;br /&gt;
===Simplified Scoring===&lt;br /&gt;
Replace the standard scoring with the following:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
!| Loose Ends || Result&lt;br /&gt;
|-&lt;br /&gt;
|0 ||&#039;&#039;&#039;+4 points&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|1 ||&#039;&#039;&#039;+2 points&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|2 or more ||&#039;&#039;&#039;−1 point per loose end&#039;&#039;&#039;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>K-Ron0508</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpformulad&amp;diff=28424</id>
		<title>Gamehelpformulad</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpformulad&amp;diff=28424"/>
		<updated>2026-02-08T16:43:59Z</updated>

		<summary type="html">&lt;p&gt;K-Ron0508: /* The gears */ edit for consistency&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= 10-Second Explainer of Formula D =&lt;br /&gt;
New to Formula D?&lt;br /&gt;
&lt;br /&gt;
This 10-second explainer will get you started:&lt;br /&gt;
&lt;br /&gt;
# Your car will start in 1st gear.&lt;br /&gt;
# At the start of your turn, your first decision is whether to stay on your current gear, or go up 1 gear or go down 1 gear. &lt;br /&gt;
# You can go down 1 gear without penalty, or &amp;quot;skip&amp;quot; up to 3 gears at the cost of wear points. You may only go up by 1 gear per turn.&lt;br /&gt;
# After choosing a gear, you will roll the appropriate &amp;quot;gear die&amp;quot;. The higher the gear, the bigger the die, as well as the farther you go.&lt;br /&gt;
# Once you have rolled, you must move the number of spaces rolled, although you may choose which lane you take.&lt;br /&gt;
# Corners are areas marked in red. To drive around corners without penalty, you must finish at least 1 turn in them.&lt;br /&gt;
# Some corners are particularly slow and may require that you finish at least 2 or even 3 turns in them.&lt;br /&gt;
&lt;br /&gt;
That&#039;s it! There&#039;s a lot more to it than that, but this covers the absolute basics of driving safely around the track.&lt;br /&gt;
&lt;br /&gt;
= Important: BGA Rule Variations =&lt;br /&gt;
&lt;br /&gt;
The BGA Adaptation of Formula D uses a number of variations from the Masters (Tournament) rules.&lt;br /&gt;
&lt;br /&gt;
[[#BGA Rule Variations|At the end of these rules]], you will find a list of all differences from the published game rules.&lt;br /&gt;
&lt;br /&gt;
=Adaptation Notes/Common Mistakes=&lt;br /&gt;
&lt;br /&gt;
# The body of your car is the colour of the pit box you are using (or your team&#039;s color if playing a team game)&lt;br /&gt;
# Your sidepods are your personal color&lt;br /&gt;
# To enter the pitbox, you must move out of the pit lane and onto the coloured pit box. Stopping in the pit lane in front of your box is not a pit stop.&lt;br /&gt;
# To zoom the circuit in and out with a mouse, use Ctrl+Wheel mouse.&lt;br /&gt;
&lt;br /&gt;
=Basic Rules=&lt;br /&gt;
&lt;br /&gt;
== Aim of the game ==&lt;br /&gt;
&lt;br /&gt;
FORMULA D is a car race. The aim is to win a race (of one, two, or three laps) and be the first to cross the finishing line. There are all sorts of risks involved and you have to anticipate what will happen during the course of the race. You must decide on your strategy, trust to luck, keep to the rules and always keep an eye on the technical condition of your car.&lt;br /&gt;
&lt;br /&gt;
== The gears ==&lt;br /&gt;
&lt;br /&gt;
The cars have 6 gears. Each gear has its own die. The numbers on the dice tell you how many spaces to move the car. The higher the gear you choose, the faster and farther the corresponding die will allow the car to travel. You are not allowed to skip gears when accelerating (e.g. changing straight from 1st to 3rd gear). You are allowed to skip 1, 2 or 3 gears when braking (e.g. from 6th to 4th or from 4th to 1st gear); however there is a penalty for doing this. You cannot go from 6th gear to 1st.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Gear!! Color||Die||Movement (Number of spaces)&lt;br /&gt;
!Face distribution&lt;br /&gt;
|-&lt;br /&gt;
|1||Yellow||d4||1-2&lt;br /&gt;
|2 of each&lt;br /&gt;
|-&lt;br /&gt;
|2||Orange||d6||2-4&lt;br /&gt;
|2,3,3,4,4,4&lt;br /&gt;
|-&lt;br /&gt;
|3||Red||d8||4-8&lt;br /&gt;
|4,5,6,6,7,7,8,8&lt;br /&gt;
|-&lt;br /&gt;
|4||Green||d12||7-12&lt;br /&gt;
|2 of each&lt;br /&gt;
|-&lt;br /&gt;
|5||Purple||d20||11-20&lt;br /&gt;
|2 of each&lt;br /&gt;
|-&lt;br /&gt;
|6||Blue||d20||21-30&lt;br /&gt;
|2 of each&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Driving ==&lt;br /&gt;
&lt;br /&gt;
As in real life the car starts in 1st gear. Then you shift up to 2nd gear and so on up to 6th gear, in order to move as fast as possible. When it is a driver’s turn they announce which gear they have chosen, move the gear stick on their dashboard accordingly and then roll the die which corresponds to the chosen speed. They then move their car forward the number of spaces indicated on the die. When the move is finished the car “stops”. This notion is especially important in the corners.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Order of play&#039;&#039;&#039;: In each round the drivers play according to their car position on the track, with the current gear deciding tie-breakers, and the first one there is the final decider.&lt;br /&gt;
&lt;br /&gt;
Example: During a round of play car A overtakes car B which was in 1st position. When the next round starts, car A, now in 1st position, will play before car B.&lt;br /&gt;
&lt;br /&gt;
Cars in the straight outside the pit lane will always move before cars in the pit lane. When two cars are level, the car in the highest gear goes first. When cars are level and in the same gear, the car that arrived in their current space first will go first.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Driving Code ==&lt;br /&gt;
&lt;br /&gt;
The cars drive in the track lanes. Different driving codes apply to corners and straights. It is generally not allowed to go over other cars – they must be driven round. Driving backwards is also not allowed.&lt;br /&gt;
&lt;br /&gt;
===Driving code in the corners ===&lt;br /&gt;
&lt;br /&gt;
To drive through a corner a car must stop a minimum number of times (indicated in the corner information box) within the limits of the corner. The number of filled red circles indicates the number of stops for that corner. After the requisite number of stops, the car may safely exit the corner, without penalty, on its next move.&lt;br /&gt;
&lt;br /&gt;
To make it easier to drive through the corner, the driver should consider the indicated number of spaces. The number in the green box refers to the longest path, the number in the red box refers to the shortest path. Refer to these when deciding the gear you enter the corner in.&lt;br /&gt;
&lt;br /&gt;
===Driving code on the straights ===&lt;br /&gt;
&lt;br /&gt;
Straights are the portions of track between corners. Depending on the length of each straight, cars may need several rounds before entering the next corner.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important&#039;&#039;&#039;: The maneuver must be completed using the smallest number of spaces possible. (ex. You can&#039;t fishtail back and forth between the inside and outside edges)&lt;br /&gt;
&lt;br /&gt;
==Wear points (WP) ==&lt;br /&gt;
&lt;br /&gt;
They reflect the capability of the car to stay on the track and survive events during the race. In the Basic Game, each car has 18 WP at the beginning of the race. The players use these points to survive various incidents and risky maneuvers. In the advanced game, they are divided up into different categories that are used in different situations.&lt;br /&gt;
&lt;br /&gt;
==Preparation for play ==&lt;br /&gt;
&lt;br /&gt;
===Start formation ===&lt;br /&gt;
&lt;br /&gt;
Every player rolls the black die in order to determine the starting position of their car. Whoever rolls the highest number gains pole position. The other cars are positioned in decreasing order according to the numbers rolled. In the case of a tie, all &#039;&#039;&#039;involved&#039;&#039;&#039; players re-roll the die.&lt;br /&gt;
&lt;br /&gt;
===Start ===&lt;br /&gt;
&lt;br /&gt;
Before engaging 1st gear, every player rolls the black die to see how successfully they can start.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Number rolled: 1 – poor start&#039;&#039;&#039;. The player has stalled the motor of their car. They cannot engage 1st gear and so they have to wait till the next round. Then they can start in 1st gear without having to roll the black die again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Number rolled: between 2 and 16&#039;&#039;&#039; – normal start. The player can start normally. They roll the die for 1st gear and move their car forward according to the number rolled.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Number rolled: between 17 and 20&#039;&#039;&#039; – great start! The player makes a fantastic start. They move their car forward 4 spaces immediately, although they are still in 1st gear. The car can change one or two lanes to avoid other cars. The driver may shift to 2nd gear in the next round.&lt;br /&gt;
==Overshooting==&lt;br /&gt;
&lt;br /&gt;
If a car passes through a corner at the end of its turn without making the required number of stops, it overshoots the corner. The number of spaces the car overshot the corner by is deducted from the car’s WP as a penalty.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corner with 2 stops&#039;&#039;&#039;: If the car has made no stops, it is automatically removed from play.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corner with 3 stops&#039;&#039;&#039;: If the car has made no stops, or only one stop, it is automatically removed from play.&lt;br /&gt;
&lt;br /&gt;
When coming out of a corner the car may not change lane, but must stay in the same lane. If the move ends in another corner, this stop does not count for the new corner. If the car is blocked by another car, it cannot drive round it and has to brake.&lt;br /&gt;
&lt;br /&gt;
==Braking==&lt;br /&gt;
&lt;br /&gt;
A player may use their WP at any time to avoid having to advance the full number of spaces shown on the die. In this way they can control their progress better, for example when the lanes are blocked by other cars.&lt;br /&gt;
&lt;br /&gt;
==Changing down==&lt;br /&gt;
&lt;br /&gt;
A driver can skip one, two or three gears when changing down, however this wears out their gearbox. The number of gears skipped equates to the number of WP their car loses as a result. Note: It is not possible to skip four gears (from 6th to 1st gear).&lt;br /&gt;
&lt;br /&gt;
==Collision==&lt;br /&gt;
&lt;br /&gt;
Whenever a car ends its move on a space next to or behind one or several cars, there is a risk of collision. A driver in this situation must roll the black die to see whether there is a collision or not. If they roll a number between 1 and 4 their car loses 1 WP.&lt;br /&gt;
&lt;br /&gt;
==Motor damage==&lt;br /&gt;
&lt;br /&gt;
If a player rolls a 20 in 5th gear or a 30 in 6th gear, this puts a strain on their engine. After their car has finished moving they must therefore roll the black die to test whether their engine has withstood the strain. All players who are driving in 5th or 6th gear at this moment must also roll the black die. If a number between 1 and 4 is rolled, the corresponding car loses 1 WP.&lt;br /&gt;
&lt;br /&gt;
==Finish==&lt;br /&gt;
&lt;br /&gt;
The player whose car passes the finishing line first has won the race. The race ends when all cars have crossed the finishing line, in order to enable ranking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Two-lap race==&lt;br /&gt;
&lt;br /&gt;
For players who have already played several single-lap games.&lt;br /&gt;
&lt;br /&gt;
Whoever crosses the finishing line first after two laps wins the game. Players may make a pit stop between the first and second laps to regain the WP points they lost during the first round.&lt;br /&gt;
&lt;br /&gt;
==Pit stop==&lt;br /&gt;
&lt;br /&gt;
At the end of the first lap a player may decide to make a pit stop to regain all the WP they have lost. There is no speed limit in the pit lanes. It is also not necessary to roll the exact number needed to reach one’s own pit.&lt;br /&gt;
&lt;br /&gt;
In the BGA adaptation, your pit box matches the colour of your car&#039;s central strip.&lt;br /&gt;
&lt;br /&gt;
===Entering pits===&lt;br /&gt;
&lt;br /&gt;
To enter the pits it is sufficient to roll the minimum number required or higher using the die corresponding to the selected gear. The car receives all 18 WP back and awaits their next turn to start from the pits in 4th gear (maximum).&lt;br /&gt;
&lt;br /&gt;
The rules for changing down gear, collision, braking and engine damage do not apply in the pit lane. Overtaking is not possible as it is a single lane. Drivers have to be patient and wait until the car ahead of them moves forward, regardless of selected gear and with no effect on the WP.&lt;br /&gt;
&lt;br /&gt;
Cars in the pit lane must wait for their turn, until the cars on the circuit between pit exit and entry have had their turn.&lt;br /&gt;
&lt;br /&gt;
There are minimum gears required in the pit lane:&lt;br /&gt;
&lt;br /&gt;
* Once a player has entered the pit lane, they must choose a gear which would allow their car to enter their pit box on a maximum roll. If they cannot use such a gear, they must use the highest gear permitted by their previous move.&lt;br /&gt;
&lt;br /&gt;
* Exiting the pits: 1st gear is prohibited to drivers from their pit box to the outlet of the pit lane, except when 2nd gear might be unsafe&lt;br /&gt;
&lt;br /&gt;
=Advanced Rules=&lt;br /&gt;
&lt;br /&gt;
==Basics==&lt;br /&gt;
&lt;br /&gt;
===The gears===&lt;br /&gt;
&lt;br /&gt;
The cars have 6 gears, each gear has its own die. The numbers on the dice tell you how many spaces to move the car. The higher the gear you choose, the faster and further the corresponding die will allow the car to travel. You are not allowed to skip gears when accelerating (e.g. changing straight from 1st to 3rd gear). You are allowed to skip 1, 2, or 3 gears when braking (e.g. from 6th to 4th or from 4th to 1st gear); however there is a penalty for doing this.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Gear!! Die Color||Die Size||Movement (Number of spaces)&lt;br /&gt;
|-&lt;br /&gt;
|1||Yellow||d4||1-2&lt;br /&gt;
|-&lt;br /&gt;
|2||Orange||d6||2-4&lt;br /&gt;
|-&lt;br /&gt;
|3||Red||d8||4-8&lt;br /&gt;
|-&lt;br /&gt;
|4||Green||d12||7-12&lt;br /&gt;
|-&lt;br /&gt;
|5||Purple||d20||11-20&lt;br /&gt;
|-&lt;br /&gt;
|6||Blue||d20||21-30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Driving===&lt;br /&gt;
&lt;br /&gt;
As in real life, the car starts in 1st gear. Then you upshift to 2nd gear and so on up to 6th gear, in order to move as fast as possible. When it is a driver’s turn they announce which gear they have chosen, move the gear stick on their dashboard accordingly and then roll the die which corresponds to the chosen speed. They then move their car forward the number of spaces indicated on the die. When the move is finished the car “stops”. This notion is especially important in the corners.&lt;br /&gt;
&lt;br /&gt;
====Order of play====&lt;br /&gt;
&lt;br /&gt;
In each round the drivers play according to their car position on the track.&lt;br /&gt;
&lt;br /&gt;
Example: During a round of play car A overtakes car B which was in 1st position. When the next round starts, car A, now in 1st position, will play before car B.&lt;br /&gt;
&lt;br /&gt;
Cars in the straight outside the pit lane will always move before cars in the pit lane. When two cars are level, the car in the highest gear goes first. When cars are level and in the same gear, the car that arrived in their current space first will go first.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Same position====&lt;br /&gt;
&lt;br /&gt;
If two cars on the track are level with each other, the driver with the highest gear plays first.&lt;br /&gt;
&lt;br /&gt;
If both cars are in the same gear, the car that arrived first at their current space plays first.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Driving Code===&lt;br /&gt;
&lt;br /&gt;
The cars drive in the track lanes. Different driving codes apply to corners and straights. It is generally not allowed to go over other cars – they must be driven round. Driving backwards is also not allowed.&lt;br /&gt;
&lt;br /&gt;
====Driving code in the corners====&lt;br /&gt;
&lt;br /&gt;
To drive through a corner a car must stop a minimum number of times (indicated by the number of red stop lights in the corner information box) within the limits of the corner. After the requisite number of stops, the car may proceed and exit the corner on its next move.&lt;br /&gt;
&lt;br /&gt;
To make it easier to drive through the corner, the driver should consider the indicated number of spaces. The number in the green box refers to the longest path, the number in the red box refers to the shortest path. Refer to these numbers when considering what gear to enter the corner in.&lt;br /&gt;
&lt;br /&gt;
====Driving code on the straights====&lt;br /&gt;
&lt;br /&gt;
Straights are the portions of track between corners. Depending on the length of each straight, cars may need several rounds before entering the next corner.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important&#039;&#039;&#039;: The maneuver must be completed using the smallest number of spaces possible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Wear points (WP)===&lt;br /&gt;
&lt;br /&gt;
Wear Points reflect the ability of the car to stay on the track and survive events during the race. Each car has a certain number of WP at the beginning of the race, which are divided up between six different categories. These points are distributed as follows in the game for advanced players:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|WP tires:||6&lt;br /&gt;
|-&lt;br /&gt;
|WP brakes:||3&lt;br /&gt;
|-&lt;br /&gt;
|WP gearbox:||3&lt;br /&gt;
|-&lt;br /&gt;
|WP car body:||3&lt;br /&gt;
|-&lt;br /&gt;
|WP engine:||3&lt;br /&gt;
|-&lt;br /&gt;
|WP road handling:||2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Preparation for play==&lt;br /&gt;
&lt;br /&gt;
===Start formation===&lt;br /&gt;
&lt;br /&gt;
Every player rolls the black die in order to determine the starting position of their car. Whoever rolls the highest number gains pole position. The other cars are positioned in decreasing order according to the numbers rolled. (In the case of a tie, all concerned players re-roll the die.)&lt;br /&gt;
&lt;br /&gt;
===Start===&lt;br /&gt;
&lt;br /&gt;
Before engaging 1st gear, every player rolls the black die to see how successfully they can start.&lt;br /&gt;
&lt;br /&gt;
====Number rolled, 1 - poor start====&lt;br /&gt;
&lt;br /&gt;
The player has stalled the motor of their car. They cannot engage 1st gear and so have to wait till the next round. Then they can start in 1st gear without having to roll the black die again.&lt;br /&gt;
&lt;br /&gt;
====Number rolled: between 2 and 19 - normal start====&lt;br /&gt;
&lt;br /&gt;
The player can start normally. They roll the die for 1st gear and move their car forward according to the number rolled.&lt;br /&gt;
&lt;br /&gt;
====Number rolled: 20 - great start!====&lt;br /&gt;
&lt;br /&gt;
The player makes a fantastic start. They move their car forward 4 spaces immediately, although they are still in 1st gear. The car can change one or two lanes to avoid other cars. The driver may shift to 2nd gear in the next round.&lt;br /&gt;
&lt;br /&gt;
==Overshooting==&lt;br /&gt;
&lt;br /&gt;
If a car passes through a corner at the end of its turn without making the required number of stops, it overshoots the corner. The number of spaces the car overshot the corner by is deducted from the car’s tire WP as a penalty.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corner with 2 stops&#039;&#039;&#039;: If the car has made no stops, it is automatically removed from play.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corner with 3 stops&#039;&#039;&#039;: If the car has made no stops, or only one stop, it is automatically removed from play.&lt;br /&gt;
&lt;br /&gt;
When coming out of a corner the car may not change lane, but must stay in the same lane. If the move ends in another corner, this stop does not count for the new corner. If the car is blocked by another car, it cannot drive round it and has to brake.&lt;br /&gt;
&lt;br /&gt;
When a car loses their last tire WP by overshooting a corner, they spin round in a circle. The car is placed on the space where their move ended, pointing backwards. The player must turn their car round again and drive off in 1st gear when it is their next turn. In this adaptation, their Tire WPs are reset to 1.&lt;br /&gt;
&lt;br /&gt;
If a car loses more tire WP than it possesses, it is eliminated from the race.&lt;br /&gt;
&lt;br /&gt;
==Braking==&lt;br /&gt;
&lt;br /&gt;
A player may use their brake WP at any time to avoid having to advance the full number of spaces shown on the die. This can help to prevent losing tire WP if they would otherwise overshoot a corner.&lt;br /&gt;
&lt;br /&gt;
A driver can find themselves blocked by one or more cars which they are unable to overtake. After the driver has moved their car forward as many spaces as possible, they count how many spaces they would have moved if they had not been blocked.&lt;br /&gt;
&lt;br /&gt;
If the number of spaces short of the full number is 4 or greater, they may use Emergency Braking. In this case, their first 3 spaces must be paid for with Brake WP. Each additional space after that may be paid by either Brake or Tire WP.&lt;br /&gt;
&lt;br /&gt;
Braking is paid for *after* Overshooting, so any Tire WPs lost to Overshooting will not be available for Emergency Braking.&lt;br /&gt;
&lt;br /&gt;
If a car doesn&#039;t have enough brake WP and tire WP to stop before a blockage, it is eliminated from the race.&lt;br /&gt;
&lt;br /&gt;
==Gearing down==&lt;br /&gt;
&lt;br /&gt;
A driver can skip one, two or three gears when changing down, however this wears out their gearbox.&lt;br /&gt;
&lt;br /&gt;
As a result, the car then loses a certain number of brake WP, engine WP and gearbox WP. The table below lists the corresponding wear. Note: It is not possible to skip four gears (from 6th to 1st gear).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Gears skipped!!Gearbox WP!!Brake WP!!Engine WP&lt;br /&gt;
|-&lt;br /&gt;
|1 gear||1||0||0&lt;br /&gt;
|-&lt;br /&gt;
|2 gears||1||1||0&lt;br /&gt;
|-&lt;br /&gt;
|3 gears||1||1||1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If a car has no gearbox WP left, the driver can only change down one gear at a time until the game is over.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Collision==&lt;br /&gt;
&lt;br /&gt;
Whenever a car ends its move on a space next to or behind one or several cars, there is a risk of collision. A driver in this situation must roll the black die to see whether there is a collision or not. If they roll a 1, their car loses 1 WP.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;In this adaptation&#039;&#039;&#039; the car that did not just move rolls first. If it fails the roll and is eliminated from the race as a result, the car that moved will automatically fail its roll.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If a car loses its last car body WP, it is eliminated&#039;&#039;&#039; from the race.&lt;br /&gt;
&lt;br /&gt;
==Motor damage==&lt;br /&gt;
&lt;br /&gt;
If a player rolls a 20 in 5th gear or a 30 in 6th gear, this puts a strain on their engine. After their car has finished moving they must therefore roll the black die to test whether their engine has withstood the strain. All players who are driving in 5th or 6th gear at this moment must also roll the black die. If a number between 1 and 4 is rolled, the corresponding car loses 1 engine WP.&lt;br /&gt;
&lt;br /&gt;
If a car loses its last engine WP, it is eliminated from the race.&lt;br /&gt;
&lt;br /&gt;
==Damage and road handling==&lt;br /&gt;
&lt;br /&gt;
Each time a car loses a car body WP or an engine WP, a damage marker is placed on the space where the move ended.&lt;br /&gt;
&lt;br /&gt;
The same applies whenever a car is eliminated from the race for whatever reason. These spaces are judged to be &amp;quot;dangerous&amp;quot; from then on.&lt;br /&gt;
&lt;br /&gt;
If a car passes over one of these spaces or lands on it, the driver must roll the black die. If the result is between 1 and 4, the car loses one road handling WP. The dangerous spaces can be avoided by changing lanes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If a car loses its last road handling WP, it is eliminated from the race.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Slipstreaming==&lt;br /&gt;
&lt;br /&gt;
If a car drives in the wake of another car, this is called slipstreaming.&lt;br /&gt;
&lt;br /&gt;
For the two concerned drivers, slipstreaming is possible from the 4th gear on.&lt;br /&gt;
&lt;br /&gt;
The car must be driving as fast or faster than the car in front.&lt;br /&gt;
&lt;br /&gt;
If a car wants to profit from slipstreaming after moving, it has to stop directly behind another car. From this position they can then add 3 spaces onto their last move. They can move forward 3 spaces in the following way:&lt;br /&gt;
&lt;br /&gt;
*change a lane, overtake the car in front and return to the original lane.&lt;br /&gt;
*change a lane and move two spaces in a straight line.&lt;br /&gt;
*change two lanes and move one space in a straight line.&lt;br /&gt;
&lt;br /&gt;
The player must move a total of three spaces in any case. (However, the driver may use brake WP in order to reduce this number of spaces.) If slipstreaming brings a car up immediately behind another car, they can carry on slipstreaming (and so on).&lt;br /&gt;
&lt;br /&gt;
If a car is carried into a corner by slipstreaming, they lose a brake WP (without the number of spaces being reduced).&lt;br /&gt;
&lt;br /&gt;
In a corner, a slipstreaming car must follow normal driving code (eg. following the arrows).&lt;br /&gt;
&lt;br /&gt;
Braking in order to take advantage of slipstreaming in the wake of another player&#039;s car is not allowed.&lt;br /&gt;
&lt;br /&gt;
Drivers do not have to slipstream!&lt;br /&gt;
&lt;br /&gt;
Note that in this implementation, if your car has soft tires and you slipstream at the end of a move where you did not use them (but could have), you may move one additional space during your slipstream.&lt;br /&gt;
&lt;br /&gt;
==Pit stop==&lt;br /&gt;
&lt;br /&gt;
At the end of the first lap, a player may decide to make a pit stop to regain all the tire WP they have lost. There is no speed limit in the pit lanes. It is also not necessary to roll the exact number needed to reach one&#039;s own pit.&lt;br /&gt;
&lt;br /&gt;
In the BGA adaptation, your pit box matches the central colour of your car.&lt;br /&gt;
&lt;br /&gt;
To enter the pits it is necessary to roll the minimum number required or higher using the die corresponding to the selected gear. As soon as the car enters the pits, it receives all its tire WP back. The player now rolls the black die, in order to see how fast their mechanics work.&lt;br /&gt;
&lt;br /&gt;
===Result between 1 and 10: quick pit stop===&lt;br /&gt;
&lt;br /&gt;
The player divides the number shown on the black die by two (rounding it up if necessary). The result is the number of spaces the car is allowed to move when the car leaves the pit in 4th gear.&lt;br /&gt;
&lt;br /&gt;
===Result between 11 and 20: slow pit stop===&lt;br /&gt;
&lt;br /&gt;
The car remains in the pit until the next round. Then the car moves on in 4th gear (or a lower gear).&lt;br /&gt;
&lt;br /&gt;
The rules for gearing down, collision, braking and engine damage do not apply in the pit lane. Overtaking is not possible as it is a single lane. Drivers have to be patient and wait until the car ahead of them moves forward, regardless of selected gear and with no effect on the WP.&lt;br /&gt;
&lt;br /&gt;
Cars in the pit lane must wait for their turn, until the cars on the circuit between pit exit and entry have had their turn.&lt;br /&gt;
&lt;br /&gt;
==Finish==&lt;br /&gt;
&lt;br /&gt;
The player whose car passes the finishing line first has won the race. The race ends when all cars have crossed the finishing line, in order to enable ranking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Optional Rules=&lt;br /&gt;
&lt;br /&gt;
All the following rules can be used independently of one another.&lt;br /&gt;
&lt;br /&gt;
==Construction of one&#039;s own car==&lt;br /&gt;
&lt;br /&gt;
Every player can distribute their 20 WP between the zones of their car at their own discretion. At least 1 WP must be assigned to each zone.&lt;br /&gt;
&lt;br /&gt;
If using the Technical Pit Stops option, 2 additional WPs are available to assign, and players may assign 0-2 points to Repair points.&lt;br /&gt;
&lt;br /&gt;
==Qualifying lap with a stopwatch==&lt;br /&gt;
&lt;br /&gt;
All players drive a qualifying lap with stopwatch consecutively, in order to determine their start positions. The rules for moves and driving code remain unchanged during the qualifier, however the WP are not taken into account. The only exception is if a car overshoots a corner - this is penalized.&lt;br /&gt;
&lt;br /&gt;
* The player whose turn it is to drive a qualifying lap places their car in the middle lane in front of the starting line.&lt;br /&gt;
* You may not apply the brakes at all during Qualifying. If a roll forces you to overshoot a corner, it cannot be avoided.&lt;br /&gt;
* You may freely Gear down any number of gears during Qualifying, with no cost or penalty.&lt;br /&gt;
* The player receives a total number of points over their lap: &lt;br /&gt;
**1 point for each round the player takes to complete the lap&lt;br /&gt;
**1 point for each space the player overshoots a corner by (soft tires will have their points doubled)&lt;br /&gt;
**1 point for every full real-time minute it takes the player to complete the lap&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The qualifying lap is over if the driver does not stop at all in corners where two or three stops are required. They then have to start the race at the back of the field from the last start position.&lt;br /&gt;
&lt;br /&gt;
After that the order of starting is determined: the car which has completed the qualifying lap with the fewest points takes first position. The other cars follow on in decreasing order of points. If two drivers have the same number of points, the real time taken to complete the lap decides: the fastest player gets the better start position.&lt;br /&gt;
&lt;br /&gt;
== Weather Conditions ==&lt;br /&gt;
&lt;br /&gt;
There is a weather chart for each &amp;quot;Formula D&amp;quot; racing circuit, which is available to all players before the game so that they can inform themselves about weather conditions during the race and qualifying laps.&lt;br /&gt;
&lt;br /&gt;
If the weather rules are used, it is strongly recommended that the tire selection rules be used as well.&lt;br /&gt;
&lt;br /&gt;
Before the qualifying laps begin, the black die is rolled and the weather chart consulted:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Good weather&#039;&#039;&#039; no problems for the drivers.&lt;br /&gt;
&#039;&#039;&#039;Changeable&#039;&#039;&#039;: no problems for drivers, treat as good weather for the qualifying lap.&lt;br /&gt;
&#039;&#039;&#039;Rain&#039;&#039;&#039;: The qualifying laps for all players take place in rain (see below).&lt;br /&gt;
&lt;br /&gt;
Before the actual race begins, the black die is rolled again and the weather chart consulted:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Good weather&#039;&#039;&#039;: no problem.&lt;br /&gt;
&#039;&#039;&#039;Changeable&#039;&#039;&#039;: The sky is overcast at the beginning of the race, but it does not rain &#039;&#039;&#039;unless&#039;&#039;&#039; it rained during qualifying. Either way, this can change during the course of the race. Whenever a player in 5th gear throws a 20 or a 30 in 6th gear, at the end of the round they have to roll the black die and consult the weather chart:&lt;br /&gt;
&lt;br /&gt;
If &amp;quot;good weather&amp;quot; comes up, the weather conditions are shifted one line upwards.&lt;br /&gt;
If &amp;quot;rain&amp;quot; is the result, the weather conditions are shifted one line downwards.&lt;br /&gt;
If the result is &amp;quot;changeable&amp;quot;, the weather stays the same.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|&#039;&#039;&#039;Weather&#039;&#039;&#039;||&#039;&#039;&#039;Effect on race&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Good||None. The weather will no longer change.&lt;br /&gt;
|-&lt;br /&gt;
|Good (Temporary)||None.&lt;br /&gt;
|-&lt;br /&gt;
|Changeable||This is the starting step and once the weather conditions shift up or down off Changeable, it will be skipped for the rest of the game.&lt;br /&gt;
|-&lt;br /&gt;
|Rain (Temporary)||Rain.&lt;br /&gt;
|-&lt;br /&gt;
|Rain||Rain. The weather will no longer change.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Effect of rain ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Collision&#039;&#039;&#039;: A result of 1 or 2 (instead of just a 1, as in good weather) means a collision occurs.&lt;br /&gt;
* &#039;&#039;&#039;Engine damage&#039;&#039;&#039;: Occurs when result is between 1 and 3 (instead of between 1 and 4, as in good weather).&lt;br /&gt;
* &#039;&#039;&#039;Road handling&#039;&#039;&#039;: The car loses one road handling WP for a result between 1 and 5 (instead of between 1 and 4, as in good weather)&lt;br /&gt;
* &#039;&#039;&#039;Skidding on corners&#039;&#039;&#039;: Cars will skid on corners depending on their tire selection. See &amp;quot;Selection of tires&amp;quot;, below.&lt;br /&gt;
&lt;br /&gt;
== Selection of tires ==&lt;br /&gt;
&lt;br /&gt;
The choice of tires is crucial not just for qualifying lap, but for the race itself. When weather conditions have been determined, each player can fit their car with special tires (see below). It is also possible to change tires between qualifying lap and the race.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Hard Tires ===&lt;br /&gt;
&lt;br /&gt;
They are recommended on a dry track and inefficient on a wet track.&lt;br /&gt;
&lt;br /&gt;
* The game rules apply unchanged if the weather is good or changeable.&lt;br /&gt;
* If it is raining, the car moves three additional spaces on any turn which contributes to advancing a corner.&lt;br /&gt;
&lt;br /&gt;
=== Soft Tires ===&lt;br /&gt;
&lt;br /&gt;
They are recommended on a dry track and inefficient - if not handicapping - on a wet track.&lt;br /&gt;
&lt;br /&gt;
* If the weather is changeable or good, the car can move one additional space during each move in the qualifying or race laps. This additional move is not compulsory. But if a car overshoots a corner, the penalty is doubled (loss of tire WP). If a driver does not change their tires during a pit stop after the first lap, they lose the bonus. If a driver does not change their tires during a pit stop after the second lap, the penalties for overshooting a corner are trebled.&lt;br /&gt;
* If it is raining, the car travels three spaces further on any turn which contributes to advancing a corner. If a driver does not change their tires during a pit stop before beginning the third lap, the penalties for overshooting a corner are trebled.&lt;br /&gt;
&lt;br /&gt;
Note that in this implementation, if your car has soft tires and you slipstream at the end of a move where you did not use them (but could have), you may move one additional space during your slipstream.&lt;br /&gt;
&lt;br /&gt;
=== Rain Tires ===&lt;br /&gt;
&lt;br /&gt;
They are highly recommended if it is raining, but are otherwise very sensitive.&lt;br /&gt;
&lt;br /&gt;
* If the weather is changeable or good, the penalties for overshooting a corner are doubled (loss of tire WP) for qualifying and the first two laps of the race. If a driver does not change their tires before the third race lap, the&lt;br /&gt;
penalties are trebled.&lt;br /&gt;
* If it is raining, the car travels one space further on any turn which contributes to advancing a corner.&lt;br /&gt;
&lt;br /&gt;
== Technical Pit Stops ==&lt;br /&gt;
&lt;br /&gt;
Your pit has 2 WP which can be used during the race to regain lost WP (with the exception of tire WP). Every time a driver makes a pit stop they can choose between two options:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Tire pit stop&#039;&#039;&#039;: As in the rules for advanced players, except that the driver may change the type of tire whenever they change tires.&lt;br /&gt;
* &#039;&#039;&#039;Technical pit stop&#039;&#039;&#039;: The driver can change their tires (see above) and in addition regain up to two WP in one or two zones (except the tires). This &amp;quot;reservoir&amp;quot; of 2 WP applies for the entire duration of the race, even if it lasts for more than two laps. In the next round, the car may not start higher than 4th gear. A car with soft tires does not profit from the bonus of an additional space when leaving the pits.&lt;br /&gt;
&lt;br /&gt;
== Team Race ==&lt;br /&gt;
&lt;br /&gt;
A game using these rules is appropriate for a large group with an even number of players. The players form teams each with two players; each colour corresponds to a racing team. Apart from the following two exceptions, the rules apply unchanged:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pit stop&#039;&#039;&#039;: Each team has 4 WP to repair the cars. Both players must decide together how they want to use these points.&lt;br /&gt;
* &#039;&#039;&#039;Winner by points&#039;&#039;&#039;: A team race is not necessarily won by the first car to cross the finishing line. Each car receives a certain number of winning points. The team with the highest number of total points wins the race.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|&#039;&#039;&#039;Ranking&#039;&#039;||&#039;&#039;&#039;No. of points&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|1||1000&lt;br /&gt;
|-&lt;br /&gt;
|2||720&lt;br /&gt;
|-&lt;br /&gt;
|3||600&lt;br /&gt;
|-&lt;br /&gt;
|4||480&lt;br /&gt;
|-&lt;br /&gt;
|5||400&lt;br /&gt;
|-&lt;br /&gt;
|6||320&lt;br /&gt;
|-&lt;br /&gt;
|7||240&lt;br /&gt;
|-&lt;br /&gt;
|8||160&lt;br /&gt;
|-&lt;br /&gt;
|9||80&lt;br /&gt;
|-&lt;br /&gt;
|10||40&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that these points differ from the published rules. If qualifying is enabled, qualifying points are also awarded equally to both members of the team.&lt;br /&gt;
&lt;br /&gt;
== Nitro Fuel ==&lt;br /&gt;
&lt;br /&gt;
When this option is chosen, all cars have a Nitro Fuel injection, which allows instant acceleration. Players can use their nitro once a lap after rolling the corresponding gear die. They receive a movement bonus according to the gear they are using at that moment (1 space in 1st gear, 2 spaces in 2nd gear, etc.). This bonus must be used completely.&lt;br /&gt;
&lt;br /&gt;
When a car pits, or crosses the finish line at the end of a lap, it replenishes its nitro fuel and may use it again.&lt;br /&gt;
&lt;br /&gt;
Nitro may only be used if it is available when rolling the gear die. It does not become available during the same move where you complete a lap.&lt;br /&gt;
&lt;br /&gt;
= BGA Rule Variations=&lt;br /&gt;
&lt;br /&gt;
The BGA Adaptation of Formula D uses a number of variations from the Masters (Tournament) rules.&lt;br /&gt;
&lt;br /&gt;
The differences from the rules you will find in your own copy of Formula D are:&lt;br /&gt;
&lt;br /&gt;
==Round Order ==&lt;br /&gt;
&lt;br /&gt;
In the original rules, if two cars are level with each other, the driver with the highest gear plays first. If both cars are in the same gear, the car nearest the inside with reference to the next (or the current) corner plays first.&lt;br /&gt;
&lt;br /&gt;
In this adaptation, the higher gear continues to be first but if both cars are in the same gear *then the player who first arrived at their space* goes first. Corners no longer affect who goes first.&lt;br /&gt;
&lt;br /&gt;
==Points ==&lt;br /&gt;
&lt;br /&gt;
In this adaptation, points are awarded for race completion &#039;&#039;&#039;and&#039;&#039;&#039; for Qualifying (if enabled). The Qualifying points are minor by comparison and serve as a tie-break if two players are both eliminated and score 0 in the race.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|&#039;&#039;&#039;Ranking&#039;&#039;&#039;||&#039;&#039;&#039;Race Points&#039;&#039;&#039;||&#039;&#039;&#039;Qualifying Points&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|1||1000||10&lt;br /&gt;
|-&lt;br /&gt;
|2||720||9&lt;br /&gt;
|-&lt;br /&gt;
|3||600||8&lt;br /&gt;
|-&lt;br /&gt;
|4||480||7&lt;br /&gt;
|-&lt;br /&gt;
|5||400||6&lt;br /&gt;
|-&lt;br /&gt;
|6||320||5&lt;br /&gt;
|-&lt;br /&gt;
|7||240||4&lt;br /&gt;
|-&lt;br /&gt;
|8||160||3&lt;br /&gt;
|-&lt;br /&gt;
|9||80||2&lt;br /&gt;
|-&lt;br /&gt;
|10||40||1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To cover multiple players being eliminated during a game where there is no Qualifying, their distance travelled before being eliminated is used as the final tie-break (only in non-team games). If a player overshoots a corner or crashes into the back of other cars, their position at the &#039;&#039;&#039;start&#039;&#039;&#039; of the turn is used.&lt;br /&gt;
&lt;br /&gt;
==Braking ==&lt;br /&gt;
&lt;br /&gt;
The original rules provide a table that describes the outcome of &amp;quot;Emergency Braking&amp;quot; (when a car is blocked by one or more cars which they are unable to overtake). The table does not take Constructed Cars into account, so to clarify, the implemented rules are:&lt;br /&gt;
&lt;br /&gt;
If a player performs Emergency Braking, they must move their car forward as many spaces as possible. If they need to brake more than 3 spaces, they are required to use Brake WPs for the first 3 spaces, and each subsequent space may be paid for using Brake WP *or* Tire WPs.&lt;br /&gt;
&lt;br /&gt;
Braking is paid for *after* Overshooting, so any Tire WPs lost to Overshooting will not be available for Emergency Braking.&lt;br /&gt;
&lt;br /&gt;
==Qualifying ==&lt;br /&gt;
&lt;br /&gt;
Players do not roll the black starting die at the beginning of Qualifying: they just start in 1st gear.&lt;br /&gt;
&lt;br /&gt;
The original rules simply state that &amp;quot;WP are not taken into account&amp;quot; during qualifying. However, the effect of this is clarified in this adaptation:&lt;br /&gt;
&lt;br /&gt;
* You may not apply the brakes at all during Qualifying. If a roll forces you to overshoot a corner, it cannot be avoided.&lt;br /&gt;
* You may freely Gear down any number of gears during Qualifying, with no cost or penalty.&lt;br /&gt;
&lt;br /&gt;
In this version, Qualifying awards points as long as you complete your lap:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|&#039;&#039;&#039;Ranking&#039;&#039;||&#039;&#039;&#039;No. of points&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|1||10&lt;br /&gt;
|-&lt;br /&gt;
|2||9&lt;br /&gt;
|-&lt;br /&gt;
|3||8&lt;br /&gt;
|-&lt;br /&gt;
|4||7&lt;br /&gt;
|-&lt;br /&gt;
|5||6&lt;br /&gt;
|-&lt;br /&gt;
|6||5&lt;br /&gt;
|-&lt;br /&gt;
|7||4&lt;br /&gt;
|-&lt;br /&gt;
|8||3&lt;br /&gt;
|-&lt;br /&gt;
|9||2&lt;br /&gt;
|-&lt;br /&gt;
|10||1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Collision Checks ==&lt;br /&gt;
&lt;br /&gt;
In this adaptation, the active player checks for collisions only after all adjacent players have rolled. If an adjacent player fails their roll and is eliminated as a result, the active player will automatically fail their roll against that player.&lt;br /&gt;
&lt;br /&gt;
==Weather Options==&lt;br /&gt;
&lt;br /&gt;
When setting up a game with Advanced rules, you have 4 choices for the weather.&lt;br /&gt;
&lt;br /&gt;
===Roll for Weather===&lt;br /&gt;
&lt;br /&gt;
This is the normal approach when using the weather rules: at the start of the race (and, separately, at the start of Qualify if it&#039;s been enabled) the Weather die is rolled to determine whether the race&#039;s weather will be Good (for the entire race) or Rain (for the entire race) or Changeable.&lt;br /&gt;
&lt;br /&gt;
===Good Weather===&lt;br /&gt;
&lt;br /&gt;
This option skips the opening Weather roll and the race plays with permanent Good weather.&lt;br /&gt;
&lt;br /&gt;
===Rain===&lt;br /&gt;
&lt;br /&gt;
This option skips the opening Weather roll and the race players with permanent Rain.&lt;br /&gt;
&lt;br /&gt;
===Start Changeable===&lt;br /&gt;
&lt;br /&gt;
This option skips the opening Weather roll and treats it as if &amp;quot;Changeable&amp;quot; had been rolled. However the Weather die is rolled to see if the weather starts in Rain. On a Rain result it does, on &amp;quot;Good&amp;quot; or &amp;quot;Changeable&amp;quot; the weather starts good, but either way it is changeable.&lt;br /&gt;
&lt;br /&gt;
==Qualifying Weather Options==&lt;br /&gt;
&lt;br /&gt;
When Qualifying is enabled, you may choose the weather option for it.&lt;br /&gt;
&lt;br /&gt;
===Same as Race===&lt;br /&gt;
&lt;br /&gt;
This is the default. The same setting that is used for &amp;quot;Race Weather&amp;quot; is also used for Qualifying. Note that although the setting is the same, the outcome can be different when &amp;quot;Roll for Weather&amp;quot; is being used.&lt;br /&gt;
&lt;br /&gt;
===Random Weather===&lt;br /&gt;
&lt;br /&gt;
The weather will be randomly chosen before Qualifying. It will NOT be changeable and will be the same outcome (Rain or Good) for all players.&lt;br /&gt;
&lt;br /&gt;
===Good Weather===&lt;br /&gt;
&lt;br /&gt;
Qualifying will be in good weather for all players.&lt;br /&gt;
&lt;br /&gt;
===Rain===&lt;br /&gt;
&lt;br /&gt;
Qualifying will be in rain for all players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Weather Rolls ==&lt;br /&gt;
&lt;br /&gt;
In the original rules, the Weather die is thrown immediately when a player rolls the maximum number in 5th or 6th gear. In this adaptation, this roll still occurs but it is deferred until the end of the round. This way, weather can only change between rounds and not in the middle of a player&#039;s turn. If multiple players roll the maximum number, the weather die will be rolled multiple times.&lt;br /&gt;
&lt;br /&gt;
==Changeable Weather ==&lt;br /&gt;
&lt;br /&gt;
The original rules have 4 steps for Changeable Weather:&lt;br /&gt;
* Good&lt;br /&gt;
* Good - Changeable&lt;br /&gt;
* Rain - Changeable&lt;br /&gt;
* Rain&lt;br /&gt;
&lt;br /&gt;
In this adaptation, there are 5 steps:&lt;br /&gt;
* Good&lt;br /&gt;
* Good - Temporary&lt;br /&gt;
* Changeable&lt;br /&gt;
* Rain - Temporary&lt;br /&gt;
* Rain&lt;br /&gt;
&lt;br /&gt;
Changeable is only ever used at the start of a race, and by default is Good - with one exception: if it rained in qualifying then a changeable feature race will start Changeable but raining.&lt;br /&gt;
&lt;br /&gt;
Weather will never be changeable in qualifying: it will be Good unless Rain is rolled.&lt;br /&gt;
&lt;br /&gt;
==Spinning ==&lt;br /&gt;
&lt;br /&gt;
The original rules state that if a car on 0 Tire WP overshoots a corner then it &amp;quot;will again spin round in a circle. If the car overshoots the corner by more than one space, it is out of the race&amp;quot;. In this adaptation, a car with 0 Tire WP is eliminated if it overshoots a corner by more than 1 WP. Hence, even a single space overshoot will eliminate a 0 Tire WP car on soft tires.&lt;br /&gt;
&lt;br /&gt;
Additionally, in this adaptation when you spin, your Tire WP are reset to 1 WP (instead of remaining at 0 WP).&lt;br /&gt;
&lt;br /&gt;
==Skidding on Corners in the Rain ==&lt;br /&gt;
&lt;br /&gt;
The original rules state that cars will skid in the rain &amp;quot;provided at least one space of the move lies within the limits of a corner&amp;quot;. In this adaptation, skidding will only occur on any turn that counts towards a corner&#039;s completion. That means:&lt;br /&gt;
&lt;br /&gt;
* Driving through a corner that you have already completed will &#039;&#039;not&#039;&#039; cause you to skid&lt;br /&gt;
* If you are on the final space in a corner and still need to land in it 1 more turn, you will skid on your next move even though you are driving into a straight&lt;br /&gt;
&lt;br /&gt;
==Slipstreaming==&lt;br /&gt;
&lt;br /&gt;
If your car has soft tires and you slipstream at the end of a move where you did not use them (but could have), you may move one additional space during your slipstream.&lt;br /&gt;
&lt;br /&gt;
==Motor Damage Checks==&lt;br /&gt;
&lt;br /&gt;
Motor damage checks are always performed in round order.&lt;br /&gt;
&lt;br /&gt;
==Braking in the Pit Lane ==&lt;br /&gt;
&lt;br /&gt;
The original rules state that the rules for braking do not apply in the pit lane. In this adaptation, there is no braking cost for stopping immediately behind another car, or in your pit box. However, there is a brake cost for travelling any distance shorter than that.&lt;br /&gt;
&lt;br /&gt;
== Pit Boxes ==&lt;br /&gt;
&lt;br /&gt;
In Individual Driver games, a single pit box will be reserved for each driver instead of drivers being assigned a pit box color. The box will be indicated with the player&#039;s avatar.&lt;br /&gt;
&lt;br /&gt;
== Pit Lane ==&lt;br /&gt;
&lt;br /&gt;
The rules for gearing down DO apply in the pit lane.&lt;br /&gt;
&lt;br /&gt;
There are also minimum gears that may be used in the pit lane:&lt;br /&gt;
&lt;br /&gt;
* Once a player has entered the pit lane, they must choose a gear which would allow their car to enter their pit box on a maximum roll. If they cannot use such a gear, they must use the highest gear permitted by their previous move.&lt;br /&gt;
&lt;br /&gt;
* Exiting the pits: 1st gear is prohibited to drivers from their pit box to the outlet of the pit lane, except when 2nd gear might be unsafe&lt;br /&gt;
&lt;br /&gt;
== Pit Stops ==&lt;br /&gt;
&lt;br /&gt;
The soft tire bonus may not be used when moving after a Quick Pit Stop.&lt;br /&gt;
&lt;br /&gt;
If Technical Pit Stops are enabled, players may always choose to take one (and thus finish their turn) even if they have no repair points or repairs to perform.&lt;br /&gt;
&lt;br /&gt;
==Construction of one&#039;s own car ==&lt;br /&gt;
&lt;br /&gt;
In this adaptation, if players have selected the option to Construct their own car then there are no limits to how many points they may assign to any given area.&lt;br /&gt;
&lt;br /&gt;
In games that have also selected the Technical Pit Stop rules, then instead of having a fixed 2 WPs available for Pit repairs, a player will have 22 WPs to use in Construction and can choose how many repair points to make available, with a maximum of 2.&lt;br /&gt;
&lt;br /&gt;
==Road Races ==&lt;br /&gt;
&lt;br /&gt;
The Road Race rules, including Drivers with special abilities, are not used.&lt;br /&gt;
&lt;br /&gt;
Where Road Race circuits are used, all non-standard rules are ignored.&lt;br /&gt;
&lt;br /&gt;
Nitro Fuel Injection is available as an option for all races.&lt;br /&gt;
&lt;br /&gt;
==Elimination ==&lt;br /&gt;
&lt;br /&gt;
When a player is eliminated, the outcome is slightly different from the published rules. &lt;br /&gt;
&lt;br /&gt;
*If the elimination was caused by the player overshooting corners, or driving over a damage marker, or quitting, the car is immediately removed from the board and &#039;&#039;&#039;no damage marker is placed&#039;&#039;&#039;&lt;br /&gt;
*If the elimination was caused by the player failing a motor damage test, the car is immediately removed from the board and a damage marker is added.&lt;br /&gt;
*If the player is eliminated by any other reason, a damage marker is added and the car remains on the board until the end of the round, when it is removed.&lt;/div&gt;</summary>
		<author><name>K-Ron0508</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpwarchest&amp;diff=26870</id>
		<title>Gamehelpwarchest</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpwarchest&amp;diff=26870"/>
		<updated>2025-10-19T05:40:55Z</updated>

		<summary type="html">&lt;p&gt;K-Ron0508: /* Discard (Face Up) */ added that this is a maneuver (footman uses that keyword)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
The aim is to be the first to place all six of your control markers on green spaces (the &amp;quot;locations&amp;quot;). You start the game controlling two locations.&lt;br /&gt;
&lt;br /&gt;
Each player has a set of coins representing different units, which will be different for each player; each unit behaves differently from the others.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Core Concepts ==&lt;br /&gt;
&lt;br /&gt;
You can only have one coin (or stack of coins) of each unit on the board at one time.&lt;br /&gt;
&lt;br /&gt;
Coins are used to take actions with matching coins out in the field&lt;br /&gt;
&lt;br /&gt;
Each player has a wild coin (the Royal seal) which can only be used to take face down actions, the tactic of the Royal Guard unit, or to proclaim a decree (in the nobility expansion).&lt;br /&gt;
&lt;br /&gt;
You have 3 coins available for you to use, a number of coins in your draw bag (in your profile area) and a number of coins in reserve (to the left of your hand) ready to go into your draw bag&lt;br /&gt;
&lt;br /&gt;
You each take turns using a single coin until you have no coins left, at which point you both draw back up to 3 coins.&lt;br /&gt;
&lt;br /&gt;
== Turn ==&lt;br /&gt;
&lt;br /&gt;
On your turn, select a coin and either place it on the board, discard it face up, or discard it face down.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Placement===&lt;br /&gt;
&lt;br /&gt;
If you choose to place the coin on the board this can either be on an empty location with one of your control markers, or on a space where the same unit is present to bolster it (i.e. increase it&#039;s strength to make it more difficult to get rid of)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Discard (Face Down)===&lt;br /&gt;
&lt;br /&gt;
This will give you 3 options:&lt;br /&gt;
&lt;br /&gt;
* - Claim Initiative if you do NOT hold it to go first next round&lt;br /&gt;
* - Pass for this action; you may still take an action next turn&lt;br /&gt;
* - Recruit a new coin from your supply into your discard area, your opponent will get to know what Unit you recruit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Discard (Face Up)===&lt;br /&gt;
&lt;br /&gt;
This will give you four options to be performed with the already deployed unit of the same type (this is called a &amp;quot;maneuver&amp;quot;):&lt;br /&gt;
&lt;br /&gt;
* - Move to an empty adjacent space or&lt;br /&gt;
* - Control the location where the unit stands, by placing your control marker on the space or swapping your opponent&#039;s control marker with your own (Note: 1 Control marker per space, i.e. you cannot &amp;quot;bolster&amp;quot; control to have 2+ control markers on same space) or&lt;br /&gt;
* - Attack an adjacent enemy unit by removing one of its coins from the game (i.e. if there was a bolstered stack of two, it is now one) or&lt;br /&gt;
* - Activate the unit&#039;s tactic. The Tactic is the unit&#039;s special ability which is carried out in full; it is described on the unit&#039;s card, an &amp;quot;!&amp;quot; shows something extra they can do beyond normal rules whilst &amp;quot;X&amp;quot; shows something that unit cannot do within normal rules&lt;br /&gt;
&lt;br /&gt;
[Siege Expansion] Siege Tactics requires the unit to be bolstered &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==END OF BASIC RULES==&lt;br /&gt;
&lt;br /&gt;
You do not need to read any further unless you want to know about advanced and 4 player versions&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Advanced Rules==&lt;br /&gt;
&lt;br /&gt;
After you&#039;ve learnt the game, you have three options for future play:&lt;br /&gt;
&lt;br /&gt;
1) You can play with one of the other pre-made unit configurations&lt;br /&gt;
&lt;br /&gt;
2) You can play with random units&lt;br /&gt;
&lt;br /&gt;
3) You can draft units to give wider choices&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the Nobility variant both players start with three Proclamation Seals. There are also three randomly drawn Royal Decree cards at the start.&lt;br /&gt;
&lt;br /&gt;
During the game you can discard the Royal seal coin to place one of your Proclamation Seals on a Royal Decree and execute it&#039;s ability. You may not choose a Decree if you can not fully execute it&#039;s ability, or if it already has one of your seals on it.    &lt;br /&gt;
&lt;br /&gt;
The Siege expansion Fortifications are not units, but can be attacked like units.   &lt;br /&gt;
&lt;br /&gt;
A location that has a Fortification on it has the following rules:&lt;br /&gt;
&lt;br /&gt;
* Units may enter neutral and friendly locations with a fortification.&lt;br /&gt;
* Units may not enter enemy locations with a fortification.&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
* Units cannot attack enemy units in a fortification, they must attack the Fortification first.&lt;br /&gt;
*Units with multi -space movement cannot move through a location with a Fortification.&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
* &lt;br /&gt;
&lt;br /&gt;
==Four Player / Team Changes==&lt;br /&gt;
&lt;br /&gt;
* There are 2 Royal seals (wild coins) shared between the partners&lt;br /&gt;
* There are 3 starting spaces&lt;br /&gt;
* Each player has 3 units unique to them&lt;br /&gt;
* The initiative marker goes to one player, but the other player from the same team cannot take it as an action&lt;br /&gt;
* Players take alternating turns between the two teams&lt;br /&gt;
* Controlled locations are shared by both players on a team&lt;br /&gt;
* Recruit action is for the individual, NOT the team (i.e. you cannot recruit for your partner)&lt;br /&gt;
* Players on the same team are friendlies, so you cannot hurt your partner&lt;br /&gt;
* Any strategy talk MUST be open so no secret discussions, any communication will be known by the other team&lt;/div&gt;</summary>
		<author><name>K-Ron0508</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Help&amp;diff=26766</id>
		<title>Help</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Help&amp;diff=26766"/>
		<updated>2025-10-06T11:17:11Z</updated>

		<summary type="html">&lt;p&gt;K-Ron0508: /* About available games and their content */ Cleaned up grammar, clarified ideas.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== An issue? A question? ==&lt;br /&gt;
&lt;br /&gt;
* [https://boardgamearena.com/#!faq Frequently asked questions] is the most complete source of help for BGA.&lt;br /&gt;
* [https://forum.boardgamearena.com Forums] are also helpful to get information.&lt;br /&gt;
&lt;br /&gt;
== Games ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span title=&amp;quot;(page does not exist)&amp;quot; style=&amp;quot;color:#dd3333;&amp;quot;&amp;gt;Red game names&amp;lt;/span&amp;gt; need game help/summaries written for them.&lt;br /&gt;
Help out and write one by selecting a &amp;lt;span style=&amp;quot;color:#dd3333;&amp;quot;&amp;gt;(page does not exist) link&amp;lt;/span&amp;gt; below which will allow you to create the page.&lt;br /&gt;
[https://en.doc.boardgamearena.com/Wiki_formatting Wiki formatting] is a collection of unofficial tips on how to make wiki pages display well on [https://BoardGameArena.com BoardGameArena.com].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Please try to use exactly the same name for each game as BGA itself uses (as seen, for example, in the HTML title of the main page for the game), as this facilitates maintenance of the lists below. (BGA does sometimes make changes to the names it uses. If you think a name should be changed, you can submit a suggestion on the [https://boardgamearena.com/bugs?game=0 bug tracker].) Using the same lexicographic ordering as BGA uses also eases maintenance.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{infoBox|minWidth=100%|titleColor=#040|color=#efed&lt;br /&gt;
|title=Released on BGA&lt;br /&gt;
|body=&amp;lt;div style=&amp;quot;columns:12rem auto;&amp;quot;&amp;gt;&lt;br /&gt;
* [[Gamehelpthousand|1000]]&lt;br /&gt;
* [[Gamehelponeohone|101: the match]]&lt;br /&gt;
* [[Gamehelptwelvechips|12 Chip Trick]]&lt;br /&gt;
* [[Gamehelpthirteenclues|13 Clues]]&lt;br /&gt;
* [[Gamehelpfifteendays|15 Days]]&lt;br /&gt;
* [[Gamehelptwentyfourseven|24/7: The Game]]&lt;br /&gt;
* [[Gamehelpthreethousandscoundrels|3000 Scoundrels]]&lt;br /&gt;
* [[Gamehelpthirtyone|31]]&lt;br /&gt;
* [[Gamehelpfortytwo|42]]&lt;br /&gt;
* [[Gamehelpfivehundred|500]]&lt;br /&gt;
* [[Gamehelpfiftyfirststate|51st State]]&lt;br /&gt;
* [[Gamehelpsechsnimmt|6 nimmt!]]&lt;br /&gt;
* [[Gamehelpsixtyone|61 Autumn leaves]]&lt;br /&gt;
* [[Gamehelpsevenwonders|7 Wonders]]&lt;br /&gt;
* [[Gamehelpsevenwondersarchitects|7 Wonders Architects]]&lt;br /&gt;
* [[Gamehelpsevenwondersduel|7 Wonders Duel]]&lt;br /&gt;
* [[Gamehelpeightmastersrevenge|8 Masters&#039; Revenge]]&lt;br /&gt;
* [[Gamehelpninetynineaddition|99 (addition card game)]]&lt;br /&gt;
* [[Gamehelpninetynine|99 (trick-taking card game)]]&lt;br /&gt;
* [[Gamehelpfeastforodin|A Feast for Odin]]&lt;br /&gt;
* [[Gamehelpfistfulofgold|A Fistful of Gold]]&lt;br /&gt;
* [[Gamehelpagestofrobinhood|A Gest of Robin Hood]]&lt;br /&gt;
* [[Gamehelpabalone|Abalone]]&lt;br /&gt;
* [[Gamehelpabandonallartichokes|Abandon All Artichokes]]&lt;br /&gt;
* [[Gamehelpabrachadabra|Abra Chadabra]]&lt;br /&gt;
* [[Gamehelpabyss|Abyss]]&lt;br /&gt;
* [[Gamehelpafterus|After Us]]&lt;br /&gt;
* [[Gamehelpageofchampagne|Age of Champagne]]&lt;br /&gt;
* [[Gamehelpageofcivilization|Age of Civilization]]&lt;br /&gt;
* [[Gamehelpageofinnovation|Age of Innovation: a Terra Mystica game]]&lt;br /&gt;
* [[Gamehelpagricola|Agricola]]&lt;br /&gt;
* [[Gamehelpakropolis|Akropolis]]&lt;br /&gt;
* [[Gamehelpalhambra|Alhambra]]&lt;br /&gt;
* [[Gamehelpalmadi|Almadi]]&lt;br /&gt;
* [[Gamehelpaltered|Altered]]&lt;br /&gt;
* [[Gamehelpalveole|Alveole]]&lt;br /&gt;
* [[Gamehelpamalfi|Amalfi - Renaissance]]&lt;br /&gt;
* [[Gamehelpamazonas|Amazonas]]&lt;br /&gt;
* [[Gamehelpamyitis|Amyitis]]&lt;br /&gt;
* [[Gamehelpanachrony|Anachrony]]&lt;br /&gt;
* [[Gamehelpancientknowledge|Ancient Knowledge]]&lt;br /&gt;
* [[Gamehelpapiary|Apiary]]&lt;br /&gt;
* [[Gamehelpapplejack|Applejack]]&lt;br /&gt;
* [[Gamehelparboretum|Arboretum]]&lt;br /&gt;
* [[Gamehelparchitectsofamytis|Architects of Amytis]]&lt;br /&gt;
* [[Gamehelparchitectsofthewestkingdom|Architects of the West Kingdom]]&lt;br /&gt;
* [[Gamehelparctic|Arctic]]&lt;br /&gt;
* [[Gamehelparcticscavengers|Arctic Scavengers]]&lt;br /&gt;
* [[Gamehelparigato|Arigatō]]&lt;br /&gt;
* [[Gamehelparknova|Ark Nova]]&lt;br /&gt;
* [[Gamehelparmadora|Armadöra]]&lt;br /&gt;
* [[Gamehelpartdecko|Art Decko]]&lt;br /&gt;
* [[Gamehelpartthief|Art Thief]]&lt;br /&gt;
* [[Gamehelpassyria|Assyria]]&lt;br /&gt;
* [[Gamehelpastra|Astra]]&lt;br /&gt;
* [[Gamehelpauntiemildred|Auntie Mildred&#039;s list of random tasks]]&lt;br /&gt;
* [[Gamehelpautomobiles|Automobiles]]&lt;br /&gt;
* [[Gamehelpazul|Azul]]&lt;br /&gt;
* [[Gamehelpazulduel|Azul Duel]]&lt;br /&gt;
* [[Gamehelpazulsummerpavilion|Azul: Summer Pavilion]]&lt;br /&gt;
* [[Gamehelpbabydinosaurrescue|Baby Dinosaur Rescue]]&lt;br /&gt;
* [[Gamehelpbackgammon|Backgammon]]&lt;br /&gt;
* [[Gamehelpbacon|Bacon]]&lt;br /&gt;
* [[Gamehelpbagofchips|Bag of Chips]]&lt;br /&gt;
* [[Gamehelpbahamataxi|Bahama Taxi]]&lt;br /&gt;
* [[Gamehelpballoonpop|Balloon Pop!]]&lt;br /&gt;
* [[Gamehelpbandada|Bandada]]&lt;br /&gt;
* [[Gamehelpbandido|Bandido]]&lt;br /&gt;
* [[Gamehelpbang|BANG!]]&lt;br /&gt;
* [[Gamehelpbaolakiswahili|Bao la Kiswahili]]&lt;br /&gt;
* [[Gamehelpbarbu|Barbu]]&lt;br /&gt;
* [[Gamehelpbarenpark|Bärenpark]]&lt;br /&gt;
* [[Gamehelpbarrage|Barrage]]&lt;br /&gt;
* [[Gamehelpbattleoflits|Battle of LITS]]&lt;br /&gt;
* [[Gamehelpbattlesheep|Battle Sheep]]&lt;br /&gt;
* [[Gamehelpbattlespiritssaga|Battle Spirits Saga]]&lt;br /&gt;
* [[Gamehelpbattleship|Battleships Pencil &amp;amp; Paper]]&lt;br /&gt;
* [[Gamehelpbeerbread|Beer &amp;amp; Bread]]&lt;br /&gt;
* [[Gamehelpbelote|Belote]]&lt;br /&gt;
* [[Gamehelpbetta|Betta]]&lt;br /&gt;
* [[Gamehelpbeyondthesun|Beyond the Sun]]&lt;br /&gt;
* [[Gamehelpbids|Bids]]&lt;br /&gt;
* [[Gamehelpbigmonster|Big Monster]]&lt;br /&gt;
* [[Gamehelpbigtimesoccer|Big Time Soccer]]&lt;br /&gt;
* [[Gamehelpbigtwo|Big Two]]&lt;br /&gt;
* [[Gamehelpbiomos|Biomos]]&lt;br /&gt;
* [[Gamehelpbiyi|Biyi]]&lt;br /&gt;
* [[Gamehelpblackjack|Blackjack]]&lt;br /&gt;
* [[Gamehelpblastradius|Blast Radius]]&lt;br /&gt;
* [[Gamehelpblaze|Blaze]]&lt;br /&gt;
* [[Gamehelpbloodrage|Blood Rage]]&lt;br /&gt;
* [[Gamehelpblooms|Blooms]]&lt;br /&gt;
* [[Gamehelpblueskies|Blue Skies]]&lt;br /&gt;
* [[Gamehelpbobail|Bobail]]&lt;br /&gt;
* [[Gamehelpbombay|Bombay]]&lt;br /&gt;
* [[Gamehelpbonsai|Bonsai]]&lt;br /&gt;
* [[Gamehelpboomerangaustralia|Boomerang: Australia]]&lt;br /&gt;
* [[Gamehelpboomerangeurope|Boomerang: Europe]]&lt;br /&gt;
* [[Gamehelpboomerangusa|Boomerang: USA]]&lt;br /&gt;
* [[Gamehelpboop|boop.]]&lt;br /&gt;
* [[Gamehelpboreal|Boreal]]&lt;br /&gt;
* [[Gamehelpbossquest|Boss Quest]]&lt;br /&gt;
* [[Gamehelpbotanicus|Botanicus]]&lt;br /&gt;
* [[Gamehelpbreakthecode|Break the Code]]&lt;br /&gt;
* [[Gamehelpbriscola|Briscola]]&lt;br /&gt;
* [[Gamehelpbubbleepop|Bubblee Pop]]&lt;br /&gt;
* [[Gamehelpbug|Bug]]&lt;br /&gt;
* [[Gamehelpbunnyboom|Bunny Boom]]&lt;br /&gt;
* [[Gamehelpbunnykingdom|Bunny Kingdom]]&lt;br /&gt;
* [[Gamehelpburglebros|Burgle Bros.]]&lt;br /&gt;
* [[Gamehelpbutterfly|Butterfly]]&lt;br /&gt;
* [[Gamehelpbuttons|Buttons]]&lt;br /&gt;
* [[Gamehelpbuyword|BuyWord]]&lt;br /&gt;
* [[Gamehelpcacao|Cacao]]&lt;br /&gt;
* [[Gamehelpcafe|Café]]&lt;br /&gt;
* [[Gamehelpcairn|Caïrn]]&lt;br /&gt;
* [[Gamehelpcairocorridor|Cairo Corridor]]&lt;br /&gt;
* [[Gamehelpcantstop|Can&#039;t Stop]]&lt;br /&gt;
* [[Gamehelpcantstopexpress|Can&#039;t Stop Express]]&lt;br /&gt;
* [[Gamehelpcanasta|Canasta]]&lt;br /&gt;
* [[Gamehelpcanosa|Canosa]]&lt;br /&gt;
* [[Gamehelpcanvas|Canvas]]&lt;br /&gt;
* [[Gamehelpcapereurope|Caper: Europe]]&lt;br /&gt;
* [[Gamehelpcaptainflip|Captain Flip]]&lt;br /&gt;
* [[Gamehelpcampeones|Captain Tsubasa: The card game]]&lt;br /&gt;
* [[Gamehelpcapybarancapybara|Capybara&#039;n&#039;Capybara]]&lt;br /&gt;
* [[Gamehelpcaravan|Caravan]]&lt;br /&gt;
* [[Gamehelpcarcassonne|Carcassonne]]&lt;br /&gt;
* [[Gamehelpcarcassonnehuntersandgatherers|Carcassonne: Hunters &amp;amp; Gatherers]]&lt;br /&gt;
* [[Gamehelpcardia|Cardia]]&lt;br /&gt;
* [[Gamehelpcardiceo|Cardiceo]]&lt;br /&gt;
* [[Gamehelpcaribbeanallfours|Caribbean All Fours]]&lt;br /&gt;
* [[Gamehelpcarnegie|Carnegie]]&lt;br /&gt;
* [[Gamehelpcartographers|Cartographers]]&lt;br /&gt;
* [[Gamehelpcassino|Cassino]]&lt;br /&gt;
* [[Gamehelpcastlecombo|Castle Combo]]&lt;br /&gt;
* [[Gamehelpcastlesofcaleira|Castles of Caleira]]&lt;br /&gt;
* [[Gamehelpcastleofmadkingludwig|Castles of Mad King Ludwig]]&lt;br /&gt;
* [[Gamehelpcatcafe|Cat Café]]&lt;br /&gt;
* [[Gamehelpcatinthebox|Cat in the Box: Deluxe Edition]]&lt;br /&gt;
* [[Gamehelpcatan|CATAN]]&lt;br /&gt;
* [[Gamehelpcaverna|Caverna]]&lt;br /&gt;
* [[Gamehelpcaylus|Caylus]]&lt;br /&gt;
* [[Gamehelpcelestia|Celestia]]&lt;br /&gt;
* [[Gamehelpcentury|Century: Spice Road]]&lt;br /&gt;
* [[Gamehelpcephalopod|Cephalopod]]&lt;br /&gt;
* [[Gamehelpchakra|Chakra]]&lt;br /&gt;
* [[Gamehelpchallengers|Challengers!]]&lt;br /&gt;
* [[Gamehelpcheckers|Checkers]]&lt;br /&gt;
* [[Gamehelpcheeztricks|Cheez-Tricks]]&lt;br /&gt;
* [[Gamehelpchemicaloverload|Chemical Overload]]&lt;br /&gt;
* [[Gamehelpchess|Chess]]&lt;br /&gt;
* [[Gamehelpchicagoexpress|Chicago Express]]&lt;br /&gt;
* [[Gamehelpchinagold|China Gold]]&lt;br /&gt;
* [[Gamehelpchinesecheckers|Chinese checkers]]&lt;br /&gt;
* [[Gamehelpchocolatefactory|Chocolate Factory]]&lt;br /&gt;
* [[Gamehelpchromino|Chromino]]&lt;br /&gt;
* [[Gamehelpchurn|Churn]]&lt;br /&gt;
* [[Gamehelpcinco|Cinco]]&lt;br /&gt;
* [[Gamehelpcircleoflife|Circle of Life]]&lt;br /&gt;
* [[Gamehelpcityofthebigshoulders|City of the Big Shoulders]]&lt;br /&gt;
* [[Gamehelpclansofcaledonia|Clans of Caledonia]]&lt;br /&gt;
* [[Gamehelpclashofdecks|Clash of Decks]]&lt;br /&gt;
* [[Gamehelpcloudcity|Cloud City]]&lt;br /&gt;
* [[Gamehelpcoalbaron|Coal Baron]]&lt;br /&gt;
* [[Gamehelpcodexnaturalis|Codex Naturalis]]&lt;br /&gt;
* [[Gamehelpcoffeerush|Coffee Rush]]&lt;br /&gt;
* [[Gamehelpcoinche|Coinche]]&lt;br /&gt;
* [[Gamehelpcoins|Coins]]&lt;br /&gt;
* [[Gamehelpcolorado|Colorado]]&lt;br /&gt;
* [[Gamehelpcoloretto|Coloretto]]&lt;br /&gt;
* [[Gamehelpcolorflush|Color Flush]]&lt;br /&gt;
* [[Gamehelpcolorpop|Color Pop]]&lt;br /&gt;
* [[Gamehelpcoltexpress|Colt Express]]&lt;br /&gt;
* [[Gamehelpcommanderchess|Commander Chess]]&lt;br /&gt;
* [[Gamehelpconsonar|Con Sonar!]]&lt;br /&gt;
* [[Gamehelpconcept|Concept]]&lt;br /&gt;
* [[Gamehelpconnectfour|Connect Four]]&lt;br /&gt;
* [[Gamehelpconnectsix|Connect6]]&lt;br /&gt;
* [[Gamehelpconspiracy|Conspiracy]]&lt;br /&gt;
* [[Gamehelpcontractbridge|Contract Bridge]]&lt;br /&gt;
* [[Gamehelpcopenhagen|Copenhagen]]&lt;br /&gt;
* [[Gamehelpcosmoctopus|Cosmoctopus]]&lt;br /&gt;
* [[Gamehelpcosmosempires|Cosmos: Empires]]&lt;br /&gt;
* [[Gamehelpcoupcitystate|Coup]]&lt;br /&gt;
* [[Gamehelpcraftingthecosmos|Crafting the Cosmos]]&lt;br /&gt;
* [[Gamehelpcrash|Crash]]&lt;br /&gt;
* [[Gamehelpcrazyfarmers|Crazy Farmers]]&lt;br /&gt;
* [[Gamehelpcribbage|Cribbage]]&lt;br /&gt;
* [[Gamehelpcrimezoom|Crime Zoom: A Dirty Objective]]&lt;br /&gt;
* [[Gamehelpcrisps|Crisps!]]&lt;br /&gt;
* [[Gamehelpcrusadersthywillbedone|Crusaders: Thy Will Be Done]]&lt;br /&gt;
* [[Gamehelpcrypt|Crypt]]&lt;br /&gt;
* [[Gamehelpcubirds|CuBirds]]&lt;br /&gt;
* [[Gamehelpcubosaurs|Cubosaurs]]&lt;br /&gt;
* [[Gamehelpcucco|Cucco]]&lt;br /&gt;
* [[Gamehelpcucumber|Cucumber]]&lt;br /&gt;
* [[Gamehelpdivideetimpera|D.E.I.: Divide et Impera]]&lt;br /&gt;
* [[Gamehelpdarkagent|Dark Agent]]&lt;br /&gt;
* [[Gamehelpdarwinsjourney|Darwin&#039;s Journey]]&lt;br /&gt;
* [[Gamehelpdaybreak|Daybreak]]&lt;br /&gt;
* [[Gamehelpdeadcells|Dead Cells]]&lt;br /&gt;
* [[Gamehelpdecrypto|Decrypto]]&lt;br /&gt;
* [[Gamehelpdedale|Dédale]]&lt;br /&gt;
* [[Gamehelpdetectivepoker|Detective Poker]]&lt;br /&gt;
* [[Gamehelpdeus|Deus]]&lt;br /&gt;
* [[Gamehelpdiablo|Diablo]]&lt;br /&gt;
* [[Gamehelpdiams|Diam&#039;s]]&lt;br /&gt;
* [[Gamehelpdiceforge|Dice Forge]]&lt;br /&gt;
* [[Gamehelpdicehospital|Dice Hospital]]&lt;br /&gt;
* [[Gamehelpdicehospitaler|Dice Hospital: ER – Emergency Roll]]&lt;br /&gt;
* [[Gamehelpdicesummoners|Dice Summoners]]&lt;br /&gt;
* [[Gamehelpdicethemepark|Dice Theme Park]]&lt;br /&gt;
* [[Gamehelpdiceathlon|Diceathlon]]&lt;br /&gt;
* [[Gamehelpdicedtomatoes|Diced Tomatoes]]&lt;br /&gt;
* [[Gamehelpdickory|Dickory]]&lt;br /&gt;
* [[Gamehelpdicycards|Dicy Cards]]&lt;br /&gt;
* [[Gamehelpdigupadventure|DIG UP Adventure]]&lt;br /&gt;
* [[Gamehelpdigitcode|Digit Code]]&lt;br /&gt;
* [[Gamehelpdingosdreams|Dingo&#039;s Dreams]]&lt;br /&gt;
* [[Gamehelpdinnerinparis|Dinner In Paris]]&lt;br /&gt;
* [[Gamehelpdinogenics|DinoGenics]]&lt;br /&gt;
* [[Gamehelpdinosaurteaparty|Dinosaur Tea Party]]&lt;br /&gt;
* [[Gamehelpdistilled|Distilled]]&lt;br /&gt;
* [[Gamehelpthroneandthegrail|District Noir]]&lt;br /&gt;
* [[Gamehelpdjambi|Djambi]]&lt;br /&gt;
* [[Gamehelpdobbleconnect|Dobble Connect]]&lt;br /&gt;
* [[Gamehelpdobro|Dobro]]&lt;br /&gt;
* [[Gamehelpdodo|Dodo]]&lt;br /&gt;
* [[Gamehelpdoglover|Dog Lover]]&lt;br /&gt;
* [[Gamehelpdogpark|Dog Park]]&lt;br /&gt;
* [[Gamehelpdominoes|Dominoes]]&lt;br /&gt;
* [[Gamehelpdontgointhere|Don&#039;t Go In There]]&lt;br /&gt;
* [[Gamehelpdonuts|Donuts]]&lt;br /&gt;
* [[Gamehelpfightthelandlord|Dou Dizhu]]&lt;br /&gt;
* [[Gamehelpdownforce|Downforce]]&lt;br /&gt;
* [[Gamehelpdraculahelsing|Dracula vs Van Helsing]]&lt;br /&gt;
* [[Gamehelpdraftandwriterecords|Draft &amp;amp; Write Records]]&lt;br /&gt;
* [[Gamehelpdraftcider|Draft Cider]]&lt;br /&gt;
* [[Gamehelpdraftosaurus|Draftosaurus]]&lt;br /&gt;
* [[Gamehelpdragonbridge|Dragon Bridge]]&lt;br /&gt;
* [[Gamehelpdragoncastle|Dragon Castle]]&lt;br /&gt;
* [[Gamehelpdragonkeeper|Dragon Keeper: The Dungeon]]&lt;br /&gt;
* [[Gamehelpdragonline|Dragon Line]]&lt;br /&gt;
* [[Gamehelpdragonheart|Dragonheart]]&lt;br /&gt;
* [[Gamehelpdragonwood|Dragonwood]]&lt;br /&gt;
* [[Gamehelpdungeonpetz|Dungeon Petz]]&lt;br /&gt;
* [[Gamehelpdungeonroll|Dungeon Roll]]&lt;br /&gt;
* [[Gamehelpdungeonrummy|Dungeon Rummy]]&lt;br /&gt;
* [[Gamehelpdungeontwister|Dungeon Twister]]&lt;br /&gt;
* [[Gamehelpdurak|Durak]]&lt;br /&gt;
* [[Gamehelpdvonn|DVONN]]&lt;br /&gt;
* [[Gamehelpearth|Earth]]&lt;br /&gt;
* [[Gamehelpeasypeasy|Easy Peasy]]&lt;br /&gt;
* [[Gamehelpecarte|Écarté]]&lt;br /&gt;
* [[Gamehelpeck|ECK]]&lt;br /&gt;
* [[Gamehelpegocentricworld|Egocentric World]]&lt;br /&gt;
* [[Gamehelpekko|Ekko]]&lt;br /&gt;
* [[Gamehelpekonos|EKONOS]]&lt;br /&gt;
* [[Gamehelpelawa|Elawa]]&lt;br /&gt;
* [[Gamehelpelfenland|Elfenland]]&lt;br /&gt;
* [[Gamehelpelgrande|El Grande]]&lt;br /&gt;
* [[Gamehelpeminentdomain|Eminent Domain]]&lt;br /&gt;
* [[Gamehelpemdomicrocosm|Eminent Domain: Microcosm]]&lt;br /&gt;
* [[Gamehelpempireplateau|Empire Plateau]]&lt;br /&gt;
* [[Gamehelpenemyanemone|Enemy Anemone]]&lt;br /&gt;
* [[Gamehelpenvelopesofcash|Envelopes of Cash]]&lt;br /&gt;
* [[Gamehelpepizodiak|EpiZodiak]]&lt;br /&gt;
* [[Gamehelperiantys|Eriantys]]&lt;br /&gt;
* [[Gamehelpakeruption|Eruption]]&lt;br /&gt;
* [[Gamehelpeternitium|Eternitium]]&lt;br /&gt;
* [[Gamehelpeuchre|Euchre]]&lt;br /&gt;
* [[Gamehelpevergreen|Evergreen]]&lt;br /&gt;
* [[Gamehelpevl|EVL]]&lt;br /&gt;
* [[Gamehelpevogamenoname|Evo: The “Game no Name”]]&lt;br /&gt;
* [[Gamehelpevolution|Evolution]]&lt;br /&gt;
* [[Gamehelpexhibitiontwentiethcentury|Exhibition: 20th Century]]&lt;br /&gt;
* [[Gamehelpexitstrategy|Exit Strategy]]&lt;br /&gt;
* [[Gamehelpnorthwestpassage|Expedition: Northwest Passage]]&lt;br /&gt;
* [[Gamehelpexpeditions|Expeditions: Around the World]]&lt;br /&gt;
* [[Gamehelpexplodingkittens|Exploding Kittens]]&lt;br /&gt;
* [[Gamehelpexplorationwarzone|Exploration: Warzone]]&lt;br /&gt;
* [[Gamehelpfactum|Factum]]&lt;br /&gt;
* [[Gamehelpfaifo|Fai-fo]]&lt;br /&gt;
* [[Gamehelpfairytrails|Fairy Trails]]&lt;br /&gt;
* [[Gamehelpfaraway|Faraway]]&lt;br /&gt;
* [[Gamehelpfarkle|Farkle]]&lt;br /&gt;
* [[Gamehelpfarmclub|Farm Club]]&lt;br /&gt;
* [[Gamehelpfederation|Federation]]&lt;br /&gt;
* [[Gamehelpfestivibes|Festi’vibes]]&lt;br /&gt;
* [[Gamehelpfestival|Festival]]&lt;br /&gt;
* [[Gamehelpfibonachos|Fibonachos]]&lt;br /&gt;
* [[Gamehelpfika|Fika]]&lt;br /&gt;
* [[Gamehelpfinca|Finca]]&lt;br /&gt;
* [[Gamehelpfinity|Finity]]&lt;br /&gt;
* [[Gamehelpfivetribes|Five Tribes]]&lt;br /&gt;
* [[Gamehelpflamingpyramids|Flaming Pyramids]]&lt;br /&gt;
* [[Gamehelpfleet|Fleet]]&lt;br /&gt;
* [[Gamehelpflipseven|Flip 7]]&lt;br /&gt;
* [[Gamehelpflipfreighters|Flip Freighters]]&lt;br /&gt;
* [[Gamehelpfliptoons|FlipToons]]&lt;br /&gt;
* [[Gamehelpflorenzacardgame|Florenza: The Card Game]]&lt;br /&gt;
* [[Gamehelpflowers|Flowers]]&lt;br /&gt;
* [[Gamehelpflowersmandalagame|Flowers: A Mandala Game]]&lt;br /&gt;
* [[Gamehelpflume|Flume]]&lt;br /&gt;
* [[Gamehelpfluxx|Fluxx]]&lt;br /&gt;
* [[Gamehelpfornorthwood|For Northwood!]]&lt;br /&gt;
* [[Gamehelpforsale|For Sale]]&lt;br /&gt;
* [[Gamehelpforex|For-Ex]]&lt;br /&gt;
* [[Gamehelpforbiddenisland|Forbidden Island]]&lt;br /&gt;
* [[Gamehelpforestshuffle|Forest Shuffle]]&lt;br /&gt;
* [[Gamehelpforestshuffledartmoor|Forest Shuffle : Dartmoor]]&lt;br /&gt;
* [[Gamehelpforeverhome|Forever Home]]&lt;br /&gt;
* [[Gamehelpfourcolorcards|Four Color Cards]]&lt;br /&gt;
* [[Gamehelpfourgardens|Four Gardens]]&lt;br /&gt;
* [[Gamehelpfractal|Fractal]]&lt;br /&gt;
* [[Gamehelpframework|Framework]]&lt;br /&gt;
* [[Gamehelpfrenchtarot|French Tarot]]&lt;br /&gt;
* [[Gamehelpfromage|Fromage]]&lt;br /&gt;
* [[Gamehelpfruitpicking|Fruit Picking]]&lt;br /&gt;
* [[Gamehelpgaia|Gaïa]]&lt;br /&gt;
* [[Gamehelpgaiaproject|Gaia Project]]&lt;br /&gt;
* [[Gamehelpgammelogic|Gamme Logic]]&lt;br /&gt;
* [[Gamehelpgangofdice|Gang of Dice]]&lt;br /&gt;
* [[Gamehelpgangsta|Gangsta!]]&lt;br /&gt;
* [[Gamehelpgardennation|Garden Nation]]&lt;br /&gt;
* [[Gamehelpgardenrush|Garden Rush]]&lt;br /&gt;
* [[Gamehelpgatsby|Gatsby]]&lt;br /&gt;
* [[Gamehelpgearnpiston|Gear &amp;amp; Piston]]&lt;br /&gt;
* [[Gamehelpgermanwhist|German Whist]]&lt;br /&gt;
* [[Gamehelpgetonboard|Get on Board: New York &amp;amp; London]]&lt;br /&gt;
* [[Gamehelpgetonboardparisrome|Get on Board: Paris &amp;amp; Roma]]&lt;br /&gt;
* [[Gamehelpgetthemacguffin|Get the MacGuffin]]&lt;br /&gt;
* [[Gamehelpghostathome|Ghost At Home]]&lt;br /&gt;
* [[Gamehelpgiftoftulips|Gift of Tulips]]&lt;br /&gt;
* [[Gamehelpginrummy|Gin Rummy]]&lt;br /&gt;
* [[Gamehelpginkgopolis|Ginkgopolis]]&lt;br /&gt;
* [[Gamehelpgirafferaffe|Giraffe Raffe]]&lt;br /&gt;
* [[Gamehelpgizmos|Gizmos]]&lt;br /&gt;
* [[Gamehelpglassroad|Glass Road]]&lt;br /&gt;
* [[Gamehelpglow|Glow]]&lt;br /&gt;
* [[Gamehelpgnomehollow|Gnome Hollow]]&lt;br /&gt;
* [[Gamehelpclassicgo|Go]]&lt;br /&gt;
* [[Gamehelpgofish|Go Fish]]&lt;br /&gt;
* [[Gamehelpgogoa|Go Goa]]&lt;br /&gt;
* [[Gamehelpgonutsfordonuts|Go Nuts for Donuts]]&lt;br /&gt;
* [[Gamehelpgostop|Go-Stop]]&lt;br /&gt;
* [[Gamehelpgoblinhood|Goblin Hood]]&lt;br /&gt;
* [[Gamehelpgoldwest|Gold West]]&lt;br /&gt;
* [[Gamehelpgoldncrash|Gold’n’Crash]]&lt;br /&gt;
* [[Gamehelpgoldblivion|GOLDblivion]]&lt;br /&gt;
* [[Gamehelpgolf|Golf]]&lt;br /&gt;
* [[Gamehelpgolfie|Golfie]]&lt;br /&gt;
* [[Gamehelpgomoku|Gomoku]]&lt;br /&gt;
* [[Gamehelpgoodcopbadcop|Good Cop Bad Cop]]&lt;br /&gt;
* [[Gamehelpgopher|Gopher]]&lt;br /&gt;
* [[Gamehelpgorami|GORami]]&lt;br /&gt;
* [[Gamehelpgosux|Gosu X]]&lt;br /&gt;
* [[Gamehelpgrandbazaar|Grand Bazaar]]&lt;br /&gt;
* [[Gamehelpgreasyspoon|Greasy Spoon]]&lt;br /&gt;
* [[Gamehelpgreatwesterntrail|Great Western Trail]]&lt;br /&gt;
* [[Gamehelpelpasogwt|Great Western Trail: El Paso]]&lt;br /&gt;
* [[Gamehelpgrosstarock|Grosstarock]]&lt;br /&gt;
* [[Gamehelpgrumblestone|GrumbleStone]]&lt;br /&gt;
* [[Gamehelpgrund|Grund]]&lt;br /&gt;
* [[Gamehelpguildes|Guildes]]&lt;br /&gt;
* [[Gamehelpguile|Guile]]&lt;br /&gt;
* [[Gamehelpgyges|Gygès]]&lt;br /&gt;
* [[Gamehelpeightyeight|Hachihachi]]&lt;br /&gt;
* [[Gamehelphacktrick|Hack Trick]] (*)&lt;br /&gt;
* [[Gamehelphadara|Hadara]]&lt;br /&gt;
* [[Gamehelphadrianswall|Hadrian&#039;s Wall]]&lt;br /&gt;
* [[Gamehelphadron|Hadron]]&lt;br /&gt;
* [[Gamehelphaggis|Haggis]]&lt;br /&gt;
* [[Gamehelphaiclue|Haiclue]]&lt;br /&gt;
* [[Gamehelphanabi|Hanabi]]&lt;br /&gt;
* [[Gamehelphanamikoji|Hanamikoji]]&lt;br /&gt;
* [[Gamehelphandandfoot|Hand and Foot]]&lt;br /&gt;
* [[Gamehelphappycity|Happy City]]&lt;br /&gt;
* [[Gamehelphardback|Hardback]]&lt;br /&gt;
* [[Gamehelpharmonies|Harmonies]]&lt;br /&gt;
* [[Gamehelpharvest|Harvest]]&lt;br /&gt;
* [[Gamehelphawaii|Hawaii]]&lt;br /&gt;
* [[Gamehelpsakura|Hawaiian Hanafuda]]&lt;br /&gt;
* [[Gamehelphearts|Hearts]]&lt;br /&gt;
* [[Gamehelpheat|Heat: Pedal to the Metal]]&lt;br /&gt;
* [[Gamehelpheckinhounds|Heckin Hounds]]&lt;br /&gt;
* [[Gamehelphens|Hens]]&lt;br /&gt;
* [[Gamehelpherd|Herd]]&lt;br /&gt;
* [[Gamehelpherooj|Herooj]]&lt;br /&gt;
* [[Gamehelpherrlof|Herrlof]]&lt;br /&gt;
* [[Gamehelphex|Hex]]&lt;br /&gt;
* [[Gamehelphiddenleaders|Hidden Leaders]]&lt;br /&gt;
* [[Gamehelphighseason|High Season]]&lt;br /&gt;
* [[Gamehelphive|Hive]]&lt;br /&gt;
* [[Gamehelphoarders|Hoarders]]&lt;br /&gt;
* [[Gamehelphoipho|Hội Phố (Second Edition)]]&lt;br /&gt;
* [[Gamehelphokito|Hokito]]&lt;br /&gt;
* [[Gamehelphomesteaders|Homesteaders]]&lt;br /&gt;
* [[Gamehelphomeworlds|Homeworlds]]&lt;br /&gt;
* [[Gamehelphoola|Hoola]]&lt;br /&gt;
* [[Gamehelpescapefromthehiddencastle|Hugo]]&lt;br /&gt;
* [[Gamehelphumanity|Humanity]]&lt;br /&gt;
* [[Gamehelphungariantarokk|Hungarian Tarokk]]&lt;br /&gt;
* [[Gamehelphutan|HUTAN: Life in the Rainforest]]&lt;br /&gt;
* [[Gamehelphydroracers|Hydroracers]]&lt;br /&gt;
* [[Gamehelphypnosia|Hypnosia]]&lt;br /&gt;
* [[Gamehelpiceandthesky|Ice and the Sky]]&lt;br /&gt;
* [[Gamehelpicecoldicehockey|Ice Cold Ice Hockey]]&lt;br /&gt;
* [[Gamehelpicebreaker|Icebreaker]]&lt;br /&gt;
* [[Gamehelpillustori|Illustori]]&lt;br /&gt;
* [[Gamehelpimhotep|Imhotep]]&lt;br /&gt;
* [[Gamehelpimpasse|Impasse]]&lt;br /&gt;
* [[Gamehelpintheyearofthedragon|In The Year of the Dragon]]&lt;br /&gt;
* [[Gamehelpincangold|Incan Gold]]&lt;br /&gt;
* [[Gamehelpindianchief|Indian Chief]]&lt;br /&gt;
* [[Gamehelpink|Ink]]&lt;br /&gt;
* [[Gamehelpinnovation|Innovation]]&lt;br /&gt;
* [[Gamehelpinori|Inori]]&lt;br /&gt;
* [[Gamehelpinsidejob|Inside Job]]&lt;br /&gt;
* [[Gamehelpisaac|Isaac]]&lt;br /&gt;
* [[Gamehelpisleoftrainsallaboard|Isle of Trains: All Aboard]]&lt;br /&gt;
* [[Gamehelpwonderfulkingdom|It&#039;s a Wonderful Kingdom]]&lt;br /&gt;
* [[Gamehelpitsawonderfulworld|It&#039;s a Wonderful World]]&lt;br /&gt;
* [[Gamehelpiwari|Iwari]]&lt;br /&gt;
* [[Gamehelpjaipur|Jaipur]]&lt;br /&gt;
* [[Gamehelpjekyllvshide|Jekyll vs. Hyde]]&lt;br /&gt;
* [[Gamehelpjokerball|Jokerball]]&lt;br /&gt;
* [[Gamehelpjumpdrive|Jump Drive]]&lt;br /&gt;
* [[Gamehelpjumpgate|Jump Gate]]&lt;br /&gt;
* [[Gamehelpjurassicsnack|Jurassic Snack]]&lt;br /&gt;
* [[Gamehelpjustdesserts|Just Desserts]]&lt;br /&gt;
* [[Gamehelpjustone|Just One]]&lt;br /&gt;
* [[Gamehelpk2|K2]]&lt;br /&gt;
* [[Gamehelpkabaleo|Kabaleo]]&lt;br /&gt;
* [[Gamehelpkado|Kado]]&lt;br /&gt;
* [[Gamehelpkahuna|Kahuna]]&lt;br /&gt;
* [[Gamehelpkaiser|Kaiser]]&lt;br /&gt;
* [[Gamehelpkalah|Kalah]]&lt;br /&gt;
* [[Gamehelpkami|Kami]]&lt;br /&gt;
* [[Gamehelpkamon|Kamon]]&lt;br /&gt;
* [[Gamehelpkarvi|Karvi]]&lt;br /&gt;
* [[Gamehelpkeyflower|Keyflower]]&lt;br /&gt;
* [[Gamehelpkhiva|Khiva]]&lt;br /&gt;
* [[Gamehelpkhronos|Khronos]]&lt;br /&gt;
* [[Gamehelpkikaibricolageheads|Kikai - Bricolage Heads]]&lt;br /&gt;
* [[Gamehelpkingofthepitch|King of the Pitch]]&lt;br /&gt;
* [[Gamehelpkingoftokyo|King of Tokyo]]&lt;br /&gt;
* [[Gamehelpkingoftokyoduel|King of Tokyo Duel]]&lt;br /&gt;
* [[Gamehelpkingdombuilder|Kingdom Builder]]&lt;br /&gt;
* [[Gamehelpkingdomino|Kingdomino]]&lt;br /&gt;
* [[Gamehelpkingdoms|Kingdoms]]&lt;br /&gt;
* [[Gamehelpkingsinthecorner|Kings in the Corner]]&lt;br /&gt;
* [[Gamehelpkingscraft|Kingscraft]]&lt;br /&gt;
* [[Gamehelpklaverjassen|Klaverjassen]]&lt;br /&gt;
* [[Gamehelpkmakici|Kmakici Family&#039;s greatest teatime]]&lt;br /&gt;
* [[Gamehelpknarr|Knarr]]&lt;br /&gt;
* [[Gamehelpknister|Knister]]&lt;br /&gt;
* [[Gamehelpknockoutwhist|Knockout Whist]]&lt;br /&gt;
* [[Gamehelpkoikoi|Koi-Koi]]&lt;br /&gt;
* [[Gamehelpkokeshi|Kokeshi]]&lt;br /&gt;
* [[Gamehelpkonane|Konane]]&lt;br /&gt;
* [[Gamehelpkoryo|Koryŏ]]&lt;br /&gt;
* [[Gamehelpkqj|KQJ]]&lt;br /&gt;
* [[Gamehelpkrakenup|Kraken Up]]&lt;br /&gt;
* [[Gamehelpkrosmasterarena|Krosmaster Arena]]&lt;br /&gt;
* [[Gamehelpkrosmasterblast|Krosmaster Blast]]&lt;br /&gt;
* [[Gamehelpkulami|Kulami]]&lt;br /&gt;
* [[Gamehelplagranja|La Granja]]&lt;br /&gt;
* [[Gamehelplamarcheducrabe|La Marche du Crabe]]&lt;br /&gt;
* [[Gamehelplasvegan|Las Vegan]]&lt;br /&gt;
* [[Gamehelpledernierpeuple|Le Dernier Peuple]]&lt;br /&gt;
* [[Gamehelpleroydesribauds|Le Roy des Ribauds]]&lt;br /&gt;
* [[Gamehelpleaders|Leaders]]&lt;br /&gt;
* [[Gamehelplegendraiders|Legend Raiders]]&lt;br /&gt;
* [[Gamehelpinventors|Legendary Inventors]]&lt;br /&gt;
* [[Gamehelpheroesofhellas|Legends of Hellas]]&lt;br /&gt;
* [[Gamehelplepidoptery|Lepidoptery]]&lt;br /&gt;
* [[Gamehelpletscatchthelion|Let&#039;s Catch the Lion!]]&lt;br /&gt;
* [[Gamehelpletsgotojapan|Let&#039;s Go! To Japan]]&lt;br /&gt;
* [[Gamehelplettertycoon|Letter Tycoon]]&lt;br /&gt;
* [[Gamehelplewisclark|Lewis &amp;amp; Clark]]&lt;br /&gt;
* [[Gamehelplibertalia|Libertalia]]&lt;br /&gt;
* [[Gamehelplielow|Lielow]]&lt;br /&gt;
* [[Gamehelplifeline|Lifeline]]&lt;br /&gt;
* [[Gamehelplineit|Line It]]&lt;br /&gt;
* [[Gamehelplinesofaction|Lines of Action]]&lt;br /&gt;
* [[Gamehelplinkage|Linkage]]&lt;br /&gt;
* [[Gamehelplinx|Linx]]&lt;br /&gt;
* [[Gamehelplittlefactory|Little Factory]]&lt;br /&gt;
* [[Gamehelpliverpoolrummy|Liverpool (Cozy Oaks) Rummy]]&lt;br /&gt;
* [[Gamehelplivingforest|Living Forest]]&lt;br /&gt;
* [[Gamehelplivingforestduel|Living Forest Duel]]&lt;br /&gt;
* [[Gamehelplama|LLAMA]]&lt;br /&gt;
* [[Gamehelplocomomo|Loco Momo]]&lt;br /&gt;
* [[Gamehelplogger|Logger]]&lt;br /&gt;
* [[Gamehelplookatthestars|Look at the Stars]]&lt;br /&gt;
* [[Gamehelplooot|Looot]]&lt;br /&gt;
* [[Gamehelplox|Lords of Xidit]]&lt;br /&gt;
* [[Gamehelplostcities|Lost Cities]]&lt;br /&gt;
* [[Gamehelplostexplorers|Lost Explorers]]&lt;br /&gt;
* [[Gamehelparnak|Lost Ruins of Arnak]]&lt;br /&gt;
* [[Gamehelplostseas|Lost Seas]]&lt;br /&gt;
* [[Gamehelpluckynumbers|Lucky Numbers]]&lt;br /&gt;
* [[Gamehelpludo|Ludo]]&lt;br /&gt;
* [[Gamehelplumen|Lumen: The Lost World]]&lt;br /&gt;
* [[Gamehelplure|Lure]]&lt;br /&gt;
* [[Gamehelpluxor|Luxor]]&lt;br /&gt;
* [[Gamehelpluz|LUZ]]&lt;br /&gt;
* [[Gamehelpmaatatahay|Maatatahay]]&lt;br /&gt;
* [[Gamehelpmachiavelli|Machiavelli]]&lt;br /&gt;
* [[Gamehelpmadeira|Madeira]]&lt;br /&gt;
* [[Gamehelpmammalath|Mammalath]]&lt;br /&gt;
* [[Gamehelpmandala|Mandala]]&lt;br /&gt;
* [[Gamehelpmapmaker|Mapmaker: The Gerrymandering Game]]&lt;br /&gt;
* [[Gamehelpmapsofmisterra|Maps of Misterra]]&lt;br /&gt;
* [[Gamehelpmaracaibo|Maracaibo]]&lt;br /&gt;
* [[Gamehelpmarcopolotwo|Marco Polo II: In the Service of the Khan]]&lt;br /&gt;
* [[Gamehelpmarrakech|Marrakech]]&lt;br /&gt;
* [[Gamehelpmarram|Marram]]&lt;br /&gt;
* [[Gamehelpmartiandice|Martian Dice]]&lt;br /&gt;
* [[Gamehelpmascarade|Mascarade]]&lt;br /&gt;
* [[Gamehelpmate|Mate]]&lt;br /&gt;
* [[Gamehelpmattock|Mattock]]&lt;br /&gt;
* [[Gamehelpmechadream|Mech A Dream]]&lt;br /&gt;
* [[Gamehelpmedina|Medina]]&lt;br /&gt;
* [[Gamehelpmeadow|Medo]]&lt;br /&gt;
* [[Gamehelpmegajackpot|Mega Jackpot]]&lt;br /&gt;
* [[Gamehelpmegalomania|Megalomania]]&lt;br /&gt;
* [[Gamehelpmemoir|Memoir &#039;44]]&lt;br /&gt;
* [[Gamehelpmercadodelisboaste|Mercado de Lisboa]]&lt;br /&gt;
* [[Gamehelpmeridians|Meridians]]&lt;br /&gt;
* [[Gamehelpmesos|Mesos]]&lt;br /&gt;
* [[Gamehelpmetro|Metro]]&lt;br /&gt;
* [[Gamehelpmetromania|Metromania]]&lt;br /&gt;
* [[Gamehelpmia|Mia]]&lt;br /&gt;
* [[Gamehelpmicrodojo|Micro Dojo]]&lt;br /&gt;
* [[Gamehelpmiddleages|Middle Ages]]&lt;br /&gt;
* [[Gamehelpmighty|Mighty]]&lt;br /&gt;
* [[Gamehelpmijnlieff|Mijnlieff]]&lt;br /&gt;
* [[Gamehelpmindcycling|Mind Cycling]]&lt;br /&gt;
* [[Gamehelpmindmgmt|Mind MGMT]]&lt;br /&gt;
* [[Gamehelpmindup|Mind Up!]]&lt;br /&gt;
* [[Gamehelpminhwatu|Minhwatu]]&lt;br /&gt;
* [[Gamehelpminirogue|Mini Rogue]]&lt;br /&gt;
* [[Gamehelpmlem|MLEM: Space Agency]]&lt;br /&gt;
* [[Gamehelpmodten|Mod Ten]]&lt;br /&gt;
* [[Gamehelpmojo|Mojo]]&lt;br /&gt;
* [[Gamehelpmonsterfactory|Monster Factory]]&lt;br /&gt;
* [[Gamehelpmoonriver|Moon River]]&lt;br /&gt;
* [[Gamehelpmoonshine|Moonshine]]&lt;br /&gt;
* [[Gamehelpmountaingoats|Mountain Goats]]&lt;br /&gt;
* [[Gamehelpmow|MOW]]&lt;br /&gt;
* [[Gamehelpmrjack|Mr. Jack]]&lt;br /&gt;
* [[Gamehelpmurusgallicus|Murus Gallicus]]&lt;br /&gt;
* [[Gamehelpmutantcrops|Mutant Crops]]&lt;br /&gt;
* [[Gamehelpmycity|My City]]&lt;br /&gt;
* [[Gamehelpmycityrb|My City: Roll &amp;amp; Build]]&lt;br /&gt;
* [[Gamehelpmyfirstcastlepanic|My First Castle Panic]]&lt;br /&gt;
* [[Gamehelpmyshelfie|My Shelfie]]&lt;br /&gt;
* [[Gamehelpmyshelfiedice|My Shelfie: The Dice Game]]&lt;br /&gt;
* [[Gamehelpmythicbattlesragnarok|Mythic Battles: Ragnarök]]&lt;br /&gt;
* [[Gamehelpmythicalstheboardgame|Mythicals the boardgame]]&lt;br /&gt;
* [[Gamehelpnachopile|Nacho Pile]]&lt;br /&gt;
* [[Gamehelpnainjaune|Nain Jaune]]&lt;br /&gt;
* [[Gamehelpnaishi|Naishi]]&lt;br /&gt;
* [[Gamehelpnanatoridori|Nanatoridori]]&lt;br /&gt;
* [[Gamehelpnangaparbat|Nanga Parbat]]&lt;br /&gt;
* [[Gamehelpnap|Nap]]&lt;br /&gt;
* [[Gamehelpnarabi|Narabi]]&lt;br /&gt;
* [[Gamehelpnautilus|Nautilus]]&lt;br /&gt;
* [[Gamehelpneom|Neom]]&lt;br /&gt;
* [[Gamehelpneutreeko|Neutreeko]]&lt;br /&gt;
* [[Gamehelpnewfrontiers|New Frontiers]]&lt;br /&gt;
* [[Gamehelpnewyorkzoo|New York Zoo]]&lt;br /&gt;
* [[Gamehelpnewton|Newton]]&lt;br /&gt;
* [[Gamehelpnextstation|Next Station: London]]&lt;br /&gt;
* [[Gamehelpnextstationparis|Next Station: Paris]]&lt;br /&gt;
* [[Gamehelpnextstationtokyo|Next Station: Tokyo]]&lt;br /&gt;
* [[Gamehelpniagara|Niagara]]&lt;br /&gt;
* [[Gamehelpnicodemus|Nicodemus]]&lt;br /&gt;
* [[Gamehelpnidavellir|Nidavellir]]&lt;br /&gt;
* [[Gamehelpaknile|Nile]]&lt;br /&gt;
* [[Gamehelpnimalia|Nimalia]]&lt;br /&gt;
* [[Gamehelpninemensmorris|Nine Men&#039;s Morris]]&lt;br /&gt;
* [[Gamehelpninjan|Ninjan]]&lt;br /&gt;
* [[Gamehelpnippon|Nippon]]&lt;br /&gt;
* [[Gamehelpnothanks|No Thanks!]]&lt;br /&gt;
* [[Gamehelpnoah|Noah]]&lt;br /&gt;
* [[Gamehelpnoirkvi|Noir: Killer versus Inspector]]&lt;br /&gt;
* [[Gamehelpnoneshallpass|None Shall Pass!]]&lt;br /&gt;
* [[Gamehelpnotalone|Not Alone]]&lt;br /&gt;
* [[Gamehelpnovaluna|Nova Luna]]&lt;br /&gt;
* [[Gamehelpnowboarding|Now Boarding]]&lt;br /&gt;
* [[Gamehelpnumberdrop|Number Drop]]&lt;br /&gt;
* [[Gamehelpnxs|NXS]]&lt;br /&gt;
* [[Gamehelpnylonppong|Nylon-ppong]]&lt;br /&gt;
* [[Gamehelpoasis|OASIS New Hope]]&lt;br /&gt;
* [[Gamehelpobsession|Obsession]]&lt;br /&gt;
* [[Gamehelpodicey|Odicey]]&lt;br /&gt;
* [[Gamehelpodin|Odin]]&lt;br /&gt;
* [[Gamehelpofftherails|Off the Rails]]&lt;br /&gt;
* [[Gamehelpohhell|Oh Hell!]]&lt;br /&gt;
* [[Gamehelpohseven|Oh-Seven]]&lt;br /&gt;
* [[Gamehelpokanagan|Okanagan: Valley of the Lakes]]&lt;br /&gt;
* [[Gamehelpontour|On Tour]]&lt;br /&gt;
* [[Gamehelponceuponaforest|Once Upon A Forest]]&lt;br /&gt;
* [[Gamehelponda|Onda]]&lt;br /&gt;
* [[Gamehelpone|ONE]]&lt;br /&gt;
* [[Gamehelponitama|Onitama]]&lt;br /&gt;
* [[Gamehelpopenfacechinesepoker|Open Face Chinese Poker]]&lt;br /&gt;
* [[Gamehelpopenseason|Open Season]]&lt;br /&gt;
* [[Gamehelporapamine|Orapa Mine]]&lt;br /&gt;
* [[Gamehelporiflamme|Oriflamme]]&lt;br /&gt;
* [[Gamehelporigin|Origin]]&lt;br /&gt;
* [[Gamehelporionduel|Orion Duel]]&lt;br /&gt;
* [[Gamehelporleans|Orléans]]&lt;br /&gt;
* [[Gamehelpoust|Oust]]&lt;br /&gt;
* [[Gamehelpoutlaws|Outlaws: Last Man Standing]]&lt;br /&gt;
* [[Gamehelpoxono|Oxono]]&lt;br /&gt;
* [[Gamehelppi|P.I.]]&lt;br /&gt;
* [[Gamehelppaganfateofroanoke|Pagan: Fate of Roanoke]]&lt;br /&gt;
* [[Gamehelppainttheroses|Paint the Roses]]&lt;br /&gt;
* [[Gamehelppalace|Palace]]&lt;br /&gt;
* [[Gamehelppandaarei|Panda Rei]]&lt;br /&gt;
* [[Gamehelppandaspin|Panda Spin]]&lt;br /&gt;
* [[Gamehelppandemic|Pandemic]]&lt;br /&gt;
* [[Gamehelppaniclab|Panic Lab]]&lt;br /&gt;
* [[Gamehelppapayoo|Papayoo]]&lt;br /&gt;
* [[Gamehelppaperworld|Paper World]]&lt;br /&gt;
* [[Gamehelpparisconnection|Paris Connection]]&lt;br /&gt;
* [[Gamehelpparklife|Park Life]]&lt;br /&gt;
* [[Gamehelpparks|Parks]]&lt;br /&gt;
* [[Gamehelppatchwork|Patchwork]]&lt;br /&gt;
* [[Gamehelppathofcivilization|Path of Civilization]]&lt;br /&gt;
* [[Gamehelppaxpamir|Pax Pamir: Second Edition]]&lt;br /&gt;
* [[Gamehelppaxrenaissance|Pax Renaissance]]&lt;br /&gt;
* [[Gamehelppedro|Pedro]]&lt;br /&gt;
* [[Gamehelppenaltychallenge|Penalty Challenge]]&lt;br /&gt;
* [[Gamehelppennypress|Penny Press]]&lt;br /&gt;
* [[Gamehelppentaquest|Pentaquest]]&lt;br /&gt;
* [[Gamehelppente|Pente]]&lt;br /&gt;
* [[Gamehelpperfectwords|Perfect Words]]&lt;br /&gt;
* [[Gamehelppergola|Pergola]]&lt;br /&gt;
* [[Gamehelpdudo|Perudo]]&lt;br /&gt;
* [[Gamehelppescadonovo|Pescado Novo]]&lt;br /&gt;
* [[Gamehelpphat|Phat]]&lt;br /&gt;
* [[Gamehelpphotosynthesis|Photosynthesis]]&lt;br /&gt;
* [[Gamehelppiepmatz|Piepmatz]]&lt;br /&gt;
* [[Gamehelppiereighteen|Pier 18]]&lt;br /&gt;
* [[Gamehelppingimus|Pingimus]]&lt;br /&gt;
* [[Gamehelppinochle|Pinochle]]&lt;br /&gt;
* [[Gamehelppioneerdaysproject|Pioneer Days]]&lt;br /&gt;
* [[Gamehelppiratenkapern|Piraten kapern]]&lt;br /&gt;
* [[Gamehelppiratesofmaracaibo|Pirates of Maracaibo]]&lt;br /&gt;
* [[Gamehelppixies|Pixies]]&lt;br /&gt;
* [[Gamehelpplanetunknown|Planet Unknown]]&lt;br /&gt;
* [[Gamehelppocketcats|Pocket Cats]]&lt;br /&gt;
* [[Gamehelppointsalad|Point Salad]]&lt;br /&gt;
* [[Gamehelppokerdice|Poker Dice]]&lt;br /&gt;
* [[Gamehelppolis|Polis: Fight for Hegemony]]&lt;br /&gt;
* [[Gamehelppond|Pond]]&lt;br /&gt;
* [[Gamehelppontedeldiavolo|Ponte del Diavolo]]&lt;br /&gt;
* [[Gamehelppook|Pook]]&lt;br /&gt;
* [[Gamehelppotionexplosion|Potion Explosion]]&lt;br /&gt;
* [[Gamehelppotionsofazerland|Potions of Azerland]]&lt;br /&gt;
* [[Gamehelppowervacuum|Power Vacuum]]&lt;br /&gt;
* [[Gamehelppraga|Praga Caput Regni]]&lt;br /&gt;
* [[Gamehelppresident|President]]&lt;br /&gt;
* [[Gamehelppropuh|Propuh]]&lt;br /&gt;
* [[Gamehelppuertorico|Puerto Rico]]&lt;br /&gt;
* [[Gamehelppugsinmugs|Pugs in Mugs]]&lt;br /&gt;
* [[Gamehelppylos|Pylos]]&lt;br /&gt;
* [[Gamehelppyramidpoker|Pyramid Poker]]&lt;br /&gt;
* [[Gamehelppyramidoft|Pyramido: Forgotten Treasures]]&lt;br /&gt;
* [[Gamehelppyrga|Pyrga]]&lt;br /&gt;
* [[Gamehelpquato|Qu4to]]&lt;br /&gt;
* [[Gamehelpqawale|Qawale]]&lt;br /&gt;
* [[Gamehelpquantik|Quantik]]&lt;br /&gt;
* [[Gamehelpquantum|Quantum]]&lt;br /&gt;
* [[Gamehelpquartermastergeneraleastfront|Quartermaster General: East Front]]&lt;br /&gt;
* [[Gamehelpquarto|Quarto]]&lt;br /&gt;
* [[Gamehelpqueenskings|Queens &amp;amp; Kings... A Checkers Game]]&lt;br /&gt;
* [[Gamehelpquetzal|Quetzal]]&lt;br /&gt;
* [[Gamehelpquibbles|Quibbles]]&lt;br /&gt;
* [[Gamehelpquinque|Quinque]]&lt;br /&gt;
* [[Gamehelpquirkyquarks|Quirky Quarks]]&lt;br /&gt;
* [[Gamehelpquoridor|Quoridor]]&lt;br /&gt;
* [[Gamehelpraceforthegalaxy|Race for the Galaxy]]&lt;br /&gt;
* [[Gamehelprage|Rage]]&lt;br /&gt;
* [[Gamehelprailroadink|Railroad Ink]]&lt;br /&gt;
* [[Gamehelprailwaysoftheworld|Railways of the World]]&lt;br /&gt;
* [[Gamehelprainbow|Rainbow]]&lt;br /&gt;
* [[Gamehelprainforest|Rainforest]]&lt;br /&gt;
* [[Gamehelprallymandirt|Rallyman: DIRT]]&lt;br /&gt;
* [[Gamehelprallymangt|Rallyman: GT]]&lt;br /&gt;
* [[Gamehelpratjack|Ratjack]]&lt;br /&gt;
* [[Gamehelpratsofwistar|Rats of Wistar]]&lt;br /&gt;
* [[Gamehelprauha|Rauha]]&lt;br /&gt;
* [[Gamehelpredseven|Red7]]&lt;br /&gt;
* [[Gamehelpredstone|Redstone]]&lt;br /&gt;
* [[Gamehelplaserreflection|Reflection]]&lt;br /&gt;
* [[Gamehelprefuge|Refuge]]&lt;br /&gt;
* [[Gamehelpregicide|Regicide]]&lt;br /&gt;
* [[Gamehelpregidice|Regidice]]&lt;br /&gt;
* [[Gamehelprememberwhen|Remember When]]&lt;br /&gt;
* [[Gamehelpresarcana|Res Arcana]]&lt;br /&gt;
* [[Gamehelpresolve|Resolve]]&lt;br /&gt;
* [[Gamehelprestinpeace|Rest In Peace]]&lt;br /&gt;
* [[Gamehelpreversi|Reversi]]&lt;br /&gt;
* [[Gamehelprevive|Revive]]&lt;br /&gt;
* [[Gamehelpriftvalleyreserve|Rift Valley Reserve]]&lt;br /&gt;
* [[Gamehelpriftforce|Riftforce]]&lt;br /&gt;
* [[Gamehelprive|Rive]]&lt;br /&gt;
* [[Gamehelpriverofgold|River of Gold]]&lt;br /&gt;
* [[Gamehelprivervalleyglassworks|River Valley Glassworks]]&lt;br /&gt;
* [[Gamehelproadtothreehoundred|Road to 300]]&lt;br /&gt;
* [[Gamehelprobotsateourpizza|Robots Ate Our Pizza]]&lt;br /&gt;
* [[Gamehelprollforthegalaxy|Roll for the Galaxy]]&lt;br /&gt;
* [[Gamehelprollintotown|Roll Into Town]]&lt;br /&gt;
* [[Gamehelprolltothetopjourneys|Roll to the Top: Journeys]]&lt;br /&gt;
* [[Gamehelprollandbump|Roll&#039;n Bump]]&lt;br /&gt;
* [[Gamehelprolledwest|Rolled West]]&lt;br /&gt;
* [[Gamehelprollingpins|Rolling Pins]]&lt;br /&gt;
* [[Gamehelpromirami|Romi Rami]]&lt;br /&gt;
* [[Gamehelproppyakken|Roppyakken]]&lt;br /&gt;
* [[Gamehelprumblenation|Rumble Nation]]&lt;br /&gt;
* [[Gamehelprummy|Rummy]]&lt;br /&gt;
* [[Gamehelprussianrailroads|Russian Railroads]]&lt;br /&gt;
* [[Gamehelpsaboteur|Saboteur]]&lt;br /&gt;
* [[Gamehelpsagani|Sagani]]&lt;br /&gt;
* [[Gamehelpsahwari|Sahwari]]&lt;br /&gt;
* [[Gamehelpsail|Sail]]&lt;br /&gt;
* [[Gamehelpsaintpetersburg|Saint Petersburg]]&lt;br /&gt;
* [[Gamehelpsaintpoker|Saint Poker]]&lt;br /&gt;
* [[Gamehelpsantorini|Santorini]]&lt;br /&gt;
* [[Gamehelpsapiens|Sapiens]]&lt;br /&gt;
* [[Gamehelpsasaki|Sasaki]]&lt;br /&gt;
* [[Gamehelpschafkopf|Schafkopf]]&lt;br /&gt;
* [[Gamehelpschnapsen|Schnapsen]]&lt;br /&gt;
* [[Gamehelpschottentotten|Schotten Totten]]&lt;br /&gt;
* [[Gamehelpschroedingerscats|Schrödinger&#039;s Cats]]&lt;br /&gt;
* [[Gamehelpscopa|Scopa]]&lt;br /&gt;
* [[Gamehelpscratchandcatch|Scratch and Catch]]&lt;br /&gt;
* [[Gamehelpseasaltpaper|Sea Salt &amp;amp; Paper]]&lt;br /&gt;
* [[Gamehelpseasons|Seasons]]&lt;br /&gt;
* [[Gamehelpsecretmoon|Secret Moon]]&lt;br /&gt;
* [[Gamehelpseikatsu|Seikatsu]]&lt;br /&gt;
* [[Gamehelpsenet|Senet]]&lt;br /&gt;
* [[Gamehelpsensei|Sensei]]&lt;br /&gt;
* [[Gamehelpsenshi|Senshi]]&lt;br /&gt;
* [[Gamehelpseotda|Seotda]]&lt;br /&gt;
* [[Gamehelpsergeantmajor|Sergeant Major]]&lt;br /&gt;
* [[Gamehelpsetup|SETUP]]&lt;br /&gt;
* [[Gamehelpsevens|Sevens]]&lt;br /&gt;
* [[Gamehelpsherlockthirteen|Sherlock 13]]&lt;br /&gt;
* [[Gamehelpshiftingstones|Shifting Stones]]&lt;br /&gt;
* [[Gamehelpshogi|Shogi]]&lt;br /&gt;
* [[Gamehelpshogun|Shogun]]&lt;br /&gt;
* [[Gamehelpshutthebox|Shut the Box]]&lt;br /&gt;
* [[Gamehelpsignorie|Signorie]]&lt;br /&gt;
* [[Gamehelpsilo|Silo]]&lt;br /&gt;
* [[Gamehelpsimilo|Similo]]&lt;br /&gt;
* [[Gamehelpsimplicity|Simplicity]]&lt;br /&gt;
* [[Gamehelpsirocelotscave|Sir Ocelot&#039;s cave]]&lt;br /&gt;
* [[Gamehelpskat|Skat]]&lt;br /&gt;
* [[Gamehelpskatelegend|Skate Legend]]&lt;br /&gt;
* [[Gamehelpskull|Skull]]&lt;br /&gt;
* [[Gamehelpskullking|Skull King]]&lt;br /&gt;
* [[Gamehelpskyteam|Sky Team]]&lt;br /&gt;
* [[Gamehelpslide|Slide]]&lt;br /&gt;
* [[Gamehelpsmallislands|Small Islands]]&lt;br /&gt;
* [[Gamehelpsmallworld|Small World]]&lt;br /&gt;
* [[Gamehelpsobek|Sobek]]&lt;br /&gt;
* [[Gamehelpsobektwoplayers|Sobek: 2 Players]]&lt;br /&gt;
* [[Gamehelpsolarstorm|Solar Storm]]&lt;br /&gt;
* [[Gamehelpsolo|Solo]]&lt;br /&gt;
* [[Gamehelpsolowhist|Solo Whist]]&lt;br /&gt;
* [[Gamehelpsolstis|Solstis]]&lt;br /&gt;
* [[Gamehelpsoluna|Soluna]]&lt;br /&gt;
* [[Gamehelpsoulaween|Soulaween]]&lt;br /&gt;
* [[Gamehelpspacebase|Space Base]]&lt;br /&gt;
* [[Gamehelpspaceempires|Space Empires: 4X]]&lt;br /&gt;
* [[Gamehelpspacestationphoenix|Space Station Phoenix]]&lt;br /&gt;
* [[Gamehelpspades|Spades]]&lt;br /&gt;
* [[Gamehelpsparts|Sparts]]&lt;br /&gt;
* [[Gamehelpspellbook|SpellBook]]&lt;br /&gt;
* [[Gamehelpspiritsoftheforest|Spirits of the Forest]]&lt;br /&gt;
* [[Gamehelpspiteandmalice|Spite and Malice]]&lt;br /&gt;
* [[Gamehelpsplashdown|Splash Down]]&lt;br /&gt;
* [[Gamehelpsplendor|Splendor]]&lt;br /&gt;
* [[Gamehelpsplendorduel|Splendor Duel]]&lt;br /&gt;
* [[Gamehelpsplito|Splito]]&lt;br /&gt;
* [[Gamehelpsplitter|Splitter]]&lt;br /&gt;
* [[Gamehelpspotit|Spot it]]&lt;br /&gt;
* [[Gamehelpspots|Spots]]&lt;br /&gt;
* [[Gamehelpspyrium|Spyrium]]&lt;br /&gt;
* [[Gamehelpsquadro|Squadro]]&lt;br /&gt;
* [[Gamehelpstalkexchange|Stalk Exchange]]&lt;br /&gt;
* [[Gamehelpstarfluxx|Star Fluxx]]&lt;br /&gt;
* [[Gamehelpsteamworks|Steam Works]]&lt;br /&gt;
* [[Gamehelpsteamrollers|SteamRollers]]&lt;br /&gt;
* [[Gamehelpstella|Stella – Dixit Universe]]&lt;br /&gt;
* [[Gamehelpstirfryeighteen|Stir Fry Eighteen]]&lt;br /&gt;
* [[Gamehelpstockpile|Stockpile]]&lt;br /&gt;
* [[Gamehelpstoneage|Stone Age]]&lt;br /&gt;
* [[Gamehelpstonespinearchitects|Stonespine Architects]]&lt;br /&gt;
* [[Gamehelpstonks|Stonks]]&lt;br /&gt;
* [[Gamehelpstrands|Strands]]&lt;br /&gt;
* [[Gamehelpstrawberrysunset|Strawberry Sunset]]&lt;br /&gt;
* [[Gamehelpstreets|Streets]]&lt;br /&gt;
* [[Gamehelpstupormundi|Stupor Mundi]]&lt;br /&gt;
* [[Gamehelpsuper|SUPER]]&lt;br /&gt;
* [[Gamehelpsuperfantasybrawl|Super Fantasy Brawl]]&lt;br /&gt;
* [[Gamehelpsupermegaluckybox|Super Mega Lucky Box]]&lt;br /&gt;
* [[Gamehelpsuperstore|Superstore 3000]]&lt;br /&gt;
* [[Gamehelpsurvive|Survive The Island]]&lt;br /&gt;
* [[Gamehelpsushigoparty|Sushi Go Party!]]&lt;br /&gt;
* [[Gamehelpsushigo|Sushi Go!]]&lt;br /&gt;
* [[Gamehelpsymbiose|Symbiose]]&lt;br /&gt;
* [[Gamehelptablut|Tablut]]&lt;br /&gt;
* [[Gamehelptactile|TacTile]]&lt;br /&gt;
* [[Gamehelptakaraisland|Takara Island]]&lt;br /&gt;
* [[Gamehelptakenoko|Takenoko]]&lt;br /&gt;
* [[Gamehelptakenokolor|Takenokolor]]&lt;br /&gt;
* [[Gamehelptalon|Talon]]&lt;br /&gt;
* [[Gamehelptaluva|Taluva]]&lt;br /&gt;
* [[Gamehelptanghulu|Tang Hu Lu]]&lt;br /&gt;
* [[Gamehelptapestry|Tapestry]]&lt;br /&gt;
* [[Gamehelptargi|Targi]]&lt;br /&gt;
* [[Gamehelptashkalar|Tash-Kalar]]&lt;br /&gt;
* [[Gamehelpteatime|Tea Time]]&lt;br /&gt;
* [[Gamehelpteotihuacan|Teotihuacan: City of Gods]]&lt;br /&gt;
* [[Gamehelpterramystica|Terra Mystica]]&lt;br /&gt;
* [[Gamehelpterranova|Terra Nova]]&lt;br /&gt;
* [[Gamehelpterraformingmars|Terraforming Mars]]&lt;br /&gt;
* [[Gamehelpthattimeyoukilledme|That Time You Killed Me]]&lt;br /&gt;
* [[Gamehelpthatslife|That&#039;s Life!]]&lt;br /&gt;
* [[Gamehelpbattleforhill|The Battle for Hill 218]]&lt;br /&gt;
* [[Gamehelptheboss|The Boss]]&lt;br /&gt;
* [[Gamehelpthebrambles|The Brambles]]&lt;br /&gt;
* [[Gamehelpthebuildersantiquity|The Builders: Antiquity]]&lt;br /&gt;
* [[Gamehelpthebuilders|The Builders: Middle Ages]]&lt;br /&gt;
* [[Gamehelpcastlesofburgundy|The Castles of Burgundy]]&lt;br /&gt;
* [[Gamehelpthecrew|The Crew]]&lt;br /&gt;
* [[Gamehelpthecrewdeepsea|The Crew: Mission Deep Sea]]&lt;br /&gt;
* [[Gamehelpfateoffellowship|The Fate of the Fellowship]]&lt;br /&gt;
* [[Gamehelpthefoxintheforest|The Fox in the Forest]]&lt;br /&gt;
* [[Gamehelpthefoxintheforestduet|The Fox in the Forest: Duet]]&lt;br /&gt;
* [[Gamehelpthegnomesofzavandor|The Gnomes of Zavandor]]&lt;br /&gt;
* [[Gamehelpgreatsplit|The Great Split]]&lt;br /&gt;
* [[Gamehelptheguildofmerchantexplorers|The Guild of Merchant Explorers]]&lt;br /&gt;
* [[Gamehelpthehanginggardens|The Hanging Gardens]]&lt;br /&gt;
* [[Gamehelptheisleofcats|The Isle of Cats]]&lt;br /&gt;
* [[Gamehelpthejellymonsterlab|The Jelly Monster Lab]]&lt;br /&gt;
* [[Gamehelpkingsguild|The King&#039;s Guild]]&lt;br /&gt;
* [[Gamehelpladyandthetiger|The Lady and the Tiger (Doors)]]&lt;br /&gt;
* [[Gamehelpthenumber|The Number]]&lt;br /&gt;
* [[Gamehelpcarrara|The Palaces of Carrara]]&lt;br /&gt;
* [[Gamehelpruhr|The Ruhr: A Story of Coal Trade]]&lt;br /&gt;
* [[Gamehelptheshipwreckarcana|The Shipwreck Arcana]]&lt;br /&gt;
* [[Gamehelpvaleofeternity|The Vale of Eternity]]&lt;br /&gt;
* [[Gamehelpmarcopolo|The Voyages of Marco Polo]]&lt;br /&gt;
* [[Gamehelpwerewolves|The Werewolves of Miller&#039;s Hollow]]&lt;br /&gt;
* [[Gamehelpthewhitecastle|The White Castle]]&lt;br /&gt;
* [[Gamehelpthewolves|The Wolves]]&lt;br /&gt;
* [[Gamehelptheyellowhouse|The Yellow House]]&lt;br /&gt;
* [[Gamehelpthermopyles|Thermopyles]]&lt;br /&gt;
* [[Gamehelpthrive|Thrive]]&lt;br /&gt;
* [[Gamehelpthroughtheages|Through the Ages]]&lt;br /&gt;
* [[Gamehelpthroughtheagesnewstory|Through the Ages: A new Story of Civilization]]&lt;br /&gt;
* [[Gamehelpthurnandtaxis|Thurn and Taxis]]&lt;br /&gt;
* [[Gamehelptictacmatch|Tic-Tac Match]]&lt;br /&gt;
* [[Gamehelptichu|Tichu]]&lt;br /&gt;
* [[Gamehelpticketgagnant|Ticket Gagnant]]&lt;br /&gt;
* [[Gamehelptickettoride|Ticket to Ride]]&lt;br /&gt;
* [[Gamehelptickettorideeurope|Ticket to Ride: Europe]]&lt;br /&gt;
* [[Gamehelptienlen|Tiến Lên]]&lt;br /&gt;
* [[Gamehelptigriseuphrates|Tigris &amp;amp; Euphrates]]&lt;br /&gt;
* [[Gamehelptikal|Tikal]]&lt;br /&gt;
* [[Gamehelptimemasters|Time Masters]]&lt;br /&gt;
* [[Gamehelptimelinetwist|Timeline Twist]]&lt;br /&gt;
* [[Gamehelptinnerstrail|Tinners&#039; Trail]]&lt;br /&gt;
* [[Gamehelptinyepicdefenders|Tiny Epic Defenders (Second Edition)]]&lt;br /&gt;
* [[Gamehelptinyfarms|Tiny Farms]]&lt;br /&gt;
* [[Gamehelptinytowns|Tiny Towns]]&lt;br /&gt;
* [[Gamehelptinyturbocars|Tiny Turbo Cars]]&lt;br /&gt;
* [[Gamehelptiwanaku|Tiwanaku]]&lt;br /&gt;
* [[Gamehelptobago|Tobago]]&lt;br /&gt;
* [[Gamehelptoc|Tock]]&lt;br /&gt;
* [[Gamehelptoepen|Toepen]]&lt;br /&gt;
* [[Gamehelptoeshambo|ToeShamBo]]&lt;br /&gt;
* [[Gamehelptokaido|Tokaido]]&lt;br /&gt;
* [[Gamehelptortugasixteensixtyseven|Tortuga 1667]]&lt;br /&gt;
* [[Gamehelptournay|Tournay]]&lt;br /&gt;
* [[Gamehelptowerup|Tower Up]]&lt;br /&gt;
* [[Gamehelptoybattle|Toy Battle]]&lt;br /&gt;
* [[Gamehelptrailblazers|Trailblazers]]&lt;br /&gt;
* [[Gamehelptranquility|Tranquility]]&lt;br /&gt;
* [[Gamehelptranquilitytheascent|Tranquility: The Ascent]]&lt;br /&gt;
* [[Gamehelptrektwelve|Trek 12]]&lt;br /&gt;
* [[Gamehelptrekkingtheworld|Trekking the World]]&lt;br /&gt;
* [[Gamehelptrellis|Trellis]]&lt;br /&gt;
* [[Gamehelptreos|Treos]]&lt;br /&gt;
* [[Gamehelptrickoftherails|Trick of the Rails]]&lt;br /&gt;
* [[Gamehelptrike|Trike]]&lt;br /&gt;
* [[Gamehelptrio|Trio]]&lt;br /&gt;
* [[Gamehelptroyes|Troyes]]&lt;br /&gt;
* [[Gamehelptroyesdice|Troyes Dice]]&lt;br /&gt;
* [[Gamehelptrusis|Trusis]]&lt;br /&gt;
* [[Gamehelptucano|Tucano]]&lt;br /&gt;
* [[Gamehelptulipandrose|Tulip &amp;amp; Rose]]&lt;br /&gt;
* [[Gamehelptumbleweed|Tumbleweed]]&lt;br /&gt;
* [[Gamehelpturingmachine|Turing Machine]]&lt;br /&gt;
* [[Gamehelpturnthetide|Turn the tide]]&lt;br /&gt;
* [[Gamehelpturncoats|Turncoats]]&lt;br /&gt;
* [[Gamehelptwinpalms|Twin Palms]]&lt;br /&gt;
* [[Gamehelptwintinbots|Twin Tin Bots]]&lt;br /&gt;
* [[Gamehelptwinkletwinkle|Twinkle Twinkle]]&lt;br /&gt;
* [[Gamehelptwotenjack|Two-Ten-Jack]]&lt;br /&gt;
* [[Gamehelptzolkin|Tzolk&#039;in]]&lt;br /&gt;
* [[Gamehelpultimaterailroads|Ultimate Railroads]]&lt;br /&gt;
* [[Gamehelpumbrella|Umbrella]]&lt;br /&gt;
* [[Gamehelpunclechestnuttablegype|Uncle Chestnut&#039;s Table Gype]]&lt;br /&gt;
* [[Gamehelpunconditionalsurrender|Unconditional Surrender! World War 2 in Europe]]&lt;br /&gt;
* [[Gamehelpundergrove|Undergrove]]&lt;br /&gt;
* [[Gamehelpunitedsquare|United Square]]&lt;br /&gt;
* [[Gamehelpunrest|Unrest]]&lt;br /&gt;
* [[Gamehelpuptown|Uptown]]&lt;br /&gt;
* [[Gamehelpvaalbara|Vaalbara]]&lt;br /&gt;
* [[Gamehelpvaultdenofthieves|Vault: A Den of Thieves]]&lt;br /&gt;
* [[Gamehelpvault|Vault: A Solitaire Dice Game]]&lt;br /&gt;
* [[Gamehelpvegetables|VEGEtables]]&lt;br /&gt;
* [[Gamehelpveggiegarden|Veggie Garden]]&lt;br /&gt;
* [[Gamehelpvektorace|VektoRace]]&lt;br /&gt;
* [[Gamehelpveletas|Veletas]]&lt;br /&gt;
* [[Gamehelpverdant|Verdant]]&lt;br /&gt;
* [[Gamehelpveronatwist|Verona Twist]]&lt;br /&gt;
* [[Gamehelpverso|Verso]]&lt;br /&gt;
* [[Gamehelpviamagica|Via Magica]]&lt;br /&gt;
* [[Gamehelpvidrasso|Vidrasso]]&lt;br /&gt;
* [[Gamehelpvillagers|Villagers]]&lt;br /&gt;
* [[Gamehelpviticulture|Viticulture]]&lt;br /&gt;
* [[Gamehelpvivacatrina|Viva Catrina]]&lt;br /&gt;
* [[Gamehelpvolto|Volto]]&lt;br /&gt;
* [[Gamehelpvultureculture|Vulture Culture]]&lt;br /&gt;
* [[Gamehelpwarchest|War Chest]]&lt;br /&gt;
* [[Gamehelpwelcometo|Welcome To]]&lt;br /&gt;
* [[Gamehelpwelcometonewlasvegas|Welcome To New Las Vegas]]&lt;br /&gt;
* [[Gamehelpwelcometothemoon|Welcome To The Moon]]&lt;br /&gt;
* [[Gamehelpwhist|Whist]]&lt;br /&gt;
* [[Gamehelpwhisttwentytwo|Whist 22]]&lt;br /&gt;
* [[Gamehelpwingspan|Wingspan]]&lt;br /&gt;
* [[Gamehelpwizard|Wizard]]&lt;br /&gt;
* [[Gamehelpwizardscup|Wizards Cup]]&lt;br /&gt;
* [[Gamehelpwizardsgrimoire|Wizards of the Grimoire]]&lt;br /&gt;
* [[Gamehelpwordtraveler|Word Traveler]]&lt;br /&gt;
* [[Gamehelpworldwidetennis|Worldwide Tennis]]&lt;br /&gt;
* [[Gamehelpxiangqi|Xiangqi]]&lt;br /&gt;
* [[Gamehelpyatzy|Yahtzee]]&lt;br /&gt;
* [[Gamehelpyaniv|Yaniv]]&lt;br /&gt;
* [[Gamehelpyinyang|Yin Yang]]&lt;br /&gt;
* [[Gamehelpyokai|Yokai]]&lt;br /&gt;
* [[Gamehelpyokaiseptet|Yokai Septet]]&lt;br /&gt;
* [[Gamehelpyokohama|Yokohama]]&lt;br /&gt;
* [[Gamehelpyoxii|Yoxii]]&lt;br /&gt;
* [[Gamehelpzefiria|Zefiria]]&lt;br /&gt;
* [[Gamehelpzener|Zener]]&lt;br /&gt;
* [[Gamehelpzenith|Zenith]]&lt;br /&gt;
* [[Gamehelpzola|Zola]]&lt;br /&gt;
* [[Gamehelpzookeepers|Zookeepers]]&lt;br /&gt;
* [[Gamehelpzuuli|Zuuli]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; [[Gamehelphacktrick|Hack Trick]] is currently impossible to play on BGA as it was implemented using a module that is no longer supported.&lt;br /&gt;
{{infoBox|minWidth=100%|titleColor=#004|color=#eefd&lt;br /&gt;
|title=Beta version on BGA&lt;br /&gt;
|body=&amp;lt;div style=&amp;quot;columns:12rem auto;&amp;quot;&amp;gt;&lt;br /&gt;
* [[Gamehelpquinzejoursenfrance|15 Jours en France]]&lt;br /&gt;
* [[Gamehelpaero|A.E.R.O.]]&lt;br /&gt;
* [[Gamehelpahoy|Ahoy]]&lt;br /&gt;
* [[Gamehelpaiye|Àiyé]]&lt;br /&gt;
* [[Gamehelpalakablast|Alakablast]]&lt;br /&gt;
* [[Gamehelpallin|All In]]&lt;br /&gt;
* [[Gamehelpaltay|Altay: Dawn of Civilization]]&lt;br /&gt;
* [[Gamehelpaniversus|Aniversus]]&lt;br /&gt;
* [[Gamehelpaquatica|Aquatica]]&lt;br /&gt;
* [[Gamehelpaurum|Aurum]]&lt;br /&gt;
* [[Gamehelpaves|AVES]]&lt;br /&gt;
* [[Gamehelpazure|Azure]]&lt;br /&gt;
* [[Gamehelpbatalladecoronas|Batalla de Coronas]]&lt;br /&gt;
* [[Gamehelpbattlegammon|Battlegammon]]&lt;br /&gt;
* [[Gamehelpbauer|Bauer]]&lt;br /&gt;
* [[Gamehelpbayonetsandtomahawks|Bayonets &amp;amp; Tomahawks]]&lt;br /&gt;
* [[Gamehelpbebop|Bebop]]&lt;br /&gt;
* [[Gamehelpbelladonebluff|Belladone Bluff]]&lt;br /&gt;
* [[Gamehelpbeyond|Beyond]]&lt;br /&gt;
* [[Gamehelpbiomesofnilgiris|Biomes of Nilgiris]]&lt;br /&gt;
* [[Gamehelpblockarena|Block Arena]]&lt;br /&gt;
* [[Gamehelpblot|Blot]]&lt;br /&gt;
* [[Gamehelpcaboodle|Bloxo]]&lt;br /&gt;
* [[Gamehelpbotanik|Botanik]]&lt;br /&gt;
* [[Gamehelpbower|Bower]]&lt;br /&gt;
* [[Gamehelpbunnydrops|Bunny Drops]]&lt;br /&gt;
* [[Gamehelpcakemaster|Cake Master]]&lt;br /&gt;
* [[Gamehelpcalypso|Calypso]]&lt;br /&gt;
* [[Gamehelpcannonades|Cannonades]]&lt;br /&gt;
* [[Gamehelpcarpniches|Carpniches]]&lt;br /&gt;
* [[Gamehelpcarsoncity|Carson City]]&lt;br /&gt;
* [[Gamehelpcatannewenergies|Catan New Energies]]&lt;br /&gt;
* [[Gamehelpcathood|Cathood]]&lt;br /&gt;
* [[Gamehelpchimerastation|Chimera Station]]&lt;br /&gt;
* [[Gamehelpchoconnect|Choconnect]]&lt;br /&gt;
* [[Gamehelpcircleoflifesavannah|Circle Of Life: on the Savannah]]&lt;br /&gt;
* [[Gamehelpcitadels|Citadels]]&lt;br /&gt;
* [[Gamehelpcities|Cities]]&lt;br /&gt;
* [[Gamehelpclaim|Claim]]&lt;br /&gt;
* [[Gamehelpclassifiedinformation|Classified Information]]&lt;br /&gt;
* [[Gamehelpcoatl|Cóatl]]&lt;br /&gt;
* [[Gamehelpcoffee|Coffee]]&lt;br /&gt;
* [[Gamehelpcoinage|Coin Age]]&lt;br /&gt;
* [[Gamehelpcookieaddict|Cookie Addict!]]&lt;br /&gt;
* [[Gamehelpcookiebattle|Cookie Battle]]&lt;br /&gt;
* [[Gamehelpcoupell|Coupell]]&lt;br /&gt;
* [[Gamehelpcradletograve|Cradle to Grave]]&lt;br /&gt;
* [[Gamehelpcrazycorgi|Crazy Corgi]]&lt;br /&gt;
* [[Gamehelpcrazyeights|Crazy Eights]]&lt;br /&gt;
* [[Gamehelpcuttle|Cuttle]]&lt;br /&gt;
* [[Gamehelpdanceofmuses|Dance of Muses]]&lt;br /&gt;
* [[Gamehelpdeckexpresstennesseecentral|Deck EXPRESS: Tennessee Central]]&lt;br /&gt;
* [[Gamehelpdeliverance|Deliverance]]&lt;br /&gt;
* [[Gamehelpdiamonds|Diamonds]]&lt;br /&gt;
* [[Gamehelpdicemission|Dice Mission]]&lt;br /&gt;
* [[Gamehelpdicepyramid|Dice Pyramid]]&lt;br /&gt;
* [[Gamehelpdicedveggies|Diced Veggies]]&lt;br /&gt;
* [[Gamehelpdivercite|Divercité]]&lt;br /&gt;
* [[Gamehelpdontletitdie|Don&#039;t Let It Die]]&lt;br /&gt;
* [[Gamehelpdotsandboxes|Dots and Boxes]]&lt;br /&gt;
* [[Gamehelpdronesvsseagulls|Drones vs Seagulls]]&lt;br /&gt;
* [[Gamehelpexpressions|Expressions]]&lt;br /&gt;
* [[Gamehelpfalconry|Falconry]]&lt;br /&gt;
* [[Gamehelpfivethreefive|Five Three Five]]&lt;br /&gt;
* [[Gamehelpfled|Fled]]&lt;br /&gt;
* [[Gamehelpforage|Forage]]&lt;br /&gt;
* [[Gamehelpforks|Forks: 2nd Edition]]&lt;br /&gt;
* [[Gamehelpgalacticcruise|Galactic Cruise]]&lt;br /&gt;
* [[Gamehelpgalacticera|Galactic Era]]&lt;br /&gt;
* [[Gamehelpgeekoutmasters|Geek Out! Masters]]&lt;br /&gt;
* [[Gamehelpgemsofiridescia|Gems of Iridescia]]&lt;br /&gt;
* [[Gamehelpgolems|Golems]]&lt;br /&gt;
* [[Gamehelpgrovesolitaire|Grove]]&lt;br /&gt;
* [[Gamehelphamstersvshippos|Hamsters vs Hippos]]&lt;br /&gt;
* [[Gamehelpheythatsmyfish|Hey, That&#039;s My Fish!]]&lt;br /&gt;
* [[Gamehelphund|HUND]]&lt;br /&gt;
* [[Gamehelpimtheboss|I&#039;m The Boss]]&lt;br /&gt;
* [[Gamehelpimperialsettlers|Imperial Settlers]]&lt;br /&gt;
* [[Gamehelpinverteddice|Inverted Dice]]&lt;br /&gt;
* [[Gamehelpirishgauge|Irish Gauge]]&lt;br /&gt;
* [[Gamehelpiye|iye]]&lt;br /&gt;
* [[Gamehelpriichimahjong|Japanese (Riichi) Mahjong]]&lt;br /&gt;
* [[Gamehelpjewelbox|Jewel Box]]&lt;br /&gt;
* [[Gamehelpjunkdrawer|Junk Drawer]]&lt;br /&gt;
* [[Gamehelpkaninariebi|Kani Nari Ebi]]&lt;br /&gt;
* [[Gamehelpkiriaitheduel|Kiri-ai: The Duel]]&lt;br /&gt;
* [[Gamehelpladyschoice|Lady&#039;s Choice]]&lt;br /&gt;
* [[Gamehelplesderniersdroides|Last Droids]]&lt;br /&gt;
* [[Gamehelplineae|Lineae]]&lt;br /&gt;
* [[Gamehelplivingstone|Livingstone]]&lt;br /&gt;
* [[Gamehelplorenzo|Lorenzo il Magnifico]]&lt;br /&gt;
* [[Gamehelplovelinks|Love Links]]&lt;br /&gt;
* [[Gamehelplunar|Lunar]]&lt;br /&gt;
* [[Gamehelpmastersofrenaissance|Masters of Renaissance: Lorenzo il Magnifico – The Card Game]]&lt;br /&gt;
* [[Gamehelpmatchsticktycoon|Matchstick Tycoon]]&lt;br /&gt;
* [[Gamehelpmedu|Medu]]&lt;br /&gt;
* [[Gamehelpmetz|Metz]]&lt;br /&gt;
* [[Gamehelpmexica|Mexica]]&lt;br /&gt;
* [[Gamehelpmicromidgard|Micro Midgard]]&lt;br /&gt;
* [[Gamehelpminnesotawhist|Minnesota Whist]]&lt;br /&gt;
* [[Gamehelpmisty|Misty]]&lt;br /&gt;
* [[Gamehelpmonsterhex|Monster Hex]]&lt;br /&gt;
* [[Gamehelpmonstertrick|Monster Trick]]&lt;br /&gt;
* [[Gamehelpmoonlight|Moonlight: The Land of the Wolves]]&lt;br /&gt;
* [[Gamehelpmorocco|Morocco]]&lt;br /&gt;
* [[Gamehelpmue|Mü]]&lt;br /&gt;
* [[Gamehelpnaturalchaos|Natural Chaos]]&lt;br /&gt;
* [[Gamehelpnature|Nature]]&lt;br /&gt;
* [[Gamehelpnibble|Nibble]]&lt;br /&gt;
* [[Gamehelpnirds|Nirds]]&lt;br /&gt;
* [[Gamehelpnorsemen|Norsemen]]&lt;br /&gt;
* [[Gamehelporchard|Orchard]]&lt;br /&gt;
* [[Gamehelppacifica|Pacifica]]&lt;br /&gt;
* [[Gamehelppaiko|Paikō]]&lt;br /&gt;
* [[Gamehelpperikles|Perikles]]&lt;br /&gt;
* [[Gamehelppersonanongrata|Persona Non Grata]]&lt;br /&gt;
* [[Gamehelppinacoladice|Piña Coladice]]&lt;br /&gt;
* [[Gamehelppiratas|Piratas!]]&lt;br /&gt;
* [[Gamehelppisanki|Pisanki]]&lt;br /&gt;
* [[Gamehelptexasholdem|Poker Texas Hold&#039;em]]&lt;br /&gt;
* [[Gamehelpqango|Qango]]&lt;br /&gt;
* [[Gamehelpquadratacanada|Quadrata Canada]]&lt;br /&gt;
* [[Gamehelpquartzdice|Quartz: The Dice Game]]&lt;br /&gt;
* [[Gamehelpquattuorreges|Quattuor Reges]]&lt;br /&gt;
* [[Gamehelpqueenofscots|Queen of Scots]]&lt;br /&gt;
* [[Gamehelpquintus|Quintus]]&lt;br /&gt;
* [[Gamehelpqwinto|Qwinto]]&lt;br /&gt;
* [[Gamehelpraubbau|Raubbau]]&lt;br /&gt;
* [[Gamehelpreflectionsinthelookingglass|Reflections in the Looking Glass]]&lt;br /&gt;
* [[Gamehelpreforest|Reforest]]&lt;br /&gt;
* [[Gamehelpresist|Resist!]]&lt;br /&gt;
* [[Gamehelpriverrats|River Rats]]&lt;br /&gt;
* [[Gamehelproomtwentyfive|Room 25]]&lt;br /&gt;
* [[Gamehelprumbleplanet|Rumble Planet]]&lt;br /&gt;
* [[Gamehelpsafariwitness|Safari Witness]]&lt;br /&gt;
* [[Gamehelpsamarkand|Samarkand]]&lt;br /&gt;
* [[Gamehelpsavannaten|Savanna Ten]]&lt;br /&gt;
* [[Gamehelpscriptoria|Scriptoria]]&lt;br /&gt;
* [[Gamehelpscythe|Scythe]]&lt;br /&gt;
* [[Gamehelpsevenknightsbewitched|Seven Knights Bewitched]]&lt;br /&gt;
* [[Gamehelpsfynx|Sfynx]]&lt;br /&gt;
* [[Gamehelpsheepboombah|Sheep Boom Bah]]&lt;br /&gt;
* [[Gamehelpshock|Shock! Knights &amp;amp; Poisons]]&lt;br /&gt;
* [[Gamehelpshokoba|Shokoba]]&lt;br /&gt;
* [[Gamehelpsiam|Siam]]&lt;br /&gt;
* [[Gamehelpsneferu|Sneferu: Builders of the Pyramids]]&lt;br /&gt;
* [[Gamehelpspringcleaning|Spring Cleaning]]&lt;br /&gt;
* [[Gamehelpstarshipmerchants|Starship Merchants]]&lt;br /&gt;
* [[Gamehelpstemandbranch|Stem &amp;amp; Branch]]&lt;br /&gt;
* [[Gamehelpstigmeria|Stigméria]]&lt;br /&gt;
* [[Gamehelpstreetcar|Streetcar]]&lt;br /&gt;
* [[Gamehelpsunrisesunset|Sunrise Sunset]]&lt;br /&gt;
* [[Gamehelptapas|Tapas]]&lt;br /&gt;
* [[Gamehelptekken|TEKKEN – the Board Game]]&lt;br /&gt;
* [[Gamehelpbloodyinn|The Bloody Inn]]&lt;br /&gt;
* [[Gamehelpthegamemakers|The Game Makers]]&lt;br /&gt;
* [[Gamehelpthegreatamericanfoxhunt|The Great American Fox Hunt]]&lt;br /&gt;
* [[Gamehelptheittybittycardgame|the itty bitty card game]]&lt;br /&gt;
* [[Gamehelpthekingofthewoods|The King of the Woods]]&lt;br /&gt;
* [[Gamehelpthelast|The Last]]&lt;br /&gt;
* [[Gamehelpthemotherroad|The Mother Road: Route 66]]&lt;br /&gt;
* [[Gamehelptheninedomains|The Nine Domains]]&lt;br /&gt;
* [[Gamehelptheninesonsofthedragon|The Nine sons of dragon]]&lt;br /&gt;
* [[Gamehelpthewaytojuliet|The way to Juliet]]&lt;br /&gt;
* [[Gamehelptholos|Tholos]]&lt;br /&gt;
* [[Gamehelptrench|Trench]]&lt;br /&gt;
* [[Gamehelptriatri|TriATri]]&lt;br /&gt;
* [[Gamehelptroggu|Troggu]]&lt;br /&gt;
* [[Gamehelptsukurutenten|Tsukuru Ten Ten]]&lt;br /&gt;
* [[Gamehelptuned|Tuned]]&lt;br /&gt;
* [[Gamehelpultimatetictactoe|Ultimate Tic-Tac-Toe]]&lt;br /&gt;
* [[Gamehelpupordown|Up or Down?]]&lt;br /&gt;
* [[Gamehelpvegetablestock|Vegetable Stock]]&lt;br /&gt;
* [[Gamehelpwanderingtowers|Wandering Towers]]&lt;br /&gt;
* [[Gamehelpwastelandia|Wastelandia]]&lt;br /&gt;
* [[Gamehelpwolfandsheeps|Wolf and Sheep]]&lt;br /&gt;
* [[Gamehelpxxung|Xxung]]&lt;br /&gt;
* [[Gamehelpyaxha|Yaxha]]&lt;br /&gt;
* [[Gamehelpyinsh|YINSH]]&lt;br /&gt;
* [[Gamehelpynarosfallin|Ynaros Fallin]]&lt;br /&gt;
* [[Gamehelpzooloretto|Zooloretto]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{infoBox|minWidth=100%|titleColor=#400|color=#feed&lt;br /&gt;
|title=Removed from BGA (incomplete list)&lt;br /&gt;
|body=&amp;lt;div style=&amp;quot;columns:16rem auto;&amp;quot;&amp;gt;&lt;br /&gt;
* [[Gamehelpbamboozle|Bamboozle]]&lt;br /&gt;
* [[Gamehelpdominion|Dominion]]&lt;br /&gt;
* [[Gamehelpduckcover|Duck &amp;amp; Cover]]&lt;br /&gt;
* [[Gamehelpequinox|Equinox]]&lt;br /&gt;
* [[Gamehelpgosu|Gosu]]&lt;br /&gt;
* [[Gamehelpharbour|Harbour]]&lt;br /&gt;
* [[Gamehelpinjawara|INJAWARA]]&lt;br /&gt;
* [[Gamehelpinsert|Insert]]&lt;br /&gt;
* [[Gamehelpkinapa|Kinapa]]&lt;br /&gt;
* [[Gamehelpbabet|L&#039;Oracle B.A-BET]]&lt;br /&gt;
* [[Gamehelpmantisfalls|Mantis Falls]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== About available games and their content ==&lt;br /&gt;
&lt;br /&gt;
Games are games and it&#039;s all up to publishers to make them relevant or accurate to history, or not.&lt;br /&gt;
&lt;br /&gt;
We&#039;re focusing on game play and rules. We&#039;re not history books, nor an accurate source for anything related to real things.&lt;br /&gt;
&lt;br /&gt;
BGA is against any bad behaviours of or against real people, and will never EVER join, talk or expose anything about themes, history or politics.&lt;br /&gt;
&lt;br /&gt;
Also please note that this is also a source to motivate discussion, reflection, and exchange of viewpoints about history and education on other platforms.&lt;br /&gt;
&lt;br /&gt;
We&#039;re a gaming platform, we welcome everyone and make efforts daily to make a nice place to play nice games with nice people.&lt;/div&gt;</summary>
		<author><name>K-Ron0508</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_memoir&amp;diff=26765</id>
		<title>Tips memoir</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_memoir&amp;diff=26765"/>
		<updated>2025-10-06T11:07:49Z</updated>

		<summary type="html">&lt;p&gt;K-Ron0508: removed &amp;quot;of&amp;quot; in &amp;quot;positioning of units&amp;quot; (grammar)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;BGA Tip: You can click the cog just above your name to auto-pass close assault reactions.  Maybe BGA will make this the default setting someday...&lt;br /&gt;
&lt;br /&gt;
Actual tips: &lt;br /&gt;
&lt;br /&gt;
1. Generally speaking Infantry can [Move 1 hex AND Battle] OR [Move 2 Hexes].  This isn&#039;t clear on the interface, and will cost you attack actions. &lt;br /&gt;
&lt;br /&gt;
2. More attack actions are better.  &lt;br /&gt;
&lt;br /&gt;
3. More dice on those attack actions are better.  &lt;br /&gt;
&lt;br /&gt;
4. The goal of the game is to fully kill the requisite amount of enemy units.  If an infantry unit is down to 1 guy, it&#039;s wise to retreat them into safety to deny your opponent the point. &lt;br /&gt;
&lt;br /&gt;
5. Be careful of stacking your team up in one column. If you have no cards for that column, you waste turns until you do.  &lt;br /&gt;
&lt;br /&gt;
6. If an Armor unit can fully kill or retreat a unit in close combat, they can advance and attack again.&lt;br /&gt;
&lt;br /&gt;
7. Keep in mind that if a unit has both retreat hexes occupied, any flags count as hits. This is important both when attacking and when positioning units.&lt;/div&gt;</summary>
		<author><name>K-Ron0508</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpterraformingmars&amp;diff=22873</id>
		<title>Gamehelpterraformingmars</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpterraformingmars&amp;diff=22873"/>
		<updated>2024-10-03T15:49:33Z</updated>

		<summary type="html">&lt;p&gt;K-Ron0508: /* Turn Structure */ fix typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Turn Structure ==&lt;br /&gt;
Each round of the game represents one generation of development and colonization on Mars. At the start of each round, the first player token moves to the next player.&lt;br /&gt;
&lt;br /&gt;
In every generation players perform the following steps:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1) Research:&#039;&#039;&#039; draw four cards and add any number of them into your hand. Pay 3 M€ for each one added and discard the rest. There is no hand limit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2) Actions:&#039;&#039;&#039; take 1-2 actions from the list below or pass. If you pass, you will not play again for the rest of the round. Continue in turn order until all players have passed. (Note that, during another player&#039;s turn in BGA, you can indicate that you will be passing on your next turn by pressing the Advanced Pass button in the &#039;current activity&#039; box at the top of the page. This allows you to go off and do other things without holding up the game. There is a Confirm button!)&lt;br /&gt;
&lt;br /&gt;
1) Play a card from your hand&lt;br /&gt;
&lt;br /&gt;
2) Use a standard project&lt;br /&gt;
&lt;br /&gt;
3) Claim a milestone (total of 3 times per game between all players)&lt;br /&gt;
&lt;br /&gt;
4) Fund an award (total of 3 times per game between all players)&lt;br /&gt;
&lt;br /&gt;
5) Use an action on a blue card (each blue card may be used once per generation)&lt;br /&gt;
&lt;br /&gt;
6) Convert 8 plants into a greenery tile (increasing the oxygen level and your Terraform Rating)&lt;br /&gt;
&lt;br /&gt;
7) Convert 8 heat into a temperature increase (increasing your Terraform Rating)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3) Production:&#039;&#039;&#039; first convert all unspent energy into heat, then all players simultaneously produce resources and M€ according to their production values. Players also get M€ equal to their Terraform Rating. (Note that M€ production values may be negative).&lt;br /&gt;
&lt;br /&gt;
==== Playing Cards ====&lt;br /&gt;
Some cards have requirements in order to play them, such as:&lt;br /&gt;
&lt;br /&gt;
- Global parameters (oceans, oxygen, temperature) must be above or below a certain level&lt;br /&gt;
&lt;br /&gt;
- You must have enough tags of a given type already in play (like Science)&lt;br /&gt;
&lt;br /&gt;
- You must be able to produce a specific resource (like Titanium)&lt;br /&gt;
&lt;br /&gt;
Cards have a base cost which must be paid in M€. This cost can be reduced by other card effects. You can also spend resources in lieu of M€ if the card has certain tags:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Steel = 2 M€&#039;&#039;&#039; to pay for any &#039;&#039;&#039;Building&#039;&#039;&#039; card (brown building icon)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Titanium = 3 M€&#039;&#039;&#039; to pay for any &#039;&#039;&#039;Space&#039;&#039;&#039; card (gold sunburst icon)&lt;br /&gt;
&lt;br /&gt;
Carry out all of the card&#039;s effects, gain resources, and increase/decrease production values as directed. If a change to a production value is indicated with a red border, you can choose to apply it to another player or to no one at all. (These are usually negative effects.)&lt;br /&gt;
&lt;br /&gt;
After you play the card, it moves to one of three areas on your board depending on their color. You can change how these areas are arranged by clicking on the &amp;quot;three bars&amp;quot; icon in the header.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;- Red cards&#039;&#039;&#039; have no further effects and are automatically hidden. They do not contribute tags to your overall totals but may be worth points at the end of the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;- Green cards&#039;&#039;&#039; have no further effects, but remain in play to contribute their tags. They may be worth points at the end of the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;- Blue cards&#039;&#039;&#039; have either an ongoing passive effect or an action you can take on your turn. BGA sorts them into two piles for your convenience.&lt;br /&gt;
&lt;br /&gt;
==== Standard Projects ====&lt;br /&gt;
You always have the following options on your turn regardless of what&#039;s in your hand or on your board. Don&#039;t forget them! Each standard project takes one action on your turn.&lt;br /&gt;
&lt;br /&gt;
Note that you can also raise temperature or place greenery by spending heat or plants instead of M€.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sell patents:&#039;&#039;&#039; discard any number of cards and gain that many M€.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power plant (11 M€):&#039;&#039;&#039; increase Energy production one step.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Asteroid (14 M€):&#039;&#039;&#039; increase temperature one step (and gain one TR).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aquifer (18 M€):&#039;&#039;&#039; place an ocean tile (and gain one TR). Note that oceans don&#039;t belong to the player who placed them, unlike other tiles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Greenery (23 M€):&#039;&#039;&#039; place a greenery tile (raising the oxygen level and gaining one TR). If possible you must place it next to a tile you already own.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;City (25 M€):&#039;&#039;&#039; place a city tile and gain one M€ production. Cities may not be placed adjacent to each other. (Exception: Noctis City may be placed into its reserved spot even if there is already an adjacent city there, and Urbanized Area has to be placed next to 2 Cities.)&lt;br /&gt;
&lt;br /&gt;
If you place a tile, remember to gain any placement bonuses depicted in the space you cover up!&lt;br /&gt;
&lt;br /&gt;
==== Milestones and Awards ====&lt;br /&gt;
Milestones and awards place you in direct competition with other players. With milestones you race to be the first to meet a certain condition; with awards you compete to have the most in a specific category at the end of the game.&lt;br /&gt;
&lt;br /&gt;
===== Milestones =====&lt;br /&gt;
As an action, you may pay 8 M€ and claim a &#039;&#039;&#039;milestone&#039;&#039;&#039; if you meet its requirements. It is worth 5 VP at the end of the game. Only three milestones may be claimed per game.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Terraformer:&#039;&#039;&#039; have 35+ Terraform Rating (TR)&lt;br /&gt;
* &#039;&#039;&#039;Mayor:&#039;&#039;&#039; own 3+ cities&lt;br /&gt;
* &#039;&#039;&#039;Gardener:&#039;&#039;&#039; own 3+ greenery tiles&lt;br /&gt;
* &#039;&#039;&#039;Builder:&#039;&#039;&#039; have 8+ building tags in play&lt;br /&gt;
* &#039;&#039;&#039;Planner:&#039;&#039;&#039; have 16+ cards currently in hand&lt;br /&gt;
&lt;br /&gt;
===== Awards =====&lt;br /&gt;
As an action, you may pay some amount of M€ and fund an &#039;&#039;&#039;award&#039;&#039;&#039;. The first award funded costs 8 M€, the next costs 14 M€, and the last costs 20 M€. Only three awards may be funded per game. At the end of the game, check each funded award. The first and second place player in each category score VP (see Game End section). The player who funded the award receives no special consideration.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Landlord:&#039;&#039;&#039; most tiles in play of any type(s)&lt;br /&gt;
* &#039;&#039;&#039;Banker:&#039;&#039;&#039; highest M€ production&lt;br /&gt;
* &#039;&#039;&#039;Scientist:&#039;&#039;&#039; most science tags in play&lt;br /&gt;
* &#039;&#039;&#039;Thermalist:&#039;&#039;&#039; most unspent heat resource cubes&lt;br /&gt;
* &#039;&#039;&#039;Miner:&#039;&#039;&#039; most unspent steel and titanium resource cubes (combined) &lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
Game ends when there is enough oxygen to breathe (14%), oceans enough to allow Earth-like weather (9 aquifers), and the temperature is well above freezing (+8˚C).  Play continues to the end of the current generation and then players have one final turn to convert extra plants into one or more greenery tiles.&lt;br /&gt;
&lt;br /&gt;
The winner is the player with most VPs at the end of the game. VPs come from:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Terraform Rating (TR).&#039;&#039;&#039; Each time you raise a global parameter (oceans, oxygen, temperature) your TR increases. Score VPs equal to your TR at the end of the game.&lt;br /&gt;
* &#039;&#039;&#039;Greenery.&#039;&#039;&#039; Score 1 VP for each greenery tile you own.&lt;br /&gt;
* &#039;&#039;&#039;Cities.&#039;&#039;&#039; Each city scores 1 VP for each greenery tile adjacent to a city you own, regardless of who owns the greenery. The capital city card also scores 1 VP for each adjacent ocean.&lt;br /&gt;
* &#039;&#039;&#039;Awards (must be funded).&#039;&#039;&#039; 5 VPs to the winner, 2 VPs to second place. If players tie for first, they all get the bonus and no second place is awarded. If multiple players tie for second, they all get the bonus. In a two player game, no second place is awarded.&lt;br /&gt;
* &#039;&#039;&#039;Claimed milestones.&#039;&#039;&#039; Each claimed milestone is worth 5 VPs at the end of the game. Only 3 of the 5 milestones may be claimed.&lt;br /&gt;
* &#039;&#039;&#039;VPs on played cards.&#039;&#039;&#039; First, count all VPs on cards that collect resources. Then gather all of your remaining cards (including all your played events!) and count your VPs. If you have Jovian cards, these may have to be counted separately. (To identify this look for the number, or an effect like X VP / Y number of resources, marked inside the planet Mars Icon)&lt;br /&gt;
&lt;br /&gt;
If there is a tie for VPs, whomever has the most M€ wins.&lt;br /&gt;
&lt;br /&gt;
== Common rules misinterpretations ==&lt;br /&gt;
&lt;br /&gt;
If you trying to submit a bug report about possible rules violation please note that at this point it is very unlikely  to be a real issue or unique.&lt;br /&gt;
&lt;br /&gt;
See list of common rule misinterpretations [[Bugsclarification_terraformingmars]]&lt;br /&gt;
&lt;br /&gt;
== Digital adaptation ==&lt;br /&gt;
=== Interface ===&lt;br /&gt;
Interface should be self explanatory for most part.&lt;br /&gt;
* You only can do action that you are allowed to do. If you THINK you can do something and there is no button, see section about &amp;quot;Common rules misinterpretations&amp;quot; above. Same as if you think you did something that you should not have.&lt;br /&gt;
* You can do a game action either by using a toolbar button or by clicking game element which is highlighted. If there are more than 7 buttons - buttons no longer shown (but if you really want them there is button &amp;quot;Where are my buttons&amp;quot;)&lt;br /&gt;
* When multiple effects are in play you have to choose order, if you don&#039;t want to choose there is button Whatever to chose random order&lt;br /&gt;
* When you get too many cards you can play with card layout option using hamburder menu near card pile. Even when card stacked you always see them by clicking on any card - it will show whole pile in popup. The layout is store per player color per table. If you like to change default layout use Setting panel to store current layout as default.&lt;br /&gt;
* There is sorting option for cards (button near Hand panel), which has few modes: By Cost, By Playability, By Vp, Manual and None. Be careful when you set to auto-sort - card order may change as you get them and you click or something you not except to be there. Manual mode is drag and drop&lt;br /&gt;
=== Settings ===&lt;br /&gt;
The game is very complex and there is no size that fits all. So we provide customizations. Settings are accessible via Gear icon on the top right.&lt;br /&gt;
&lt;br /&gt;
There are 2 categories:&lt;br /&gt;
* Preferences - these remembered in your account and go with you everywhere&lt;br /&gt;
* Local settings - these are browser settings, they saved for per player, per theme and for this browser only.&lt;br /&gt;
&lt;br /&gt;
==== Preference - Theme ====&lt;br /&gt;
&lt;br /&gt;
For people who like to see game as it was designed by game designed we provide Cardboard theme. It has exact board, player board and printed cards (with english text). Also there are resource cubes for extra giggles.&lt;br /&gt;
&lt;br /&gt;
==== Preference - Live Scoring ====&lt;br /&gt;
&lt;br /&gt;
Live scoring is ability of UI show you preview of VP as you would have ended game now. Because its controversial subject it exists as both game option and user preference.&lt;br /&gt;
If table creator set the option to Disabled, nobody at the table can see live scoring, regardless of their preferences and feelings.&lt;br /&gt;
Otherwise its a personal choice - you can use Preference of Show or Hide. &lt;br /&gt;
Unless you play with Live scoring disabled you can always peek to see current scoring table using show Scoring button or clicking of scoring control (the number of point on players mini panel)&lt;br /&gt;
&lt;br /&gt;
==== Local Settings - Animation ====&lt;br /&gt;
&lt;br /&gt;
If you fast player you may want to reduce amount and time of animation using settings. Also Carboard theme is slightly faster because it does less animations in general.&lt;br /&gt;
&lt;br /&gt;
=== Limitations of digital adaptation ===&lt;br /&gt;
&lt;br /&gt;
* Cannot choose order of come into play effects of project cards (with some exceptions)&lt;br /&gt;
* When order of effect chosen - cannot Draw cards before resolving other complex effects&lt;br /&gt;
* Cannot undo single action (Undo will undo 2 actions or until after last Draw)&lt;br /&gt;
* You cannot undo when you are the last player to take an action in multiplayer state (i.e. setup, draft, research)&lt;br /&gt;
&lt;br /&gt;
== Solo Game ==&lt;br /&gt;
The solo version always uses the Corporate Era setup; include all the Corporate Era cards and start without any production, except for what your corporation may give you. &lt;br /&gt;
&lt;br /&gt;
All rules apply as usual with these exceptions: &lt;br /&gt;
* Before you choose your cards, place 2 neutral city tiles on the map with an adjacent greenery tile each (these tiles are not yours, and do not increase the oxygen level): one is placed in the top left, and one in the bottom right. Special case: If you choose to play Tharsis Republic this game, you get M€ production for the 2 neutral cities even though they are placed before you reveal your corporation. &lt;br /&gt;
&lt;br /&gt;
* Start with a terraform rating of 14 instead of 20 (marked ’solo’ on the track) and without the extra production of resources described for the standard game. &lt;br /&gt;
&lt;br /&gt;
* Awards and Milestones are not used. &lt;br /&gt;
&lt;br /&gt;
* You have a neutral opponent that you can steal from, or reduce any kind of resources and production from. &lt;br /&gt;
&lt;br /&gt;
* In default solo mode you always play 14 generations (no more). In order to win, you need to complete terraforming (i.e making the three global parameters reach their goal) before the end of generation 14. After generation 14, you may convert plants into greenery tiles, following normal rules but without raising the oxygen, and finally you score VPs to get as high a score as possible. If you have not completed terraforming by the end of generation 14, you lose. Note: if you using Prelude expansion the game ends at generation 12&lt;br /&gt;
&lt;br /&gt;
* There is a different solo mode called TR63 - it means you have to reach terraforming rating of 63 (not VP!) by the end of last generation (last generation rules same as in previous item).&lt;br /&gt;
&lt;br /&gt;
== Variations ==&lt;br /&gt;
&#039;&#039;&#039;Draft Enabled&#039;&#039;&#039; - Draft 4 cards during &#039;&#039;&#039;Research&#039;&#039;&#039; &#039;&#039;&#039;phase&#039;&#039;&#039;, 1st generation is &#039;&#039;&#039;NOT&#039;&#039;&#039; included.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beginners Corporations&#039;&#039;&#039; - Beginner Corporations start with 42 MC and get to keep all 10 setup cards for free. &#039;&#039;Recommended only for beginner players.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corporate Era&#039;&#039;&#039; - All corporation cards are available and all productions start at 0.&lt;/div&gt;</summary>
		<author><name>K-Ron0508</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpterraformingmars&amp;diff=22165</id>
		<title>Gamehelpterraformingmars</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpterraformingmars&amp;diff=22165"/>
		<updated>2024-08-12T13:25:44Z</updated>

		<summary type="html">&lt;p&gt;K-Ron0508: /* Game End */ cleaned up wording for tie-breaker&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Turn Structure ==&lt;br /&gt;
Each round of the game represents one generation of development and colonization on Mars. At the start of each round, the first player token moves to the next player.&lt;br /&gt;
&lt;br /&gt;
In every generation players perform the following steps:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1) Research:&#039;&#039;&#039; draw four cards and add any number of them into your hand. Pay 3 M€ for each one added and discard the rest. There is no hand limit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2) Actions:&#039;&#039;&#039; take 1-2 actions from the list below or pass. If you pass, you will not play again for the rest of the round. Continue in turn order until all players have passed. (Note that, during another player&#039;s turn in BGA, you can indicate that you will be passing on your next turn by pressing the Advanced Pass button in the &#039;current activity&#039; box at the top of the page. This allows you to go off and do other things without holding up the game. There is a Confirm button!)&lt;br /&gt;
&lt;br /&gt;
1) Play a card from your hand&lt;br /&gt;
&lt;br /&gt;
2) Use a standard project&lt;br /&gt;
&lt;br /&gt;
3) Claim a milestone (total of 3 times per game between all players)&lt;br /&gt;
&lt;br /&gt;
4) Fund an award (total of 3 times per game between all players)&lt;br /&gt;
&lt;br /&gt;
5) Use an action on a blue card (each blue card may be used once per generation)&lt;br /&gt;
&lt;br /&gt;
6) Convert 8 plants into a greenery tile (increasing the oxygen level and your Terraform Rating)&lt;br /&gt;
&lt;br /&gt;
7) Convert 8 heat into a temperature increase (increasing your Terraform Rating)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3) Production:&#039;&#039;&#039; first convert all unspent energy into heat, then all players simultaneously produce resources and M€ according to their production values. Players also get M€ equal to their Terraform Rating. (Note that M€ production values may be negative.&lt;br /&gt;
&lt;br /&gt;
==== Playing Cards ====&lt;br /&gt;
Some cards have requirements in order to play them, such as:&lt;br /&gt;
&lt;br /&gt;
- Global parameters (oceans, oxygen, temperature) must be above or below a certain level&lt;br /&gt;
&lt;br /&gt;
- You must have enough tags of a given type already in play (like Science)&lt;br /&gt;
&lt;br /&gt;
- You must be able to produce a specific resource (like Titanium)&lt;br /&gt;
&lt;br /&gt;
Cards have a base cost which must be paid in M€. This cost can be reduced by other card effects. You can also spend resources in lieu of M€ if the card has certain tags:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Steel = 2 M€&#039;&#039;&#039; to pay for any &#039;&#039;&#039;Building&#039;&#039;&#039; card (brown building icon)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Titanium = 3 M€&#039;&#039;&#039; to pay for any &#039;&#039;&#039;Space&#039;&#039;&#039; card (gold sunburst icon)&lt;br /&gt;
&lt;br /&gt;
Carry out all of the card&#039;s effects, gain resources, and increase/decrease production values as directed. If a change to a production value is indicated with a red border, you can choose to apply it to another player or to no one at all. (These are usually negative effects.)&lt;br /&gt;
&lt;br /&gt;
After you play the card, it moves to one of three areas on your board depending on their color. You can change how these areas are arranged by clicking on the &amp;quot;three bars&amp;quot; icon in the header.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;- Red cards&#039;&#039;&#039; have no further effects and are automatically hidden. They do not contribute tags to your overall totals but may be worth points at the end of the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;- Green cards&#039;&#039;&#039; have no further effects, but remain in play to contribute their tags. They may be worth points at the end of the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;- Blue cards&#039;&#039;&#039; have either an ongoing passive effect or an action you can take on your turn. BGA sorts them into two piles for your convenience.&lt;br /&gt;
&lt;br /&gt;
==== Standard Projects ====&lt;br /&gt;
You always have the following options on your turn regardless of what&#039;s in your hand or on your board. Don&#039;t forget them! Each standard project takes one action on your turn.&lt;br /&gt;
&lt;br /&gt;
Note that you can also raise temperature or place greenery by spending heat or plants instead of M€.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sell patents:&#039;&#039;&#039; discard any number of cards and gain that many M€.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power plant (11 M€):&#039;&#039;&#039; increase Energy production one step.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Asteroid (14 M€):&#039;&#039;&#039; increase temperature one step (and gain one TR).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aquifer (18 M€):&#039;&#039;&#039; place an ocean tile (and gain one TR). Note that oceans don&#039;t belong to the player who placed them, unlike other tiles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Greenery (23 M€):&#039;&#039;&#039; place a greenery tile (raising the oxygen level and gaining one TR). If possible you must place it next to a tile you already own.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;City (25 M€):&#039;&#039;&#039; place a city tile and gain one M€ production. Cities may not be placed adjacent to each other. (Exception: Noctis City may be placed into its reserved spot even if there is already an adjacent city there.)&lt;br /&gt;
&lt;br /&gt;
If you place a tile, remember to gain any placement bonuses depicted in the space you cover up!&lt;br /&gt;
&lt;br /&gt;
==== Milestones and Awards ====&lt;br /&gt;
Milestones and awards place you in direct competition with other players. With milestones you race to be the first to meet a certain condition; with awards you compete to have the most in a specific category at the end of the game.&lt;br /&gt;
&lt;br /&gt;
===== Milestones =====&lt;br /&gt;
As an action, you may pay 8 M€ and claim a &#039;&#039;&#039;milestone&#039;&#039;&#039; if you meet its requirements. It is worth 5 VP at the end of the game. Only three milestones may be claimed per game.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Terraformer:&#039;&#039;&#039; have 35+ Terraform Rating (TR)&lt;br /&gt;
* &#039;&#039;&#039;Mayor:&#039;&#039;&#039; own 3+ cities&lt;br /&gt;
* &#039;&#039;&#039;Gardener:&#039;&#039;&#039; own 3+ greenery tiles&lt;br /&gt;
* &#039;&#039;&#039;Builder:&#039;&#039;&#039; have 8+ building tags in play&lt;br /&gt;
* &#039;&#039;&#039;Planner:&#039;&#039;&#039; have 16+ cards currently in hand&lt;br /&gt;
&lt;br /&gt;
===== Awards =====&lt;br /&gt;
As an action, you may pay some amount of M€ and fund an &#039;&#039;&#039;award&#039;&#039;&#039;. The first award funded costs 8 M€, the next costs 14 M€, and the last costs 20 M€. Only three awards may be funded per game. At the end of the game, check each funded award. The first and second place player in each category score VP (see Game End section). The player who funded the award receives no special consideration.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Landlord:&#039;&#039;&#039; most tiles in play of any type(s)&lt;br /&gt;
* &#039;&#039;&#039;Banker:&#039;&#039;&#039; highest M€ production&lt;br /&gt;
* &#039;&#039;&#039;Scientist:&#039;&#039;&#039; most science tags in play&lt;br /&gt;
* &#039;&#039;&#039;Thermalist:&#039;&#039;&#039; most unspent heat resource cubes&lt;br /&gt;
* &#039;&#039;&#039;Miner:&#039;&#039;&#039; most unspent steel and titanium resource cubes (combined) &lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
Game ends when there is enough oxygen to breathe (14%), oceans enough to allow Earth-like weather (9 aquifers), and the temperature is well above freezing (+8˚C).  Play continues to the end of the current generation and then players have one final turn to convert extra plants into one or more greenery tiles.&lt;br /&gt;
&lt;br /&gt;
The winner is the player with most VPs at the end of the game. VPs come from:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Terraform Rating (TR).&#039;&#039;&#039; Each time you raise a global parameter (oceans, oxygen, temperature) your TR increases. Score VPs equal to your TR at the end of the game.&lt;br /&gt;
* &#039;&#039;&#039;Greenery.&#039;&#039;&#039; Score 1 VP for each greenery tile you own.&lt;br /&gt;
* &#039;&#039;&#039;Cities.&#039;&#039;&#039; Each city scores 1 VP for each greenery tile adjacent to a city you own, regardless of who owns the greenery. The capital city card also scores 1 VP for each adjacent ocean.&lt;br /&gt;
* &#039;&#039;&#039;Awards (must be funded).&#039;&#039;&#039; 5 VPs to the winner, 2 VPs to second place. If players tie for first, they all get the bonus and no second place is awarded. If multiple players tie for second, they all get the bonus. In a two player game, no second place is awarded.&lt;br /&gt;
* &#039;&#039;&#039;Claimed milestones.&#039;&#039;&#039; Each claimed milestone is worth 5 VPs at the end of the game. Only 3 of the 5 milestones may be claimed.&lt;br /&gt;
* &#039;&#039;&#039;VPs on played cards.&#039;&#039;&#039; First, count all VPs on cards that collect resources. Then gather all of your remaining cards (including all your played events!) and count your VPs. If you have Jovian cards, these may have to be counted separately. (To identify this look for the number, or an effect like X VP / Y number of resources, marked inside the planet Mars Icon)&lt;br /&gt;
&lt;br /&gt;
If there is a tie for VPs, whomever has the most M€ wins.&lt;br /&gt;
&lt;br /&gt;
== Common rules misinterpretations ==&lt;br /&gt;
&lt;br /&gt;
If you trying to submit a bug report about possible rules violation please note that at this point it is very unlikely  to be a real issue or unique.&lt;br /&gt;
&lt;br /&gt;
Your bug report will be closed automatically unless you provide EVIDENCE in the report itself - which is either text of game log with move number (using Copy Log button) or screenshot.&lt;br /&gt;
&lt;br /&gt;
These are common cases of rules misinterpretation (below are the rules!):&lt;br /&gt;
* Event tags are not counted. Only reason they are there to give you discounts or when played effects from other cards.&lt;br /&gt;
* No more then 3 milestones can be claimed (out of 5)&lt;br /&gt;
* No milestone can be claimed in solo game&lt;br /&gt;
* Placing forest after last generation does not increase oxygen (especially in Solo game even it is not maxed out)&lt;br /&gt;
* Some cards effects violate the common rules - please READ the text on the card before submitting bug about specific card&lt;br /&gt;
* Production reduction is MANDATORY&lt;br /&gt;
* Removing resources to activate card is MANDATORY (i.e. Ants)&lt;br /&gt;
* Removing animals/microbes is not possible from PETs or when your opponent has Protected Habitats in play&lt;br /&gt;
* You can do some action which seems to be unreasonable (such as spending 8 heat when temperature is at max). This move is allowed by the rules and can be legally played as a stalling technique.&lt;br /&gt;
&lt;br /&gt;
== Digital adaptation ==&lt;br /&gt;
=== Interface ===&lt;br /&gt;
Interface should be self explanatory for most part.&lt;br /&gt;
* You only can do action that you are allowed to do. If you THINK you can do something and there is no button, see section about &amp;quot;Common rules misinterpretations&amp;quot; above. Same as if you think you did something that you should not have.&lt;br /&gt;
* You can do a game action either by using a toolbar button or by clicking game element which is highlighted. If there are more than 7 buttons - buttons no longer shown (but if you really want them there is button &amp;quot;Where are my buttons&amp;quot;)&lt;br /&gt;
* When multiple effects are in play you have to choose order, if you don&#039;t want to choose there is button Whatever to chose random order&lt;br /&gt;
* When you get too many cards you can play with card layout option using hamburder menu near card pile. Even when card stacked you always see them by clicking on any card - it will show whole pile in popup. The layout is store per player color per table. If you like to change default layout use Setting panel to store current layout as default.&lt;br /&gt;
* There is sorting option for cards (button near Hand panel), which has few modes: By Cost, By Playability, By Vp, Manual and None. Be careful when you set to auto-sort - card order may change as you get them and you click or something you not except to be there. Manual mode is drag and drop&lt;br /&gt;
=== Settings ===&lt;br /&gt;
The game is very complex and there is no size that fits all. So we provide customizations. Settings are accessible via Gear icon on the top right.&lt;br /&gt;
&lt;br /&gt;
There are 2 categories:&lt;br /&gt;
* Preferences - these remembered in your account and go with you everywhere&lt;br /&gt;
* Local settings - these are browser settings, they saved for per player, per theme and for this browser only.&lt;br /&gt;
&lt;br /&gt;
==== Preference - Theme ====&lt;br /&gt;
&lt;br /&gt;
For people who like to see game as it was designed by game designed we provide Cardboard theme. It has exact board, player board and printed cards (with english text). Also there are resource cubes for extra giggles.&lt;br /&gt;
&lt;br /&gt;
==== Preference - Live Scoring ====&lt;br /&gt;
&lt;br /&gt;
Live scoring is ability of UI show you preview of VP as you would have ended game now. Because its controversial subject it exists as both game option and user preference.&lt;br /&gt;
If table creator set the option to Disabled, nobody at the table can see live scoring, regardless of their preferences and feelings.&lt;br /&gt;
Otherwise its a personal choice - you can use Preference of Show or Hide. &lt;br /&gt;
Unless you play with Live scoring disabled you can always peek to see current scoring table using show Scoring button or clicking of scoring control (the number of point on players mini panel)&lt;br /&gt;
&lt;br /&gt;
==== Local Settings - Animation ====&lt;br /&gt;
&lt;br /&gt;
If you fast player you may want to reduce amount and time of animation using settings. Also Carboard theme is slightly faster because it does less animations in general.&lt;br /&gt;
&lt;br /&gt;
=== Limitations of digital adaptation ===&lt;br /&gt;
&lt;br /&gt;
* Cannot choose order of come into play effects of project cards (with some exceptions)&lt;br /&gt;
* When order of effect chosen - cannot Draw cards before resolving other complex effects&lt;br /&gt;
* Cannot undo single action (Undo will undo 2 actions or until after last Draw)&lt;br /&gt;
* You cannot undo when you are the last player to take an action in multiplayer state (i.e. setup, draft, research)&lt;br /&gt;
&lt;br /&gt;
== Solo Game ==&lt;br /&gt;
The solo version always uses the Corporate Era setup; include all the Corporate Era cards and start without any production, except for what your corporation may give you. &lt;br /&gt;
&lt;br /&gt;
All rules apply as usual with these exceptions: &lt;br /&gt;
* Before you choose your cards, place 2 neutral city tiles on the map with an adjacent greenery tile each (these tiles are not yours, and do not increase the oxygen level): one is placed in the top left, and one in the bottom right. Special case: If you choose to play Tharsis Republic this game, you get M€ production for the 2 neutral cities even though they are placed before you reveal your corporation. &lt;br /&gt;
&lt;br /&gt;
* Start with a terraform rating of 14 instead of 20 (marked ’solo’ on the track) and without the extra production of resources described for the standard game. &lt;br /&gt;
&lt;br /&gt;
* Awards and Milestones are not used. &lt;br /&gt;
&lt;br /&gt;
* You have a neutral opponent that you can steal from, or reduce any kind of resources and production from. &lt;br /&gt;
&lt;br /&gt;
* You always play 14 generations (marked ’solo’). In order to win, you need to complete terraforming (i.e making the three global parameters reach their goal) before the end of generation 14. After generation 14, you may convert plants into greenery tiles, following normal rules but without raising the oxygen, and finally you score VPs to get as high a score as possible. If you have not completed terraforming by the end of generation 14, you lose.&lt;/div&gt;</summary>
		<author><name>K-Ron0508</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=User:K-Ron0508&amp;diff=22164</id>
		<title>User:K-Ron0508</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=User:K-Ron0508&amp;diff=22164"/>
		<updated>2024-08-12T13:19:09Z</updated>

		<summary type="html">&lt;p&gt;K-Ron0508: Created page with &amp;quot;https://boardgamearena.com/player?id=88959294&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;https://boardgamearena.com/player?id=88959294&lt;/div&gt;</summary>
		<author><name>K-Ron0508</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpformulad&amp;diff=22163</id>
		<title>Gamehelpformulad</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpformulad&amp;diff=22163"/>
		<updated>2024-08-12T13:15:22Z</updated>

		<summary type="html">&lt;p&gt;K-Ron0508: /* Changing down */ fix typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= 10-Second Explainer of Formula D =&lt;br /&gt;
New to Formula D?&lt;br /&gt;
&lt;br /&gt;
This 10-second explainer will get you started:&lt;br /&gt;
&lt;br /&gt;
# Your car will start in 1st gear.&lt;br /&gt;
# At the start of your turn, your first decision is whether to stay on your current gear, or go up 1 gear or go down. You can go down 1 gear without penalty.&lt;br /&gt;
# After choosing a gear, you will roll the appropriate &amp;quot;gear die&amp;quot;. The higher the gear, the bigger the die.&lt;br /&gt;
# Once you have rolled, you must move the number of spaces rolled, although you may choose which path you take.&lt;br /&gt;
# Corners are areas marked in red. To drive around corners without penalty, you must finish at least 1 turn in them.&lt;br /&gt;
# Some corners are particularly slow and may require that you finish at least 2 or even 3 turns in them.&lt;br /&gt;
&lt;br /&gt;
That&#039;s it! There&#039;s a lot more to it than that, but this covers the absolute basics of driving safely around the track.&lt;br /&gt;
&lt;br /&gt;
= Important: BGA Rule Variations =&lt;br /&gt;
&lt;br /&gt;
The BGA Adaptation of Formula D uses a number of variations from the Masters (Tournament) rules.&lt;br /&gt;
&lt;br /&gt;
[[Gamehelpformulad#BGA Rule Variations|At the end of these rules]], you will find a list of all differences from the published game rules.&lt;br /&gt;
&lt;br /&gt;
=Adaptation Notes/Common Mistakes=&lt;br /&gt;
&lt;br /&gt;
# The central area of your car is your unique player color&lt;br /&gt;
# Your sidepods are the colour of the pit box you must use&lt;br /&gt;
# To enter the pitbox, you must move out of the pit lane and onto the coloured pit box. Stopping in the pit lane in front of your box is not a pit stop.&lt;br /&gt;
# To zoom the circuit in and out with a mouse, use Ctrl+Wheelmouse.&lt;br /&gt;
&lt;br /&gt;
=Basic Rules=&lt;br /&gt;
&lt;br /&gt;
== Aim of the game ==&lt;br /&gt;
&lt;br /&gt;
FORMULA D is a car race. The aim is to win a race (of one lap) and be the first to cross the finishing line. There are all sorts of risks involved and you have to anticipate what will happen during the course of the race. You must decide on your strategy, trust to luck, keep to the rules and always keep an eye on the technical condition of your car.&lt;br /&gt;
&lt;br /&gt;
== The gears ==&lt;br /&gt;
&lt;br /&gt;
The cars have 6 gears. Each gear has its own die. The numbers on the dice tell you how many spaces to move the car. The higher the gear you choose, the faster and further the corresponding die will allow the car to travel. You are not allowed to skip gears when accelerating (e.g. changing straight from 1st to 3rd gear). You are allowed to skip 1, 2 or 3 gears when braking (e.g. from 6th to 4th or from 4th to 1st gear); however there is a penalty for doing this.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Gear!! Die||Movement (Number of spaces)&lt;br /&gt;
!Face distribution&lt;br /&gt;
|-&lt;br /&gt;
|1||Yellow d4||1-2&lt;br /&gt;
|1,1,2,2&lt;br /&gt;
|-&lt;br /&gt;
|2||Orange d6||2-4&lt;br /&gt;
|2,3,3,4,4,4&lt;br /&gt;
|-&lt;br /&gt;
|3|| Red d8||4-8&lt;br /&gt;
|4,5,6,6,7,7,8,8&lt;br /&gt;
|-&lt;br /&gt;
|4||Green d12||7-12&lt;br /&gt;
|2 of each&lt;br /&gt;
|-&lt;br /&gt;
|5||Purple d20||11-20&lt;br /&gt;
|2 of each&lt;br /&gt;
|-&lt;br /&gt;
|6||Blue d30||21-30&lt;br /&gt;
|2 of each&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Black d20 damage&lt;br /&gt;
|1-20&lt;br /&gt;
|1-20 (1-4 will cause damage)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Driving ==&lt;br /&gt;
&lt;br /&gt;
As in real life the car starts in 1st gear. Then you shift up to 2nd gear and so on up to 6th gear, in order to move as fast as possible. When it is a driver’s turn they announce which gear they have chosen, move the gear stick on their dashboard accordingly and then rolls the die which corresponds to the chosen speed. They then moves their car forward the number of spaces indicated on the die. When the move is finished the car “stops”. This notion is important especially in the corners.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Order of play&#039;&#039;&#039;: In each round the drivers play according to their car position on the track.&lt;br /&gt;
&lt;br /&gt;
Example: During a round of play car A overtakes car B which was in 1st position. When the next round starts, car A, now in 1st position, will play before car B.&lt;br /&gt;
&lt;br /&gt;
Cars in the straight outside the pit lane will always move before cars in the pit lane. When two cars are level, the car in the highest gear goes first. When cars are level and in the same gear, the car that arrived in their current space first will go first.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Driving Code ==&lt;br /&gt;
&lt;br /&gt;
The cars drive in the track lanes. Different driving codes apply to corners and straights. It is generally not allowed to go over other cars – they must be driven round. Driving backwards is also not allowed.&lt;br /&gt;
&lt;br /&gt;
===Driving code in the corners ===&lt;br /&gt;
&lt;br /&gt;
To drive through a corner a car must stop a minimum number of times (indicated in the yellow box) within the limits of the corner. After the requisite number of stops, the car may proceed and exit the corner on its next move.&lt;br /&gt;
&lt;br /&gt;
To make it easier to drive through the corner, the driver should consider the indicated number of spaces. The number in the green box refer to the longest path, the numbers in the red box refer to the shortest path.&lt;br /&gt;
&lt;br /&gt;
===Driving code on the straights ===&lt;br /&gt;
&lt;br /&gt;
Straights are the portions of track between corners. Depending on the length of each straight, cars may need several rounds before entering the next corner.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important&#039;&#039;&#039;: The maneuver must be completed using the smallest number of spaces possible.&lt;br /&gt;
&lt;br /&gt;
==Wear points (WP) ==&lt;br /&gt;
&lt;br /&gt;
They reflect the capability of the car to stay on the track and survive events during the race. In the Basic Game, each car has 18 WP at the beginning of the race. The players use these points to survive various incidents and risky maneuvers.&lt;br /&gt;
&lt;br /&gt;
==Preparation for play ==&lt;br /&gt;
&lt;br /&gt;
===Start formation ===&lt;br /&gt;
&lt;br /&gt;
Every player rolls the black die in order to determine the starting position of their car. Whoever rolls the highest number gains pole position. The other cars are positioned in decreasing order according to the numbers rolled. In the case of a tie, all involved players re-roll the die.&lt;br /&gt;
&lt;br /&gt;
===Start ===&lt;br /&gt;
&lt;br /&gt;
Before engaging 1st gear, every player rolls the black die to see how successfully they can start.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Number rolled: 1 – poor start&#039;&#039;&#039;. The player has stalled the motor of their car. They cannot engage 1st gear and so they have to wait till the next round. Then they can start in 1st gear without having to roll the black die again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Number rolled: between 2 and 16&#039;&#039;&#039; – normal start. The player can start normally. They roll the die for 1st gear and moves their car forward according to the number rolled.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Number rolled: between 17 and 20&#039;&#039;&#039; – great start! The player makes a fantastic start. They moves their car forward 4 spaces immediately, although they is still in 1st gear. The car can change one or two lanes to avoid other cars. The driver may shift to 2nd gear in the next round.&lt;br /&gt;
==Overshooting==&lt;br /&gt;
&lt;br /&gt;
If a car passes through a corner at the end of its turn without making the required number of stops, it overshoots the corner. The number of spaces the car overshot the corner by is deducted from the car’s WP as a penalty.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corner with 2 stops&#039;&#039;&#039;: If the car has made no stops, it is automatically removed from play.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corner with 3 stops&#039;&#039;&#039;: If the car has made no stops, or only one stop, it is automatically removed from play.&lt;br /&gt;
&lt;br /&gt;
When coming out of a corner the car may not change lane, but must stay in the same lane. If the move ends in another corner, this stop does not count for the new corner. If the car is blocked by another car, they cannot drive round it and has to brake.&lt;br /&gt;
&lt;br /&gt;
==Braking==&lt;br /&gt;
&lt;br /&gt;
A player may use their WP at any time to avoid having to advance the full number of spaces shown on the die. In this way they can control their progress better, for example when the lanes are blocked by other cars.&lt;br /&gt;
&lt;br /&gt;
==Changing down==&lt;br /&gt;
&lt;br /&gt;
A driver can skip one, two or three gears when changing down, however this wears out their gearbox. The number of gears skipped equates to the number of WP their car loses as a result. Note: It is not possible to skip four gears (from 6th to 1st gear).&lt;br /&gt;
&lt;br /&gt;
==Collision==&lt;br /&gt;
&lt;br /&gt;
Whenever a car ends its move on a space next to or behind one or several cars, there is a risk of collision. A driver in this situation must roll the black die to see whether there is a collision or not. If they roll a number between 1 and 4 their car loses 1 WP.&lt;br /&gt;
&lt;br /&gt;
==Motor damage==&lt;br /&gt;
&lt;br /&gt;
If a player rolls a 20 in 5th gear or a 30 in 6th gear, this puts a strain on their engine. After their car has finished moving they must therefore roll the black die to test whether their engine has withstood the strain. All players who are driving in 5th or 6th gear at this moment must also roll the black die. If a number between 1 and 4 is rolled, the corresponding car loses 1 WP.&lt;br /&gt;
&lt;br /&gt;
==Finish==&lt;br /&gt;
&lt;br /&gt;
The player whose car passes the finishing line first has won the race. The race ends when all cars have crossed the finishing line, in order to enable ranking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Two-lap race==&lt;br /&gt;
&lt;br /&gt;
For players who have already played several single-lap games.&lt;br /&gt;
&lt;br /&gt;
Whoever crosses the finishing line first after two laps wins the game. Players may make a pit stop between the first and second laps to regain the WP points they lost during the first round.&lt;br /&gt;
&lt;br /&gt;
==Pit stop==&lt;br /&gt;
&lt;br /&gt;
At the end of the first lap a player may decide to make a pit stop to regain all the WP they have lost. There is no speed limit in the pit lanes. It is also not necessary to roll the exact number needed to reach one’s own pit.&lt;br /&gt;
&lt;br /&gt;
In the BGA adaptation, your pit box matches the colour of your car&#039;s sidepods.&lt;br /&gt;
&lt;br /&gt;
===Entering pits===&lt;br /&gt;
&lt;br /&gt;
To enter the pits it is sufficient to roll the minimum number required or higher using the die corresponding to the selected gear. The car receives all 18 WP back and awaits their next turn to start from the pits in 4th gear (maximum).&lt;br /&gt;
&lt;br /&gt;
The rules for changing down gear, collision, braking and engine damage do not apply in the pit lane. Overtaking is not possible as it is a single lane. Drivers have to be patient and wait until the car ahead of them moves forward, regardless of selected gear and with no effect on the WP.&lt;br /&gt;
&lt;br /&gt;
Cars in the pit lane must wait for their turn, until the cars on the circuit between pit exit and entry have had their turn.&lt;br /&gt;
&lt;br /&gt;
=Advanced Rules=&lt;br /&gt;
&lt;br /&gt;
==Basics==&lt;br /&gt;
&lt;br /&gt;
===The gears===&lt;br /&gt;
&lt;br /&gt;
The cars have 6 gears, each gear has its own die. The numbers on the dice tell you how many spaces to move the car. The higher the gear you choose, the faster and further the corresponding die will allow the car to travel. You are not allowed to skip gears when accelerating (e.g. changing straight from 1st to 3rd gear). You are allowed to skip 1, 2, or 3 gears when braking (e.g. from 6th to 4th or from 4th to 1st gear); however there is a penalty for doing this.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Gear!! Die||Movement (Number of spaces)&lt;br /&gt;
|-&lt;br /&gt;
|1||Yellow d4||1-2&lt;br /&gt;
|-&lt;br /&gt;
|2||Orange d6||2-4&lt;br /&gt;
|-&lt;br /&gt;
|3|| Red d8||4-8&lt;br /&gt;
|-&lt;br /&gt;
|4||Green d12||7-12&lt;br /&gt;
|-&lt;br /&gt;
|5||Purple d20||11-20&lt;br /&gt;
|-&lt;br /&gt;
|6||Blue d30||21-30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Driving===&lt;br /&gt;
&lt;br /&gt;
As in real life, the car starts in 1st gear. Then you up shift to 2nd gear and so on up to 6th gear, in order to move as fast as possible. When it is a driver’s turn they announce which gear they have chosen, move the gear stick on their dashboard accordingly and then rolls the die which corresponds to the chosen speed. They then moves their car forward the number of spaces indicated on the die. When the move is finished the car “stops”. This notion is important especially in the corners.&lt;br /&gt;
&lt;br /&gt;
====Order of play====&lt;br /&gt;
&lt;br /&gt;
In each round the drivers play according to their car position on the track.&lt;br /&gt;
&lt;br /&gt;
Example: During a round of play car A overtakes car B which was in 1st position. When the next round starts, car A, now in 1st position, will play before car B.&lt;br /&gt;
&lt;br /&gt;
Cars in the straight outside the pit lane will always move before cars in the pit lane. When two cars are level, the car in the highest gear goes first. When cars are level and in the same gear, the car that arrived in their current space first will go first.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Same position====&lt;br /&gt;
&lt;br /&gt;
If two cars on the track are level with each other, the driver with the highest gear plays first.&lt;br /&gt;
&lt;br /&gt;
If both cars are in the same gear, the car that arrived first at their current space plays first.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Driving Code===&lt;br /&gt;
&lt;br /&gt;
The cars drive in the track lanes. Different driving codes apply to corners and straights. It is generally not allowed to go over other cars – they must be driven round. Driving backwards is also not allowed.&lt;br /&gt;
&lt;br /&gt;
====Driving code in the corners====&lt;br /&gt;
&lt;br /&gt;
To drive through a corner a car must stop a minimum number of times (indicated in the yellow box) within the limits of the corner. After the requisite number of stops, the car may proceed and exit the corner on its next move.&lt;br /&gt;
&lt;br /&gt;
To make it easier to drive through the corner, the driver should consider the indicated number of spaces. The number in the green box refer to the longest path, the numbers in the red box refer to the shortest path.&lt;br /&gt;
&lt;br /&gt;
====Driving code on the straights====&lt;br /&gt;
&lt;br /&gt;
Straights are the portions of track between corners. Depending on the length of each straight, cars may need several rounds before entering the next corner.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important&#039;&#039;&#039;: The maneuver must be completed using the smallest number of spaces possible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Wear points (WP)===&lt;br /&gt;
&lt;br /&gt;
Wear Points reflect the ability of the car to stay on the track and survive events during the race. Each car has a certain number of WP at the beginning of the race, which are divided up between six different categories. These points are distributed as follows in the game for advanced players:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|WP tires:||6&lt;br /&gt;
|-&lt;br /&gt;
|WP brakes:||3&lt;br /&gt;
|-&lt;br /&gt;
|WP gearbox:||3&lt;br /&gt;
|-&lt;br /&gt;
|WP car body:||3&lt;br /&gt;
|-&lt;br /&gt;
|WP engine:||3&lt;br /&gt;
|-&lt;br /&gt;
|WP road handling:||2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Preparation for play==&lt;br /&gt;
&lt;br /&gt;
===Start formation===&lt;br /&gt;
&lt;br /&gt;
Every player rolls the black die in order to determine the starting position of their car. Whoever rolls the highest number gains pole position. The other cars are positioned in decreasing order according to the numbers rolled. (ln the case of a tie, all concerned players re-roll the die.)&lt;br /&gt;
&lt;br /&gt;
===Start===&lt;br /&gt;
&lt;br /&gt;
Before engaging 1st gear, every player rolls the black die to see how successfully they can start.&lt;br /&gt;
&lt;br /&gt;
====Number rolled, 1 - poor start====&lt;br /&gt;
&lt;br /&gt;
The player has stalled the motor of their car. They cannot engage 1st gear and so have to wait till the next round. Then they can start in 1st gear without having to roll the black die again.&lt;br /&gt;
&lt;br /&gt;
====Number rolled: between 2 and 19 - normal start====&lt;br /&gt;
&lt;br /&gt;
The player can start normally. They roll the die for 1st gear and moves their car forward according to the number rolled.&lt;br /&gt;
&lt;br /&gt;
====Number rolled: 2O - great start!====&lt;br /&gt;
&lt;br /&gt;
The player makes a fantastic start. They move their car forward 4 spaces immediately, although they is still in 1st gear. The car can change one or two lanes to avoid other cars. The driver may shift to 2nd gear in the next round.&lt;br /&gt;
&lt;br /&gt;
==Overshooting==&lt;br /&gt;
&lt;br /&gt;
If a car passes through a corner at the end of its turn without making the required number of stops, it overshoots the corner. The number of spaces the car overshot the corner by is deducted from the car’s tire WP as a penalty.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corner with 2 stops&#039;&#039;&#039;: If the car has made no stops, it is automatically removed from play.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corner with 3 stops&#039;&#039;&#039;: If the car has made no stops, or only one stop, it is automatically removed from play.&lt;br /&gt;
&lt;br /&gt;
When coming out of a corner the car may not change lane, but must stay in the same lane. If the move ends in another corner, this stop does not count for the new corner. If the car is blocked by another car, they cannot drive round it and has to brake.&lt;br /&gt;
&lt;br /&gt;
When a car loses their last tire WP by overshooting a corner, they spin round in a circle. The car is placed on the space where their move ended, pointing backwards. The player must turn their car round again and drive off in 1st gear when it is their next turn. In this adaptation, their Tire WPs are reset to 1.&lt;br /&gt;
&lt;br /&gt;
If a car loses more tire WP than it possesses, it is eliminated from the race.&lt;br /&gt;
&lt;br /&gt;
==Braking==&lt;br /&gt;
&lt;br /&gt;
A player may use their brake WP at any time to avoid having to advance the full number of spaces shown on the die. This can help to prevent losing tire WP if they would otherwise overshoot a corner.&lt;br /&gt;
&lt;br /&gt;
A driver can find themselves blocked by one or more cars which they are unable to overtake. After the driver has moved their car forward as many spaces as possible, they counts how many spaces they would have moved if they had not been blocked.&lt;br /&gt;
&lt;br /&gt;
If the number of spaces short of the full number 4 or greater, they may use Emergency Braking. In this case, their first 3 spaces must be paid for with Brake WP. Each additional space after that may be paid by either Brake or Tire WP.&lt;br /&gt;
&lt;br /&gt;
Braking is paid for *after* Overshooting, so any Tire WPs lost to Overshooting will not be available for Emergency Braking.&lt;br /&gt;
&lt;br /&gt;
If a car doesn&#039;t have enough brake WP and tire WP to stop before a blockage, it is eliminated from the race.&lt;br /&gt;
&lt;br /&gt;
==Gearing down==&lt;br /&gt;
&lt;br /&gt;
A driver can skip one, two or three gears when changing down, however this wears out their gearbox.&lt;br /&gt;
&lt;br /&gt;
As a result, the car then loses a certain number of brake WP, engine WP and gearbox WP. The table below lists the corresponding wear. Note: It is not possible to skip four gears (from 6th to 1st gear).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Gears skipped!!Gearbox WP!!Brake WP!!Engine WP&lt;br /&gt;
|-&lt;br /&gt;
|1 gear||1||0||0&lt;br /&gt;
|-&lt;br /&gt;
|2 gears||1||1||0&lt;br /&gt;
|-&lt;br /&gt;
|3 gears||1||1||1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If a car has no gearbox WP left, the driver can only change clown one gear at a time until the game is over.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Collision==&lt;br /&gt;
&lt;br /&gt;
Whenever a car ends its move on a space next to or behind one or several cars, there is a risk of collision. A driver in this situation must roll the black die to see whether there is a collision or not. If they rolls a 1, their car loses 1 WP.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;In this adaptation&#039;&#039;&#039; the car that did not just move rolls first. If it fails the roll and is eliminated from the race as a result, the car that moved will automatically fail its roll.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If a car loses its last car body WP, it is eliminated&#039;&#039;&#039; from the race.&lt;br /&gt;
&lt;br /&gt;
==Motor damage==&lt;br /&gt;
&lt;br /&gt;
If a player rolls a 20 in 5th gear or a 30 in 6th gear, this puts a strain on their engine. After their car has finished moving they must therefore roll the black die to test whether their engine has withstood the strain. All players who are driving in 5th or 6th gear at this moment must also roll the black die. If a number between 1 and 4 is rolled, the corresponding car loses 1 engine WP.&lt;br /&gt;
&lt;br /&gt;
If a car loses its last engine WP, it is eliminated from the race.&lt;br /&gt;
&lt;br /&gt;
==Damage and road handling==&lt;br /&gt;
&lt;br /&gt;
Each time a car loses a car body WP or an engine WP, a damage marker is placed on the space where the move ended.&lt;br /&gt;
&lt;br /&gt;
The same applies whenever a car is eliminated from the race for whatever reason. These spaces are judged to be &amp;quot;dangerous&amp;quot; from then on.&lt;br /&gt;
&lt;br /&gt;
If a car passes over one of these spaces or lands on it, the driver must roll the black die. If the result is between 1 and 4, the car loses one road handling WP. The dangerous spaces can be avoided by changing lanes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If a car loses its last road handling WP, it is eliminated from the race.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Slipstreaming==&lt;br /&gt;
&lt;br /&gt;
If a car drives in the wake of another car, this is called slipstreaming.&lt;br /&gt;
&lt;br /&gt;
For the two concerned drivers, slipstreaming is possible from the 4th gear on.&lt;br /&gt;
&lt;br /&gt;
The car must be driving as fast or faster than the car in front.&lt;br /&gt;
&lt;br /&gt;
If a car wants to profit from slipstreaming after moving, it has to stop directly behind another car. From this position they can then add 3 spaces onto their last move. They can move forward 3 spaces in the following way:&lt;br /&gt;
&lt;br /&gt;
*change a lane, overtake the car in front and return to the original lane.&lt;br /&gt;
*change a lane and move two spaces in a straight line.&lt;br /&gt;
*change two lanes and move one space in a straight line.&lt;br /&gt;
&lt;br /&gt;
The player must move a total of three spaces in any case. (However, the driver may use brake WP in order to reduce this number of spaces.) If slipstreaming brings a car up immediately behind another car, they can carry on slipstreaming (and so on).&lt;br /&gt;
&lt;br /&gt;
IF a car is carried into a corner by slipstreaming, they lose a brake WP (without the number of spaces being reduced).&lt;br /&gt;
&lt;br /&gt;
In a corner, a slipstreaming car must follow normal driving code (eg. following the arrows).&lt;br /&gt;
&lt;br /&gt;
Braking in order to take advantage of slipstreaming in the wake of another player&#039;s car is not allowed.&lt;br /&gt;
&lt;br /&gt;
Drivers do not have to slipstream!&lt;br /&gt;
&lt;br /&gt;
Note that in this implementation, if your car has soft tires and you slipstream at the end of a move where you did not use them (but could have), you may move one additional space during your slipstream.&lt;br /&gt;
&lt;br /&gt;
==Pit stop==&lt;br /&gt;
&lt;br /&gt;
At the end of the first lap, a player may decide to make a pit stop to regain all the tire WP they have lost. There is no speed limit in the pit lanes. It is also not necessary to roll the exact number needed to reach one&#039;s own pit.&lt;br /&gt;
&lt;br /&gt;
In the BGA adaptation, your pit box matches the colour of your car&#039;s sidepods.&lt;br /&gt;
&lt;br /&gt;
To enter the pits it is necessary to roll the minimum number required or higher using the die corresponding to the selected gear. As soon as the car enters the pits, it receives all its tire WP back. The player now rolls the black die, in order to see how fast their mechanics work.&lt;br /&gt;
&lt;br /&gt;
===Result between 1 and 10: quick pit stop===&lt;br /&gt;
&lt;br /&gt;
The player divides the number shown on the black die by two (rounding it up if necessary). The result is the number of spaces the car is allowed to move when the car leaves the pit in 4th gear.&lt;br /&gt;
&lt;br /&gt;
===Result between 11 and 20: slow pit stop===&lt;br /&gt;
&lt;br /&gt;
The car remains in the pit until the next round. Then the car moves on in 4th gear (or a lower gear).&lt;br /&gt;
&lt;br /&gt;
The rules for gearing down, collision, braking and engine damage do not apply in the pit lane. Overtaking is not possible as it is a single lane. Drivers have to be patient and wait until the car ahead of them moves forward, regardless of selected gear and with no effect on the WP.&lt;br /&gt;
&lt;br /&gt;
Cars in the pit lane must wait for their turn, until the cars on the circuit between pit exit and entry have had their turn.&lt;br /&gt;
&lt;br /&gt;
==Finish==&lt;br /&gt;
&lt;br /&gt;
The player whose car passes the finishing line first has won the race. The race ends when all cars have crossed the finishing line, in order to enable ranking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Optional Rules=&lt;br /&gt;
&lt;br /&gt;
All the following rules can be used of one another.&lt;br /&gt;
&lt;br /&gt;
==Construction of one&#039;s own car==&lt;br /&gt;
&lt;br /&gt;
Every player can distribute their 20 WP between the zones of their car at their own discretion. At least 1 WP must be assigned to each zone.&lt;br /&gt;
&lt;br /&gt;
If using the Technical Pit Stops option, 2 addition WPs are available to assign, and players may assign 0-2 points to Repair points.&lt;br /&gt;
&lt;br /&gt;
==Qualifying lap with a stopwatch==&lt;br /&gt;
&lt;br /&gt;
All players drive a qualifying lap with stopwatch consecutively, in order to determine their start positions. The rules for moves and driving code remain unchanged during the qualifier, however the WP are not taken into account. The only exception is if a car overshoots a corner - this is penalized.&lt;br /&gt;
&lt;br /&gt;
* The player whose turn it is to drive a qualifying lap places their car in the middle lane in front of the starting line.&lt;br /&gt;
* You may not apply the brakes at all during Qualifying. If a roll forces you to overshoot a corner, it cannot be avoided.&lt;br /&gt;
* You may freely Gear down any number of gears during Qualifying, with no cost or penalty.&lt;br /&gt;
* The player receives a total number of points over their lap: &lt;br /&gt;
**1 point for each round the player takes to complete the lap&lt;br /&gt;
**1 point for each space the player overshoots a corner by (soft tires will have their points doubled)&lt;br /&gt;
**1 point for every full real-time minute it takes the player to complete the lap&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The qualifying lap is over if the driver does not stop at all in corners where two or three stops are required. They then have to start the race at the back of the field from the last start position.&lt;br /&gt;
&lt;br /&gt;
After that the order of starting is determined: the car which has completed the qualifying lap with the fewest points takes first position. The other cars follow on in decreasing order of points. If two drivers have the same number of points, the real time taken to complete the lap decides: the fastest player gets the better start position.&lt;br /&gt;
&lt;br /&gt;
== Weather Conditions ==&lt;br /&gt;
&lt;br /&gt;
There is a weather chart for each &amp;quot;Formula D&amp;quot; racing circuit, which is available to all players before the game so that they can inform themselves about weather conditions during the race and qualifying laps.&lt;br /&gt;
&lt;br /&gt;
lf the weather rules are used, it is strongly recommended that the tire selection rules be used as well.&lt;br /&gt;
&lt;br /&gt;
Before the qualifying laps begin, the black die is rolled and the weather chart consulted:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Good weather&#039;&#039;&#039; or &#039;&#039;&#039;Changable&#039;&#039;&#039;: no problems for drivers&lt;br /&gt;
&#039;&#039;&#039;Rain&#039;&#039;&#039;: The qualifying laps for all players take place in rain (see below).&lt;br /&gt;
&lt;br /&gt;
Before the actual race begins, the black die is rolled again and the weather chart consulted:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Good weather&#039;&#039;&#039;: no problem.&lt;br /&gt;
&#039;&#039;&#039;Changeable&#039;&#039;&#039;: The sky is overcast at the beginning of the race, but is does not rain &#039;&#039;&#039;unless&#039;&#039;&#039; it rained during qualifying. Either way, this can change during the course of the race. Whenever a player in 5th gear throws a 20 or a 3O in 6th gear, at the end of the round they have to roll the black die and consult the weather chart:&lt;br /&gt;
&lt;br /&gt;
If &amp;quot;good weather&amp;quot; comes up. the weather conditions are shifted one line upwards.&lt;br /&gt;
If &amp;quot;rain&amp;quot; is the result, the weather conditions are shifted one line downwards.&lt;br /&gt;
If the result is &amp;quot;changeable&amp;quot;, the weather stays the same.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|&#039;&#039;&#039;Weather&#039;&#039;&#039;||&#039;&#039;&#039;Effect on race&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Good||None. The weather will no longer change.&lt;br /&gt;
|-&lt;br /&gt;
|Good (Temporary)||None.&lt;br /&gt;
|-&lt;br /&gt;
|Changable||This is the starting step and once the weather conditions shift up or down off Changeable, it will be skipped for the rest of the game.&lt;br /&gt;
|-&lt;br /&gt;
|Rain (Temporary)||Rain.&lt;br /&gt;
|-&lt;br /&gt;
|Rain||Rain. The weather will no longer change.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Effect of rain ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Collision&#039;&#039;&#039;: A result of 1 or 2 (instead of just a 1, as in good weather) means a collision occurs.&lt;br /&gt;
* &#039;&#039;&#039;Engine damage&#039;&#039;&#039;: Occurs when result is between 1 and 3 (instead of between 1 and 4, as in good weather).&lt;br /&gt;
* &#039;&#039;&#039;Road hanclling&#039;&#039;&#039;: The car loses one road handling WP for a result between 1 and 5 (instead of between 1 and 4, as in good weather)&lt;br /&gt;
* &#039;&#039;&#039;Skidding on corners&#039;&#039;&#039;: Cars will skid on corners depending on their tire selection. See &amp;quot;Selection of tires&amp;quot;, below.&lt;br /&gt;
&lt;br /&gt;
== Selection of tires ==&lt;br /&gt;
&lt;br /&gt;
The choice of tires is crucial not just for qualifying lap, but for the race itself. When weather conditions have been determined, each player can fit their car with special tires (see below). It is also possible to change tires between qualifying lap and the race.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Hard Tires ===&lt;br /&gt;
&lt;br /&gt;
They are recommencled on a dry track and inefficient on a wet track.&lt;br /&gt;
&lt;br /&gt;
* The game rules apply unchanged if the weather is good or changeable.&lt;br /&gt;
* If it is raining, the car moves three additional spaces on any turn which contributes to advancing a corner.&lt;br /&gt;
&lt;br /&gt;
=== Soft Tires ===&lt;br /&gt;
&lt;br /&gt;
They are recommended on a dry track and inefficient - if not handicapping - on a wet track.&lt;br /&gt;
&lt;br /&gt;
* If the weather is changeable or good, the car can move one additional space during each move in the qualifying or race laps. This additional move is not compulsory. But if a car overshoots a corner, the penalty is doubled (loss of tire WP). if a driver does not change their tires during a pit stop after the first lap, they lose the bonus. If a driver does not change their tires during a pit stop after the second lap, the penalties for overshooting a corner are trebled.&lt;br /&gt;
* If it is raining, the car travels three spaces further on any turn which contributes to advancing a corner. If a driver cloes not change their tires during a pit stop before beginning the third lap, the penalties For overshooting  a corner are trebled.&lt;br /&gt;
&lt;br /&gt;
Note that in this implementation, if your car has soft tires and you slipstream at the end of a move where you did not use them (but could have), you may move one additional space during your slipstream.&lt;br /&gt;
&lt;br /&gt;
=== Rain Tires ===&lt;br /&gt;
&lt;br /&gt;
They are highly recommended if it is raining, but are otherwise very sensitive.&lt;br /&gt;
&lt;br /&gt;
* If the weather is changeable or good, the penalties for overshooting a corner are doubled (loss of tire WP) for qualifying and the first two laps of the race. If a driver does not change their tires before the third race lap, the&lt;br /&gt;
penalties are trebled.&lt;br /&gt;
* If it is raining, the car travels one space further on any turn which contributes to advancing a corner.&lt;br /&gt;
&lt;br /&gt;
== Technical Pit Stops ==&lt;br /&gt;
&lt;br /&gt;
Your pit has 2 WP which can be used during the race to regain lost WP (with the exception of tire WP). Every time a driver makes a pit stop they can choose between two options:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Tire pit stop&#039;&#039;&#039;: As in the rules for advanced players, except that the driver may change the type of tire whenever they changes tires.&lt;br /&gt;
* &#039;&#039;&#039;Technlcal pit stop&#039;&#039;&#039;: The driver can change their tires (see above) and in addition regain up to two WP in one or two zones (except the tires). This &amp;quot;reservoir&amp;quot; of 2 WP applies for the entire duration of the race, even if it lasts for more than two laps. In the next round, the car may not start higher than 4th gear. A car with soft tires does not profit from the bonus of an additional space when leaving the pits.&lt;br /&gt;
&lt;br /&gt;
== Team Race ==&lt;br /&gt;
&lt;br /&gt;
A game using these rules is appropriate for a large group with an even number of players. The players form teams each with two players; each colour corresponds to a racing team. Apart from the following two exceptions, the rules apply unchanged:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pit stop&#039;&#039;&#039;: Each team has 4 WP to repair the cars. Both players must decide together how they want to use these points.&lt;br /&gt;
* &#039;&#039;&#039;Winner by points&#039;&#039;&#039;: A team race is not necessarily won by the first car to cross the finishing line. Each car receives a certain number of winning points. The team with the highest number of total points wins the race.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|&#039;&#039;&#039;Ranking&#039;&#039;||&#039;&#039;&#039;No. of point&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|1||1000&lt;br /&gt;
|-&lt;br /&gt;
|2||720&lt;br /&gt;
|-&lt;br /&gt;
|3||600&lt;br /&gt;
|-&lt;br /&gt;
|4||480&lt;br /&gt;
|-&lt;br /&gt;
|5||400&lt;br /&gt;
|-&lt;br /&gt;
|6||320&lt;br /&gt;
|-&lt;br /&gt;
|7||240&lt;br /&gt;
|-&lt;br /&gt;
|8||160&lt;br /&gt;
|-&lt;br /&gt;
|9||80&lt;br /&gt;
|-&lt;br /&gt;
|10||40&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that these points differ from the published rules. If qualifying is enabled, qualifying points are also awarded equally to both members of the team.&lt;br /&gt;
&lt;br /&gt;
== Nitro Fuel ==&lt;br /&gt;
&lt;br /&gt;
When this option is chosen, all cars have a nitro Fuel injection, which allows instant acceleration. Players can use their nitro once a lap after rolling the corresponding gear die. They receive a movement bonus according to the gear they are using at that moment (1 space in 1st gear, 2 spaces in 2nd gear, etc.). This bonus must be used completely.&lt;br /&gt;
&lt;br /&gt;
When a car completes a lap, it replenishes its nitro fuel and may use it again.&lt;br /&gt;
&lt;br /&gt;
= BGA Rule Variations=&lt;br /&gt;
&lt;br /&gt;
The BGA Adaptation of Formula D uses a number of variations from the Masters (Tournament) rules.&lt;br /&gt;
&lt;br /&gt;
The differences from the rules you will find in your own copy of Formula D are:&lt;br /&gt;
&lt;br /&gt;
==Round Order ==&lt;br /&gt;
&lt;br /&gt;
In the original rules, if two cars are level with each other, the driver with the highest gear plays first. If both cars are in the same gear, the car nearest the inside with reference to the next (or the current) corner plays first.&lt;br /&gt;
&lt;br /&gt;
In this adaptation, the higher gear continues to be first but if both cars are in the same gear *then the player who first arrived at their space* goes first. Corners no longer affect who goes first.&lt;br /&gt;
&lt;br /&gt;
==Points ==&lt;br /&gt;
&lt;br /&gt;
In this adaptation, points are awarded for race completion &#039;&#039;&#039;and&#039;&#039;&#039; for Qualifying (if enabled). The Qualifying points are minor by comparison and serve as a tie-break if two players are both eliminated and score 0 in the race.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|&#039;&#039;&#039;Ranking&#039;&#039;&#039;||&#039;&#039;&#039;Race Points&#039;&#039;&#039;||&#039;&#039;&#039;Qualifying Points&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|1||1000||10&lt;br /&gt;
|-&lt;br /&gt;
|2||720||9&lt;br /&gt;
|-&lt;br /&gt;
|3||600||8&lt;br /&gt;
|-&lt;br /&gt;
|4||480||7&lt;br /&gt;
|-&lt;br /&gt;
|5||400||6&lt;br /&gt;
|-&lt;br /&gt;
|6||320||5&lt;br /&gt;
|-&lt;br /&gt;
|7||240||4&lt;br /&gt;
|-&lt;br /&gt;
|8||160||3&lt;br /&gt;
|-&lt;br /&gt;
|9||80||2&lt;br /&gt;
|-&lt;br /&gt;
|10||40||1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To cover multiple players being eliminated during a game where there is not Qualifying, their distance travelled before being eliminated is used as the final tie-break (only in non-team games). If a player overshoots a corner or crashes into the back of other cars, their position at the &#039;&#039;&#039;start&#039;&#039;&#039; of the turn is used.&lt;br /&gt;
&lt;br /&gt;
==Braking ==&lt;br /&gt;
&lt;br /&gt;
The original rules provide a table that describes the outcome of &amp;quot;Emergency Braking&amp;quot; (when a car is blocked by one or more cars which they are unable to overtake). The table does not take Constructed Cars into account, so to clarify, the implemented rules are:&lt;br /&gt;
&lt;br /&gt;
If a player performs Emergency Braking, they must move their car forward as many spaces as possible. If they need to brake more than 3 spaces, they are required to use Brake WPs for the first 3 spaces, and each subsequent space may be paid for using Brake WP *or* Tire WPs.&lt;br /&gt;
&lt;br /&gt;
Braking is paid for *after* Overshooting, so any Tire WPs lost to Overshooting will not be available for Emergency Braking.&lt;br /&gt;
&lt;br /&gt;
==Qualifying ==&lt;br /&gt;
&lt;br /&gt;
Players do not roll the black starting die at the beginning of Qualifying: they just start in 1st gear.&lt;br /&gt;
&lt;br /&gt;
The original rules simply state that &amp;quot;WP are not taken into account&amp;quot; during qualifying. However, the effect of this is clarified in this adaptation:&lt;br /&gt;
&lt;br /&gt;
* You may not apply the brakes at all during Qualifying. If a roll forces you to overshoot a corner, it cannot be avoided.&lt;br /&gt;
* You may freely Gear down any number of gears during Qualifying, with no cost or penalty.&lt;br /&gt;
&lt;br /&gt;
In this version, Qualifying awards points as long as you complete your lap:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|&#039;&#039;&#039;Ranking&#039;&#039;||&#039;&#039;&#039;No. of point&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|1||10&lt;br /&gt;
|-&lt;br /&gt;
|2||9&lt;br /&gt;
|-&lt;br /&gt;
|3||8&lt;br /&gt;
|-&lt;br /&gt;
|4||7&lt;br /&gt;
|-&lt;br /&gt;
|5||6&lt;br /&gt;
|-&lt;br /&gt;
|6||5&lt;br /&gt;
|-&lt;br /&gt;
|7||4&lt;br /&gt;
|-&lt;br /&gt;
|8||3&lt;br /&gt;
|-&lt;br /&gt;
|9||2&lt;br /&gt;
|-&lt;br /&gt;
|10||1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Collision Checks ==&lt;br /&gt;
&lt;br /&gt;
In this adaptation, the active player checks for collisions only after all adjacent players have rolled. If an adjacent player fails their roll and is eliminated as a result, the active player will automatically fail their roll against that player.&lt;br /&gt;
&lt;br /&gt;
==Weather Rolls ==&lt;br /&gt;
&lt;br /&gt;
In the original rules, the Weather die is thrown immediately when a player rolls the maximum number in 5th or 6th gear. In this adaptation, this roll still occurs but it is deferred until the end of the round. This way, weather can only change between rounds and not in the middle of a player&#039;s turn. If multiple players roll the maximum number, the weather die will be rolled multiple times.&lt;br /&gt;
&lt;br /&gt;
==Changeable Weather ==&lt;br /&gt;
&lt;br /&gt;
The original rules have 4 steps for Changeable Weather (Good, Good - Changeable, Rain - Changeable, Rain).&lt;br /&gt;
&lt;br /&gt;
In this adaptation, there are 5 steps: Good, Good - Temporary, Changeable, Rain - Temporary, Rain.&lt;br /&gt;
&lt;br /&gt;
Changeable is only ever used at the start of a race, and by default is Good - with one exception: if it rained in qualifying then a changeable feature race will start Changeable but raining.&lt;br /&gt;
&lt;br /&gt;
Weather will never be changeable in qualifying: it will be Good unless Rain is rolled.&lt;br /&gt;
&lt;br /&gt;
==Spinning ==&lt;br /&gt;
&lt;br /&gt;
The original rules state that if a car on 0 Tire WP overshoots a corner then it &amp;quot;will again spin round in a circle. If the car overshoots the corner by more than one space, it is out of the race&amp;quot;. In this adaptation, a car with 0 Tire WP is eliminated if it overshoots a corner by more than 1 WP. Hence, even a single space overshoot will eliminate a 0 Tire WP car on soft tires.&lt;br /&gt;
&lt;br /&gt;
Additionally, in this adaptation when you spin, your Tire WP are reset to 1 WP (instead of remaining at 0 WP).&lt;br /&gt;
&lt;br /&gt;
==Skidding on Corners in the Rain ==&lt;br /&gt;
&lt;br /&gt;
The original rules state that cars will skid in the rain &amp;quot;provided at least one space of the move lies within the limits of a corner&amp;quot;. In this adaptation, skidding will only occur on any turn that counts towards a corner&#039;s completion. That means:&lt;br /&gt;
&lt;br /&gt;
* Driving through a corner that you have already completed will &#039;&#039;not&#039;&#039; cause you to skid&lt;br /&gt;
* If you are on the final space in a corner and still need to land in it 1 more turn, you will skid on your next move even though you are driving into a straight&lt;br /&gt;
&lt;br /&gt;
==Slipstreaming==&lt;br /&gt;
&lt;br /&gt;
If your car has soft tires and you slipstream at the end of a move where you did not use them (but could have), you may move one additional space during your slipstream.&lt;br /&gt;
&lt;br /&gt;
==Motor Damage Checks==&lt;br /&gt;
&lt;br /&gt;
Motor damage checks are always performed in round order.&lt;br /&gt;
&lt;br /&gt;
==Braking in the Pit Lane ==&lt;br /&gt;
&lt;br /&gt;
The original rules state that the rules for braking do not apply in the pit lane. In this adaptation, there is no braking cost for stopping immediately behind another car, or in your pit box. However, there is a brake cost for travelling any distance shorter than that.&lt;br /&gt;
&lt;br /&gt;
== Pit Lane ==&lt;br /&gt;
&lt;br /&gt;
The rules for gearing down DO apply in the pit lane.&lt;br /&gt;
&lt;br /&gt;
== Pit Stops ==&lt;br /&gt;
&lt;br /&gt;
The soft tire bonus may not be used when moving after a Quick Pit Stop.&lt;br /&gt;
&lt;br /&gt;
If Technical Pit Stops are enabled, players may always choose to take one (and thus finish their turn) even if they have no repair points or repairs to perform.&lt;br /&gt;
&lt;br /&gt;
==Construction of one&#039;s own car ==&lt;br /&gt;
&lt;br /&gt;
In this adaptation, if players have selected the option to Construct their own car then there are no limits to how many points they may assign to any given area.&lt;br /&gt;
&lt;br /&gt;
In games that have also selected the Technical Pit Stop rules, then instead of having a fixed 2 WPs available for Pit repairs, a player will have 22 WPs to use in Construction and can choose how many repair points to make available, with a maximum of 2.&lt;br /&gt;
&lt;br /&gt;
==Road Races ==&lt;br /&gt;
&lt;br /&gt;
The Road Race rules, including Drivers with special abilities, are not used.&lt;br /&gt;
&lt;br /&gt;
Where Road Race circuits are used, all non-standard rules are ignored.&lt;br /&gt;
&lt;br /&gt;
Nitro Fuel Injection is available as an option for all races.&lt;br /&gt;
&lt;br /&gt;
==Elimination ==&lt;br /&gt;
&lt;br /&gt;
When a player is eliminated, the outcome is slightly different from the published rules. &lt;br /&gt;
&lt;br /&gt;
*If the elimination was caused by the player overshooting corners or driving over a damage marker, the car is immediately removed from the board and &#039;&#039;&#039;no damage marker is placed&#039;&#039;&#039;&lt;br /&gt;
*If the elimination was caused by the player failing a motor damage test, the car is immediately removed from the board and a damage marker is added.&lt;br /&gt;
*If the player is eliminated by any other reason, a damage marker is added and the car remains on the board until the end of the round, when it is removed.&lt;/div&gt;</summary>
		<author><name>K-Ron0508</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpterraformingmars&amp;diff=20567</id>
		<title>Gamehelpterraformingmars</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpterraformingmars&amp;diff=20567"/>
		<updated>2024-03-27T14:15:05Z</updated>

		<summary type="html">&lt;p&gt;K-Ron0508: Something to start&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;1. Game ends when there is enough oxygen to breathe (14%), oceans enough to allow Earth-like weather (9 aquifers), and the temperature is well above freezing (+8˚C).&lt;br /&gt;
&lt;br /&gt;
2. The winner is the player with most VPs at the end of the game. VPs come from your Terraform Rating (TR), your tiles on the game board, won awards, claimed milestones, and VPs on cards you have played.&lt;/div&gt;</summary>
		<author><name>K-Ron0508</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpvaleofeternity&amp;diff=20491</id>
		<title>Gamehelpvaleofeternity</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpvaleofeternity&amp;diff=20491"/>
		<updated>2024-03-15T15:15:40Z</updated>

		<summary type="html">&lt;p&gt;K-Ron0508: /* Resolution Phase */ made more clear&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
Score the most points the fastest or at the end of 10 rounds by summoning creatures from your hand&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Core Concepts===&lt;br /&gt;
&lt;br /&gt;
There is no hand limit&lt;br /&gt;
&lt;br /&gt;
Magic stones are limited to a quantity of 4 regardless of their value, e.g. 4 red 1s or 4 purple 6s&lt;br /&gt;
&lt;br /&gt;
Furthermore, Magic Stones cannot be freely traded to make room for others, e.g. if you have 4 red 1s, you cannot trade 3 of them for 1 blue 3&lt;br /&gt;
&lt;br /&gt;
If a player overspends their magic stones, they cannot make change e.g. using a purple 6 for something that costs 4 does not grant you 2 red 1s back&lt;br /&gt;
&lt;br /&gt;
The number of cards a player can summon is equal to the current round&lt;br /&gt;
&lt;br /&gt;
Due to various effects, players can gain or lose points throughout the game, although minimum score at any time is 0 (i.e. no negatives)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Hunting Phase===&lt;br /&gt;
&lt;br /&gt;
To start the round, each player drafts two cards&lt;br /&gt;
&lt;br /&gt;
First card is drafted clockwise from start player, second card is drafted anticlockwise from last player (this means the last player drafts both their cards at once essentially)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
On your turn, you take as many of the actions as many times as desired&lt;br /&gt;
&lt;br /&gt;
After all players have done this, the action phase ends&lt;br /&gt;
&lt;br /&gt;
The actions are: Sell, Tame, Summon, Remove&lt;br /&gt;
&lt;br /&gt;
Sell - Pick a card you chose during the Hunting Phase and discard it, receive Magic Stones based on its family (this is NOT its cost). Red Fire gives 3 Red Stones, Blue Water gives 1 Blue Stones, Green Earth gives 4 Red Stones, Pink Wind gives 1 Red &amp;amp; 1 Blue stone, Purple Dragon gives 1 Purple Stone&lt;br /&gt;
&lt;br /&gt;
Tame - Pick a card you chose during the Hunting Phase and put it into your hand&lt;br /&gt;
&lt;br /&gt;
Summon - If you have open areas, you may pay the cost of a card and place it into your playing area, this cost may be reduced by the effect of cards already in your playing area. After which, resolve any instant effects if it has one.&lt;br /&gt;
&lt;br /&gt;
Remove - You may remove a card from your own playing area at the cost of the current round, e.g. in round 2 the cost is 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Resolution Phase===&lt;br /&gt;
&lt;br /&gt;
In turn order, each player can activate each active effect on their cards in their playing area once each, in any order. Card effects must be used if player meets the card criteria.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Recover is a keyword that puts a summoned card back in the owner’s hand. If no specific target is described, the card recovers itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
The game ends if at end of round a player reaches 60 points or it is the 10th round, if neither of these happen then start a new round with a new start player&lt;br /&gt;
&lt;br /&gt;
The player with the most points wins!&lt;br /&gt;
&lt;br /&gt;
If tied, the player with the most summoned cards wins!&lt;/div&gt;</summary>
		<author><name>K-Ron0508</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpoxono&amp;diff=20475</id>
		<title>Gamehelpoxono</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpoxono&amp;diff=20475"/>
		<updated>2024-03-14T02:04:54Z</updated>

		<summary type="html">&lt;p&gt;K-Ron0508: replaced all &amp;quot;pieces&amp;quot; with &amp;quot;pawns&amp;quot; for consistency, corrected some ESL grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Goal of the game: Be the first player to align 4 pawns of the same color or 4 pawns of the same symbol orthogonally.&lt;br /&gt;
&lt;br /&gt;
How to play? Choose a totem (X or O) to play at your turn. Then move it as many spaces as you want in a vertical or horizontal row of the board. A totem can not normally pass over a square occupied by another pawn or totem when it moves. Once you have placed a totem on its destination square, you must immediately place one of your pawns with the same symbol as the totem you just moved (X or O) on an orthogonally adjacent free space around the totem&#039;s new position.&lt;br /&gt;
&lt;br /&gt;
⚠️ If all squares (orthogonally) around a totem are occupied by other pawns (totem is considered to be &amp;quot;enclosed&amp;quot;):&lt;br /&gt;
A player can play an enclosed totem by jumping (orthogonally) over a pawn (or series of pawns) surrounding the enclosed totem. In this case, the totem must be placed directly on the first free square available after the pawn (or series of pawns) just skipped. Then, the player must immediately place one of their pawns as normal.&lt;br /&gt;
⚠️ Additionally, if all squares of the rows are occupied by other pawns (totem is not able to jump):&lt;br /&gt;
Player can place the Totem on any free square on the board. Then, the player must immediately place one of their pawns as normal.&lt;br /&gt;
&lt;br /&gt;
⚠️ If all adjacent spaces around the totem are occupied, place one of your pawns of the same symbol as the totem on any empty space on the game board.&lt;br /&gt;
&lt;br /&gt;
⚠️ The symbols of the totems do not count in the alignment of the symbols of the pawns.&lt;br /&gt;
&lt;br /&gt;
End of the game: When a player places the fourth (or more) pawn of the same color or the same symbol orthogonally, the game ends and this player is the winner.&lt;br /&gt;
&lt;br /&gt;
If both players have placed their 16 pawns without aligning 4 pawns of the same color or the same symbols, the game ends in a draw.&lt;/div&gt;</summary>
		<author><name>K-Ron0508</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpvaleofeternity&amp;diff=20319</id>
		<title>Gamehelpvaleofeternity</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpvaleofeternity&amp;diff=20319"/>
		<updated>2024-03-04T19:54:05Z</updated>

		<summary type="html">&lt;p&gt;K-Ron0508: /* Resolution Phase */ added definition for recover&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
Score the most points the fastest or at the end of 10 rounds by summoning creatures from your hand&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Core Concepts===&lt;br /&gt;
&lt;br /&gt;
There is no hand limit&lt;br /&gt;
&lt;br /&gt;
Magic stones are limited to a quantity of 4 regardless of their value, e.g. 4 red 1s or 4 purple 6s&lt;br /&gt;
&lt;br /&gt;
Furthermore, Magic Stones cannot be freely traded to make room for others, e.g. if you have 4 red 1s, you cannot trade 3 of them for 1 blue 3&lt;br /&gt;
&lt;br /&gt;
If a player overspends their magic stones, they cannot make change e.g. using a purple 6 for something that costs 4 does not grant you 2 red 1s back&lt;br /&gt;
&lt;br /&gt;
The number of cards a player can summon is equal to the current round&lt;br /&gt;
&lt;br /&gt;
Due to various effects, players can gain or lose points throughout the game, although minimum score at any time is 0 (i.e. no negatives)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Hunting Phase===&lt;br /&gt;
&lt;br /&gt;
To start the round, each player drafts two cards&lt;br /&gt;
&lt;br /&gt;
First card is drafted clockwise from start player, second card is drafted anticlockwise from last player (this means the last player drafts both their cards at once essentially)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
On your turn, you take as many of the actions as many times as desired&lt;br /&gt;
&lt;br /&gt;
After all players have done this, the action phase ends&lt;br /&gt;
&lt;br /&gt;
The actions are: Sell, Tame, Summon, Remove&lt;br /&gt;
&lt;br /&gt;
Sell - Pick a card you chose during the Hunting Phase and discard it, receive Magic Stones based on its family (this is NOT its cost). Red Fire gives 3 Red Stones, Blue Water gives 1 Blue Stones, Green Earth gives 4 Red Stones, Pink Wind gives 1 Red &amp;amp; 1 Blue stone, Purple Dragon gives 1 Purple Stone&lt;br /&gt;
&lt;br /&gt;
Tame - Pick a card you chose during the Hunting Phase and put it into your hand&lt;br /&gt;
&lt;br /&gt;
Summon - If you have open areas, you may pay the cost of a card and place it into your playing area, this cost may be reduced by the effect of cards already in your playing area. After which, resolve any instant effects if it has one.&lt;br /&gt;
&lt;br /&gt;
Remove - You may remove a card from your own playing area at the cost of the current round, e.g. in round 2 the cost is 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Resolution Phase===&lt;br /&gt;
&lt;br /&gt;
In turn order, each player can activate each active effect on their cards in their playing area once each, in any order. Card effects must be used if player meets the card criteria.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Recover is a keyword that puts a summoned card back in the owner’s hand. If any specific target isn’t described, the card recovers itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
The game ends if at end of round a player reaches 60 points or it is the 10th round, if neither of these happen then start a new round with a new start player&lt;br /&gt;
&lt;br /&gt;
The player with the most points wins!&lt;br /&gt;
&lt;br /&gt;
If tied, the player with the most summoned cards wins!&lt;/div&gt;</summary>
		<author><name>K-Ron0508</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpwarchest&amp;diff=15924</id>
		<title>Gamehelpwarchest</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpwarchest&amp;diff=15924"/>
		<updated>2023-02-02T15:18:58Z</updated>

		<summary type="html">&lt;p&gt;K-Ron0508: /* Core Concepts */ expanded Royal seal description&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
The aim is to be the first to place all your control markers on green spaces (the &amp;quot;locations&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Each player has a set of coins representing different units, which will be different for each player; each unit behave differently from the others.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Core Concepts ==&lt;br /&gt;
&lt;br /&gt;
You can only have one coin (or stack of coins) of each unit on the board at one time.&lt;br /&gt;
&lt;br /&gt;
Coins are used to take actions with matching coins out in the field&lt;br /&gt;
&lt;br /&gt;
Each player has a wild coin (the Royal seal) which can only be used to take face down actions, the tactic of the Royal Guard unit, or to proclaim a decree (in the nobility expansion).&lt;br /&gt;
&lt;br /&gt;
You have 3 coins available for you to use, a number of coins in your draw bag (in your profile area) and a number of coins in reserve (to the left of your hand) ready to go into your draw bag&lt;br /&gt;
&lt;br /&gt;
You each take turns using a single coin until you have no coins left, at which point you both draw back up to 3 coins.&lt;br /&gt;
&lt;br /&gt;
== Turn ==&lt;br /&gt;
&lt;br /&gt;
On your turn, select a coin and either place it on the board, discard it face up, or discard it face down.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Placement===&lt;br /&gt;
&lt;br /&gt;
If you choose to place the coin on the board this can either be on an empty space with either one of your control markers, or on a space where the same unit is present to bolster it (i.e. make it more difficult to get rid of)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Discard (Face Down)===&lt;br /&gt;
&lt;br /&gt;
This will give you 3 options:&lt;br /&gt;
&lt;br /&gt;
* - Claim Initiative if you do NOT hold it to go first next round&lt;br /&gt;
* - Pass for this action; you may still take an action next turn&lt;br /&gt;
* - Recruit a new coin from your supply into your discard area, your opponent will get to know what Unit you recruit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Discard (Face Up)===&lt;br /&gt;
&lt;br /&gt;
This will give you 4 options to be performed with the already deployed unit of the same type:&lt;br /&gt;
&lt;br /&gt;
* - Move to an empty adjacent space&lt;br /&gt;
* - Control the location where the unit stands, by placing your control marker on the space or swapping your opponent&#039;s control marker with your own (Note: 1 Control marker per space, i.e. you cannot &amp;quot;bolster&amp;quot; control to have 2+ control markers on same space)&lt;br /&gt;
* - Attack an adjacent enemy unit by removing one of its coins from the game (i.e. if there was a bolstered stack of 2, it is now 1)&lt;br /&gt;
* - Activate the unit&#039;s tactic. The Tactic is the unit&#039;s special ability which is carried out in full; it is described on the unit&#039;s card, an &amp;quot;!&amp;quot; shows something extra they can do beyond normal rules whilst &amp;quot;X&amp;quot; shows something that unit cannot do within normal rules&lt;br /&gt;
&lt;br /&gt;
[Siege Expansion] Siege Tactics requires the unit to be bolstered &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==END OF BASIC RULES==&lt;br /&gt;
&lt;br /&gt;
You do not need to read any further unless you want to know about advanced and 4 player versions&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Advanced Rules==&lt;br /&gt;
&lt;br /&gt;
After you&#039;ve learnt the game, you have three options for future play:&lt;br /&gt;
&lt;br /&gt;
1) You can play with one of the other pre-made unit configurations&lt;br /&gt;
&lt;br /&gt;
2) You can play with random units&lt;br /&gt;
&lt;br /&gt;
3) You can draft units to give wider choices&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Four Player / Team Changes==&lt;br /&gt;
&lt;br /&gt;
* There are 2 Royal seals (wild coins) shared between the partners&lt;br /&gt;
* There are 3 starting spaces&lt;br /&gt;
* Each player has 3 units unique to them&lt;br /&gt;
* The initiative marker goes to one player, but the other player from the same team cannot take it as an action&lt;br /&gt;
* Players take alternating turns between the two teams&lt;br /&gt;
* Controlled locations are shared by both players on a team&lt;br /&gt;
* Recruit action is for the individual, NOT the team (i.e. you cannot recruit for your partner)&lt;br /&gt;
* Players on the same team are friendlies, so you cannot hurt your partner&lt;br /&gt;
* Any strategy talk MUST be open so no secret discussions, any communication will be known by the other team&lt;/div&gt;</summary>
		<author><name>K-Ron0508</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpvektorace&amp;diff=14774</id>
		<title>Gamehelpvektorace</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpvektorace&amp;diff=14774"/>
		<updated>2022-09-19T17:07:20Z</updated>

		<summary type="html">&lt;p&gt;K-Ron0508: just a start...something is better than nothing!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Race around a track.  First one to the finish line wins.&lt;br /&gt;
&lt;br /&gt;
Movement is via &amp;quot;rulers&amp;quot; of different lengths, depending on the gear your car is in. You place the ruler at the front of your car, then your car is moved to the end of the ruler.&lt;br /&gt;
&lt;br /&gt;
At the beginning of the race you choose a combination of tokens which you spend during the race to speed up or slow down/drift.  You can get more tokens by pitting.&lt;/div&gt;</summary>
		<author><name>K-Ron0508</name></author>
	</entry>
</feed>