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	<id>https://en.doc.boardgamearena.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Kayvon</id>
	<title>Board Game Arena - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://en.doc.boardgamearena.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Kayvon"/>
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	<updated>2026-11-08T11:37:49Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Bugsclarification_daybreak&amp;diff=29645</id>
		<title>Bugsclarification daybreak</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Bugsclarification_daybreak&amp;diff=29645"/>
		<updated>2026-04-29T20:50:16Z</updated>

		<summary type="html">&lt;p&gt;Kayvon: Better formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Please note IF THE GAME DID NOT END when you expected it to, you MUST check that you have achieved all of your challenge cards.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You&#039;ll know you have a challenge card because you CHOSE one when the game started.&lt;br /&gt;
&lt;br /&gt;
You&#039;ll know which one it is because it&#039;s on the game panel.&lt;br /&gt;
&lt;br /&gt;
And you&#039;ll know that it stopped you from winning because the GAME LOG specifically mentions that the challenge card prevented your victory.&lt;/div&gt;</summary>
		<author><name>Kayvon</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Bugsclarification_parks&amp;diff=29468</id>
		<title>Bugsclarification parks</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Bugsclarification_parks&amp;diff=29468"/>
		<updated>2026-04-19T14:00:34Z</updated>

		<summary type="html">&lt;p&gt;Kayvon: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Bug Clarifications for Parks (new version)&amp;#039;&amp;#039;&amp;#039;  === Starting without the campfire lit ===  &amp;#039;&amp;#039;&amp;#039;This is completely normal and intended.&amp;#039;&amp;#039;&amp;#039;  In the new version of &amp;#039;&amp;#039;&amp;#039;Parks&amp;#039;&amp;#039;&amp;#039;, the campfire starts &amp;#039;&amp;#039;&amp;#039;unlit&amp;#039;&amp;#039;&amp;#039; at some play counts.  Please &amp;#039;&amp;#039;&amp;#039;do not file a bug report&amp;#039;&amp;#039;&amp;#039; for this. Thank you!&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Bug Clarifications for Parks (new version)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Starting without the campfire lit ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This is completely normal and intended.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the new version of &#039;&#039;&#039;Parks&#039;&#039;&#039;, the campfire starts &#039;&#039;&#039;unlit&#039;&#039;&#039; at some play counts.&lt;br /&gt;
&lt;br /&gt;
Please &#039;&#039;&#039;do not file a bug report&#039;&#039;&#039; for this. Thank you!&lt;/div&gt;</summary>
		<author><name>Kayvon</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpnotalone&amp;diff=29285</id>
		<title>Gamehelpnotalone</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpnotalone&amp;diff=29285"/>
		<updated>2026-04-05T19:55:42Z</updated>

		<summary type="html">&lt;p&gt;Kayvon: /* Phase 4: End-of-turn actions */ Punctuation fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
For tips on how to play not alone, see &amp;lt;b&amp;gt;[[Tips_notalone]]&amp;lt;/b&amp;gt;&lt;br /&gt;
== Object of the game ==&lt;br /&gt;
&lt;br /&gt;
* NOT ALONE is an asymmetrical card game, with one player (the Creature) playing against the other players (the Hunted).&lt;br /&gt;
* If you play as one of the Hunted, you explore Artemia using Place cards.&lt;br /&gt;
** By playing these and your Survival cards, your aim is to avoid being hunted down by the Creature until help arrives.&lt;br /&gt;
* If you play as the Creature, your aim is to hunt down the shipwrecked survivors and assimilate them into the planet’s ecosystem.&lt;br /&gt;
** By playing your Hunt cards and activating the powers of Artemia, you repeatedly attack the Hunted to wear down their will and inescapably bind them to the planet.&lt;br /&gt;
&lt;br /&gt;
== Place cards ==&lt;br /&gt;
&lt;br /&gt;
* The planet Artemia is made up of 10 different Place cards.&lt;br /&gt;
* Each Place card has a number, a name and a power that can be activated by the Hunted.&lt;br /&gt;
* &#039;&#039;&#039;The place cards are horizontally or vertically adjacent.&#039;&#039;&#039;&lt;br /&gt;
* Each Hunted begins the game with the 5 basic Place cards (Lair, Jungle, River, Beach and Rover) and may explore new places during the game (Swamp, Shelter, Wreck, Source and Artefact).&lt;br /&gt;
&lt;br /&gt;
== Hunt cards ==&lt;br /&gt;
&lt;br /&gt;
* Hunt cards increase the chances of the Creature being able to assimilate the Hunted.&lt;br /&gt;
* Each Hunt card shows a power that can be activated by the Creature and the phase in which that power may be played.&lt;br /&gt;
* Some also show a Target or Artemia symbol.&lt;br /&gt;
* Hunt Cards may be played at any time during the phase shown on the card and are discarded after use.&lt;br /&gt;
** &#039;&#039;&#039;The Creature may only play one Hunt card per turn&#039;&#039;&#039; unless specified otherwise.&lt;br /&gt;
* If a Hunt card with the Target symbol is played, &#039;&#039;&#039;the Creature assigns its effects by placing the Target token on one of the 10 Place cards&#039;&#039;&#039; that form the planet.&lt;br /&gt;
** If the Creature plays 2 Hunt cards with this symbol during a turn, apply both effects to the targeted place.&lt;br /&gt;
* If a Hunt card with the Artemia symbol is played, &#039;&#039;&#039;the Creature assigns its effects by placing the Artemia token on one of the 10 Place cards&#039;&#039;&#039; that form the planet. &lt;br /&gt;
** If the Creature plays 2 Hunt cards with this symbol during a turn, apply both effects.&lt;br /&gt;
&lt;br /&gt;
== Survival cards ==&lt;br /&gt;
&lt;br /&gt;
* Survival cards increase the chances of the Hunted resisting the Creature’s attacks until the arrival of the Rescue mission.&lt;br /&gt;
* Each Survival card shows a power that can be activated by the Hunted and the phase in which that power may be played.&lt;br /&gt;
* Survival cards may be played at any time during the phase shown on the card and are discarded after use.&lt;br /&gt;
* &#039;&#039;&#039;Each Hunted may only play one Survival card per turn&#039;&#039;&#039; even if caught by the Creature.&lt;br /&gt;
* There is no limit to the number of Survival cards that a Hunted may hold.&lt;br /&gt;
* &#039;&#039;&#039;Hunt and Survival cards used during the same phase take effect in the order in which they are played.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The effects of Hunt and Survival cards are limited to the current game turn&#039;&#039;&#039; and they may change the general rules.&lt;br /&gt;
&lt;br /&gt;
== Playing the game ==&lt;br /&gt;
&lt;br /&gt;
* Each turn takes place over 4 phases:&lt;br /&gt;
&lt;br /&gt;
=== Phase 1: Exploration ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Hunted simultaneously play one Place card&#039;&#039;&#039; each from their hand by placing it face down in front of them.&lt;br /&gt;
* They may communicate, but only aloud. Players may bluff, but they may not reveal their cards to each other.&lt;br /&gt;
* &#039;&#039;&#039;Playing a Place card is mandatory.&#039;&#039;&#039;&lt;br /&gt;
* Before playing a Place card, a Hunted may choose to do the following:&lt;br /&gt;
*# &#039;&#039;&#039;Resist&#039;&#039;&#039;: the player forfeits 1 or 2 Will counters to take back 2 or 4 Place cards of their choice, respectively, from their discard pile.&lt;br /&gt;
*#* If in doing so a Hunted loses their third Will counter, they must &#039;&#039;&#039;Give Up&#039;&#039;&#039;.&lt;br /&gt;
*# &#039;&#039;&#039;Give Up&#039;&#039;&#039;: the player regains all of their Will counters and takes back all of their discarded Place cards.&lt;br /&gt;
*#* Giving up, however, lets the Creature assimilate the Hunted faster.&lt;br /&gt;
*#* &#039;&#039;&#039;Each time a Hunted gives up during this phase, immediately move forward the Assimilation counter by one space.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Phase 2: Hunting ===&lt;br /&gt;
&lt;br /&gt;
* The Creature places tokens to try to catch the players.&lt;br /&gt;
** If the token matches the location of a player the effect is applied.&lt;br /&gt;
** In the first round the players can only be in locations 1 through 5.&lt;br /&gt;
** They can only gain the additional locations by visiting the Rover.&lt;br /&gt;
* The Creature may place the following tokens on the Place cards that make up Artemia:&lt;br /&gt;
** The Creature token.&lt;br /&gt;
** The Target token if the target symbol is on a Hunt card played.&lt;br /&gt;
** The Artemia token if the Artemia Symbol is on a Hunt card played &#039;&#039;&#039;AND/OR&#039;&#039;&#039; on the space under the Rescue counter.&lt;br /&gt;
* &#039;&#039;&#039;The Hunt tokens can be placed on the same place to stack their effects.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Phase 3: Reckoning ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Hunted simultaneously reveal their Place card.&#039;&#039;&#039;&lt;br /&gt;
* The phase should then proceed as follows:&lt;br /&gt;
*# Starting with the player to the left of the Creature, each Hunted who explores a place without a Hunt token may immediately &#039;&#039;&#039;use the place’s power&#039;&#039;&#039; OR &#039;&#039;&#039;take back 1 Place card of their choice from their discard pile&#039;&#039;&#039;.&lt;br /&gt;
*#* If a place’s power is ineffective as a result of a Hunt card, the Hunted may not take back a discarded Place card.&lt;br /&gt;
*# Each Hunted who explores the place where the Target token is located is subject to the &#039;&#039;&#039;effect of the Hunt card&#039;&#039;&#039;.&lt;br /&gt;
*#* They may then &#039;&#039;&#039;use the power on the Place card&#039;&#039;&#039; OR &#039;&#039;&#039;take back 1 Place card of their choice from their discard pile&#039;&#039;&#039;.&lt;br /&gt;
*#* If a place’s power is ineffective as a result of a Hunt card, the Hunted may not take back a discarded Place card.&lt;br /&gt;
*# Each Hunted who explores the place where the Artemia token is located &#039;&#039;&#039;discards 1 Place card from their hand&#039;&#039;&#039;.&lt;br /&gt;
*#* The &#039;&#039;&#039;place’s power may not be used&#039;&#039;&#039; and the Hunted may not take back a discarded Place card.&lt;br /&gt;
*# Each Hunted who explores the place where the Creature token is located &#039;&#039;&#039;loses 1 Will counter&#039;&#039;&#039;.&lt;br /&gt;
*#* &#039;&#039;&#039;Immediately move the Assimilation counter forward 1 space regardless of the number of Hunted caught.&#039;&#039;&#039;&lt;br /&gt;
*#* The place’s power may not be used and the Hunted may not take back a discarded Place card.&lt;br /&gt;
* &#039;&#039;&#039;During this phase, if at least one of the Hunted loses their third Will counter, move the Assimilation counter forward by 1 space.&#039;&#039;&#039;&lt;br /&gt;
** Then these Hunted take back all of their Place cards, as well as their 3 Will counters.&lt;br /&gt;
&lt;br /&gt;
=== Phase 4: End-of-turn actions ===&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Each Hunted&#039;&#039;&#039; discards the Place card played, face up.&lt;br /&gt;
#* The Creature must always be able to see the figures on all discarded Place cards.&lt;br /&gt;
#* &#039;&#039;&#039;The Creature&#039;&#039;&#039; takes back its Hunt tokens and draws Hunt cards up to a hand of 3.&lt;br /&gt;
# &#039;&#039;&#039;Move the Rescue counter forward 1 space&#039;&#039;&#039; and begin again at Phase 1: Exploration.&lt;br /&gt;
&lt;br /&gt;
== End of game ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Creature wins&#039;&#039;&#039; immediately if the Assimilation counter reaches the Victory space first.&lt;br /&gt;
** With their will sapped, all of the Hunted have been assimilated. They are now part of the planet.&lt;br /&gt;
* &#039;&#039;&#039;The Hunted win&#039;&#039;&#039; immediately if the Rescue counter reaches the Victory space first.&lt;br /&gt;
** A rescue mission arrives to extract the survivors from this hostile planet.&lt;br /&gt;
&lt;br /&gt;
== FAQ ==&lt;br /&gt;
&lt;br /&gt;
=== The Lair ===&lt;br /&gt;
&lt;br /&gt;
* If a Hunted chooses to retrieve their discarded Place cards, they do not retrieve the Lair because during the Reckoning phase, the Lair is not yet in the player’s discarded cards.&lt;br /&gt;
* If a Hunted caught on The Lair only has 1 Will counter, this Hunted loses only one Will counter.&lt;br /&gt;
&lt;br /&gt;
=== The Beach ===&lt;br /&gt;
&lt;br /&gt;
* Use of the Beach is limited to once per turn regardless of the number of Hunted exploring the Beach, either:&lt;br /&gt;
** Charge the Marker, or&lt;br /&gt;
*** &#039;&#039;Place the Marker token on the Beach&#039;&#039;&lt;br /&gt;
** Activate the Marker&lt;br /&gt;
*** &#039;&#039;Remove the Marker token from the Beach and move the Rescue counter forward by 1 space.&#039;&#039;&lt;br /&gt;
* If two or more Hunted explore the Beach, one of them may use the power of the Beach and the others may take back 1 Place card of their choice from their discard pile. &lt;br /&gt;
* The power of the Beach may stack with that of the Wreck.&lt;br /&gt;
&lt;br /&gt;
=== The Wreck ===&lt;br /&gt;
&lt;br /&gt;
* Use of the Wreck is limited to once per turn regardless of the number of Hunted exploring the Wreck.&lt;br /&gt;
* If two or more Hunted explore the Wreck, one of them may use the power of the Wreck and the others may take back 1 Place card of their choice from their discard pile. &lt;br /&gt;
* The power of the Wreck may stack with that of the Beach.&lt;br /&gt;
&lt;br /&gt;
=== The Artefact ===&lt;br /&gt;
&lt;br /&gt;
* The 2 Place cards played are resolved one by one in the order of the player’s choice, following the rules of Phase 3: Reckoning.&lt;br /&gt;
* The power of the Artefact may not be copied by a place’s power, nor by a Survival card.&lt;br /&gt;
* If you get caught twice by the same Hunt token, the personal effects of the token are applied twice.&lt;br /&gt;
&lt;br /&gt;
=== Drone ===&lt;br /&gt;
&lt;br /&gt;
* This Survival card can only be used if the power of you place card could be used.&lt;br /&gt;
* On Board Game Arena, you may only play this card when it is your turn to resolve the power of your place card during Phase 3.&lt;br /&gt;
&lt;br /&gt;
=== Gate ===&lt;br /&gt;
&lt;br /&gt;
* This Survival card can only be used if the power of you place card could be used.&lt;br /&gt;
* On Board Game Arena, you may only play this card when it is your turn to resolve the power of your place card during Phase 3.&lt;br /&gt;
&lt;br /&gt;
=== Double Back ===&lt;br /&gt;
&lt;br /&gt;
* If you played 2 Place cards using the Artefact, you may only take back one of them.&lt;br /&gt;
&lt;br /&gt;
=== Wrong Track ===&lt;br /&gt;
&lt;br /&gt;
* If the &amp;quot;Clone&amp;quot; Hunt card was played this turn, you may move either the Creature token or the Target token with represents the Clone.&lt;br /&gt;
&lt;br /&gt;
=== Despair ===&lt;br /&gt;
&lt;br /&gt;
* When this Hunt card is played, all Hunted players who already played a Place card automatically take it back in their hand, and then play again any Place card.&lt;br /&gt;
&lt;br /&gt;
=== Dodge ===&lt;br /&gt;
&lt;br /&gt;
* This cards effect only applies to the Hunted who plays it.&lt;br /&gt;
* Therefore you must be on the same location than the Creature to play it, and it will not prevent the other Hunted to get caught.&lt;br /&gt;
&lt;br /&gt;
=== Detector ===&lt;br /&gt;
&lt;br /&gt;
* This cards effect only applies to the Hunted who plays it.&lt;br /&gt;
* Therefore you must be on the same location than the Artemia token to play it, and it will not prevent the other Hunted to get caught.&lt;/div&gt;</summary>
		<author><name>Kayvon</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Bugsclarification_daybreak&amp;diff=25885</id>
		<title>Bugsclarification daybreak</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Bugsclarification_daybreak&amp;diff=25885"/>
		<updated>2025-07-23T23:54:02Z</updated>

		<summary type="html">&lt;p&gt;Kayvon: Created page with &amp;quot;Please note IF THE GAME DID NOT END when you expected it to, you MUST check that you have achieved all of your challenge cards. You&amp;#039;ll know you have a challenge card because you CHOSE one when the game started. You&amp;#039;ll know which one it is because it&amp;#039;s on the game panel. And you&amp;#039;ll know that it stopped you from winning because the GAME LOG specifically mentions that the challenge card prevented your victory.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Please note IF THE GAME DID NOT END when you expected it to, you MUST check that you have achieved all of your challenge cards.&lt;br /&gt;
You&#039;ll know you have a challenge card because you CHOSE one when the game started.&lt;br /&gt;
You&#039;ll know which one it is because it&#039;s on the game panel.&lt;br /&gt;
And you&#039;ll know that it stopped you from winning because the GAME LOG specifically mentions that the challenge card prevented your victory.&lt;/div&gt;</summary>
		<author><name>Kayvon</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpparks&amp;diff=24334</id>
		<title>Gamehelpparks</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpparks&amp;diff=24334"/>
		<updated>2025-03-09T02:45:55Z</updated>

		<summary type="html">&lt;p&gt;Kayvon: /* FAQ */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
Players take on the roles of two Hikers as they trek across different Trails during the four Seasons (rounds) of a Year. Each Trail represents a different Season, and as each Season passes, the Trails change and grow steadily longer. Each turn, players send one of their Hikers down the Trail. While on the Trail, Hikers will see beautiful Sites and perform an action when they arrive. When a Hiker reaches the end of the Trail, they can spend tokens they have received to visit Parks and earn points. Your goal is to have the most points from your Parks, Photos, and Personal Bonus at the end of the Year.&lt;br /&gt;
&lt;br /&gt;
== Starting a Season ==&lt;br /&gt;
All of the Sites (spaces) in the current trail [or all the Basic Sites at the start of the game] are mixed together with a random additional Advanced Site. They are laid out with the Trailhead on one side, and the Trail End on the other, making this Season&#039;s Trail. Both Hikers for each player start the Season on the Trailhead. A Season card is drawn, which will have either an immediate effect, or an ongoing effect that applies to the entire Season. The bottom of the Season card also shows a &amp;quot;Weather Pattern&amp;quot;; the tokens shown in this pattern are placed on the Trail Sites, starting with the 2nd site. (Note that the Trailhead and Trail End spaces are not Sites). The player with {{ParksFirstHiker}} will take the first turn of the Season, with players taking turns in clockwise order.&lt;br /&gt;
&lt;br /&gt;
* If this is the start of the game, the player to the right of the First Hiker receives the {{ParksCamera}}, and all players draw a Canteen.&lt;br /&gt;
&lt;br /&gt;
== Taking turns ==&lt;br /&gt;
On a turn, a player selects either one of their Hikers and moves them down the Trail -- any space to the right of that Hiker’s current location.&lt;br /&gt;
&lt;br /&gt;
* If any Hiker, even your own, is on a Site, you may not move onto that Site, unless you extinguish your Campfire. If your Campfire is already extinguished, you may not move to occupied Sites. &lt;br /&gt;
&lt;br /&gt;
* If the Hiker is the first to land on a Site with a token on it (from the Weather Pattern), the player takes the token into their supply.&lt;br /&gt;
* The player then takes the action of the Site their Hiker moved to. Hikers cannot be moved to Sites where the player cannot take the action.&lt;br /&gt;
* If you gain {{ParksWater}} on your turn, you can place it in an empty Canteen that you have (and only when gaining {{ParksWater}}), to gain the benefit shown on the Canteen card.&lt;br /&gt;
* {{ParksWildlife}} are &amp;quot;wild&amp;quot; and can be used in place of another token, except they may not be used to fill Canteens, or as part of exchange abilities (as noted on those cards).&lt;br /&gt;
* If you have more than 12 tokens at the end of your turn, you must discard down to 12. The tokens are component limited.&lt;br /&gt;
&lt;br /&gt;
== Trail End ==&lt;br /&gt;
When you move a Hiker to the Trail End, you relight your Campfire if it is extinguished, and then choose one of the three areas to place your Hiker: (any number of Hikers can be on each area)&lt;br /&gt;
&lt;br /&gt;
=== Reserve a Park ===&lt;br /&gt;
&lt;br /&gt;
* Take a face-up Park or a Park from the top of the deck; it is placed horizontally in your player area. If you took a face-up Park, the empty slot is refilled from the deck&lt;br /&gt;
* You don&#039;t pay resources or score points now, but you may later Visit that Park [and no one else can].&lt;br /&gt;
* The first player who uses this space each season takes {{ParksFirstHiker}}.&lt;br /&gt;
&lt;br /&gt;
=== Buy Gear ===&lt;br /&gt;
&lt;br /&gt;
* You may buy one of the face-up Gear cards on the board by paying {{ParksSunshine}} equal to its cost [in the upper right of the card].&lt;br /&gt;
* The first player [and also the second player in a 4-5 player game] to use this space can buy Gear for one fewer {{ParksSunshine}}.&lt;br /&gt;
* Gear gives ongoing abilities for the rest of the game, and some also have an instant action, denoted by a lightning bolt.&lt;br /&gt;
&lt;br /&gt;
=== Visit a Park ===&lt;br /&gt;
&lt;br /&gt;
* Pay the cost shown on any face-up Park, or one you have reserved, to gain the indicated number of points, and the card is placed vertically in your player area, refilling the board if necessary.&lt;br /&gt;
&lt;br /&gt;
== End of a Season ==&lt;br /&gt;
Once a player’s two Hikers reach the Trail End, they will no longer take turns for the Season. When only one Hiker is left on the Trail, the player must move the Hiker to the Trail End on their next turn and choose an action there. Then, it is the end of the Season.&lt;br /&gt;
&lt;br /&gt;
At the end of a Season:&lt;br /&gt;
*- The player with the {{ParksCamera}} may pay 1 token to take a Photo.&lt;br /&gt;
*- All Canteens are emptied, and their {{ParksWater}} are returned to the supply.&lt;br /&gt;
*- If this was the fourth Season, the game is over. Otherwise, Start the next Season (see above).&lt;br /&gt;
&lt;br /&gt;
At the end of the game:&lt;br /&gt;
*- All players reveal their Year cards and score points based on their Personal Bonus.&lt;br /&gt;
*- The player with {{ParksFirstHiker}} gains 1 additional point.&lt;br /&gt;
&lt;br /&gt;
The player with the most points at the end is the winner! If tied, the win goes to the player who visited the most Parks. If still tied, the win is shared.&lt;br /&gt;
&lt;br /&gt;
== Basic Sites ==&lt;br /&gt;
&#039;&#039;&#039;Forest&#039;&#039;&#039;: Gain {{ParksForest|1}}.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mountain&#039;&#039;&#039;: Gain {{ParksMountain|1}}.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ocean&#039;&#039;&#039;: Gain {{ParksWater|2}}.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Valley&#039;&#039;&#039;: Gain {{ParksSunshine|2}}.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vista&#039;&#039;&#039;: Either:&lt;br /&gt;
&lt;br /&gt;
* - Draw a Canteen (you can have any number of Canteens, so long as there are any left in the deck) OR &lt;br /&gt;
* - Spend any 2 tokens to take a Photo, and then take the {{ParksCamera}} from whoever currently has it. (Photos are worth 1 point each. When you have the {{ParksCamera}}, when any ability lets you spend 2 tokens to take a Photo, you only spend 1 instead.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Waterfall&#039;&#039;&#039;: Gain {{ParksSunshine|1}} and {{ParksWater|1}}.[4-5 player games only]&lt;br /&gt;
&lt;br /&gt;
== Advanced Sites ==&lt;br /&gt;
&#039;&#039;&#039;Lodge&#039;&#039;&#039;: Turn in one token and gain any one token &#039;&#039;(excluding {{ParksWildlife}})&#039;&#039;. You may do this a second time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lookout&#039;&#039;&#039;: Reserve or Visit a Park OR Buy a Gear card.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wildlife&#039;&#039;&#039;: Turn in any one token to gain {{ParksWildlife|1}}.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;River&#039;&#039;&#039;: Turn in {{ParksWater|1}} to copy the action from another Site currently occupied by any Hiker. (Gear that would allow you special actions on the copied space do not activate, as you are not actually on that space)&lt;br /&gt;
&lt;br /&gt;
== Notable Game Components ==&lt;br /&gt;
&lt;br /&gt;
*- 48 Park cards&lt;br /&gt;
*- 36 Gear cards&lt;br /&gt;
*- 15 Canteen cards&lt;br /&gt;
*- 28 Photos&lt;br /&gt;
*- {{ParksForest|16}}&lt;br /&gt;
*- {{ParksMountain|16}}&lt;br /&gt;
*- {{ParksSunshine|30}}&lt;br /&gt;
*- {{ParksWater|30}}&lt;br /&gt;
*- {{ParksWildlife|12}}&lt;br /&gt;
&lt;br /&gt;
== FAQ ==&lt;br /&gt;
=== Error Messages ===&lt;br /&gt;
&lt;br /&gt;
==== Why isn&#039;t my campfire lit in the first season? ====&lt;br /&gt;
Your campfire does not start the game lit with certain player counts.&lt;/div&gt;</summary>
		<author><name>Kayvon</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Bugsclarification_gaiaproject&amp;diff=21996</id>
		<title>Bugsclarification gaiaproject</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Bugsclarification_gaiaproject&amp;diff=21996"/>
		<updated>2024-07-29T16:33:46Z</updated>

		<summary type="html">&lt;p&gt;Kayvon: Created page with &amp;quot; &amp;#039;&amp;#039;&amp;#039;== GENERAL&amp;#039;&amp;#039;&amp;#039;  &amp;#039;&amp;#039;&amp;#039;GEN1:&amp;#039;&amp;#039;&amp;#039; On iOS/Mac, the game is unresponsive.  The rendering engine on Apple devices deals very poorly with shadows. You&amp;#039;ll get much better performance by setting the &amp;quot;Structure outlines&amp;quot; user preference to &amp;quot;No outlines.&amp;quot; This is true regardless of which browser you&amp;#039;re using.   &amp;#039;&amp;#039;&amp;#039;GEN2:&amp;#039;&amp;#039;&amp;#039; Will you add an undo button?  We understand this is a popular request, but we have no plans to do so at the moment. See discussion at boardgamearena.com/bug?id=5...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&#039;&#039;&#039;== GENERAL&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GEN1:&#039;&#039;&#039; On iOS/Mac, the game is unresponsive.&lt;br /&gt;
&lt;br /&gt;
The rendering engine on Apple devices deals very poorly with shadows. You&#039;ll get much better performance by setting the &amp;quot;Structure outlines&amp;quot; user preference to &amp;quot;No outlines.&amp;quot; This is true regardless of which browser you&#039;re using.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GEN2:&#039;&#039;&#039; Will you add an undo button?&lt;br /&gt;
&lt;br /&gt;
We understand this is a popular request, but we have no plans to do so at the moment. See discussion at boardgamearena.com/bug?id=50676.&lt;br /&gt;
&lt;br /&gt;
If we were to add an undo button, it would not allow you to undo anything other than resource conversion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GEN3:&#039;&#039;&#039; The booster tile is covering the conversions pane!&lt;br /&gt;
&lt;br /&gt;
Check the preferences for other options for the booster tile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;== CONVERSIONS/POWER&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CONV1:&#039;&#039;&#039; Why do I only get one credit when I convert the Brainstone to credits?&lt;br /&gt;
&lt;br /&gt;
If you want to get more than one credit, click on that button more than one time. The game does not do this automatically in order to allow you to allocate the spent power as desired.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CONV2:&#039;&#039;&#039; Why don&#039;t I get a chance to convert resources at the end of my turn?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CONV3:&#039;&#039;&#039; I should get the option to charge before or after gaining power!&lt;br /&gt;
&lt;br /&gt;
There are options in the pull-down menu to the right to enable this under various conditions. By default, options are selected that improve the speed of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CONV4:&#039;&#039;&#039; I have enough power to perform a power action, but it doesn&#039;t show up as available!&lt;br /&gt;
&lt;br /&gt;
There are two possible reasons:&lt;br /&gt;
&lt;br /&gt;
- You&#039;re lacking something else that would be required to perform that action. For example, if you don&#039;t have a mine and enough resources to build a mine, the terraforming actions won&#039;t show as available.&lt;br /&gt;
&lt;br /&gt;
- Someone else has taken that action this round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;== TECHNOLOGY / RESEARCH&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TECH1:&#039;&#039;&#039; I advanced to the top of a track and didn&#039;t get the advanced tech for that track!&lt;br /&gt;
&lt;br /&gt;
That is not how you gain an advanced tech. Check out the &amp;quot;how to play&amp;quot; section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TECH2:&#039;&#039;&#039; The game isn&#039;t allowing me to gain an advanced tech!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TECH3:&#039;&#039;&#039; The game isn&#039;t allowing me to advance to level 5 in a research track!&lt;br /&gt;
&lt;br /&gt;
Both of these require a green federation tile. If you want to do both in a single action, you need two federation tiles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;== FEDERATIONS / BUILDING&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BLDG1:&#039;&#039;&#039; I can&#039;t form a federation!&lt;br /&gt;
&lt;br /&gt;
The federation rules are surprisingly intricate given the amount of space they occupy in the rulebook. See boardgamegeek.com/thread/2120375/official-federation-faq for more details. If you&#039;ve read that and are still convinced there&#039;s a problem, open a bug report.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Xenos:&#039;&#039;&#039; note that 7 power is required if you have not built your PI.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bescods:&#039;&#039;&#039; note that power is only increased on titanium planets, and only after you have built your PI.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ivits:&#039;&#039;&#039; See RACE4 below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BLDG2:&#039;&#039;&#039; The game isn&#039;t allowing me to upgrade!&lt;br /&gt;
&lt;br /&gt;
This is usually because you lack the resources required to perform any available upgrades. Occasionally, it&#039;s because you lack the structures (because they are already on the board).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BLDG3:&#039;&#039;&#039; Why wasn&#039;t my federation bug report accepted?&lt;br /&gt;
&lt;br /&gt;
To diagnose federation forming problems, we the move number of the action andd a screenshot showing which hexes are selected. Without these, it&#039;s nearly impossible to piece together exactly what&#039;s happening and when.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BLDG4:&#039;&#039;&#039; I provided a screenshot and move number, but my bug report was marked &amp;quot;notabug&amp;quot;!&lt;br /&gt;
&lt;br /&gt;
Federation building rules are complicated and nuanced. We&#039;ve received a large number of false reports due to rules misunderstandings. Please consult the rulebook and this &#039;&#039;&#039;FAQ:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
boardgamegeek.com/wiki/page/Federation_FAQ&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;== FACTION-SPECIFIC&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;RACE1:&#039;&#039;&#039; As Hadsch Hallas, how do I use my PI ability?&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve built your PI, the new conversion options will be available under the Convert menu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;RACE2:&#039;&#039;&#039; My faction&#039;s ability isn&#039;t working!&lt;br /&gt;
&lt;br /&gt;
Make sure you&#039;re not confusing your passive ability with the ability granted by your Planetary Institute. If it&#039;s the PI ability, you&#039;ll need to have built your PI.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;RACE3:&#039;&#039;&#039; As Nevlas, what happens to the remaining half a power when I convert?&lt;br /&gt;
&lt;br /&gt;
Any &amp;quot;half power&amp;quot; not used is lost. Make sure you select all desired conversions before clicking confirm.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;RACE4:&#039;&#039;&#039; How do I form a second federation as Ivits?&lt;br /&gt;
&lt;br /&gt;
Your existing federation starts out pre-selected. Your second federation must connect to your existing federation. Don&#039;t forget that Ivits spend QICs for satellites!&lt;/div&gt;</summary>
		<author><name>Kayvon</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Bugsclarification_maracaibo&amp;diff=21995</id>
		<title>Bugsclarification maracaibo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Bugsclarification_maracaibo&amp;diff=21995"/>
		<updated>2024-07-29T16:31:08Z</updated>

		<summary type="html">&lt;p&gt;Kayvon: Created page with &amp;quot; &amp;#039;&amp;#039;&amp;#039;== GENERAL&amp;#039;&amp;#039;&amp;#039;  &amp;#039;&amp;#039;&amp;#039;GEN1:&amp;#039;&amp;#039;&amp;#039; Why can&amp;#039;t I buy this card? I have enough gold!  Make sure you can afford the *entire* card. Do you have enough figures (meeples) to play it?  &amp;#039;&amp;#039;&amp;#039;GEN2:&amp;#039;&amp;#039;&amp;#039; Where did my synergy token go? Why is the wrong synergy token showing in my player panel?  Synergy tokens are faded out before you own than and bright &amp;amp; colorful once you collect them. The number does not indicate that you own the token; it indicates that you have a synergy with the token....&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&#039;&#039;&#039;== GENERAL&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GEN1:&#039;&#039;&#039; Why can&#039;t I buy this card? I have enough gold!&lt;br /&gt;
&lt;br /&gt;
Make sure you can afford the *entire* card. Do you have enough figures (meeples) to play it?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GEN2:&#039;&#039;&#039; Where did my synergy token go? Why is the wrong synergy token showing in my player panel?&lt;br /&gt;
&lt;br /&gt;
Synergy tokens are faded out before you own than and bright &amp;amp; colorful once you collect them. The number does not indicate that you own the token; it indicates that you have a synergy with the token. Remember that you can never have more than one of a token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GEN3:&#039;&#039;&#039; On mobile, the game renders slowly or feels like the interface lags.&lt;br /&gt;
&lt;br /&gt;
Try turning off shadows in the user preferences. This is especially true for iOS (Apple) devices, which render drop shadows poorly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GEN4:&#039;&#039;&#039; Why isn&#039;t my Master Builder discount working? The card costs 5 and I have 4 doubloons!&lt;br /&gt;
&lt;br /&gt;
A card&#039;s price displayed in GREEN indicates its discounted price. The game has already applied the discount, so you can&#039;t gain an additional discount.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;== UPGRADES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UPG1:&#039;&#039;&#039; Why don&#039;t I get the benefit after I perform an upgrade?&lt;br /&gt;
&lt;br /&gt;
Make sure you&#039;ve completed the *entire* upgrade. Both discs must be removed before the upgrade is active, not just the first disc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;== SOLO&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SOL1:&#039;&#039;&#039; Why is my score -1 after I lose to Jean?&lt;br /&gt;
&lt;br /&gt;
The BGA framework counts all positive scores as a win, so anytime you lose to Jean your score is changed to a negative value. This tells BGA that although you&#039;re the highest-scoring (and only) player in the game, you did not win.&lt;/div&gt;</summary>
		<author><name>Kayvon</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Bugsclarification_minirogue&amp;diff=21994</id>
		<title>Bugsclarification minirogue</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Bugsclarification_minirogue&amp;diff=21994"/>
		<updated>2024-07-29T16:28:44Z</updated>

		<summary type="html">&lt;p&gt;Kayvon: Created page with &amp;quot; &amp;#039;&amp;#039;&amp;#039;=== GENERAL&amp;#039;&amp;#039;&amp;#039;  &amp;#039;&amp;#039;&amp;#039;GEN1:&amp;#039;&amp;#039;&amp;#039; Why did I suddenly change levels?  Were you fighting a monster that caused you to fall? You&amp;#039;ll notice the fall icon and the message in the log. It causes you to move multiple floors (a complete level!) all at once.  &amp;#039;&amp;#039;&amp;#039;GEN2:&amp;#039;&amp;#039;&amp;#039; Why didn&amp;#039;t I gain the full amount of gold? Why am I being forced to discard a potion?  As shown in the player panel, there is a maximum limit on most resources. You can&amp;#039;t have more than 10 gold. You can&amp;#039;t have more...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&#039;&#039;&#039;=== GENERAL&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GEN1:&#039;&#039;&#039; Why did I suddenly change levels?&lt;br /&gt;
&lt;br /&gt;
Were you fighting a monster that caused you to fall? You&#039;ll notice the fall icon and the message in the log. It causes you to move multiple floors (a complete level!) all at once.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GEN2:&#039;&#039;&#039; Why didn&#039;t I gain the full amount of gold? Why am I being forced to discard a potion?&lt;br /&gt;
&lt;br /&gt;
As shown in the player panel, there is a maximum limit on most resources. You can&#039;t have more than 10 gold. You can&#039;t have more than one of the same potion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GEN3:&#039;&#039;&#039; Why did we have to fight the Bandit twice in a multiplayer game?&lt;br /&gt;
&lt;br /&gt;
Both players need to encounter all non-monster cards and the Bandit is not a monster. If a monster results from an encounter, both players will fight the monster together, but it doesn&#039;t end the encounter for the player who hasn&#039;t gone yet.&lt;br /&gt;
&lt;br /&gt;
For example, the rules are explicit that both players encounter a trap. Whether the first player succeeds or fails, the second player will also encounter the same trap. Even if the first player rolls the dungeon die such that they fight a monster, the other player must still encounter the trap and may roll that same monster die again.&lt;br /&gt;
&lt;br /&gt;
It works this way for all non-monster cards. The Bandit isn&#039;t a monster card; it&#039;s a different sort of encounter where a decision is made. You both made decisions that resulted in combats.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;=== CHARACTER ABILITIES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CHAR1:&#039;&#039;&#039; Why can&#039;t I use my in-combat and explore ability each floor?&lt;br /&gt;
&lt;br /&gt;
Because your character only gets one ability use per floor, no matter which one you use. You do not receive one of each, just one total.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CHAR2:&#039;&#039;&#039; Why didn&#039;t the Crusader&#039;s ability help my partner?&lt;br /&gt;
&lt;br /&gt;
You and your partner must be in the same location for both to benefit. Like all cooperative games, good communication is key here. Ensure the ability is used before moving away or after both arrive in the space space.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;=== ITEMS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ITEM1:&#039;&#039;&#039; Why didn&#039;t a blessing from a potion/ability cure me?&lt;br /&gt;
&lt;br /&gt;
When you&#039;re holding the Cursed Relic, blessings from any source will not cure you. You need to dispose of the Cursed Relic first.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ITEM2:&#039;&#039;&#039; Why can&#039;t I pick up this item? Or offer food to the Crow?&lt;br /&gt;
&lt;br /&gt;
Are you carrying the Cursed Relic? You&#039;re limited to a single item. You cannot pick up a new item until you figure out a way to discard the Relic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;=== DICE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DICE1:&#039;&#039;&#039; Why are the values being treated as different than what I rolled?&lt;br /&gt;
&lt;br /&gt;
You&#039;re probably cursed. No, really. When cursed, all rolls are treated as being one lower than the value shown, so a 2 becomes a miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DICE2:&#039;&#039;&#039; The dice are rigged.&lt;br /&gt;
&lt;br /&gt;
The dice are fine. Here&#039;s an analysis of HALF A MILLION dice rolls created by BGA&lt;br /&gt;
&lt;br /&gt;
https://www.boardgamearena.com/forum/viewtopic.php?f=35&amp;amp;t=15811&amp;amp;p=59122&amp;amp;hilit=bga_rand#p59122&lt;br /&gt;
&lt;br /&gt;
And here&#039;s and example of a bug report where a player actually had better-than-average rolls overall, but felt the dice were rigged when there were a few unfortunate rolls in a row.&lt;br /&gt;
&lt;br /&gt;
https://boardgamearena.com/bug?id=127481&lt;/div&gt;</summary>
		<author><name>Kayvon</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=BGA_Undo_policy&amp;diff=21397</id>
		<title>BGA Undo policy</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=BGA_Undo_policy&amp;diff=21397"/>
		<updated>2024-05-30T12:47:23Z</updated>

		<summary type="html">&lt;p&gt;Kayvon: Restoring wording that shouldn&amp;#039;t have been eliminated in revision 20996 by Victoria La (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Introducing &amp;quot;Undo&amp;quot; features in games can lead to bugs and/or bad interface design.&lt;br /&gt;
&lt;br /&gt;
Please read the following carefully before implementing an Undo feature for your game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= What you must NEVER do =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When you are restoring a game situation A from a game situation B:&lt;br /&gt;
&lt;br /&gt;
* The Undo action must &#039;&#039;&#039;never change the active player&#039;&#039;&#039;. In other words, if player X clicks on &amp;quot;Undo&amp;quot;, it must NOT make player Y active.&lt;br /&gt;
* If several players did game actions between A and B, you must NEVER provide an undo. In other words, an &amp;quot;Undo&amp;quot; action must NEVER force another player to redo some moves.&lt;br /&gt;
* No hidden (or private) information must have been revealed between A and B.&lt;br /&gt;
* No random event with a visible effect must have been triggered between A and B. This includes cards shuffling, dice roll, elements picking, ...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= When to propose to Undo? =&lt;br /&gt;
&lt;br /&gt;
As a rule of thumb, on BGA we advise you to not undo moves.&lt;br /&gt;
&lt;br /&gt;
Undo are painful for opponents, in real world and online. Some players may also use Undo to &amp;quot;test&amp;quot; situations while they should just think instead.&lt;br /&gt;
&lt;br /&gt;
In many cases, proposing an &amp;quot;Undo&amp;quot; means also adding an extra step, which is not good for the game interface.&lt;br /&gt;
&lt;br /&gt;
Undo may be useful in 2 main situations:&lt;br /&gt;
* To allow players to take back a move following a &amp;quot;misclick&amp;quot; that may ruin their game.&lt;br /&gt;
* To allow players to take back a very complex series of actions.&lt;br /&gt;
&lt;br /&gt;
== About Undo to avoid &amp;quot;misclick&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
In most cases, you don&#039;t need this: players must pay attention :)&lt;br /&gt;
&lt;br /&gt;
However, if several of the following cases correspond to your situation, you may consider adding an Undo for &amp;quot;misclicks&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
* If the &#039;&#039;&#039;zone to click is very small&#039;&#039;&#039;, or close to other zones, misclicks may happened frequently. Note that if this only happens on mobile, you can propose the Undo to mobile users only.&lt;br /&gt;
* If &#039;&#039;&#039;there is already another step&#039;&#039;&#039; after the step you want to undo. In this case, adding an &amp;quot;Undo&amp;quot; does not add an extra step.&lt;br /&gt;
* If you are in the middle of a real &amp;quot;game action&amp;quot;. For example, on Chess, it is normal to allow to undo the selection of a piece in order to select another one, as the move hasn&#039;t been done already.&lt;br /&gt;
* The action done by the player is obviously a mistake (in this case, please also consider adding a confirmation before the action).&lt;br /&gt;
&lt;br /&gt;
On the contrary, you must be reluctant to add an Undo if:&lt;br /&gt;
* This adds an extra step.&lt;br /&gt;
* The game action is clear and the zone to click is large.&lt;br /&gt;
&lt;br /&gt;
To conclude: we may allow a player to undo a move caused by a &amp;quot;misclick&amp;quot;, but we shouldn&#039;t allow a player to undo a bad move he plays consciously.&lt;br /&gt;
&lt;br /&gt;
Note: not all of these situations require server undo, in chess example above Undo of selection - you don&#039;t need to send piece selection to the server you can store it locally (this is &amp;quot;client side undo&amp;quot;), there is no Undo button in this case - user just selects another piece. Similary if you add prompt for clicking on critical buttons like &amp;quot;Pass&amp;quot; you can add extra prompt, but no Undo&lt;br /&gt;
&lt;br /&gt;
== About Undo to take back moves from a complex series of actions ==&lt;br /&gt;
&lt;br /&gt;
Games with a complex serie of actions are an &amp;quot;exception&amp;quot; to BGA Undo policy.&lt;br /&gt;
&lt;br /&gt;
In most games, you shouldn&#039;t provide an undo because players are not allowed to &amp;quot;explore&amp;quot; the different possibilities by playing and undoing their moves.&lt;br /&gt;
&lt;br /&gt;
However, in some games, it is commonly admitted that players are allowed to take back a move. The typical example is a complex strategy game with a long serie of actions during your turn. &amp;quot;Through the Ages&amp;quot; or &amp;quot;Tzolk&#039;in&amp;quot; are 2 good examples.&lt;br /&gt;
&lt;br /&gt;
To know if this is a good idea to propose an undo, ask yourself the question: &amp;quot;when playing in real life, will my opponents authorize me to take back this move?&amp;quot;. Depending on your answer, you should choose to provide an Undo, to not provide an Undo, or maybe to propose an Undo as an option for the game.&lt;br /&gt;
&lt;br /&gt;
Note: in this situation it is also possible to use client side undo, instead of server side, see &amp;quot;Russian Railroads&amp;quot; for example (implemented using setClientState method).&lt;br /&gt;
&lt;br /&gt;
= How to implement Undo =&lt;br /&gt;
&lt;br /&gt;
There are 2 ways to implement Undo:&lt;br /&gt;
* The framework undoSavePoint/undoRestorepoint methods, [[Main_game_logic:_yourgamename.game.php#Undo_moves | documented here]].&lt;br /&gt;
* Your own method.&lt;br /&gt;
&lt;br /&gt;
As a rule of thumb, it is way better to use your own method to provide an Undo. The reasons are:&lt;br /&gt;
* The framework method is quite heavy to use (it saves the WHOLE situation). To cancel a simple move, it is way more efficient for you to execute the opposite move.&lt;br /&gt;
* The framework method is doing a full &amp;quot;reset&amp;quot; of the game interface. It is way more smooth and clear to play the opposite move from a player point of view.&lt;br /&gt;
* The framework Undo provides only ONE save point. If you want to provide a complex Undo (i.e.: the possibility to undo all the previous steps one by one), you must implement it by yourself.&lt;br /&gt;
&lt;br /&gt;
However, the framework is very handy to use (only 2 methods), so this should be your first choice if some moves are very difficult to reverse on client side.&lt;br /&gt;
&lt;br /&gt;
== How does undoSavePoint/undoRestorepoint works? ==&lt;br /&gt;
&lt;br /&gt;
The undoSavePoint method makes a full copy of the game database state.&lt;br /&gt;
&lt;br /&gt;
The undoRestorePoint method:&lt;br /&gt;
* restores the game database&lt;br /&gt;
* removes all your game HTML + the player panels&lt;br /&gt;
* restores the game HTML + the player panels according to their state at the initial game loading&lt;br /&gt;
* calls your &amp;quot;setup&amp;quot; method&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important&#039;&#039;&#039;: because undoRestorePoint is calling your &amp;quot;setup&amp;quot; method, you must ensure that your whole game state can be restored from there. In particular, all your member variables must be initialized inside the &amp;quot;setup&amp;quot; method (and not only in the constructor !).&lt;br /&gt;
&lt;br /&gt;
== Adding simple Undo action to your game ==&lt;br /&gt;
&lt;br /&gt;
=== Step 1: Declare in gameinfos ===&lt;br /&gt;
Add  &#039;db_undo_support&#039; =&amp;gt; true in gamesinfo.inc.php&lt;br /&gt;
&lt;br /&gt;
Note: if you have game in studio you must reload gameinfos and restart all these games&lt;br /&gt;
&lt;br /&gt;
=== Step 2: Insert savepoint ===&lt;br /&gt;
Determine where you want to save the undo state. Must be single active player state&lt;br /&gt;
* Begging of new user turn&lt;br /&gt;
* Every time new information revealed such as &lt;br /&gt;
** dice roll&lt;br /&gt;
** card is drawn&lt;br /&gt;
** anything else hidden is shown&lt;br /&gt;
&lt;br /&gt;
Insert&lt;br /&gt;
 $this-&amp;gt;undoSavepoint();&lt;br /&gt;
&lt;br /&gt;
=== Step 3: Create undo action in server ===&lt;br /&gt;
Add players undo action&lt;br /&gt;
in game.action.php:&lt;br /&gt;
    public function undo() {&lt;br /&gt;
        self::setAjaxMode();&lt;br /&gt;
        $this-&amp;gt;game-&amp;gt;action_undo();&lt;br /&gt;
        self::ajaxResponse();&lt;br /&gt;
    }&lt;br /&gt;
in game.game.php&lt;br /&gt;
    function action_undo() {&lt;br /&gt;
        $this-&amp;gt;undoRestorePoint(); // do not do checkAction - its on purpose - do not need to add undo as possible action to every state&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
=== Step 4: Create undo action in client ===&lt;br /&gt;
in game.js&lt;br /&gt;
add this to onUpdateActionButton regardless of state but inside isCurrenPlayerAction&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
			this.addActionButton(&#039;button_undo&#039;, _(&#039;Undo&#039;), &#039;onUndo&#039;, undefined, undefined, &#039;red&#039;);&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
and onUndo would be like this&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    onUndo: function (event) {&lt;br /&gt;
      const action = &amp;quot;undo&amp;quot;;&lt;br /&gt;
      this.ajaxcall(&lt;br /&gt;
        &amp;quot;/&amp;quot; + this.game_name + &amp;quot;/&amp;quot; + this.game_name + &amp;quot;/&amp;quot; + action + &amp;quot;.html&amp;quot;,&lt;br /&gt;
        [],&lt;br /&gt;
        this,&lt;br /&gt;
        (result) =&amp;gt; {},&lt;br /&gt;
        (err) =&amp;gt; {&lt;br /&gt;
          if (err) return;&lt;br /&gt;
          this.setMainTitle(_(&amp;quot;Undo requested...&amp;quot;));&lt;br /&gt;
          dojo.empty(&amp;quot;generalactions&amp;quot;);&lt;br /&gt;
        },&lt;br /&gt;
        true&lt;br /&gt;
      );&lt;br /&gt;
    },&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Step 5: Make it fancy ===&lt;br /&gt;
If you want you can add extra styling to the Undo button such as it will appeat at right of all buttons&lt;br /&gt;
in game.css&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#button_undo {&lt;br /&gt;
    float: right;&lt;br /&gt;
    background-color: red;&lt;br /&gt;
    background-image: none;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Studio]]&lt;/div&gt;</summary>
		<author><name>Kayvon</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgaiaproject&amp;diff=20206</id>
		<title>Gamehelpgaiaproject</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgaiaproject&amp;diff=20206"/>
		<updated>2024-02-24T16:13:19Z</updated>

		<summary type="html">&lt;p&gt;Kayvon: To avoid confusion, revert plural third-person pronouns in favor of traditional proper English syntax.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Factions ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;font-weight:bold; vertical-align:bottom;&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Faction&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Planet Type&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Ability&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Planetary Institute&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Starting Research&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Basic Income&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Terrans&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Terra&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | During the Gaia phase, move the power tokens   in your Gaia area to area II of your power cycle instead of to area I.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | During the Gaia phase, when you move   power tokens from your Gaia area to area II of your power cycle, you may gain   resources as if you were spending that much power to take free actions.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Gaia   Project&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Lantids&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Terra&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | When you take the “Build a Mine” action, you   may build a mine on a planet colonized by an opponent (including the Lost   Planet). Place your mine next to the opponent’s structure. You do not have to   pay for terraforming, but you must still pay the mine’s cost. This mine   counts as a normal mine in all ways except the following: this mine cannot be   upgraded, and it does not count for any effects that relate to how many   planet types or Gaia planets you have colonized.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | Each time you build a mine on a planet   colonized by an opponent, gain two knowledge.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Xenos&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Desert&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You place a third starting mine after all   other starting mines have been placed.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You can form federations with a total power   value of six instead of seven. You gain one Q.I.C. as income instead of one   power token.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Artificial   Intelligence&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Gleens&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Desert&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | If you would ever gain Q.I.C., gain that much   ore instead; once you have upgraded to the indicated academy, this effect no   longer applies. To make a Gaia Planet habitable, pay one ore instead of one   Q.I.C. Each time you build a mine on a Gaia Planet, gain two additional VP.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | When you upgrade to the planetary institute,   immediately gain the Gleens’ federation token (gaining the resources shown as   normal). Gaining this tile counts as forming a federation. The planetary   institute itself can still be part of a federation on the board.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Navigation&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Taklons&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Swamp&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | The Brainstone counts as one power token   (when starting a Gaia Project, building satellites, etc.), but you can spend   it as if it were three power.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | Each time you would charge power from   “Passive Action: Charge Power,” you gain one power token. You can choose to   gain the power before or after charging.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Ambas&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Swamp&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | Once per round, as an action, you can swap   your planetary institute with one of your mines on the game board (this can   help you form a new federation). This has no impact on existing federations,   even if their power value becomes less than seven. The swap does not count as   a build or upgrade action; no VP or power can be gained from it.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Navigation&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 2 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Hadsch Hallas&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Oxide&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You can spend credits instead of power to   take free actions that allow you to gain resources. Example: You can spend 3   credits to take the free action that allows you to gain one ore.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Economy&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore, 3 Credits&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Ivits&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Oxide&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | During setup, do not place mines. Instead,   after all other players have placed mines (including the Xenos’ third mine),   place your planetary institute on any red planet. You can only have one   federation, but each time the power value of your federation becomes a   multiple of 7, you may take the &amp;quot;Form A Federation&amp;quot; action again.   You must discard Q.I.C. instead of power tokens to make satellites.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | As a special action, place a space station on   an accessible space that does not contain a planet or another space station.   The accessibility of a space follows the same rules as the “Build a Mine”   action.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore, 1 QIC&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Geodens&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Volcanic&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | The first time you build a mine on each   planet type, gain 3 knowledge. (You do not gain knowledge for planet types   you colonized before upgrading to your planetary institute.)&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Terraforming&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Bal T&#039;aks&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Volcanic&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You cannot advance in the “Navigation”   research area, even if you take the tech tile below the “Navigation” research   area. If you do take that tech tile, no advancement occurs. As a free action,   you can move a Gaiaformer from a Gaiaformer space on your faction board to   your Gaia area to gain one Q.I.C. Gaiaformers in your Gaia area are not   available until the next Gaia phase. In the next Gaia phase, move any   Gaiaformer in your Gaia area back to its Gaiaformer space.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You can now advance in the “Navigation”   research area.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Gaia   Project&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Firaks&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Titanium&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | As an action, you can “downgrade” a research   lab into a trading station and immediately advance one level in a research   area of your choice. Advancing in a research area is explained on page 15.   This counts as an “Upgrade to a Trading Station” action. You can later   upgrade the trading station back into a research lab using the normal rules   (including gaining a new tech tile).&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 2   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Bescods&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Titanium&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | The positions of your planetary institute and   academies are swapped on your faction board, as is the income you gain for   trading stations and research labs. As with the other factions, upgrading to   an academy or a research lab allows you to gain a tech tile. Once per round,   as an action, you can advance your lowest-level token in a research area   (without paying knowledge). If multiple of your tokens are tied for the   lowest level, choose which of the tied tokens to advance. To advance to level   5 this way, you must still flip a federation token as normal. Remember, only   one player can reach level 5 of each research area.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | The power value of your structures on gray   planets (your home type) is increased by one (in addition to any other   effects that increase their power value).&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Nevlas&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Ice&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | As a free action, you can move one power   token from area III of your power cycle to your Gaia area to gain one   knowledge (these power tokens follow the normal Gaia phase rules). This does   not count as spending power.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You can spend power tokens in area III of   your power cycle as if they were each two power. Otherwise, they count as one   power token (when starting a Gaia Project, building satellites, etc.). When   paying for a power action with an odd power cost (1, 3, 5, etc.), the unspent   power is lost.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Science&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Itars&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Ice&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | Each time you discard a power token from area   II of your power cycle to move another power token to area III, place the   discarded power token in your Gaia area instead of returning it to the   supply.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | During the Gaia phase, you can discard 4   power tokens from your Gaia area to immediately gain a tech tile (standard or   advanced).&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore, 1 Power in Bowl I&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rules to Remember ==&lt;br /&gt;
* Starting Resources (before receiving income at the beginning of Round 1) - Credits: 15, Ore: 4, Knowledge: 3&lt;br /&gt;
* Resource Storage Limits - Credits: 30, Ore: 15, Knowledge: 15&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
# &#039;&#039;&#039;Build a Mine&#039;&#039;&#039; - This places a mine on the board, which usually give you ore as income. These mines must be at most a distance away from another building of yours equal to your navigation (the second track from the left). You must pay the cost of the mine. If it&#039;s a Gaia planet (green planets without gaiaformers on them), you must also pay one QIC. If it&#039;s some other planet type, you must pay additional ore - the exact cost is determined by your terraforming ability (the first track from the left) and the number of terraforming steps required to make the destination planet habitable for your faction.&lt;br /&gt;
# &#039;&#039;&#039;Start a Gaia Project&#039;&#039;&#039; - This allows you to transform Transdim planets (purple) into a Gaia planet. You can only do this if you have at least one available gaiaformer, which you can get as a result of the Gaia Project track (the fourth track from the left). To do this, move power tokens into the gaia section of your board. These tokens are not lost - you&#039;ll get them back as the last step of the income phase. At the start of the next round, these planets are now Gaia planets and you can build mines on them normally (without spending a QIC like you normally would to build on a Gaia Planet). The gaiaformer is removed (and sent to your faction board) only after you decide to build on these planets (they are &amp;quot;reserved&amp;quot; for you until then).&lt;br /&gt;
# &#039;&#039;&#039;Upgrade Existing Structure&#039;&#039;&#039; - Mines can be upgraded to Trading Stations, which usually produce credits - note that this has a cheaper cost if it&#039;s at most two units away from an opponent&#039;s structure. Trade Centers can be upgraded to either a Planetary Institute (which produces power and unlocks an ability specific to your faction) or Research Labs, which produce knowledge and allows you to immediately take a technology tile and advance on one of the tracks (if able, depending on your current position in the track). Research Labs can be upgraded to Academies, which also let you gain more technologies and produce either knowledge or QIC (or other resources depending on the faction).&lt;br /&gt;
# &#039;&#039;&#039;Form a Federation&#039;&#039;&#039; - This allows you to combine structures to gain more points. To do this, you need any cluster of structures whose total power level is 7 or more. This can include empty space as well, but for each empty space included this way, pay 1 power token from any bowl to create a satellite. For doing this, you gain a federation token, which gives you immediate points, some other resource bonus, and can later be spent to advance to the top position of a research track or gain advanced technology tiles.&lt;br /&gt;
# &#039;&#039;&#039;Research Progress&#039;&#039;&#039; - Spend 4 knowledge to advance on any track. The tracks are &lt;br /&gt;
##Terraforming, which improves your ability to terraform planets&lt;br /&gt;
##Navigation, which increases the range at which you can build structures &lt;br /&gt;
##Artificial Intelligence, which gives you more QIC&lt;br /&gt;
##Gaia Project, which allows you to start Gaia Projects on Transdim planets&lt;br /&gt;
##Economy, which increase your ore, credits, power charge income&lt;br /&gt;
##Science, which increases your knowledge income. &lt;br /&gt;
# &#039;&#039;&#039;Power and Q.I.C. Actions&#039;&#039;&#039; -  Spend power or QICs to take any of the actions at the bottom of the research board. Each of these can be taken only once per round.&lt;br /&gt;
# &#039;&#039;&#039;Special Actions&#039;&#039;&#039; - Use any actions printed on booster tiles or your faction board. These can be taken only once per round.&lt;br /&gt;
# &#039;&#039;&#039;Pass&#039;&#039;&#039; - Select a new booster tile. Wait until all other players have passed too.&lt;br /&gt;
# &#039;&#039;&#039;Free Actions&#039;&#039;&#039; - Resource Conversions (or burn power to move power from Bowl 2 to Bowl 3).&lt;br /&gt;
[[Image:Gaia_Project_Free_Actions.JPG]]&lt;br /&gt;
# &#039;&#039;&#039;Passive Action&#039;&#039;&#039; - Charging power. Spend VP as necessary depending on the amount of power being charged. This is optional.&lt;br /&gt;
&lt;br /&gt;
== Auctions for Drafting Factions ==&lt;br /&gt;
&lt;br /&gt;
Each player submits the maximum amount he is willing to bid for each faction that has been drafted. Once all bids are submitted, a round-robin auction is automatically conducted in turn order until each player has the top bid on one faction. During the round-robin portion, each player automatically bids &#039;&#039;&#039;on the faction with the greatest difference between the faction&#039;s current bid and that player&#039;s maximum possible bid.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A typical &#039;&#039;&#039;automatic&#039;&#039;&#039; auction might look like this behind the scenes.&lt;br /&gt;
&lt;br /&gt;
1) The first player bids zero VP on the faction that has his highest maximum bid (i.e. the faction they wanted most)&lt;br /&gt;
&lt;br /&gt;
2) If the second player submitted the same top bid for two different factions, he&#039;ll automatically bid zero on the faction no one has picked yet. If he had placed a higher bid on the same faction as player 1, he would have increased that bid to one VP instead.&lt;br /&gt;
&lt;br /&gt;
3) The third player looks at the current bids and compares those to his maximum bid. He&#039;ll automatically bid one higher on the faction with the greatest difference between his maximum bid and the current bid of that faction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is all resolved quickly and automatically behind the scenes. It&#039;s not uncommon for players to get factions for free if no one outbids them.&lt;br /&gt;
&lt;br /&gt;
After the auction, all players are given VP so that the player that paid the most still starts with 10 VP to use during the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Here is a game log auction example for a 3 player game:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;In summary&amp;lt;/u&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
PLAYER_A  wins IVITS for 11, their maximum bid was 27 for IVITS, &lt;br /&gt;
&lt;br /&gt;
PLAYER_B wins AMBAS for 6, their maximum bid was 10 for IVITS, 8 for AMBAS.&lt;br /&gt;
&lt;br /&gt;
PLAYER_C wins TERRANS for 0, their maximum bid was16 for IVITS, 12 for AMBAS, 6 for TERRANS.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;some notable example lines from the log are:&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;**PLAYER_B switches from [IVITS] to [AMBAS] when the bid reaches 3 on IVITS, because 9&amp;gt;7 : AMBAS:8--1= &#039;&#039;&#039;9&#039;&#039;&#039; &amp;gt; IVITS:10-3=&#039;&#039;&#039;7&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;code&amp;gt;explanation: AMBAS: 8(PlayerB max bid for Ambas) - -1(current bid for Ambas) = 9 &amp;gt; IVITS: 10(PlayerB max bid for Ivits) - 3 (current bid for Ivits) =11&amp;lt;/code&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;++PLAYER_C switches from [IVITS] to [AMBAS] when the bid reaches 5 on IVITS, because 12&amp;gt;11 : AMBAS:12-0=&#039;&#039;&#039;12&#039;&#039;&#039; &amp;gt; IVITS:16-5=&#039;&#039;&#039;11&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;small&amp;gt;explanation: AMBAS: 12(PlayerC max bid for Ambas) - 0(current bid for Ambas) = 12 &amp;gt; IVITS: 16(PlayerC max bid for Ivits) - 5 (current bid for Ivits) =11&amp;lt;/small&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Actual Log:&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Players will automatically bid on the faction with the greatest gap between its current bid and the player&#039;s maximum bid&lt;br /&gt;
&lt;br /&gt;
PLAYER_A bids 0 on [IVITS] (and is willing to bid up to 27 if needed)&lt;br /&gt;
&lt;br /&gt;
PLAYER_B bids 1 on [IVITS], outbidding PLAYER_A. (The bid was 10 away from PLAYER_B&#039;s max bid of 10.)&lt;br /&gt;
&lt;br /&gt;
PLAYER_C bids 2 on [IVITS], outbidding PLAYER_B. (The bid was 15 away from PLAYER_C&#039;s max bid of 16.)&lt;br /&gt;
&lt;br /&gt;
PLAYER_A bids 3 on [IVITS], outbidding PLAYER_C. (The bid was 25 away from PLAYER_A&#039;s max bid of 27.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;PLAYER_B bids 0 on [AMBAS] (and is willing to bid up to 8 if needed)&lt;br /&gt;
&lt;br /&gt;
PLAYER_C bids 4 on [IVITS], outbidding PLAYER_A. (The bid was 13 away from PLAYER_C&#039;s max bid of 16.)&lt;br /&gt;
&lt;br /&gt;
PLAYER_A bids 5 on [IVITS], outbidding PLAYER_C. (The bid was 23 away from PLAYER_A&#039;s max bid of 27.)&lt;br /&gt;
&lt;br /&gt;
++PLAYER_C bids 1 on [AMBAS], outbidding PLAYER_B. (The bid was 12 away from PLAYER_C&#039;s max bid of 12.)&lt;br /&gt;
&lt;br /&gt;
PLAYER_B bids 2 on [AMBAS], outbidding PLAYER_C. (The bid was 7 away from PLAYER_B&#039;s max bid of 8.)&lt;br /&gt;
&lt;br /&gt;
PLAYER_C bids 6 on [IVITS], outbidding PLAYER_A. (The bid was 11 away from PLAYER_C&#039;s max bid of 16.)&lt;br /&gt;
&lt;br /&gt;
PLAYER_A bids 7 on [IVITS], outbidding PLAYER_C. (The bid was 21 away from PLAYER_A&#039;s max bid of 27.)&lt;br /&gt;
&lt;br /&gt;
PLAYER_C bids 3 on [AMBAS], outbidding PLAYER_B. (The bid was 10 away from PLAYER_C&#039;s max bid of 12.)&lt;br /&gt;
&lt;br /&gt;
PLAYER_B bids 4 on [AMBAS], outbidding PLAYER_C. (The bid was 5 away from PLAYER_B&#039;s max bid of 8.)&lt;br /&gt;
&lt;br /&gt;
PLAYER_C bids 8 on [IVITS], outbidding PLAYER_A. (The bid was 9 away from PLAYER_C&#039;s max bid of 16.)&lt;br /&gt;
&lt;br /&gt;
PLAYER_A bids 9 on [IVITS], outbidding PLAYER_C. (The bid was 19 away from PLAYER_A&#039;s max bid of 27.)&lt;br /&gt;
&lt;br /&gt;
PLAYER_C bids 5 on [AMBAS], outbidding PLAYER_B. (The bid was 8 away from PLAYER_C&#039;s max bid of 12.)&lt;br /&gt;
&lt;br /&gt;
PLAYER_B bids 6 on [AMBAS], outbidding PLAYER_C. (The bid was 3 away from PLAYER_B&#039;s max bid of 8.)&lt;br /&gt;
&lt;br /&gt;
PLAYER_C bids 10 on [IVITS], outbidding PLAYER_A. (The bid was 7 away from PLAYER_C&#039;s max bid of 16.)&lt;br /&gt;
&lt;br /&gt;
PLAYER_A bids 11 on [IVITS], outbidding PLAYER_C. (The bid was 17 away from PLAYER_A&#039;s max bid of 27.)&lt;br /&gt;
&lt;br /&gt;
PLAYER_C bids 0 on [TERRANS] (and is willing to bid up to 6 if needed)&lt;br /&gt;
&lt;br /&gt;
PLAYER_A wins the auction for [IVITS], spending [VP11]&lt;br /&gt;
&lt;br /&gt;
PLAYER_C wins the auction for [TERRANS], spending [VP0]&lt;br /&gt;
&lt;br /&gt;
PLAYER_B wins the auction for [AMBAS], spending [VP6]&lt;br /&gt;
&lt;br /&gt;
All players receive [VP11] to ensure every player starts with at least 10 VP&lt;br /&gt;
&lt;br /&gt;
== FAQ: General ==&lt;br /&gt;
Q: The booster tile is covering the conversions pane!&lt;br /&gt;
&lt;br /&gt;
A: Check the preferences for other options for the booster tile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: On iOS/Mac, the game is unresponsive.&lt;br /&gt;
&lt;br /&gt;
A: The rendering engine on Apple devices deals very poorly with shadows. You&#039;ll get much better performance by setting the &amp;quot;Structure outlines&amp;quot; user preference to &amp;quot;No outlines.&amp;quot; This is true regardless of which browser you&#039;re using.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: The game isn&#039;t allowing me to gain an advanced tech!&lt;br /&gt;
&lt;br /&gt;
Q: The game isn&#039;t allowing me to advance to level 5 in a research track!&lt;br /&gt;
&lt;br /&gt;
A: Both of these require a green federation tile. If you want to do both in a single action, you need two federation tiles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: Why can&#039;t I upgrade?&lt;br /&gt;
&lt;br /&gt;
A: This is usually because you lack the resources required to perform any available upgrades. Occasionally, it&#039;s because you lack the structures (because they are already on the board).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: Is there an option to undo my entire turn?&lt;br /&gt;
&lt;br /&gt;
A: The game asks you to confirm or cancel after selecting a planet for a build/upgrade action, selecting planets for a federation, selecting a research track, passing, and so on. However, the developers have decided not to add an option to [https://boardgamearena.com/doc/BGA_Undo_policy undo your entire turn].&lt;br /&gt;
&lt;br /&gt;
== FAQ: Conversions/Power ==&lt;br /&gt;
Q: Why do I only get one credit when I convert the Brainstone to credits?&lt;br /&gt;
&lt;br /&gt;
A: If you want to get more than one credit, click on that button more than one time. The game does not do this automatically in order to allow you to allocate the spent power as desired.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: Why don&#039;t I get a chance to convert resources at the end of my turn?&lt;br /&gt;
&lt;br /&gt;
Q: I should get the option to charge before or after gaining power!&lt;br /&gt;
&lt;br /&gt;
A: There are options in the pull-down menu to the right to enable this under various conditions. By default, options are selected that improve the speed of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: I have enough power to perform a power action, but it doesn&#039;t show up as available!&lt;br /&gt;
&lt;br /&gt;
A: There are two possible reasons:&lt;br /&gt;
- You&#039;re lacking something else that would be required to perform that action. For example, if you don&#039;t have a mine and enough resources to build a mine, the terraforming actions won&#039;t show as available.&lt;br /&gt;
- Someone else has taken that action this round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== FAQ: Federations ==&lt;br /&gt;
&lt;br /&gt;
Q: Why can&#039;t I form this federation?&lt;br /&gt;
&lt;br /&gt;
A: The federation rules are surprisingly intricate given the amount of space they occupy in the rulebook. See boardgamegeek.com/thread/2120375/official-federation-faq for more details.&lt;br /&gt;
&lt;br /&gt;
Xenos: note that 7 power is required if you have not built your PI.&lt;br /&gt;
&lt;br /&gt;
Bescods: note that power is only increased on titanium planets, and only after you have built your PI.&lt;br /&gt;
&lt;br /&gt;
Ivits: Your existing federation starts out pre-selected. Your second federation must connect to your existing federation. Don&#039;t forget that Ivits spend QICs for satellites!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
IMPORTANT: All bug reports regarding federations require the move number of the action and a screenshot showing which hexes are selected. Without these, it&#039;s nearly impossible to piece together exactly what&#039;s happening and when.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== FAQ: Faction-specific ==&lt;br /&gt;
&lt;br /&gt;
Q: As Hadsch Hallas, how do I use my PI ability?&lt;br /&gt;
&lt;br /&gt;
A: Once you&#039;ve built your PI, the new conversion options will be available under the Convert menu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: My faction&#039;s ability isn&#039;t working!&lt;br /&gt;
&lt;br /&gt;
A: Make sure you&#039;re not confusing your passive ability with the ability granted by your Planetary Institute. If it&#039;s the PI ability, you&#039;ll need to have built your PI.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: As Nevlas, what happens to the remaining half a power when I convert?&lt;br /&gt;
&lt;br /&gt;
A: Any &amp;quot;half power&amp;quot; not used is lost. Make sure you select all desired conversions before clicking confirm.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: How do I form a second federation as Ivits?&lt;br /&gt;
&lt;br /&gt;
A: Your existing federation starts out pre-selected. Your second federation must connect to your existing federation. Don&#039;t forget that Ivits spend QICs for satellites!&lt;/div&gt;</summary>
		<author><name>Kayvon</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelparcticscavengers&amp;diff=20205</id>
		<title>Gamehelparcticscavengers</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelparcticscavengers&amp;diff=20205"/>
		<updated>2024-02-24T16:06:14Z</updated>

		<summary type="html">&lt;p&gt;Kayvon: Bullet point formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Objective==&lt;br /&gt;
&lt;br /&gt;
The player with the largest tribe (most people) at the end of the game is the winner.&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
&lt;br /&gt;
Each player starts with:&lt;br /&gt;
*4 refugee cards&lt;br /&gt;
*3 scavenger cards&lt;br /&gt;
*1 brawler card&lt;br /&gt;
*1 spear card&lt;br /&gt;
*1 shovel card&lt;br /&gt;
&lt;br /&gt;
==Playing the Game==&lt;br /&gt;
&lt;br /&gt;
Each round of Arctic Scavengers has three phases, played in the order shown below:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawing Phase&#039;&#039;&#039;&lt;br /&gt;
*1) Discard all cards from the previous round.&lt;br /&gt;
*2) Each player draws 5 cards from the top of their deck, shuffling the discard pile and adding it to the deck when their deck becomes exhausted.&lt;br /&gt;
*3) Beginning with the third round, and continuing for the remainder of the game, the initiator peeks at the top card on the contested resources pile and then returns it to the pile.&lt;br /&gt;
&#039;&#039;&#039;Resource Gathering Phase&#039;&#039;&#039;&lt;br /&gt;
*4) The initiator takes the first action and uses any number of cards to gather resources.&lt;br /&gt;
*5) The initiator announces how many of their cards will remain for the skirmish.&lt;br /&gt;
*6) Play continues with the other players, in clockwise order, and they execute steps 4 and 5.&lt;br /&gt;
&#039;&#039;&#039;Skirmish Phase (Round 3 and following)&#039;&#039;&#039;&lt;br /&gt;
*7) Once all players have taken their resource gathering actions, players reveal their remaining cards for the skirmish and a winner is determined.&lt;br /&gt;
*8) The winner of the skirmish takes the top card from the contested resources pile and adds it to their discard pile.&lt;br /&gt;
*9) The initiator passes the initiator card to their left-hand opponent, starting a new round.&lt;br /&gt;
&lt;br /&gt;
The game continues like this until the contested resource pile is depleted.&lt;br /&gt;
&lt;br /&gt;
==Resource Gathering==&lt;br /&gt;
&lt;br /&gt;
During this phase, each player plays any number of cards from their hand in order to add more resources (cards) to their deck. Gathering starts with the player that has the initiator card (lying in their play area) and play continues in clockwise order.&lt;br /&gt;
There is no limit to the number of actions that a player can take during the resource gathering phase, although no action may be taken more than once. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dig&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The player draws one or more cards from the top of the junkyard pile. The player may choose one to place in their discard pile and returns any other cards to the bottom of the junkyard pile. The number of cards is determined by the sum of all the dig numbers displayed on the card(s) played from the player’s hand. As with other actions, dig may only be used once per round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Draw&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The player draws one or more cards from their deck, adding them to their hand. Multiple cards may be combined to draw several cards. As with other actions, draw may only be used once per round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hire&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The hire ability is a free action (no card is needed to grant this action) in which a player takes a mercenary card from the face-up piles of cards. The player must be able to pay the cost displayed on the card. There are two currencies: food and medicine. Food is created in real-time using the hunt action (described below). Meds are provided in the form of medicine cards that must be played from the players hand in order to complete the hiring of a&lt;br /&gt;
mercenary. Medicine cards do not require an associated person to spend. Each player may only hire one mercenary per round, and the player immediately adds the card to their discard pile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hunt&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The hunt ability generates food during the round that can then be used as currency for hiring a single mercenary card. The amount of food generated is determined by summing all hunt abilities played from the player’s hand. The player can assign tools to the mercenaries to improve their hunt abilities. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trash&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The trash ability is a free action (no card is needed to grant this action) that allows a player to take any number of cards from their hand and add them to the junkyard supply pile. The player does not draw cards from their deck to replace these cards. The junkyard pile is shuffled any time new cards are added.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Actions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some cards may grant special actions that can be used in place of or to enhance a standard action. Examples include saboteur (disarm another player’s tool) and sniper team (snipe another player’s tribe member).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Using Tools&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each player starts with two tools – a spear and a shovel. Players can find additional tools by digging in the junkyard. Tools cannot perform actions on their own (these are inanimate, objects after all). A tribe member can use a single tool that enhances the ability of the action the tribe member is performing. Using a tool does not grant a tribe member an ability that they cannot inherently perform.&lt;br /&gt;
&lt;br /&gt;
==Skirmish==&lt;br /&gt;
&lt;br /&gt;
The game begins with two rounds of resource gathering (digging in the junkyard, hunting for food, and hiring mercenaries). In the first two rounds, there is no skirmishing. This allows each player to get a solid foundation prior to skirmishing over the contested resources. The initiator card remains with the first player for rounds 1-3. Thereafter, it moves to the initiator’s left at the start of each subsequent round.&lt;br /&gt;
&lt;br /&gt;
Once all the players have completed their resource gathering actions, the skirmish phase begins. All players simultaneously reveal the cards that they have saved for the skirmish. The sum of the fight values from all of a player’s cards represents the strength of that player’s attack. All rules related to tool usage also apply to tools used as weapons during the skirmish phase (see ‘Using Tools’ above).&lt;br /&gt;
Skirmishes are resolved by starting with the initiator and having their declare any actions performed by their units (including saboteurs and sniper teams). Play then passes to the next player in clockwise order to declare actions for their units (provided that they were not sniped or disarmed by the previous player). This continues until all skirmish actions have been resolved. Then the total remaining fight values are summed and the player with the highest fight value wins. The winning player draws the top card from the contested resources supply pile and adds it to their discard pile without revealing it to the other players. When cards are played during the Resource Gathering phase, they are discarded after use. During the Skirmish Phase, all cards remain until the end of the round, even if a special power is activated (e.g. saboteur or sniper team).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resolving ties&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the event of a tie, each player sums the number of people involved in the skirmish (this includes refugees and tribe families that may not be directly contributing to the fight score) and the player with the most people involved wins the skirmish. If players are still tied, then the skirmish is considered a deadlock. In this case, the players place the top card from the contested resources pile into the junkyard pile without looking at it. The players shuffle the junkyard and the round ends. The player with the initiator card passes it to the left to begin a new round.&lt;br /&gt;
&lt;br /&gt;
==2 Player Variant==&lt;br /&gt;
&lt;br /&gt;
*Remove two cards of each kind from the junkyard (i.e. 2 junk, 2 medkit, 2 pickaxe, etc.)&lt;br /&gt;
*Eliminate all contested resources peeking&lt;br /&gt;
*The number of tribe members a player brings to a skirmish is no longer relevant&lt;br /&gt;
*Skirmishes must be won by 2. If not, then it is a tie and the players place the contested resource on top of the junkyard and then shuffle the junkyard&lt;br /&gt;
&lt;br /&gt;
==HQ expansion==&lt;br /&gt;
&lt;br /&gt;
====Module #1 – Medics, Tools, and Gangs====&lt;br /&gt;
&lt;br /&gt;
Adds &lt;br /&gt;
*8 Medic mercenaries (can draw, hire for 1 med (like pills) or stop a sniper attack)&lt;br /&gt;
*8 Junkyard cards (4 Rifle for +2 hunting and fighting, 4 Toolkit)&lt;br /&gt;
*2 Gangs - go to relevant player at the end of the game. Worth 5 people.&lt;br /&gt;
&lt;br /&gt;
The Gearheads gang go to the player with the most cards with the tool icon. Ties broken by most tools that are contested resources.&lt;br /&gt;
&lt;br /&gt;
The Pharmers gang go to the player with the highest total med value from pills and medkits. Ties are broken by most Medics.&lt;br /&gt;
&lt;br /&gt;
====Module #2 – Engineers and Buildings====&lt;br /&gt;
&lt;br /&gt;
Adds &lt;br /&gt;
*8 Engineer mercenaries&lt;br /&gt;
*12 buildings (3 each of bunkers, armories, pharmacies, hydroponic gardens)&lt;br /&gt;
*1 Gang, The Masons - goes to the player with the most completed and enabled buildings cards at the end of the game. Ties are broken by most Engineers. Worth 5 people.&lt;br /&gt;
&lt;br /&gt;
Engineers can dig in the engineering schematics pile (12 building cards as above). The process of constructing a building is as follows:&lt;br /&gt;
#Play an engineer card&lt;br /&gt;
#Use the engineer’s dig (combined with any modifiers) to draw cards from the engineering schematics pile equal to the dig value&lt;br /&gt;
#Select a maximum of 1 card to build and return the others to the bottom of the engineering schematics pile&lt;br /&gt;
#Place the new building card face-up in your play area&lt;br /&gt;
#Draw cards from the player’s deck equal to the building’s build time and place those facedown on top of the new building&lt;br /&gt;
#Discard the engineer card&lt;br /&gt;
#At the start of the player’s next round, remove 1 card from each building that is under construction&lt;br /&gt;
#Starting with the round following the initial building placement, additional tribe members (and toolkits) may be played from the player’s hand to accelerate construction on one or more buildings. Each tribe member played can remove 1 card from a building that is under construction. If wielding a toolkit, then 2 additional cards may be removed. Tribe members that work on construction projects may not take any other actions that round and are immediately discarded.&lt;br /&gt;
#Once a building has zero cards stacked on it, it is complete and immediately goes into effect.&lt;br /&gt;
&lt;br /&gt;
====Module #3 – Tribal Leaders====&lt;br /&gt;
&lt;br /&gt;
Adds 10 Tribal Leaders, each with a unique power.&lt;br /&gt;
&lt;br /&gt;
Each player selects one of two leaders at the start of the game.&lt;br /&gt;
&lt;br /&gt;
====Module #4 – Dirty Deeds====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Saboteur Ability&#039;&#039;&#039;: A saboteur may attack a building that is completed and disable it, rendering it unusable (flip the building’s card over to reveal its back, indicating that the building is disabled). If a building is disabled, its abilities cannot be used and cards cannot be added or removed from the building. To repair the building, a tribe member card must be played from the player’s hand to work on the building and then immediately discarded.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Sniper Ability&#039;&#039;&#039;: A sniper team may attack a tribal leader, wounding him (turn the leader’s card over to indicate the tribal leader is injured). This removes the leader’s advantage until a med is applied to the leader to heal him.&lt;br /&gt;
&lt;br /&gt;
== Recon expansion ==&lt;br /&gt;
&lt;br /&gt;
====Module 1 – Spy Hunter====&lt;br /&gt;
&lt;br /&gt;
Adds &lt;br /&gt;
*4 binoculars to junkyard&lt;br /&gt;
*8(?) Spies to the mercenaries&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recon Action&#039;&#039;&#039; - Enables you to peek at cards and gain essential information. Recon rules:&lt;br /&gt;
*Only you may see cards as a result of your recon action. You may not share this information with any other player.&lt;br /&gt;
*Cards are returned in their original order.&lt;br /&gt;
*It may be possible for your recon action to be interrupted through a cancel action or as a result of a snipe attack.&lt;br /&gt;
&lt;br /&gt;
====Module 2 – Liars and Thieves====&lt;br /&gt;
&lt;br /&gt;
Adds assassin, provocateur, rogue, and guard mercenaries (select 6 other mercenaries for a total of 10 in the market)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Assassin&#039;&#039;&#039;: Like the sniper team, this mercenary has the ability to snipe an opponent’s tribe members during resource gathering or the skirmish. Unlike the sniper team, the assassin is restricted to only attacking single-unit tribe members (cards that represent only 1 tribe member).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Provocateur&#039;&#039;&#039;: Grants a special means of fighting through intimidation. During your turn of the skirmish resolution phase, you may announce an intent to use the number of tribe members you brought to the skirmish as your fight score. Count the total size of your force (tribe members you brought, even if they are not fighters) ignoring any tools or other combat modifiers, but including leader and building abilities that increase the size of your force. Use the total force size as your fight score. If your provocateur gets sniped, your fight score reverts back to its natural score. The Gangster leader ability does not count toward the provocateur ability. A player in later turn order can snipe a provocateur in earlier turn order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rogue&#039;&#039;&#039;: Grants a special skirmish win condition. If a skirmish ends with a tie for highest fight score, the first player in turn order with a rogue in the skirmish automatically wins the contested resource. Only a tie for highest fight score is considered, not the number of tribe members. The rogue ability constitutes a higher order of precedence than the number of tribe members brought to the skirmish. It is not necessary that the player using the rogue be involved in the tie. Any two players with identical fight scores trigger the potential for a rogue win condition for ANY player in the skirmish. At this point, the number of tribe members in the skirmish is not relevant. The rogue’s ability to steal the CR is passive. You do not need to give up the rogue’s fight in order to steal the CR. Your rogue can be targeted by a snipe action. Only the first rogue action can be successful per round (resolved in turn order). Multiple players cannot successfully use this action. A player in lower turn order can snipe a rogue in higher turn order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guard&#039;&#039;&#039;: An inexpensive fighter, similar to a brawler. Can be used to cancel any action outside of the skirmish which targets your card(s). Examples include spying, sniping or disarming while you gather resources, attacks against your buildings, and etc. If you do use the guard for his cancel ability, discard him and draw a new card from the top of your deck.&lt;br /&gt;
&lt;br /&gt;
====Module 3 – Expanding the Ranks====&lt;br /&gt;
&lt;br /&gt;
Adds courier, drill sergeant, scrappers, and tinker (select 6 other mercenaries for a total of 10 in the market)&lt;br /&gt;
&lt;br /&gt;
====Module 4 – Randomized Contested Resources====&lt;br /&gt;
&lt;br /&gt;
Adds 14 contested resources (cargo sled, combat medic, demolition team, tear gas, tribal hunters)&lt;br /&gt;
&lt;br /&gt;
The new contested resources are shuffled with the 14 base game contested resources and 14 are drawn for this game.&lt;br /&gt;
&lt;br /&gt;
====Module 5 – The Kitchen Sink====&lt;br /&gt;
&lt;br /&gt;
Adds&lt;br /&gt;
*Humanitarians gang&lt;br /&gt;
*Map&lt;br /&gt;
*2 Leaders (Swindler and Yardmaster)&lt;br /&gt;
&lt;br /&gt;
==FAQ==&lt;br /&gt;
&lt;br /&gt;
===GENERAL===&lt;br /&gt;
GEN1: Why was the skirmish considered a tie in my two-player game? I should have won!&lt;br /&gt;
&lt;br /&gt;
When playing with only two players, you must win the skirmish by at least two strength, otherwise it is considered a tie. There is no population tiebreaker in two player games.&lt;/div&gt;</summary>
		<author><name>Kayvon</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmaracaibo&amp;diff=20204</id>
		<title>Gamehelpmaracaibo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmaracaibo&amp;diff=20204"/>
		<updated>2024-02-24T15:46:40Z</updated>

		<summary type="html">&lt;p&gt;Kayvon: Added Gen4&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to Maracaibo! You&#039;ll play as an independent seafarer in the Caribbean seeking wealth and fame through combat, exploration, and strategic card play.&lt;br /&gt;
&lt;br /&gt;
Maracaibo is played over 4 rounds. Each round, you and your opponents will sail along a loop around the Caribbean, stopping at cities and villages to take actions. You can stop at as many spaces as you want during a round, but watch out! After any player reaches the end of the loop, the round will end and all players will move back to the start.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== What To Do On Your Turn ==&lt;br /&gt;
On your turn, you will go through these phases in this order:&lt;br /&gt;
&lt;br /&gt;
=== Phase A - Sailing ===&lt;br /&gt;
On your turn, you must move 1 to 7 spaces forward in the loop. You may choose to follow either the upper or lower path at a fork. &lt;br /&gt;
&lt;br /&gt;
=== Phase B - Perform Actions ===&lt;br /&gt;
You will perform a Main Action at the space you landed on. Each space is either a City or a Village, and this will determine what Main Actions you have available to you. You may also perform any Free Actions. This phase will be the bulk of your turn and is detailed in the next sections.&lt;br /&gt;
&lt;br /&gt;
=== Phase C - Draw New Cards===&lt;br /&gt;
After you’ve performed your actions, you refill your hand to 4 cards (or up to 6 if you have the “Expanded Living Quarters” Ship Upgrade).&lt;br /&gt;
&lt;br /&gt;
You may draw cards from the deck for free, or pay 1 Doubloon to draw a card from the face up display. This is also free if you have “Charismatic Leader” Ship Upgrade.&lt;br /&gt;
&lt;br /&gt;
After this, it is the next player’s turn.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Main Actions (Phase B) ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Village Spaces&#039;&#039;&#039; ===&lt;br /&gt;
When you land on a Village space, you can do one of the following:&lt;br /&gt;
&lt;br /&gt;
* ● Perform Village Actions based on the number of spaces you moved.&lt;br /&gt;
** ---● 1 to 3 spaces: 1 Village Action&lt;br /&gt;
** ---● 4 to 6 spaces: 2 Village Actions&lt;br /&gt;
** ---● 7 spaces: 3 Village Actions&lt;br /&gt;
* ● Complete a Quest by paying its cost and gaining its effects. Your 4th quest is worth +3 VP and your 5th+ quests are worth +2 VP.&lt;br /&gt;
* ● Use an Assistant’s action&lt;br /&gt;
&lt;br /&gt;
You start the game with 3 basic Village Actions:&lt;br /&gt;
&lt;br /&gt;
* ● Gain 1 Doubloon&lt;br /&gt;
* ● Discard your entire hand for 2 Doubloons&lt;br /&gt;
* ● Buy a card&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Buying a Card&#039;&#039;&#039; ====&lt;br /&gt;
When buying a card, you pay its cost (Doubloons, goods, and/or combat points) and then gain any bonuses:&lt;br /&gt;
&lt;br /&gt;
*● Green Scrolls: Doubloon or VP Production. You will increase your production by the amount shown. You start the game with 0 VP Production and 8 Doubloon Production. You will gain this at the start of each round. Some production bonuses are locked until you gain the required synergy token. &#039;&#039;If you would gain Doubloon production beyond 34, all subsequent Doubloon production is converted to VP Production.&#039;&#039;&lt;br /&gt;
*● Tan Scrolls: Immediate bonuses. Gain a number of  Figures, Combat Points, etc.&lt;br /&gt;
*● Synergy Tokens: You gain the depicted synergy token. These unlock production on cards that show a matching synergy token requirement. You can only gain 1 of each synergy token, but you may still play multiple cards that provide a given synergy token. Gaining a synergy token activates any production bonuses you have that needed this token.&lt;br /&gt;
*● Red Scrolls: Passive Effects. These are ongoing effects or abilities that you can use at the specified time:&lt;br /&gt;
** ---● Last Village Actions can be used as the final village action whenever you receive a village actions&lt;br /&gt;
** ---● New combat actions to use once per Combat phase&lt;br /&gt;
** ---● Bonuses that give you additional exploration steps when you explore, or an extra combat point when you do Combat&lt;br /&gt;
*● Assistants Actions. Some cards are Assistants and require you to place a Figure at the designated space on the board to signify that you have an assistant there. These allow only you to take their special action at this space. &#039;&#039;If you don’t use an Assistant, skip past it, or don’t reach it in a round, you gain 2 VP immediately.&#039;&#039;&lt;br /&gt;
*● Prestige Card endgame bonuses. You can buy any face up Prestige Card to unlock an endgame scoring bonus. Multiple players can buy the same prestige card, but if you are the first player to buy one, you receive an additional 2 VP.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===City Spaces===&lt;br /&gt;
Cities allow you to perform powerful actions as well as make deliveries to improve your ship and abilities.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Deliveries&#039;&#039;&#039; ====&lt;br /&gt;
When you land on a City space, you first have the option to deliver a Good if there is an available market space. To do this, you must discard a card from your hand with a matching Good icon (Corn, Sugar, or Tobacco). &#039;&#039;This delivery must happen before taking the city’s action!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After selecting a card to deliver, you must remove a Disk from your Ship Upgrades board. There are various upgrades that each have 2 Disks on them in the beginning of the game.&lt;br /&gt;
&lt;br /&gt;
When you remove the first Disk from an upgrade, nothing happens. When you remove the &#039;&#039;&#039;second disk&#039;&#039;&#039;, you unlock the associated upgrade. For example, one upgrade increase your hand size, another gives you an immediate 5 Doubloons, and another gives you a new Village Action.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Gaining Resources&#039;&#039;&#039; ====&lt;br /&gt;
After delivering, you may use the City’s action which have various effects, including:&lt;br /&gt;
*● Gaining Doubloons or Victory Points: You gain the amount shown&lt;br /&gt;
*● Gaining Combat Points: You gain the amount shown, but you cannot exceed 8 Combat Points at any given time&lt;br /&gt;
*● Gaining Figures: You gain the amount shown, but each player has a limited pool of 8 Figures.&lt;br /&gt;
** ---● At the start of the game, you have 2 in your personal supply that are free to use, 3 in the general supply that can be acquired, and 3 “locked” on your Career Card that you can acquire by completing Career objectives. &#039;&#039;If you would gain Figures from an action but have none in the general supply, you do not gain Figures.&#039;&#039;&lt;br /&gt;
*● Gaining Influence: Move one space to the right with a nation of your choice on its Influence track. If you are already at the rightmost space, gain 2 VP instead.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Exploring&#039;&#039;&#039; ====&lt;br /&gt;
When you explore, you must move your Explorer on the Exploration Track on the bottom of the map up to the number of spaces shown. You gain the bonus shown. &#039;&#039;You cannot share a space with another player’s explorer.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you pass an exploration barrier (red, green, and blue bars), you immediately gain a bonus.&lt;br /&gt;
&lt;br /&gt;
*● Red Barrier: Gain 3 Influence in one nation&lt;br /&gt;
*● Green and Blue barriers: Gain 4 VP if you are the first player to cross, otherwise gain 2 VP.&lt;br /&gt;
&lt;br /&gt;
If you reach the end of the exploration track, you gain 1 Village Action and immediately receive an amount of bonus VP based on what player order you arrived in.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Combat&#039;&#039;&#039; ====&lt;br /&gt;
When you participate in combat, you are shown a Combat Token with Combat Point values for France, Spain, and England. These are “temporary” combat points that you will have only for the duration of the Combat. &#039;&#039;They are not added to your personal supply of Combat Points.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some tokens show a bonus of +3 Combat Points to the nation with the fewest Ownership Markers (cubes) on the board, while some tokens show a penalty of -2 Combat Points to the nation with the most Ownership Markers on the board. No bonus/penalty is awarded if there is a tie for fewest/most Ownership Markers.&lt;br /&gt;
&lt;br /&gt;
You must choose one nation to fight for and can then perform combat actions by spending up to your temporary combat points PLUS your personal supply of combat points. Any card effects such as Sailor will also apply now and add Combat Points to your personal supply.&lt;br /&gt;
&lt;br /&gt;
You may use each combat action &#039;&#039;once per Combat:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*● Annexing a City allows you to gain an influence and place a cube for the nation you’re fighting for. You must pay 2 extra combat points if you annex a city where a different nation’s cube already exists to &amp;quot;displace&amp;quot; it. You gain the bonus shown on the city’s Flag (Doubloons, Figure, or VP).&lt;br /&gt;
*● You can gain 1 influence for 2 combat points or 2 influence for 5 combat points.&lt;br /&gt;
*● Annexing a Village allows you to gain an influence and place a cube for the nation you’re fighting for. You must pay 2 extra combat points if you annex a village where a different nation’s cube already exists to &amp;quot;displace&amp;quot; it. You gain 3 Doubloons per assistant of yours there, and 1 Doubloon per opponent’s assistant there. This action must be unlocked via the “Upgraded Cannons” Ship Upgrade.&lt;br /&gt;
*● Other cards feature new combat actions that also can be used only once per Combat.&lt;br /&gt;
&lt;br /&gt;
After completing your actions, you gain the Combat Token which may be referenced by other actions or effects. &#039;&#039;Any unused temporary combat points received from the combat token ARE LOST and are not added to your personal supply.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Combat Notes:&#039;&#039;&#039; ====&lt;br /&gt;
*● When an Ownership Marker is Displaced, it is removed from the game and does not return to its nation&#039;s supply.&lt;br /&gt;
*● If all Cities and Villages have Ownership Markers, you MUST displace another Ownership Marker if you want to add a cube to the board.&lt;br /&gt;
*● If a nation has no more Ownership Cubes, &#039;&#039;you cannot place another!&#039;&#039;&lt;br /&gt;
*● If the supply of Combat Tiles runs out, you will perform Combat using a value of 3 Combat Points for your chosen nation.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Free Actions ==&lt;br /&gt;
&lt;br /&gt;
===Planning a Card===&lt;br /&gt;
At any time before Phase C, you may Plan a card by moving it from your hand to your Planning Area. You may buy a card from the Planning Area as normal, but it no longer can be used for a delivery, completing a Quest, or fulfilling any Goods or Items requirement.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Completing a Career Goal ===&lt;br /&gt;
You can complete a career goal at one of two levels. Both levels provide 1 Figure. The first level is easier but only rewards Doubloons, while the second level also rewards VP. If you are able to complete a career goal, you will see either a Doubloon or VP icon next to your Career card on your mini player board.&lt;br /&gt;
&lt;br /&gt;
If you complete all 3 career goals, you gain an additional 2 VP and 2 Doubloons. You do not need to go in order!&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==End of Round==&lt;br /&gt;
&lt;br /&gt;
===Rounds 1 to 3===&lt;br /&gt;
When any player reaches Spaces 20, they must stop their movement and choose to do Combat or Explore. They must move to 21a on their next turn.&lt;br /&gt;
&lt;br /&gt;
When a player lands on Space 21a, the round ends and every player will be able to Buy a Card or gain 2VP, before receiving production income. Then all ships move back to Havana, the first space. Player turn order is preserved - the next player in turn order after the player who landed on Space 21a will start the next round.&lt;br /&gt;
&lt;br /&gt;
Production is received and the face up display of cards are wiped. New quests will be added to the board on spaces indicated by the “Upcoming Quest Locations” scroll found at the top of the board, to the left of the influence track. All delivery discs are removed from cities.&lt;br /&gt;
&lt;br /&gt;
=== Round 4===&lt;br /&gt;
In Round 4, players must move from Space 20 to 21b and stop (instead of moving to 21a). On their next turn, they must move to Space 22 which triggers the end of the round. Players complete their Buy a Card or 2VP action and then proceed to final scoring.&lt;br /&gt;
&lt;br /&gt;
After Round 4 ends, Victory Point production happens as normal, but Doubloon Production is converted to points based on the doubloon income track below the Influence Track&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Final Scoring==&lt;br /&gt;
You score Victory Points in the following ways for the following things:&lt;br /&gt;
&lt;br /&gt;
1. VP earned from various actions during the 4 rounds&lt;br /&gt;
&lt;br /&gt;
2. 1 VP per 5 remaining Doubloons&lt;br /&gt;
&lt;br /&gt;
3. VP found on Project cards and Prestige cards&lt;br /&gt;
&lt;br /&gt;
4. 3 VP per Influence track where you are furthest player&lt;br /&gt;
&lt;br /&gt;
5. Influence VP &#039;&#039;for each nation.&#039;&#039; VP = Noble Rank x Nation Value&lt;br /&gt;
&lt;br /&gt;
* ● A nation’s value is the sum of its base value and bonus. These are calculated and shown on the influence track and follow this system:&lt;br /&gt;
** ---● Nation&#039;s Base Value: The number of fully uncovered VP icons from a nation’s cube supply&lt;br /&gt;
** ---● Nation&#039;s Bonus: +2 VP / +1 VP if this nation has the most / second most Ownership Cubes on the board. If there is a tie for most, all tied nations receive the +2 VP bonus and other nations do not receive the +1 bonus. If only one nation has a strict majority, all nations with the second most Ownership Markers gain +1 VP.&lt;br /&gt;
* ● A player&#039;s noble rank for a nation is the furthest red banner they have reached on the influence track. This becomes the multiplier (0x to 6x) for the nations&#039; value.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==FAQ==&lt;br /&gt;
&lt;br /&gt;
===GENERAL===&lt;br /&gt;
GEN1: Why can&#039;t I buy this card? I have enough gold!&lt;br /&gt;
&lt;br /&gt;
Make sure you can afford the *entire* card. Do you have enough figures (meeples) to play it?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
GEN2: Where did my synergy token go? Why is the wrong synergy token showing in my player panel?&lt;br /&gt;
&lt;br /&gt;
Synergy tokens are faded out before you own them and bright &amp;amp; colorful once you collect them. The number does not indicate that you own the token; it indicates that you have a synergy with the token. Remember that you can never have more than one of a token.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
GEN3: On mobile, the game renders slowly or feels like the interface lags.&lt;br /&gt;
&lt;br /&gt;
Try turning off shadows in the user preferences. This is especially true for iOS (Apple) devices, which render drop shadows poorly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
GEN4: Why isn&#039;t my Master Builder discount working? The card costs 5 and I have 4 doubloons!&lt;br /&gt;
&lt;br /&gt;
A card&#039;s price displayed in GREEN indicates its discounted price. The game has already applied the discount, so you can&#039;t gain an additional discount.&lt;br /&gt;
&lt;br /&gt;
===UPGRADES===&lt;br /&gt;
UPG1: Why don&#039;t I get the benefit after I perform an upgrade?&lt;br /&gt;
&lt;br /&gt;
Make sure you&#039;ve completed the *entire* upgrade. Both discs must be removed before the upgrade is active, not just the first disc.&lt;br /&gt;
&lt;br /&gt;
===SOLO===&lt;br /&gt;
SOL1: Why is my score -1 after I lose to Jean?&lt;br /&gt;
&lt;br /&gt;
The BGA framework counts all positive scores as a win, so anytime you lose to Jean your score is changed to a negative value. This tells BGA that although you&#039;re the highest-scoring (and only) player in the game, you did not win.&lt;/div&gt;</summary>
		<author><name>Kayvon</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelparcticscavengers&amp;diff=20203</id>
		<title>Gamehelparcticscavengers</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelparcticscavengers&amp;diff=20203"/>
		<updated>2024-02-24T15:39:30Z</updated>

		<summary type="html">&lt;p&gt;Kayvon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Objective==&lt;br /&gt;
&lt;br /&gt;
The player with the largest tribe (most people) at the end of the game is the winner.&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
&lt;br /&gt;
Each player starts with:&lt;br /&gt;
*4 refugee cards&lt;br /&gt;
*3 scavenger cards&lt;br /&gt;
*1 brawler card&lt;br /&gt;
*1 spear card&lt;br /&gt;
*1 shovel card&lt;br /&gt;
&lt;br /&gt;
==Playing the Game==&lt;br /&gt;
&lt;br /&gt;
Each round of Arctic Scavengers has three phases, played in the order shown below:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawing Phase&#039;&#039;&#039;&lt;br /&gt;
*1) Discard all cards from the previous round.&lt;br /&gt;
*2) Each player draws 5 cards from the top of their deck, shuffling the discard pile and adding it to the deck when their deck becomes exhausted.&lt;br /&gt;
*3) Beginning with the third round, and continuing for the remainder of the game, the initiator peeks at the top card on the contested resources pile and then returns it to the pile.&lt;br /&gt;
&#039;&#039;&#039;Resource Gathering Phase&#039;&#039;&#039;&lt;br /&gt;
*4) The initiator takes the first action and uses any number of cards to gather resources.&lt;br /&gt;
*5) The initiator announces how many of their cards will remain for the skirmish.&lt;br /&gt;
*6) Play continues with the other players, in clockwise order, and they execute steps 4 and 5.&lt;br /&gt;
&#039;&#039;&#039;Skirmish Phase (Round 3 and following)&#039;&#039;&#039;&lt;br /&gt;
*7) Once all players have taken their resource gathering actions, players reveal their remaining cards for the skirmish and a winner is determined.&lt;br /&gt;
*8) The winner of the skirmish takes the top card from the contested resources pile and adds it to their discard pile.&lt;br /&gt;
*9) The initiator passes the initiator card to their left-hand opponent, starting a new round.&lt;br /&gt;
&lt;br /&gt;
The game continues like this until the contested resource pile is depleted.&lt;br /&gt;
&lt;br /&gt;
==Resource Gathering==&lt;br /&gt;
&lt;br /&gt;
During this phase, each player plays any number of cards from their hand in order to add more resources (cards) to their deck. Gathering starts with the player that has the initiator card (lying in their play area) and play continues in clockwise order.&lt;br /&gt;
There is no limit to the number of actions that a player can take during the resource gathering phase, although no action may be taken more than once. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dig&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The player draws one or more cards from the top of the junkyard pile. The player may choose one to place in their discard pile and returns any other cards to the bottom of the junkyard pile. The number of cards is determined by the sum of all the dig numbers displayed on the card(s) played from the player’s hand. As with other actions, dig may only be used once per round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Draw&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The player draws one or more cards from their deck, adding them to their hand. Multiple cards may be combined to draw several cards. As with other actions, draw may only be used once per round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hire&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The hire ability is a free action (no card is needed to grant this action) in which a player takes a mercenary card from the face-up piles of cards. The player must be able to pay the cost displayed on the card. There are two currencies: food and medicine. Food is created in real-time using the hunt action (described below). Meds are provided in the form of medicine cards that must be played from the players hand in order to complete the hiring of a&lt;br /&gt;
mercenary. Medicine cards do not require an associated person to spend. Each player may only hire one mercenary per round, and the player immediately adds the card to their discard pile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hunt&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The hunt ability generates food during the round that can then be used as currency for hiring a single mercenary card. The amount of food generated is determined by summing all hunt abilities played from the player’s hand. The player can assign tools to the mercenaries to improve their hunt abilities. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trash&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The trash ability is a free action (no card is needed to grant this action) that allows a player to take any number of cards from their hand and add them to the junkyard supply pile. The player does not draw cards from their deck to replace these cards. The junkyard pile is shuffled any time new cards are added.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Actions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some cards may grant special actions that can be used in place of or to enhance a standard action. Examples include saboteur (disarm another player’s tool) and sniper team (snipe another player’s tribe member).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Using Tools&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each player starts with two tools – a spear and a shovel. Players can find additional tools by digging in the junkyard. Tools cannot perform actions on their own (these are inanimate, objects after all). A tribe member can use a single tool that enhances the ability of the action the tribe member is performing. Using a tool does not grant a tribe member an ability that they cannot inherently perform.&lt;br /&gt;
&lt;br /&gt;
==Skirmish==&lt;br /&gt;
&lt;br /&gt;
The game begins with two rounds of resource gathering (digging in the junkyard, hunting for food, and hiring mercenaries). In the first two rounds, there is no skirmishing. This allows each player to get a solid foundation prior to skirmishing over the contested resources. The initiator card remains with the first player for rounds 1-3. Thereafter, it moves to the initiator’s left at the start of each subsequent round.&lt;br /&gt;
&lt;br /&gt;
Once all the players have completed their resource gathering actions, the skirmish phase begins. All players simultaneously reveal the cards that they have saved for the skirmish. The sum of the fight values from all of a player’s cards represents the strength of that player’s attack. All rules related to tool usage also apply to tools used as weapons during the skirmish phase (see ‘Using Tools’ above).&lt;br /&gt;
Skirmishes are resolved by starting with the initiator and having their declare any actions performed by their units (including saboteurs and sniper teams). Play then passes to the next player in clockwise order to declare actions for their units (provided that they were not sniped or disarmed by the previous player). This continues until all skirmish actions have been resolved. Then the total remaining fight values are summed and the player with the highest fight value wins. The winning player draws the top card from the contested resources supply pile and adds it to their discard pile without revealing it to the other players. When cards are played during the Resource Gathering phase, they are discarded after use. During the Skirmish Phase, all cards remain until the end of the round, even if a special power is activated (e.g. saboteur or sniper team).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resolving ties&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the event of a tie, each player sums the number of people involved in the skirmish (this includes refugees and tribe families that may not be directly contributing to the fight score) and the player with the most people involved wins the skirmish. If players are still tied, then the skirmish is considered a deadlock. In this case, the players place the top card from the contested resources pile into the junkyard pile without looking at it. The players shuffle the junkyard and the round ends. The player with the initiator card passes it to the left to begin a new round.&lt;br /&gt;
&lt;br /&gt;
==2 Player Variant==&lt;br /&gt;
&lt;br /&gt;
*Remove two cards of each kind from the junkyard (i.e. 2 junk, 2 medkit, 2 pickaxe, etc.)&lt;br /&gt;
*Eliminate all contested resources peeking&lt;br /&gt;
*The number of tribe members a player brings to a skirmish is no longer relevant&lt;br /&gt;
*Skirmishes must be won by 2. If not, then it is a tie and the players place the contested resource on top of the junkyard and then shuffle the junkyard&lt;br /&gt;
&lt;br /&gt;
==HQ expansion==&lt;br /&gt;
&lt;br /&gt;
====Module #1 – Medics, Tools, and Gangs====&lt;br /&gt;
&lt;br /&gt;
Adds &lt;br /&gt;
*• 8 Medic mercenaries (can draw, hire for 1 med (like pills) or stop a sniper attack)&lt;br /&gt;
*• 8 Junkyard cards (4 Rifle for +2 hunting and fighting, 4 Toolkit)&lt;br /&gt;
*• 2 Gangs - go to relevant player at the end of the game. Worth 5 people.&lt;br /&gt;
&lt;br /&gt;
The Gearheads gang go to the player with the most cards with the tool icon. Ties broken by most tools that are contested resources.&lt;br /&gt;
&lt;br /&gt;
The Pharmers gang go to the player with the highest total med value from pills and medkits. Ties are broken by most Medics.&lt;br /&gt;
&lt;br /&gt;
====Module #2 – Engineers and Buildings====&lt;br /&gt;
&lt;br /&gt;
Adds &lt;br /&gt;
*• 8 Engineer mercenaries&lt;br /&gt;
*• 12 buildings (3 each of bunkers, armories, pharmacies, hydroponic gardens)&lt;br /&gt;
*• 1 Gang, The Masons - goes to the player with the most completed and enabled buildings cards at the end of the game. Ties are broken by most Engineers. Worth 5 people.&lt;br /&gt;
&lt;br /&gt;
Engineers can dig in the engineering schematics pile (12 building cards as above). The process of constructing a building is as follows:&lt;br /&gt;
#• Play an engineer card&lt;br /&gt;
#• Use the engineer’s dig (combined with any modifiers) to draw cards from the engineering schematics pile equal to the dig value&lt;br /&gt;
#• Select a maximum of 1 card to build and return the others to the bottom of the engineering schematics pile&lt;br /&gt;
#• Place the new building card face-up in your play area&lt;br /&gt;
#• Draw cards from the player’s deck equal to the building’s build time and place those facedown on top of the new building&lt;br /&gt;
#• Discard the engineer card&lt;br /&gt;
#• At the start of the player’s next round, remove 1 card from each building that is under construction&lt;br /&gt;
#• Starting with the round following the initial building placement, additional tribe members (and toolkits) may be played from the player’s hand to accelerate construction on one or more buildings. Each tribe member played can remove 1 card from a building that is under construction. If wielding a toolkit, then 2 additional cards may be removed. Tribe members that work on construction projects may not take any other actions that round and are immediately discarded.&lt;br /&gt;
#• Once a building has zero cards stacked on it, it is complete and immediately goes into effect.&lt;br /&gt;
&lt;br /&gt;
====Module #3 – Tribal Leaders====&lt;br /&gt;
&lt;br /&gt;
Adds 10 Tribal Leaders, each with a unique power.&lt;br /&gt;
&lt;br /&gt;
Each player selects one of two leaders at the start of the game.&lt;br /&gt;
&lt;br /&gt;
====Module #4 – Dirty Deeds====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Saboteur Ability&#039;&#039;&#039;: A saboteur may attack a building that is completed and disable it, rendering it unusable (flip the building’s card over to reveal its back, indicating that the building is disabled). If a building is disabled, its abilities cannot be used and cards cannot be added or removed from the building. To repair the building, a tribe member card must be played from the player’s hand to work on the building and then immediately discarded.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Sniper Ability&#039;&#039;&#039;: A sniper team may attack a tribal leader, wounding him (turn the leader’s card over to indicate the tribal leader is injured). This removes the leader’s advantage until a med is applied to the leader to heal him.&lt;br /&gt;
&lt;br /&gt;
== Recon expansion ==&lt;br /&gt;
&lt;br /&gt;
====Module 1 – Spy Hunter====&lt;br /&gt;
&lt;br /&gt;
Adds &lt;br /&gt;
*•4 binoculars to junkyard&lt;br /&gt;
*•8(?) Spies to the mercenaries&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recon Action&#039;&#039;&#039; - Enables you to peek at cards and gain essential information. Recon rules:&lt;br /&gt;
*•Only you may see cards as a result of your recon action. You may not share this information with any other player.&lt;br /&gt;
*•Cards are returned in their original order.&lt;br /&gt;
*•It may be possible for your recon action to be interrupted through a cancel action or as a result of a snipe attack.&lt;br /&gt;
&lt;br /&gt;
====Module 2 – Liars and Thieves====&lt;br /&gt;
&lt;br /&gt;
Adds assassin, provocateur, rogue, and guard mercenaries (select 6 other mercenaries for a total of 10 in the market)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Assassin&#039;&#039;&#039;: Like the sniper team, this mercenary has the ability to snipe an opponent’s tribe members during resource gathering or the skirmish. Unlike the sniper team, the assassin is restricted to only attacking single-unit tribe members (cards that represent only 1 tribe member).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Provocateur&#039;&#039;&#039;: Grants a special means of fighting through intimidation. During your turn of the skirmish resolution phase, you may announce an intent to use the number of tribe members you brought to the skirmish as your fight score. Count the total size of your force (tribe members you brought, even if they are not fighters) ignoring any tools or other combat modifiers, but including leader and building abilities that increase the size of your force. Use the total force size as your fight score. If your provocateur gets sniped, your fight score reverts back to its natural score. The Gangster leader ability does not count toward the provocateur ability. A player in later turn order can snipe a provocateur in earlier turn order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rogue&#039;&#039;&#039;: Grants a special skirmish win condition. If a skirmish ends with a tie for highest fight score, the first player in turn order with a rogue in the skirmish automatically wins the contested resource. Only a tie for highest fight score is considered, not the number of tribe members. The rogue ability constitutes a higher order of precedence than the number of tribe members brought to the skirmish. It is not necessary that the player using the rogue be involved in the tie. Any two players with identical fight scores trigger the potential for a rogue win condition for ANY player in the skirmish. At this point, the number of tribe members in the skirmish is not relevant. The rogue’s ability to steal the CR is passive. You do not need to give up the rogue’s fight in order to steal the CR. Your rogue can be targeted by a snipe action. Only the first rogue action can be successful per round (resolved in turn order). Multiple players cannot successfully use this action. A player in lower turn order can snipe a rogue in higher turn order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guard&#039;&#039;&#039;: An inexpensive fighter, similar to a brawler. Can be used to cancel any action outside of the skirmish which targets your card(s). Examples include spying, sniping or disarming while you gather resources, attacks against your buildings, and etc. If you do use the guard for his cancel ability, discard him and draw a new card from the top of your deck.&lt;br /&gt;
&lt;br /&gt;
====Module 3 – Expanding the Ranks====&lt;br /&gt;
&lt;br /&gt;
Adds courier, drill sergeant, scrappers, and tinker (select 6 other mercenaries for a total of 10 in the market)&lt;br /&gt;
&lt;br /&gt;
====Module 4 – Randomized Contested Resources====&lt;br /&gt;
&lt;br /&gt;
Adds 14 contested resources (cargo sled, combat medic, demolition team, tear gas, tribal hunters)&lt;br /&gt;
&lt;br /&gt;
The new contested resources are shuffled with the 14 base game contested resources and 14 are drawn for this game.&lt;br /&gt;
&lt;br /&gt;
====Module 5 – The Kitchen Sink====&lt;br /&gt;
&lt;br /&gt;
Adds&lt;br /&gt;
*•Humanitarians gang&lt;br /&gt;
*•Map&lt;br /&gt;
*•2 Leaders (Swindler and Yardmaster)&lt;br /&gt;
&lt;br /&gt;
==FAQ==&lt;br /&gt;
&lt;br /&gt;
===GENERAL===&lt;br /&gt;
GEN1: Why was the skirmish considered a tie in my two-player game? I should have won!&lt;br /&gt;
&lt;br /&gt;
When playing with only two players, you must win the skirmish by at least two strength, otherwise it is considered a tie. There is no population tiebreaker in two player games.&lt;/div&gt;</summary>
		<author><name>Kayvon</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmaracaibo&amp;diff=20202</id>
		<title>Gamehelpmaracaibo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmaracaibo&amp;diff=20202"/>
		<updated>2024-02-24T15:20:07Z</updated>

		<summary type="html">&lt;p&gt;Kayvon: /* FAQ */ formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to Maracaibo! You&#039;ll play as an independent seafarer in the Caribbean seeking wealth and fame through combat, exploration, and strategic card play.&lt;br /&gt;
&lt;br /&gt;
Maracaibo is played over 4 rounds. Each round, you and your opponents will sail along a loop around the Caribbean, stopping at cities and villages to take actions. You can stop at as many spaces as you want during a round, but watch out! After any player reaches the end of the loop, the round will end and all players will move back to the start.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== What To Do On Your Turn ==&lt;br /&gt;
On your turn, you will go through these phases in this order:&lt;br /&gt;
&lt;br /&gt;
=== Phase A - Sailing ===&lt;br /&gt;
On your turn, you must move 1 to 7 spaces forward in the loop. You may choose to follow either the upper or lower path at a fork. &lt;br /&gt;
&lt;br /&gt;
=== Phase B - Perform Actions ===&lt;br /&gt;
You will perform a Main Action at the space you landed on. Each space is either a City or a Village, and this will determine what Main Actions you have available to you. You may also perform any Free Actions. This phase will be the bulk of your turn and is detailed in the next sections.&lt;br /&gt;
&lt;br /&gt;
=== Phase C - Draw New Cards===&lt;br /&gt;
After you’ve performed your actions, you refill your hand to 4 cards (or up to 6 if you have the “Expanded Living Quarters” Ship Upgrade).&lt;br /&gt;
&lt;br /&gt;
You may draw cards from the deck for free, or pay 1 Doubloon to draw a card from the face up display. This is also free if you have “Charismatic Leader” Ship Upgrade.&lt;br /&gt;
&lt;br /&gt;
After this, it is the next player’s turn.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Main Actions (Phase B) ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Village Spaces&#039;&#039;&#039; ===&lt;br /&gt;
When you land on a Village space, you can do one of the following:&lt;br /&gt;
&lt;br /&gt;
* ● Perform Village Actions based on the number of spaces you moved.&lt;br /&gt;
** ---● 1 to 3 spaces: 1 Village Action&lt;br /&gt;
** ---● 4 to 6 spaces: 2 Village Actions&lt;br /&gt;
** ---● 7 spaces: 3 Village Actions&lt;br /&gt;
* ● Complete a Quest by paying its cost and gaining its effects. Your 4th quest is worth +3 VP and your 5th+ quests are worth +2 VP.&lt;br /&gt;
* ● Use an Assistant’s action&lt;br /&gt;
&lt;br /&gt;
You start the game with 3 basic Village Actions:&lt;br /&gt;
&lt;br /&gt;
* ● Gain 1 Doubloon&lt;br /&gt;
* ● Discard your entire hand for 2 Doubloons&lt;br /&gt;
* ● Buy a card&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Buying a Card&#039;&#039;&#039; ====&lt;br /&gt;
When buying a card, you pay its cost (Doubloons, goods, and/or combat points) and then gain any bonuses:&lt;br /&gt;
&lt;br /&gt;
*● Green Scrolls: Doubloon or VP Production. You will increase your production by the amount shown. You start the game with 0 VP Production and 8 Doubloon Production. You will gain this at the start of each round. Some production bonuses are locked until you gain the required synergy token. &#039;&#039;If you would gain Doubloon production beyond 34, all subsequent Doubloon production is converted to VP Production.&#039;&#039;&lt;br /&gt;
*● Tan Scrolls: Immediate bonuses. Gain a number of  Figures, Combat Points, etc.&lt;br /&gt;
*● Synergy Tokens: You gain the depicted synergy token. These unlock production on cards that show a matching synergy token requirement. You can only gain 1 of each synergy token, but you may still play multiple cards that provide a given synergy token. Gaining a synergy token activates any production bonuses you have that needed this token.&lt;br /&gt;
*● Red Scrolls: Passive Effects. These are ongoing effects or abilities that you can use at the specified time:&lt;br /&gt;
** ---● Last Village Actions can be used as the final village action whenever you receive a village actions&lt;br /&gt;
** ---● New combat actions to use once per Combat phase&lt;br /&gt;
** ---● Bonuses that give you additional exploration steps when you explore, or an extra combat point when you do Combat&lt;br /&gt;
*● Assistants Actions. Some cards are Assistants and require you to place a Figure at the designated space on the board to signify that you have an assistant there. These allow only you to take their special action at this space. &#039;&#039;If you don’t use an Assistant, skip past it, or don’t reach it in a round, you gain 2 VP immediately.&#039;&#039;&lt;br /&gt;
*● Prestige Card endgame bonuses. You can buy any face up Prestige Card to unlock an endgame scoring bonus. Multiple players can buy the same prestige card, but if you are the first player to buy one, you receive an additional 2 VP.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===City Spaces===&lt;br /&gt;
Cities allow you to perform powerful actions as well as make deliveries to improve your ship and abilities.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Deliveries&#039;&#039;&#039; ====&lt;br /&gt;
When you land on a City space, you first have the option to deliver a Good if there is an available market space. To do this, you must discard a card from your hand with a matching Good icon (Corn, Sugar, or Tobacco). &#039;&#039;This delivery must happen before taking the city’s action!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After selecting a card to deliver, you must remove a Disk from your Ship Upgrades board. There are various upgrades that each have 2 Disks on them in the beginning of the game.&lt;br /&gt;
&lt;br /&gt;
When you remove the first Disk from an upgrade, nothing happens. When you remove the &#039;&#039;&#039;second disk&#039;&#039;&#039;, you unlock the associated upgrade. For example, one upgrade increase your hand size, another gives you an immediate 5 Doubloons, and another gives you a new Village Action.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Gaining Resources&#039;&#039;&#039; ====&lt;br /&gt;
After delivering, you may use the City’s action which have various effects, including:&lt;br /&gt;
*● Gaining Doubloons or Victory Points: You gain the amount shown&lt;br /&gt;
*● Gaining Combat Points: You gain the amount shown, but you cannot exceed 8 Combat Points at any given time&lt;br /&gt;
*● Gaining Figures: You gain the amount shown, but each player has a limited pool of 8 Figures.&lt;br /&gt;
** ---● At the start of the game, you have 2 in your personal supply that are free to use, 3 in the general supply that can be acquired, and 3 “locked” on your Career Card that you can acquire by completing Career objectives. &#039;&#039;If you would gain Figures from an action but have none in the general supply, you do not gain Figures.&#039;&#039;&lt;br /&gt;
*● Gaining Influence: Move one space to the right with a nation of your choice on its Influence track. If you are already at the rightmost space, gain 2 VP instead.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Exploring&#039;&#039;&#039; ====&lt;br /&gt;
When you explore, you must move your Explorer on the Exploration Track on the bottom of the map up to the number of spaces shown. You gain the bonus shown. &#039;&#039;You cannot share a space with another player’s explorer.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you pass an exploration barrier (red, green, and blue bars), you immediately gain a bonus.&lt;br /&gt;
&lt;br /&gt;
*● Red Barrier: Gain 3 Influence in one nation&lt;br /&gt;
*● Green and Blue barriers: Gain 4 VP if you are the first player to cross, otherwise gain 2 VP.&lt;br /&gt;
&lt;br /&gt;
If you reach the end of the exploration track, you gain 1 Village Action and immediately receive an amount of bonus VP based on what player order you arrived in.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Combat&#039;&#039;&#039; ====&lt;br /&gt;
When you participate in combat, you are shown a Combat Token with Combat Point values for France, Spain, and England. These are “temporary” combat points that you will have only for the duration of the Combat. &#039;&#039;They are not added to your personal supply of Combat Points.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some tokens show a bonus of +3 Combat Points to the nation with the fewest Ownership Markers (cubes) on the board, while some tokens show a penalty of -2 Combat Points to the nation with the most Ownership Markers on the board. No bonus/penalty is awarded if there is a tie for fewest/most Ownership Markers.&lt;br /&gt;
&lt;br /&gt;
You must choose one nation to fight for and can then perform combat actions by spending up to your temporary combat points PLUS your personal supply of combat points. Any card effects such as Sailor will also apply now and add Combat Points to your personal supply.&lt;br /&gt;
&lt;br /&gt;
You may use each combat action &#039;&#039;once per Combat:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*● Annexing a City allows you to gain an influence and place a cube for the nation you’re fighting for. You must pay 2 extra combat points if you annex a city where a different nation’s cube already exists to &amp;quot;displace&amp;quot; it. You gain the bonus shown on the city’s Flag (Doubloons, Figure, or VP).&lt;br /&gt;
*● You can gain 1 influence for 2 combat points or 2 influence for 5 combat points.&lt;br /&gt;
*● Annexing a Village allows you to gain an influence and place a cube for the nation you’re fighting for. You must pay 2 extra combat points if you annex a village where a different nation’s cube already exists to &amp;quot;displace&amp;quot; it. You gain 3 Doubloons per assistant of yours there, and 1 Doubloon per opponent’s assistant there. This action must be unlocked via the “Upgraded Cannons” Ship Upgrade.&lt;br /&gt;
*● Other cards feature new combat actions that also can be used only once per Combat.&lt;br /&gt;
&lt;br /&gt;
After completing your actions, you gain the Combat Token which may be referenced by other actions or effects. &#039;&#039;Any unused temporary combat points received from the combat token ARE LOST and are not added to your personal supply.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Combat Notes:&#039;&#039;&#039; ====&lt;br /&gt;
*● When an Ownership Marker is Displaced, it is removed from the game and does not return to its nation&#039;s supply.&lt;br /&gt;
*● If all Cities and Villages have Ownership Markers, you MUST displace another Ownership Marker if you want to add a cube to the board.&lt;br /&gt;
*● If a nation has no more Ownership Cubes, &#039;&#039;you cannot place another!&#039;&#039;&lt;br /&gt;
*● If the supply of Combat Tiles runs out, you will perform Combat using a value of 3 Combat Points for your chosen nation.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Free Actions ==&lt;br /&gt;
&lt;br /&gt;
===Planning a Card===&lt;br /&gt;
At any time before Phase C, you may Plan a card by moving it from your hand to your Planning Area. You may buy a card from the Planning Area as normal, but it no longer can be used for a delivery, completing a Quest, or fulfilling any Goods or Items requirement.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Completing a Career Goal ===&lt;br /&gt;
You can complete a career goal at one of two levels. Both levels provide 1 Figure. The first level is easier but only rewards Doubloons, while the second level also rewards VP. If you are able to complete a career goal, you will see either a Doubloon or VP icon next to your Career card on your mini player board.&lt;br /&gt;
&lt;br /&gt;
If you complete all 3 career goals, you gain an additional 2 VP and 2 Doubloons. You do not need to go in order!&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==End of Round==&lt;br /&gt;
&lt;br /&gt;
===Rounds 1 to 3===&lt;br /&gt;
When any player reaches Spaces 20, they must stop their movement and choose to do Combat or Explore. They must move to 21a on their next turn.&lt;br /&gt;
&lt;br /&gt;
When a player lands on Space 21a, the round ends and every player will be able to Buy a Card or gain 2VP, before receiving production income. Then all ships move back to Havana, the first space. Player turn order is preserved - the next player in turn order after the player who landed on Space 21a will start the next round.&lt;br /&gt;
&lt;br /&gt;
Production is received and the face up display of cards are wiped. New quests will be added to the board on spaces indicated by the “Upcoming Quest Locations” scroll found at the top of the board, to the left of the influence track. All delivery discs are removed from cities.&lt;br /&gt;
&lt;br /&gt;
=== Round 4===&lt;br /&gt;
In Round 4, players must move from Space 20 to 21b and stop (instead of moving to 21a). On their next turn, they must move to Space 22 which triggers the end of the round. Players complete their Buy a Card or 2VP action and then proceed to final scoring.&lt;br /&gt;
&lt;br /&gt;
After Round 4 ends, Victory Point production happens as normal, but Doubloon Production is converted to points based on the doubloon income track below the Influence Track&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Final Scoring==&lt;br /&gt;
You score Victory Points in the following ways for the following things:&lt;br /&gt;
&lt;br /&gt;
1. VP earned from various actions during the 4 rounds&lt;br /&gt;
&lt;br /&gt;
2. 1 VP per 5 remaining Doubloons&lt;br /&gt;
&lt;br /&gt;
3. VP found on Project cards and Prestige cards&lt;br /&gt;
&lt;br /&gt;
4. 3 VP per Influence track where you are furthest player&lt;br /&gt;
&lt;br /&gt;
5. Influence VP &#039;&#039;for each nation.&#039;&#039; VP = Noble Rank x Nation Value&lt;br /&gt;
&lt;br /&gt;
* ● A nation’s value is the sum of its base value and bonus. These are calculated and shown on the influence track and follow this system:&lt;br /&gt;
** ---● Nation&#039;s Base Value: The number of fully uncovered VP icons from a nation’s cube supply&lt;br /&gt;
** ---● Nation&#039;s Bonus: +2 VP / +1 VP if this nation has the most / second most Ownership Cubes on the board. If there is a tie for most, all tied nations receive the +2 VP bonus and other nations do not receive the +1 bonus. If only one nation has a strict majority, all nations with the second most Ownership Markers gain +1 VP.&lt;br /&gt;
* ● A player&#039;s noble rank for a nation is the furthest red banner they have reached on the influence track. This becomes the multiplier (0x to 6x) for the nations&#039; value.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==FAQ==&lt;br /&gt;
&lt;br /&gt;
===GENERAL===&lt;br /&gt;
GEN1: Why can&#039;t I buy this card? I have enough gold!&lt;br /&gt;
&lt;br /&gt;
Make sure you can afford the *entire* card. Do you have enough figures (meeples) to play it?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
GEN2: Where did my synergy token go? Why is the wrong synergy token showing in my player panel?&lt;br /&gt;
&lt;br /&gt;
Synergy tokens are faded out before you own them and bright &amp;amp; colorful once you collect them. The number does not indicate that you own the token; it indicates that you have a synergy with the token. Remember that you can never have more than one of a token.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
GEN3: On mobile, the game renders slowly or feels like the interface lags.&lt;br /&gt;
&lt;br /&gt;
Try turning off shadows in the user preferences. This is especially true for iOS (Apple) devices, which render drop shadows poorly.&lt;br /&gt;
&lt;br /&gt;
===UPGRADES===&lt;br /&gt;
UPG1: Why don&#039;t I get the benefit after I perform an upgrade?&lt;br /&gt;
&lt;br /&gt;
Make sure you&#039;ve completed the *entire* upgrade. Both discs must be removed before the upgrade is active, not just the first disc.&lt;br /&gt;
&lt;br /&gt;
===SOLO===&lt;br /&gt;
SOL1: Why is my score -1 after I lose to Jean?&lt;br /&gt;
&lt;br /&gt;
The BGA framework counts all positive scores as a win, so anytime you lose to Jean your score is changed to a negative value. This tells BGA that although you&#039;re the highest-scoring (and only) player in the game, you did not win.&lt;/div&gt;</summary>
		<author><name>Kayvon</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmaracaibo&amp;diff=20201</id>
		<title>Gamehelpmaracaibo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmaracaibo&amp;diff=20201"/>
		<updated>2024-02-24T15:18:10Z</updated>

		<summary type="html">&lt;p&gt;Kayvon: /* GENERAL */ Added GEN3&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to Maracaibo! You&#039;ll play as an independent seafarer in the Caribbean seeking wealth and fame through combat, exploration, and strategic card play.&lt;br /&gt;
&lt;br /&gt;
Maracaibo is played over 4 rounds. Each round, you and your opponents will sail along a loop around the Caribbean, stopping at cities and villages to take actions. You can stop at as many spaces as you want during a round, but watch out! After any player reaches the end of the loop, the round will end and all players will move back to the start.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== What To Do On Your Turn ==&lt;br /&gt;
On your turn, you will go through these phases in this order:&lt;br /&gt;
&lt;br /&gt;
=== Phase A - Sailing ===&lt;br /&gt;
On your turn, you must move 1 to 7 spaces forward in the loop. You may choose to follow either the upper or lower path at a fork. &lt;br /&gt;
&lt;br /&gt;
=== Phase B - Perform Actions ===&lt;br /&gt;
You will perform a Main Action at the space you landed on. Each space is either a City or a Village, and this will determine what Main Actions you have available to you. You may also perform any Free Actions. This phase will be the bulk of your turn and is detailed in the next sections.&lt;br /&gt;
&lt;br /&gt;
=== Phase C - Draw New Cards===&lt;br /&gt;
After you’ve performed your actions, you refill your hand to 4 cards (or up to 6 if you have the “Expanded Living Quarters” Ship Upgrade).&lt;br /&gt;
&lt;br /&gt;
You may draw cards from the deck for free, or pay 1 Doubloon to draw a card from the face up display. This is also free if you have “Charismatic Leader” Ship Upgrade.&lt;br /&gt;
&lt;br /&gt;
After this, it is the next player’s turn.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Main Actions (Phase B) ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Village Spaces&#039;&#039;&#039; ===&lt;br /&gt;
When you land on a Village space, you can do one of the following:&lt;br /&gt;
&lt;br /&gt;
* ● Perform Village Actions based on the number of spaces you moved.&lt;br /&gt;
** ---● 1 to 3 spaces: 1 Village Action&lt;br /&gt;
** ---● 4 to 6 spaces: 2 Village Actions&lt;br /&gt;
** ---● 7 spaces: 3 Village Actions&lt;br /&gt;
* ● Complete a Quest by paying its cost and gaining its effects. Your 4th quest is worth +3 VP and your 5th+ quests are worth +2 VP.&lt;br /&gt;
* ● Use an Assistant’s action&lt;br /&gt;
&lt;br /&gt;
You start the game with 3 basic Village Actions:&lt;br /&gt;
&lt;br /&gt;
* ● Gain 1 Doubloon&lt;br /&gt;
* ● Discard your entire hand for 2 Doubloons&lt;br /&gt;
* ● Buy a card&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Buying a Card&#039;&#039;&#039; ====&lt;br /&gt;
When buying a card, you pay its cost (Doubloons, goods, and/or combat points) and then gain any bonuses:&lt;br /&gt;
&lt;br /&gt;
*● Green Scrolls: Doubloon or VP Production. You will increase your production by the amount shown. You start the game with 0 VP Production and 8 Doubloon Production. You will gain this at the start of each round. Some production bonuses are locked until you gain the required synergy token. &#039;&#039;If you would gain Doubloon production beyond 34, all subsequent Doubloon production is converted to VP Production.&#039;&#039;&lt;br /&gt;
*● Tan Scrolls: Immediate bonuses. Gain a number of  Figures, Combat Points, etc.&lt;br /&gt;
*● Synergy Tokens: You gain the depicted synergy token. These unlock production on cards that show a matching synergy token requirement. You can only gain 1 of each synergy token, but you may still play multiple cards that provide a given synergy token. Gaining a synergy token activates any production bonuses you have that needed this token.&lt;br /&gt;
*● Red Scrolls: Passive Effects. These are ongoing effects or abilities that you can use at the specified time:&lt;br /&gt;
** ---● Last Village Actions can be used as the final village action whenever you receive a village actions&lt;br /&gt;
** ---● New combat actions to use once per Combat phase&lt;br /&gt;
** ---● Bonuses that give you additional exploration steps when you explore, or an extra combat point when you do Combat&lt;br /&gt;
*● Assistants Actions. Some cards are Assistants and require you to place a Figure at the designated space on the board to signify that you have an assistant there. These allow only you to take their special action at this space. &#039;&#039;If you don’t use an Assistant, skip past it, or don’t reach it in a round, you gain 2 VP immediately.&#039;&#039;&lt;br /&gt;
*● Prestige Card endgame bonuses. You can buy any face up Prestige Card to unlock an endgame scoring bonus. Multiple players can buy the same prestige card, but if you are the first player to buy one, you receive an additional 2 VP.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===City Spaces===&lt;br /&gt;
Cities allow you to perform powerful actions as well as make deliveries to improve your ship and abilities.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Deliveries&#039;&#039;&#039; ====&lt;br /&gt;
When you land on a City space, you first have the option to deliver a Good if there is an available market space. To do this, you must discard a card from your hand with a matching Good icon (Corn, Sugar, or Tobacco). &#039;&#039;This delivery must happen before taking the city’s action!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After selecting a card to deliver, you must remove a Disk from your Ship Upgrades board. There are various upgrades that each have 2 Disks on them in the beginning of the game.&lt;br /&gt;
&lt;br /&gt;
When you remove the first Disk from an upgrade, nothing happens. When you remove the &#039;&#039;&#039;second disk&#039;&#039;&#039;, you unlock the associated upgrade. For example, one upgrade increase your hand size, another gives you an immediate 5 Doubloons, and another gives you a new Village Action.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Gaining Resources&#039;&#039;&#039; ====&lt;br /&gt;
After delivering, you may use the City’s action which have various effects, including:&lt;br /&gt;
*● Gaining Doubloons or Victory Points: You gain the amount shown&lt;br /&gt;
*● Gaining Combat Points: You gain the amount shown, but you cannot exceed 8 Combat Points at any given time&lt;br /&gt;
*● Gaining Figures: You gain the amount shown, but each player has a limited pool of 8 Figures.&lt;br /&gt;
** ---● At the start of the game, you have 2 in your personal supply that are free to use, 3 in the general supply that can be acquired, and 3 “locked” on your Career Card that you can acquire by completing Career objectives. &#039;&#039;If you would gain Figures from an action but have none in the general supply, you do not gain Figures.&#039;&#039;&lt;br /&gt;
*● Gaining Influence: Move one space to the right with a nation of your choice on its Influence track. If you are already at the rightmost space, gain 2 VP instead.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Exploring&#039;&#039;&#039; ====&lt;br /&gt;
When you explore, you must move your Explorer on the Exploration Track on the bottom of the map up to the number of spaces shown. You gain the bonus shown. &#039;&#039;You cannot share a space with another player’s explorer.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you pass an exploration barrier (red, green, and blue bars), you immediately gain a bonus.&lt;br /&gt;
&lt;br /&gt;
*● Red Barrier: Gain 3 Influence in one nation&lt;br /&gt;
*● Green and Blue barriers: Gain 4 VP if you are the first player to cross, otherwise gain 2 VP.&lt;br /&gt;
&lt;br /&gt;
If you reach the end of the exploration track, you gain 1 Village Action and immediately receive an amount of bonus VP based on what player order you arrived in.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Combat&#039;&#039;&#039; ====&lt;br /&gt;
When you participate in combat, you are shown a Combat Token with Combat Point values for France, Spain, and England. These are “temporary” combat points that you will have only for the duration of the Combat. &#039;&#039;They are not added to your personal supply of Combat Points.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some tokens show a bonus of +3 Combat Points to the nation with the fewest Ownership Markers (cubes) on the board, while some tokens show a penalty of -2 Combat Points to the nation with the most Ownership Markers on the board. No bonus/penalty is awarded if there is a tie for fewest/most Ownership Markers.&lt;br /&gt;
&lt;br /&gt;
You must choose one nation to fight for and can then perform combat actions by spending up to your temporary combat points PLUS your personal supply of combat points. Any card effects such as Sailor will also apply now and add Combat Points to your personal supply.&lt;br /&gt;
&lt;br /&gt;
You may use each combat action &#039;&#039;once per Combat:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*● Annexing a City allows you to gain an influence and place a cube for the nation you’re fighting for. You must pay 2 extra combat points if you annex a city where a different nation’s cube already exists to &amp;quot;displace&amp;quot; it. You gain the bonus shown on the city’s Flag (Doubloons, Figure, or VP).&lt;br /&gt;
*● You can gain 1 influence for 2 combat points or 2 influence for 5 combat points.&lt;br /&gt;
*● Annexing a Village allows you to gain an influence and place a cube for the nation you’re fighting for. You must pay 2 extra combat points if you annex a village where a different nation’s cube already exists to &amp;quot;displace&amp;quot; it. You gain 3 Doubloons per assistant of yours there, and 1 Doubloon per opponent’s assistant there. This action must be unlocked via the “Upgraded Cannons” Ship Upgrade.&lt;br /&gt;
*● Other cards feature new combat actions that also can be used only once per Combat.&lt;br /&gt;
&lt;br /&gt;
After completing your actions, you gain the Combat Token which may be referenced by other actions or effects. &#039;&#039;Any unused temporary combat points received from the combat token ARE LOST and are not added to your personal supply.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Combat Notes:&#039;&#039;&#039; ====&lt;br /&gt;
*● When an Ownership Marker is Displaced, it is removed from the game and does not return to its nation&#039;s supply.&lt;br /&gt;
*● If all Cities and Villages have Ownership Markers, you MUST displace another Ownership Marker if you want to add a cube to the board.&lt;br /&gt;
*● If a nation has no more Ownership Cubes, &#039;&#039;you cannot place another!&#039;&#039;&lt;br /&gt;
*● If the supply of Combat Tiles runs out, you will perform Combat using a value of 3 Combat Points for your chosen nation.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Free Actions ==&lt;br /&gt;
&lt;br /&gt;
===Planning a Card===&lt;br /&gt;
At any time before Phase C, you may Plan a card by moving it from your hand to your Planning Area. You may buy a card from the Planning Area as normal, but it no longer can be used for a delivery, completing a Quest, or fulfilling any Goods or Items requirement.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Completing a Career Goal ===&lt;br /&gt;
You can complete a career goal at one of two levels. Both levels provide 1 Figure. The first level is easier but only rewards Doubloons, while the second level also rewards VP. If you are able to complete a career goal, you will see either a Doubloon or VP icon next to your Career card on your mini player board.&lt;br /&gt;
&lt;br /&gt;
If you complete all 3 career goals, you gain an additional 2 VP and 2 Doubloons. You do not need to go in order!&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==End of Round==&lt;br /&gt;
&lt;br /&gt;
===Rounds 1 to 3===&lt;br /&gt;
When any player reaches Spaces 20, they must stop their movement and choose to do Combat or Explore. They must move to 21a on their next turn.&lt;br /&gt;
&lt;br /&gt;
When a player lands on Space 21a, the round ends and every player will be able to Buy a Card or gain 2VP, before receiving production income. Then all ships move back to Havana, the first space. Player turn order is preserved - the next player in turn order after the player who landed on Space 21a will start the next round.&lt;br /&gt;
&lt;br /&gt;
Production is received and the face up display of cards are wiped. New quests will be added to the board on spaces indicated by the “Upcoming Quest Locations” scroll found at the top of the board, to the left of the influence track. All delivery discs are removed from cities.&lt;br /&gt;
&lt;br /&gt;
=== Round 4===&lt;br /&gt;
In Round 4, players must move from Space 20 to 21b and stop (instead of moving to 21a). On their next turn, they must move to Space 22 which triggers the end of the round. Players complete their Buy a Card or 2VP action and then proceed to final scoring.&lt;br /&gt;
&lt;br /&gt;
After Round 4 ends, Victory Point production happens as normal, but Doubloon Production is converted to points based on the doubloon income track below the Influence Track&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Final Scoring==&lt;br /&gt;
You score Victory Points in the following ways for the following things:&lt;br /&gt;
&lt;br /&gt;
1. VP earned from various actions during the 4 rounds&lt;br /&gt;
&lt;br /&gt;
2. 1 VP per 5 remaining Doubloons&lt;br /&gt;
&lt;br /&gt;
3. VP found on Project cards and Prestige cards&lt;br /&gt;
&lt;br /&gt;
4. 3 VP per Influence track where you are furthest player&lt;br /&gt;
&lt;br /&gt;
5. Influence VP &#039;&#039;for each nation.&#039;&#039; VP = Noble Rank x Nation Value&lt;br /&gt;
&lt;br /&gt;
* ● A nation’s value is the sum of its base value and bonus. These are calculated and shown on the influence track and follow this system:&lt;br /&gt;
** ---● Nation&#039;s Base Value: The number of fully uncovered VP icons from a nation’s cube supply&lt;br /&gt;
** ---● Nation&#039;s Bonus: +2 VP / +1 VP if this nation has the most / second most Ownership Cubes on the board. If there is a tie for most, all tied nations receive the +2 VP bonus and other nations do not receive the +1 bonus. If only one nation has a strict majority, all nations with the second most Ownership Markers gain +1 VP.&lt;br /&gt;
* ● A player&#039;s noble rank for a nation is the furthest red banner they have reached on the influence track. This becomes the multiplier (0x to 6x) for the nations&#039; value.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==FAQ==&lt;br /&gt;
&lt;br /&gt;
===GENERAL===&lt;br /&gt;
GEN1: Why can&#039;t I buy this card? I have enough gold!&lt;br /&gt;
Make sure you can afford the *entire* card. Do you have enough figures (meeples) to play it?&lt;br /&gt;
&lt;br /&gt;
GEN2: Where did my synergy token go? Why is the wrong synergy token showing in my player panel?&lt;br /&gt;
Synergy tokens are faded out before you own them and bright &amp;amp; colorful once you collect them. The number does not indicate that you own the token; it indicates that you have a synergy with the token. Remember that you can never have more than one of a token.&lt;br /&gt;
&lt;br /&gt;
GEN3: On mobile, the game renders slowly or feels like the interface lags.&lt;br /&gt;
Try turning off shadows in the user preferences. This is especially true for iOS (Apple) devices, which render drop shadows poorly.&lt;br /&gt;
&lt;br /&gt;
===UPGRADES===&lt;br /&gt;
UPG1: Why don&#039;t I get the benefit after I perform an upgrade?&lt;br /&gt;
Make sure you&#039;ve completed the *entire* upgrade. Both discs must be removed before the upgrade is active, not just the first disc.&lt;br /&gt;
&lt;br /&gt;
===SOLO===&lt;br /&gt;
SOL1: Why is my score -1 after I lose to Jean?&lt;br /&gt;
The BGA framework counts all positive scores as a win, so anytime you lose to Jean your score is changed to a negative value. This tells BGA that although you&#039;re the highest-scoring (and only) player in the game, you did not win.&lt;/div&gt;</summary>
		<author><name>Kayvon</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpparks&amp;diff=20024</id>
		<title>Gamehelpparks</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpparks&amp;diff=20024"/>
		<updated>2024-02-13T01:41:18Z</updated>

		<summary type="html">&lt;p&gt;Kayvon: /* Error Messages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
Players take on the roles of two Hikers as they trek across different Trails during the four Seasons (rounds) of a Year. Each Trail represents a different Season, and as each Season passes, the Trails change and grow steadily longer. Each turn, players send one of their Hikers down the Trail. While on the Trail, Hikers will see beautiful Sites and perform an action when they arrive. When a Hiker reaches the end of the Trail, they can spend tokens they have received to visit Parks and earn points. Your goal is to have the most points from your Parks, Photos, and Personal Bonus at the end of the Year.&lt;br /&gt;
&lt;br /&gt;
== Starting a Season ==&lt;br /&gt;
All of the Sites (spaces) in the current trail [or all the Basic Sites at the start of the game] are mixed together with a random additional Advanced Site. They are laid out with the Trailhead on one side, and the Trail End on the other, making this Season&#039;s Trail. Both Hikers for each player start the Season on the Trailhead. A Season card is drawn, which will have either an immediate effect, or an ongoing effect that applies to the entire Season. The bottom of the Season card also shows a &amp;quot;Weather Pattern&amp;quot;; the tokens shown in this pattern are placed on the Trail Sites, starting with the 2nd site. (Note that the Trailhead and Trail End spaces are not Sites). The player with {{ParksFirstHiker}} will take the first turn of the Season, with players taking turns in clockwise order.&lt;br /&gt;
&lt;br /&gt;
* If this is the start of the game, the player to the right of the First Hiker receives the {{ParksCamera}}, and all players draw a Canteen.&lt;br /&gt;
&lt;br /&gt;
== Taking turns ==&lt;br /&gt;
On a turn, a player selects either one of their Hikers and moves them down the Trail -- any space to the right of that Hiker’s current location.&lt;br /&gt;
&lt;br /&gt;
* If any Hiker, even your own, is on a Site, you may not move onto that Site, unless you extinguish your Campfire. If your Campfire is already extinguished, you may not move to occupied Sites. &lt;br /&gt;
&lt;br /&gt;
* If the Hiker is the first to land on a Site with a token on it (from the Weather Pattern), the player takes the token into their supply.&lt;br /&gt;
* The player then takes the action of the Site their Hiker moved to. Hikers cannot be moved to Sites where the player cannot take the action.&lt;br /&gt;
* If you gain {{ParksWater}} on your turn, you can place it in an empty Canteen that you have (and only when gaining {{ParksWater}}), to gain the benefit shown on the Canteen card.&lt;br /&gt;
* {{ParksWildlife}} are &amp;quot;wild&amp;quot; and can be used in place of another token, except they may not be used to fill Canteens, or as part of exchange abilities (as noted on those cards).&lt;br /&gt;
* If you have more than 12 tokens at the end of your turn, you must discard down to 12. The tokens are component limited.&lt;br /&gt;
&lt;br /&gt;
== Trail End ==&lt;br /&gt;
When you move a Hiker to the Trail End, you relight your Campfire if it is extinguished, and then choose one of the three areas to place your Hiker: (any number of Hikers can be on each area)&lt;br /&gt;
&lt;br /&gt;
=== Reserve a Park ===&lt;br /&gt;
&lt;br /&gt;
* Take a face-up Park or a Park from the top of the deck; it is placed horizontally in your player area. If you took a face-up Park, the empty slot is refilled from the deck&lt;br /&gt;
* You don&#039;t pay resources or score points now, but you may later Visit that Park [and no one else can].&lt;br /&gt;
* The first player who uses this space each season takes {{ParksFirstHiker}}.&lt;br /&gt;
&lt;br /&gt;
=== Buy Gear ===&lt;br /&gt;
&lt;br /&gt;
* You may buy one of the face-up Gear cards on the board by paying {{ParksSunshine}} equal to its cost [in the upper right of the card].&lt;br /&gt;
* The first player [and also the second player in a 4-5 player game] to use this space can buy Gear for one fewer {{ParksSunshine}}.&lt;br /&gt;
* Gear gives ongoing abilities for the rest of the game, and some also have an instant action, denoted by a lightning bolt.&lt;br /&gt;
&lt;br /&gt;
=== Visit a Park ===&lt;br /&gt;
&lt;br /&gt;
* Pay the cost shown on any face-up Park, or one you have reserved, to gain the indicated number of points, and the card is placed vertically in your player area, refilling the board if necessary.&lt;br /&gt;
&lt;br /&gt;
== End of a Season ==&lt;br /&gt;
Once a player’s two Hikers reach the Trail End, they will no longer take turns for the Season. When only one Hiker is left on the Trail, the player must move the Hiker to the Trail End on their next turn and choose an action there. Then, it is the end of the Season.&lt;br /&gt;
&lt;br /&gt;
At the end of a Season:&lt;br /&gt;
*- The player with the {{ParksCamera}} may pay 1 token to take a Photo.&lt;br /&gt;
*- All Canteens are emptied, and their {{ParksWater}} are returned to the supply.&lt;br /&gt;
*- If this was the fourth Season, the game is over. Otherwise, Start the next Season (see above).&lt;br /&gt;
&lt;br /&gt;
At the end of the game:&lt;br /&gt;
*- All players reveal their Year cards and score points based on their Personal Bonus.&lt;br /&gt;
*- The player with {{ParksFirstHiker}} gains 1 additional point.&lt;br /&gt;
&lt;br /&gt;
The player with the most points at the end is the winner! If tied, the win goes to the player who visited the most Parks. If still tied, the win is shared.&lt;br /&gt;
&lt;br /&gt;
== Basic Sites ==&lt;br /&gt;
&#039;&#039;&#039;Forest&#039;&#039;&#039;: Gain {{ParksForest|1}}.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mountain&#039;&#039;&#039;: Gain {{ParksMountain|1}}.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ocean&#039;&#039;&#039;: Gain {{ParksWater|2}}.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Valley&#039;&#039;&#039;: Gain {{ParksSunshine|2}}.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vista&#039;&#039;&#039;: Either:&lt;br /&gt;
&lt;br /&gt;
* - Draw a Canteen (you can have any number of Canteens, so long as there are any left in the deck) OR &lt;br /&gt;
* - Spend any 2 tokens to take a Photo, and then take the {{ParksCamera}} from whoever currently has it. (Photos are worth 1 point each. When you have the {{ParksCamera}}, when any ability lets you spend 2 tokens to take a Photo, you only spend 1 instead.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Waterfall&#039;&#039;&#039;: Gain {{ParksSunshine|1}} and {{ParksWater|1}}.[4-5 player games only]&lt;br /&gt;
&lt;br /&gt;
== Advanced Sites ==&lt;br /&gt;
&#039;&#039;&#039;Lodge&#039;&#039;&#039;: Turn in one token and gain any one token &#039;&#039;(excluding {{ParksWildlife}})&#039;&#039;. You may do this a second time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lookout&#039;&#039;&#039;: Reserve or Visit a Park OR Buy a Gear card.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wildlife&#039;&#039;&#039;: Turn in any one token to gain {{ParksWildlife|1}}.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;River&#039;&#039;&#039;: Turn in {{ParksWater|1}} to copy the action from another Site currently occupied by any Hiker. (Gear that would allow you special actions on the copied space do not activate, as you are not actually on that space)&lt;br /&gt;
&lt;br /&gt;
== Notable Game Components ==&lt;br /&gt;
&lt;br /&gt;
*- 48 Park cards&lt;br /&gt;
*- 36 Gear cards&lt;br /&gt;
*- 15 Canteen cards&lt;br /&gt;
*- 28 Photos&lt;br /&gt;
*- {{ParksForest|16}}&lt;br /&gt;
*- {{ParksMountain|16}}&lt;br /&gt;
*- {{ParksSunshine|30}}&lt;br /&gt;
*- {{ParksWater|30}}&lt;br /&gt;
*- {{ParksWildlife|12}}&lt;br /&gt;
&lt;br /&gt;
== FAQ ==&lt;br /&gt;
=== Error Messages ===&lt;br /&gt;
&lt;br /&gt;
==== ERR1: &amp;quot;This action would leave you unable to complete your turn&amp;quot; on River space ====&lt;br /&gt;
This is not a bug! The river space&#039;s costs a rain token to complete. If you attempt to take an action that leaves you without rain or wild tokens, you cannot complete the river action. The error message is accurate.&lt;br /&gt;
&lt;br /&gt;
==== ERR2: &amp;quot;You don&#039;t have enough resources to visit [this park]&amp;quot; on River space. ====&lt;br /&gt;
See ERR1.&lt;br /&gt;
&lt;br /&gt;
=== Gear ===&lt;br /&gt;
&lt;br /&gt;
==== GEAR1: Why didn&#039;t my gear activate when copying a location? ====&lt;br /&gt;
Some gear requires you to be at a specific site for it to activate. Copying the action of a location does not place your hiker on the location, so it will not trigger the gear.&lt;/div&gt;</summary>
		<author><name>Kayvon</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpparks&amp;diff=20023</id>
		<title>Gamehelpparks</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpparks&amp;diff=20023"/>
		<updated>2024-02-13T01:37:05Z</updated>

		<summary type="html">&lt;p&gt;Kayvon: Added FAQ&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
Players take on the roles of two Hikers as they trek across different Trails during the four Seasons (rounds) of a Year. Each Trail represents a different Season, and as each Season passes, the Trails change and grow steadily longer. Each turn, players send one of their Hikers down the Trail. While on the Trail, Hikers will see beautiful Sites and perform an action when they arrive. When a Hiker reaches the end of the Trail, they can spend tokens they have received to visit Parks and earn points. Your goal is to have the most points from your Parks, Photos, and Personal Bonus at the end of the Year.&lt;br /&gt;
&lt;br /&gt;
== Starting a Season ==&lt;br /&gt;
All of the Sites (spaces) in the current trail [or all the Basic Sites at the start of the game] are mixed together with a random additional Advanced Site. They are laid out with the Trailhead on one side, and the Trail End on the other, making this Season&#039;s Trail. Both Hikers for each player start the Season on the Trailhead. A Season card is drawn, which will have either an immediate effect, or an ongoing effect that applies to the entire Season. The bottom of the Season card also shows a &amp;quot;Weather Pattern&amp;quot;; the tokens shown in this pattern are placed on the Trail Sites, starting with the 2nd site. (Note that the Trailhead and Trail End spaces are not Sites). The player with {{ParksFirstHiker}} will take the first turn of the Season, with players taking turns in clockwise order.&lt;br /&gt;
&lt;br /&gt;
* If this is the start of the game, the player to the right of the First Hiker receives the {{ParksCamera}}, and all players draw a Canteen.&lt;br /&gt;
&lt;br /&gt;
== Taking turns ==&lt;br /&gt;
On a turn, a player selects either one of their Hikers and moves them down the Trail -- any space to the right of that Hiker’s current location.&lt;br /&gt;
&lt;br /&gt;
* If any Hiker, even your own, is on a Site, you may not move onto that Site, unless you extinguish your Campfire. If your Campfire is already extinguished, you may not move to occupied Sites. &lt;br /&gt;
&lt;br /&gt;
* If the Hiker is the first to land on a Site with a token on it (from the Weather Pattern), the player takes the token into their supply.&lt;br /&gt;
* The player then takes the action of the Site their Hiker moved to. Hikers cannot be moved to Sites where the player cannot take the action.&lt;br /&gt;
* If you gain {{ParksWater}} on your turn, you can place it in an empty Canteen that you have (and only when gaining {{ParksWater}}), to gain the benefit shown on the Canteen card.&lt;br /&gt;
* {{ParksWildlife}} are &amp;quot;wild&amp;quot; and can be used in place of another token, except they may not be used to fill Canteens, or as part of exchange abilities (as noted on those cards).&lt;br /&gt;
* If you have more than 12 tokens at the end of your turn, you must discard down to 12. The tokens are component limited.&lt;br /&gt;
&lt;br /&gt;
== Trail End ==&lt;br /&gt;
When you move a Hiker to the Trail End, you relight your Campfire if it is extinguished, and then choose one of the three areas to place your Hiker: (any number of Hikers can be on each area)&lt;br /&gt;
&lt;br /&gt;
=== Reserve a Park ===&lt;br /&gt;
&lt;br /&gt;
* Take a face-up Park or a Park from the top of the deck; it is placed horizontally in your player area. If you took a face-up Park, the empty slot is refilled from the deck&lt;br /&gt;
* You don&#039;t pay resources or score points now, but you may later Visit that Park [and no one else can].&lt;br /&gt;
* The first player who uses this space each season takes {{ParksFirstHiker}}.&lt;br /&gt;
&lt;br /&gt;
=== Buy Gear ===&lt;br /&gt;
&lt;br /&gt;
* You may buy one of the face-up Gear cards on the board by paying {{ParksSunshine}} equal to its cost [in the upper right of the card].&lt;br /&gt;
* The first player [and also the second player in a 4-5 player game] to use this space can buy Gear for one fewer {{ParksSunshine}}.&lt;br /&gt;
* Gear gives ongoing abilities for the rest of the game, and some also have an instant action, denoted by a lightning bolt.&lt;br /&gt;
&lt;br /&gt;
=== Visit a Park ===&lt;br /&gt;
&lt;br /&gt;
* Pay the cost shown on any face-up Park, or one you have reserved, to gain the indicated number of points, and the card is placed vertically in your player area, refilling the board if necessary.&lt;br /&gt;
&lt;br /&gt;
== End of a Season ==&lt;br /&gt;
Once a player’s two Hikers reach the Trail End, they will no longer take turns for the Season. When only one Hiker is left on the Trail, the player must move the Hiker to the Trail End on their next turn and choose an action there. Then, it is the end of the Season.&lt;br /&gt;
&lt;br /&gt;
At the end of a Season:&lt;br /&gt;
*- The player with the {{ParksCamera}} may pay 1 token to take a Photo.&lt;br /&gt;
*- All Canteens are emptied, and their {{ParksWater}} are returned to the supply.&lt;br /&gt;
*- If this was the fourth Season, the game is over. Otherwise, Start the next Season (see above).&lt;br /&gt;
&lt;br /&gt;
At the end of the game:&lt;br /&gt;
*- All players reveal their Year cards and score points based on their Personal Bonus.&lt;br /&gt;
*- The player with {{ParksFirstHiker}} gains 1 additional point.&lt;br /&gt;
&lt;br /&gt;
The player with the most points at the end is the winner! If tied, the win goes to the player who visited the most Parks. If still tied, the win is shared.&lt;br /&gt;
&lt;br /&gt;
== Basic Sites ==&lt;br /&gt;
&#039;&#039;&#039;Forest&#039;&#039;&#039;: Gain {{ParksForest|1}}.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mountain&#039;&#039;&#039;: Gain {{ParksMountain|1}}.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ocean&#039;&#039;&#039;: Gain {{ParksWater|2}}.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Valley&#039;&#039;&#039;: Gain {{ParksSunshine|2}}.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vista&#039;&#039;&#039;: Either:&lt;br /&gt;
&lt;br /&gt;
* - Draw a Canteen (you can have any number of Canteens, so long as there are any left in the deck) OR &lt;br /&gt;
* - Spend any 2 tokens to take a Photo, and then take the {{ParksCamera}} from whoever currently has it. (Photos are worth 1 point each. When you have the {{ParksCamera}}, when any ability lets you spend 2 tokens to take a Photo, you only spend 1 instead.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Waterfall&#039;&#039;&#039;: Gain {{ParksSunshine|1}} and {{ParksWater|1}}.[4-5 player games only]&lt;br /&gt;
&lt;br /&gt;
== Advanced Sites ==&lt;br /&gt;
&#039;&#039;&#039;Lodge&#039;&#039;&#039;: Turn in one token and gain any one token &#039;&#039;(excluding {{ParksWildlife}})&#039;&#039;. You may do this a second time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lookout&#039;&#039;&#039;: Reserve or Visit a Park OR Buy a Gear card.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wildlife&#039;&#039;&#039;: Turn in any one token to gain {{ParksWildlife|1}}.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;River&#039;&#039;&#039;: Turn in {{ParksWater|1}} to copy the action from another Site currently occupied by any Hiker. (Gear that would allow you special actions on the copied space do not activate, as you are not actually on that space)&lt;br /&gt;
&lt;br /&gt;
== Notable Game Components ==&lt;br /&gt;
&lt;br /&gt;
*- 48 Park cards&lt;br /&gt;
*- 36 Gear cards&lt;br /&gt;
*- 15 Canteen cards&lt;br /&gt;
*- 28 Photos&lt;br /&gt;
*- {{ParksForest|16}}&lt;br /&gt;
*- {{ParksMountain|16}}&lt;br /&gt;
*- {{ParksSunshine|30}}&lt;br /&gt;
*- {{ParksWater|30}}&lt;br /&gt;
*- {{ParksWildlife|12}}&lt;br /&gt;
&lt;br /&gt;
== FAQ ==&lt;br /&gt;
=== Error Messages ===&lt;br /&gt;
ERR1: &amp;quot;This action would leave you unable to complete your turn&amp;quot; on River space&lt;br /&gt;
&lt;br /&gt;
This is not a bug! The river space&#039;s costs a rain token to complete. If you attempt to take an action that leaves you without rain or wild tokens, you cannot complete the river action. The error message is accurate.&lt;br /&gt;
&lt;br /&gt;
ERR2: &amp;quot;You don&#039;t have enough resources to visit [this park]&amp;quot; on River space.&lt;br /&gt;
&lt;br /&gt;
See ERR1.&lt;br /&gt;
&lt;br /&gt;
=== Gear ===&lt;br /&gt;
GEAR1: Why didn&#039;t my gear activate when copying a location?&lt;br /&gt;
&lt;br /&gt;
Some gear requires you to be at a specific site for it to activate. Copying the action of a location does not place your hiker on the location, so it will not trigger the gear.&lt;/div&gt;</summary>
		<author><name>Kayvon</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmaracaibo&amp;diff=19403</id>
		<title>Gamehelpmaracaibo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmaracaibo&amp;diff=19403"/>
		<updated>2023-12-31T14:45:38Z</updated>

		<summary type="html">&lt;p&gt;Kayvon: Added FAQ&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== FAQ ==&lt;br /&gt;
&lt;br /&gt;
=== GENERAL ===&lt;br /&gt;
GEN1: Why can&#039;t I buy this card? I have enough gold!&lt;br /&gt;
Make sure you can afford the *entire* card. Do you have enough figures (meeples) to play it?&lt;br /&gt;
&lt;br /&gt;
GEN2: Where did my synergy token go? Why is the wrong synergy token showing in my player panel?&lt;br /&gt;
Synergy tokens are faded out before you own than and bright &amp;amp; colorful once you collect them. The number does not indicate that you own the token; it indicates that you have a synergy with the token. Remember that you can never have more than one of a token.&lt;br /&gt;
&lt;br /&gt;
=== UPGRADES ===&lt;br /&gt;
UPG1: Why don&#039;t I get the benefit after I perform an upgrade?&lt;br /&gt;
Make sure you&#039;ve completed the *entire* upgrade. Both discs must be removed before the upgrade is active, not just the first disc.&lt;br /&gt;
&lt;br /&gt;
=== SOLO ===&lt;br /&gt;
SOL1: Why is my score -1 after I lose to Jean?&lt;br /&gt;
The BGA framework counts all positive scores as a win, so anytime you lose to Jean your score is changed to a negative value. This tells BGA that although you&#039;re the highest-scoring (and only) player in the game, you did not win.&lt;/div&gt;</summary>
		<author><name>Kayvon</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgaiaproject&amp;diff=16479</id>
		<title>Gamehelpgaiaproject</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgaiaproject&amp;diff=16479"/>
		<updated>2023-04-02T16:23:26Z</updated>

		<summary type="html">&lt;p&gt;Kayvon: /* Auctions for Drafting Factions */ bolding the part people overlook&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Factions ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;font-weight:bold; vertical-align:bottom;&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Faction&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Planet Type&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Ability&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Planetary Institute&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Starting Research&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Basic Income&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Terrans&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Terra&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | During the Gaia phase, move the power tokens   in your Gaia area to area II of your power cycle instead of to area I.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | During the Gaia phase, when you move   power tokens from your Gaia area to area II of your power cycle, you may gain   resources as if you were spending that much power to take free actions.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Gaia   Project&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Lantids&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Terra&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | When you take the “Build a Mine” action, you   may build a mine on a planet colonized by an opponent (including the Lost   Planet). Place your mine next to the opponent’s structure. You do not have to   pay for terraforming, but you must still pay the mine’s cost. This mine   counts as a normal mine in all ways except the following: this mine cannot be   upgraded, and it does not count for any effects that relate to how many   planet types or Gaia planets you have colonized.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | Each time you build a mine on a planet   colonized by an opponent, gain two knowledge.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Xenos&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Desert&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You place a third starting mine after all   other starting mines have been placed.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You can form federations with a total power   value of six instead of seven. You gain one Q.I.C. as income instead of one   power token.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Artificial   Intelligence&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Gleens&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Desert&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | If you would ever gain Q.I.C., gain that much   ore instead; once you have upgraded to the indicated academy, this effect no   longer applies. To make a Gaia Planet habitable, pay one ore instead of one   Q.I.C. Each time you build a mine on a Gaia Planet, gain two additional VP.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | When you upgrade to the planetary institute,   immediately gain the Gleens’ federation token (gaining the resources shown as   normal). Gaining this tile counts as forming a federation. The planetary   institute itself can still be part of a federation on the board.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Navigation&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Taklons&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Swamp&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | The Brainstone counts as one power token   (when starting a Gaia Project, building satellites, etc.), but you can spend   it as if it were three power.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | Each time you would charge power from   “Passive Action: Charge Power,” you gain one power token. You can choose to   gain the power before or after charging.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Ambas&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Swamp&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | Once per round, as an action, you can swap   your planetary institute with one of your mines on the game board (this can   help you form a new federation). This has no impact on existing federations,   even if their power value becomes less than seven. The swap does not count as   a build or upgrade action; no VP or power can be gained from it.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Navigation&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 2 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Hadsch Hallas&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Oxide&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You can spend credits instead of power to   take free actions that allow you to gain resources. Example: You can spend 3   credits to take the free action that allows you to gain one ore.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Economy&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore, 3 Credits&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Ivits&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Oxide&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | During setup, do not place mines. Instead,   after all other players have placed mines (including the Xenos’ third mine),   place your planetary institute on any red planet. You can only have one   federation, but each time the power value of your federation becomes a   multiple of 7, you may take the &amp;quot;Form A Federation&amp;quot; action again.   You must discard Q.I.C. instead of power tokens to make satellites.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | As a special action, place a space station on   an accessible space that does not contain a planet or another space station.   The accessibility of a space follows the same rules as the “Build a Mine”   action.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore, 1 QIC&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Geodens&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Volcanic&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | The first time you build a mine on each   planet type, gain 3 knowledge. (You do not gain knowledge for planet types   you colonized before upgrading to your planetary institute.)&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Terraforming&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Bal T&#039;aks&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Volcanic&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You cannot advance in the “Navigation”   research area, even if you take the tech tile below the “Navigation” research   area. If you do take that tech tile, no advancement occurs. As a free action,   you can move a Gaiaformer from a Gaiaformer space on your faction board to   your Gaia area to gain one Q.I.C. Gaiaformers in your Gaia area are not   available until the next Gaia phase. In the next Gaia phase, move any   Gaiaformer in your Gaia area back to its Gaiaformer space.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You can now advance in the “Navigation”   research area.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Gaia   Project&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Firaks&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Titanium&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | As an action, you can “downgrade” a research   lab into a trading station and immediately advance one level in a research   area of your choice. Advancing in a research area is explained on page 15.   This counts as an “Upgrade to a Trading Station” action. You can later   upgrade the trading station back into a research lab using the normal rules   (including gaining a new tech tile).&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 2   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Bescods&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Titanium&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | The positions of your planetary institute and   academies are swapped on your faction board, as is the income you gain for   trading stations and research labs. As with the other factions, upgrading to   an academy or a research lab allows you to gain a tech tile. Once per round,   as an action, you can advance your lowest-level token in a research area   (without paying knowledge). If multiple of your tokens are tied for the   lowest level, choose which of the tied tokens to advance. To advance to level   5 this way, you must still flip a federation token as normal. Remember, only   one player can reach level 5 of each research area.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | The power value of your structures on gray   planets (your home type) is increased by one (in addition to any other   effects that increase their power value).&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Nevlas&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Ice&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | As a free action, you can move one power   token from area III of your power cycle to your Gaia area to gain one   knowledge (these power tokens follow the normal Gaia phase rules). This does   not count as spending power.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You can spend power tokens in area III of   your power cycle as if they were each two power. Otherwise, they count as one   power token (when starting a Gaia Project, building satellites, etc.). When   paying for a power action with an odd power cost (1, 3, 5, etc.), the unspent   power is lost.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Science&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Itars&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Ice&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | Each time you discard a power token from area   II of your power cycle to move another power token to area III, place the   discarded power token in your Gaia area instead of returning it to the   supply.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | During the Gaia phase, you can discard 4   power tokens from your Gaia area to immediately gain a tech tile (standard or   advanced).&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore, 1 Power in Bowl I&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rules to Remember ==&lt;br /&gt;
* Starting Resources (before receiving income at the beginning of Round 1) - Credits: 15, Ore: 4, Knowledge: 3&lt;br /&gt;
* Resource Storage Limits - Credits: 30, Ore: 15, Knowledge: 15&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
# &#039;&#039;&#039;Build a Mine&#039;&#039;&#039; - This places a mine on the board, which usually give you ore as income. These mines must be at most a distance away from another building of yours equal to your navigation (the second track from the left). You must pay the cost of the mine. If it&#039;s a Gaia planet (green planets without gaiaformers on them), you must also pay one QIC. If it&#039;s some other planet type, you must pay additional ore - the exact cost is determined by your terraforming ability (the first track from the left) and the number of terraforming steps required to make the destination planet habitable for your faction.&lt;br /&gt;
# &#039;&#039;&#039;Start a Gaia Project&#039;&#039;&#039; - This allows you to transform Transdim planets (purple) into a Gaia planet. You can only do this if you have at least one available gaiaformer, which you can get as a result of the Gaia Project track (the fourth track from the left). To do this, move power tokens into the gaia section of your board. These tokens are not lost - you&#039;ll get them back as the last step of the income phase. At the start of the next round, these planets are now Gaia planets and you can build mines on them normally (without spending a QIC like you normally would to build on a Gaia Planet). The gaiaformer is removed (and sent to your faction board) only after you decide to build on these planets (they are &amp;quot;reserved&amp;quot; for you until then).&lt;br /&gt;
# &#039;&#039;&#039;Upgrade Existing Structure&#039;&#039;&#039; - Mines can be upgraded to Trading Stations, which usually produce credits - note that this has a cheaper cost if it&#039;s at most two units away from an opponent&#039;s structure. Trade Centers can be upgraded to either a Planetary Institute (which produces power and unlocks an ability specific to your faction) or Research Labs, which produce knowledge and allows you to immediately take a technology tile and advance on one of the tracks (if able, depending on your current position in the track). Research Labs can be upgraded to Academies, which also let you gain more technologies and produce either knowledge or QIC (or other resources depending on the faction).&lt;br /&gt;
# &#039;&#039;&#039;Form a Federation&#039;&#039;&#039; - This allows you to combine structures to gain more points. To do this, you need any cluster of structures whose total power level is 7 or more. This can include empty space as well, but for each empty space included this way, pay 1 power token from any bowl to create a satellite. For doing this, you gain a federation token, which gives you immediate points, some other resource bonus, and can later be spent to advance to the top position of a research track or gain advanced technology tiles.&lt;br /&gt;
# &#039;&#039;&#039;Research Progress&#039;&#039;&#039; - Spend 4 knowledge to advance on any track. The tracks are &lt;br /&gt;
##Terraforming, which improves your ability to terraform planets&lt;br /&gt;
##Navigation, which increases the range at which you can build structures &lt;br /&gt;
##Artificial Intelligence, which gives you more QIC&lt;br /&gt;
##Gaia Project, which allows you to start Gaia Projects on Transdim planets&lt;br /&gt;
##Economy, which increase your ore, credits, power charge income&lt;br /&gt;
##Science, which increases your knowledge income. &lt;br /&gt;
# &#039;&#039;&#039;Power and Q.I.C. Actions&#039;&#039;&#039; -  Spend power or QICs to take any of the actions at the bottom of the research board. Each of these can be taken only once per round.&lt;br /&gt;
# &#039;&#039;&#039;Special Actions&#039;&#039;&#039; - Use any actions printed on booster tiles or your faction board. These can be taken only once per round.&lt;br /&gt;
# &#039;&#039;&#039;Pass&#039;&#039;&#039; - Select a new booster tile. Wait until all other players have passed too.&lt;br /&gt;
# &#039;&#039;&#039;Free Actions&#039;&#039;&#039; - Resource Conversions (or burn power to move power from Bowl 2 to Bowl 3).&lt;br /&gt;
[[Image:Gaia_Project_Free_Actions.JPG]]&lt;br /&gt;
# &#039;&#039;&#039;Passive Action&#039;&#039;&#039; - Charging power. Spend VP as necessary depending on the amount of power being charged. This is optional.&lt;br /&gt;
&lt;br /&gt;
== Auctions for Drafting Factions ==&lt;br /&gt;
&lt;br /&gt;
Each player submits the maximum amount he is willing to bid for each faction that has been drafted. Once all bids are submitted, a round-robin auction is automatically conducted in turn order until each player has the top bid on one faction. During the round-robin portion, each player automatically bids &#039;&#039;&#039;on the faction with the greatest difference between the faction&#039;s current bid and that player&#039;s maximum possible bid.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A typical auction might look like this behind the scenes.&lt;br /&gt;
&lt;br /&gt;
1) The first player bids zero VP on the faction that has his highest maximum bid (i.e. the faction he wanted most)&lt;br /&gt;
&lt;br /&gt;
2) If the second player submitted the same top bid for two different factions, he&#039;ll automatically bid zero on the faction no one has picked yet. If he had placed a higher bid on the same faction as player 1, he would have increased that bid to one VP instead.&lt;br /&gt;
&lt;br /&gt;
3) The third player looks at the current bids and compares those to his maximum bid. He&#039;ll automatically bid one higher on the faction with the greatest difference between his maximum bid and the current bid of that faction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is all resolved quickly and automatically behind the scenes. It&#039;s not uncommon for players to get factions for free if no one outbids them.&lt;br /&gt;
&lt;br /&gt;
After the auction, all players are given VP so that the player that paid the most still starts with 10 VP to use during the game.&lt;br /&gt;
&lt;br /&gt;
== FAQ: General ==&lt;br /&gt;
Q: The booster tile is covering the conversions pane!&lt;br /&gt;
&lt;br /&gt;
A: Check the preferences for other options for the booster tile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: On iOS/Mac, the game is unresponsive.&lt;br /&gt;
&lt;br /&gt;
A: The rendering engine on Apple devices deals very poorly with shadows. You&#039;ll get much better performance by setting the &amp;quot;Structure outlines&amp;quot; user preference to &amp;quot;No outlines.&amp;quot; This is true regardless of which browser you&#039;re using.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: The game isn&#039;t allowing me to gain an advanced tech!&lt;br /&gt;
&lt;br /&gt;
Q: The game isn&#039;t allowing me to advance to level 5 in a research track!&lt;br /&gt;
&lt;br /&gt;
A: Both of these require a green federation tile. If you want to do both in a single action, you need two federation tiles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: Why can&#039;t I upgrade?&lt;br /&gt;
&lt;br /&gt;
A: This is usually because you lack the resources required to perform any available upgrades. Occasionally, it&#039;s because you lack the structures (because they are already on the board).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: Is there an option to undo my entire turn?&lt;br /&gt;
&lt;br /&gt;
A: The game asks you to confirm or cancel after selecting a planet for a build/upgrade action, selecting planets for a federation, selecting a research track, passing, and so on. However, the developers have decided not to add an option to [https://boardgamearena.com/doc/BGA_Undo_policy undo your entire turn].&lt;br /&gt;
&lt;br /&gt;
== FAQ: Conversions/Power ==&lt;br /&gt;
Q: Why do I only get one credit when I convert the Brainstone to credits?&lt;br /&gt;
&lt;br /&gt;
A: If you want to get more than one credit, click on that button more than one time. The game does not do this automatically in order to allow you to allocate the spent power as desired.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: Why don&#039;t I get a chance to convert resources at the end of my turn?&lt;br /&gt;
&lt;br /&gt;
Q: I should get the option to charge before or after gaining power!&lt;br /&gt;
&lt;br /&gt;
A: There are options in the pull-down menu to the right to enable this under various conditions. By default, options are selected that improve the speed of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: I have enough power to perform a power action, but it doesn&#039;t show up as available!&lt;br /&gt;
&lt;br /&gt;
A: There are two possible reasons:&lt;br /&gt;
- You&#039;re lacking something else that would be required to perform that action. For example, if you don&#039;t have a mine and enough resources to build a mine, the terraforming actions won&#039;t show as available.&lt;br /&gt;
- Someone else has taken that action this round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== FAQ: Federations ==&lt;br /&gt;
&lt;br /&gt;
Q: Why can&#039;t I form this federation?&lt;br /&gt;
&lt;br /&gt;
A: The federation rules are surprisingly intricate given the amount of space they occupy in the rulebook. See boardgamegeek.com/thread/2120375/official-federation-faq for more details.&lt;br /&gt;
&lt;br /&gt;
Xenos: note that 7 power is required if you have not built your PI.&lt;br /&gt;
&lt;br /&gt;
Bescods: note that power is only increased on titanium planets, and only after you have built your PI.&lt;br /&gt;
&lt;br /&gt;
Ivits: Your existing federation starts out pre-selected. Your second federation must connect to your existing federation. Don&#039;t forget that Ivits spend QICs for satellites!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
IMPORTANT: All bug reports regarding federations require the move number of the action and a screenshot showing which hexes are selected. Without these, it&#039;s nearly impossible to piece together exactly what&#039;s happening and when.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== FAQ: Faction-specific ==&lt;br /&gt;
&lt;br /&gt;
Q: As Hadsch Hallas, how do I use my PI ability?&lt;br /&gt;
&lt;br /&gt;
A: Once you&#039;ve built your PI, the new conversion options will be available under the Convert menu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: My faction&#039;s ability isn&#039;t working!&lt;br /&gt;
&lt;br /&gt;
A: Make sure you&#039;re not confusing your passive ability with the ability granted by your Planetary Institute. If it&#039;s the PI ability, you&#039;ll need to have built your PI.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: As Nevlas, what happens to the remaining half a power when I convert?&lt;br /&gt;
&lt;br /&gt;
A: Any &amp;quot;half power&amp;quot; not used is lost. Make sure you select all desired conversions before clicking confirm.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: How do I form a second federation as Ivits?&lt;br /&gt;
&lt;br /&gt;
A: Your existing federation starts out pre-selected. Your second federation must connect to your existing federation. Don&#039;t forget that Ivits spend QICs for satellites!&lt;/div&gt;</summary>
		<author><name>Kayvon</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgaiaproject&amp;diff=15165</id>
		<title>Gamehelpgaiaproject</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgaiaproject&amp;diff=15165"/>
		<updated>2022-10-31T14:22:23Z</updated>

		<summary type="html">&lt;p&gt;Kayvon: /* Auctions for Drafting Factions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Factions ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;font-weight:bold; vertical-align:bottom;&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Faction&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Planet Type&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Ability&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Planetary Institute&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Starting Research&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Basic Income&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Terrans&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Terra&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | During the Gaia phase, move the power tokens   in your Gaia area to area II of your power cycle instead of to area I.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | During the Gaia phase, when you move   power tokens from your Gaia area to area II of your power cycle, you may gain   resources as if you were spending that much power to take free actions.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Gaia   Project&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Lantids&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Terra&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | When you take the “Build a Mine” action, you   may build a mine on a planet colonized by an opponent (including the Lost   Planet). Place your mine next to the opponent’s structure. You do not have to   pay for terraforming, but you must still pay the mine’s cost. This mine   counts as a normal mine in all ways except the following: this mine cannot be   upgraded, and it does not count for any effects that relate to how many   planet types or Gaia planets you have colonized.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | Each time you build a mine on a planet   colonized by an opponent, gain two knowledge.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Xenos&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Desert&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You place a third starting mine after all   other starting mines have been placed.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You can form federations with a total power   value of six instead of seven. You gain one Q.I.C. as income instead of one   power token.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Artificial   Intelligence&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Gleens&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Desert&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | If you would ever gain Q.I.C., gain that much   ore instead; once you have upgraded to the indicated academy, this effect no   longer applies. To make a Gaia Planet habitable, pay one ore instead of one   Q.I.C. Each time you build a mine on a Gaia Planet, gain two additional VP.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | When you upgrade to the planetary institute,   immediately gain the Gleens’ federation token (gaining the resources shown as   normal). Gaining this tile counts as forming a federation. The planetary   institute itself can still be part of a federation on the board.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Navigation&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Taklons&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Swamp&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | The Brainstone counts as one power token   (when starting a Gaia Project, building satellites, etc.), but you can spend   it as if it were three power.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | Each time you would charge power from   “Passive Action: Charge Power,” you gain one power token. You can choose to   gain the power before or after charging.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Ambas&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Swamp&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | Once per round, as an action, you can swap   your planetary institute with one of your mines on the game board (this can   help you form a new federation). This has no impact on existing federations,   even if their power value becomes less than seven. The swap does not count as   a build or upgrade action; no VP or power can be gained from it.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Navigation&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 2 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Hadsch Hallas&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Oxide&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You can spend credits instead of power to   take free actions that allow you to gain resources. Example: You can spend 3   credits to take the free action that allows you to gain one ore.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Economy&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore, 3 Credits&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Ivits&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Oxide&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | During setup, do not place mines. Instead,   after all other players have placed mines (including the Xenos’ third mine),   place your planetary institute on any red planet. You can only have one   federation, but each time the power value of your federation becomes a   multiple of 7, you may take the &amp;quot;Form A Federation&amp;quot; action again.   You must discard Q.I.C. instead of power tokens to make satellites.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | As a special action, place a space station on   an accessible space that does not contain a planet or another space station.   The accessibility of a space follows the same rules as the “Build a Mine”   action.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore, 1 QIC&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Geodens&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Volcanic&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | The first time you build a mine on each   planet type, gain 3 knowledge. (You do not gain knowledge for planet types   you colonized before upgrading to your planetary institute.)&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Terraforming&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Bal T&#039;aks&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Volcanic&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You cannot advance in the “Navigation”   research area, even if you take the tech tile below the “Navigation” research   area. If you do take that tech tile, no advancement occurs. As a free action,   you can move a Gaiaformer from a Gaiaformer space on your faction board to   your Gaia area to gain one Q.I.C. Gaiaformers in your Gaia area are not   available until the next Gaia phase. In the next Gaia phase, move any   Gaiaformer in your Gaia area back to its Gaiaformer space.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You can now advance in the “Navigation”   research area.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Gaia   Project&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Firaks&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Titanium&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | As an action, you can “downgrade” a research   lab into a trading station and immediately advance one level in a research   area of your choice. Advancing in a research area is explained on page 15.   This counts as an “Upgrade to a Trading Station” action. You can later   upgrade the trading station back into a research lab using the normal rules   (including gaining a new tech tile).&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 2   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Bescods&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Titanium&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | The positions of your planetary institute and   academies are swapped on your faction board, as is the income you gain for   trading stations and research labs. As with the other factions, upgrading to   an academy or a research lab allows you to gain a tech tile. Once per round,   as an action, you can advance your lowest-level token in a research area   (without paying knowledge). If multiple of your tokens are tied for the   lowest level, choose which of the tied tokens to advance. To advance to level   5 this way, you must still flip a federation token as normal. Remember, only   one player can reach level 5 of each research area.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | The power value of your structures on gray   planets (your home type) is increased by one (in addition to any other   effects that increase their power value).&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Nevlas&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Ice&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | As a free action, you can move one power   token from area III of your power cycle to your Gaia area to gain one   knowledge (these power tokens follow the normal Gaia phase rules). This does   not count as spending power.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You can spend power tokens in area III of   your power cycle as if they were each two power. Otherwise, they count as one   power token (when starting a Gaia Project, building satellites, etc.). When   paying for a power action with an odd power cost (1, 3, 5, etc.), the unspent   power is lost.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Science&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Itars&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Ice&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | Each time you discard a power token from area   II of your power cycle to move another power token to area III, place the   discarded power token in your Gaia area instead of returning it to the   supply.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | During the Gaia phase, you can discard 4   power tokens from your Gaia area to immediately gain a tech tile (standard or   advanced).&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore, 1 Power in Bowl I&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rules to Remember ==&lt;br /&gt;
* Starting Resources (before receiving income at the beginning of Round 1) - Credits: 15, Ore: 4, Knowledge: 3&lt;br /&gt;
* Resource Storage Limits - Credits: 30, Ore: 15, Knowledge: 15&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
# &#039;&#039;&#039;Build a Mine&#039;&#039;&#039; - This places a mine on the board, which usually give you ore as income. These mines must be at most a distance away from another building of yours equal to your navigation (the second track from the left). You must pay the cost of the mine. If it&#039;s a Gaia planet (green planets without gaiaformers on them), you must also pay one QIC. If it&#039;s some other planet type, you must pay additional ore - the exact cost is determined by your terraforming ability (the first track from the left) and the number of terraforming steps required to make the destination planet habitable for your faction.&lt;br /&gt;
# &#039;&#039;&#039;Start a Gaia Project&#039;&#039;&#039; - This allows you to transform Transdim planets (purple) into a Gaia planet. You can only do this if you have at least one available gaiaformer, which you can get as a result of the Gaia Project track (the fourth track from the left). To do this, move power tokens into the gaia section of your board. These tokens are not lost - you&#039;ll get them back as the last step of the income phase. At the start of the next round, these planets are now Gaia planets and you can build mines on them normally (without spending a QIC like you normally would to build on a Gaia Planet). The gaiaformer is removed (and sent to your faction board) only after you decide to build on these planets (they are &amp;quot;reserved&amp;quot; for you until then).&lt;br /&gt;
# &#039;&#039;&#039;Upgrade Existing Structure&#039;&#039;&#039; - Mines can be upgraded to Trading Stations, which usually produce credits - note that this has a cheaper cost if it&#039;s at most two units away from an opponent&#039;s structure. Trade Centers can be upgraded to either a Planetary Institute (which produces power and unlocks an ability specific to your faction) or Research Labs, which produce knowledge and allows you to immediately take a technology tile and advance on one of the tracks (if able, depending on your current position in the track). Research Labs can be upgraded to Academies, which also let you gain more technologies and produce either knowledge or QIC (or other resources depending on the faction).&lt;br /&gt;
# &#039;&#039;&#039;Form a Federation&#039;&#039;&#039; - This allows you to combine structures to gain more points. To do this, you need any cluster of structures whose total power level is 7 or more. This can include empty space as well, but for each empty space included this way, pay 1 power token from any bowl to create a satellite. For doing this, you gain a federation token, which gives you immediate points, some other resource bonus, and can later be spent to advance to the top position of a research track or gain advanced technology tiles.&lt;br /&gt;
# &#039;&#039;&#039;Research Progress&#039;&#039;&#039; - Spend 4 knowledge to advance on any track. The tracks are &lt;br /&gt;
##Terraforming, which improves your ability to terraform planets&lt;br /&gt;
##Navigation, which increases the range at which you can build structures &lt;br /&gt;
##Artificial Intelligence, which gives you more QIC&lt;br /&gt;
##Gaia Project, which allows you to start Gaia Projects on Transdim planets&lt;br /&gt;
##Economy, which increase your ore, credits, power charge income&lt;br /&gt;
##Science, which increases your knowledge income. &lt;br /&gt;
# &#039;&#039;&#039;Power and Q.I.C. Actions&#039;&#039;&#039; -  Spend power or QICs to take any of the actions at the bottom of the research board. Each of these can be taken only once per round.&lt;br /&gt;
# &#039;&#039;&#039;Special Actions&#039;&#039;&#039; - Use any actions printed on booster tiles or your faction board. These can be taken only once per round.&lt;br /&gt;
# &#039;&#039;&#039;Pass&#039;&#039;&#039; - Select a new booster tile. Wait until all other players have passed too.&lt;br /&gt;
# &#039;&#039;&#039;Free Actions&#039;&#039;&#039; - Resource Conversions (or burn power to move power from Bowl 2 to Bowl 3).&lt;br /&gt;
# &#039;&#039;&#039;Passive Action&#039;&#039;&#039; - Charging power. Spend VP as necessary depending on the amount of power being charged. This is optional.&lt;br /&gt;
&lt;br /&gt;
== Auctions for Drafting Factions ==&lt;br /&gt;
&lt;br /&gt;
Each player submits the maximum amount he is willing to bid for each faction that has been drafted. Once all bids are submitted, a round-robin auction is automatically conducted in turn order until each player has the top bid on one faction. During the round-robin portion, each player automatically bids on the faction with the greatest difference between the faction&#039;s current bid and that player&#039;s maximum possible bid.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A typical auction might look like this behind the scenes.&lt;br /&gt;
&lt;br /&gt;
1) The first player bids zero VP on the faction that has his highest maximum bid (i.e. the faction he wanted most)&lt;br /&gt;
&lt;br /&gt;
2) If the second player submitted the same top bid for two different factions, he&#039;ll automatically bid zero on the faction no one has picked yet. If he had placed a higher bid on the same faction as player 1, he would have increased that bid to one VP instead.&lt;br /&gt;
&lt;br /&gt;
3) The third player looks at the current bids and compares those to his maximum bid. He&#039;ll automatically bid one higher on the faction with the greatest difference between his maximum bid and the current bid of that faction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is all resolved quickly and automatically behind the scenes. It&#039;s not uncommon for players to get factions for free if no one outbids them.&lt;br /&gt;
&lt;br /&gt;
After the auction, all players are given VP so that the player that paid the most still starts with 10 VP to use during the game.&lt;br /&gt;
&lt;br /&gt;
== FAQ: General ==&lt;br /&gt;
Q: The booster tile is covering the conversions pane!&lt;br /&gt;
&lt;br /&gt;
A: Check the preferences for other options for the booster tile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: On iOS/Mac, the game is unresponsive.&lt;br /&gt;
&lt;br /&gt;
A: The rendering engine on Apple devices deals very poorly with shadows. You&#039;ll get much better performance by setting the &amp;quot;Structure outlines&amp;quot; user preference to &amp;quot;No outlines.&amp;quot; This is true regardless of which browser you&#039;re using.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: The game isn&#039;t allowing me to gain an advanced tech!&lt;br /&gt;
&lt;br /&gt;
Q: The game isn&#039;t allowing me to advance to level 5 in a research track!&lt;br /&gt;
&lt;br /&gt;
A: Both of these require a green federation tile. If you want to do both in a single action, you need two federation tiles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: Why can&#039;t I upgrade?&lt;br /&gt;
&lt;br /&gt;
A: This is usually because you lack the resources required to perform any available upgrades. Occasionally, it&#039;s because you lack the structures (because they are already on the board).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: Is there an option to undo my entire turn?&lt;br /&gt;
&lt;br /&gt;
A: The game asks you to confirm or cancel after selecting a planet for a build/upgrade action, selecting planets for a federation, selecting a research track, passing, and so on. However, the developers have decided not to add an option to [https://boardgamearena.com/doc/BGA_Undo_policy undo your entire turn].&lt;br /&gt;
&lt;br /&gt;
== FAQ: Conversions/Power ==&lt;br /&gt;
Q: Why do I only get one credit when I convert the Brainstone to credits?&lt;br /&gt;
&lt;br /&gt;
A: If you want to get more than one credit, click on that button more than one time. The game does not do this automatically in order to allow you to allocate the spent power as desired.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: Why don&#039;t I get a chance to convert resources at the end of my turn?&lt;br /&gt;
&lt;br /&gt;
Q: I should get the option to charge before or after gaining power!&lt;br /&gt;
&lt;br /&gt;
A: There are options in the pull-down menu to the right to enable this under various conditions. By default, options are selected that improve the speed of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: I have enough power to perform a power action, but it doesn&#039;t show up as available!&lt;br /&gt;
&lt;br /&gt;
A: There are two possible reasons:&lt;br /&gt;
- You&#039;re lacking something else that would be required to perform that action. For example, if you don&#039;t have a mine and enough resources to build a mine, the terraforming actions won&#039;t show as available.&lt;br /&gt;
- Someone else has taken that action this round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== FAQ: Federations ==&lt;br /&gt;
&lt;br /&gt;
Q: Why can&#039;t I form this federation?&lt;br /&gt;
&lt;br /&gt;
A: The federation rules are surprisingly intricate given the amount of space they occupy in the rulebook. See boardgamegeek.com/thread/2120375/official-federation-faq for more details.&lt;br /&gt;
&lt;br /&gt;
Xenos: note that 7 power is required if you have not built your PI.&lt;br /&gt;
&lt;br /&gt;
Bescods: note that power is only increased on titanium planets, and only after you have built your PI.&lt;br /&gt;
&lt;br /&gt;
Ivits: Your existing federation starts out pre-selected. Your second federation must connect to your existing federation. Don&#039;t forget that Ivits spend QICs for satellites!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
IMPORTANT: All bug reports regarding federations require the move number of the action and a screenshot showing which hexes are selected. Without these, it&#039;s nearly impossible to piece together exactly what&#039;s happening and when.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== FAQ: Faction-specific ==&lt;br /&gt;
&lt;br /&gt;
Q: As Hadsch Hallas, how do I use my PI ability?&lt;br /&gt;
&lt;br /&gt;
A: Once you&#039;ve built your PI, the new conversion options will be available under the Convert menu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: My faction&#039;s ability isn&#039;t working!&lt;br /&gt;
&lt;br /&gt;
A: Make sure you&#039;re not confusing your passive ability with the ability granted by your Planetary Institute. If it&#039;s the PI ability, you&#039;ll need to have built your PI.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: As Nevlas, what happens to the remaining half a power when I convert?&lt;br /&gt;
&lt;br /&gt;
A: Any &amp;quot;half power&amp;quot; not used is lost. Make sure you select all desired conversions before clicking confirm.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: How do I form a second federation as Ivits?&lt;br /&gt;
&lt;br /&gt;
A: Your existing federation starts out pre-selected. Your second federation must connect to your existing federation. Don&#039;t forget that Ivits spend QICs for satellites!&lt;/div&gt;</summary>
		<author><name>Kayvon</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgaiaproject&amp;diff=15164</id>
		<title>Gamehelpgaiaproject</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgaiaproject&amp;diff=15164"/>
		<updated>2022-10-31T14:21:03Z</updated>

		<summary type="html">&lt;p&gt;Kayvon: /* Auctions for Drafting Factions */ Clarifications&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Factions ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;font-weight:bold; vertical-align:bottom;&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Faction&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Planet Type&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Ability&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Planetary Institute&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Starting Research&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Basic Income&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Terrans&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Terra&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | During the Gaia phase, move the power tokens   in your Gaia area to area II of your power cycle instead of to area I.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | During the Gaia phase, when you move   power tokens from your Gaia area to area II of your power cycle, you may gain   resources as if you were spending that much power to take free actions.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Gaia   Project&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Lantids&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Terra&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | When you take the “Build a Mine” action, you   may build a mine on a planet colonized by an opponent (including the Lost   Planet). Place your mine next to the opponent’s structure. You do not have to   pay for terraforming, but you must still pay the mine’s cost. This mine   counts as a normal mine in all ways except the following: this mine cannot be   upgraded, and it does not count for any effects that relate to how many   planet types or Gaia planets you have colonized.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | Each time you build a mine on a planet   colonized by an opponent, gain two knowledge.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Xenos&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Desert&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You place a third starting mine after all   other starting mines have been placed.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You can form federations with a total power   value of six instead of seven. You gain one Q.I.C. as income instead of one   power token.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Artificial   Intelligence&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Gleens&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Desert&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | If you would ever gain Q.I.C., gain that much   ore instead; once you have upgraded to the indicated academy, this effect no   longer applies. To make a Gaia Planet habitable, pay one ore instead of one   Q.I.C. Each time you build a mine on a Gaia Planet, gain two additional VP.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | When you upgrade to the planetary institute,   immediately gain the Gleens’ federation token (gaining the resources shown as   normal). Gaining this tile counts as forming a federation. The planetary   institute itself can still be part of a federation on the board.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Navigation&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Taklons&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Swamp&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | The Brainstone counts as one power token   (when starting a Gaia Project, building satellites, etc.), but you can spend   it as if it were three power.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | Each time you would charge power from   “Passive Action: Charge Power,” you gain one power token. You can choose to   gain the power before or after charging.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Ambas&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Swamp&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | Once per round, as an action, you can swap   your planetary institute with one of your mines on the game board (this can   help you form a new federation). This has no impact on existing federations,   even if their power value becomes less than seven. The swap does not count as   a build or upgrade action; no VP or power can be gained from it.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Navigation&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 2 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Hadsch Hallas&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Oxide&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You can spend credits instead of power to   take free actions that allow you to gain resources. Example: You can spend 3   credits to take the free action that allows you to gain one ore.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Economy&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore, 3 Credits&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Ivits&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Oxide&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | During setup, do not place mines. Instead,   after all other players have placed mines (including the Xenos’ third mine),   place your planetary institute on any red planet. You can only have one   federation, but each time the power value of your federation becomes a   multiple of 7, you may take the &amp;quot;Form A Federation&amp;quot; action again.   You must discard Q.I.C. instead of power tokens to make satellites.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | As a special action, place a space station on   an accessible space that does not contain a planet or another space station.   The accessibility of a space follows the same rules as the “Build a Mine”   action.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore, 1 QIC&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Geodens&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Volcanic&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | The first time you build a mine on each   planet type, gain 3 knowledge. (You do not gain knowledge for planet types   you colonized before upgrading to your planetary institute.)&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Terraforming&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Bal T&#039;aks&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Volcanic&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You cannot advance in the “Navigation”   research area, even if you take the tech tile below the “Navigation” research   area. If you do take that tech tile, no advancement occurs. As a free action,   you can move a Gaiaformer from a Gaiaformer space on your faction board to   your Gaia area to gain one Q.I.C. Gaiaformers in your Gaia area are not   available until the next Gaia phase. In the next Gaia phase, move any   Gaiaformer in your Gaia area back to its Gaiaformer space.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You can now advance in the “Navigation”   research area.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Gaia   Project&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Firaks&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Titanium&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | As an action, you can “downgrade” a research   lab into a trading station and immediately advance one level in a research   area of your choice. Advancing in a research area is explained on page 15.   This counts as an “Upgrade to a Trading Station” action. You can later   upgrade the trading station back into a research lab using the normal rules   (including gaining a new tech tile).&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 2   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Bescods&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Titanium&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | The positions of your planetary institute and   academies are swapped on your faction board, as is the income you gain for   trading stations and research labs. As with the other factions, upgrading to   an academy or a research lab allows you to gain a tech tile. Once per round,   as an action, you can advance your lowest-level token in a research area   (without paying knowledge). If multiple of your tokens are tied for the   lowest level, choose which of the tied tokens to advance. To advance to level   5 this way, you must still flip a federation token as normal. Remember, only   one player can reach level 5 of each research area.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | The power value of your structures on gray   planets (your home type) is increased by one (in addition to any other   effects that increase their power value).&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Nevlas&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Ice&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | As a free action, you can move one power   token from area III of your power cycle to your Gaia area to gain one   knowledge (these power tokens follow the normal Gaia phase rules). This does   not count as spending power.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You can spend power tokens in area III of   your power cycle as if they were each two power. Otherwise, they count as one   power token (when starting a Gaia Project, building satellites, etc.). When   paying for a power action with an odd power cost (1, 3, 5, etc.), the unspent   power is lost.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Science&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Itars&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Ice&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | Each time you discard a power token from area   II of your power cycle to move another power token to area III, place the   discarded power token in your Gaia area instead of returning it to the   supply.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | During the Gaia phase, you can discard 4   power tokens from your Gaia area to immediately gain a tech tile (standard or   advanced).&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore, 1 Power in Bowl I&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rules to Remember ==&lt;br /&gt;
* Starting Resources (before receiving income at the beginning of Round 1) - Credits: 15, Ore: 4, Knowledge: 3&lt;br /&gt;
* Resource Storage Limits - Credits: 30, Ore: 15, Knowledge: 15&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
# &#039;&#039;&#039;Build a Mine&#039;&#039;&#039; - This places a mine on the board, which usually give you ore as income. These mines must be at most a distance away from another building of yours equal to your navigation (the second track from the left). You must pay the cost of the mine. If it&#039;s a Gaia planet (green planets without gaiaformers on them), you must also pay one QIC. If it&#039;s some other planet type, you must pay additional ore - the exact cost is determined by your terraforming ability (the first track from the left) and the number of terraforming steps required to make the destination planet habitable for your faction.&lt;br /&gt;
# &#039;&#039;&#039;Start a Gaia Project&#039;&#039;&#039; - This allows you to transform Transdim planets (purple) into a Gaia planet. You can only do this if you have at least one available gaiaformer, which you can get as a result of the Gaia Project track (the fourth track from the left). To do this, move power tokens into the gaia section of your board. These tokens are not lost - you&#039;ll get them back as the last step of the income phase. At the start of the next round, these planets are now Gaia planets and you can build mines on them normally (without spending a QIC like you normally would to build on a Gaia Planet). The gaiaformer is removed (and sent to your faction board) only after you decide to build on these planets (they are &amp;quot;reserved&amp;quot; for you until then).&lt;br /&gt;
# &#039;&#039;&#039;Upgrade Existing Structure&#039;&#039;&#039; - Mines can be upgraded to Trading Stations, which usually produce credits - note that this has a cheaper cost if it&#039;s at most two units away from an opponent&#039;s structure. Trade Centers can be upgraded to either a Planetary Institute (which produces power and unlocks an ability specific to your faction) or Research Labs, which produce knowledge and allows you to immediately take a technology tile and advance on one of the tracks (if able, depending on your current position in the track). Research Labs can be upgraded to Academies, which also let you gain more technologies and produce either knowledge or QIC (or other resources depending on the faction).&lt;br /&gt;
# &#039;&#039;&#039;Form a Federation&#039;&#039;&#039; - This allows you to combine structures to gain more points. To do this, you need any cluster of structures whose total power level is 7 or more. This can include empty space as well, but for each empty space included this way, pay 1 power token from any bowl to create a satellite. For doing this, you gain a federation token, which gives you immediate points, some other resource bonus, and can later be spent to advance to the top position of a research track or gain advanced technology tiles.&lt;br /&gt;
# &#039;&#039;&#039;Research Progress&#039;&#039;&#039; - Spend 4 knowledge to advance on any track. The tracks are &lt;br /&gt;
##Terraforming, which improves your ability to terraform planets&lt;br /&gt;
##Navigation, which increases the range at which you can build structures &lt;br /&gt;
##Artificial Intelligence, which gives you more QIC&lt;br /&gt;
##Gaia Project, which allows you to start Gaia Projects on Transdim planets&lt;br /&gt;
##Economy, which increase your ore, credits, power charge income&lt;br /&gt;
##Science, which increases your knowledge income. &lt;br /&gt;
# &#039;&#039;&#039;Power and Q.I.C. Actions&#039;&#039;&#039; -  Spend power or QICs to take any of the actions at the bottom of the research board. Each of these can be taken only once per round.&lt;br /&gt;
# &#039;&#039;&#039;Special Actions&#039;&#039;&#039; - Use any actions printed on booster tiles or your faction board. These can be taken only once per round.&lt;br /&gt;
# &#039;&#039;&#039;Pass&#039;&#039;&#039; - Select a new booster tile. Wait until all other players have passed too.&lt;br /&gt;
# &#039;&#039;&#039;Free Actions&#039;&#039;&#039; - Resource Conversions (or burn power to move power from Bowl 2 to Bowl 3).&lt;br /&gt;
# &#039;&#039;&#039;Passive Action&#039;&#039;&#039; - Charging power. Spend VP as necessary depending on the amount of power being charged. This is optional.&lt;br /&gt;
&lt;br /&gt;
== Auctions for Drafting Factions ==&lt;br /&gt;
&lt;br /&gt;
Each player submits the maximum&amp;lt; amount he is willing to bid for each faction that has been drafted. Once all bids are submitted, a round-robin auction is automatically conducted in turn order until each player has the top bid on one faction. Each player automatically bids on the faction with the greatest difference between the faction&#039;s current bid and that player&#039;s maximum possible bid.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A typical auction might look like this behind the scenes.&lt;br /&gt;
&lt;br /&gt;
1) The first player bids zero VP on the faction that has his highest maximum bid (i.e. the faction he wanted most)&lt;br /&gt;
&lt;br /&gt;
2) If the second player submitted the same top bid for two different factions, he&#039;ll automatically bid zero on the faction no one has picked yet. If he had placed a higher bid on the same faction as player 1, he would have increased that bid to one VP instead.&lt;br /&gt;
&lt;br /&gt;
3) The third player looks at the current bids and compares those to his maximum bid. He&#039;ll automatically bid one higher on the faction with the greatest difference between his maximum bid and the current bid of that faction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is all resolved quickly and automatically behind the scenes. It&#039;s not uncommon for players to get factions for free if no one outbids them.&lt;br /&gt;
&lt;br /&gt;
After the auction, all players are given VP so that the player that paid the most still starts with 10 VP to use during the game.&lt;br /&gt;
&lt;br /&gt;
== FAQ: General ==&lt;br /&gt;
Q: The booster tile is covering the conversions pane!&lt;br /&gt;
&lt;br /&gt;
A: Check the preferences for other options for the booster tile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: On iOS/Mac, the game is unresponsive.&lt;br /&gt;
&lt;br /&gt;
A: The rendering engine on Apple devices deals very poorly with shadows. You&#039;ll get much better performance by setting the &amp;quot;Structure outlines&amp;quot; user preference to &amp;quot;No outlines.&amp;quot; This is true regardless of which browser you&#039;re using.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: The game isn&#039;t allowing me to gain an advanced tech!&lt;br /&gt;
&lt;br /&gt;
Q: The game isn&#039;t allowing me to advance to level 5 in a research track!&lt;br /&gt;
&lt;br /&gt;
A: Both of these require a green federation tile. If you want to do both in a single action, you need two federation tiles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: Why can&#039;t I upgrade?&lt;br /&gt;
&lt;br /&gt;
A: This is usually because you lack the resources required to perform any available upgrades. Occasionally, it&#039;s because you lack the structures (because they are already on the board).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: Is there an option to undo my entire turn?&lt;br /&gt;
&lt;br /&gt;
A: The game asks you to confirm or cancel after selecting a planet for a build/upgrade action, selecting planets for a federation, selecting a research track, passing, and so on. However, the developers have decided not to add an option to [https://boardgamearena.com/doc/BGA_Undo_policy undo your entire turn].&lt;br /&gt;
&lt;br /&gt;
== FAQ: Conversions/Power ==&lt;br /&gt;
Q: Why do I only get one credit when I convert the Brainstone to credits?&lt;br /&gt;
&lt;br /&gt;
A: If you want to get more than one credit, click on that button more than one time. The game does not do this automatically in order to allow you to allocate the spent power as desired.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: Why don&#039;t I get a chance to convert resources at the end of my turn?&lt;br /&gt;
&lt;br /&gt;
Q: I should get the option to charge before or after gaining power!&lt;br /&gt;
&lt;br /&gt;
A: There are options in the pull-down menu to the right to enable this under various conditions. By default, options are selected that improve the speed of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: I have enough power to perform a power action, but it doesn&#039;t show up as available!&lt;br /&gt;
&lt;br /&gt;
A: There are two possible reasons:&lt;br /&gt;
- You&#039;re lacking something else that would be required to perform that action. For example, if you don&#039;t have a mine and enough resources to build a mine, the terraforming actions won&#039;t show as available.&lt;br /&gt;
- Someone else has taken that action this round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== FAQ: Federations ==&lt;br /&gt;
&lt;br /&gt;
Q: Why can&#039;t I form this federation?&lt;br /&gt;
&lt;br /&gt;
A: The federation rules are surprisingly intricate given the amount of space they occupy in the rulebook. See boardgamegeek.com/thread/2120375/official-federation-faq for more details.&lt;br /&gt;
&lt;br /&gt;
Xenos: note that 7 power is required if you have not built your PI.&lt;br /&gt;
&lt;br /&gt;
Bescods: note that power is only increased on titanium planets, and only after you have built your PI.&lt;br /&gt;
&lt;br /&gt;
Ivits: Your existing federation starts out pre-selected. Your second federation must connect to your existing federation. Don&#039;t forget that Ivits spend QICs for satellites!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
IMPORTANT: All bug reports regarding federations require the move number of the action and a screenshot showing which hexes are selected. Without these, it&#039;s nearly impossible to piece together exactly what&#039;s happening and when.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== FAQ: Faction-specific ==&lt;br /&gt;
&lt;br /&gt;
Q: As Hadsch Hallas, how do I use my PI ability?&lt;br /&gt;
&lt;br /&gt;
A: Once you&#039;ve built your PI, the new conversion options will be available under the Convert menu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: My faction&#039;s ability isn&#039;t working!&lt;br /&gt;
&lt;br /&gt;
A: Make sure you&#039;re not confusing your passive ability with the ability granted by your Planetary Institute. If it&#039;s the PI ability, you&#039;ll need to have built your PI.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: As Nevlas, what happens to the remaining half a power when I convert?&lt;br /&gt;
&lt;br /&gt;
A: Any &amp;quot;half power&amp;quot; not used is lost. Make sure you select all desired conversions before clicking confirm.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: How do I form a second federation as Ivits?&lt;br /&gt;
&lt;br /&gt;
A: Your existing federation starts out pre-selected. Your second federation must connect to your existing federation. Don&#039;t forget that Ivits spend QICs for satellites!&lt;/div&gt;</summary>
		<author><name>Kayvon</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpspaceempires&amp;diff=14892</id>
		<title>Gamehelpspaceempires</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpspaceempires&amp;diff=14892"/>
		<updated>2022-10-02T17:10:13Z</updated>

		<summary type="html">&lt;p&gt;Kayvon: /* Retreat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Discuss this game in the [https://boardgamearena.com/group?id=10418422 Space Empires Group].&lt;br /&gt;
&lt;br /&gt;
If you encounter any bugs, please [https://boardgamearena.com/bugs?game=1488 fill out a bug report here]!&lt;br /&gt;
&lt;br /&gt;
= Space Empires 4X =&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&#039;&#039;&#039;Space Empires 4X&#039;&#039;&#039; is a game in the 4X empire-building genre (&#039;&#039;eXplore, eXpand, eXploit, eXterminate&#039;&#039;) for one to four players. Eliminating your opponent&#039;s Homeworld wins you the game. Beginners should start with the Basic Rules. The galaxy game board is made up of hexes and your pieces are square counters (aka chits or tokens). All dice rolls in the game are done with a 10-sided die and &amp;quot;0&amp;quot; equals 10.&lt;br /&gt;
&lt;br /&gt;
== Game Start ==&lt;br /&gt;
Choose the hex in your Home System where you&#039;d like your Homeworld to be located.&lt;br /&gt;
Once all players have made their choice, the galaxy populates with random hidden counters (square tokens) and your Homeworld will appear with the following units:&lt;br /&gt;
* Shipyard&lt;br /&gt;
* Miner&lt;br /&gt;
* Scouts (x3)&lt;br /&gt;
* Colony Ships (x3)&lt;br /&gt;
&lt;br /&gt;
== Sequence of Play ==&lt;br /&gt;
Space Empires 4X is played with 3 normal turns followed by an Economic Phase and then repeated. &lt;br /&gt;
On turn one, a die is rolled to determine first player. In future turns, first player is determined through bidding in the Economic Phase.&lt;br /&gt;
&lt;br /&gt;
# Determine player order&lt;br /&gt;
# Turn One:&lt;br /&gt;
#* Player 1&lt;br /&gt;
## Movement&lt;br /&gt;
## Combat&lt;br /&gt;
## Exploration&lt;br /&gt;
#* Players 2-4: Same as Player 1&lt;br /&gt;
# Turn Two: Same as Turn One&lt;br /&gt;
# Turn Three: Same as Turn One&lt;br /&gt;
# Economic Phase: All players conduct this phase simultaneously.&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
Your units can move into adjacent hexes based on your Movement Technology Level, which starts at 1 hex. During your Move phase you can move one, some, all, or none of your units. When you develop your Movement Technology and Upgrade your ship(s) you are able to move additional hex spaces:&lt;br /&gt;
* Level 2: Ships move 1 space in turns 1-2 and then 2 spaces in turn 3.&lt;br /&gt;
* Level 3: Ships move 1 space in turn 1 and then 2 spaces in turns 2-3.&lt;br /&gt;
* Level 4: Ships move 2 spaces in all turns.&lt;br /&gt;
* Level 5: Ships move 2 spaces in turns 1-2 and then 3 spaces in turn 3.&lt;br /&gt;
* Level 6: Ships move 2 spaces in turn 1 and then 2 spaces in turns 2-3.&lt;br /&gt;
* Level 7: Ships move 3 spaces in all turns.&lt;br /&gt;
Mining Ships, Colony Ships, MS Pipelines, and Mines only ever move 1 space per turn.&lt;br /&gt;
Bases and Ship Yards do not move.&lt;br /&gt;
&lt;br /&gt;
=== Movement Restrictions ===&lt;br /&gt;
Units may not enter a hex with a face-down (unexplored) System marker, a Nebula, or Asteroids, unless it starts its turn adjacent to it. Entering a hex with any of these markers ends that unit’s movement, regardless of its Movement Technology Level.&lt;br /&gt;
&lt;br /&gt;
Moving a unit without Attack Strength (ie: Miners, Colony Ships, or Decoys) into a hex with a face-down (unexplored) System marker, enemy unit, or enemy colony is not allowed &#039;&#039;unless&#039;&#039; a combat capable ship has also entered that hex.&lt;br /&gt;
&lt;br /&gt;
=== Enemy Occupied Hexes ===&lt;br /&gt;
If you enter a hex occupied by a combat-capable enemy unit you &#039;&#039;&#039;must&#039;&#039;&#039; stop movement and attack during the Combat phase. If the hex is occupied by enemy units without combat capability, they are immediately destroyed and do not impede movement. You may ignore an enemy Colony and move through the planet or you may stop and attack it during Combat phase.&lt;br /&gt;
&lt;br /&gt;
=== Planets and Colonization ===&lt;br /&gt;
Planets without Colonies do not affect your movement and may be Colonized by a Colony Ship. If a Colony is destroyed the planet may be re-colonized.&lt;br /&gt;
&lt;br /&gt;
==== Initiating Colonization ====&lt;br /&gt;
Move your Colony Ship onto the Planet and Colonize it. Your crew will dismantle the Colony Ship to start your new Colony. Your Colonies grow during future Economic Phases, from 1 CP, to 3 CP, to 5 CP maximum.&lt;br /&gt;
&lt;br /&gt;
==== Colonizing Barren Planets ====&lt;br /&gt;
You may encounter Barren (monochrome colored) planets while scouting. If you have developed Terra-forming Technology you can Colonize it just like a habitable planet. Once Colonized, it performs just like any other planet. If the Colony is destroyed, however, it will revert to a Barren Planet.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
The Combat Phase occurs whenever two enemy units occupy the same System (hex). The player that moved into the occupied System is the Attacker. If there is more than one battle, the Attacker will choose the order. During Combat both attacker and defender will fire, often multiple times, until only one player remains in the System. Combat may last any number of rounds.&lt;br /&gt;
&lt;br /&gt;
=== Combat Procedure ===&lt;br /&gt;
The Combat Phase window appears with opposing ships organized along battles lines and Class level (A through E). Any Decoy units are destroyed at start of Combat.&lt;br /&gt;
&lt;br /&gt;
==== Combat Screening ====&lt;br /&gt;
A player with a greater number of Combat capable ships than their opponent may optionally choose to Screen ships from Combat (up to the difference in ship count). Screened ships may not fire or be fired upon for that Combat round and they may Retreat on their turn. Screened ships can be changed each Combat round. Non-combat ships are automatically Screened.&lt;br /&gt;
&lt;br /&gt;
==== Fleet Size Bonus ====&lt;br /&gt;
At the start of each Combat round, if your fleet is twice as large as your opponent, your firing units receive +1 Attack bonus. Mines do not count towards Fleet Size.&lt;br /&gt;
&lt;br /&gt;
==== Resolve Combat ====&lt;br /&gt;
Starting with your A Class units, and proceeding down through every Class, each ship has the opportunity to fire one time. A ship can be a target more than once. After the first round of Combat any firing unit may instead choose to Retreat.&lt;br /&gt;
&lt;br /&gt;
=== Firing Order ===&lt;br /&gt;
Combat is not simultaneous. A Class fires before B, B fires before C, etc. If Combat units have equal Class, the units with higher Tactics technology fire first. If Combat units have equal Class and Tactics, the defender fires first.&lt;br /&gt;
&lt;br /&gt;
If Combat occurs in a System (hex) occupied by Asteroids or Nebulae then all ships are affected and considered Class E no matter what their original Class.&lt;br /&gt;
&lt;br /&gt;
=== Who May Fire ===&lt;br /&gt;
A unit (ship) with Attack Strength may fire at any opposing unit unless Screened. Ships in the same Group each fire and may choose unique targets.&lt;br /&gt;
&lt;br /&gt;
=== Non-Combat Units ===&lt;br /&gt;
Colony Ships, Mining Ships, and MS Pipelines have no Combat ability and will be destroyed if caught alone or if all other Combat capable units are destroyed or retreat. They may not retreat. Colonies (planets) have no Combat abilities but are not automatically destroyed.&lt;br /&gt;
&lt;br /&gt;
=== Fire Resolution ===&lt;br /&gt;
Select your Attacking unit and your target. Your Attack Strength is the sum of your unit&#039;s Attack Strength plus its Attack Technology Level. Add a +1 bonus if Fleet Size Bonus is in effect. Your target&#039;s Defense is the sum of its Defense Strength plus its Defense Technology Level and this result is subtracted from your Attack Strength to determine your &amp;quot;To Hit&amp;quot; number. A die is rolled for each attacking ship and must be equal or less than the &amp;quot;To Hit&amp;quot; number to succeed. A die roll of 1 will always hit. &lt;br /&gt;
&lt;br /&gt;
=== Recording Hits ===&lt;br /&gt;
Damage is cumulative through Combat and once a ship&#039;s damage equals its Hull Size, it is destroyed. Ships in a group may only be targeted one at a time. Hits to a ship do not affect abilities or performance in any way. &lt;br /&gt;
&lt;br /&gt;
At the conclusion of Combat, any surviving ships will send their crews into repair mode and all damage will be removed.&lt;br /&gt;
&lt;br /&gt;
=== Special Conditions ===&lt;br /&gt;
; Asteroids&lt;br /&gt;
: When Combat occurs in a System with Asteroids, all ships are considered Class E and their Attack Technology Level is considered to be zero. Attack Strength is not affected. Fire order depends on Tactics.&lt;br /&gt;
; Nebula&lt;br /&gt;
: When Combat occurs in a System with a Nebula, all ships are considered Class E and their Defense Technology Level is considered to be zero. Defense Strength is not affected. Fire order depends on Tactics.&lt;br /&gt;
&lt;br /&gt;
=== Retreat ===&lt;br /&gt;
After the first round of Combat, any Combat capable ship may instead choose to Retreat to an adjacent System (hex) which is the same distance, or less, from one of its colonies. That System must not contain enemy units or be an unexplored System. If there is no legal retreat System available, Retreat is not possible. Bases and Ship Yards cannot retreat, nor can Colony Ships, Mining Ships, or MS Pipelines as they are too slow.&lt;br /&gt;
Be warned that this rule can lead to seemingly counter-intuitive retreats, which are perfectly legal: an enemy fleet CAN retreat towards one of your colonies if that square is at least the same distance from one of the retreating party&#039;s colonies. To stop this you may try to surround embattled hexes with weak or even non-military units (such as decoys, miners or scouts) which will prevent enemy forces retreating into their square.&lt;br /&gt;
This discussion thread may be helpful: https://boardgamegeek.com/thread/2862734/whats-your-opinion-retreat-rule&lt;br /&gt;
&lt;br /&gt;
=== Colonies and Combat ===&lt;br /&gt;
Once all ships in a System have been destroyed or Retreated, you may attack an enemy Colony or Homeworld. Each of your ships may fire once and the Colony cannot fire back (it has no Defense Strength or Defense Technology). The attacking ship&#039;s Attack Strength and Attack Technology are used to determine success at firing. &lt;br /&gt;
&lt;br /&gt;
A hit will reduce the Colony one step (ie: 2), so a Colony with 5 CP is reduced to 3 CP, 3 CP is reduced to 1 CP, and 1 CP is destroyed if hit. A newly colonized Planet with a grounded Colony Ship on it also only requires one hit to destroy. The empty Planet may be colonized again in the future. Damaged Colonies function normally and will grow again in the next Economic Phase.&lt;br /&gt;
&lt;br /&gt;
A hit will reduce a Homeworld one step (ie: 5), so a Homeworld with 20 CP is reduced to 15 CP, 15 CP is reduced to 10 CP, 10 CP to 5 CP, and 5 CP is destroyed if hit.&lt;br /&gt;
&lt;br /&gt;
=== Post Combat ===&lt;br /&gt;
Ships revealed in Combat will stay face-up and can be examined by other players until they return to one of their Colonies where they can flip face-down again.&lt;br /&gt;
&lt;br /&gt;
== Exploration ==&lt;br /&gt;
At the start of the game all Systems (hexes) are unexplored, except for the players&#039; Homeworlds. If a unit (ship) lands on an unexplored space it &#039;&#039;&#039;must&#039;&#039;&#039; explore that system and apply any effects immediately.&lt;br /&gt;
&lt;br /&gt;
=== Planets, Nebulae, Asteroids ===&lt;br /&gt;
* Planets: Can be Colonized&lt;br /&gt;
* Nebulae &amp;amp; Asteroids: Affect Movement and Combat&lt;br /&gt;
&lt;br /&gt;
=== Minerals === &lt;br /&gt;
Mineral counters represent valuable resources. They do not affect Movement or Combat and cannot be voluntarily destroyed. Minerals can be towed away to one of your Colonies or your Homeworld by a Mining ship. Each Mining Ship can tow one Mineral counter. There is no cost to pick up or deposit Minerals. You may deposit more than one Mineral per Colony/Homeworld. During the Economic Phase they generate the amount of CP printed on the counter.&lt;br /&gt;
&lt;br /&gt;
If a Mining Ship is destroyed while towing a Mineral, the Mineral is also destroyed. If a Colony with Minerals is destroyed before the Economic Phase, the Mineral is also destroyed.&lt;br /&gt;
&lt;br /&gt;
=== Black Holes ===&lt;br /&gt;
Discovery of a Black Hole in a hex requires units to stop and make a roll to determine survival. Each unit must roll so observant enemies will see how many ships entered the System. A roll of 1-6 and the unit survives, 7-10 means the unit is destroyed. Surviving units may continue any remaining Movement. Black Holes remain for the entire game.&lt;br /&gt;
&lt;br /&gt;
=== Danger! ===&lt;br /&gt;
Space is full of danger. When this counter is discovered, all units there are destroyed. The hex remains empty in the future.&lt;br /&gt;
&lt;br /&gt;
=== Super Nova ===&lt;br /&gt;
Super Novas dominate an entire sector. If a unit moving into a hex discovered a Super Nova, they must return to the hex they came from. Units may not move or retreat into a Super Nova. Super Novas remain for the entire game.&lt;br /&gt;
&lt;br /&gt;
=== Lost in Space ===&lt;br /&gt;
When this counter is discovered by your unit(s), the player to your right shifts your unit(s) 1 hex in any direction. If that hex contains an unexplored system it must be explored. If it contains an enemy you must enter Combat. After leaving the Lost in Space hex, the counter is removed and the hex remains empty for the rest of the game.&lt;br /&gt;
&lt;br /&gt;
=== Space Wreck ===&lt;br /&gt;
A Space Wreck can be picked up and deposited just like a Mineral. It will provide a free Technology upgrade instead of CP. To determine which Technology, roll a die and consult the list:&lt;br /&gt;
* 1-2: Ship Size upgrade&lt;br /&gt;
* 3-4: Attack upgrade&lt;br /&gt;
* 5-6: Defense upgrade&lt;br /&gt;
* 7: Tactics upgrade&lt;br /&gt;
* 8-9: Move upgrade&lt;br /&gt;
*10: Ship Yard upgrade&lt;br /&gt;
If the Technology Level is already at maximum the free upgrade is wasted.&lt;br /&gt;
&lt;br /&gt;
== Economic Phase ==&lt;br /&gt;
During the Economic Phase you will see the amount of CP (Colonization Points) generated by your Homeworld/Colonies* and any Minerals you have deposited. You will also have a negative number, which is the cost to keep your fleet Maintained and is equal to your collective Hull Sizes (see below). You may also optionally bid any number of CP to win the choice of player order for the next 3 turns. If nobody bids or there is a tie, the current first player retains the position in first. The remaining CP balance can be spent on Technology Level upgrades and/or you can click on any of your Colonized Planets or Homeworld to see which ship units can be built there. Unspent CP can be carried forward to the next Economic Phase but never more than 30 CP.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;* Colonies occupied by an enemy unit with Attack Strength are in &#039;&#039;&#039;Blockade&#039;&#039;&#039; and do not generate CP or Mineral income (they can still Grow, however).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Maintenance Costs ===&lt;br /&gt;
Each ship&#039;s Hull Size is equal to its maintenance cost. Bases, Colonies, Colony Ships, Ship Yards, and Mining Ships do not have a Maintenance Cost.&lt;br /&gt;
&lt;br /&gt;
=== Purchase Units and Technology ===&lt;br /&gt;
Costs for Units and Technology are printed on the Ship Technology Chart and Research Chart. At the start of the game you may only build Scouts, Mining Ships, Colony Ships, Ship Yards, and Decoys. You may build other ships when you advance your Technology Levels.&lt;br /&gt;
&lt;br /&gt;
==== Ship Technology Level ====&lt;br /&gt;
Building a new unit (Ship) automatically builds it at your current Technology Level. You can purchase a Technology Level and a spaceship in the same Economic Phase and it will have the latest tech. Ships already in play, however, are not automatically upgraded (unless playing with Basic Rules options that provide Instant Upgrades).&lt;br /&gt;
&lt;br /&gt;
===== Purchase Limits =====&lt;br /&gt;
You may not build ships if all counters of that ship type are already in play (unless you Scuttle ships to reuse the counter).&lt;br /&gt;
&lt;br /&gt;
== Technology ==&lt;br /&gt;
Besides ships, you can spend your CPs on Technology Level upgrades. Refer to the Research Chart for each level&#039;s cost. Each Technology must be purchased in level order (no skipping over levels) and only one level of each tech may be purchased per Economic Phase.&lt;br /&gt;
&lt;br /&gt;
=== Attack and Defense Technology ===&lt;br /&gt;
Improve your unit Combat abilities with these two techs. Note that your unit Hull Size limits your Attack and Defense levels to the same amount, never more. This is the only limit on technologies.&lt;br /&gt;
&lt;br /&gt;
=== Tactics Technology ===&lt;br /&gt;
Units/Groups that have a higher Tactics level will fire first in Combat.&lt;br /&gt;
&lt;br /&gt;
=== Ship Size Technology ===&lt;br /&gt;
In order to build larger and more powerful ships, you need to increase your Ship Size technology. You may use this new tech in the same Economic Turn it was purchased.&lt;br /&gt;
&lt;br /&gt;
=== Movement Technology ===&lt;br /&gt;
This dictates how fast (far) your ship may move.&lt;br /&gt;
&lt;br /&gt;
=== Ship Yard Technology ===&lt;br /&gt;
You start with a Ship Yard capable of building ships with a Hull Size of 1. Level 2 grants 1.5 Hull Size and Level 3 grants 2 Hull Size ships. Combine multiple Ship Yards on a Colony to build even larger ships.&lt;br /&gt;
&lt;br /&gt;
=== Terraforming Technology ===&lt;br /&gt;
Once purchased, your Colony Ships can Terraform Barren Planets. Colony Ships built prior to upgrade do not have Terraform.&lt;br /&gt;
&lt;br /&gt;
=== Exploration Technology ===&lt;br /&gt;
This tech provides your Cruiser Ships with advanced sensors which allow you to peek at &#039;&#039;one&#039;&#039; adjacent unexplored (face down) counter prior to moving. Once seen, you choose to reveal or leave it face down. If revealed and the counter has any immediate effect, it is discarded and any negative effects do not affect your Cruiser. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE: This means that a Cruiser equipped with Exploration Technology can explore 2 hexes each turn (one with its Exploration Technology and one by moving into the hex).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Playing Pieces ==&lt;br /&gt;
&lt;br /&gt;
=== System Markers ===&lt;br /&gt;
Your Home System will contain randomly-placed face-down square counters. Each player&#039;s color (red, blue, green, or yellow) will show as an outline on the square counters within their System. The white-outlined counters between players&#039; Systems are &amp;quot;Deep Space&amp;quot; territory.&lt;br /&gt;
&lt;br /&gt;
=== Homeworld ===&lt;br /&gt;
Each player has one Homeworld, representing their starting planet/solar system from which they explore the galaxy. Each Homeworld produces 20 CPs (Construction Points). If your Homeworld is defeated by an enemy, you lose the game.&lt;br /&gt;
&lt;br /&gt;
=== Planets ===&lt;br /&gt;
Planets have no function until Colonized. Some planets are Barren and cannot be Colonized until Terra-formed. Habitable planets have a color matching the player Home System.&lt;br /&gt;
&lt;br /&gt;
=== Colony ===&lt;br /&gt;
A Planet that has been Colonized. Once populated, a Colony can grow from 1 CP, to 3 CP, to the maximum of 5 CP.&lt;br /&gt;
&lt;br /&gt;
=== Group ===&lt;br /&gt;
Your spaceships of the same type and Technology Level. Each spaceship Group can contain 1-6 units, which is hidden from the enemy until engaged in Combat. The backside of the counter only displays a ship, while the front contains all the details, including: Type, Class, Attack Strength, Defense Strength, Hull Size, and Group Number.&lt;br /&gt;
&lt;br /&gt;
Miners, Colony Ships, and MS Pipelines* are always single ships.&lt;br /&gt;
&lt;br /&gt;
==== Type ====&lt;br /&gt;
The upper left corner contains the ship type followed by the group ID number.&lt;br /&gt;
* BB: Battleships&lt;br /&gt;
* BC: Battle Cruisers&lt;br /&gt;
* CA: Cruisers&lt;br /&gt;
* CV: Carriers*&lt;br /&gt;
* DD: Destroyers&lt;br /&gt;
* DN: Dreadnaughts&lt;br /&gt;
* F: Fighters*&lt;br /&gt;
* R: Raiders*&lt;br /&gt;
* SC: Scouts&lt;br /&gt;
* SW: Minesweepers*&lt;br /&gt;
* SY: Ship Yards&lt;br /&gt;
&#039;&#039;* denotes Advanced Rules ship types&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Class ====&lt;br /&gt;
This letter determines which ship fires first in Combat (A goes before B).&lt;br /&gt;
&lt;br /&gt;
==== Attack Strength - Defense Strength ====&lt;br /&gt;
The lower left corner contains two numbers with a dash between them. The first is your Attack Strength, which is the number you need to score a hit (a 4 means you must roll a 4 or less). The second number is your Defense Strength, which modifies the attacker&#039;s die roll, making it harder to hit your ship(s).&lt;br /&gt;
&lt;br /&gt;
==== Hull Size ====&lt;br /&gt;
The number in the lower right with an &amp;quot;x&amp;quot; is your unit Hull Size and indicates how many hits a ship in the group can take before being destroyed. Hull Size also determines the maintenance cost of the ship, the amount of technology that a ship can utilize, and the construction capacity needed to build a ship at a Ship Yard.&lt;br /&gt;
&lt;br /&gt;
=== Special Unit Types ===&lt;br /&gt;
&lt;br /&gt;
==== Bases ====&lt;br /&gt;
A Base is a defensive unit designed to protect a Colony. Only 1 base may be built per incoming-producing Colony (ie: not a brand new Colony) and it cannot move or retreat. A Base does not require a Ship Yard to be built. Does not have a maintenance cost.&lt;br /&gt;
&lt;br /&gt;
==== Ship Yards ====&lt;br /&gt;
Ship Yards can only be built on an income-producing Colony, one per Planet. Additional Ship Yards (needed to increase Hull Size production) may be built in future Economic Phases. As Ship Yards are placed along side other units, they cannot produce new Units in the same Phase as their placement. Does not have a maintenance cost. Decoys, Bases, and Ship Yards to not require a Ship Yard to be built.&lt;br /&gt;
&lt;br /&gt;
==== Decoys ====&lt;br /&gt;
Decoys are unarmed, expendable ships that look just like larger ships or Groups to your opponents. Decoys do not explore, attack, or defend. They always move at the speed of your current Movement Technology Level. Decoys are revealed and destroyed if encountered alone by the enemy (enemy does not reveal themselves). If a Decoy is part of a friendly Group in Combat, it will be destroyed at start of Combat. Does not have a maintenance cost.&lt;br /&gt;
&lt;br /&gt;
==== Colony Ships ====&lt;br /&gt;
Colony Ships always represent a single ship, always stay face-up, and always move just 1 hex per turn. They flip to their Colony side once they Colonize a Planet.&lt;br /&gt;
&lt;br /&gt;
==== Mining Ships ====&lt;br /&gt;
Mining Ships always represent a single ship, always stay face-up, and always move just 1 hex per turn. They are used to tow a Mineral or a Space Wreck counter back to one of your Colonies. Does not have a maintenance cost.&lt;br /&gt;
&lt;br /&gt;
== Glossary ==&lt;br /&gt;
* Construction Point (CP): Your Homeworld and your Colonies (planets) produce Construction Points, which are used in the Economic Phase to purchase units, maintain your fleet, and develop technologies.&lt;br /&gt;
* Enemy: Any other player&#039;s unit(s)&lt;br /&gt;
* Group: A counter (token) that represents 1-6 spaceships of the same type. A group can be a single ship as group size is usually hidden from the enemy.&lt;br /&gt;
* Home System: The group of hexes where your Home System and Homeworld markers are placed.&lt;br /&gt;
* System: A single hex on the board.&lt;br /&gt;
* Unit: A Group, Decoy, Miner, Colony Ship, Base, Ship Yard, or MS Pipeline.&lt;/div&gt;</summary>
		<author><name>Kayvon</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgaiaproject&amp;diff=13907</id>
		<title>Gamehelpgaiaproject</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgaiaproject&amp;diff=13907"/>
		<updated>2022-07-06T23:22:39Z</updated>

		<summary type="html">&lt;p&gt;Kayvon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Factions ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;font-weight:bold; vertical-align:bottom;&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Faction&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Planet Type&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Ability&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Planetary Institute&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Starting Research&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Basic Income&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Terrans&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Terra&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | During the Gaia phase, move the power tokens   in your Gaia area to area II of your power cycle instead of to area I.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | During the Gaia phase, when you move   power tokens from your Gaia area to area II of your power cycle, you may gain   resources as if you were spending that much power to take free actions.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Gaia   Project&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Lantids&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Terra&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | When you take the “Build a Mine” action, you   may build a mine on a planet colonized by an opponent (including the Lost   Planet). Place your mine next to the opponent’s structure. You do not have to   pay for terraforming, but you must still pay the mine’s cost. This mine   counts as a normal mine in all ways except the following: this mine cannot be   upgraded, and it does not count for any effects that relate to how many   planet types or Gaia planets you have colonized.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | Each time you build a mine on a planet   colonized by an opponent, gain two knowledge.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Xenos&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Desert&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You place a third starting mine after all   other starting mines have been placed.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You can form federations with a total power   value of six instead of seven. You gain one Q.I.C. as income instead of one   power token.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Artificial   Intelligence&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Gleens&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Desert&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | If you would ever gain Q.I.C., gain that much   ore instead; once you have upgraded to the indicated academy, this effect no   longer applies. To make a Gaia Planet habitable, pay one ore instead of one   Q.I.C. Each time you build a mine on a Gaia Planet, gain two additional VP.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | When you upgrade to the planetary institute,   immediately gain the Gleens’ federation token (gaining the resources shown as   normal). Gaining this tile counts as forming a federation. The planetary   institute itself can still be part of a federation on the board.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Navigation&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Taklons&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Swamp&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | The Brainstone counts as one power token   (when starting a Gaia Project, building satellites, etc.), but you can spend   it as if it were three power.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | Each time you would charge power from   “Passive Action: Charge Power,” you gain one power token. You can choose to   gain the power before or after charging.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Ambas&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Swamp&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | Once per round, as an action, you can swap   your planetary institute with one of your mines on the game board (this can   help you form a new federation). This has no impact on existing federations,   even if their power value becomes less than seven. The swap does not count as   a build or upgrade action; no VP or power can be gained from it.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Navigation&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 2 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Hadsch Hallas&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Oxide&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You can spend credits instead of power to   take free actions that allow you to gain resources. Example: You can spend 3   credits to take the free action that allows you to gain one ore.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Economy&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore, 3 Credits&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Ivits&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Oxide&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | During setup, do not place mines. Instead,   after all other players have placed mines (including the Xenos’ third mine),   place your planetary institute on any red planet. You can only have one   federation, but each time the power value of your federation becomes a   multiple of 7, you may take the &amp;quot;Form A Federation&amp;quot; action again.   You must discard Q.I.C. instead of power tokens to make satellites.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | As a special action, place a space station on   an accessible space that does not contain a planet or another space station.   The accessibility of a space follows the same rules as the “Build a Mine”   action.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore, 1 QIC&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Geodens&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Volcanic&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | The first time you build a mine on each   planet type, gain 3 knowledge. (You do not gain knowledge for planet types   you colonized before upgrading to your planetary institute.)&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Terraforming&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Bal T&#039;aks&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Volcanic&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You cannot advance in the “Navigation”   research area, even if you take the tech tile below the “Navigation” research   area. If you do take that tech tile, no advancement occurs. As a free action,   you can move a Gaiaformer from a Gaiaformer space on your faction board to   your Gaia area to gain one Q.I.C. Gaiaformers in your Gaia area are not   available until the next Gaia phase. In the next Gaia phase, move any   Gaiaformer in your Gaia area back to its Gaiaformer space.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You can now advance in the “Navigation”   research area.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Gaia   Project&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Firaks&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Titanium&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | As an action, you can “downgrade” a research   lab into a trading station and immediately advance one level in a research   area of your choice. Advancing in a research area is explained on page 15.   This counts as an “Upgrade to a Trading Station” action. You can later   upgrade the trading station back into a research lab using the normal rules   (including gaining a new tech tile).&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 2   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Bescods&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Titanium&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | The positions of your planetary institute and   academies are swapped on your faction board, as is the income you gain for   trading stations and research labs. As with the other factions, upgrading to   an academy or a research lab allows you to gain a tech tile. Once per round,   as an action, you can advance your lowest-level token in a research area   (without paying knowledge). If multiple of your tokens are tied for the   lowest level, choose which of the tied tokens to advance. To advance to level   5 this way, you must still flip a federation token as normal. Remember, only   one player can reach level 5 of each research area.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | The power value of your structures on gray   planets (your home type) is increased by one (in addition to any other   effects that increase their power value).&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Nevlas&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Ice&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | As a free action, you can move one power   token from area III of your power cycle to your Gaia area to gain one   knowledge (these power tokens follow the normal Gaia phase rules). This does   not count as spending power.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You can spend power tokens in area III of   your power cycle as if they were each two power. Otherwise, they count as one   power token (when starting a Gaia Project, building satellites, etc.). When   paying for a power action with an odd power cost (1, 3, 5, etc.), the unspent   power is lost.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Science&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Itars&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Ice&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | Each time you discard a power token from area   II of your power cycle to move another power token to area III, place the   discarded power token in your Gaia area instead of returning it to the   supply.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | During the Gaia phase, you can discard 4   power tokens from your Gaia area to immediately gain a tech tile (standard or   advanced).&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore, 1 Power in Bowl I&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rules to Remember ==&lt;br /&gt;
* Starting Resources (before receiving income at the beginning of Round 1) - Credits: 15, Ore: 4, Knowledge: 3&lt;br /&gt;
* Resource Storage Limits - Credits: 30, Ore: 15, Knowledge: 15&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
# &#039;&#039;&#039;Build a Mine&#039;&#039;&#039; - This places a mine on the board, which usually give you ore as income. These mines must be at most a distance away from another building of yours equal to your navigation (the second track from the left). You must pay the cost of the mine. If it&#039;s a Gaia planet (green planets without gaiaformers on them), you must also pay one QIC. If it&#039;s some other planet type, you must pay additional ore - the exact cost is determined by your terraforming ability (the first track from the left) and the number of terraforming steps required to make the destination planet habitable for your faction.&lt;br /&gt;
# &#039;&#039;&#039;Start a Gaia Project&#039;&#039;&#039; - This allows you to transform Transdim planets (purple) into a Gaia planet. You can only do this if you have at least one available gaiaformer, which you can get as a result of the Gaia Project track (the fourth track from the left). To do this, move power tokens into the gaia section of your board. These tokens are not lost - you&#039;ll get them back as the last step of the income phase. At the start of the next round, these planets are now Gaia planets and you can build mines on them normally (without spending a QIC like you normally would to build on a Gaia Planet). The gaiaformer is removed (and sent to your faction board) only after you decide to build on these planets (they are &amp;quot;reserved&amp;quot; for you until then).&lt;br /&gt;
# &#039;&#039;&#039;Upgrade Existing Structure&#039;&#039;&#039; - Mines can be upgraded to Trading Stations, which usually produce credits - note that this has a cheaper cost if it&#039;s at most two units away from an opponent&#039;s structure. Trade Centers can be upgraded to either a Planetary Institute (which produces power and unlocks an ability specific to your faction) or Research Labs, which produce knowledge and allows you to immediately take a technology tile and advance on one of the tracks (if able, depending on your current position in the track). Research Labs can be upgraded to Academies, which also let you gain more technologies and produce either knowledge or QIC (or other resources depending on the faction).&lt;br /&gt;
# &#039;&#039;&#039;Form a Federation&#039;&#039;&#039; - This allows you to combine structures to gain more points. To do this, you need any cluster of structures whose total power level is 7 or more. This can include empty space as well, but for each empty space included this way, pay 1 power token from any bowl to create a satellite. For doing this, you gain a federation token, which gives you immediate points, some other resource bonus, and can later be spent to advance to the top position of a research track or gain advanced technology tiles.&lt;br /&gt;
# &#039;&#039;&#039;Research Progress&#039;&#039;&#039; - Spend 4 knowledge to advance on any track. The tracks are &lt;br /&gt;
##Terraforming, which improves your ability to terraform planets&lt;br /&gt;
##Navigation, which increases the range at which you can build structures &lt;br /&gt;
##Artificial Intelligence, which gives you more QIC&lt;br /&gt;
##Gaia Project, which allows you to start Gaia Projects on Transdim planets&lt;br /&gt;
##Economy, which increase your ore, credits, power charge income&lt;br /&gt;
##Science, which increases your knowledge income. &lt;br /&gt;
# &#039;&#039;&#039;Power and Q.I.C. Actions&#039;&#039;&#039; -  Spend power or QICs to take any of the actions at the bottom of the research board. Each of these can be taken only once per round.&lt;br /&gt;
# &#039;&#039;&#039;Special Actions&#039;&#039;&#039; - Use any actions printed on booster tiles or your faction board. These can be taken only once per round.&lt;br /&gt;
# &#039;&#039;&#039;Pass&#039;&#039;&#039; - Select a new booster tile. Wait until all other players have passed too.&lt;br /&gt;
# &#039;&#039;&#039;Free Actions&#039;&#039;&#039; - Resource Conversions (or burn power to move power from Bowl 2 to Bowl 3).&lt;br /&gt;
# &#039;&#039;&#039;Passive Action&#039;&#039;&#039; - Charging power. Spend VP as necessary depending on the amount of power being charged. This is optional.&lt;br /&gt;
&lt;br /&gt;
== Auctions for Drafting Factions ==&lt;br /&gt;
&lt;br /&gt;
Each player submits bids for every faction that has been drafted. Once all bids are submitted, a round-robin auction is automatically conducted in turn order until each player has the top bid on one faction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A typical auction might look like this behind the scenes.&lt;br /&gt;
&lt;br /&gt;
1) The first player bids zero VP on the faction that has his highest maximum bid (i.e. the faction he wanted most)&lt;br /&gt;
&lt;br /&gt;
2) If the second player submitted the same top bid for two different factions, he&#039;ll automatically bid zero on the faction no one has picked yet. If he had placed a higher bid on the same faction as player 1, he would have increased that bid to one VP instead.&lt;br /&gt;
&lt;br /&gt;
3) The third player looks at the current bids and compares those to his maximum bid. He&#039;ll automatically bid one higher on the faction with the greatest difference between his maximum bid and the current bid of that faction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is all resolved quickly and automatically behind the scenes. It&#039;s not uncommon for players to get factions for free if no one outbids them.&lt;br /&gt;
&lt;br /&gt;
After the auction, all players are given VP so that the player that paid the most still starts with 10 VP to use during the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== FAQ: General ==&lt;br /&gt;
Q: The booster tile is covering the conversions pane!&lt;br /&gt;
&lt;br /&gt;
A: Check the preferences for other options for the booster tile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: On iOS/Mac, the game is unresponsive.&lt;br /&gt;
&lt;br /&gt;
A: The rendering engine on Apple devices deals very poorly with shadows. You&#039;ll get much better performance by setting the &amp;quot;Structure outlines&amp;quot; user preference to &amp;quot;No outlines.&amp;quot; This is true regardless of which browser you&#039;re using.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: The game isn&#039;t allowing me to gain an advanced tech!&lt;br /&gt;
&lt;br /&gt;
Q: The game isn&#039;t allowing me to advance to level 5 in a research track!&lt;br /&gt;
&lt;br /&gt;
A: Both of these require a green federation tile. If you want to do both in a single action, you need two federation tiles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: Why can&#039;t I upgrade?&lt;br /&gt;
&lt;br /&gt;
A: This is usually because you lack the resources required to perform any available upgrades. Occasionally, it&#039;s because you lack the structures (because they are already on the board).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: Is there an option to undo my entire turn?&lt;br /&gt;
&lt;br /&gt;
A: The game asks you to confirm or cancel after selecting a planet for a build/upgrade action, selecting planets for a federation, selecting a research track, passing, and so on. However, the developers have decided not to add an option to [https://boardgamearena.com/doc/BGA_Undo_policy undo your entire turn].&lt;br /&gt;
&lt;br /&gt;
== FAQ: Conversions/Power ==&lt;br /&gt;
Q: Why do I only get one credit when I convert the Brainstone to credits?&lt;br /&gt;
&lt;br /&gt;
A: If you want to get more than one credit, click on that button more than one time. The game does not do this automatically in order to allow you to allocate the spent power as desired.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: Why don&#039;t I get a chance to convert resources at the end of my turn?&lt;br /&gt;
&lt;br /&gt;
Q: I should get the option to charge before or after gaining power!&lt;br /&gt;
&lt;br /&gt;
A: There are options in the pull-down menu to the right to enable this under various conditions. By default, options are selected that improve the speed of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: I have enough power to perform a power action, but it doesn&#039;t show up as available!&lt;br /&gt;
&lt;br /&gt;
A: There are two possible reasons:&lt;br /&gt;
- You&#039;re lacking something else that would be required to perform that action. For example, if you don&#039;t have a mine and enough resources to build a mine, the terraforming actions won&#039;t show as available.&lt;br /&gt;
- Someone else has taken that action this round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== FAQ: Federations ==&lt;br /&gt;
&lt;br /&gt;
Q: Why can&#039;t I form this federation?&lt;br /&gt;
&lt;br /&gt;
A: The federation rules are surprisingly intricate given the amount of space they occupy in the rulebook. See boardgamegeek.com/thread/2120375/official-federation-faq for more details.&lt;br /&gt;
&lt;br /&gt;
Xenos: note that 7 power is required if you have not built your PI.&lt;br /&gt;
&lt;br /&gt;
Bescods: note that power is only increased on titanium planets, and only after you have built your PI.&lt;br /&gt;
&lt;br /&gt;
Ivits: Your existing federation starts out pre-selected. Your second federation must connect to your existing federation. Don&#039;t forget that Ivits spend QICs for satellites!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
IMPORTANT: All bug reports regarding federations require the move number of the action and a screenshot showing which hexes are selected. Without these, it&#039;s nearly impossible to piece together exactly what&#039;s happening and when.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== FAQ: Faction-specific ==&lt;br /&gt;
&lt;br /&gt;
Q: As Hadsch Hallas, how do I use my PI ability?&lt;br /&gt;
&lt;br /&gt;
A: Once you&#039;ve built your PI, the new conversion options will be available under the Convert menu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: My faction&#039;s ability isn&#039;t working!&lt;br /&gt;
&lt;br /&gt;
A: Make sure you&#039;re not confusing your passive ability with the ability granted by your Planetary Institute. If it&#039;s the PI ability, you&#039;ll need to have built your PI.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: As Nevlas, what happens to the remaining half a power when I convert?&lt;br /&gt;
&lt;br /&gt;
A: Any &amp;quot;half power&amp;quot; not used is lost. Make sure you select all desired conversions before clicking confirm.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: How do I form a second federation as Ivits?&lt;br /&gt;
&lt;br /&gt;
A: Your existing federation starts out pre-selected. Your second federation must connect to your existing federation. Don&#039;t forget that Ivits spend QICs for satellites!&lt;/div&gt;</summary>
		<author><name>Kayvon</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgaiaproject&amp;diff=13885</id>
		<title>Gamehelpgaiaproject</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgaiaproject&amp;diff=13885"/>
		<updated>2022-07-05T19:04:08Z</updated>

		<summary type="html">&lt;p&gt;Kayvon: /* Auctions */ spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Factions ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;font-weight:bold; vertical-align:bottom;&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Faction&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Planet Type&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Ability&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Planetary Institute&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Starting Research&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Basic Income&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Terrans&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Terra&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | During the Gaia phase, move the power tokens   in your Gaia area to area II of your power cycle instead of to area I.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | During the Gaia phase, when you move   power tokens from your Gaia area to area II of your power cycle, you may gain   resources as if you were spending that much power to take free actions.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Gaia   Project&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Lantids&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Terra&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | When you take the “Build a Mine” action, you   may build a mine on a planet colonized by an opponent (including the Lost   Planet). Place your mine next to the opponent’s structure. You do not have to   pay for terraforming, but you must still pay the mine’s cost. This mine   counts as a normal mine in all ways except the following: this mine cannot be   upgraded, and it does not count for any effects that relate to how many   planet types or Gaia planets you have colonized.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | Each time you build a mine on a planet   colonized by an opponent, gain two knowledge.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Xenos&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Desert&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You place a third starting mine after all   other starting mines have been placed.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You can form federations with a total power   value of six instead of seven. You gain one Q.I.C. as income instead of one   power token.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Artificial   Intelligence&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Gleens&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Desert&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | If you would ever gain Q.I.C., gain that much   ore instead; once you have upgraded to the indicated academy, this effect no   longer applies. To make a Gaia Planet habitable, pay one ore instead of one   Q.I.C. Each time you build a mine on a Gaia Planet, gain two additional VP.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | When you upgrade to the planetary institute,   immediately gain the Gleens’ federation token (gaining the resources shown as   normal). Gaining this tile counts as forming a federation. The planetary   institute itself can still be part of a federation on the board.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Navigation&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Taklons&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Swamp&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | The Brainstone counts as one power token   (when starting a Gaia Project, building satellites, etc.), but you can spend   it as if it were three power.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | Each time you would charge power from   “Passive Action: Charge Power,” you gain one power token. You can choose to   gain the power before or after charging.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Ambas&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Swamp&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | Once per round, as an action, you can swap   your planetary institute with one of your mines on the game board (this can   help you form a new federation). This has no impact on existing federations,   even if their power value becomes less than seven. The swap does not count as   a build or upgrade action; no VP or power can be gained from it.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Navigation&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 2 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Hadsch Hallas&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Oxide&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You can spend credits instead of power to   take free actions that allow you to gain resources. Example: You can spend 3   credits to take the free action that allows you to gain one ore.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Economy&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore, 3 Credits&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Ivits&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Oxide&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | During setup, do not place mines. Instead,   after all other players have placed mines (including the Xenos’ third mine),   place your planetary institute on any red planet. You can only have one   federation, but each time the power value of your federation becomes a   multiple of 7, you may take the &amp;quot;Form A Federation&amp;quot; action again.   You must discard Q.I.C. instead of power tokens to make satellites.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | As a special action, place a space station on   an accessible space that does not contain a planet or another space station.   The accessibility of a space follows the same rules as the “Build a Mine”   action.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore, 1 QIC&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Geodens&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Volcanic&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | The first time you build a mine on each   planet type, gain 3 knowledge. (You do not gain knowledge for planet types   you colonized before upgrading to your planetary institute.)&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Terraforming&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Bal T&#039;aks&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Volcanic&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You cannot advance in the “Navigation”   research area, even if you take the tech tile below the “Navigation” research   area. If you do take that tech tile, no advancement occurs. As a free action,   you can move a Gaiaformer from a Gaiaformer space on your faction board to   your Gaia area to gain one Q.I.C. Gaiaformers in your Gaia area are not   available until the next Gaia phase. In the next Gaia phase, move any   Gaiaformer in your Gaia area back to its Gaiaformer space.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You can now advance in the “Navigation”   research area.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Gaia   Project&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Firaks&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Titanium&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | As an action, you can “downgrade” a research   lab into a trading station and immediately advance one level in a research   area of your choice. Advancing in a research area is explained on page 15.   This counts as an “Upgrade to a Trading Station” action. You can later   upgrade the trading station back into a research lab using the normal rules   (including gaining a new tech tile).&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 2   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Bescods&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Titanium&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | The positions of your planetary institute and   academies are swapped on your faction board, as is the income you gain for   trading stations and research labs. As with the other factions, upgrading to   an academy or a research lab allows you to gain a tech tile. Once per round,   as an action, you can advance your lowest-level token in a research area   (without paying knowledge). If multiple of your tokens are tied for the   lowest level, choose which of the tied tokens to advance. To advance to level   5 this way, you must still flip a federation token as normal. Remember, only   one player can reach level 5 of each research area.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | The power value of your structures on gray   planets (your home type) is increased by one (in addition to any other   effects that increase their power value).&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Nevlas&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Ice&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | As a free action, you can move one power   token from area III of your power cycle to your Gaia area to gain one   knowledge (these power tokens follow the normal Gaia phase rules). This does   not count as spending power.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You can spend power tokens in area III of   your power cycle as if they were each two power. Otherwise, they count as one   power token (when starting a Gaia Project, building satellites, etc.). When   paying for a power action with an odd power cost (1, 3, 5, etc.), the unspent   power is lost.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Science&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Itars&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Ice&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | Each time you discard a power token from area   II of your power cycle to move another power token to area III, place the   discarded power token in your Gaia area instead of returning it to the   supply.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | During the Gaia phase, you can discard 4   power tokens from your Gaia area to immediately gain a tech tile (standard or   advanced).&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore, 1 Power in Bowl I&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rules to Remember ==&lt;br /&gt;
* Starting Resources (before receiving income at the beginning of Round 1) - Credits: 15, Ore: 4, Knowledge: 3&lt;br /&gt;
* Resource Storage Limits - Credits: 30, Ore: 15, Knowledge: 15&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
# &#039;&#039;&#039;Build a Mine&#039;&#039;&#039; - This places a mine on the board, which usually give you ore as income. These mines must be at most a distance away from another building of yours equal to your navigation (the second track from the left). You must pay the cost of the mine. If it&#039;s a Gaia planet (green planets without gaiaformers on them), you must also pay one QIC. If it&#039;s some other planet type, you must pay additional ore - the exact cost is determined by your terraforming ability (the first track from the left) and the number of terraforming steps required to make the destination planet habitable for your faction.&lt;br /&gt;
# &#039;&#039;&#039;Start a Gaia Project&#039;&#039;&#039; - This allows you to transform Transdim planets (purple) into a Gaia planet. You can only do this if you have at least one available gaiaformer, which you can get as a result of the Gaia Project track (the fourth track from the left). To do this, move power tokens into the gaia section of your board. These tokens are not lost - you&#039;ll get them back as the last step of the income phase. At the start of the next round, these planets are now Gaia planets and you can build mines on them normally (without spending a QIC like you normally would to build on a Gaia Planet). The gaiaformer is removed (and sent to your faction board) only after you decide to build on these planets (they are &amp;quot;reserved&amp;quot; for you until then).&lt;br /&gt;
# &#039;&#039;&#039;Upgrade Existing Structure&#039;&#039;&#039; - Mines can be upgraded to Trading Stations, which usually produce credits - note that this has a cheaper cost if it&#039;s at most two units away from an opponent&#039;s structure. Trade Centers can be upgraded to either a Planetary Institute (which produces power and unlocks an ability specific to your faction) or Research Labs, which produce knowledge and allows you to immediately take a technology tile and advance on one of the tracks (if able, depending on your current position in the track). Research Labs can be upgraded to Academies, which also let you gain more technologies and produce either knowledge or QIC (or other resources depending on the faction).&lt;br /&gt;
# &#039;&#039;&#039;Form a Federation&#039;&#039;&#039; - This allows you to combine structures to gain more points. To do this, you need any cluster of structures whose total power level is 7 or more. This can include empty space as well, but for each empty space included this way, pay 1 power token from any bowl to create a satellite. For doing this, you gain a federation token, which gives you immediate points, some other resource bonus, and can later be spent to advance to the top position of a research track or gain advanced technology tiles.&lt;br /&gt;
# &#039;&#039;&#039;Research Progress&#039;&#039;&#039; - Spend 4 knowledge to advance on any track. The tracks are &lt;br /&gt;
##Terraforming, which improves your ability to terraform planets&lt;br /&gt;
##Navigation, which increases the range at which you can build structures &lt;br /&gt;
##Artificial Intelligence, which gives you more QIC&lt;br /&gt;
##Gaia Project, which allows you to start Gaia Projects on Transdim planets&lt;br /&gt;
##Economy, which increase your ore, credits, power charge income&lt;br /&gt;
##Science, which increases your knowledge income. &lt;br /&gt;
# &#039;&#039;&#039;Power and Q.I.C. Actions&#039;&#039;&#039; -  Spend power or QICs to take any of the actions at the bottom of the research board. Each of these can be taken only once per round.&lt;br /&gt;
# &#039;&#039;&#039;Special Actions&#039;&#039;&#039; - Use any actions printed on booster tiles or your faction board. These can be taken only once per round.&lt;br /&gt;
# &#039;&#039;&#039;Pass&#039;&#039;&#039; - Select a new booster tile. Wait until all other players have passed too.&lt;br /&gt;
# &#039;&#039;&#039;Free Actions&#039;&#039;&#039; - Resource Conversions (or burn power to move power from Bowl 2 to Bowl 3).&lt;br /&gt;
# &#039;&#039;&#039;Passive Action&#039;&#039;&#039; - Charging power. Spend VP as necessary depending on the amount of power being charged. This is optional.&lt;br /&gt;
&lt;br /&gt;
== Auctions for Drafting Factions ==&lt;br /&gt;
&lt;br /&gt;
Each player submits bids for every faction that has been drafted. Once all bids are submitted, a round-robin auction is automatically conducted in turn order until each player has the top bid on one faction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A typical auction might look like this behind the scenes.&lt;br /&gt;
&lt;br /&gt;
1) The first player bids zero VP on the faction that has his highest maximum bid (i.e. the faction he wanted most)&lt;br /&gt;
&lt;br /&gt;
2) If the second player submitted the same top bid for two different factions, he&#039;ll automatically bid zero on the faction no one has picked yet. If he had placed a higher bid on the same faction as player 1, he would have increased that bid to one VP instead.&lt;br /&gt;
&lt;br /&gt;
3) The third player looks at the current bids and compares those to his maximum bid. He&#039;ll automatically bid one higher on the faction with the greatest difference between his maximum bid and the current bid of that faction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is all resolved quickly and automatically behind the scenes. It&#039;s not uncommon for players to get factions for free if no one outbids them.&lt;br /&gt;
&lt;br /&gt;
After the auction, all players are given VP so that the player that paid the most still starts with 10 VP to use during the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== FAQ: General ==&lt;br /&gt;
Q: The booster tile is covering the conversions pane!&lt;br /&gt;
&lt;br /&gt;
A: Check the preferences for other options for the booster tile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: On iOS/Mac, the game is unresponsive.&lt;br /&gt;
&lt;br /&gt;
A: The rendering engine on Apple devices deals very poorly with shadows. You&#039;ll get much better performance by setting the &amp;quot;Structure outlines&amp;quot; user preference to &amp;quot;No outlines.&amp;quot; This is true regardless of which browser you&#039;re using.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: The game isn&#039;t allowing me to gain an advanced tech!&lt;br /&gt;
&lt;br /&gt;
Q: The game isn&#039;t allowing me to advance to level 5 in a research track!&lt;br /&gt;
&lt;br /&gt;
A: Both of these require a green federation tile. If you want to do both in a single action, you need two federation tiles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: Why can&#039;t I upgrade?&lt;br /&gt;
&lt;br /&gt;
A: This is usually because you lack the resources required to perform any available upgrades. Occasionally, it&#039;s because you lack the structures (because they are already on the board).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: Is there an option to undo my entire turn?&lt;br /&gt;
&lt;br /&gt;
A: The game asks you to confirm or cancel after selecting a planet for a build/upgrade action, selecting planets for a federation, selecting a research track, passing, and so on. However, the developers have decided not to add an option to [https://boardgamearena.com/doc/BGA_Undo_policy not undo your entire turn].&lt;br /&gt;
&lt;br /&gt;
== FAQ: Conversions/Power ==&lt;br /&gt;
Q: Why do I only get one credit when I convert the Brainstone to credits?&lt;br /&gt;
&lt;br /&gt;
A: If you want to get more than one credit, click on that button more than one time. The game does not do this automatically in order to allow you to allocate the spent power as desired.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: Why don&#039;t I get a chance to convert resources at the end of my turn?&lt;br /&gt;
&lt;br /&gt;
Q: I should get the option to charge before or after gaining power!&lt;br /&gt;
&lt;br /&gt;
A: There are options in the pull-down menu to the right to enable this under various conditions. By default, options are selected that improve the speed of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: I have enough power to perform a power action, but it doesn&#039;t show up as available!&lt;br /&gt;
&lt;br /&gt;
A: There are two possible reasons:&lt;br /&gt;
- You&#039;re lacking something else that would be required to perform that action. For example, if you don&#039;t have a mine and enough resources to build a mine, the terraforming actions won&#039;t show as available.&lt;br /&gt;
- Someone else has taken that action this round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== FAQ: Federations ==&lt;br /&gt;
&lt;br /&gt;
Q: Why can&#039;t I form this federation?&lt;br /&gt;
&lt;br /&gt;
A: The federation rules are surprisingly intricate given the amount of space they occupy in the rulebook. See boardgamegeek.com/thread/2120375/official-federation-faq for more details.&lt;br /&gt;
&lt;br /&gt;
Xenos: note that 7 power is required if you have not built your PI.&lt;br /&gt;
&lt;br /&gt;
Bescods: note that power is only increased on titanium planets, and only after you have built your PI.&lt;br /&gt;
&lt;br /&gt;
Ivits: Your existing federation starts out pre-selected. Your second federation must connect to your existing federation. Don&#039;t forget that Ivits spend QICs for satellites!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
IMPORTANT: All bug reports regarding federations require the move number of the action and a screenshot showing which hexes are selected. Without these, it&#039;s nearly impossible to piece together exactly what&#039;s happening and when.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== FAQ: Faction-specific ==&lt;br /&gt;
&lt;br /&gt;
Q: As Hadsch Hallas, how do I use my PI ability?&lt;br /&gt;
&lt;br /&gt;
A: Once you&#039;ve built your PI, the new conversion options will be available under the Convert menu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: My faction&#039;s ability isn&#039;t working!&lt;br /&gt;
&lt;br /&gt;
A: Make sure you&#039;re not confusing your passive ability with the ability granted by your Planetary Institute. If it&#039;s the PI ability, you&#039;ll need to have built your PI.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: As Nevlas, what happens to the remaining half a power when I convert?&lt;br /&gt;
&lt;br /&gt;
A: Any &amp;quot;half power&amp;quot; not used is lost. Make sure you select all desired conversions before clicking confirm.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: How do I form a second federation as Ivits?&lt;br /&gt;
&lt;br /&gt;
A: Your existing federation starts out pre-selected. Your second federation must connect to your existing federation. Don&#039;t forget that Ivits spend QICs for satellites!&lt;/div&gt;</summary>
		<author><name>Kayvon</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgaiaproject&amp;diff=13884</id>
		<title>Gamehelpgaiaproject</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgaiaproject&amp;diff=13884"/>
		<updated>2022-07-05T19:03:42Z</updated>

		<summary type="html">&lt;p&gt;Kayvon: Added FAQ&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Factions ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;font-weight:bold; vertical-align:bottom;&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Faction&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Planet Type&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Ability&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Planetary Institute&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Starting Research&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Basic Income&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Terrans&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Terra&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | During the Gaia phase, move the power tokens   in your Gaia area to area II of your power cycle instead of to area I.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | During the Gaia phase, when you move   power tokens from your Gaia area to area II of your power cycle, you may gain   resources as if you were spending that much power to take free actions.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Gaia   Project&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Lantids&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Terra&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | When you take the “Build a Mine” action, you   may build a mine on a planet colonized by an opponent (including the Lost   Planet). Place your mine next to the opponent’s structure. You do not have to   pay for terraforming, but you must still pay the mine’s cost. This mine   counts as a normal mine in all ways except the following: this mine cannot be   upgraded, and it does not count for any effects that relate to how many   planet types or Gaia planets you have colonized.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | Each time you build a mine on a planet   colonized by an opponent, gain two knowledge.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Xenos&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Desert&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You place a third starting mine after all   other starting mines have been placed.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You can form federations with a total power   value of six instead of seven. You gain one Q.I.C. as income instead of one   power token.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Artificial   Intelligence&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Gleens&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Desert&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | If you would ever gain Q.I.C., gain that much   ore instead; once you have upgraded to the indicated academy, this effect no   longer applies. To make a Gaia Planet habitable, pay one ore instead of one   Q.I.C. Each time you build a mine on a Gaia Planet, gain two additional VP.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | When you upgrade to the planetary institute,   immediately gain the Gleens’ federation token (gaining the resources shown as   normal). Gaining this tile counts as forming a federation. The planetary   institute itself can still be part of a federation on the board.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Navigation&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Taklons&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Swamp&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | The Brainstone counts as one power token   (when starting a Gaia Project, building satellites, etc.), but you can spend   it as if it were three power.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | Each time you would charge power from   “Passive Action: Charge Power,” you gain one power token. You can choose to   gain the power before or after charging.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Ambas&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Swamp&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | Once per round, as an action, you can swap   your planetary institute with one of your mines on the game board (this can   help you form a new federation). This has no impact on existing federations,   even if their power value becomes less than seven. The swap does not count as   a build or upgrade action; no VP or power can be gained from it.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Navigation&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 2 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Hadsch Hallas&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Oxide&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You can spend credits instead of power to   take free actions that allow you to gain resources. Example: You can spend 3   credits to take the free action that allows you to gain one ore.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Economy&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore, 3 Credits&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Ivits&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Oxide&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | During setup, do not place mines. Instead,   after all other players have placed mines (including the Xenos’ third mine),   place your planetary institute on any red planet. You can only have one   federation, but each time the power value of your federation becomes a   multiple of 7, you may take the &amp;quot;Form A Federation&amp;quot; action again.   You must discard Q.I.C. instead of power tokens to make satellites.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | As a special action, place a space station on   an accessible space that does not contain a planet or another space station.   The accessibility of a space follows the same rules as the “Build a Mine”   action.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore, 1 QIC&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Geodens&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Volcanic&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | The first time you build a mine on each   planet type, gain 3 knowledge. (You do not gain knowledge for planet types   you colonized before upgrading to your planetary institute.)&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Terraforming&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Bal T&#039;aks&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Volcanic&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You cannot advance in the “Navigation”   research area, even if you take the tech tile below the “Navigation” research   area. If you do take that tech tile, no advancement occurs. As a free action,   you can move a Gaiaformer from a Gaiaformer space on your faction board to   your Gaia area to gain one Q.I.C. Gaiaformers in your Gaia area are not   available until the next Gaia phase. In the next Gaia phase, move any   Gaiaformer in your Gaia area back to its Gaiaformer space.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You can now advance in the “Navigation”   research area.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Gaia   Project&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Firaks&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Titanium&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | As an action, you can “downgrade” a research   lab into a trading station and immediately advance one level in a research   area of your choice. Advancing in a research area is explained on page 15.   This counts as an “Upgrade to a Trading Station” action. You can later   upgrade the trading station back into a research lab using the normal rules   (including gaining a new tech tile).&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 2   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Bescods&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Titanium&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | The positions of your planetary institute and   academies are swapped on your faction board, as is the income you gain for   trading stations and research labs. As with the other factions, upgrading to   an academy or a research lab allows you to gain a tech tile. Once per round,   as an action, you can advance your lowest-level token in a research area   (without paying knowledge). If multiple of your tokens are tied for the   lowest level, choose which of the tied tokens to advance. To advance to level   5 this way, you must still flip a federation token as normal. Remember, only   one player can reach level 5 of each research area.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | The power value of your structures on gray   planets (your home type) is increased by one (in addition to any other   effects that increase their power value).&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Nevlas&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Ice&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | As a free action, you can move one power   token from area III of your power cycle to your Gaia area to gain one   knowledge (these power tokens follow the normal Gaia phase rules). This does   not count as spending power.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You can spend power tokens in area III of   your power cycle as if they were each two power. Otherwise, they count as one   power token (when starting a Gaia Project, building satellites, etc.). When   paying for a power action with an odd power cost (1, 3, 5, etc.), the unspent   power is lost.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Science&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Itars&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Ice&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | Each time you discard a power token from area   II of your power cycle to move another power token to area III, place the   discarded power token in your Gaia area instead of returning it to the   supply.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | During the Gaia phase, you can discard 4   power tokens from your Gaia area to immediately gain a tech tile (standard or   advanced).&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore, 1 Power in Bowl I&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rules to Remember ==&lt;br /&gt;
* Starting Resources (before receiving income at the beginning of Round 1) - Credits: 15, Ore: 4, Knowledge: 3&lt;br /&gt;
* Resource Storage Limits - Credits: 30, Ore: 15, Knowledge: 15&lt;br /&gt;
&lt;br /&gt;
==Auctions==&lt;br /&gt;
# &#039;&#039;&#039;Build a Mine&#039;&#039;&#039; - This places a mine on the board, which usually give you ore as income. These mines must be at most a distance away from another building of yours equal to your navigation (the second track from the left). You must pay the cost of the mine. If it&#039;s a Gaia planet (green planets without gaiaformers on them), you must also pay one QIC. If it&#039;s some other planet type, you must pay additional ore - the exact cost is determined by your terraforming ability (the first track from the left) and the number of terraforming steps required to make the destination planet habitable for your faction.&lt;br /&gt;
# &#039;&#039;&#039;Start a Gaia Project&#039;&#039;&#039; - This allows you to transform Transdim planets (purple) into a Gaia planet. You can only do this if you have at least one available gaiaformer, which you can get as a result of the Gaia Project track (the fourth track from the left). To do this, move power tokens into the gaia section of your board. These tokens are not lost - you&#039;ll get them back as the last step of the income phase. At the start of the next round, these planets are now Gaia planets and you can build mines on them normally (without spending a QIC like you normally would to build on a Gaia Planet). The gaiaformer is removed (and sent to your faction board) only after you decide to build on these planets (they are &amp;quot;reserved&amp;quot; for you until then).&lt;br /&gt;
# &#039;&#039;&#039;Upgrade Existing Structure&#039;&#039;&#039; - Mines can be upgraded to Trading Stations, which usually produce credits - note that this has a cheaper cost if it&#039;s at most two units away from an opponent&#039;s structure. Trade Centers can be upgraded to either a Planetary Institute (which produces power and unlocks an ability specific to your faction) or Research Labs, which produce knowledge and allows you to immediately take a technology tile and advance on one of the tracks (if able, depending on your current position in the track). Research Labs can be upgraded to Academies, which also let you gain more technologies and produce either knowledge or QIC (or other resources depending on the faction).&lt;br /&gt;
# &#039;&#039;&#039;Form a Federation&#039;&#039;&#039; - This allows you to combine structures to gain more points. To do this, you need any cluster of structures whose total power level is 7 or more. This can include empty space as well, but for each empty space included this way, pay 1 power token from any bowl to create a satellite. For doing this, you gain a federation token, which gives you immediate points, some other resource bonus, and can later be spent to advance to the top position of a research track or gain advanced technology tiles.&lt;br /&gt;
# &#039;&#039;&#039;Research Progress&#039;&#039;&#039; - Spend 4 knowledge to advance on any track. The tracks are &lt;br /&gt;
##Terraforming, which improves your ability to terraform planets&lt;br /&gt;
##Navigation, which increases the range at which you can build structures &lt;br /&gt;
##Artificial Intelligence, which gives you more QIC&lt;br /&gt;
##Gaia Project, which allows you to start Gaia Projects on Transdim planets&lt;br /&gt;
##Economy, which increase your ore, credits, power charge income&lt;br /&gt;
##Science, which increases your knowledge income. &lt;br /&gt;
# &#039;&#039;&#039;Power and Q.I.C. Actions&#039;&#039;&#039; -  Spend power or QICs to take any of the actions at the bottom of the research board. Each of these can be taken only once per round.&lt;br /&gt;
# &#039;&#039;&#039;Special Actions&#039;&#039;&#039; - Use any actions printed on booster tiles or your faction board. These can be taken only once per round.&lt;br /&gt;
# &#039;&#039;&#039;Pass&#039;&#039;&#039; - Select a new booster tile. Wait until all other players have passed too.&lt;br /&gt;
# &#039;&#039;&#039;Free Actions&#039;&#039;&#039; - Resource Conversions (or burn power to move power from Bowl 2 to Bowl 3).&lt;br /&gt;
# &#039;&#039;&#039;Passive Action&#039;&#039;&#039; - Charging power. Spend VP as necessary depending on the amount of power being charged. This is optional.&lt;br /&gt;
&lt;br /&gt;
== Auctions for Drafting Factions ==&lt;br /&gt;
&lt;br /&gt;
Each player submits bids for every faction that has been drafted. Once all bids are submitted, a round-robin auction is automatically conducted in turn order until each player has the top bid on one faction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A typical auction might look like this behind the scenes.&lt;br /&gt;
&lt;br /&gt;
1) The first player bids zero VP on the faction that has his highest maximum bid (i.e. the faction he wanted most)&lt;br /&gt;
&lt;br /&gt;
2) If the second player submitted the same top bid for two different factions, he&#039;ll automatically bid zero on the faction no one has picked yet. If he had placed a higher bid on the same faction as player 1, he would have increased that bid to one VP instead.&lt;br /&gt;
&lt;br /&gt;
3) The third player looks at the current bids and compares those to his maximum bid. He&#039;ll automatically bid one higher on the faction with the greatest difference between his maximum bid and the current bid of that faction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is all resolved quickly and automatically behind the scenes. It&#039;s not uncommon for players to get factions for free if no one outbids them.&lt;br /&gt;
&lt;br /&gt;
After the auction, all players are given VP so that the player that paid the most still starts with 10 VP to use during the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== FAQ: General ==&lt;br /&gt;
Q: The booster tile is covering the conversions pane!&lt;br /&gt;
&lt;br /&gt;
A: Check the preferences for other options for the booster tile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: On iOS/Mac, the game is unresponsive.&lt;br /&gt;
&lt;br /&gt;
A: The rendering engine on Apple devices deals very poorly with shadows. You&#039;ll get much better performance by setting the &amp;quot;Structure outlines&amp;quot; user preference to &amp;quot;No outlines.&amp;quot; This is true regardless of which browser you&#039;re using.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: The game isn&#039;t allowing me to gain an advanced tech!&lt;br /&gt;
&lt;br /&gt;
Q: The game isn&#039;t allowing me to advance to level 5 in a research track!&lt;br /&gt;
&lt;br /&gt;
A: Both of these require a green federation tile. If you want to do both in a single action, you need two federation tiles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: Why can&#039;t I upgrade?&lt;br /&gt;
&lt;br /&gt;
A: This is usually because you lack the resources required to perform any available upgrades. Occasionally, it&#039;s because you lack the structures (because they are already on the board).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: Is there an option to undo my entire turn?&lt;br /&gt;
&lt;br /&gt;
A: The game asks you to confirm or cancel after selecting a planet for a build/upgrade action, selecting planets for a federation, selecting a research track, passing, and so on. However, the developers have decided not to add an option to [https://boardgamearena.com/doc/BGA_Undo_policy not undo your entire turn].&lt;br /&gt;
&lt;br /&gt;
== FAQ: Conversions/Power ==&lt;br /&gt;
Q: Why do I only get one credit when I convert the Brainstone to credits?&lt;br /&gt;
&lt;br /&gt;
A: If you want to get more than one credit, click on that button more than one time. The game does not do this automatically in order to allow you to allocate the spent power as desired.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: Why don&#039;t I get a chance to convert resources at the end of my turn?&lt;br /&gt;
&lt;br /&gt;
Q: I should get the option to charge before or after gaining power!&lt;br /&gt;
&lt;br /&gt;
A: There are options in the pull-down menu to the right to enable this under various conditions. By default, options are selected that improve the speed of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: I have enough power to perform a power action, but it doesn&#039;t show up as available!&lt;br /&gt;
&lt;br /&gt;
A: There are two possible reasons:&lt;br /&gt;
- You&#039;re lacking something else that would be required to perform that action. For example, if you don&#039;t have a mine and enough resources to build a mine, the terraforming actions won&#039;t show as available.&lt;br /&gt;
- Someone else has taken that action this round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== FAQ: Federations ==&lt;br /&gt;
&lt;br /&gt;
Q: Why can&#039;t I form this federation?&lt;br /&gt;
&lt;br /&gt;
A: The federation rules are surprisingly intricate given the amount of space they occupy in the rulebook. See boardgamegeek.com/thread/2120375/official-federation-faq for more details.&lt;br /&gt;
&lt;br /&gt;
Xenos: note that 7 power is required if you have not built your PI.&lt;br /&gt;
&lt;br /&gt;
Bescods: note that power is only increased on titanium planets, and only after you have built your PI.&lt;br /&gt;
&lt;br /&gt;
Ivits: Your existing federation starts out pre-selected. Your second federation must connect to your existing federation. Don&#039;t forget that Ivits spend QICs for satellites!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
IMPORTANT: All bug reports regarding federations require the move number of the action and a screenshot showing which hexes are selected. Without these, it&#039;s nearly impossible to piece together exactly what&#039;s happening and when.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== FAQ: Faction-specific ==&lt;br /&gt;
&lt;br /&gt;
Q: As Hadsch Hallas, how do I use my PI ability?&lt;br /&gt;
&lt;br /&gt;
A: Once you&#039;ve built your PI, the new conversion options will be available under the Convert menu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: My faction&#039;s ability isn&#039;t working!&lt;br /&gt;
&lt;br /&gt;
A: Make sure you&#039;re not confusing your passive ability with the ability granted by your Planetary Institute. If it&#039;s the PI ability, you&#039;ll need to have built your PI.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: As Nevlas, what happens to the remaining half a power when I convert?&lt;br /&gt;
&lt;br /&gt;
A: Any &amp;quot;half power&amp;quot; not used is lost. Make sure you select all desired conversions before clicking confirm.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: How do I form a second federation as Ivits?&lt;br /&gt;
&lt;br /&gt;
A: Your existing federation starts out pre-selected. Your second federation must connect to your existing federation. Don&#039;t forget that Ivits spend QICs for satellites!&lt;/div&gt;</summary>
		<author><name>Kayvon</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgaiaproject&amp;diff=13874</id>
		<title>Gamehelpgaiaproject</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgaiaproject&amp;diff=13874"/>
		<updated>2022-07-04T20:19:08Z</updated>

		<summary type="html">&lt;p&gt;Kayvon: /* Auctions for Drafting Factions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Factions ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;font-weight:bold; vertical-align:bottom;&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Faction&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Planet Type&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Ability&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Planetary Institute&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Starting Research&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Basic Income&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Terrans&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Terra&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | During the Gaia phase, move the power tokens   in your Gaia area to area II of your power cycle instead of to area I.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | During the Gaia phase, when you move   power tokens from your Gaia area to area II of your power cycle, you may gain   resources as if you were spending that much power to take free actions.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Gaia   Project&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Lantids&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Terra&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | When you take the “Build a Mine” action, you   may build a mine on a planet colonized by an opponent (including the Lost   Planet). Place your mine next to the opponent’s structure. You do not have to   pay for terraforming, but you must still pay the mine’s cost. This mine   counts as a normal mine in all ways except the following: this mine cannot be   upgraded, and it does not count for any effects that relate to how many   planet types or Gaia planets you have colonized.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | Each time you build a mine on a planet   colonized by an opponent, gain two knowledge.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Xenos&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Desert&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You place a third starting mine after all   other starting mines have been placed.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You can form federations with a total power   value of six instead of seven. You gain one Q.I.C. as income instead of one   power token.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Artificial   Intelligence&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Gleens&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Desert&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | If you would ever gain Q.I.C., gain that much   ore instead; once you have upgraded to the indicated academy, this effect no   longer applies. To make a Gaia Planet habitable, pay one ore instead of one   Q.I.C. Each time you build a mine on a Gaia Planet, gain two additional VP.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | When you upgrade to the planetary institute,   immediately gain the Gleens’ federation token (gaining the resources shown as   normal). Gaining this tile counts as forming a federation. The planetary   institute itself can still be part of a federation on the board.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Navigation&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Taklons&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Swamp&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | The Brainstone counts as one power token   (when starting a Gaia Project, building satellites, etc.), but you can spend   it as if it were three power.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | Each time you would charge power from   “Passive Action: Charge Power,” you gain one power token. You can choose to   gain the power before or after charging.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Ambas&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Swamp&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | Once per round, as an action, you can swap   your planetary institute with one of your mines on the game board (this can   help you form a new federation). This has no impact on existing federations,   even if their power value becomes less than seven. The swap does not count as   a build or upgrade action; no VP or power can be gained from it.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Navigation&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 2 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Hadsch Hallas&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Oxide&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You can spend credits instead of power to   take free actions that allow you to gain resources. Example: You can spend 3   credits to take the free action that allows you to gain one ore.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Economy&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore, 3 Credits&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Ivits&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Oxide&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | During setup, do not place mines. Instead,   after all other players have placed mines (including the Xenos’ third mine),   place your planetary institute on any red planet. You can only have one   federation, but each time the power value of your federation becomes a   multiple of 7, you may take the &amp;quot;Form A Federation&amp;quot; action again.   You must discard Q.I.C. instead of power tokens to make satellites.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | As a special action, place a space station on   an accessible space that does not contain a planet or another space station.   The accessibility of a space follows the same rules as the “Build a Mine”   action.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore, 1 QIC&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Geodens&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Volcanic&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | The first time you build a mine on each   planet type, gain 3 knowledge. (You do not gain knowledge for planet types   you colonized before upgrading to your planetary institute.)&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Terraforming&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Bal T&#039;aks&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Volcanic&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You cannot advance in the “Navigation”   research area, even if you take the tech tile below the “Navigation” research   area. If you do take that tech tile, no advancement occurs. As a free action,   you can move a Gaiaformer from a Gaiaformer space on your faction board to   your Gaia area to gain one Q.I.C. Gaiaformers in your Gaia area are not   available until the next Gaia phase. In the next Gaia phase, move any   Gaiaformer in your Gaia area back to its Gaiaformer space.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You can now advance in the “Navigation”   research area.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Gaia   Project&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Firaks&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Titanium&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | As an action, you can “downgrade” a research   lab into a trading station and immediately advance one level in a research   area of your choice. Advancing in a research area is explained on page 15.   This counts as an “Upgrade to a Trading Station” action. You can later   upgrade the trading station back into a research lab using the normal rules   (including gaining a new tech tile).&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 2   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Bescods&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Titanium&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | The positions of your planetary institute and   academies are swapped on your faction board, as is the income you gain for   trading stations and research labs. As with the other factions, upgrading to   an academy or a research lab allows you to gain a tech tile. Once per round,   as an action, you can advance your lowest-level token in a research area   (without paying knowledge). If multiple of your tokens are tied for the   lowest level, choose which of the tied tokens to advance. To advance to level   5 this way, you must still flip a federation token as normal. Remember, only   one player can reach level 5 of each research area.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | The power value of your structures on gray   planets (your home type) is increased by one (in addition to any other   effects that increase their power value).&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Nevlas&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Ice&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | As a free action, you can move one power   token from area III of your power cycle to your Gaia area to gain one   knowledge (these power tokens follow the normal Gaia phase rules). This does   not count as spending power.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You can spend power tokens in area III of   your power cycle as if they were each two power. Otherwise, they count as one   power token (when starting a Gaia Project, building satellites, etc.). When   paying for a power action with an odd power cost (1, 3, 5, etc.), the unspent   power is lost.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Science&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Itars&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Ice&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | Each time you discard a power token from area   II of your power cycle to move another power token to area III, place the   discarded power token in your Gaia area instead of returning it to the   supply.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | During the Gaia phase, you can discard 4   power tokens from your Gaia area to immediately gain a tech tile (standard or   advanced).&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore, 1 Power in Bowl I&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rules to Remember ==&lt;br /&gt;
* Starting Resources (before receiving income at the beginning of Round 1) - Credits: 15, Ore: 4, Knowledge: 3&lt;br /&gt;
* Resource Storage Limits - Credits: 30, Ore: 15, Knowledge: 15&lt;br /&gt;
&lt;br /&gt;
==Auctions==&lt;br /&gt;
# &#039;&#039;&#039;Build a Mine&#039;&#039;&#039; - This places a mine on the board, which usually give you ore as income. These mines must be at most a distance away from another building of yours equal to your navigation (the second track from the left). You must pay the cost of the mine. If it&#039;s a Gaia planet (green planets without gaiaformers on them), you must also pay one QIC. If it&#039;s some other planet type, you must pay additional ore - the exact cost is determined by your terraforming ability (the first track from the left) and the number of terraforming steps required to make the destination planet habitable for your faction.&lt;br /&gt;
# &#039;&#039;&#039;Start a Gaia Project&#039;&#039;&#039; - This allows you to transform Transdim planets (purple) into a Gaia planet. You can only do this if you have at least one available gaiaformer, which you can get as a result of the Gaia Project track (the fourth track from the left). To do this, move power tokens into the gaia section of your board. These tokens are not lost - you&#039;ll get them back as the last step of the income phase. At the start of the next round, these planets are now Gaia planets and you can build mines on them normally (without spending a QIC like you normally would to build on a Gaia Planet). The gaiaformer is removed (and sent to your faction board) only after you decide to build on these planets (they are &amp;quot;reserved&amp;quot; for you until then).&lt;br /&gt;
# &#039;&#039;&#039;Upgrade Existing Structure&#039;&#039;&#039; - Mines can be upgraded to Trading Stations, which usually produce credits - note that this has a cheaper cost if it&#039;s at most two units away from an opponent&#039;s structure. Trade Centers can be upgraded to either a Planetary Institute (which produces power and unlocks an ability specific to your faction) or Research Labs, which produce knowledge and allows you to immediately take a technology tile and advance on one of the tracks (if able, depending on your current position in the track). Research Labs can be upgraded to Academies, which also let you gain more technologies and produce either knowledge or QIC (or other resources depending on the faction).&lt;br /&gt;
# &#039;&#039;&#039;Form a Federation&#039;&#039;&#039; - This allows you to combine structures to gain more points. To do this, you need any cluster of structures whose total power level is 7 or more. This can include empty space as well, but for each empty space included this way, pay 1 power token from any bowl to create a satellite. For doing this, you gain a federation token, which gives you immediate points, some other resource bonus, and can later be spent to advance to the top position of a research track or gain advanced technology tiles.&lt;br /&gt;
# &#039;&#039;&#039;Research Progress&#039;&#039;&#039; - Spend 4 knowledge to advance on any track. The tracks are &lt;br /&gt;
##Terraforming, which improves your ability to terraform planets&lt;br /&gt;
##Navigation, which increases the range at which you can build structures &lt;br /&gt;
##Artificial Intelligence, which gives you more QIC&lt;br /&gt;
##Gaia Project, which allows you to start Gaia Projects on Transdim planets&lt;br /&gt;
##Economy, which increase your ore, credits, power charge income&lt;br /&gt;
##Science, which increases your knowledge income. &lt;br /&gt;
# &#039;&#039;&#039;Power and Q.I.C. Actions&#039;&#039;&#039; -  Spend power or QICs to take any of the actions at the bottom of the research board. Each of these can be taken only once per round.&lt;br /&gt;
# &#039;&#039;&#039;Special Actions&#039;&#039;&#039; - Use any actions printed on booster tiles or your faction board. These can be taken only once per round.&lt;br /&gt;
# &#039;&#039;&#039;Pass&#039;&#039;&#039; - Select a new booster tile. Wait until all other players have passed too.&lt;br /&gt;
# &#039;&#039;&#039;Free Actions&#039;&#039;&#039; - Resource Conversions (or burn power to move power from Bowl 2 to Bowl 3).&lt;br /&gt;
# &#039;&#039;&#039;Passive Action&#039;&#039;&#039; - Charging power. Spend VP as necessary depending on the amount of power being charged. This is optional.&lt;br /&gt;
&lt;br /&gt;
== Auctions for Drafting Factions ==&lt;br /&gt;
&lt;br /&gt;
Each player submits bids for every faction that has been drafted. Once all bids are submitted, a round-robin auction is automatically conducted in turn order until each player has the top bid on one faction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A typical auction might look like this behind the scenes.&lt;br /&gt;
&lt;br /&gt;
1) The first player bids zero VP on the faction that has his highest maximum bid (i.e. the faction he wanted most)&lt;br /&gt;
&lt;br /&gt;
2) If the second player submitted the same top bid for two different factions, he&#039;ll automatically bid zero on the faction no one has picked yet. If he had placed a higher bid on the same faction as player 1, he would have increased that bid to one VP instead.&lt;br /&gt;
&lt;br /&gt;
3) The third player looks at the current bids and compares those to his maximum bid. He&#039;ll automatically bid one higher on the faction with the greatest difference between his maximum bid and the current bid of that faction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is all resolved quickly and automatically behind the scenes. It&#039;s not uncommon for players to get factions for free if no one outbids them.&lt;br /&gt;
&lt;br /&gt;
After the auction, all players are given VP so that the player that paid the most still starts with 10 VP to use during the game.&lt;br /&gt;
&lt;br /&gt;
== Undoing your turn ==&lt;br /&gt;
&lt;br /&gt;
The implementation will asked to confirm or cancel after selecting a planet for a build/upgrade action, selecting planets for a federation, selecting a research track, passing, and so on. However, the developers have decided [https://boardgamearena.com/doc/BGA_Undo_policy not add an option to undo] your turn.&lt;/div&gt;</summary>
		<author><name>Kayvon</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgaiaproject&amp;diff=13872</id>
		<title>Gamehelpgaiaproject</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgaiaproject&amp;diff=13872"/>
		<updated>2022-07-04T15:00:57Z</updated>

		<summary type="html">&lt;p&gt;Kayvon: /* Actions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Factions ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;font-weight:bold; vertical-align:bottom;&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Faction&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Planet Type&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Ability&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Planetary Institute&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Starting Research&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Basic Income&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Terrans&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Terra&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | During the Gaia phase, move the power tokens   in your Gaia area to area II of your power cycle instead of to area I.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | During the Gaia phase, when you move   power tokens from your Gaia area to area II of your power cycle, you may gain   resources as if you were spending that much power to take free actions.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Gaia   Project&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Lantids&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Terra&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | When you take the “Build a Mine” action, you   may build a mine on a planet colonized by an opponent (including the Lost   Planet). Place your mine next to the opponent’s structure. You do not have to   pay for terraforming, but you must still pay the mine’s cost. This mine   counts as a normal mine in all ways except the following: this mine cannot be   upgraded, and it does not count for any effects that relate to how many   planet types or Gaia planets you have colonized.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | Each time you build a mine on a planet   colonized by an opponent, gain two knowledge.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Xenos&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Desert&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You place a third starting mine after all   other starting mines have been placed.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You can form federations with a total power   value of six instead of seven. You gain one Q.I.C. as income instead of one   power token.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Artificial   Intelligence&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Gleens&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Desert&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | If you would ever gain Q.I.C., gain that much   ore instead; once you have upgraded to the indicated academy, this effect no   longer applies. To make a Gaia Planet habitable, pay one ore instead of one   Q.I.C. Each time you build a mine on a Gaia Planet, gain two additional VP.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | When you upgrade to the planetary institute,   immediately gain the Gleens’ federation token (gaining the resources shown as   normal). Gaining this tile counts as forming a federation. The planetary   institute itself can still be part of a federation on the board.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Navigation&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Taklons&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Swamp&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | The Brainstone counts as one power token   (when starting a Gaia Project, building satellites, etc.), but you can spend   it as if it were three power.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | Each time you would charge power from   “Passive Action: Charge Power,” you gain one power token. You can choose to   gain the power before or after charging.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Ambas&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Swamp&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | Once per round, as an action, you can swap   your planetary institute with one of your mines on the game board (this can   help you form a new federation). This has no impact on existing federations,   even if their power value becomes less than seven. The swap does not count as   a build or upgrade action; no VP or power can be gained from it.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Navigation&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 2 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Hadsch Hallas&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Oxide&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You can spend credits instead of power to   take free actions that allow you to gain resources. Example: You can spend 3   credits to take the free action that allows you to gain one ore.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Economy&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore, 3 Credits&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Ivits&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Oxide&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | During setup, do not place mines. Instead,   after all other players have placed mines (including the Xenos’ third mine),   place your planetary institute on any red planet. You can only have one   federation, but each time the power value of your federation becomes a   multiple of 7, you may take the &amp;quot;Form A Federation&amp;quot; action again.   You must discard Q.I.C. instead of power tokens to make satellites.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | As a special action, place a space station on   an accessible space that does not contain a planet or another space station.   The accessibility of a space follows the same rules as the “Build a Mine”   action.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore, 1 QIC&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Geodens&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Volcanic&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | The first time you build a mine on each   planet type, gain 3 knowledge. (You do not gain knowledge for planet types   you colonized before upgrading to your planetary institute.)&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Terraforming&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Bal T&#039;aks&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Volcanic&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You cannot advance in the “Navigation”   research area, even if you take the tech tile below the “Navigation” research   area. If you do take that tech tile, no advancement occurs. As a free action,   you can move a Gaiaformer from a Gaiaformer space on your faction board to   your Gaia area to gain one Q.I.C. Gaiaformers in your Gaia area are not   available until the next Gaia phase. In the next Gaia phase, move any   Gaiaformer in your Gaia area back to its Gaiaformer space.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You can now advance in the “Navigation”   research area.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Gaia   Project&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Firaks&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Titanium&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | As an action, you can “downgrade” a research   lab into a trading station and immediately advance one level in a research   area of your choice. Advancing in a research area is explained on page 15.   This counts as an “Upgrade to a Trading Station” action. You can later   upgrade the trading station back into a research lab using the normal rules   (including gaining a new tech tile).&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 2   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Bescods&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Titanium&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | The positions of your planetary institute and   academies are swapped on your faction board, as is the income you gain for   trading stations and research labs. As with the other factions, upgrading to   an academy or a research lab allows you to gain a tech tile. Once per round,   as an action, you can advance your lowest-level token in a research area   (without paying knowledge). If multiple of your tokens are tied for the   lowest level, choose which of the tied tokens to advance. To advance to level   5 this way, you must still flip a federation token as normal. Remember, only   one player can reach level 5 of each research area.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | The power value of your structures on gray   planets (your home type) is increased by one (in addition to any other   effects that increase their power value).&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Nevlas&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Ice&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | As a free action, you can move one power   token from area III of your power cycle to your Gaia area to gain one   knowledge (these power tokens follow the normal Gaia phase rules). This does   not count as spending power.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You can spend power tokens in area III of   your power cycle as if they were each two power. Otherwise, they count as one   power token (when starting a Gaia Project, building satellites, etc.). When   paying for a power action with an odd power cost (1, 3, 5, etc.), the unspent   power is lost.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Science&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Itars&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Ice&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | Each time you discard a power token from area   II of your power cycle to move another power token to area III, place the   discarded power token in your Gaia area instead of returning it to the   supply.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | During the Gaia phase, you can discard 4   power tokens from your Gaia area to immediately gain a tech tile (standard or   advanced).&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore, 1 Power in Bowl I&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rules to Remember ==&lt;br /&gt;
* Starting Resources (before receiving income at the beginning of Round 1) - Credits: 15, Ore: 4, Knowledge: 3&lt;br /&gt;
* Resource Storage Limits - Credits: 30, Ore: 15, Knowledge: 15&lt;br /&gt;
&lt;br /&gt;
==Auctions==&lt;br /&gt;
# &#039;&#039;&#039;Build a Mine&#039;&#039;&#039; - This places a mine on the board, which usually give you ore as income. These mines must be at most a distance away from another building of yours equal to your navigation (the second track from the left). You must pay the cost of the mine. If it&#039;s a Gaia planet (green planets without gaiaformers on them), you must also pay one QIC. If it&#039;s some other planet type, you must pay additional ore - the exact cost is determined by your terraforming ability (the first track from the left) and the number of terraforming steps required to make the destination planet habitable for your faction.&lt;br /&gt;
# &#039;&#039;&#039;Start a Gaia Project&#039;&#039;&#039; - This allows you to transform Transdim planets (purple) into a Gaia planet. You can only do this if you have at least one available gaiaformer, which you can get as a result of the Gaia Project track (the fourth track from the left). To do this, move power tokens into the gaia section of your board. These tokens are not lost - you&#039;ll get them back as the last step of the income phase. At the start of the next round, these planets are now Gaia planets and you can build mines on them normally (without spending a QIC like you normally would to build on a Gaia Planet). The gaiaformer is removed (and sent to your faction board) only after you decide to build on these planets (they are &amp;quot;reserved&amp;quot; for you until then).&lt;br /&gt;
# &#039;&#039;&#039;Upgrade Existing Structure&#039;&#039;&#039; - Mines can be upgraded to Trading Stations, which usually produce credits - note that this has a cheaper cost if it&#039;s at most two units away from an opponent&#039;s structure. Trade Centers can be upgraded to either a Planetary Institute (which produces power and unlocks an ability specific to your faction) or Research Labs, which produce knowledge and allows you to immediately take a technology tile and advance on one of the tracks (if able, depending on your current position in the track). Research Labs can be upgraded to Academies, which also let you gain more technologies and produce either knowledge or QIC (or other resources depending on the faction).&lt;br /&gt;
# &#039;&#039;&#039;Form a Federation&#039;&#039;&#039; - This allows you to combine structures to gain more points. To do this, you need any cluster of structures whose total power level is 7 or more. This can include empty space as well, but for each empty space included this way, pay 1 power token from any bowl to create a satellite. For doing this, you gain a federation token, which gives you immediate points, some other resource bonus, and can later be spent to advance to the top position of a research track or gain advanced technology tiles.&lt;br /&gt;
# &#039;&#039;&#039;Research Progress&#039;&#039;&#039; - Spend 4 knowledge to advance on any track. The tracks are &lt;br /&gt;
##Terraforming, which improves your ability to terraform planets&lt;br /&gt;
##Navigation, which increases the range at which you can build structures &lt;br /&gt;
##Artificial Intelligence, which gives you more QIC&lt;br /&gt;
##Gaia Project, which allows you to start Gaia Projects on Transdim planets&lt;br /&gt;
##Economy, which increase your ore, credits, power charge income&lt;br /&gt;
##Science, which increases your knowledge income. &lt;br /&gt;
# &#039;&#039;&#039;Power and Q.I.C. Actions&#039;&#039;&#039; -  Spend power or QICs to take any of the actions at the bottom of the research board. Each of these can be taken only once per round.&lt;br /&gt;
# &#039;&#039;&#039;Special Actions&#039;&#039;&#039; - Use any actions printed on booster tiles or your faction board. These can be taken only once per round.&lt;br /&gt;
# &#039;&#039;&#039;Pass&#039;&#039;&#039; - Select a new booster tile. Wait until all other players have passed too.&lt;br /&gt;
# &#039;&#039;&#039;Free Actions&#039;&#039;&#039; - Resource Conversions (or burn power to move power from Bowl 2 to Bowl 3).&lt;br /&gt;
# &#039;&#039;&#039;Passive Action&#039;&#039;&#039; - Charging power. Spend VP as necessary depending on the amount of power being charged. This is optional.&lt;br /&gt;
&lt;br /&gt;
== Auctions for Drafting Factions ==&lt;br /&gt;
&lt;br /&gt;
Each player submits bids for every faction that has been drafted. Once all bids are submitted, a round-robin auction is automatically conducted in turn order until each player has the top bid on one faction.&lt;br /&gt;
&lt;br /&gt;
A typical auction might look like this behind the scenes.&lt;br /&gt;
1) The first player bids zero VP on the faction that has his highest maximum bid (i.e. the faction he wanted most)&lt;br /&gt;
2) If the second player submitted the same top bid for two different factions, he&#039;ll automatically bid zero on the faction no one has picked yet. If he had placed a higher bid on the same faction as player 1, he would have increased that bid to one VP instead.&lt;br /&gt;
3) The third player looks at the current bids and compares those to his maximum bid. He&#039;ll automatically bid one higher on the faction with the greatest difference between his maximum bid and the current bid of that faction.&lt;br /&gt;
&lt;br /&gt;
This is all resolved quickly and automatically behind the scenes. It&#039;s not uncommon for players to get factions for free if no one outbids them.&lt;br /&gt;
&lt;br /&gt;
After the auction, all players are given VP so that the player that paid the most still starts with 10 VP to use during the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Undoing your turn ==&lt;br /&gt;
&lt;br /&gt;
The implementation will asked to confirm or cancel after selecting a planet for a build/upgrade action, selecting planets for a federation, selecting a research track, passing, and so on. However, the developers have decided [https://boardgamearena.com/doc/BGA_Undo_policy not add an option to undo] your turn.&lt;/div&gt;</summary>
		<author><name>Kayvon</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgaiaproject&amp;diff=13864</id>
		<title>Gamehelpgaiaproject</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgaiaproject&amp;diff=13864"/>
		<updated>2022-07-02T20:46:59Z</updated>

		<summary type="html">&lt;p&gt;Kayvon: /* Undoing your turn */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Factions ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;font-weight:bold; vertical-align:bottom;&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Faction&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Planet Type&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Ability&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Planetary Institute&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Starting Research&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Basic Income&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Terrans&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Terra&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | During the Gaia phase, move the power tokens   in your Gaia area to area II of your power cycle instead of to area I.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | During the Gaia phase, when you move   power tokens from your Gaia area to area II of your power cycle, you may gain   resources as if you were spending that much power to take free actions.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Gaia   Project&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Lantids&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Terra&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | When you take the “Build a Mine” action, you   may build a mine on a planet colonized by an opponent (including the Lost   Planet). Place your mine next to the opponent’s structure. You do not have to   pay for terraforming, but you must still pay the mine’s cost. This mine   counts as a normal mine in all ways except the following: this mine cannot be   upgraded, and it does not count for any effects that relate to how many   planet types or Gaia planets you have colonized.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | Each time you build a mine on a planet   colonized by an opponent, gain two knowledge.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Xenos&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Desert&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You place a third starting mine after all   other starting mines have been placed.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You can form federations with a total power   value of six instead of seven. You gain one Q.I.C. as income instead of one   power token.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Artificial   Intelligence&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Gleens&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Desert&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | If you would ever gain Q.I.C., gain that much   ore instead; once you have upgraded to the indicated academy, this effect no   longer applies. To make a Gaia Planet habitable, pay one ore instead of one   Q.I.C. Each time you build a mine on a Gaia Planet, gain two additional VP.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | When you upgrade to the planetary institute,   immediately gain the Gleens’ federation token (gaining the resources shown as   normal). Gaining this tile counts as forming a federation. The planetary   institute itself can still be part of a federation on the board.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Navigation&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Taklons&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Swamp&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | The Brainstone counts as one power token   (when starting a Gaia Project, building satellites, etc.), but you can spend   it as if it were three power.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | Each time you would charge power from   “Passive Action: Charge Power,” you gain one power token. You can choose to   gain the power before or after charging.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Ambas&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Swamp&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | Once per round, as an action, you can swap   your planetary institute with one of your mines on the game board (this can   help you form a new federation). This has no impact on existing federations,   even if their power value becomes less than seven. The swap does not count as   a build or upgrade action; no VP or power can be gained from it.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Navigation&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 2 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Hadsch Hallas&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Oxide&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You can spend credits instead of power to   take free actions that allow you to gain resources. Example: You can spend 3   credits to take the free action that allows you to gain one ore.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Economy&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore, 3 Credits&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Ivits&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Oxide&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | During setup, do not place mines. Instead,   after all other players have placed mines (including the Xenos’ third mine),   place your planetary institute on any red planet. You can only have one   federation, but each time the power value of your federation becomes a   multiple of 7, you may take the &amp;quot;Form A Federation&amp;quot; action again.   You must discard Q.I.C. instead of power tokens to make satellites.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | As a special action, place a space station on   an accessible space that does not contain a planet or another space station.   The accessibility of a space follows the same rules as the “Build a Mine”   action.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore, 1 QIC&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Geodens&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Volcanic&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | The first time you build a mine on each   planet type, gain 3 knowledge. (You do not gain knowledge for planet types   you colonized before upgrading to your planetary institute.)&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Terraforming&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Bal T&#039;aks&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Volcanic&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You cannot advance in the “Navigation”   research area, even if you take the tech tile below the “Navigation” research   area. If you do take that tech tile, no advancement occurs. As a free action,   you can move a Gaiaformer from a Gaiaformer space on your faction board to   your Gaia area to gain one Q.I.C. Gaiaformers in your Gaia area are not   available until the next Gaia phase. In the next Gaia phase, move any   Gaiaformer in your Gaia area back to its Gaiaformer space.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You can now advance in the “Navigation”   research area.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Gaia   Project&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Firaks&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Titanium&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | As an action, you can “downgrade” a research   lab into a trading station and immediately advance one level in a research   area of your choice. Advancing in a research area is explained on page 15.   This counts as an “Upgrade to a Trading Station” action. You can later   upgrade the trading station back into a research lab using the normal rules   (including gaining a new tech tile).&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 2   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Bescods&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Titanium&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | The positions of your planetary institute and   academies are swapped on your faction board, as is the income you gain for   trading stations and research labs. As with the other factions, upgrading to   an academy or a research lab allows you to gain a tech tile. Once per round,   as an action, you can advance your lowest-level token in a research area   (without paying knowledge). If multiple of your tokens are tied for the   lowest level, choose which of the tied tokens to advance. To advance to level   5 this way, you must still flip a federation token as normal. Remember, only   one player can reach level 5 of each research area.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | The power value of your structures on gray   planets (your home type) is increased by one (in addition to any other   effects that increase their power value).&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Nevlas&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Ice&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | As a free action, you can move one power   token from area III of your power cycle to your Gaia area to gain one   knowledge (these power tokens follow the normal Gaia phase rules). This does   not count as spending power.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You can spend power tokens in area III of   your power cycle as if they were each two power. Otherwise, they count as one   power token (when starting a Gaia Project, building satellites, etc.). When   paying for a power action with an odd power cost (1, 3, 5, etc.), the unspent   power is lost.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Science&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Itars&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Ice&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | Each time you discard a power token from area   II of your power cycle to move another power token to area III, place the   discarded power token in your Gaia area instead of returning it to the   supply.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | During the Gaia phase, you can discard 4   power tokens from your Gaia area to immediately gain a tech tile (standard or   advanced).&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore, 1 Power in Bowl I&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rules to Remember ==&lt;br /&gt;
* Starting Resources (before receiving income at the beginning of Round 1) - Credits: 15, Ore: 4, Knowledge: 3&lt;br /&gt;
* Resource Storage Limits - Credits: 30, Ore: 15, Knowledge: 15&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
# &#039;&#039;&#039;Build a Mine&#039;&#039;&#039; - This places a mine on the board, which usually give you ore as income. These mines must be at most a distance away from another building of yours equal to your navigation (the second track from the left). You must pay the cost of the mine. If it&#039;s a Gaia planet (green planets without gaiaformers on them), you must also pay one QIC. If it&#039;s some other planet type, you must pay additional ore - the exact cost is determined by your terraforming ability (the first track from the left) and the number of terraforming steps required to make the destination planet habitable for your faction.&lt;br /&gt;
# &#039;&#039;&#039;Start a Gaia Project&#039;&#039;&#039; - This allows you to transform Transdim planets (purple) into a Gaia planet. You can only do this if you have at least one available gaiaformer, which you can get as a result of the Gaia Project track (the fourth track from the left). To do this, move power tokens into the gaia section of your board. These tokens are not lost - you&#039;ll get them back as the last step of the income phase. At the start of the next round, these planets are now Gaia planets and you can build mines on them normally (without spending a QIC like you normally would to build on a Gaia Planet). The gaiaformer is removed (and sent to your faction board) only after you decide to build on these planets (they are &amp;quot;reserved&amp;quot; for you until then).&lt;br /&gt;
# &#039;&#039;&#039;Upgrade Existing Structure&#039;&#039;&#039; - Mines can be upgraded to Trading Stations, which usually produce credits - note that this has a cheaper cost if it&#039;s at most two units away from an opponent&#039;s structure. Trade Centers can be upgraded to either a Planetary Institute (which produces power and unlocks an ability specific to your faction) or Research Labs, which produce knowledge and allows you to immediately take a technology tile and advance on one of the tracks (if able, depending on your current position in the track). Research Labs can be upgraded to Academies, which also let you gain more technologies and produce either knowledge or QIC (or other resources depending on the faction).&lt;br /&gt;
# &#039;&#039;&#039;Form a Federation&#039;&#039;&#039; - This allows you to combine structures to gain more points. To do this, you need any cluster of structures whose total power level is 7 or more. This can include empty space as well, but for each empty space included this way, pay 1 power token from any bowl to create a satellite. For doing this, you gain a federation token, which gives you immediate points, some other resource bonus, and can later be spent to advance to the top position of a research track or gain advanced technology tiles.&lt;br /&gt;
# &#039;&#039;&#039;Research Progress&#039;&#039;&#039; - Spend 4 knowledge to advance on any track. The tracks are &lt;br /&gt;
##Terraforming, which improves your ability to terraform planets&lt;br /&gt;
##Navigation, which increases the range at which you can build structures &lt;br /&gt;
##Artificial Intelligence, which gives you more QIC&lt;br /&gt;
##Gaia Project, which allows you to start Gaia Projects on Transdim planets&lt;br /&gt;
##Economy, which increase your ore, credits, power charge income&lt;br /&gt;
##Science, which increases your knowledge income. &lt;br /&gt;
# &#039;&#039;&#039;Power and Q.I.C. Actions&#039;&#039;&#039; -  Spend power or QICs to take any of the actions at the bottom of the research board. Each of these can be taken only once per round.&lt;br /&gt;
# &#039;&#039;&#039;Special Actions&#039;&#039;&#039; - Use any actions printed on booster tiles or your faction board. These can be taken only once per round.&lt;br /&gt;
# &#039;&#039;&#039;Pass&#039;&#039;&#039; - Select a new booster tile. Wait until all other players have passed too.&lt;br /&gt;
# &#039;&#039;&#039;Free Actions&#039;&#039;&#039; - Resource Conversions (or burn power to move power from Bowl 2 to Bowl 3).&lt;br /&gt;
# &#039;&#039;&#039;Passive Action&#039;&#039;&#039; - Charging power. Spend VP as necessary depending on the amount of power being charged. This is optional.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Auctions for Drafting Factions ==&lt;br /&gt;
&lt;br /&gt;
Each player submits bids for every faction that has been drafted. Once all bids are submitted, a round-robin auction is automatically conducted in turn order until each player has the top bid on one faction.&lt;br /&gt;
&lt;br /&gt;
A typical auction might look like this behind the scenes.&lt;br /&gt;
1) The first player bids zero VP on the faction that has his highest maximum bid (i.e. the faction he wanted most)&lt;br /&gt;
2) If the second player submitted the same top bid for two different factions, he&#039;ll automatically bid zero on the faction no one has picked yet. If he had placed a higher bid on the same faction as player 1, he would have increased that bid to one VP instead.&lt;br /&gt;
3) The third player looks at the current bids and compares those to his maximum bid. He&#039;ll automatically bid one higher on the faction with the greatest difference between his maximum bid and the current bid of that faction.&lt;br /&gt;
&lt;br /&gt;
This is all resolved quickly and automatically behind the scenes. It&#039;s not uncommon for players to get factions for free if no one outbids them.&lt;br /&gt;
&lt;br /&gt;
After the auction, all players are given VP so that the player that paid the most still starts with 10 VP to use during the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Undoing your turn ==&lt;br /&gt;
&lt;br /&gt;
The implementation will asked to confirm or cancel after selecting a planet for a build/upgrade action, selecting planets for a federation, selecting a research track, passing, and so on. However, the developers have decided [https://boardgamearena.com/doc/BGA_Undo_policy not add an option to undo] your turn.&lt;/div&gt;</summary>
		<author><name>Kayvon</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgaiaproject&amp;diff=13863</id>
		<title>Gamehelpgaiaproject</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgaiaproject&amp;diff=13863"/>
		<updated>2022-07-02T20:07:13Z</updated>

		<summary type="html">&lt;p&gt;Kayvon: Added auction description&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Factions ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;font-weight:bold; vertical-align:bottom;&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Faction&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Planet Type&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Ability&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Planetary Institute&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Starting Research&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Basic Income&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Terrans&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Terra&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | During the Gaia phase, move the power tokens   in your Gaia area to area II of your power cycle instead of to area I.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | During the Gaia phase, when you move   power tokens from your Gaia area to area II of your power cycle, you may gain   resources as if you were spending that much power to take free actions.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Gaia   Project&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Lantids&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Terra&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | When you take the “Build a Mine” action, you   may build a mine on a planet colonized by an opponent (including the Lost   Planet). Place your mine next to the opponent’s structure. You do not have to   pay for terraforming, but you must still pay the mine’s cost. This mine   counts as a normal mine in all ways except the following: this mine cannot be   upgraded, and it does not count for any effects that relate to how many   planet types or Gaia planets you have colonized.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | Each time you build a mine on a planet   colonized by an opponent, gain two knowledge.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Xenos&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Desert&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You place a third starting mine after all   other starting mines have been placed.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You can form federations with a total power   value of six instead of seven. You gain one Q.I.C. as income instead of one   power token.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Artificial   Intelligence&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Gleens&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Desert&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | If you would ever gain Q.I.C., gain that much   ore instead; once you have upgraded to the indicated academy, this effect no   longer applies. To make a Gaia Planet habitable, pay one ore instead of one   Q.I.C. Each time you build a mine on a Gaia Planet, gain two additional VP.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | When you upgrade to the planetary institute,   immediately gain the Gleens’ federation token (gaining the resources shown as   normal). Gaining this tile counts as forming a federation. The planetary   institute itself can still be part of a federation on the board.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Navigation&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Taklons&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Swamp&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | The Brainstone counts as one power token   (when starting a Gaia Project, building satellites, etc.), but you can spend   it as if it were three power.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | Each time you would charge power from   “Passive Action: Charge Power,” you gain one power token. You can choose to   gain the power before or after charging.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Ambas&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Swamp&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | Once per round, as an action, you can swap   your planetary institute with one of your mines on the game board (this can   help you form a new federation). This has no impact on existing federations,   even if their power value becomes less than seven. The swap does not count as   a build or upgrade action; no VP or power can be gained from it.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Navigation&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 2 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Hadsch Hallas&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Oxide&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You can spend credits instead of power to   take free actions that allow you to gain resources. Example: You can spend 3   credits to take the free action that allows you to gain one ore.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Economy&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore, 3 Credits&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Ivits&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Oxide&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | During setup, do not place mines. Instead,   after all other players have placed mines (including the Xenos’ third mine),   place your planetary institute on any red planet. You can only have one   federation, but each time the power value of your federation becomes a   multiple of 7, you may take the &amp;quot;Form A Federation&amp;quot; action again.   You must discard Q.I.C. instead of power tokens to make satellites.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | As a special action, place a space station on   an accessible space that does not contain a planet or another space station.   The accessibility of a space follows the same rules as the “Build a Mine”   action.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore, 1 QIC&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Geodens&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Volcanic&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | The first time you build a mine on each   planet type, gain 3 knowledge. (You do not gain knowledge for planet types   you colonized before upgrading to your planetary institute.)&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Terraforming&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Bal T&#039;aks&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Volcanic&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You cannot advance in the “Navigation”   research area, even if you take the tech tile below the “Navigation” research   area. If you do take that tech tile, no advancement occurs. As a free action,   you can move a Gaiaformer from a Gaiaformer space on your faction board to   your Gaia area to gain one Q.I.C. Gaiaformers in your Gaia area are not   available until the next Gaia phase. In the next Gaia phase, move any   Gaiaformer in your Gaia area back to its Gaiaformer space.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You can now advance in the “Navigation”   research area.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Gaia   Project&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Firaks&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Titanium&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | As an action, you can “downgrade” a research   lab into a trading station and immediately advance one level in a research   area of your choice. Advancing in a research area is explained on page 15.   This counts as an “Upgrade to a Trading Station” action. You can later   upgrade the trading station back into a research lab using the normal rules   (including gaining a new tech tile).&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 2   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Bescods&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Titanium&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | The positions of your planetary institute and   academies are swapped on your faction board, as is the income you gain for   trading stations and research labs. As with the other factions, upgrading to   an academy or a research lab allows you to gain a tech tile. Once per round,   as an action, you can advance your lowest-level token in a research area   (without paying knowledge). If multiple of your tokens are tied for the   lowest level, choose which of the tied tokens to advance. To advance to level   5 this way, you must still flip a federation token as normal. Remember, only   one player can reach level 5 of each research area.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | The power value of your structures on gray   planets (your home type) is increased by one (in addition to any other   effects that increase their power value).&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Nevlas&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Ice&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | As a free action, you can move one power   token from area III of your power cycle to your Gaia area to gain one   knowledge (these power tokens follow the normal Gaia phase rules). This does   not count as spending power.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You can spend power tokens in area III of   your power cycle as if they were each two power. Otherwise, they count as one   power token (when starting a Gaia Project, building satellites, etc.). When   paying for a power action with an odd power cost (1, 3, 5, etc.), the unspent   power is lost.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Science&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Itars&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Ice&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | Each time you discard a power token from area   II of your power cycle to move another power token to area III, place the   discarded power token in your Gaia area instead of returning it to the   supply.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | During the Gaia phase, you can discard 4   power tokens from your Gaia area to immediately gain a tech tile (standard or   advanced).&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore, 1 Power in Bowl I&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rules to Remember ==&lt;br /&gt;
* Starting Resources (before receiving income at the beginning of Round 1) - Credits: 15, Ore: 4, Knowledge: 3&lt;br /&gt;
* Resource Storage Limits - Credits: 30, Ore: 15, Knowledge: 15&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
# &#039;&#039;&#039;Build a Mine&#039;&#039;&#039; - This places a mine on the board, which usually give you ore as income. These mines must be at most a distance away from another building of yours equal to your navigation (the second track from the left). You must pay the cost of the mine. If it&#039;s a Gaia planet (green planets without gaiaformers on them), you must also pay one QIC. If it&#039;s some other planet type, you must pay additional ore - the exact cost is determined by your terraforming ability (the first track from the left) and the number of terraforming steps required to make the destination planet habitable for your faction.&lt;br /&gt;
# &#039;&#039;&#039;Start a Gaia Project&#039;&#039;&#039; - This allows you to transform Transdim planets (purple) into a Gaia planet. You can only do this if you have at least one available gaiaformer, which you can get as a result of the Gaia Project track (the fourth track from the left). To do this, move power tokens into the gaia section of your board. These tokens are not lost - you&#039;ll get them back as the last step of the income phase. At the start of the next round, these planets are now Gaia planets and you can build mines on them normally (without spending a QIC like you normally would to build on a Gaia Planet). The gaiaformer is removed (and sent to your faction board) only after you decide to build on these planets (they are &amp;quot;reserved&amp;quot; for you until then).&lt;br /&gt;
# &#039;&#039;&#039;Upgrade Existing Structure&#039;&#039;&#039; - Mines can be upgraded to Trading Stations, which usually produce credits - note that this has a cheaper cost if it&#039;s at most two units away from an opponent&#039;s structure. Trade Centers can be upgraded to either a Planetary Institute (which produces power and unlocks an ability specific to your faction) or Research Labs, which produce knowledge and allows you to immediately take a technology tile and advance on one of the tracks (if able, depending on your current position in the track). Research Labs can be upgraded to Academies, which also let you gain more technologies and produce either knowledge or QIC (or other resources depending on the faction).&lt;br /&gt;
# &#039;&#039;&#039;Form a Federation&#039;&#039;&#039; - This allows you to combine structures to gain more points. To do this, you need any cluster of structures whose total power level is 7 or more. This can include empty space as well, but for each empty space included this way, pay 1 power token from any bowl to create a satellite. For doing this, you gain a federation token, which gives you immediate points, some other resource bonus, and can later be spent to advance to the top position of a research track or gain advanced technology tiles.&lt;br /&gt;
# &#039;&#039;&#039;Research Progress&#039;&#039;&#039; - Spend 4 knowledge to advance on any track. The tracks are &lt;br /&gt;
##Terraforming, which improves your ability to terraform planets&lt;br /&gt;
##Navigation, which increases the range at which you can build structures &lt;br /&gt;
##Artificial Intelligence, which gives you more QIC&lt;br /&gt;
##Gaia Project, which allows you to start Gaia Projects on Transdim planets&lt;br /&gt;
##Economy, which increase your ore, credits, power charge income&lt;br /&gt;
##Science, which increases your knowledge income. &lt;br /&gt;
# &#039;&#039;&#039;Power and Q.I.C. Actions&#039;&#039;&#039; -  Spend power or QICs to take any of the actions at the bottom of the research board. Each of these can be taken only once per round.&lt;br /&gt;
# &#039;&#039;&#039;Special Actions&#039;&#039;&#039; - Use any actions printed on booster tiles or your faction board. These can be taken only once per round.&lt;br /&gt;
# &#039;&#039;&#039;Pass&#039;&#039;&#039; - Select a new booster tile. Wait until all other players have passed too.&lt;br /&gt;
# &#039;&#039;&#039;Free Actions&#039;&#039;&#039; - Resource Conversions (or burn power to move power from Bowl 2 to Bowl 3).&lt;br /&gt;
# &#039;&#039;&#039;Passive Action&#039;&#039;&#039; - Charging power. Spend VP as necessary depending on the amount of power being charged. This is optional.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Auctions for Drafting Factions ==&lt;br /&gt;
&lt;br /&gt;
Each player submits bids for every faction that has been drafted. Once all bids are submitted, a round-robin auction is automatically conducted in turn order until each player has the top bid on one faction.&lt;br /&gt;
&lt;br /&gt;
A typical auction might look like this behind the scenes.&lt;br /&gt;
1) The first player bids zero VP on the faction that has his highest maximum bid (i.e. the faction he wanted most)&lt;br /&gt;
2) If the second player submitted the same top bid for two different factions, he&#039;ll automatically bid zero on the faction no one has picked yet. If he had placed a higher bid on the same faction as player 1, he would have increased that bid to one VP instead.&lt;br /&gt;
3) The third player looks at the current bids and compares those to his maximum bid. He&#039;ll automatically bid one higher on the faction with the greatest difference between his maximum bid and the current bid of that faction.&lt;br /&gt;
&lt;br /&gt;
This is all resolved quickly and automatically behind the scenes. It&#039;s not uncommon for players to get factions for free if no one outbids them.&lt;br /&gt;
&lt;br /&gt;
After the auction, all players are given VP so that the player that paid the most still starts with 10 VP to use during the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Undoing your turn ==&lt;br /&gt;
&lt;br /&gt;
Beware: The developers have decided to [https://boardgamearena.com/bug?id=50676 not add an option to undo] your turn!&lt;/div&gt;</summary>
		<author><name>Kayvon</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgaiaproject&amp;diff=13862</id>
		<title>Gamehelpgaiaproject</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgaiaproject&amp;diff=13862"/>
		<updated>2022-07-02T19:53:35Z</updated>

		<summary type="html">&lt;p&gt;Kayvon: Re-prioritizing to place rules before advice&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Factions ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;font-weight:bold; vertical-align:bottom;&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Faction&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Planet Type&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Ability&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Planetary Institute&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Starting Research&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Basic Income&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Terrans&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Terra&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | During the Gaia phase, move the power tokens   in your Gaia area to area II of your power cycle instead of to area I.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | During the Gaia phase, when you move   power tokens from your Gaia area to area II of your power cycle, you may gain   resources as if you were spending that much power to take free actions.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Gaia   Project&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Lantids&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Terra&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | When you take the “Build a Mine” action, you   may build a mine on a planet colonized by an opponent (including the Lost   Planet). Place your mine next to the opponent’s structure. You do not have to   pay for terraforming, but you must still pay the mine’s cost. This mine   counts as a normal mine in all ways except the following: this mine cannot be   upgraded, and it does not count for any effects that relate to how many   planet types or Gaia planets you have colonized.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | Each time you build a mine on a planet   colonized by an opponent, gain two knowledge.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Xenos&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Desert&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You place a third starting mine after all   other starting mines have been placed.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You can form federations with a total power   value of six instead of seven. You gain one Q.I.C. as income instead of one   power token.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Artificial   Intelligence&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Gleens&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Desert&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | If you would ever gain Q.I.C., gain that much   ore instead; once you have upgraded to the indicated academy, this effect no   longer applies. To make a Gaia Planet habitable, pay one ore instead of one   Q.I.C. Each time you build a mine on a Gaia Planet, gain two additional VP.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | When you upgrade to the planetary institute,   immediately gain the Gleens’ federation token (gaining the resources shown as   normal). Gaining this tile counts as forming a federation. The planetary   institute itself can still be part of a federation on the board.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Navigation&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Taklons&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Swamp&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | The Brainstone counts as one power token   (when starting a Gaia Project, building satellites, etc.), but you can spend   it as if it were three power.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | Each time you would charge power from   “Passive Action: Charge Power,” you gain one power token. You can choose to   gain the power before or after charging.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Ambas&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Swamp&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | Once per round, as an action, you can swap   your planetary institute with one of your mines on the game board (this can   help you form a new federation). This has no impact on existing federations,   even if their power value becomes less than seven. The swap does not count as   a build or upgrade action; no VP or power can be gained from it.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Navigation&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 2 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Hadsch Hallas&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Oxide&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You can spend credits instead of power to   take free actions that allow you to gain resources. Example: You can spend 3   credits to take the free action that allows you to gain one ore.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Economy&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore, 3 Credits&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Ivits&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Oxide&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | During setup, do not place mines. Instead,   after all other players have placed mines (including the Xenos’ third mine),   place your planetary institute on any red planet. You can only have one   federation, but each time the power value of your federation becomes a   multiple of 7, you may take the &amp;quot;Form A Federation&amp;quot; action again.   You must discard Q.I.C. instead of power tokens to make satellites.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | As a special action, place a space station on   an accessible space that does not contain a planet or another space station.   The accessibility of a space follows the same rules as the “Build a Mine”   action.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore, 1 QIC&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Geodens&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Volcanic&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | The first time you build a mine on each   planet type, gain 3 knowledge. (You do not gain knowledge for planet types   you colonized before upgrading to your planetary institute.)&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Terraforming&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Bal T&#039;aks&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Volcanic&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You cannot advance in the “Navigation”   research area, even if you take the tech tile below the “Navigation” research   area. If you do take that tech tile, no advancement occurs. As a free action,   you can move a Gaiaformer from a Gaiaformer space on your faction board to   your Gaia area to gain one Q.I.C. Gaiaformers in your Gaia area are not   available until the next Gaia phase. In the next Gaia phase, move any   Gaiaformer in your Gaia area back to its Gaiaformer space.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You can now advance in the “Navigation”   research area.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Gaia   Project&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Firaks&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Titanium&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | As an action, you can “downgrade” a research   lab into a trading station and immediately advance one level in a research   area of your choice. Advancing in a research area is explained on page 15.   This counts as an “Upgrade to a Trading Station” action. You can later   upgrade the trading station back into a research lab using the normal rules   (including gaining a new tech tile).&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 2   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Bescods&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Titanium&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | The positions of your planetary institute and   academies are swapped on your faction board, as is the income you gain for   trading stations and research labs. As with the other factions, upgrading to   an academy or a research lab allows you to gain a tech tile. Once per round,   as an action, you can advance your lowest-level token in a research area   (without paying knowledge). If multiple of your tokens are tied for the   lowest level, choose which of the tied tokens to advance. To advance to level   5 this way, you must still flip a federation token as normal. Remember, only   one player can reach level 5 of each research area.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | The power value of your structures on gray   planets (your home type) is increased by one (in addition to any other   effects that increase their power value).&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Nevlas&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Ice&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | As a free action, you can move one power   token from area III of your power cycle to your Gaia area to gain one   knowledge (these power tokens follow the normal Gaia phase rules). This does   not count as spending power.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You can spend power tokens in area III of   your power cycle as if they were each two power. Otherwise, they count as one   power token (when starting a Gaia Project, building satellites, etc.). When   paying for a power action with an odd power cost (1, 3, 5, etc.), the unspent   power is lost.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Science&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Itars&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Ice&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | Each time you discard a power token from area   II of your power cycle to move another power token to area III, place the   discarded power token in your Gaia area instead of returning it to the   supply.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | During the Gaia phase, you can discard 4   power tokens from your Gaia area to immediately gain a tech tile (standard or   advanced).&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore, 1 Power in Bowl I&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rules to Remember ==&lt;br /&gt;
* Starting Resources (before receiving income at the beginning of Round 1) - Credits: 15, Ore: 4, Knowledge: 3&lt;br /&gt;
* Resource Storage Limits - Credits: 30, Ore: 15, Knowledge: 15&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
# &#039;&#039;&#039;Build a Mine&#039;&#039;&#039; - This places a mine on the board, which usually give you ore as income. These mines must be at most a distance away from another building of yours equal to your navigation (the second track from the left). You must pay the cost of the mine. If it&#039;s a Gaia planet (green planets without gaiaformers on them), you must also pay one QIC. If it&#039;s some other planet type, you must pay additional ore - the exact cost is determined by your terraforming ability (the first track from the left) and the number of terraforming steps required to make the destination planet habitable for your faction.&lt;br /&gt;
# &#039;&#039;&#039;Start a Gaia Project&#039;&#039;&#039; - This allows you to transform Transdim planets (purple) into a Gaia planet. You can only do this if you have at least one available gaiaformer, which you can get as a result of the Gaia Project track (the fourth track from the left). To do this, move power tokens into the gaia section of your board. These tokens are not lost - you&#039;ll get them back as the last step of the income phase. At the start of the next round, these planets are now Gaia planets and you can build mines on them normally (without spending a QIC like you normally would to build on a Gaia Planet). The gaiaformer is removed (and sent to your faction board) only after you decide to build on these planets (they are &amp;quot;reserved&amp;quot; for you until then).&lt;br /&gt;
# &#039;&#039;&#039;Upgrade Existing Structure&#039;&#039;&#039; - Mines can be upgraded to Trading Stations, which usually produce credits - note that this has a cheaper cost if it&#039;s at most two units away from an opponent&#039;s structure. Trade Centers can be upgraded to either a Planetary Institute (which produces power and unlocks an ability specific to your faction) or Research Labs, which produce knowledge and allows you to immediately take a technology tile and advance on one of the tracks (if able, depending on your current position in the track). Research Labs can be upgraded to Academies, which also let you gain more technologies and produce either knowledge or QIC (or other resources depending on the faction).&lt;br /&gt;
# &#039;&#039;&#039;Form a Federation&#039;&#039;&#039; - This allows you to combine structures to gain more points. To do this, you need any cluster of structures whose total power level is 7 or more. This can include empty space as well, but for each empty space included this way, pay 1 power token from any bowl to create a satellite. For doing this, you gain a federation token, which gives you immediate points, some other resource bonus, and can later be spent to advance to the top position of a research track or gain advanced technology tiles.&lt;br /&gt;
# &#039;&#039;&#039;Research Progress&#039;&#039;&#039; - Spend 4 knowledge to advance on any track. The tracks are &lt;br /&gt;
##Terraforming, which improves your ability to terraform planets&lt;br /&gt;
##Navigation, which increases the range at which you can build structures &lt;br /&gt;
##Artificial Intelligence, which gives you more QIC&lt;br /&gt;
##Gaia Project, which allows you to start Gaia Projects on Transdim planets&lt;br /&gt;
##Economy, which increase your ore, credits, power charge income&lt;br /&gt;
##Science, which increases your knowledge income. &lt;br /&gt;
# &#039;&#039;&#039;Power and Q.I.C. Actions&#039;&#039;&#039; -  Spend power or QICs to take any of the actions at the bottom of the research board. Each of these can be taken only once per round.&lt;br /&gt;
# &#039;&#039;&#039;Special Actions&#039;&#039;&#039; - Use any actions printed on booster tiles or your faction board. These can be taken only once per round.&lt;br /&gt;
# &#039;&#039;&#039;Pass&#039;&#039;&#039; - Select a new booster tile. Wait until all other players have passed too.&lt;br /&gt;
# &#039;&#039;&#039;Free Actions&#039;&#039;&#039; - Resource Conversions (or burn power to move power from Bowl 2 to Bowl 3).&lt;br /&gt;
# &#039;&#039;&#039;Passive Action&#039;&#039;&#039; - Charging power. Spend VP as necessary depending on the amount of power being charged. This is optional.&lt;br /&gt;
&lt;br /&gt;
== Undoing your turn ==&lt;br /&gt;
&lt;br /&gt;
Beware: The developers have decided to [https://boardgamearena.com/bug?id=50676 not add an option to undo] your turn!&lt;/div&gt;</summary>
		<author><name>Kayvon</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Troubleshooting&amp;diff=13407</id>
		<title>Troubleshooting</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Troubleshooting&amp;diff=13407"/>
		<updated>2022-05-30T16:37:48Z</updated>

		<summary type="html">&lt;p&gt;Kayvon: /* Undefined offset: 0 in table/table.game.php on line 1417 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Describing common errors which is hard to understand and debug &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Game does not start at all ==&lt;br /&gt;
&lt;br /&gt;
=== Undefined offset: 0 in table/table.game.php on line 1417 ===&lt;br /&gt;
&lt;br /&gt;
Do not call self::getActivePlayerName() during setupNewGame()&lt;br /&gt;
&lt;br /&gt;
Ensure you&#039;re calling $this-&amp;gt;gamestate-&amp;gt;changeActivePlayer() at the end of your game setup. You must always have at least one active player.&lt;br /&gt;
&lt;br /&gt;
=== Unexpected error: Wrong formatted data from BGA gameserver 1 (method: createGame): ... ===&lt;br /&gt;
&lt;br /&gt;
This is generic message usually followed by exact position in your source code, and usually its syntax error in one of yours php script&lt;br /&gt;
&lt;br /&gt;
=== Unexpected error: Propagating error from GS 1 (method: createGame): Fatal error during yourgame setup: Not logged ===&lt;br /&gt;
&lt;br /&gt;
Calling self::getCurrentPlayerId () or using $g_user from &#039;args&#039; state function, see also below&lt;br /&gt;
&lt;br /&gt;
=== Unexpected error: Propagating error from GS 1 (method: createGame): Fatal error during yourgame setup: Unknow player statistic: ===&lt;br /&gt;
&lt;br /&gt;
Calling self::incStat() with second parameter which is an empty string&lt;br /&gt;
&lt;br /&gt;
=== Unexpected error:  Propagating error from GS 1 (method: createGame): Fatal error during yourgame setup: Error while processing SQL request: INSERT INTO stats ... ===&lt;br /&gt;
&lt;br /&gt;
Fatal error during yourgame setup: Error while processing SQL request: INSERT INTO stats (stats_type, stats_player_id, stats_value) VALUES (&#039;10&#039;,&#039;2300663&#039;,&#039;0&#039;),(&#039;10&#039;,&#039;2300662&#039;,&#039;0&#039;)&lt;br /&gt;
Duplicate entry &#039;10-2300663&#039; for key &#039;stats_table_id&#039;&lt;br /&gt;
&lt;br /&gt;
Why? In the stats.inc.php you declared two keys with the same integer &amp;quot;id&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Unexpected error:  Propagating error from GS 1 (method: createGame): Fatal error during yourgame setup: BGA main website do not respond ===&lt;br /&gt;
&lt;br /&gt;
Check if other games work; if not, it&#039;s a problem with BGA Studio; if so, your game likely reaches an end state immediately. Check your states.inc.php and your transitions.&lt;br /&gt;
&lt;br /&gt;
=== Unexpected error: Propagating error from GS 1 (method: createGame): BGA service error ===&lt;br /&gt;
&lt;br /&gt;
You may have a syntax error in your dbmodel.sql.&lt;br /&gt;
&lt;br /&gt;
Or, you may be calling self::initStat() for a statistic that does not exist. Check the statistic name, and make sure you clicked &amp;quot;Reload statistics configuration&amp;quot; button in the admin console after making changes to stats.inc.php&lt;br /&gt;
&lt;br /&gt;
Or you may not have your states.inc.php set up correctly.&lt;br /&gt;
&lt;br /&gt;
You may have an error in your table.game.php file in setupNewGame (such as &amp;lt;code&amp;gt;$result[&#039;x&#039;] = y;&amp;lt;/code&amp;gt; when $result is not an array).&lt;br /&gt;
&lt;br /&gt;
=== Unexpected error: Table status of a starting game should be &#039;setup&#039; ===&lt;br /&gt;
&lt;br /&gt;
This error message appears when you start a one player game using the &amp;quot;Express Start&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
In normal situation, the game starts just after this message and everything should works normally. In this case, you can just ignore this message.&lt;br /&gt;
&lt;br /&gt;
If the games does not start, it is most probable that there is a syntax error in any of your php code (Check your states.inc.php and X.game.php)&lt;br /&gt;
&lt;br /&gt;
=== Fatal error during creation of database ebd_quoridor_389 Not logged ===&lt;br /&gt;
&lt;br /&gt;
Check that you didn&#039;t use $g_user or getCurrentPlayerId() in setupNewGame() function or in an &#039;args&#039; function of your state.&lt;br /&gt;
&lt;br /&gt;
As these functions are not consequences of a user action, there is no current player defined.&lt;br /&gt;
&lt;br /&gt;
As a general rule, you should use getActivePlayerId() and not getCurrentPlayerId(). See the [http://www.slideshare.net/boardgamearena/bga-studio-focus-on-bga-game-state-machine presentation on the game state machine] for more information.&lt;br /&gt;
&lt;br /&gt;
=== Warning: Invalid argument supplied for foreach() in table.game.php ===&lt;br /&gt;
&lt;br /&gt;
   Warning: Invalid argument supplied for foreach() in /var/tournoi/release/tournoi-151226-1240-gs/www/game/module/table/table.game.php on line 129 &lt;br /&gt;
   Fatal error: Cannot unset string offsets in /var/tournoi/release/tournoi-151226-1240-gs/www/game/module/table/table.game.php on line 143&lt;br /&gt;
&lt;br /&gt;
That appears when your arg* function that suppose to return array of state arguments returns a scalar (a non-array) value&lt;br /&gt;
&lt;br /&gt;
=== The server reported an error ===&lt;br /&gt;
&lt;br /&gt;
During table creation: &amp;quot;The server reported an error&amp;quot; error shown and nothing else.&lt;br /&gt;
&lt;br /&gt;
If you cannot even create a table - there is syntax error in gameinfos.php, check it, reload it from management panel.&lt;br /&gt;
If still no luck copy clean version from template https://github.com/elaskavaia/bga-sharedcode/blob/master/gameinfos.inc.php&lt;br /&gt;
&lt;br /&gt;
=== Unexpected Error : Invalid player number for this game : 4 ===&lt;br /&gt;
&lt;br /&gt;
This error may comes when trying to change the player number configuration in gameinfos.inc.php from a higher to lower number of players (for example from 4 to 2).&lt;br /&gt;
&lt;br /&gt;
The following steps will help to change a player config from array(4) to array(2) :&lt;br /&gt;
&lt;br /&gt;
* change in gameinfos.inc.php the entry to &#039;players&#039; =&amp;gt; array( 2,3,4 )&lt;br /&gt;
* In game management page (Control Panel &amp;gt; Manage Games &amp;gt; &amp;quot;Your Game&amp;quot;), press the &amp;quot;Reload Game information&amp;quot; button&lt;br /&gt;
* create a new table&lt;br /&gt;
* reduce the number of players to 2 and start the game&lt;br /&gt;
* (express) Stop the game&lt;br /&gt;
* change in gameinfos.inc.php the entry to &#039;players&#039; =&amp;gt; array( 2 )&lt;br /&gt;
* press again the &amp;quot;Reload Game information&amp;quot; button&lt;br /&gt;
&lt;br /&gt;
=== Blank page ===&lt;br /&gt;
If you see no html at all check &lt;br /&gt;
* if you have syntax error in your view.php file &lt;br /&gt;
* class name of your view.php file  does not match the project name (should be view_foo_foo if project is foo)&lt;br /&gt;
* game name return by getGameName() does not match the project name  (should be &amp;quot;foo&amp;quot; if project is foo)&lt;br /&gt;
&lt;br /&gt;
    class view_russianrailroads_russianrailroads extends game_view {&lt;br /&gt;
    function getGameName() {&lt;br /&gt;
        return &amp;quot;russianrailroads&amp;quot;;&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
== Game starts but I can&#039;t make a move ==&lt;br /&gt;
&lt;br /&gt;
=== When I do a move, I got &amp;quot;Move recorded, waiting for update ...&amp;quot; forever ===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Move recorded&amp;quot; means that your ajaxcall request has been sent to the server and returned normally.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Waiting for update&amp;quot; means that your client interface is waiting for some notifications from the server that correspond to the move we just did.&lt;br /&gt;
&lt;br /&gt;
If this message stays forever, it is probably that your PHP code does not send any notification when the move happens, which is abnormal. To fix this: add a notifyAllPlayers or a notifyPlayer call in your PHP code.&lt;br /&gt;
&lt;br /&gt;
=== When I do a move, I get &amp;quot;Sending move to server...&amp;quot; then nothing and game resets to state before the move ===&lt;br /&gt;
&lt;br /&gt;
Its possible that server code get into infinite loops or thinks too much, in which case it will timeout and will be aborted without any extra logs (and db transaction you saw in the log won&#039;t be committed). You will usually see &amp;quot;Unable to connect to server&amp;quot; message on console in this case. You have to put more logging into server&lt;br /&gt;
to trace where it hangs.&lt;br /&gt;
&lt;br /&gt;
=== When I do a move, I get &amp;quot;Ajaxcall error: empty answer&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
You either have missing self::ajaxResponse(); in your [[Players actions: yourgamename.action.php|game.action.php]] method, or there is some problem with getting arguments (check that you are using btoa() on client when using AT_base64 arg type in action.php)&lt;br /&gt;
&lt;br /&gt;
=== Some player action is triggered randomly when I click somewhere on the game area ===&lt;br /&gt;
&lt;br /&gt;
You probably used &amp;quot;dojo.connect&amp;quot; on a null object. In this case, dojo.connect associate the event (ex: &amp;quot;onclick&amp;quot;) to the whole game area.&lt;br /&gt;
&lt;br /&gt;
Most of the time it happens in this situation, when my_object element does not exists:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   dojo.connect( $(&amp;quot;my_object&amp;quot;), &amp;quot;onclick&amp;quot;, this, (event)=&amp;gt;{})&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To determine if this is the case, place &amp;quot;alert( $(&amp;quot;my_object&amp;quot;) )&amp;quot; before the dojo.connect to check if the object exists or not.&lt;br /&gt;
&lt;br /&gt;
=== Error: This is not your turn ===&lt;br /&gt;
&lt;br /&gt;
This happens when checkAction() is called and current player is NOT the active player.&lt;br /&gt;
&lt;br /&gt;
You can change the active player in studio by clicking the red arrow next to their name in the player panel (right side of the page).&lt;br /&gt;
&lt;br /&gt;
[[File:Change_active_player.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== Error: Please wait, an action is already in progress ===&lt;br /&gt;
Its followed by error &amp;quot;(Generated by checkAction / XXX)&amp;quot; on studio.&lt;br /&gt;
&lt;br /&gt;
This error is triggered in the JS by the checkAction function for XXX action.&lt;br /&gt;
&lt;br /&gt;
This can happen when the player sent an Ajax request action earlier, and:&lt;br /&gt;
* action is not complete yet - i.e. takes some time, and user clicked something again &lt;br /&gt;
* if there is bug in interface where MULTIPLE handlers are fired on same click. To debug this add some console.trace() in place this specific checkAction is called.&lt;br /&gt;
* did not get any notification from the PHP side. To avoid this, put an empty notifyPlayer in the PHP side of the Ajax handler to ensure the client receives a response. This line of code should do it:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    $this-&amp;gt;notifyPlayer($this-&amp;gt;getCurrentPlayerId(), &#039;message&#039;, &#039;&#039;, []); // sent to current player, who originated the action&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Error: This move is not authorized now ===&lt;br /&gt;
This is generic error message generated by this.showMoveUnauthorized() function. If you did not call this function yourself, check the console log, it may have additional information.&lt;br /&gt;
If you see &amp;quot;Move not authorized now : XXX&amp;quot; in the log, where XXX is your action name - this means that action XXX is not defined in list of possible actions for your current state. This error generated by checkAction() function.&lt;br /&gt;
&lt;br /&gt;
=== Error: You are not connected - after waiting for the submitted move ===&lt;br /&gt;
In the log you may find: &lt;br /&gt;
  Query execution was interrupted, maximum statement execution time exceeded - Request: SELECT global_id, global_value FROM global WHERE 1&lt;br /&gt;
&lt;br /&gt;
The error message above is because of failed attempt to lock a table, which happens because of infinite loop in you game.&lt;br /&gt;
* Check that don&#039;t enter same game state over and over again&lt;br /&gt;
* Check that you reverse for loop actually descrease counter or other loop issues&lt;br /&gt;
* Check that recursive function ends&lt;br /&gt;
&lt;br /&gt;
== Predefined server errors ==&lt;br /&gt;
&lt;br /&gt;
=== Unexpected error: Unexpected final game state (XX) ===&lt;br /&gt;
&lt;br /&gt;
The action function does not transition to any state, i.e.&lt;br /&gt;
  function selectField($field) {&lt;br /&gt;
    self::checkAction ( &#039;selectField&#039; );&lt;br /&gt;
    if ($field!=0) $this-&amp;gt;gamestate-&amp;gt;nextState ( &#039;next&#039; );&lt;br /&gt;
  }&lt;br /&gt;
Here if $field is 0 there is no transition&lt;br /&gt;
&lt;br /&gt;
=== This game action is impossible right now ===&lt;br /&gt;
&lt;br /&gt;
Check the game log. Usually your state does not define the action you trying to perform in &#039;possibleactions&#039; array.&lt;br /&gt;
&lt;br /&gt;
Also check your onActionName javascript function. Make sure you are calling the right &amp;quot;actionname.html&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Unexpected error: This transition (playerTurn) is impossible at this state (42) ===&lt;br /&gt;
&lt;br /&gt;
This is pretty self explanatory. Function nextState() takes transition name not a state name, so you probably did not&lt;br /&gt;
define this transition that the given state&lt;br /&gt;
&lt;br /&gt;
== Game interface hangs during reload or on start ==&lt;br /&gt;
&lt;br /&gt;
Showing &amp;quot;Application Loading...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Javascript error: During pageload undefined no_stack_avail Script: ===&lt;br /&gt;
&lt;br /&gt;
This error usually has no useful data, but it means you called somes API that require a callback and did not define callback function, i.e&lt;br /&gt;
in dojo.connect, this.connectClass, dojo.subscribe, etc&lt;br /&gt;
   &lt;br /&gt;
      this.connectClass(&#039;field&#039;, &#039;onclick&#039;, &#039;onField&#039;); // &amp;lt;-- onField is not defined&lt;br /&gt;
&lt;br /&gt;
=== Other errors with &amp;quot;Application loading...&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
You probably have a syntax error in your Javascript code, and the interface refuses to load.&lt;br /&gt;
&lt;br /&gt;
To find this error, check if there is an error message in the Javascript console (F12).&lt;br /&gt;
&lt;br /&gt;
If there is really nothing on the log, it&#039;s probably that the system was unable to load your Javascript because of an syntax error that affect the structure of the Javascript file, typically a missing &amp;quot;}&amp;quot; or a missing &amp;quot;,&amp;quot; after a method definition.&lt;br /&gt;
&lt;br /&gt;
If you have &amp;quot;Uncaught ReferenceError: bgagame is not defined&amp;quot; you have major syntax error in your js file, you should see some other clues in the log where the errors is.&lt;br /&gt;
&lt;br /&gt;
If you have &amp;quot;dojo.publish is not defined&amp;quot; or something similar, this could be caused by another error earlier. For example, a syntax error caused by a malformed generated file (such as using newlines in tiebreaker description). Also you might have left some images in the /img directory with special characters in the name which must be removed. If you edited images for the game box and website, ensure that you have not left any unnecessary files there.&lt;br /&gt;
&lt;br /&gt;
=== Unexpected Syntax Error: ===&lt;br /&gt;
&lt;br /&gt;
No further details in the log. When log is filling with some social connect errors.&lt;br /&gt;
&lt;br /&gt;
Possible Reason: Syntax error in of the php script which is loaded before the start, such as gameoptions.inc.php, gameinfos.inc.php and such.&lt;br /&gt;
&lt;br /&gt;
=== Game interface spins in a loop throwing error ===&lt;br /&gt;
&lt;br /&gt;
Errors is something like &amp;quot;Cannot read property &#039;is_ai&#039; of undefined&amp;quot;. Cannot restart the game because cannot access UI to stop.&lt;br /&gt;
Likely you get in actplayer state with player id == 0. The only way to fix it is to edit database, globals index == 2 set player id to one of your test dudes&lt;br /&gt;
(can copy from row 5 for example).&lt;br /&gt;
&lt;br /&gt;
=== Unable to find table database (1): ebd_yourgame_112222 ===&lt;br /&gt;
&lt;br /&gt;
Its either temporarily server error especially on studio it timeouts sometimes, just try reloading again.&lt;br /&gt;
Or check if you have syntax errors in your php game file or sql.&lt;br /&gt;
&lt;br /&gt;
== Type conversion / juggling errors ==&lt;br /&gt;
&lt;br /&gt;
=== On php side I get a number instead of string I expect ===&lt;br /&gt;
&lt;br /&gt;
 $num = 3;&lt;br /&gt;
 $meeple = &amp;quot;meeple_&amp;quot; + $num; // &amp;lt;-- suppose to be &amp;quot;meeple_3&amp;quot;!&lt;br /&gt;
&lt;br /&gt;
When you switch between JS and PHP it easy to type this and not notice the +. Plus sign (+) in php does not mean string concatenation (in javascript does!),&lt;br /&gt;
in php + means integer arithmetic. So change + to . (dot)&lt;br /&gt;
&lt;br /&gt;
=== On php side my string comparison does not work ===&lt;br /&gt;
&lt;br /&gt;
   if ($color == &#039;4baae2&#039; || $color == &#039;000000&#039;) { &lt;br /&gt;
   }&lt;br /&gt;
&lt;br /&gt;
Apparently you should not be using &#039;==&#039; in php to compare strings! You should use &#039;===&#039;. The (==) operator will typecast the strings &lt;br /&gt;
to numbers then do comparison!&lt;br /&gt;
Its not very apparent because usually you can get away with it, but not when strings resemble numbers like hex &#039;colors&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Integer columns in the database are returned as strings ===&lt;br /&gt;
&lt;br /&gt;
This is normal PHP behavior. All fields are returned as string type, regardless of their actual type in the database. This also applies to global variables accessed via getGameStateValue(), since they are stored in a database table.&lt;br /&gt;
&lt;br /&gt;
You can use type-casting to convert them to the correct type after they come out of the database.&lt;br /&gt;
&lt;br /&gt;
   $myValueInt = (int)self::getGameStateValue(GLOBAL_ROUND_NUMBER);&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
   $myValueInt = self::getGameStateValue(GLOBAL_ROUND_NUMBER) + 0; // adding 0 casts to int&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
same with direct qdb ueries&lt;br /&gt;
   $sql = &amp;quot;SELECT my_int_column FROM my_table WHERE my_condition&amp;quot;;&lt;br /&gt;
   $myResult = self::getUniqueValueFromDB($sql); &amp;lt;-- this is a string&lt;br /&gt;
   $myResultAsInt = (int)$myResult;&lt;br /&gt;
&lt;br /&gt;
https://stackoverflow.com/questions/5323146/mysql-integer-field-is-returned-as-string-in-php&lt;br /&gt;
&lt;br /&gt;
== Zombie mode ==&lt;br /&gt;
&lt;br /&gt;
=== Unexpected error: Propagating error from GS 1 (method: zombie): Not logged ===&lt;br /&gt;
&lt;br /&gt;
You are probably calling getCurrentPlayerId() or getCurrentPlayerName() in your zombieTurn method or any of the methods it uses. Instead, use the $active_player_id provided as parameter to zombieTurn().&lt;br /&gt;
&lt;br /&gt;
If you do not see these commands within &amp;quot;function zombieTurn( $state, $active_player ){}&amp;quot;, check all the functions called from zombieTurn, also &amp;quot;function getGameProgression(){}&amp;quot; and all the functions THAT calls.&lt;br /&gt;
&lt;br /&gt;
=== Unexpected error: Can&#039;t manage zombie player in this game state ===&lt;br /&gt;
&lt;br /&gt;
The state the game was in at the time the error was generated didn&#039;t have &amp;quot;transitions&amp;quot; =&amp;gt; array( &amp;quot;zombiePass&amp;quot; =&amp;gt; 27 )&amp;quot; in states.inc.php (27 was an arbitrary example, but everything else must be spelled exactly that way.)&lt;br /&gt;
&lt;br /&gt;
To correct this error, either add &amp;quot;zombiePass&amp;quot; =&amp;gt; ## to the transitions array or work out why the game is in a state it should not be in.&lt;br /&gt;
&lt;br /&gt;
=== Unexpected error: Wrong formatted data from BGA gameserver 1 (method: zombie): ===&lt;br /&gt;
&lt;br /&gt;
This is almost certainly an undefined value in PHP code. Look for a warning or error message in the game replay log on the right side of the table UI.&lt;br /&gt;
&lt;br /&gt;
=== Unexpected error: BGA gameserver 1 do not respond (method: zombie) (timeout: cluster) ===&lt;br /&gt;
&lt;br /&gt;
You are trying to end the game from a zombie method. This is not allowed. The zombie logic must continue the game as best it can. See [[Main_game_logic:_yourgamename.game.php#Zombie_mode|Zombie mode]] for more info.&lt;br /&gt;
&lt;br /&gt;
=== Game unexpectedly ends when one player becomes zombie ===&lt;br /&gt;
&lt;br /&gt;
There is an error in handling zombie mode, check error log. Example: if the zombie turn is called again, framework detects a infinite loop and cancels the game. On the studio there is a notification called ZombieTurnFailed&lt;br /&gt;
&lt;br /&gt;
== Other errors ==&lt;br /&gt;
&lt;br /&gt;
=== Javascript does not know how to sum two numbers ===&lt;br /&gt;
&lt;br /&gt;
Be careful when you manipulate integers returned by notifications: most of the time, Javascript considers they are Strings and not Integers.&lt;br /&gt;
&lt;br /&gt;
As a result:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    var i=1;&lt;br /&gt;
    i += notif.args.increment;  // With notif.args.increment=&#039;1&#039;&lt;br /&gt;
    alert( i );                 // i=11 instead of 2 !! Javascript concatenate 2 strings !&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To solve this, you should use the &amp;quot;toint&amp;quot; function:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    var i=1;&lt;br /&gt;
    i += toint( notif.args.increment );  // With notif.args.increment=&#039;1&#039;&lt;br /&gt;
    alert( i );                 // i=2 :)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Javascript: do not use substr with negative numbers ===&lt;br /&gt;
&lt;br /&gt;
To get the last characters of a string, use &amp;quot;slice&amp;quot; instead of &amp;quot;substr&amp;quot; which has a bug on IE:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    var three_last_characters = string.substr( -3 );   // Wrong&lt;br /&gt;
    var three_last_characters = string.slice( -3 );    // Correct&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Game &amp;quot;spontaneously&amp;quot; transition to a new state without user input ===&lt;br /&gt;
&lt;br /&gt;
Make sure on php side you have no code after   $this-&amp;gt;gamestate-&amp;gt;nextState(...) code.&lt;br /&gt;
Because if you do accidentally have code that goes to another state it will cause another state transition without user interaction.&lt;br /&gt;
&lt;br /&gt;
 function selectField($field) {&lt;br /&gt;
   self::checkAction ( &#039;selectField&#039; );&lt;br /&gt;
   if ($field!=0) $this-&amp;gt;gamestate-&amp;gt;nextState ( &#039;next&#039; );&lt;br /&gt;
   $this-&amp;gt;gamestate-&amp;gt;nextState ( &#039;last&#039; ); // &amp;lt;-- here is missing else, so it will cause double state transition&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
=== Message &amp;quot;Invalid or missing substitution argument for log message: ${actplayer} ... &amp;quot; when entering a state ===&lt;br /&gt;
&lt;br /&gt;
You probably have an args function defined for that state that does &#039;&#039;&#039;not&#039;&#039;&#039; return an array&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Server syntax error: Warning: count(): Parameter must be an array or an object that implements Countable in /var/tournoi/release/tournoi-220308-1000-gs/www/game/module/table/gamestate.game.php on line 823 ===&lt;br /&gt;
&lt;br /&gt;
Generally comes with that syntax error : Warning: implode(): Invalid arguments passed in /var/tournoi/release/tournoi-220308-1000-gs/www/game/module/table/gamestate.game.php on line 845&lt;br /&gt;
&lt;br /&gt;
It is most probable that you used setPlayersMultiactive method with id of a single player not included in an array -&amp;gt; you should use : ... setPlayersMultiactive( array($player_id), ...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Studio]]&lt;/div&gt;</summary>
		<author><name>Kayvon</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Troubleshooting&amp;diff=13406</id>
		<title>Troubleshooting</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Troubleshooting&amp;diff=13406"/>
		<updated>2022-05-30T16:37:37Z</updated>

		<summary type="html">&lt;p&gt;Kayvon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Describing common errors which is hard to understand and debug &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Game does not start at all ==&lt;br /&gt;
&lt;br /&gt;
=== Undefined offset: 0 in table/table.game.php on line 1417 ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Do not call self::getActivePlayerName() during setupNewGame()&lt;br /&gt;
Ensure you&#039;re calling $this-&amp;gt;gamestate-&amp;gt;changeActivePlayer() at the end of your game setup. You must always have at least one active player.&lt;br /&gt;
&lt;br /&gt;
=== Unexpected error: Wrong formatted data from BGA gameserver 1 (method: createGame): ... ===&lt;br /&gt;
&lt;br /&gt;
This is generic message usually followed by exact position in your source code, and usually its syntax error in one of yours php script&lt;br /&gt;
&lt;br /&gt;
=== Unexpected error: Propagating error from GS 1 (method: createGame): Fatal error during yourgame setup: Not logged ===&lt;br /&gt;
&lt;br /&gt;
Calling self::getCurrentPlayerId () or using $g_user from &#039;args&#039; state function, see also below&lt;br /&gt;
&lt;br /&gt;
=== Unexpected error: Propagating error from GS 1 (method: createGame): Fatal error during yourgame setup: Unknow player statistic: ===&lt;br /&gt;
&lt;br /&gt;
Calling self::incStat() with second parameter which is an empty string&lt;br /&gt;
&lt;br /&gt;
=== Unexpected error:  Propagating error from GS 1 (method: createGame): Fatal error during yourgame setup: Error while processing SQL request: INSERT INTO stats ... ===&lt;br /&gt;
&lt;br /&gt;
Fatal error during yourgame setup: Error while processing SQL request: INSERT INTO stats (stats_type, stats_player_id, stats_value) VALUES (&#039;10&#039;,&#039;2300663&#039;,&#039;0&#039;),(&#039;10&#039;,&#039;2300662&#039;,&#039;0&#039;)&lt;br /&gt;
Duplicate entry &#039;10-2300663&#039; for key &#039;stats_table_id&#039;&lt;br /&gt;
&lt;br /&gt;
Why? In the stats.inc.php you declared two keys with the same integer &amp;quot;id&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Unexpected error:  Propagating error from GS 1 (method: createGame): Fatal error during yourgame setup: BGA main website do not respond ===&lt;br /&gt;
&lt;br /&gt;
Check if other games work; if not, it&#039;s a problem with BGA Studio; if so, your game likely reaches an end state immediately. Check your states.inc.php and your transitions.&lt;br /&gt;
&lt;br /&gt;
=== Unexpected error: Propagating error from GS 1 (method: createGame): BGA service error ===&lt;br /&gt;
&lt;br /&gt;
You may have a syntax error in your dbmodel.sql.&lt;br /&gt;
&lt;br /&gt;
Or, you may be calling self::initStat() for a statistic that does not exist. Check the statistic name, and make sure you clicked &amp;quot;Reload statistics configuration&amp;quot; button in the admin console after making changes to stats.inc.php&lt;br /&gt;
&lt;br /&gt;
Or you may not have your states.inc.php set up correctly.&lt;br /&gt;
&lt;br /&gt;
You may have an error in your table.game.php file in setupNewGame (such as &amp;lt;code&amp;gt;$result[&#039;x&#039;] = y;&amp;lt;/code&amp;gt; when $result is not an array).&lt;br /&gt;
&lt;br /&gt;
=== Unexpected error: Table status of a starting game should be &#039;setup&#039; ===&lt;br /&gt;
&lt;br /&gt;
This error message appears when you start a one player game using the &amp;quot;Express Start&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
In normal situation, the game starts just after this message and everything should works normally. In this case, you can just ignore this message.&lt;br /&gt;
&lt;br /&gt;
If the games does not start, it is most probable that there is a syntax error in any of your php code (Check your states.inc.php and X.game.php)&lt;br /&gt;
&lt;br /&gt;
=== Fatal error during creation of database ebd_quoridor_389 Not logged ===&lt;br /&gt;
&lt;br /&gt;
Check that you didn&#039;t use $g_user or getCurrentPlayerId() in setupNewGame() function or in an &#039;args&#039; function of your state.&lt;br /&gt;
&lt;br /&gt;
As these functions are not consequences of a user action, there is no current player defined.&lt;br /&gt;
&lt;br /&gt;
As a general rule, you should use getActivePlayerId() and not getCurrentPlayerId(). See the [http://www.slideshare.net/boardgamearena/bga-studio-focus-on-bga-game-state-machine presentation on the game state machine] for more information.&lt;br /&gt;
&lt;br /&gt;
=== Warning: Invalid argument supplied for foreach() in table.game.php ===&lt;br /&gt;
&lt;br /&gt;
   Warning: Invalid argument supplied for foreach() in /var/tournoi/release/tournoi-151226-1240-gs/www/game/module/table/table.game.php on line 129 &lt;br /&gt;
   Fatal error: Cannot unset string offsets in /var/tournoi/release/tournoi-151226-1240-gs/www/game/module/table/table.game.php on line 143&lt;br /&gt;
&lt;br /&gt;
That appears when your arg* function that suppose to return array of state arguments returns a scalar (a non-array) value&lt;br /&gt;
&lt;br /&gt;
=== The server reported an error ===&lt;br /&gt;
&lt;br /&gt;
During table creation: &amp;quot;The server reported an error&amp;quot; error shown and nothing else.&lt;br /&gt;
&lt;br /&gt;
If you cannot even create a table - there is syntax error in gameinfos.php, check it, reload it from management panel.&lt;br /&gt;
If still no luck copy clean version from template https://github.com/elaskavaia/bga-sharedcode/blob/master/gameinfos.inc.php&lt;br /&gt;
&lt;br /&gt;
=== Unexpected Error : Invalid player number for this game : 4 ===&lt;br /&gt;
&lt;br /&gt;
This error may comes when trying to change the player number configuration in gameinfos.inc.php from a higher to lower number of players (for example from 4 to 2).&lt;br /&gt;
&lt;br /&gt;
The following steps will help to change a player config from array(4) to array(2) :&lt;br /&gt;
&lt;br /&gt;
* change in gameinfos.inc.php the entry to &#039;players&#039; =&amp;gt; array( 2,3,4 )&lt;br /&gt;
* In game management page (Control Panel &amp;gt; Manage Games &amp;gt; &amp;quot;Your Game&amp;quot;), press the &amp;quot;Reload Game information&amp;quot; button&lt;br /&gt;
* create a new table&lt;br /&gt;
* reduce the number of players to 2 and start the game&lt;br /&gt;
* (express) Stop the game&lt;br /&gt;
* change in gameinfos.inc.php the entry to &#039;players&#039; =&amp;gt; array( 2 )&lt;br /&gt;
* press again the &amp;quot;Reload Game information&amp;quot; button&lt;br /&gt;
&lt;br /&gt;
=== Blank page ===&lt;br /&gt;
If you see no html at all check &lt;br /&gt;
* if you have syntax error in your view.php file &lt;br /&gt;
* class name of your view.php file  does not match the project name (should be view_foo_foo if project is foo)&lt;br /&gt;
* game name return by getGameName() does not match the project name  (should be &amp;quot;foo&amp;quot; if project is foo)&lt;br /&gt;
&lt;br /&gt;
    class view_russianrailroads_russianrailroads extends game_view {&lt;br /&gt;
    function getGameName() {&lt;br /&gt;
        return &amp;quot;russianrailroads&amp;quot;;&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
== Game starts but I can&#039;t make a move ==&lt;br /&gt;
&lt;br /&gt;
=== When I do a move, I got &amp;quot;Move recorded, waiting for update ...&amp;quot; forever ===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Move recorded&amp;quot; means that your ajaxcall request has been sent to the server and returned normally.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Waiting for update&amp;quot; means that your client interface is waiting for some notifications from the server that correspond to the move we just did.&lt;br /&gt;
&lt;br /&gt;
If this message stays forever, it is probably that your PHP code does not send any notification when the move happens, which is abnormal. To fix this: add a notifyAllPlayers or a notifyPlayer call in your PHP code.&lt;br /&gt;
&lt;br /&gt;
=== When I do a move, I get &amp;quot;Sending move to server...&amp;quot; then nothing and game resets to state before the move ===&lt;br /&gt;
&lt;br /&gt;
Its possible that server code get into infinite loops or thinks too much, in which case it will timeout and will be aborted without any extra logs (and db transaction you saw in the log won&#039;t be committed). You will usually see &amp;quot;Unable to connect to server&amp;quot; message on console in this case. You have to put more logging into server&lt;br /&gt;
to trace where it hangs.&lt;br /&gt;
&lt;br /&gt;
=== When I do a move, I get &amp;quot;Ajaxcall error: empty answer&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
You either have missing self::ajaxResponse(); in your [[Players actions: yourgamename.action.php|game.action.php]] method, or there is some problem with getting arguments (check that you are using btoa() on client when using AT_base64 arg type in action.php)&lt;br /&gt;
&lt;br /&gt;
=== Some player action is triggered randomly when I click somewhere on the game area ===&lt;br /&gt;
&lt;br /&gt;
You probably used &amp;quot;dojo.connect&amp;quot; on a null object. In this case, dojo.connect associate the event (ex: &amp;quot;onclick&amp;quot;) to the whole game area.&lt;br /&gt;
&lt;br /&gt;
Most of the time it happens in this situation, when my_object element does not exists:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   dojo.connect( $(&amp;quot;my_object&amp;quot;), &amp;quot;onclick&amp;quot;, this, (event)=&amp;gt;{})&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To determine if this is the case, place &amp;quot;alert( $(&amp;quot;my_object&amp;quot;) )&amp;quot; before the dojo.connect to check if the object exists or not.&lt;br /&gt;
&lt;br /&gt;
=== Error: This is not your turn ===&lt;br /&gt;
&lt;br /&gt;
This happens when checkAction() is called and current player is NOT the active player.&lt;br /&gt;
&lt;br /&gt;
You can change the active player in studio by clicking the red arrow next to their name in the player panel (right side of the page).&lt;br /&gt;
&lt;br /&gt;
[[File:Change_active_player.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== Error: Please wait, an action is already in progress ===&lt;br /&gt;
Its followed by error &amp;quot;(Generated by checkAction / XXX)&amp;quot; on studio.&lt;br /&gt;
&lt;br /&gt;
This error is triggered in the JS by the checkAction function for XXX action.&lt;br /&gt;
&lt;br /&gt;
This can happen when the player sent an Ajax request action earlier, and:&lt;br /&gt;
* action is not complete yet - i.e. takes some time, and user clicked something again &lt;br /&gt;
* if there is bug in interface where MULTIPLE handlers are fired on same click. To debug this add some console.trace() in place this specific checkAction is called.&lt;br /&gt;
* did not get any notification from the PHP side. To avoid this, put an empty notifyPlayer in the PHP side of the Ajax handler to ensure the client receives a response. This line of code should do it:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    $this-&amp;gt;notifyPlayer($this-&amp;gt;getCurrentPlayerId(), &#039;message&#039;, &#039;&#039;, []); // sent to current player, who originated the action&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Error: This move is not authorized now ===&lt;br /&gt;
This is generic error message generated by this.showMoveUnauthorized() function. If you did not call this function yourself, check the console log, it may have additional information.&lt;br /&gt;
If you see &amp;quot;Move not authorized now : XXX&amp;quot; in the log, where XXX is your action name - this means that action XXX is not defined in list of possible actions for your current state. This error generated by checkAction() function.&lt;br /&gt;
&lt;br /&gt;
=== Error: You are not connected - after waiting for the submitted move ===&lt;br /&gt;
In the log you may find: &lt;br /&gt;
  Query execution was interrupted, maximum statement execution time exceeded - Request: SELECT global_id, global_value FROM global WHERE 1&lt;br /&gt;
&lt;br /&gt;
The error message above is because of failed attempt to lock a table, which happens because of infinite loop in you game.&lt;br /&gt;
* Check that don&#039;t enter same game state over and over again&lt;br /&gt;
* Check that you reverse for loop actually descrease counter or other loop issues&lt;br /&gt;
* Check that recursive function ends&lt;br /&gt;
&lt;br /&gt;
== Predefined server errors ==&lt;br /&gt;
&lt;br /&gt;
=== Unexpected error: Unexpected final game state (XX) ===&lt;br /&gt;
&lt;br /&gt;
The action function does not transition to any state, i.e.&lt;br /&gt;
  function selectField($field) {&lt;br /&gt;
    self::checkAction ( &#039;selectField&#039; );&lt;br /&gt;
    if ($field!=0) $this-&amp;gt;gamestate-&amp;gt;nextState ( &#039;next&#039; );&lt;br /&gt;
  }&lt;br /&gt;
Here if $field is 0 there is no transition&lt;br /&gt;
&lt;br /&gt;
=== This game action is impossible right now ===&lt;br /&gt;
&lt;br /&gt;
Check the game log. Usually your state does not define the action you trying to perform in &#039;possibleactions&#039; array.&lt;br /&gt;
&lt;br /&gt;
Also check your onActionName javascript function. Make sure you are calling the right &amp;quot;actionname.html&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Unexpected error: This transition (playerTurn) is impossible at this state (42) ===&lt;br /&gt;
&lt;br /&gt;
This is pretty self explanatory. Function nextState() takes transition name not a state name, so you probably did not&lt;br /&gt;
define this transition that the given state&lt;br /&gt;
&lt;br /&gt;
== Game interface hangs during reload or on start ==&lt;br /&gt;
&lt;br /&gt;
Showing &amp;quot;Application Loading...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Javascript error: During pageload undefined no_stack_avail Script: ===&lt;br /&gt;
&lt;br /&gt;
This error usually has no useful data, but it means you called somes API that require a callback and did not define callback function, i.e&lt;br /&gt;
in dojo.connect, this.connectClass, dojo.subscribe, etc&lt;br /&gt;
   &lt;br /&gt;
      this.connectClass(&#039;field&#039;, &#039;onclick&#039;, &#039;onField&#039;); // &amp;lt;-- onField is not defined&lt;br /&gt;
&lt;br /&gt;
=== Other errors with &amp;quot;Application loading...&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
You probably have a syntax error in your Javascript code, and the interface refuses to load.&lt;br /&gt;
&lt;br /&gt;
To find this error, check if there is an error message in the Javascript console (F12).&lt;br /&gt;
&lt;br /&gt;
If there is really nothing on the log, it&#039;s probably that the system was unable to load your Javascript because of an syntax error that affect the structure of the Javascript file, typically a missing &amp;quot;}&amp;quot; or a missing &amp;quot;,&amp;quot; after a method definition.&lt;br /&gt;
&lt;br /&gt;
If you have &amp;quot;Uncaught ReferenceError: bgagame is not defined&amp;quot; you have major syntax error in your js file, you should see some other clues in the log where the errors is.&lt;br /&gt;
&lt;br /&gt;
If you have &amp;quot;dojo.publish is not defined&amp;quot; or something similar, this could be caused by another error earlier. For example, a syntax error caused by a malformed generated file (such as using newlines in tiebreaker description). Also you might have left some images in the /img directory with special characters in the name which must be removed. If you edited images for the game box and website, ensure that you have not left any unnecessary files there.&lt;br /&gt;
&lt;br /&gt;
=== Unexpected Syntax Error: ===&lt;br /&gt;
&lt;br /&gt;
No further details in the log. When log is filling with some social connect errors.&lt;br /&gt;
&lt;br /&gt;
Possible Reason: Syntax error in of the php script which is loaded before the start, such as gameoptions.inc.php, gameinfos.inc.php and such.&lt;br /&gt;
&lt;br /&gt;
=== Game interface spins in a loop throwing error ===&lt;br /&gt;
&lt;br /&gt;
Errors is something like &amp;quot;Cannot read property &#039;is_ai&#039; of undefined&amp;quot;. Cannot restart the game because cannot access UI to stop.&lt;br /&gt;
Likely you get in actplayer state with player id == 0. The only way to fix it is to edit database, globals index == 2 set player id to one of your test dudes&lt;br /&gt;
(can copy from row 5 for example).&lt;br /&gt;
&lt;br /&gt;
=== Unable to find table database (1): ebd_yourgame_112222 ===&lt;br /&gt;
&lt;br /&gt;
Its either temporarily server error especially on studio it timeouts sometimes, just try reloading again.&lt;br /&gt;
Or check if you have syntax errors in your php game file or sql.&lt;br /&gt;
&lt;br /&gt;
== Type conversion / juggling errors ==&lt;br /&gt;
&lt;br /&gt;
=== On php side I get a number instead of string I expect ===&lt;br /&gt;
&lt;br /&gt;
 $num = 3;&lt;br /&gt;
 $meeple = &amp;quot;meeple_&amp;quot; + $num; // &amp;lt;-- suppose to be &amp;quot;meeple_3&amp;quot;!&lt;br /&gt;
&lt;br /&gt;
When you switch between JS and PHP it easy to type this and not notice the +. Plus sign (+) in php does not mean string concatenation (in javascript does!),&lt;br /&gt;
in php + means integer arithmetic. So change + to . (dot)&lt;br /&gt;
&lt;br /&gt;
=== On php side my string comparison does not work ===&lt;br /&gt;
&lt;br /&gt;
   if ($color == &#039;4baae2&#039; || $color == &#039;000000&#039;) { &lt;br /&gt;
   }&lt;br /&gt;
&lt;br /&gt;
Apparently you should not be using &#039;==&#039; in php to compare strings! You should use &#039;===&#039;. The (==) operator will typecast the strings &lt;br /&gt;
to numbers then do comparison!&lt;br /&gt;
Its not very apparent because usually you can get away with it, but not when strings resemble numbers like hex &#039;colors&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Integer columns in the database are returned as strings ===&lt;br /&gt;
&lt;br /&gt;
This is normal PHP behavior. All fields are returned as string type, regardless of their actual type in the database. This also applies to global variables accessed via getGameStateValue(), since they are stored in a database table.&lt;br /&gt;
&lt;br /&gt;
You can use type-casting to convert them to the correct type after they come out of the database.&lt;br /&gt;
&lt;br /&gt;
   $myValueInt = (int)self::getGameStateValue(GLOBAL_ROUND_NUMBER);&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
   $myValueInt = self::getGameStateValue(GLOBAL_ROUND_NUMBER) + 0; // adding 0 casts to int&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
same with direct qdb ueries&lt;br /&gt;
   $sql = &amp;quot;SELECT my_int_column FROM my_table WHERE my_condition&amp;quot;;&lt;br /&gt;
   $myResult = self::getUniqueValueFromDB($sql); &amp;lt;-- this is a string&lt;br /&gt;
   $myResultAsInt = (int)$myResult;&lt;br /&gt;
&lt;br /&gt;
https://stackoverflow.com/questions/5323146/mysql-integer-field-is-returned-as-string-in-php&lt;br /&gt;
&lt;br /&gt;
== Zombie mode ==&lt;br /&gt;
&lt;br /&gt;
=== Unexpected error: Propagating error from GS 1 (method: zombie): Not logged ===&lt;br /&gt;
&lt;br /&gt;
You are probably calling getCurrentPlayerId() or getCurrentPlayerName() in your zombieTurn method or any of the methods it uses. Instead, use the $active_player_id provided as parameter to zombieTurn().&lt;br /&gt;
&lt;br /&gt;
If you do not see these commands within &amp;quot;function zombieTurn( $state, $active_player ){}&amp;quot;, check all the functions called from zombieTurn, also &amp;quot;function getGameProgression(){}&amp;quot; and all the functions THAT calls.&lt;br /&gt;
&lt;br /&gt;
=== Unexpected error: Can&#039;t manage zombie player in this game state ===&lt;br /&gt;
&lt;br /&gt;
The state the game was in at the time the error was generated didn&#039;t have &amp;quot;transitions&amp;quot; =&amp;gt; array( &amp;quot;zombiePass&amp;quot; =&amp;gt; 27 )&amp;quot; in states.inc.php (27 was an arbitrary example, but everything else must be spelled exactly that way.)&lt;br /&gt;
&lt;br /&gt;
To correct this error, either add &amp;quot;zombiePass&amp;quot; =&amp;gt; ## to the transitions array or work out why the game is in a state it should not be in.&lt;br /&gt;
&lt;br /&gt;
=== Unexpected error: Wrong formatted data from BGA gameserver 1 (method: zombie): ===&lt;br /&gt;
&lt;br /&gt;
This is almost certainly an undefined value in PHP code. Look for a warning or error message in the game replay log on the right side of the table UI.&lt;br /&gt;
&lt;br /&gt;
=== Unexpected error: BGA gameserver 1 do not respond (method: zombie) (timeout: cluster) ===&lt;br /&gt;
&lt;br /&gt;
You are trying to end the game from a zombie method. This is not allowed. The zombie logic must continue the game as best it can. See [[Main_game_logic:_yourgamename.game.php#Zombie_mode|Zombie mode]] for more info.&lt;br /&gt;
&lt;br /&gt;
=== Game unexpectedly ends when one player becomes zombie ===&lt;br /&gt;
&lt;br /&gt;
There is an error in handling zombie mode, check error log. Example: if the zombie turn is called again, framework detects a infinite loop and cancels the game. On the studio there is a notification called ZombieTurnFailed&lt;br /&gt;
&lt;br /&gt;
== Other errors ==&lt;br /&gt;
&lt;br /&gt;
=== Javascript does not know how to sum two numbers ===&lt;br /&gt;
&lt;br /&gt;
Be careful when you manipulate integers returned by notifications: most of the time, Javascript considers they are Strings and not Integers.&lt;br /&gt;
&lt;br /&gt;
As a result:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    var i=1;&lt;br /&gt;
    i += notif.args.increment;  // With notif.args.increment=&#039;1&#039;&lt;br /&gt;
    alert( i );                 // i=11 instead of 2 !! Javascript concatenate 2 strings !&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To solve this, you should use the &amp;quot;toint&amp;quot; function:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    var i=1;&lt;br /&gt;
    i += toint( notif.args.increment );  // With notif.args.increment=&#039;1&#039;&lt;br /&gt;
    alert( i );                 // i=2 :)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Javascript: do not use substr with negative numbers ===&lt;br /&gt;
&lt;br /&gt;
To get the last characters of a string, use &amp;quot;slice&amp;quot; instead of &amp;quot;substr&amp;quot; which has a bug on IE:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    var three_last_characters = string.substr( -3 );   // Wrong&lt;br /&gt;
    var three_last_characters = string.slice( -3 );    // Correct&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Game &amp;quot;spontaneously&amp;quot; transition to a new state without user input ===&lt;br /&gt;
&lt;br /&gt;
Make sure on php side you have no code after   $this-&amp;gt;gamestate-&amp;gt;nextState(...) code.&lt;br /&gt;
Because if you do accidentally have code that goes to another state it will cause another state transition without user interaction.&lt;br /&gt;
&lt;br /&gt;
 function selectField($field) {&lt;br /&gt;
   self::checkAction ( &#039;selectField&#039; );&lt;br /&gt;
   if ($field!=0) $this-&amp;gt;gamestate-&amp;gt;nextState ( &#039;next&#039; );&lt;br /&gt;
   $this-&amp;gt;gamestate-&amp;gt;nextState ( &#039;last&#039; ); // &amp;lt;-- here is missing else, so it will cause double state transition&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
=== Message &amp;quot;Invalid or missing substitution argument for log message: ${actplayer} ... &amp;quot; when entering a state ===&lt;br /&gt;
&lt;br /&gt;
You probably have an args function defined for that state that does &#039;&#039;&#039;not&#039;&#039;&#039; return an array&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Server syntax error: Warning: count(): Parameter must be an array or an object that implements Countable in /var/tournoi/release/tournoi-220308-1000-gs/www/game/module/table/gamestate.game.php on line 823 ===&lt;br /&gt;
&lt;br /&gt;
Generally comes with that syntax error : Warning: implode(): Invalid arguments passed in /var/tournoi/release/tournoi-220308-1000-gs/www/game/module/table/gamestate.game.php on line 845&lt;br /&gt;
&lt;br /&gt;
It is most probable that you used setPlayersMultiactive method with id of a single player not included in an array -&amp;gt; you should use : ... setPlayersMultiactive( array($player_id), ...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Studio]]&lt;/div&gt;</summary>
		<author><name>Kayvon</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Your_game_state_machine:_states.inc.php&amp;diff=11355</id>
		<title>Your game state machine: states.inc.php</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Your_game_state_machine:_states.inc.php&amp;diff=11355"/>
		<updated>2022-01-05T19:31:09Z</updated>

		<summary type="html">&lt;p&gt;Kayvon: /* Private parallel states */ &amp;quot;useful&amp;quot; has only one &amp;#039;l&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Studio_Framework_Navigation}}&lt;br /&gt;
&lt;br /&gt;
This file describes the state machine of your game (all the game states properties, and the transitions to get from one state to another).&lt;br /&gt;
&lt;br /&gt;
Important: to understand the game state machine, it&#039;s recommended that you read this presentation first:&lt;br /&gt;
&lt;br /&gt;
[http://www.slideshare.net/boardgamearena/bga-studio-focus-on-bga-game-state-machine Focus on BGA game state machine]&lt;br /&gt;
&lt;br /&gt;
== Overall structure ==&lt;br /&gt;
&lt;br /&gt;
The machine states are described by a PHP associative array.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$machinestates = array(&lt;br /&gt;
&lt;br /&gt;
    // The initial state. Please do not modify.&lt;br /&gt;
    1 =&amp;gt; array(&lt;br /&gt;
        &amp;quot;name&amp;quot; =&amp;gt; &amp;quot;gameSetup&amp;quot;,&lt;br /&gt;
        &amp;quot;description&amp;quot; =&amp;gt; clienttranslate(&amp;quot;Game setup&amp;quot;),&lt;br /&gt;
        &amp;quot;type&amp;quot; =&amp;gt; &amp;quot;manager&amp;quot;,&lt;br /&gt;
        &amp;quot;action&amp;quot; =&amp;gt; &amp;quot;stGameSetup&amp;quot;,&lt;br /&gt;
        &amp;quot;transitions&amp;quot; =&amp;gt; array( &amp;quot;&amp;quot; =&amp;gt; 2 )&lt;br /&gt;
    ),&lt;br /&gt;
    &lt;br /&gt;
    // Note: ID=2 =&amp;gt; your first state&lt;br /&gt;
&lt;br /&gt;
    2 =&amp;gt; array(&lt;br /&gt;
    		&amp;quot;name&amp;quot; =&amp;gt; &amp;quot;playerTurn&amp;quot;,&lt;br /&gt;
    		&amp;quot;description&amp;quot; =&amp;gt; clienttranslate(&#039;${actplayer} must play a card or pass&#039;),&lt;br /&gt;
    		&amp;quot;descriptionmyturn&amp;quot; =&amp;gt; clienttranslate(&#039;${you} must play a card or pass&#039;),&lt;br /&gt;
    		&amp;quot;type&amp;quot; =&amp;gt; &amp;quot;activeplayer&amp;quot;,&lt;br /&gt;
    		&amp;quot;possibleactions&amp;quot; =&amp;gt; array( &amp;quot;playCard&amp;quot;, &amp;quot;pass&amp;quot; ),&lt;br /&gt;
    		&amp;quot;transitions&amp;quot; =&amp;gt; array( &amp;quot;playCard&amp;quot; =&amp;gt; 2, &amp;quot;pass&amp;quot; =&amp;gt; 2 )&lt;br /&gt;
    ),&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Syntax ==&lt;br /&gt;
&lt;br /&gt;
=== id ===&lt;br /&gt;
&lt;br /&gt;
The keys determine game state IDs (in the example above: 1 and 2).&lt;br /&gt;
&lt;br /&gt;
IDs must be positive integers.&lt;br /&gt;
&lt;br /&gt;
ID=1 is reserved for the first game state and should not be used (and you must not modify it).&lt;br /&gt;
&lt;br /&gt;
ID=99 is reserved for the last game state (end of the game) (and you must not modify it).&lt;br /&gt;
&lt;br /&gt;
Note: you may use any ID, even an ID greater than 100. But you cannot use 1 or 99.&lt;br /&gt;
&lt;br /&gt;
Note²: You must not use the same ID twice.&lt;br /&gt;
&lt;br /&gt;
Note³: When a game is in prod and you change the ID of a state, all active games (including many turn based) will behave unpredictably.&lt;br /&gt;
&lt;br /&gt;
=== name ===&lt;br /&gt;
&lt;br /&gt;
(&#039;&#039;&#039;Mandatory&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
The name of a game state is used to identify it in your game logic.&lt;br /&gt;
&lt;br /&gt;
Several game states can share the same name; however, this is not recommended.&lt;br /&gt;
&lt;br /&gt;
Warning! Do not put spaces in the name. This could cause unexpected problems in some cases.&lt;br /&gt;
&lt;br /&gt;
PHP example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
// Get current game state&lt;br /&gt;
$state = $this-&amp;gt;gamestate-&amp;gt;state();&lt;br /&gt;
if( $state[&#039;name&#039;] == &#039;myGameState&#039; )&lt;br /&gt;
{&lt;br /&gt;
...&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
JS example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        onEnteringState: function( stateName, args )&lt;br /&gt;
        {&lt;br /&gt;
            console.log( &#039;Entering state: &#039;+stateName );&lt;br /&gt;
            &lt;br /&gt;
            switch( stateName )&lt;br /&gt;
            case &#039;myGameState&#039;:&lt;br /&gt;
            &lt;br /&gt;
                // Do some stuff at the beginning at this game state&lt;br /&gt;
                ....&lt;br /&gt;
                &lt;br /&gt;
                break;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== type ===&lt;br /&gt;
&lt;br /&gt;
(&#039;&#039;&#039;Mandatory&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
You can use 3 types of game states:&lt;br /&gt;
* activeplayer (1 player is active and must play.)&lt;br /&gt;
* multipleactiveplayer (1..N players can be active and must play.)&lt;br /&gt;
* private (during multiactive states players can independently move to different private parallel states. See more details [[#Private_parallel_states|here]].&lt;br /&gt;
* game (No player is active. This is a transitional state to do something automatic specified by the game rules.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Make sure you don&#039;t mistype the value of this attribute. If you do (e.g. &#039;multiactiveplayer&#039; instead of &#039;multipleactiveplayer&#039;), things won&#039;t work, and you might have a hard time figuring out why.&lt;br /&gt;
&lt;br /&gt;
=== description ===&lt;br /&gt;
&lt;br /&gt;
(&#039;&#039;&#039;Mandatory&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
The description is the string that is displayed in the main action bar (top of the screen) when the state is active.&lt;br /&gt;
&lt;br /&gt;
When a string is specified as a description, you must use &amp;quot;clienttranslate&amp;quot; in order for the string to be translated on the client side:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 		&amp;quot;description&amp;quot; =&amp;gt; clienttranslate(&#039;${actplayer} must play a card or pass&#039;),&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the description string, you can use ${actplayer} to refer to the active player.&lt;br /&gt;
&lt;br /&gt;
You can also use custom arguments in your description. These custom arguments correspond to values returned by your &amp;quot;args&amp;quot; PHP method (see below &amp;quot;args&amp;quot; field).&lt;br /&gt;
&lt;br /&gt;
Example of custom field:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In states.inc.php:&lt;br /&gt;
        &amp;quot;description&amp;quot; =&amp;gt; clienttranslate(&#039;${actplayer} must choose ${nbr} identical energies&#039;),&lt;br /&gt;
        &amp;quot;args&amp;quot; =&amp;gt; &amp;quot;argMyArgumentMethod&amp;quot;&lt;br /&gt;
&lt;br /&gt;
In mygame.game.php:&lt;br /&gt;
    function argMyArgumentMethod()&lt;br /&gt;
    {&lt;br /&gt;
        return array(&lt;br /&gt;
            &#039;nbr&#039; =&amp;gt; 2  // In this case ${nbr} in the description will be replaced by &amp;quot;2&amp;quot;&lt;br /&gt;
        );    &lt;br /&gt;
    }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: You may specify an empty string (&amp;quot;&amp;quot;) here if it never happens that the game remains in this state (i.e., if this state immediately jumps to another state when activated).&lt;br /&gt;
&lt;br /&gt;
Note²: Usually, you specify a string for &amp;quot;activeplayer&amp;quot; and &amp;quot;multipleactiveplayer&amp;quot; game states, and you specify an empty string for &amp;quot;game&amp;quot; game states. BUT, if you are using synchronous notifications, the client can remain on a &amp;quot;game&amp;quot; type game state for a few seconds, and in this case it may be useful to display a description in the status bar while in this state.&lt;br /&gt;
&lt;br /&gt;
=== descriptionmyturn ===&lt;br /&gt;
&lt;br /&gt;
(&#039;&#039;&#039;Mandatory&#039;&#039;&#039; when the state type is &amp;quot;activeplayer&amp;quot; or &amp;quot;multipleactiveplayer&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;descriptionmyturn&amp;quot; has exactly the same role and properties as &amp;quot;description&amp;quot;, except that this value is displayed to the current active player - or to all active players in case of a multipleactiveplayer game state.&lt;br /&gt;
&lt;br /&gt;
In general, we have this situation:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        &amp;quot;description&amp;quot; =&amp;gt; clienttranslate(&#039;${actplayer} can take some actions&#039;),&lt;br /&gt;
        &amp;quot;descriptionmyturn&amp;quot; =&amp;gt; clienttranslate(&#039;${you} can take some actions&#039;),&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: you can use ${you} in descriptionmyturn so the description will display &amp;quot;You&amp;quot; instead of the name of the player.&lt;br /&gt;
&lt;br /&gt;
Note 2: you can use ${otherplayer} to refer to some other player if you want this to be shown in player&#039;s color, but you must provide otherplayer_id as argument (along with otherplayer) to specify this player&#039;s id in this case or game won&#039;t load.&lt;br /&gt;
&lt;br /&gt;
I.e.&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;descriptionmyturn&amp;quot; =&amp;gt; clienttranslate(&#039;${you} can follow action of ${otherplayer}&#039;),&lt;br /&gt;
&lt;br /&gt;
And this will have to be state arguments for this&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    function arg_playerTurnFollow(){&lt;br /&gt;
        return [&#039;otherplayer&#039;=&amp;gt; $this-&amp;gt;getLeaderPlayerName(),&lt;br /&gt;
                &#039;otherplayer_id&#039;=&amp;gt; $this-&amp;gt;getLeaderPlayerId()&lt;br /&gt;
        ];&lt;br /&gt;
    }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== action ===&lt;br /&gt;
&lt;br /&gt;
(&#039;&#039;&#039;Mandatory&#039;&#039;&#039; when the state type is &amp;quot;game.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;action&amp;quot; specifies a PHP method to call when entering this game state.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
In states.inc.php:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    28 =&amp;gt; array(&lt;br /&gt;
        &amp;quot;name&amp;quot; =&amp;gt; &amp;quot;gameTurnNextPlayer&amp;quot;,&lt;br /&gt;
        &amp;quot;description&amp;quot; =&amp;gt; clienttranslate(&#039;Updating some stuff...&#039;),&lt;br /&gt;
        &amp;quot;type&amp;quot; =&amp;gt; &amp;quot;game&amp;quot;,&lt;br /&gt;
        &amp;quot;action&amp;quot; =&amp;gt; &amp;quot;st_gameTurnNextPlayer&amp;quot;,&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
In mygame.game.php:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    function st_gameTurnNextPlayer() {&lt;br /&gt;
        $player_id = $this-&amp;gt;getActivePlayerId();&lt;br /&gt;
        $next_player_id = $this-&amp;gt;getPlayerAfter($player_id);&lt;br /&gt;
        $this-&amp;gt;giveExtraTime($next_player_id);&lt;br /&gt;
        $this-&amp;gt;incStat(1, &#039;turns_number&#039;, $next_player_id);&lt;br /&gt;
        $this-&amp;gt;incStat(1, &#039;turns_number&#039;);&lt;br /&gt;
        $this-&amp;gt;gamestate-&amp;gt;changeActivePlayer($next_player_id);&lt;br /&gt;
        $this-&amp;gt;gamestate-&amp;gt;nextState(&#039;next&#039;);&lt;br /&gt;
    }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Usually, for a &amp;quot;game&amp;quot; state type, the action method is used to perform automatic functions specified by the rules (for example: check victory conditions, deal cards for a new round, go to the next player, etc.) and then jump to another game state.&lt;br /&gt;
&lt;br /&gt;
Note: a BGA convention specifies that PHP methods called with &amp;quot;action&amp;quot; are prefixed by &amp;quot;st&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Note: this field CAN be used for player states to set something up; e.g., for multiplayer states, it can make all players active.&lt;br /&gt;
&lt;br /&gt;
Example for action in player state:&lt;br /&gt;
in states.inc.php:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    2 =&amp;gt; array(&lt;br /&gt;
    		&amp;quot;name&amp;quot; =&amp;gt; &amp;quot;playerTurnPlace&amp;quot;,&lt;br /&gt;
    		&amp;quot;description&amp;quot; =&amp;gt; clienttranslate(&#039;Other player must place ships&#039;),&lt;br /&gt;
    		&amp;quot;descriptionmyturn&amp;quot; =&amp;gt; clienttranslate(&#039;${you} must place ships (click on YOUR SHIPS board to place)&#039;),&lt;br /&gt;
    		&amp;quot;type&amp;quot; =&amp;gt; &amp;quot;multipleactiveplayer&amp;quot;,&lt;br /&gt;
            &#039;action&#039; =&amp;gt; &#039;st_MultiPlayerInit&#039;,&lt;br /&gt;
            &#039;args&#039; =&amp;gt; &#039;arg_playerTurnPlace&#039;,&lt;br /&gt;
    		&amp;quot;possibleactions&amp;quot; =&amp;gt; array( &amp;quot;playPlace&amp;quot; ),&lt;br /&gt;
            &amp;quot;transitions&amp;quot; =&amp;gt; array( &amp;quot;next&amp;quot; =&amp;gt; 4, &amp;quot;last&amp;quot; =&amp;gt; 99)&lt;br /&gt;
    ),&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
in mygame.game.php:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    function st_MultiPlayerInit() {&lt;br /&gt;
        $this-&amp;gt;gamestate-&amp;gt;setAllPlayersMultiactive();&lt;br /&gt;
    }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== transitions ===&lt;br /&gt;
&lt;br /&gt;
(&#039;&#039;&#039;Mandatory&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
With &amp;quot;transitions&amp;quot; you specify which game state(s) you can jump to from a given game state.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    25 =&amp;gt; array(&lt;br /&gt;
        &amp;quot;name&amp;quot; =&amp;gt; &amp;quot;myGameState&amp;quot;,&lt;br /&gt;
        &amp;quot;transitions&amp;quot; =&amp;gt; array( &amp;quot;nextPlayer&amp;quot; =&amp;gt; 27, &amp;quot;endRound&amp;quot; =&amp;gt; 39 ),&lt;br /&gt;
        ....&lt;br /&gt;
    }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the example above, if &amp;quot;myGameState&amp;quot; is the current active game state, I can jump to the game state with ID 27 or the game state with ID 39.&lt;br /&gt;
&lt;br /&gt;
Example to jump to ID 27:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
In mygame.game.php:&lt;br /&gt;
    $this-&amp;gt;gamestate-&amp;gt;nextState( &amp;quot;nextPlayer&amp;quot; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Important: &amp;quot;nextPlayer&amp;quot; is the name of the transition, and NOT the name of the target game state. Multiple transitions can lead to the same game state.&lt;br /&gt;
&lt;br /&gt;
Note: If there is only 1 transition, you may give it an empty name.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
In states.inc.php:&lt;br /&gt;
    &amp;quot;transitions&amp;quot; =&amp;gt; array( &amp;quot;&amp;quot; =&amp;gt; 27 ),&lt;br /&gt;
&lt;br /&gt;
In mygame.game.php:&lt;br /&gt;
    $this-&amp;gt;gamestate-&amp;gt;nextState(  );     // We don&#039;t need to specify a transition as there is only one here&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== possibleactions ===&lt;br /&gt;
&lt;br /&gt;
(&#039;&#039;&#039;Mandatory&#039;&#039;&#039; when the game state is &amp;quot;activeplayer&amp;quot; or &amp;quot;multipleactiveplayer&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;possibleactions&amp;quot; defines the actions possible by the players in this game state, and ensures they cannot perform actions that are not allowed in this state.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
In states.game.php:&lt;br /&gt;
       	&amp;quot;possibleactions&amp;quot; =&amp;gt; array( &amp;quot;playCard&amp;quot;, &amp;quot;pass&amp;quot; ),&lt;br /&gt;
&lt;br /&gt;
In mygame.game.php:&lt;br /&gt;
        function playCard( ...)&lt;br /&gt;
        {&lt;br /&gt;
             self::checkAction( &amp;quot;playCard&amp;quot; );    // Will fail if &amp;quot;playCard&amp;quot; is not specified in &amp;quot;possibleactions&amp;quot; in the current game state.&lt;br /&gt;
&lt;br /&gt;
            ....&lt;br /&gt;
&lt;br /&gt;
In mygame.js:&lt;br /&gt;
        playCard: function( ... )&lt;br /&gt;
        {&lt;br /&gt;
            if( this.checkAction( &amp;quot;playCard&amp;quot; ) ) // Will fail if &amp;quot;playCard&amp;quot; is not specified in &amp;quot;possibleactions&amp;quot; in the current game state.&lt;br /&gt;
            {  return ;   }&lt;br /&gt;
&lt;br /&gt;
            ....&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== args ===&lt;br /&gt;
&lt;br /&gt;
(optional)&lt;br /&gt;
&lt;br /&gt;
Sometimes it happens that you need some information on the client side (i.e., for your game interface) only for a specific game state.&lt;br /&gt;
&lt;br /&gt;
Example 1: in &#039;&#039;Reversi&#039;&#039;, the list of possible moves during the playerTurn state.&lt;br /&gt;
&lt;br /&gt;
Example 2: in &#039;&#039;Caylus&#039;&#039;, the number of remaining king&#039;s favors to choose in the state where the player is choosing a favor.&lt;br /&gt;
&lt;br /&gt;
Example 3: in &#039;&#039;Can&#039;t Stop&#039;&#039;, the list of possible die combinations to be displayed to the active player so that he can choose from among them.&lt;br /&gt;
&lt;br /&gt;
In such a situation, you can specify a method name as the « args » argument for your game state. This method must retrieve some piece of information about the game (example: for &#039;&#039;Reversi&#039;&#039;, the list of possible moves) and return it.&lt;br /&gt;
&lt;br /&gt;
Thus, this data can be transmitted to the clients and used by the clients to display it. It should always be an associative array.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s see a complete example using args with &#039;&#039;Reversi&#039;&#039; game:&lt;br /&gt;
&lt;br /&gt;
In states.inc.php, we specify an &#039;&#039;&#039;args&#039;&#039;&#039; argument for gamestate &#039;&#039;&#039;playerTurn&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    10 =&amp;gt; array(&lt;br /&gt;
        &amp;quot;name&amp;quot; =&amp;gt; &amp;quot;playerTurn&amp;quot;,&lt;br /&gt;
		&amp;quot;description&amp;quot; =&amp;gt; clienttranslate(&#039;${actplayer} must play a disc&#039;),&lt;br /&gt;
		&amp;quot;descriptionmyturn&amp;quot; =&amp;gt; clienttranslate(&#039;${you} must play a disc&#039;),&lt;br /&gt;
        &amp;quot;type&amp;quot; =&amp;gt; &amp;quot;activeplayer&amp;quot;,&lt;br /&gt;
        &amp;quot;args&amp;quot; =&amp;gt; &amp;quot;argPlayerTurn&amp;quot;,    // &amp;lt;==== HERE&lt;br /&gt;
        &amp;quot;possibleactions&amp;quot; =&amp;gt; array( &#039;playDisc&#039; ),&lt;br /&gt;
        &amp;quot;transitions&amp;quot; =&amp;gt; array( &amp;quot;playDisc&amp;quot; =&amp;gt; 11, &amp;quot;zombiePass&amp;quot; =&amp;gt; 11 )&lt;br /&gt;
    ),&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It corresponds to a &#039;&#039;&#039;argPlayerTurn&#039;&#039;&#039; method in our PHP code (reversi.game.php):&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    function argPlayerTurn() {&lt;br /&gt;
        return array(&lt;br /&gt;
            &#039;possibleMoves&#039; =&amp;gt; self::getPossibleMoves()&lt;br /&gt;
        );&lt;br /&gt;
    }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Then, when we enter into the &#039;&#039;&#039;playerTurn&#039;&#039;&#039; game state on the client side, we can highlight the possible moves on the board using information returned by &#039;&#039;&#039;argPlayerTurn&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        onEnteringState: function( stateName, args )  {&lt;br /&gt;
           console.log( &#039;Entering state: &#039;+stateName );&lt;br /&gt;
            &lt;br /&gt;
            switch( stateName )  {&lt;br /&gt;
            case &#039;playerTurn&#039;:&lt;br /&gt;
                this.updatePossibleMoves( args.args.possibleMoves );&lt;br /&gt;
                break;&lt;br /&gt;
            }&lt;br /&gt;
        },&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Naming and API conventions ====&lt;br /&gt;
&lt;br /&gt;
As a BGA convention, PHP methods called with &amp;quot;args&amp;quot; are prefixed by &amp;quot;arg&amp;quot; followed by state name (example: &#039;&#039;&#039;argPlayerTurn&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
All &amp;quot;arg*&amp;quot; methods are put into corresponding section of .game.php file commented as&lt;br /&gt;
   //////////// Game state arguments&lt;br /&gt;
&lt;br /&gt;
Arg method MUST return array. Return integer or string will result in some undebuggable exceptions.&lt;br /&gt;
&lt;br /&gt;
Arg method MUST be defined in php if it is declared in state description, if you don&#039;t need it comment it out from the states.inc.php file (the &#039;&#039;&#039;args&#039;&#039;&#039; parameter). If you not sure if you need it or not you can keep it returning empty array until you figure it out.&lt;br /&gt;
&lt;br /&gt;
    function argPlayerTurn() {&lt;br /&gt;
        return array(); // must be an array&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warning&#039;&#039;&#039;: the &amp;quot;args&amp;quot; method can be called before the &amp;quot;action&amp;quot; method so don&#039;t expect data modifications by the &amp;quot;action&amp;quot; method to be available in the &amp;quot;args&amp;quot; method!&lt;br /&gt;
Also don&#039;t modify database in this method!&lt;br /&gt;
&lt;br /&gt;
You should NOT be calling getCurrentPlayer() in the context of this function, since state transitions are broadcasted to all player independent of who initiated it. Instead you should send information on per player basis (Note: if this is private info see section below). &lt;br /&gt;
&lt;br /&gt;
If you using this function in multi-player state, you should not call getActivePlayer() either, you should send per player info:&lt;br /&gt;
&lt;br /&gt;
    function arg_playerTurn() {&lt;br /&gt;
        $res = array ();&lt;br /&gt;
        $players = $this-&amp;gt;loadPlayersBasicInfos();&lt;br /&gt;
        foreach ( $players as $player_id =&amp;gt; $player_info ) {&lt;br /&gt;
            $color = $player_info [&#039;player_color&#039;];&lt;br /&gt;
            $res [$player_id] = array(&amp;quot;color&amp;quot;=&amp;gt;$color);&lt;br /&gt;
        }&lt;br /&gt;
        return $res;&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
Note: you never need to send player color like this, this is just an example.&lt;br /&gt;
&lt;br /&gt;
Note 2: you CAN call methods that return all active players if multi-player states if its relevant.&lt;br /&gt;
&lt;br /&gt;
==== Other usages ====&lt;br /&gt;
&lt;br /&gt;
You can use values returned by your &amp;quot;args&amp;quot; method to have some custom values in your &amp;quot;description&amp;quot;/&amp;quot;descriptionmyturn&amp;quot;, i.e. in states.inc.php:&lt;br /&gt;
&lt;br /&gt;
   &amp;quot;descriptionmyturn&amp;quot; =&amp;gt; clienttranslate(&#039;${you} must play ${color} disc&#039;),&lt;br /&gt;
&lt;br /&gt;
So arg function will be something like:&lt;br /&gt;
&lt;br /&gt;
  function argPlayerTurn() {&lt;br /&gt;
        return array(&#039;color&#039;=&amp;gt;this-&amp;gt;getActivePlayerColor()); &lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
You can use args also in &#039;&#039;&#039;onUpdateActionButtons&#039;&#039;&#039; function on js side, however two important notes:&lt;br /&gt;
* it is just &#039;&#039;&#039;args&#039;&#039;&#039; (not args.args like in &#039;&#039;&#039;onEnteringState&#039;&#039;&#039;)&lt;br /&gt;
* it is args of the current state, which may not be state you think it will be! This method is called during change of active player, which happens in some weird place especially during &amp;quot;multipleactiveplayer&amp;quot; states. If you pulling your hair thinking why its &amp;quot;undefined&amp;quot; on js side - check the current state.&lt;br /&gt;
&lt;br /&gt;
==== Private info in args ====&lt;br /&gt;
&lt;br /&gt;
By default, all data provided through this method are PUBLIC TO ALL PLAYERS. Please do not send any private data with this method, as a cheater could see it even it is not used explicitly by the game interface logic.&lt;br /&gt;
&lt;br /&gt;
However, it is possible to specify that some data should be sent to specific players only.&lt;br /&gt;
&lt;br /&gt;
Example 1: send information to active player(s) only:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    function argPlayerTurn()  {&lt;br /&gt;
        return array(&lt;br /&gt;
            &#039;_private&#039; =&amp;gt; array(          // Using &amp;quot;_private&amp;quot; keyword, all data inside this array will be made private&lt;br /&gt;
                &#039;active&#039; =&amp;gt; array(       // Using &amp;quot;active&amp;quot; keyword inside &amp;quot;_private&amp;quot;, you select active player(s)&lt;br /&gt;
                    &#039;somePrivateData&#039; =&amp;gt; self::getSomePrivateData()   // will be send only to active player(s)&lt;br /&gt;
                )&lt;br /&gt;
            ),&lt;br /&gt;
            &#039;possibleMoves&#039; =&amp;gt; self::getPossibleMoves()          // will be sent to all players&lt;br /&gt;
        );&lt;br /&gt;
    }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Inside the js file, these variables will be available through `args.args._private`. (e.g. `args.args._private.somePrivateData` -- it is not `args._private.active.somePrivateData` nor is it `args.somePrivateData`)&lt;br /&gt;
&lt;br /&gt;
Example 2: send information to a specific player (&amp;lt;specific_player_id&amp;gt;) only:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    function argPlayerTurn()  {&lt;br /&gt;
        $specific_player_id = ...; // calculate some-how&lt;br /&gt;
        return array(&lt;br /&gt;
            &#039;_private&#039; =&amp;gt; array(   // all data inside this array will be private&lt;br /&gt;
                $specific_player_id =&amp;gt; array(   // will be sent only to that player   &lt;br /&gt;
                    &#039;somePrivateData&#039; =&amp;gt; self::getSomePrivateData()   &lt;br /&gt;
                )&lt;br /&gt;
            ),&lt;br /&gt;
&lt;br /&gt;
            &#039;possibleMoves&#039; =&amp;gt; self::getPossibleMoves()   // will be sent to all players&lt;br /&gt;
        );&lt;br /&gt;
    }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
IMPORTANT: in certain situations (i.e. &amp;quot;multipleactiveplayer&amp;quot; game state) these &amp;quot;private data&amp;quot; features can have a significant impact on performance. Please do not use if not needed.&lt;br /&gt;
&lt;br /&gt;
It is also possible to use these private args in the &amp;quot;description&amp;quot; messages, like &amp;quot;${you} have to play ${_private.count} cards&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Translations in args ====&lt;br /&gt;
You can do the same as in notification by adding i18n parameter, i.e&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
function argPlayerTurn()  {&lt;br /&gt;
 return [&lt;br /&gt;
      &#039;i18n&#039; =&amp;gt; [&#039;terrainName&#039; ],&lt;br /&gt;
      &#039;terrainName&#039; =&amp;gt; ($this-&amp;gt;token_types[$terrain][&#039;name&#039;]), // this should be defined in material.inc.php and with clienttranslate &lt;br /&gt;
      &#039;terrain&#039; =&amp;gt; $terrain,&lt;br /&gt;
   ];&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Than you can do something like this in state:&lt;br /&gt;
  &amp;quot;descriptionmyturn&amp;quot; =&amp;gt; clienttranslate(&#039;${you} must place a house on ${terrainName}&#039;),&lt;br /&gt;
&lt;br /&gt;
See more in [[Translations]]&lt;br /&gt;
&lt;br /&gt;
=== updateGameProgression ===&lt;br /&gt;
&lt;br /&gt;
(optional)&lt;br /&gt;
&lt;br /&gt;
If you specify &amp;quot;updateGameProgression =&amp;gt; true&amp;quot; in a game state, your &amp;quot;getGameProgression&amp;quot; PHP method will be called at the beginning of this game state - and thus the game progression of the game will be updated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;At least one&#039;&#039; of your game states (any one) must specify &amp;quot;updateGameProgression=&amp;gt;true&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== initialprivate ===&lt;br /&gt;
&lt;br /&gt;
(optional)&lt;br /&gt;
&lt;br /&gt;
This parameter will enable private parallel states in a multiplayer state. Parameter should be set to first private parallel state a player will be transitioned to.&lt;br /&gt;
See more details about Private parallel states [[#Private_parallel_states|here]].&lt;br /&gt;
&lt;br /&gt;
== Implementation Notes ==&lt;br /&gt;
&lt;br /&gt;
=== Private parallel states ===&lt;br /&gt;
&lt;br /&gt;
Private parallel states are useful when multiple players are active and their turn is very complex. In that case it is possible with parallel states for each player to be in a independent state. &lt;br /&gt;
&lt;br /&gt;
Lets say that players need to do three complex action one after another in multiactive state. With parallel states each player can independently be in a different state (i.e. one player still need to decide about first action while some players are deciding their second action and the fastest player is already on their third action. Normally this can be handled with two simple, but limited, approaches:&lt;br /&gt;
&lt;br /&gt;
* Moving all players to different states together - this is limiting for faster players as they need to wait other players for each separate action. The more problematic thing is that it would be hard to implement an undo feature when one player wants to change their previous action. In that case all players should be moved back to previous state which will interrupt their flow.&lt;br /&gt;
* Using client states, by changing the state in which the player is in javascript - the problem with this approach is that players will lose their progress on browser refresh (F5). Furthermore the validation logic of specific actions shuld be implemented on both server side and client side and we cannot have specific args for each different action, but they should be calculated only at the beginning of the first action and possibly calculated on client side after each action, which again duplicates logic on client and server.&lt;br /&gt;
&lt;br /&gt;
With private parallel states, each specific action can be implemented as a parallel state. Parallel states are defined with the type &#039;private&#039; and players are moved to those private states during one master multiactive state. Lets look at the example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    10 =&amp;gt; [&lt;br /&gt;
        &amp;quot;name&amp;quot; =&amp;gt; &amp;quot;playerTurn&amp;quot;,&lt;br /&gt;
        &amp;quot;description&amp;quot; =&amp;gt; clienttranslate(&#039;Waiting for other players to end their turn.&#039;),&lt;br /&gt;
        &amp;quot;descriptionmyturn&amp;quot; =&amp;gt; clienttranslate(&#039;${you} must do your turn&#039;), // Won&#039;t be displayed anyway since each private state has its own description&lt;br /&gt;
        &amp;quot;type&amp;quot; =&amp;gt; &amp;quot;multipleactiveplayer&amp;quot;,&lt;br /&gt;
        &amp;quot;initialprivate&amp;quot; =&amp;gt; 50, // This makes this state a master multiactive state and enables private states, this is also a first private state&lt;br /&gt;
        &amp;quot;action&amp;quot; =&amp;gt; &amp;quot;stPlayerTurn&amp;quot;,&lt;br /&gt;
        &amp;quot;args&amp;quot; =&amp;gt; &amp;quot;argPlayerTurn&amp;quot;,&lt;br /&gt;
        &amp;quot;possibleactions&amp;quot; =&amp;gt; [&amp;quot;changeMind&amp;quot;], //this action is possible if player is not in any private state which usually happens when they are inactive&lt;br /&gt;
        &amp;quot;transitions&amp;quot; =&amp;gt; [&amp;quot;playersDecide&amp;quot; =&amp;gt; 11] // this is normal next transition which will happen after all players finish their turns &lt;br /&gt;
    ],&lt;br /&gt;
&lt;br /&gt;
    50 =&amp;gt; [&lt;br /&gt;
        &amp;quot;name&amp;quot; =&amp;gt; &amp;quot;chooseFirst&amp;quot;,&lt;br /&gt;
        &amp;quot;descriptionmyturn&amp;quot; =&amp;gt; clienttranslate(&#039;${you} must make your first choice&#039;), // just this parameter is needed. description is not needed as no player is inactive in this state&lt;br /&gt;
        &amp;quot;type&amp;quot; =&amp;gt; &amp;quot;private&amp;quot;, // this state is reachable only as a private state&lt;br /&gt;
        &amp;quot;args&amp;quot; =&amp;gt; &amp;quot;argChooseFirst&amp;quot;, //this method will be called with playerId as a parametar and is used to calculate arguments for this action for specific player&lt;br /&gt;
        &amp;quot;action&amp;quot; =&amp;gt; &amp;quot;stChooseFirst&amp;quot;, // this method will be called with playerId as a parameter and can be used to make some changes when player enters this private state&lt;br /&gt;
        &amp;quot;possibleactions&amp;quot; =&amp;gt; [&amp;quot;toSecond&amp;quot;],&lt;br /&gt;
        &amp;quot;transitions&amp;quot; =&amp;gt; [&lt;br /&gt;
          &#039;chooseSecond&#039; =&amp;gt; 51, // transition to another private state&lt;br /&gt;
        ]&lt;br /&gt;
      ],&lt;br /&gt;
   &lt;br /&gt;
    51 =&amp;gt; [&lt;br /&gt;
        &amp;quot;name&amp;quot; =&amp;gt; &amp;quot;chooseSecond&amp;quot;,&lt;br /&gt;
        &amp;quot;descriptionmyturn&amp;quot; =&amp;gt; clienttranslate(&#039;${you} must make your second choice&#039;),&lt;br /&gt;
        &amp;quot;type&amp;quot; =&amp;gt; &amp;quot;private&amp;quot;,&lt;br /&gt;
        &amp;quot;args&amp;quot; =&amp;gt; &amp;quot;argChooseSecond&amp;quot;,&lt;br /&gt;
        &amp;quot;possibleactions&amp;quot; =&amp;gt; [&amp;quot;finish&amp;quot;, &amp;quot;back&amp;quot;],&lt;br /&gt;
        &amp;quot;transitions&amp;quot; =&amp;gt; [&lt;br /&gt;
          &#039;back&#039; =&amp;gt; 50,&lt;br /&gt;
        ]&lt;br /&gt;
      ],&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When entering the master state it is usually useful to set some players as multiactive and initialize their private state:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    function stPlayerTurn() {&lt;br /&gt;
        $this-&amp;gt;gamestate-&amp;gt;setAllPlayersMultiactive();&lt;br /&gt;
        &lt;br /&gt;
        //this is needed when starting private parallel states; players will be transitioned to initialprivate state defined in master state&lt;br /&gt;
        $this-&amp;gt;gamestate-&amp;gt;initializePrivateStateForAllActivePlayers(); &lt;br /&gt;
&lt;br /&gt;
        // in some cases you can move immediately some or all players to different private states&lt;br /&gt;
        if ($someCondition) {&lt;br /&gt;
            //move all players to different state &lt;br /&gt;
            $this-&amp;gt;gamestate-&amp;gt;nextPrivateStateForAllActivePlayers(&amp;quot;choseSecond&amp;quot;);&lt;br /&gt;
        }&lt;br /&gt;
&lt;br /&gt;
        if ($other condition) {&lt;br /&gt;
            //move single player to different state&lt;br /&gt;
            $this-&amp;gt;gamestate-&amp;gt;nextPrivateState($specificPlayerId, &amp;quot;chooseSecond&amp;quot;);&lt;br /&gt;
        }&lt;br /&gt;
    }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When some action is done by a player, you can move them to the next private state:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    function toSecond() {&lt;br /&gt;
        $this-&amp;gt;checkAction(&amp;quot;toSecond&amp;quot;);  //the action must be defined in private state; actions defined in master state are not possible&lt;br /&gt;
        $this-&amp;gt;gamestate-&amp;gt;nextPrivateState($this-&amp;gt;getCurrentPlayerId(), &amp;quot;chooseSecond&amp;quot;); //moving current player to different state&lt;br /&gt;
    }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Please check the detailed API [[Main_game_logic:_yourgamename.game.php#Private_parallel_states|here]].&lt;br /&gt;
&lt;br /&gt;
=== Using Named Constants for States ===&lt;br /&gt;
&lt;br /&gt;
Using numeric constants is prone to errors. If you want you can declare state constants as PHP named constants. This way you can&lt;br /&gt;
use them in the states file and in game.php as well&lt;br /&gt;
&lt;br /&gt;
EXAMPLE:&lt;br /&gt;
&lt;br /&gt;
states.inc.php:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
// define contants for state ids&lt;br /&gt;
if (!defined(&#039;STATE_END_GAME&#039;)) { // ensure this block is only invoked once, since it is included multiple times&lt;br /&gt;
   define(&amp;quot;STATE_PLAYER_TURN&amp;quot;, 2);&lt;br /&gt;
   define(&amp;quot;STATE_GAME_TURN&amp;quot;, 3);&lt;br /&gt;
   define(&amp;quot;STATE_PLAYER_TURN_CUBES&amp;quot;, 4);&lt;br /&gt;
   define(&amp;quot;STATE_END_GAME&amp;quot;, 99);&lt;br /&gt;
}&lt;br /&gt;
 &lt;br /&gt;
$machinestates = array(&lt;br /&gt;
&lt;br /&gt;
   ...&lt;br /&gt;
&lt;br /&gt;
    STATE_PLAYER_TURN =&amp;gt; array(&lt;br /&gt;
    		&amp;quot;name&amp;quot; =&amp;gt; &amp;quot;playerTurn&amp;quot;,&lt;br /&gt;
    		&amp;quot;description&amp;quot; =&amp;gt; clienttranslate(&#039;${actplayer} must select an Action Space or Pass&#039;),&lt;br /&gt;
    		&amp;quot;descriptionmyturn&amp;quot; =&amp;gt; clienttranslate(&#039;${you} must select an Action Space or Pass&#039;),&lt;br /&gt;
    		&amp;quot;type&amp;quot; =&amp;gt; &amp;quot;activeplayer&amp;quot;,&lt;br /&gt;
                &amp;quot;args&amp;quot; =&amp;gt; &#039;arg_playerTurn&#039;,&lt;br /&gt;
    		&amp;quot;possibleactions&amp;quot; =&amp;gt; array( &amp;quot;selectWorkerAction&amp;quot;, &amp;quot;pass&amp;quot; ),&lt;br /&gt;
    		&amp;quot;transitions&amp;quot; =&amp;gt; array( &lt;br /&gt;
    		        &amp;quot;loopback&amp;quot; =&amp;gt; STATE_PLAYER_TURN,&lt;br /&gt;
    		        &amp;quot;playCubes&amp;quot; =&amp;gt; STATE_PLAYER_TURN_CUBES,&lt;br /&gt;
    		        &amp;quot;pass&amp;quot; =&amp;gt; STATE_GAME_TURN )&lt;br /&gt;
    ),&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Example of multipleactiveplayer state ===&lt;br /&gt;
&lt;br /&gt;
This is an example of a multipleactiveplayer state:&lt;br /&gt;
&lt;br /&gt;
  2 =&amp;gt;  array (&lt;br /&gt;
    &#039;name&#039; =&amp;gt; &#039;playerTurnSetup&#039;,&lt;br /&gt;
    &#039;type&#039; =&amp;gt; &#039;multipleactiveplayer&#039;,&lt;br /&gt;
    &#039;description&#039; =&amp;gt; clienttranslate(&#039;Other players must choose one Objective&#039;),&lt;br /&gt;
    &#039;descriptionmyturn&#039; =&amp;gt; clienttranslate(&#039;${you} must choose one Objective card to keep&#039;),&lt;br /&gt;
    &#039;possibleactions&#039; =&amp;gt;     array (&#039;playKeep&#039; ),&lt;br /&gt;
    &#039;transitions&#039; =&amp;gt;    array (       &#039;next&#039; =&amp;gt; 5, &#039;loopback&#039; =&amp;gt; 2, ),&lt;br /&gt;
    &#039;action&#039; =&amp;gt; &#039;st_MultiPlayerInit&#039;,&lt;br /&gt;
    &#039;args&#039; =&amp;gt; &#039;arg_playerTurnSetup&#039;,&lt;br /&gt;
  ),&lt;br /&gt;
&lt;br /&gt;
In game.php:&lt;br /&gt;
    // this will make all players multiactive just before entering the state&lt;br /&gt;
    function st_MultiPlayerInit() {&lt;br /&gt;
        $this-&amp;gt;gamestate-&amp;gt;setAllPlayersMultiactive();&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
Note: if you want exact this function its already defined in table class its called &#039;stMakeEveryoneActive&#039;&lt;br /&gt;
&lt;br /&gt;
When ending the player action, instead of a state transition, deactivate player.&lt;br /&gt;
&lt;br /&gt;
    function action_playKeep($cardId) {&lt;br /&gt;
        $this-&amp;gt;checkAction(&#039;playKeep&#039;);&lt;br /&gt;
        $player_id = $this-&amp;gt;getCurrentPlayerId(); // CURRENT!!! not active&lt;br /&gt;
        ... // some logic here&lt;br /&gt;
        $this-&amp;gt;gamestate-&amp;gt;setPlayerNonMultiactive($player_id, &#039;next&#039;); // deactivate player; if none left, transition to &#039;next&#039; state&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
=== Difference between Single active and Multi active states ===&lt;br /&gt;
In a classic &amp;quot;activePlayer&amp;quot; state:&lt;br /&gt;
&lt;br /&gt;
* You cannot change the active player DURING the state. This is to ensure that during 1 activePlayer state, only ONE player is active&lt;br /&gt;
* As a consequence, you must set the active player BEFORE entering the activePlayer state&lt;br /&gt;
* In such states on JS side onUpdateActionButtons is called before onEnteringState during game play (but after during reload, i.e. F5)&lt;br /&gt;
* Finally, during onEnteringState, on JS side, the active player is signaled as active and the information is reliable and usable.&lt;br /&gt;
&lt;br /&gt;
In a &amp;quot;multiplePlayer&amp;quot; state:&lt;br /&gt;
&lt;br /&gt;
* You can (and must) change the active players DURING the state&lt;br /&gt;
* During such a state, players can be activated/desactivated anytime during the state, giving you the maximum of possibilities.&lt;br /&gt;
* You shouldn&#039;t set active player before entering the state. But you can set it in &amp;quot;state initializer&amp;quot; php function (see example above st_MultiPlayerInit)&lt;br /&gt;
* Finally, during onEnteringState, on JS side, the active players are NOT active yet so you must use onUpdateActionButtons to perform the client side operation which depends on a player active/inactive status.&lt;br /&gt;
&lt;br /&gt;
=== Designing states ===&lt;br /&gt;
&lt;br /&gt;
As a general rule you state machine should resemble &amp;quot;round/turn overview&amp;quot; from the game rule-book. Normally if book say its player turn and player can do multiple things during their turn it is still only&lt;br /&gt;
one player state (plus a game to switch player), not muliple states.&lt;br /&gt;
&lt;br /&gt;
In a classic game (i.e. chess), there is only active player at any time, so it is simple playerTurn/gameTurn sequence and you only need 2 states.&lt;br /&gt;
&lt;br /&gt;
[[File:Simplestates.png]]&lt;br /&gt;
&lt;br /&gt;
In complex euro game there can be multiple rounds, and each round have phases which can be distinctly unique, i.e. in first phase everybody draws card and discard (multi-player), then player have one turn each (single-active), then another is resolution of actions from players and some of them may become active again, then there is round upkeep/reset. This would require one multi-player state for phase 1, pair of states for phase2 (singel-active + game), pair of states for phase3 and finally round-end/unkeep game state.&lt;br /&gt;
&lt;br /&gt;
For pair of active player/game states you can make player state first, which transitions to game state, or the other way around, you start with game state which transition to active player state, its loop in any case but depends on how you want to do &amp;quot;phase&amp;quot; initiazations.&lt;br /&gt;
&lt;br /&gt;
[[File:Eurogamestates.png]]&lt;br /&gt;
&lt;br /&gt;
=== Complete examples ===&lt;br /&gt;
&lt;br /&gt;
Example of simple game where player take turns&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
if ( !defined(&#039;STATE_END_GAME&#039;)) { // guard since this included multiple times&lt;br /&gt;
    define(&amp;quot;STATE_PLAYER_TURN&amp;quot;, 2);&lt;br /&gt;
    define(&amp;quot;STATE_GAME_TURN_NEXT_PLAYER&amp;quot;, 3);&lt;br /&gt;
    define(&amp;quot;STATE_PLAYER_GAME_END&amp;quot;, 4);&lt;br /&gt;
    define(&amp;quot;STATE_END_GAME&amp;quot;, 99);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
$machinestates = [    &lt;br /&gt;
        1 =&amp;gt; [ // The initial state. Please do not modify.&lt;br /&gt;
               &amp;quot;name&amp;quot; =&amp;gt; &amp;quot;gameSetup&amp;quot;,&lt;br /&gt;
               &amp;quot;description&amp;quot; =&amp;gt; &amp;quot;&amp;quot;,&lt;br /&gt;
               &amp;quot;type&amp;quot; =&amp;gt; &amp;quot;manager&amp;quot;,&lt;br /&gt;
               &amp;quot;action&amp;quot; =&amp;gt; &amp;quot;stGameSetup&amp;quot;,&lt;br /&gt;
               &amp;quot;transitions&amp;quot; =&amp;gt; [ &amp;quot;&amp;quot; =&amp;gt; STATE_PLAYER_TURN ] ],&lt;br /&gt;
        // Game states &lt;br /&gt;
        STATE_PLAYER_TURN =&amp;gt; [ // main active player state &lt;br /&gt;
                &amp;quot;name&amp;quot; =&amp;gt; &amp;quot;playerTurn&amp;quot;,&lt;br /&gt;
                &amp;quot;description&amp;quot; =&amp;gt; clienttranslate(&#039;${actplayer} must do something or pass&#039;),&lt;br /&gt;
                &amp;quot;descriptionmyturn&amp;quot; =&amp;gt; clienttranslate(&#039;${you} must do something or pass&#039;),&lt;br /&gt;
                &amp;quot;type&amp;quot; =&amp;gt; &amp;quot;activeplayer&amp;quot;,&lt;br /&gt;
                &amp;quot;args&amp;quot; =&amp;gt; &amp;quot;arg_playerTurn&amp;quot;,&lt;br /&gt;
                &amp;quot;possibleactions&amp;quot; =&amp;gt; [ &amp;quot;dosomething&amp;quot;,&amp;quot;pass&amp;quot; ],&lt;br /&gt;
                &amp;quot;transitions&amp;quot; =&amp;gt; [ &amp;quot;next&amp;quot; =&amp;gt; STATE_GAME_TURN_NEXT_PLAYER,&amp;quot;last&amp;quot; =&amp;gt; STATE_PLAYER_GAME_END ] // &lt;br /&gt;
        ],&lt;br /&gt;
        STATE_GAME_TURN_NEXT_PLAYER =&amp;gt; [ // next player state&lt;br /&gt;
                &amp;quot;name&amp;quot; =&amp;gt; &amp;quot;gameTurnNextPlayer&amp;quot;,&lt;br /&gt;
                &amp;quot;description&amp;quot; =&amp;gt; clienttranslate(&#039;Upkeep...&#039;),&lt;br /&gt;
                &amp;quot;type&amp;quot; =&amp;gt; &amp;quot;game&amp;quot;, //&lt;br /&gt;
                &amp;quot;action&amp;quot; =&amp;gt; &amp;quot;st_gameTurnNextPlayer&amp;quot;, //&lt;br /&gt;
                &amp;quot;updateGameProgression&amp;quot; =&amp;gt; true,&lt;br /&gt;
                &amp;quot;transitions&amp;quot; =&amp;gt; [ &amp;quot;next&amp;quot; =&amp;gt; STATE_PLAYER_TURN,&amp;quot;loopback&amp;quot; =&amp;gt; STATE_GAME_TURN_NEXT_PLAYER,&lt;br /&gt;
                        &amp;quot;last&amp;quot; =&amp;gt; STATE_PLAYER_GAME_END ], // TODO replace with STATE_END_GAME, its there to use undo/restore during dev&lt;br /&gt;
        ],&lt;br /&gt;
    &lt;br /&gt;
        STATE_PLAYER_GAME_END =&amp;gt; [ // active player state for debugging end of game&lt;br /&gt;
                &amp;quot;name&amp;quot; =&amp;gt; &amp;quot;playerGameEnd&amp;quot;,&lt;br /&gt;
                &amp;quot;description&amp;quot; =&amp;gt; clienttranslate(&#039;${actplayer} Game Over&#039;),&lt;br /&gt;
                &amp;quot;descriptionmyturn&amp;quot; =&amp;gt; clienttranslate(&#039;${you} Game Over&#039;),&lt;br /&gt;
                &amp;quot;type&amp;quot; =&amp;gt; &amp;quot;activeplayer&amp;quot;,&lt;br /&gt;
                &amp;quot;args&amp;quot; =&amp;gt; &amp;quot;arg_playerTurn&amp;quot;,&lt;br /&gt;
                &amp;quot;possibleactions&amp;quot; =&amp;gt; [&amp;quot;endGame&amp;quot;],&lt;br /&gt;
                &amp;quot;transitions&amp;quot; =&amp;gt; [&amp;quot;next&amp;quot; =&amp;gt; STATE_END_GAME,&amp;quot;loopback&amp;quot; =&amp;gt; STATE_PLAYER_GAME_END ] // &lt;br /&gt;
        ],&lt;br /&gt;
        // End of Game states &lt;br /&gt;
        // Final state.&lt;br /&gt;
        // Please do not modify (and do not overload action/args methods).&lt;br /&gt;
        STATE_END_GAME =&amp;gt; [&lt;br /&gt;
                &amp;quot;name&amp;quot; =&amp;gt; &amp;quot;gameEnd&amp;quot;,&lt;br /&gt;
                &amp;quot;description&amp;quot; =&amp;gt; clienttranslate(&amp;quot;End of game&amp;quot;),&amp;quot;type&amp;quot; =&amp;gt; &amp;quot;manager&amp;quot;,&lt;br /&gt;
                &amp;quot;action&amp;quot; =&amp;gt; &amp;quot;stGameEnd&amp;quot;,&lt;br /&gt;
                &amp;quot;args&amp;quot; =&amp;gt; &amp;quot;argGameEnd&amp;quot; ] &lt;br /&gt;
&lt;br /&gt;
];&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Kayvon</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Your_game_state_machine:_states.inc.php&amp;diff=11354</id>
		<title>Your game state machine: states.inc.php</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Your_game_state_machine:_states.inc.php&amp;diff=11354"/>
		<updated>2022-01-05T19:28:57Z</updated>

		<summary type="html">&lt;p&gt;Kayvon: /* Private parallel states */ &amp;quot;lose&amp;quot; has only one &amp;#039;o&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Studio_Framework_Navigation}}&lt;br /&gt;
&lt;br /&gt;
This file describes the state machine of your game (all the game states properties, and the transitions to get from one state to another).&lt;br /&gt;
&lt;br /&gt;
Important: to understand the game state machine, it&#039;s recommended that you read this presentation first:&lt;br /&gt;
&lt;br /&gt;
[http://www.slideshare.net/boardgamearena/bga-studio-focus-on-bga-game-state-machine Focus on BGA game state machine]&lt;br /&gt;
&lt;br /&gt;
== Overall structure ==&lt;br /&gt;
&lt;br /&gt;
The machine states are described by a PHP associative array.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$machinestates = array(&lt;br /&gt;
&lt;br /&gt;
    // The initial state. Please do not modify.&lt;br /&gt;
    1 =&amp;gt; array(&lt;br /&gt;
        &amp;quot;name&amp;quot; =&amp;gt; &amp;quot;gameSetup&amp;quot;,&lt;br /&gt;
        &amp;quot;description&amp;quot; =&amp;gt; clienttranslate(&amp;quot;Game setup&amp;quot;),&lt;br /&gt;
        &amp;quot;type&amp;quot; =&amp;gt; &amp;quot;manager&amp;quot;,&lt;br /&gt;
        &amp;quot;action&amp;quot; =&amp;gt; &amp;quot;stGameSetup&amp;quot;,&lt;br /&gt;
        &amp;quot;transitions&amp;quot; =&amp;gt; array( &amp;quot;&amp;quot; =&amp;gt; 2 )&lt;br /&gt;
    ),&lt;br /&gt;
    &lt;br /&gt;
    // Note: ID=2 =&amp;gt; your first state&lt;br /&gt;
&lt;br /&gt;
    2 =&amp;gt; array(&lt;br /&gt;
    		&amp;quot;name&amp;quot; =&amp;gt; &amp;quot;playerTurn&amp;quot;,&lt;br /&gt;
    		&amp;quot;description&amp;quot; =&amp;gt; clienttranslate(&#039;${actplayer} must play a card or pass&#039;),&lt;br /&gt;
    		&amp;quot;descriptionmyturn&amp;quot; =&amp;gt; clienttranslate(&#039;${you} must play a card or pass&#039;),&lt;br /&gt;
    		&amp;quot;type&amp;quot; =&amp;gt; &amp;quot;activeplayer&amp;quot;,&lt;br /&gt;
    		&amp;quot;possibleactions&amp;quot; =&amp;gt; array( &amp;quot;playCard&amp;quot;, &amp;quot;pass&amp;quot; ),&lt;br /&gt;
    		&amp;quot;transitions&amp;quot; =&amp;gt; array( &amp;quot;playCard&amp;quot; =&amp;gt; 2, &amp;quot;pass&amp;quot; =&amp;gt; 2 )&lt;br /&gt;
    ),&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Syntax ==&lt;br /&gt;
&lt;br /&gt;
=== id ===&lt;br /&gt;
&lt;br /&gt;
The keys determine game state IDs (in the example above: 1 and 2).&lt;br /&gt;
&lt;br /&gt;
IDs must be positive integers.&lt;br /&gt;
&lt;br /&gt;
ID=1 is reserved for the first game state and should not be used (and you must not modify it).&lt;br /&gt;
&lt;br /&gt;
ID=99 is reserved for the last game state (end of the game) (and you must not modify it).&lt;br /&gt;
&lt;br /&gt;
Note: you may use any ID, even an ID greater than 100. But you cannot use 1 or 99.&lt;br /&gt;
&lt;br /&gt;
Note²: You must not use the same ID twice.&lt;br /&gt;
&lt;br /&gt;
Note³: When a game is in prod and you change the ID of a state, all active games (including many turn based) will behave unpredictably.&lt;br /&gt;
&lt;br /&gt;
=== name ===&lt;br /&gt;
&lt;br /&gt;
(&#039;&#039;&#039;Mandatory&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
The name of a game state is used to identify it in your game logic.&lt;br /&gt;
&lt;br /&gt;
Several game states can share the same name; however, this is not recommended.&lt;br /&gt;
&lt;br /&gt;
Warning! Do not put spaces in the name. This could cause unexpected problems in some cases.&lt;br /&gt;
&lt;br /&gt;
PHP example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
// Get current game state&lt;br /&gt;
$state = $this-&amp;gt;gamestate-&amp;gt;state();&lt;br /&gt;
if( $state[&#039;name&#039;] == &#039;myGameState&#039; )&lt;br /&gt;
{&lt;br /&gt;
...&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
JS example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        onEnteringState: function( stateName, args )&lt;br /&gt;
        {&lt;br /&gt;
            console.log( &#039;Entering state: &#039;+stateName );&lt;br /&gt;
            &lt;br /&gt;
            switch( stateName )&lt;br /&gt;
            case &#039;myGameState&#039;:&lt;br /&gt;
            &lt;br /&gt;
                // Do some stuff at the beginning at this game state&lt;br /&gt;
                ....&lt;br /&gt;
                &lt;br /&gt;
                break;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== type ===&lt;br /&gt;
&lt;br /&gt;
(&#039;&#039;&#039;Mandatory&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
You can use 3 types of game states:&lt;br /&gt;
* activeplayer (1 player is active and must play.)&lt;br /&gt;
* multipleactiveplayer (1..N players can be active and must play.)&lt;br /&gt;
* private (during multiactive states players can independently move to different private parallel states. See more details [[#Private_parallel_states|here]].&lt;br /&gt;
* game (No player is active. This is a transitional state to do something automatic specified by the game rules.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Make sure you don&#039;t mistype the value of this attribute. If you do (e.g. &#039;multiactiveplayer&#039; instead of &#039;multipleactiveplayer&#039;), things won&#039;t work, and you might have a hard time figuring out why.&lt;br /&gt;
&lt;br /&gt;
=== description ===&lt;br /&gt;
&lt;br /&gt;
(&#039;&#039;&#039;Mandatory&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
The description is the string that is displayed in the main action bar (top of the screen) when the state is active.&lt;br /&gt;
&lt;br /&gt;
When a string is specified as a description, you must use &amp;quot;clienttranslate&amp;quot; in order for the string to be translated on the client side:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 		&amp;quot;description&amp;quot; =&amp;gt; clienttranslate(&#039;${actplayer} must play a card or pass&#039;),&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the description string, you can use ${actplayer} to refer to the active player.&lt;br /&gt;
&lt;br /&gt;
You can also use custom arguments in your description. These custom arguments correspond to values returned by your &amp;quot;args&amp;quot; PHP method (see below &amp;quot;args&amp;quot; field).&lt;br /&gt;
&lt;br /&gt;
Example of custom field:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In states.inc.php:&lt;br /&gt;
        &amp;quot;description&amp;quot; =&amp;gt; clienttranslate(&#039;${actplayer} must choose ${nbr} identical energies&#039;),&lt;br /&gt;
        &amp;quot;args&amp;quot; =&amp;gt; &amp;quot;argMyArgumentMethod&amp;quot;&lt;br /&gt;
&lt;br /&gt;
In mygame.game.php:&lt;br /&gt;
    function argMyArgumentMethod()&lt;br /&gt;
    {&lt;br /&gt;
        return array(&lt;br /&gt;
            &#039;nbr&#039; =&amp;gt; 2  // In this case ${nbr} in the description will be replaced by &amp;quot;2&amp;quot;&lt;br /&gt;
        );    &lt;br /&gt;
    }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: You may specify an empty string (&amp;quot;&amp;quot;) here if it never happens that the game remains in this state (i.e., if this state immediately jumps to another state when activated).&lt;br /&gt;
&lt;br /&gt;
Note²: Usually, you specify a string for &amp;quot;activeplayer&amp;quot; and &amp;quot;multipleactiveplayer&amp;quot; game states, and you specify an empty string for &amp;quot;game&amp;quot; game states. BUT, if you are using synchronous notifications, the client can remain on a &amp;quot;game&amp;quot; type game state for a few seconds, and in this case it may be useful to display a description in the status bar while in this state.&lt;br /&gt;
&lt;br /&gt;
=== descriptionmyturn ===&lt;br /&gt;
&lt;br /&gt;
(&#039;&#039;&#039;Mandatory&#039;&#039;&#039; when the state type is &amp;quot;activeplayer&amp;quot; or &amp;quot;multipleactiveplayer&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;descriptionmyturn&amp;quot; has exactly the same role and properties as &amp;quot;description&amp;quot;, except that this value is displayed to the current active player - or to all active players in case of a multipleactiveplayer game state.&lt;br /&gt;
&lt;br /&gt;
In general, we have this situation:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        &amp;quot;description&amp;quot; =&amp;gt; clienttranslate(&#039;${actplayer} can take some actions&#039;),&lt;br /&gt;
        &amp;quot;descriptionmyturn&amp;quot; =&amp;gt; clienttranslate(&#039;${you} can take some actions&#039;),&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: you can use ${you} in descriptionmyturn so the description will display &amp;quot;You&amp;quot; instead of the name of the player.&lt;br /&gt;
&lt;br /&gt;
Note 2: you can use ${otherplayer} to refer to some other player if you want this to be shown in player&#039;s color, but you must provide otherplayer_id as argument (along with otherplayer) to specify this player&#039;s id in this case or game won&#039;t load.&lt;br /&gt;
&lt;br /&gt;
I.e.&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;descriptionmyturn&amp;quot; =&amp;gt; clienttranslate(&#039;${you} can follow action of ${otherplayer}&#039;),&lt;br /&gt;
&lt;br /&gt;
And this will have to be state arguments for this&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    function arg_playerTurnFollow(){&lt;br /&gt;
        return [&#039;otherplayer&#039;=&amp;gt; $this-&amp;gt;getLeaderPlayerName(),&lt;br /&gt;
                &#039;otherplayer_id&#039;=&amp;gt; $this-&amp;gt;getLeaderPlayerId()&lt;br /&gt;
        ];&lt;br /&gt;
    }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== action ===&lt;br /&gt;
&lt;br /&gt;
(&#039;&#039;&#039;Mandatory&#039;&#039;&#039; when the state type is &amp;quot;game.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;action&amp;quot; specifies a PHP method to call when entering this game state.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
In states.inc.php:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    28 =&amp;gt; array(&lt;br /&gt;
        &amp;quot;name&amp;quot; =&amp;gt; &amp;quot;gameTurnNextPlayer&amp;quot;,&lt;br /&gt;
        &amp;quot;description&amp;quot; =&amp;gt; clienttranslate(&#039;Updating some stuff...&#039;),&lt;br /&gt;
        &amp;quot;type&amp;quot; =&amp;gt; &amp;quot;game&amp;quot;,&lt;br /&gt;
        &amp;quot;action&amp;quot; =&amp;gt; &amp;quot;st_gameTurnNextPlayer&amp;quot;,&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
In mygame.game.php:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    function st_gameTurnNextPlayer() {&lt;br /&gt;
        $player_id = $this-&amp;gt;getActivePlayerId();&lt;br /&gt;
        $next_player_id = $this-&amp;gt;getPlayerAfter($player_id);&lt;br /&gt;
        $this-&amp;gt;giveExtraTime($next_player_id);&lt;br /&gt;
        $this-&amp;gt;incStat(1, &#039;turns_number&#039;, $next_player_id);&lt;br /&gt;
        $this-&amp;gt;incStat(1, &#039;turns_number&#039;);&lt;br /&gt;
        $this-&amp;gt;gamestate-&amp;gt;changeActivePlayer($next_player_id);&lt;br /&gt;
        $this-&amp;gt;gamestate-&amp;gt;nextState(&#039;next&#039;);&lt;br /&gt;
    }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Usually, for a &amp;quot;game&amp;quot; state type, the action method is used to perform automatic functions specified by the rules (for example: check victory conditions, deal cards for a new round, go to the next player, etc.) and then jump to another game state.&lt;br /&gt;
&lt;br /&gt;
Note: a BGA convention specifies that PHP methods called with &amp;quot;action&amp;quot; are prefixed by &amp;quot;st&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Note: this field CAN be used for player states to set something up; e.g., for multiplayer states, it can make all players active.&lt;br /&gt;
&lt;br /&gt;
Example for action in player state:&lt;br /&gt;
in states.inc.php:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    2 =&amp;gt; array(&lt;br /&gt;
    		&amp;quot;name&amp;quot; =&amp;gt; &amp;quot;playerTurnPlace&amp;quot;,&lt;br /&gt;
    		&amp;quot;description&amp;quot; =&amp;gt; clienttranslate(&#039;Other player must place ships&#039;),&lt;br /&gt;
    		&amp;quot;descriptionmyturn&amp;quot; =&amp;gt; clienttranslate(&#039;${you} must place ships (click on YOUR SHIPS board to place)&#039;),&lt;br /&gt;
    		&amp;quot;type&amp;quot; =&amp;gt; &amp;quot;multipleactiveplayer&amp;quot;,&lt;br /&gt;
            &#039;action&#039; =&amp;gt; &#039;st_MultiPlayerInit&#039;,&lt;br /&gt;
            &#039;args&#039; =&amp;gt; &#039;arg_playerTurnPlace&#039;,&lt;br /&gt;
    		&amp;quot;possibleactions&amp;quot; =&amp;gt; array( &amp;quot;playPlace&amp;quot; ),&lt;br /&gt;
            &amp;quot;transitions&amp;quot; =&amp;gt; array( &amp;quot;next&amp;quot; =&amp;gt; 4, &amp;quot;last&amp;quot; =&amp;gt; 99)&lt;br /&gt;
    ),&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
in mygame.game.php:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    function st_MultiPlayerInit() {&lt;br /&gt;
        $this-&amp;gt;gamestate-&amp;gt;setAllPlayersMultiactive();&lt;br /&gt;
    }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== transitions ===&lt;br /&gt;
&lt;br /&gt;
(&#039;&#039;&#039;Mandatory&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
With &amp;quot;transitions&amp;quot; you specify which game state(s) you can jump to from a given game state.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    25 =&amp;gt; array(&lt;br /&gt;
        &amp;quot;name&amp;quot; =&amp;gt; &amp;quot;myGameState&amp;quot;,&lt;br /&gt;
        &amp;quot;transitions&amp;quot; =&amp;gt; array( &amp;quot;nextPlayer&amp;quot; =&amp;gt; 27, &amp;quot;endRound&amp;quot; =&amp;gt; 39 ),&lt;br /&gt;
        ....&lt;br /&gt;
    }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the example above, if &amp;quot;myGameState&amp;quot; is the current active game state, I can jump to the game state with ID 27 or the game state with ID 39.&lt;br /&gt;
&lt;br /&gt;
Example to jump to ID 27:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
In mygame.game.php:&lt;br /&gt;
    $this-&amp;gt;gamestate-&amp;gt;nextState( &amp;quot;nextPlayer&amp;quot; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Important: &amp;quot;nextPlayer&amp;quot; is the name of the transition, and NOT the name of the target game state. Multiple transitions can lead to the same game state.&lt;br /&gt;
&lt;br /&gt;
Note: If there is only 1 transition, you may give it an empty name.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
In states.inc.php:&lt;br /&gt;
    &amp;quot;transitions&amp;quot; =&amp;gt; array( &amp;quot;&amp;quot; =&amp;gt; 27 ),&lt;br /&gt;
&lt;br /&gt;
In mygame.game.php:&lt;br /&gt;
    $this-&amp;gt;gamestate-&amp;gt;nextState(  );     // We don&#039;t need to specify a transition as there is only one here&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== possibleactions ===&lt;br /&gt;
&lt;br /&gt;
(&#039;&#039;&#039;Mandatory&#039;&#039;&#039; when the game state is &amp;quot;activeplayer&amp;quot; or &amp;quot;multipleactiveplayer&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;possibleactions&amp;quot; defines the actions possible by the players in this game state, and ensures they cannot perform actions that are not allowed in this state.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
In states.game.php:&lt;br /&gt;
       	&amp;quot;possibleactions&amp;quot; =&amp;gt; array( &amp;quot;playCard&amp;quot;, &amp;quot;pass&amp;quot; ),&lt;br /&gt;
&lt;br /&gt;
In mygame.game.php:&lt;br /&gt;
        function playCard( ...)&lt;br /&gt;
        {&lt;br /&gt;
             self::checkAction( &amp;quot;playCard&amp;quot; );    // Will fail if &amp;quot;playCard&amp;quot; is not specified in &amp;quot;possibleactions&amp;quot; in the current game state.&lt;br /&gt;
&lt;br /&gt;
            ....&lt;br /&gt;
&lt;br /&gt;
In mygame.js:&lt;br /&gt;
        playCard: function( ... )&lt;br /&gt;
        {&lt;br /&gt;
            if( this.checkAction( &amp;quot;playCard&amp;quot; ) ) // Will fail if &amp;quot;playCard&amp;quot; is not specified in &amp;quot;possibleactions&amp;quot; in the current game state.&lt;br /&gt;
            {  return ;   }&lt;br /&gt;
&lt;br /&gt;
            ....&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== args ===&lt;br /&gt;
&lt;br /&gt;
(optional)&lt;br /&gt;
&lt;br /&gt;
Sometimes it happens that you need some information on the client side (i.e., for your game interface) only for a specific game state.&lt;br /&gt;
&lt;br /&gt;
Example 1: in &#039;&#039;Reversi&#039;&#039;, the list of possible moves during the playerTurn state.&lt;br /&gt;
&lt;br /&gt;
Example 2: in &#039;&#039;Caylus&#039;&#039;, the number of remaining king&#039;s favors to choose in the state where the player is choosing a favor.&lt;br /&gt;
&lt;br /&gt;
Example 3: in &#039;&#039;Can&#039;t Stop&#039;&#039;, the list of possible die combinations to be displayed to the active player so that he can choose from among them.&lt;br /&gt;
&lt;br /&gt;
In such a situation, you can specify a method name as the « args » argument for your game state. This method must retrieve some piece of information about the game (example: for &#039;&#039;Reversi&#039;&#039;, the list of possible moves) and return it.&lt;br /&gt;
&lt;br /&gt;
Thus, this data can be transmitted to the clients and used by the clients to display it. It should always be an associative array.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s see a complete example using args with &#039;&#039;Reversi&#039;&#039; game:&lt;br /&gt;
&lt;br /&gt;
In states.inc.php, we specify an &#039;&#039;&#039;args&#039;&#039;&#039; argument for gamestate &#039;&#039;&#039;playerTurn&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    10 =&amp;gt; array(&lt;br /&gt;
        &amp;quot;name&amp;quot; =&amp;gt; &amp;quot;playerTurn&amp;quot;,&lt;br /&gt;
		&amp;quot;description&amp;quot; =&amp;gt; clienttranslate(&#039;${actplayer} must play a disc&#039;),&lt;br /&gt;
		&amp;quot;descriptionmyturn&amp;quot; =&amp;gt; clienttranslate(&#039;${you} must play a disc&#039;),&lt;br /&gt;
        &amp;quot;type&amp;quot; =&amp;gt; &amp;quot;activeplayer&amp;quot;,&lt;br /&gt;
        &amp;quot;args&amp;quot; =&amp;gt; &amp;quot;argPlayerTurn&amp;quot;,    // &amp;lt;==== HERE&lt;br /&gt;
        &amp;quot;possibleactions&amp;quot; =&amp;gt; array( &#039;playDisc&#039; ),&lt;br /&gt;
        &amp;quot;transitions&amp;quot; =&amp;gt; array( &amp;quot;playDisc&amp;quot; =&amp;gt; 11, &amp;quot;zombiePass&amp;quot; =&amp;gt; 11 )&lt;br /&gt;
    ),&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It corresponds to a &#039;&#039;&#039;argPlayerTurn&#039;&#039;&#039; method in our PHP code (reversi.game.php):&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    function argPlayerTurn() {&lt;br /&gt;
        return array(&lt;br /&gt;
            &#039;possibleMoves&#039; =&amp;gt; self::getPossibleMoves()&lt;br /&gt;
        );&lt;br /&gt;
    }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Then, when we enter into the &#039;&#039;&#039;playerTurn&#039;&#039;&#039; game state on the client side, we can highlight the possible moves on the board using information returned by &#039;&#039;&#039;argPlayerTurn&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        onEnteringState: function( stateName, args )  {&lt;br /&gt;
           console.log( &#039;Entering state: &#039;+stateName );&lt;br /&gt;
            &lt;br /&gt;
            switch( stateName )  {&lt;br /&gt;
            case &#039;playerTurn&#039;:&lt;br /&gt;
                this.updatePossibleMoves( args.args.possibleMoves );&lt;br /&gt;
                break;&lt;br /&gt;
            }&lt;br /&gt;
        },&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Naming and API conventions ====&lt;br /&gt;
&lt;br /&gt;
As a BGA convention, PHP methods called with &amp;quot;args&amp;quot; are prefixed by &amp;quot;arg&amp;quot; followed by state name (example: &#039;&#039;&#039;argPlayerTurn&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
All &amp;quot;arg*&amp;quot; methods are put into corresponding section of .game.php file commented as&lt;br /&gt;
   //////////// Game state arguments&lt;br /&gt;
&lt;br /&gt;
Arg method MUST return array. Return integer or string will result in some undebuggable exceptions.&lt;br /&gt;
&lt;br /&gt;
Arg method MUST be defined in php if it is declared in state description, if you don&#039;t need it comment it out from the states.inc.php file (the &#039;&#039;&#039;args&#039;&#039;&#039; parameter). If you not sure if you need it or not you can keep it returning empty array until you figure it out.&lt;br /&gt;
&lt;br /&gt;
    function argPlayerTurn() {&lt;br /&gt;
        return array(); // must be an array&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warning&#039;&#039;&#039;: the &amp;quot;args&amp;quot; method can be called before the &amp;quot;action&amp;quot; method so don&#039;t expect data modifications by the &amp;quot;action&amp;quot; method to be available in the &amp;quot;args&amp;quot; method!&lt;br /&gt;
Also don&#039;t modify database in this method!&lt;br /&gt;
&lt;br /&gt;
You should NOT be calling getCurrentPlayer() in the context of this function, since state transitions are broadcasted to all player independent of who initiated it. Instead you should send information on per player basis (Note: if this is private info see section below). &lt;br /&gt;
&lt;br /&gt;
If you using this function in multi-player state, you should not call getActivePlayer() either, you should send per player info:&lt;br /&gt;
&lt;br /&gt;
    function arg_playerTurn() {&lt;br /&gt;
        $res = array ();&lt;br /&gt;
        $players = $this-&amp;gt;loadPlayersBasicInfos();&lt;br /&gt;
        foreach ( $players as $player_id =&amp;gt; $player_info ) {&lt;br /&gt;
            $color = $player_info [&#039;player_color&#039;];&lt;br /&gt;
            $res [$player_id] = array(&amp;quot;color&amp;quot;=&amp;gt;$color);&lt;br /&gt;
        }&lt;br /&gt;
        return $res;&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
Note: you never need to send player color like this, this is just an example.&lt;br /&gt;
&lt;br /&gt;
Note 2: you CAN call methods that return all active players if multi-player states if its relevant.&lt;br /&gt;
&lt;br /&gt;
==== Other usages ====&lt;br /&gt;
&lt;br /&gt;
You can use values returned by your &amp;quot;args&amp;quot; method to have some custom values in your &amp;quot;description&amp;quot;/&amp;quot;descriptionmyturn&amp;quot;, i.e. in states.inc.php:&lt;br /&gt;
&lt;br /&gt;
   &amp;quot;descriptionmyturn&amp;quot; =&amp;gt; clienttranslate(&#039;${you} must play ${color} disc&#039;),&lt;br /&gt;
&lt;br /&gt;
So arg function will be something like:&lt;br /&gt;
&lt;br /&gt;
  function argPlayerTurn() {&lt;br /&gt;
        return array(&#039;color&#039;=&amp;gt;this-&amp;gt;getActivePlayerColor()); &lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
You can use args also in &#039;&#039;&#039;onUpdateActionButtons&#039;&#039;&#039; function on js side, however two important notes:&lt;br /&gt;
* it is just &#039;&#039;&#039;args&#039;&#039;&#039; (not args.args like in &#039;&#039;&#039;onEnteringState&#039;&#039;&#039;)&lt;br /&gt;
* it is args of the current state, which may not be state you think it will be! This method is called during change of active player, which happens in some weird place especially during &amp;quot;multipleactiveplayer&amp;quot; states. If you pulling your hair thinking why its &amp;quot;undefined&amp;quot; on js side - check the current state.&lt;br /&gt;
&lt;br /&gt;
==== Private info in args ====&lt;br /&gt;
&lt;br /&gt;
By default, all data provided through this method are PUBLIC TO ALL PLAYERS. Please do not send any private data with this method, as a cheater could see it even it is not used explicitly by the game interface logic.&lt;br /&gt;
&lt;br /&gt;
However, it is possible to specify that some data should be sent to specific players only.&lt;br /&gt;
&lt;br /&gt;
Example 1: send information to active player(s) only:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    function argPlayerTurn()  {&lt;br /&gt;
        return array(&lt;br /&gt;
            &#039;_private&#039; =&amp;gt; array(          // Using &amp;quot;_private&amp;quot; keyword, all data inside this array will be made private&lt;br /&gt;
                &#039;active&#039; =&amp;gt; array(       // Using &amp;quot;active&amp;quot; keyword inside &amp;quot;_private&amp;quot;, you select active player(s)&lt;br /&gt;
                    &#039;somePrivateData&#039; =&amp;gt; self::getSomePrivateData()   // will be send only to active player(s)&lt;br /&gt;
                )&lt;br /&gt;
            ),&lt;br /&gt;
            &#039;possibleMoves&#039; =&amp;gt; self::getPossibleMoves()          // will be sent to all players&lt;br /&gt;
        );&lt;br /&gt;
    }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Inside the js file, these variables will be available through `args.args._private`. (e.g. `args.args._private.somePrivateData` -- it is not `args._private.active.somePrivateData` nor is it `args.somePrivateData`)&lt;br /&gt;
&lt;br /&gt;
Example 2: send information to a specific player (&amp;lt;specific_player_id&amp;gt;) only:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    function argPlayerTurn()  {&lt;br /&gt;
        $specific_player_id = ...; // calculate some-how&lt;br /&gt;
        return array(&lt;br /&gt;
            &#039;_private&#039; =&amp;gt; array(   // all data inside this array will be private&lt;br /&gt;
                $specific_player_id =&amp;gt; array(   // will be sent only to that player   &lt;br /&gt;
                    &#039;somePrivateData&#039; =&amp;gt; self::getSomePrivateData()   &lt;br /&gt;
                )&lt;br /&gt;
            ),&lt;br /&gt;
&lt;br /&gt;
            &#039;possibleMoves&#039; =&amp;gt; self::getPossibleMoves()   // will be sent to all players&lt;br /&gt;
        );&lt;br /&gt;
    }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
IMPORTANT: in certain situations (i.e. &amp;quot;multipleactiveplayer&amp;quot; game state) these &amp;quot;private data&amp;quot; features can have a significant impact on performance. Please do not use if not needed.&lt;br /&gt;
&lt;br /&gt;
It is also possible to use these private args in the &amp;quot;description&amp;quot; messages, like &amp;quot;${you} have to play ${_private.count} cards&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Translations in args ====&lt;br /&gt;
You can do the same as in notification by adding i18n parameter, i.e&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
function argPlayerTurn()  {&lt;br /&gt;
 return [&lt;br /&gt;
      &#039;i18n&#039; =&amp;gt; [&#039;terrainName&#039; ],&lt;br /&gt;
      &#039;terrainName&#039; =&amp;gt; ($this-&amp;gt;token_types[$terrain][&#039;name&#039;]), // this should be defined in material.inc.php and with clienttranslate &lt;br /&gt;
      &#039;terrain&#039; =&amp;gt; $terrain,&lt;br /&gt;
   ];&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Than you can do something like this in state:&lt;br /&gt;
  &amp;quot;descriptionmyturn&amp;quot; =&amp;gt; clienttranslate(&#039;${you} must place a house on ${terrainName}&#039;),&lt;br /&gt;
&lt;br /&gt;
See more in [[Translations]]&lt;br /&gt;
&lt;br /&gt;
=== updateGameProgression ===&lt;br /&gt;
&lt;br /&gt;
(optional)&lt;br /&gt;
&lt;br /&gt;
If you specify &amp;quot;updateGameProgression =&amp;gt; true&amp;quot; in a game state, your &amp;quot;getGameProgression&amp;quot; PHP method will be called at the beginning of this game state - and thus the game progression of the game will be updated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;At least one&#039;&#039; of your game states (any one) must specify &amp;quot;updateGameProgression=&amp;gt;true&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== initialprivate ===&lt;br /&gt;
&lt;br /&gt;
(optional)&lt;br /&gt;
&lt;br /&gt;
This parameter will enable private parallel states in a multiplayer state. Parameter should be set to first private parallel state a player will be transitioned to.&lt;br /&gt;
See more details about Private parallel states [[#Private_parallel_states|here]].&lt;br /&gt;
&lt;br /&gt;
== Implementation Notes ==&lt;br /&gt;
&lt;br /&gt;
=== Private parallel states ===&lt;br /&gt;
&lt;br /&gt;
Private parallel states are useful when multiple players are active and their turn is very complex. In that case it is possible with parallel states for each player to be in a independent state. &lt;br /&gt;
&lt;br /&gt;
Lets say that players need to do three complex action one after another in multiactive state. With parallel states each player can independently be in a different state (i.e. one player still need to decide about first action while some players are deciding their second action and the fastest player is already on their third action. Normally this can be handled with two simple, but limited, approaches:&lt;br /&gt;
&lt;br /&gt;
* Moving all players to different states together - this is limiting for faster players as they need to wait other players for each separate action. The more problematic thing is that it would be hard to implement an undo feature when one player wants to change their previous action. In that case all players should be moved back to previous state which will interrupt their flow.&lt;br /&gt;
* Using client states, by changing the state in which the player is in javascript - the problem with this approach is that players will lose their progress on browser refresh (F5). Furthermore the validation logic of specific actions shuld be implemented on both server side and client side and we cannot have specific args for each different action, but they should be calculated only at the beginning of the first action and possibly calculated on client side after each action, which again duplicates logic on client and server.&lt;br /&gt;
&lt;br /&gt;
With private parallel states, each specific action can be implemented as a parallel state. Parallel states are defined with the type &#039;private&#039; and players are moved to those private states during one master multiactive state. Lets look at the example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    10 =&amp;gt; [&lt;br /&gt;
        &amp;quot;name&amp;quot; =&amp;gt; &amp;quot;playerTurn&amp;quot;,&lt;br /&gt;
        &amp;quot;description&amp;quot; =&amp;gt; clienttranslate(&#039;Waiting for other players to end their turn.&#039;),&lt;br /&gt;
        &amp;quot;descriptionmyturn&amp;quot; =&amp;gt; clienttranslate(&#039;${you} must do your turn&#039;), // Won&#039;t be displayed anyway since each private state has its own description&lt;br /&gt;
        &amp;quot;type&amp;quot; =&amp;gt; &amp;quot;multipleactiveplayer&amp;quot;,&lt;br /&gt;
        &amp;quot;initialprivate&amp;quot; =&amp;gt; 50, // This makes this state a master multiactive state and enables private states, this is also a first private state&lt;br /&gt;
        &amp;quot;action&amp;quot; =&amp;gt; &amp;quot;stPlayerTurn&amp;quot;,&lt;br /&gt;
        &amp;quot;args&amp;quot; =&amp;gt; &amp;quot;argPlayerTurn&amp;quot;,&lt;br /&gt;
        &amp;quot;possibleactions&amp;quot; =&amp;gt; [&amp;quot;changeMind&amp;quot;], //this action is possible if player is not in any private state which usually happens when they are inactive&lt;br /&gt;
        &amp;quot;transitions&amp;quot; =&amp;gt; [&amp;quot;playersDecide&amp;quot; =&amp;gt; 11] // this is normal next transition which will happen after all players finish their turns &lt;br /&gt;
    ],&lt;br /&gt;
&lt;br /&gt;
    50 =&amp;gt; [&lt;br /&gt;
        &amp;quot;name&amp;quot; =&amp;gt; &amp;quot;chooseFirst&amp;quot;,&lt;br /&gt;
        &amp;quot;descriptionmyturn&amp;quot; =&amp;gt; clienttranslate(&#039;${you} must make your first choice&#039;), // just this parameter is needed. description is not needed as no player is inactive in this state&lt;br /&gt;
        &amp;quot;type&amp;quot; =&amp;gt; &amp;quot;private&amp;quot;, // this state is reachable only as a private state&lt;br /&gt;
        &amp;quot;args&amp;quot; =&amp;gt; &amp;quot;argChooseFirst&amp;quot;, //this method will be called with playerId as a parametar and is used to calculate arguments for this action for specific player&lt;br /&gt;
        &amp;quot;action&amp;quot; =&amp;gt; &amp;quot;stChooseFirst&amp;quot;, // this method will be called with playerId as a parameter and can be used to make some changes when player enters this private state&lt;br /&gt;
        &amp;quot;possibleactions&amp;quot; =&amp;gt; [&amp;quot;toSecond&amp;quot;],&lt;br /&gt;
        &amp;quot;transitions&amp;quot; =&amp;gt; [&lt;br /&gt;
          &#039;chooseSecond&#039; =&amp;gt; 51, // transition to another private state&lt;br /&gt;
        ]&lt;br /&gt;
      ],&lt;br /&gt;
   &lt;br /&gt;
    51 =&amp;gt; [&lt;br /&gt;
        &amp;quot;name&amp;quot; =&amp;gt; &amp;quot;chooseSecond&amp;quot;,&lt;br /&gt;
        &amp;quot;descriptionmyturn&amp;quot; =&amp;gt; clienttranslate(&#039;${you} must make your second choice&#039;),&lt;br /&gt;
        &amp;quot;type&amp;quot; =&amp;gt; &amp;quot;private&amp;quot;,&lt;br /&gt;
        &amp;quot;args&amp;quot; =&amp;gt; &amp;quot;argChooseSecond&amp;quot;,&lt;br /&gt;
        &amp;quot;possibleactions&amp;quot; =&amp;gt; [&amp;quot;finish&amp;quot;, &amp;quot;back&amp;quot;],&lt;br /&gt;
        &amp;quot;transitions&amp;quot; =&amp;gt; [&lt;br /&gt;
          &#039;back&#039; =&amp;gt; 50,&lt;br /&gt;
        ]&lt;br /&gt;
      ],&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When entering the master state it is usually usefull to set some players as multiactive and initialize their private state:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    function stPlayerTurn() {&lt;br /&gt;
        $this-&amp;gt;gamestate-&amp;gt;setAllPlayersMultiactive();&lt;br /&gt;
        &lt;br /&gt;
        //this is needed when starting private parallel states; players will be transitioned to initialprivate state defined in master state&lt;br /&gt;
        $this-&amp;gt;gamestate-&amp;gt;initializePrivateStateForAllActivePlayers(); &lt;br /&gt;
&lt;br /&gt;
        // in some cases you can move immediately some or all players to different private states&lt;br /&gt;
        if ($someCondition) {&lt;br /&gt;
            //move all players to different state &lt;br /&gt;
            $this-&amp;gt;gamestate-&amp;gt;nextPrivateStateForAllActivePlayers(&amp;quot;choseSecond&amp;quot;);&lt;br /&gt;
        }&lt;br /&gt;
&lt;br /&gt;
        if ($other condition) {&lt;br /&gt;
            //move single player to different state&lt;br /&gt;
            $this-&amp;gt;gamestate-&amp;gt;nextPrivateState($specificPlayerId, &amp;quot;chooseSecond&amp;quot;);&lt;br /&gt;
        }&lt;br /&gt;
    }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When some action is done by a player, you can move them to the next private state:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    function toSecond() {&lt;br /&gt;
        $this-&amp;gt;checkAction(&amp;quot;toSecond&amp;quot;);  //the action must be defined in private state; actions defined in master state are not possible&lt;br /&gt;
        $this-&amp;gt;gamestate-&amp;gt;nextPrivateState($this-&amp;gt;getCurrentPlayerId(), &amp;quot;chooseSecond&amp;quot;); //moving current player to different state&lt;br /&gt;
    }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Please check the detailed API [[Main_game_logic:_yourgamename.game.php#Private_parallel_states|here]].&lt;br /&gt;
&lt;br /&gt;
=== Using Named Constants for States ===&lt;br /&gt;
&lt;br /&gt;
Using numeric constants is prone to errors. If you want you can declare state constants as PHP named constants. This way you can&lt;br /&gt;
use them in the states file and in game.php as well&lt;br /&gt;
&lt;br /&gt;
EXAMPLE:&lt;br /&gt;
&lt;br /&gt;
states.inc.php:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
// define contants for state ids&lt;br /&gt;
if (!defined(&#039;STATE_END_GAME&#039;)) { // ensure this block is only invoked once, since it is included multiple times&lt;br /&gt;
   define(&amp;quot;STATE_PLAYER_TURN&amp;quot;, 2);&lt;br /&gt;
   define(&amp;quot;STATE_GAME_TURN&amp;quot;, 3);&lt;br /&gt;
   define(&amp;quot;STATE_PLAYER_TURN_CUBES&amp;quot;, 4);&lt;br /&gt;
   define(&amp;quot;STATE_END_GAME&amp;quot;, 99);&lt;br /&gt;
}&lt;br /&gt;
 &lt;br /&gt;
$machinestates = array(&lt;br /&gt;
&lt;br /&gt;
   ...&lt;br /&gt;
&lt;br /&gt;
    STATE_PLAYER_TURN =&amp;gt; array(&lt;br /&gt;
    		&amp;quot;name&amp;quot; =&amp;gt; &amp;quot;playerTurn&amp;quot;,&lt;br /&gt;
    		&amp;quot;description&amp;quot; =&amp;gt; clienttranslate(&#039;${actplayer} must select an Action Space or Pass&#039;),&lt;br /&gt;
    		&amp;quot;descriptionmyturn&amp;quot; =&amp;gt; clienttranslate(&#039;${you} must select an Action Space or Pass&#039;),&lt;br /&gt;
    		&amp;quot;type&amp;quot; =&amp;gt; &amp;quot;activeplayer&amp;quot;,&lt;br /&gt;
                &amp;quot;args&amp;quot; =&amp;gt; &#039;arg_playerTurn&#039;,&lt;br /&gt;
    		&amp;quot;possibleactions&amp;quot; =&amp;gt; array( &amp;quot;selectWorkerAction&amp;quot;, &amp;quot;pass&amp;quot; ),&lt;br /&gt;
    		&amp;quot;transitions&amp;quot; =&amp;gt; array( &lt;br /&gt;
    		        &amp;quot;loopback&amp;quot; =&amp;gt; STATE_PLAYER_TURN,&lt;br /&gt;
    		        &amp;quot;playCubes&amp;quot; =&amp;gt; STATE_PLAYER_TURN_CUBES,&lt;br /&gt;
    		        &amp;quot;pass&amp;quot; =&amp;gt; STATE_GAME_TURN )&lt;br /&gt;
    ),&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Example of multipleactiveplayer state ===&lt;br /&gt;
&lt;br /&gt;
This is an example of a multipleactiveplayer state:&lt;br /&gt;
&lt;br /&gt;
  2 =&amp;gt;  array (&lt;br /&gt;
    &#039;name&#039; =&amp;gt; &#039;playerTurnSetup&#039;,&lt;br /&gt;
    &#039;type&#039; =&amp;gt; &#039;multipleactiveplayer&#039;,&lt;br /&gt;
    &#039;description&#039; =&amp;gt; clienttranslate(&#039;Other players must choose one Objective&#039;),&lt;br /&gt;
    &#039;descriptionmyturn&#039; =&amp;gt; clienttranslate(&#039;${you} must choose one Objective card to keep&#039;),&lt;br /&gt;
    &#039;possibleactions&#039; =&amp;gt;     array (&#039;playKeep&#039; ),&lt;br /&gt;
    &#039;transitions&#039; =&amp;gt;    array (       &#039;next&#039; =&amp;gt; 5, &#039;loopback&#039; =&amp;gt; 2, ),&lt;br /&gt;
    &#039;action&#039; =&amp;gt; &#039;st_MultiPlayerInit&#039;,&lt;br /&gt;
    &#039;args&#039; =&amp;gt; &#039;arg_playerTurnSetup&#039;,&lt;br /&gt;
  ),&lt;br /&gt;
&lt;br /&gt;
In game.php:&lt;br /&gt;
    // this will make all players multiactive just before entering the state&lt;br /&gt;
    function st_MultiPlayerInit() {&lt;br /&gt;
        $this-&amp;gt;gamestate-&amp;gt;setAllPlayersMultiactive();&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
Note: if you want exact this function its already defined in table class its called &#039;stMakeEveryoneActive&#039;&lt;br /&gt;
&lt;br /&gt;
When ending the player action, instead of a state transition, deactivate player.&lt;br /&gt;
&lt;br /&gt;
    function action_playKeep($cardId) {&lt;br /&gt;
        $this-&amp;gt;checkAction(&#039;playKeep&#039;);&lt;br /&gt;
        $player_id = $this-&amp;gt;getCurrentPlayerId(); // CURRENT!!! not active&lt;br /&gt;
        ... // some logic here&lt;br /&gt;
        $this-&amp;gt;gamestate-&amp;gt;setPlayerNonMultiactive($player_id, &#039;next&#039;); // deactivate player; if none left, transition to &#039;next&#039; state&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
=== Difference between Single active and Multi active states ===&lt;br /&gt;
In a classic &amp;quot;activePlayer&amp;quot; state:&lt;br /&gt;
&lt;br /&gt;
* You cannot change the active player DURING the state. This is to ensure that during 1 activePlayer state, only ONE player is active&lt;br /&gt;
* As a consequence, you must set the active player BEFORE entering the activePlayer state&lt;br /&gt;
* In such states on JS side onUpdateActionButtons is called before onEnteringState during game play (but after during reload, i.e. F5)&lt;br /&gt;
* Finally, during onEnteringState, on JS side, the active player is signaled as active and the information is reliable and usable.&lt;br /&gt;
&lt;br /&gt;
In a &amp;quot;multiplePlayer&amp;quot; state:&lt;br /&gt;
&lt;br /&gt;
* You can (and must) change the active players DURING the state&lt;br /&gt;
* During such a state, players can be activated/desactivated anytime during the state, giving you the maximum of possibilities.&lt;br /&gt;
* You shouldn&#039;t set active player before entering the state. But you can set it in &amp;quot;state initializer&amp;quot; php function (see example above st_MultiPlayerInit)&lt;br /&gt;
* Finally, during onEnteringState, on JS side, the active players are NOT active yet so you must use onUpdateActionButtons to perform the client side operation which depends on a player active/inactive status.&lt;br /&gt;
&lt;br /&gt;
=== Designing states ===&lt;br /&gt;
&lt;br /&gt;
As a general rule you state machine should resemble &amp;quot;round/turn overview&amp;quot; from the game rule-book. Normally if book say its player turn and player can do multiple things during their turn it is still only&lt;br /&gt;
one player state (plus a game to switch player), not muliple states.&lt;br /&gt;
&lt;br /&gt;
In a classic game (i.e. chess), there is only active player at any time, so it is simple playerTurn/gameTurn sequence and you only need 2 states.&lt;br /&gt;
&lt;br /&gt;
[[File:Simplestates.png]]&lt;br /&gt;
&lt;br /&gt;
In complex euro game there can be multiple rounds, and each round have phases which can be distinctly unique, i.e. in first phase everybody draws card and discard (multi-player), then player have one turn each (single-active), then another is resolution of actions from players and some of them may become active again, then there is round upkeep/reset. This would require one multi-player state for phase 1, pair of states for phase2 (singel-active + game), pair of states for phase3 and finally round-end/unkeep game state.&lt;br /&gt;
&lt;br /&gt;
For pair of active player/game states you can make player state first, which transitions to game state, or the other way around, you start with game state which transition to active player state, its loop in any case but depends on how you want to do &amp;quot;phase&amp;quot; initiazations.&lt;br /&gt;
&lt;br /&gt;
[[File:Eurogamestates.png]]&lt;br /&gt;
&lt;br /&gt;
=== Complete examples ===&lt;br /&gt;
&lt;br /&gt;
Example of simple game where player take turns&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
if ( !defined(&#039;STATE_END_GAME&#039;)) { // guard since this included multiple times&lt;br /&gt;
    define(&amp;quot;STATE_PLAYER_TURN&amp;quot;, 2);&lt;br /&gt;
    define(&amp;quot;STATE_GAME_TURN_NEXT_PLAYER&amp;quot;, 3);&lt;br /&gt;
    define(&amp;quot;STATE_PLAYER_GAME_END&amp;quot;, 4);&lt;br /&gt;
    define(&amp;quot;STATE_END_GAME&amp;quot;, 99);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
$machinestates = [    &lt;br /&gt;
        1 =&amp;gt; [ // The initial state. Please do not modify.&lt;br /&gt;
               &amp;quot;name&amp;quot; =&amp;gt; &amp;quot;gameSetup&amp;quot;,&lt;br /&gt;
               &amp;quot;description&amp;quot; =&amp;gt; &amp;quot;&amp;quot;,&lt;br /&gt;
               &amp;quot;type&amp;quot; =&amp;gt; &amp;quot;manager&amp;quot;,&lt;br /&gt;
               &amp;quot;action&amp;quot; =&amp;gt; &amp;quot;stGameSetup&amp;quot;,&lt;br /&gt;
               &amp;quot;transitions&amp;quot; =&amp;gt; [ &amp;quot;&amp;quot; =&amp;gt; STATE_PLAYER_TURN ] ],&lt;br /&gt;
        // Game states &lt;br /&gt;
        STATE_PLAYER_TURN =&amp;gt; [ // main active player state &lt;br /&gt;
                &amp;quot;name&amp;quot; =&amp;gt; &amp;quot;playerTurn&amp;quot;,&lt;br /&gt;
                &amp;quot;description&amp;quot; =&amp;gt; clienttranslate(&#039;${actplayer} must do something or pass&#039;),&lt;br /&gt;
                &amp;quot;descriptionmyturn&amp;quot; =&amp;gt; clienttranslate(&#039;${you} must do something or pass&#039;),&lt;br /&gt;
                &amp;quot;type&amp;quot; =&amp;gt; &amp;quot;activeplayer&amp;quot;,&lt;br /&gt;
                &amp;quot;args&amp;quot; =&amp;gt; &amp;quot;arg_playerTurn&amp;quot;,&lt;br /&gt;
                &amp;quot;possibleactions&amp;quot; =&amp;gt; [ &amp;quot;dosomething&amp;quot;,&amp;quot;pass&amp;quot; ],&lt;br /&gt;
                &amp;quot;transitions&amp;quot; =&amp;gt; [ &amp;quot;next&amp;quot; =&amp;gt; STATE_GAME_TURN_NEXT_PLAYER,&amp;quot;last&amp;quot; =&amp;gt; STATE_PLAYER_GAME_END ] // &lt;br /&gt;
        ],&lt;br /&gt;
        STATE_GAME_TURN_NEXT_PLAYER =&amp;gt; [ // next player state&lt;br /&gt;
                &amp;quot;name&amp;quot; =&amp;gt; &amp;quot;gameTurnNextPlayer&amp;quot;,&lt;br /&gt;
                &amp;quot;description&amp;quot; =&amp;gt; clienttranslate(&#039;Upkeep...&#039;),&lt;br /&gt;
                &amp;quot;type&amp;quot; =&amp;gt; &amp;quot;game&amp;quot;, //&lt;br /&gt;
                &amp;quot;action&amp;quot; =&amp;gt; &amp;quot;st_gameTurnNextPlayer&amp;quot;, //&lt;br /&gt;
                &amp;quot;updateGameProgression&amp;quot; =&amp;gt; true,&lt;br /&gt;
                &amp;quot;transitions&amp;quot; =&amp;gt; [ &amp;quot;next&amp;quot; =&amp;gt; STATE_PLAYER_TURN,&amp;quot;loopback&amp;quot; =&amp;gt; STATE_GAME_TURN_NEXT_PLAYER,&lt;br /&gt;
                        &amp;quot;last&amp;quot; =&amp;gt; STATE_PLAYER_GAME_END ], // TODO replace with STATE_END_GAME, its there to use undo/restore during dev&lt;br /&gt;
        ],&lt;br /&gt;
    &lt;br /&gt;
        STATE_PLAYER_GAME_END =&amp;gt; [ // active player state for debugging end of game&lt;br /&gt;
                &amp;quot;name&amp;quot; =&amp;gt; &amp;quot;playerGameEnd&amp;quot;,&lt;br /&gt;
                &amp;quot;description&amp;quot; =&amp;gt; clienttranslate(&#039;${actplayer} Game Over&#039;),&lt;br /&gt;
                &amp;quot;descriptionmyturn&amp;quot; =&amp;gt; clienttranslate(&#039;${you} Game Over&#039;),&lt;br /&gt;
                &amp;quot;type&amp;quot; =&amp;gt; &amp;quot;activeplayer&amp;quot;,&lt;br /&gt;
                &amp;quot;args&amp;quot; =&amp;gt; &amp;quot;arg_playerTurn&amp;quot;,&lt;br /&gt;
                &amp;quot;possibleactions&amp;quot; =&amp;gt; [&amp;quot;endGame&amp;quot;],&lt;br /&gt;
                &amp;quot;transitions&amp;quot; =&amp;gt; [&amp;quot;next&amp;quot; =&amp;gt; STATE_END_GAME,&amp;quot;loopback&amp;quot; =&amp;gt; STATE_PLAYER_GAME_END ] // &lt;br /&gt;
        ],&lt;br /&gt;
        // End of Game states &lt;br /&gt;
        // Final state.&lt;br /&gt;
        // Please do not modify (and do not overload action/args methods).&lt;br /&gt;
        STATE_END_GAME =&amp;gt; [&lt;br /&gt;
                &amp;quot;name&amp;quot; =&amp;gt; &amp;quot;gameEnd&amp;quot;,&lt;br /&gt;
                &amp;quot;description&amp;quot; =&amp;gt; clienttranslate(&amp;quot;End of game&amp;quot;),&amp;quot;type&amp;quot; =&amp;gt; &amp;quot;manager&amp;quot;,&lt;br /&gt;
                &amp;quot;action&amp;quot; =&amp;gt; &amp;quot;stGameEnd&amp;quot;,&lt;br /&gt;
                &amp;quot;args&amp;quot; =&amp;gt; &amp;quot;argGameEnd&amp;quot; ] &lt;br /&gt;
&lt;br /&gt;
];&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Kayvon</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Troubleshooting&amp;diff=8199</id>
		<title>Troubleshooting</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Troubleshooting&amp;diff=8199"/>
		<updated>2021-05-07T02:08:23Z</updated>

		<summary type="html">&lt;p&gt;Kayvon: /* Unexpected error: Propagating error from GS 1 (method: createGame): BGA service error */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Describing common errors which is hard to understand and debug &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Game does not start at all ==&lt;br /&gt;
&lt;br /&gt;
=== Undefined offset: 0 in table/table.game.php on line 830 ===&lt;br /&gt;
&lt;br /&gt;
Check if you&#039;re calling self::getActivePlayerName () during setupNewGame()&lt;br /&gt;
&lt;br /&gt;
Check if you&#039;re NOT calling self::activeNextPlayer() at the end of your game setup. You must always have at least one active player.&lt;br /&gt;
&lt;br /&gt;
=== Unexpected error: Wrong formatted data from BGA gameserver 1 (method: createGame): ... ===&lt;br /&gt;
&lt;br /&gt;
This is generic message usually followed by exact position in your source code, and usually its syntax error in one of yours php script&lt;br /&gt;
&lt;br /&gt;
=== Unexpected error: Propagating error from GS 1 (method: createGame): Fatal error during yourgame setup: Not logged ===&lt;br /&gt;
&lt;br /&gt;
Calling self::getCurrentPlayerId () or using $g_user from &#039;args&#039; state function, see also below&lt;br /&gt;
&lt;br /&gt;
=== Unexpected error: Propagating error from GS 1 (method: createGame): Fatal error during yourgame setup: Unknow player statistic: ===&lt;br /&gt;
&lt;br /&gt;
Calling self::incStat() with second parameter which is an empty string&lt;br /&gt;
&lt;br /&gt;
=== Unexpected error:  Propagating error from GS 1 (method: createGame): Fatal error during yourgame setup: Error while processing SQL request: INSERT INTO stats ... ===&lt;br /&gt;
&lt;br /&gt;
Fatal error during yourgame setup: Error while processing SQL request: INSERT INTO stats (stats_type, stats_player_id, stats_value) VALUES (&#039;10&#039;,&#039;2300663&#039;,&#039;0&#039;),(&#039;10&#039;,&#039;2300662&#039;,&#039;0&#039;)&lt;br /&gt;
Duplicate entry &#039;10-2300663&#039; for key &#039;stats_table_id&#039;&lt;br /&gt;
&lt;br /&gt;
Why? In the stats.inc.php you declared two keys with the same integer &amp;quot;id&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Unexpected error:  Propagating error from GS 1 (method: createGame): Fatal error during yourgame setup: BGA main website do not respond ===&lt;br /&gt;
&lt;br /&gt;
Check if other games work; if not, it&#039;s a problem with BGA Studio; if so, your game likely reaches an end state immediately. Check your states.inc.php and your transitions.&lt;br /&gt;
&lt;br /&gt;
=== Unexpected error: Propagating error from GS 1 (method: createGame): BGA service error ===&lt;br /&gt;
&lt;br /&gt;
You may have syntax error in your dbmodel.sql.&lt;br /&gt;
&lt;br /&gt;
Or, you may be calling self::initStat() for a statistic that does not exist. Check the statistic name, and make sure you clicked &amp;quot;Reload statistics configuration&amp;quot; button in the admin console after making changes to stats.inc.php&lt;br /&gt;
&lt;br /&gt;
Or you may not have your states.inc.php set up correctly.&lt;br /&gt;
&lt;br /&gt;
=== Fatal error during creation of database ebd_quoridor_389 Not logged ===&lt;br /&gt;
&lt;br /&gt;
Check that you didn&#039;t use $g_user or getCurrentPlayerId() in setupNewGame() function or in an &#039;args&#039; function of your state.&lt;br /&gt;
&lt;br /&gt;
As these functions are not consequences of a user action, there is no current player defined.&lt;br /&gt;
&lt;br /&gt;
As a general rule, you should use getActivePlayerId() and not getCurrentPlayerId(). See the [http://www.slideshare.net/boardgamearena/bga-studio-focus-on-bga-game-state-machine presentation on the game state machine] for more information.&lt;br /&gt;
&lt;br /&gt;
=== Warning: Invalid argument supplied for foreach() in table.game.php ===&lt;br /&gt;
&lt;br /&gt;
   Warning: Invalid argument supplied for foreach() in /var/tournoi/release/tournoi-151226-1240-gs/www/game/module/table/table.game.php on line 129 &lt;br /&gt;
   Fatal error: Cannot unset string offsets in /var/tournoi/release/tournoi-151226-1240-gs/www/game/module/table/table.game.php on line 143&lt;br /&gt;
&lt;br /&gt;
That appears when your arg* function that suppose to return array of state arguments returns a scalar (a non-array) value&lt;br /&gt;
&lt;br /&gt;
=== The server reported an error ===&lt;br /&gt;
&lt;br /&gt;
During table creation: &amp;quot;The server reported an error&amp;quot; error shown and nothing else.&lt;br /&gt;
&lt;br /&gt;
If you cannot even create a table - there is syntax error in gameinfos.php, check it, reload it from management panel.&lt;br /&gt;
If still no luck copy clean version from template https://github.com/elaskavaia/bga-sharedcode/blob/master/gameinfos.inc.php&lt;br /&gt;
&lt;br /&gt;
== Game starts but I can&#039;t make a move ==&lt;br /&gt;
&lt;br /&gt;
=== When I do a move, I got &amp;quot;Move recorded, waiting for update ...&amp;quot; forever ===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Move recorded&amp;quot; means that your ajaxcall request has been sent to the server and returned normally.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Waiting for update&amp;quot; means that your client interface is waiting for some notifications from the server that correspond to the move we just did.&lt;br /&gt;
&lt;br /&gt;
If this message stays forever, it is probably that your PHP code does not send any notification when the move happens, which is abnormal. To fix this: add a notifyAllPlayers or a notifyPlayer call in your PHP code.&lt;br /&gt;
&lt;br /&gt;
=== When I do a move, I get &amp;quot;Sending move to server...&amp;quot; then nothing and game resets to state before the move ===&lt;br /&gt;
&lt;br /&gt;
Its possible that server code get into infinite loops or thinks too much, in which case it will timeout and will be aborted without any extra logs (and db transaction you saw in the log won&#039;t be committed). You will usually see &amp;quot;Unable to connect to server&amp;quot; message on console in this case. You have to put more logging into server&lt;br /&gt;
to trace where it hangs.&lt;br /&gt;
&lt;br /&gt;
=== When I do a move, I get &amp;quot;Ajaxcall error: empty answer&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
You either have missing self::ajaxResponse(); in your game.action.php method, or there is some problem with getting arguments (check that you are using btoa() on client when using AT_base64 arg type in action.php)&lt;br /&gt;
&lt;br /&gt;
=== Some player action is triggered randomly when I click somewhere on the game area ===&lt;br /&gt;
&lt;br /&gt;
You probably used &amp;quot;dojo.connect&amp;quot; on a null object. In this case, dojo.connect associate the event (ex: &amp;quot;onclick&amp;quot;) to the whole game area.&lt;br /&gt;
&lt;br /&gt;
Most of the time it happens in this situation, when my_object element does not exists:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   dojo.connect( $(&amp;quot;my_object&amp;quot;), &amp;quot;onclick&amp;quot;, this, (event)=&amp;gt;{})&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To determine if this is the case, place &amp;quot;alert( $(&amp;quot;my_object&amp;quot;) )&amp;quot; before the dojo.connect to check if the object exists or not.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;This is not your turn&amp;quot; error when I click on a possible move ===&lt;br /&gt;
&lt;br /&gt;
You need to change to the active player by clicking the red arrow next to their name in the player panel (right side of the page).&lt;br /&gt;
&lt;br /&gt;
[[File:Change_active_player.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== Please wait, an action is already in progress when I click on a possible move (Generated by checkAction / XXX) ===&lt;br /&gt;
&lt;br /&gt;
This error is triggered in the JS by the checkAction holder for XXX.&lt;br /&gt;
This can happen when the player sent an Ajax request action earlier, but did not get an answer from the PHP side.&lt;br /&gt;
To avoid this, put an empty notifyPlayer in the PHP side of the Ajax handler to ensure the client receives a response.&lt;br /&gt;
This line of code should do it:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    $this-&amp;gt;notifyPlayer($this-&amp;gt;getCurrentPlayerId(), &#039;message&#039;, &#039;&#039;, []); // sent to current player, who originated the action&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Predefined server errors ==&lt;br /&gt;
&lt;br /&gt;
=== Unexpected error: Unexpected final game state (XX) ===&lt;br /&gt;
&lt;br /&gt;
The action function does not transition to any state, i.e.&lt;br /&gt;
  function selectField($field) {&lt;br /&gt;
    self::checkAction ( &#039;selectField&#039; );&lt;br /&gt;
    if ($field!=0) $this-&amp;gt;gamestate-&amp;gt;nextState ( &#039;next&#039; );&lt;br /&gt;
  }&lt;br /&gt;
Here if $field is 0 there is no transition&lt;br /&gt;
&lt;br /&gt;
=== This game action is impossible right now ===&lt;br /&gt;
&lt;br /&gt;
Check the game log. Usually your state does not define the action you trying to perform in &#039;possibleactions&#039; array.&lt;br /&gt;
&lt;br /&gt;
Also check your onActionName javascript function. Make sure you are calling the right &amp;quot;actionname.html&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Unexpected error: This transition (playerTurn) is impossible at this state (42) ===&lt;br /&gt;
&lt;br /&gt;
This is pretty self explanatory. Function nextState() takes transition name not a state name, so you probably did not&lt;br /&gt;
define this transition that the given state&lt;br /&gt;
&lt;br /&gt;
== Game interface hangs during reload or on start ==&lt;br /&gt;
&lt;br /&gt;
Showing &amp;quot;Application Loading...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Javascript error: During pageload undefined no_stack_avail Script: ===&lt;br /&gt;
&lt;br /&gt;
This error usually has no useful data, but it means you called somes API that require a callback and did not define callback function, i.e&lt;br /&gt;
in dojo.connect, this.connectClass, dojo.subscribe, etc&lt;br /&gt;
   &lt;br /&gt;
      this.connectClass(&#039;field&#039;, &#039;onclick&#039;, &#039;onField&#039;); // &amp;lt;-- onField is not defined&lt;br /&gt;
&lt;br /&gt;
=== Other errors with &amp;quot;Application loading...&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
You probably have a syntax error in your Javascript code, and the interface refuses to load.&lt;br /&gt;
&lt;br /&gt;
To find this error, check if there is an error message in the Javascript console (F12).&lt;br /&gt;
&lt;br /&gt;
If there is really nothing on the log, it&#039;s probably that the system was unable to load your Javascript because of an syntax error that affect the structure of the Javascript file, typically a missing &amp;quot;}&amp;quot; or a missing &amp;quot;,&amp;quot; after a method definition.&lt;br /&gt;
&lt;br /&gt;
If you have &amp;quot;Uncaught ReferenceError: bgagame is not defined&amp;quot; you have major syntax error in your js file, you should see some other clues in the log where the errors is.&lt;br /&gt;
&lt;br /&gt;
If you have &amp;quot;dojo.publish is not defined&amp;quot; or something similar, this could be caused by another error earlier. For example, a syntax error caused by a malformed generated file (such as using newlines in tiebreaker description). Also you might have left some images in the /img directory with special characters in the name which must be removed. If you edited images for the game box and website, ensure that you have not left any unnecessary files there.&lt;br /&gt;
&lt;br /&gt;
=== Unexpected Syntax Error: ===&lt;br /&gt;
&lt;br /&gt;
No further details in the log. When log is filling with some social connect errors.&lt;br /&gt;
&lt;br /&gt;
Possible Reason: Syntax error in of the php script which is loaded before the start, such as gameoptions.inc.php, gameinfos.inc.php and such.&lt;br /&gt;
&lt;br /&gt;
=== Game interface spins in a loop throwing error ===&lt;br /&gt;
&lt;br /&gt;
Errors is something like &amp;quot;Cannot read property &#039;is_ai&#039; of undefined&amp;quot;. Cannot restart the game because cannot access UI to stop.&lt;br /&gt;
Likely you get in actplayer state with player id == 0. The only way to fix it is to edit database, globals index == 2 set player id to one of your test dudes&lt;br /&gt;
(can copy from row 5 for example).&lt;br /&gt;
&lt;br /&gt;
=== Unable to find table database (1): ebd_yourgame_112222 ===&lt;br /&gt;
&lt;br /&gt;
Its either temporarily server error especially on studio it timeouts sometimes, just try reloading again.&lt;br /&gt;
Or check if you have syntax errors in your php game file or sql.&lt;br /&gt;
&lt;br /&gt;
== Type conversion / juggling errors ==&lt;br /&gt;
&lt;br /&gt;
=== On php side I get a number instead of string I expect ===&lt;br /&gt;
&lt;br /&gt;
 $num = 3;&lt;br /&gt;
 $meeple = &amp;quot;meeple_&amp;quot; + $num; // &amp;lt;-- suppose to be &amp;quot;meeple_3&amp;quot;!&lt;br /&gt;
&lt;br /&gt;
When you switch between JS and PHP it easy to type this and not notice the +. Plus sign (+) in php does not mean string concatenation (in javascript does!),&lt;br /&gt;
in php + means integer arithmetic. So change + to . (dot)&lt;br /&gt;
&lt;br /&gt;
=== On php side my string comparison does not work ===&lt;br /&gt;
&lt;br /&gt;
   if ($color == &#039;4baae2&#039; || $color == &#039;000000&#039;) { &lt;br /&gt;
   }&lt;br /&gt;
&lt;br /&gt;
Apparently you should not be using &#039;==&#039; in php to compare strings! You should use &#039;===&#039;. The (==) operator will typecast the strings &lt;br /&gt;
to numbers then do comparison!&lt;br /&gt;
Its not very apparent because usually you can get away with it, but not when strings resemble numbers like hex &#039;colors&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Integer columns in the database are returned as strings ===&lt;br /&gt;
&lt;br /&gt;
This is normal PHP behavior. All fields are returned as string type, regardless of their actual type in the database. This also applies to global variables accessed via getGameStateValue(), since they are stored in a database table.&lt;br /&gt;
&lt;br /&gt;
You can use type-casting to convert them to the correct type after they come out of the database.&lt;br /&gt;
&lt;br /&gt;
   $myValueInt = (int)self::getGameStateValue(GLOBAL_ROUND_NUMBER);&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
   $myValueInt = self::getGameStateValue(GLOBAL_ROUND_NUMBER) + 0; // adding 0 casts to int&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
same with direct qdb ueries&lt;br /&gt;
   $sql = &amp;quot;SELECT my_int_column FROM my_table WHERE my_condition&amp;quot;;&lt;br /&gt;
   $myResult = self::getUniqueValueFromDB($sql); &amp;lt;-- this is a string&lt;br /&gt;
   $myResultAsInt = (int)$myResult;&lt;br /&gt;
&lt;br /&gt;
https://stackoverflow.com/questions/5323146/mysql-integer-field-is-returned-as-string-in-php&lt;br /&gt;
&lt;br /&gt;
== Zombie mode ==&lt;br /&gt;
&lt;br /&gt;
=== Unexpected error: Propagating error from GS 1 (method: zombie): Not logged ===&lt;br /&gt;
&lt;br /&gt;
You are probably calling getCurrentPlayerId() or getCurrentPlayerName() in your zombieTurn method or any of the methods it uses. Instead, use the $active_player_id provided as parameter to zombieTurn().&lt;br /&gt;
&lt;br /&gt;
=== Unexpected error: Can&#039;t manage zombie player in this game state ===&lt;br /&gt;
&lt;br /&gt;
Despite what the message suggests, this error has nothing to do with your state machine. It is caused by an exception in the zombie code. It could be an undefined value sent to a database query. Check the unexpected exceptions log. It could also be the same problem as above, so look for getCurrentPlayerId() or getCurrentPlayerName() in your zombieTurn method.&lt;br /&gt;
&lt;br /&gt;
=== Unexpected error: Wrong formatted data from BGA gameserver 1 (method: zombie): ===&lt;br /&gt;
&lt;br /&gt;
This is almost certainly an undefined value in PHP code. Look for a warning or error message in the game replay log on the right side of the table UI.&lt;br /&gt;
&lt;br /&gt;
=== Unexpected error: BGA gameserver 1 do not respond (method: zombie) (timeout: cluster) ===&lt;br /&gt;
&lt;br /&gt;
You are trying to end the game from a zombie method. This is not allowed. The zombie logic must continue the game as best it can. See [[Main_game_logic:_yourgamename.game.php#Zombie_mode|Zombie mode]] for more info.&lt;br /&gt;
&lt;br /&gt;
=== Game unexpectedly ends when one player becomes zombie ===&lt;br /&gt;
&lt;br /&gt;
There is an error in handling zombie mode, check error log. Example: if the zombie turn is called again, framework detects a infinite loop and cancels the game. On the studio there is a notification called ZombieTurnFailed&lt;br /&gt;
&lt;br /&gt;
== Other errors ==&lt;br /&gt;
&lt;br /&gt;
=== Javascript does not know how to sum two numbers ===&lt;br /&gt;
&lt;br /&gt;
Be careful when you manipulate integers returned by notifications: most of the time, Javascript considers they are Strings and not Integers.&lt;br /&gt;
&lt;br /&gt;
As a result:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    var i=1;&lt;br /&gt;
    i += notif.args.increment;  // With notif.args.increment=&#039;1&#039;&lt;br /&gt;
    alert( i );                 // i=11 instead of 2 !! Javascript concatenate 2 strings !&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To solve this, you should use the &amp;quot;toint&amp;quot; function:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    var i=1;&lt;br /&gt;
    i += toint( notif.args.increment );  // With notif.args.increment=&#039;1&#039;&lt;br /&gt;
    alert( i );                 // i=2 :)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Javascript: do not use substr with negative numbers ===&lt;br /&gt;
&lt;br /&gt;
To get the last characters of a string, use &amp;quot;slice&amp;quot; instead of &amp;quot;substr&amp;quot; which has a bug on IE:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    var three_last_characters = string.substr( -3 );   // Wrong&lt;br /&gt;
    var three_last_characters = string.slice( -3 );    // Correct&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Game &amp;quot;spontaneously&amp;quot; transition to a new state without user input ===&lt;br /&gt;
&lt;br /&gt;
Make sure on php side you have no code after   $this-&amp;gt;gamestate-&amp;gt;nextState(...) code.&lt;br /&gt;
Because if you do accidentally have code that goes to another state it will cause another state transition without user interaction.&lt;br /&gt;
&lt;br /&gt;
 function selectField($field) {&lt;br /&gt;
   self::checkAction ( &#039;selectField&#039; );&lt;br /&gt;
   if ($field!=0) $this-&amp;gt;gamestate-&amp;gt;nextState ( &#039;next&#039; );&lt;br /&gt;
   $this-&amp;gt;gamestate-&amp;gt;nextState ( &#039;last&#039; ); // &amp;lt;-- here is missing else, so it will cause double state transition&lt;br /&gt;
 }&lt;/div&gt;</summary>
		<author><name>Kayvon</name></author>
	</entry>
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