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	<updated>2026-09-21T23:00:00Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcapybarancapybara&amp;diff=23177</id>
		<title>Gamehelpcapybarancapybara</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcapybarancapybara&amp;diff=23177"/>
		<updated>2024-11-08T12:47:36Z</updated>

		<summary type="html">&lt;p&gt;Kengi: Edited for clarification of where cards have to be paired / don&amp;#039;t.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
Score points by managing your monkey&#039;s movements and complete (gain) pumpkin cards and bonus card to win.&lt;br /&gt;
&lt;br /&gt;
Top row of cards: Capybara cards&lt;br /&gt;
&lt;br /&gt;
Bottom row of cards: Pumpkin cards&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
&lt;br /&gt;
You can do one of three actions on your turn:&lt;br /&gt;
&lt;br /&gt;
	1. Move monkey forward to gain capybara cards&lt;br /&gt;
	&lt;br /&gt;
		a. Move monkey forward 1 space to gain 1 card; or&lt;br /&gt;
&lt;br /&gt;
		b. Move monkey forward 3 spaces to gain 2 cards; or&lt;br /&gt;
&lt;br /&gt;
c. Move monkey forward 5 spaces to gain 3 cards.&lt;br /&gt;
	&lt;br /&gt;
	Cards picked up can be inserted anywhere BEHIND where you monkey is.&lt;br /&gt;
	&lt;br /&gt;
	It is important to keep in mind that the 2 cards you take do not need to be next to each other on the table. They do, however, need to be inserted in the same spot in your line of capybaras in any order you prefer.&lt;br /&gt;
	&lt;br /&gt;
	&lt;br /&gt;
2. Move monkey forward to gain pumpkin cards&lt;br /&gt;
&lt;br /&gt;
You can claim a private or on display pumpkin cards when you have all the required capybaras. You can also substitute a requirement by moving the monkey forward 3 more steps.&lt;br /&gt;
&lt;br /&gt;
	Note that the one private pumpkin card you picked at the beginning will not be replaced once it is completed. &amp;quot;Gaining&amp;quot; a pumpkin card means completing one.&lt;br /&gt;
	&lt;br /&gt;
	It is important to keep in mind that in order to gain (complete) a pumpkin card, your monkey will need to move OVER all of the cards required. Meaning, you must start your monkey to the RIGHT of the first card that you will need in order to achieve this.&lt;br /&gt;
	&lt;br /&gt;
	Cards required to complete a pumpkin card do not need to be in any specific orders. You just need to have the required quantity. You may forgo any Capybara condition by moving forward 3 steps.&lt;br /&gt;
&lt;br /&gt;
== Your Monkey ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Monkey&#039;s Movement&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Monkey&#039;s movement is the key to this game. Moving the monkey forward allows you to gain capybara cards or pumpkin cards. You will need to move your monkey back once it reaches the end of the line in order to perform more actions.&lt;br /&gt;
&lt;br /&gt;
The monkey&#039;s maximum movement is 3 at the start of the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Growing your Monkey&amp;lt;/b&amp;gt;&lt;br /&gt;
		&lt;br /&gt;
When you complete your private pumpkin card OR 3 pumpkin cards on display, your monkey will grow and its maximum movement will increase to 4. This is the monkey&#039;s maximum movement for the game.&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
Game end when one of these 2 conditions are met:&lt;br /&gt;
&lt;br /&gt;
	1. One player completed 5 goals&lt;br /&gt;
	&lt;br /&gt;
	2. Capybara deck is empty AND there are only 4 cards left on display&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
Sum all the scores on the pumpkin cards that you have collected; and&lt;br /&gt;
&lt;br /&gt;
Sum the points you&#039;ve earned from the bonus card.&lt;/div&gt;</summary>
		<author><name>Kengi</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelplama&amp;diff=17147</id>
		<title>Gamehelplama</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelplama&amp;diff=17147"/>
		<updated>2023-06-11T19:41:43Z</updated>

		<summary type="html">&lt;p&gt;Kengi: /* End Round Scoring */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
== L.L.A.M.A ==&lt;br /&gt;
&lt;br /&gt;
* Each player is dealt 6 cards.&lt;br /&gt;
* The object of the game is to be closest to zero when someone crosses 40 negative points.&lt;br /&gt;
* Black token = -10 points&lt;br /&gt;
* White token = -1 points&lt;br /&gt;
&lt;br /&gt;
== Turns ==&lt;br /&gt;
&lt;br /&gt;
* Each turn, you may play either the same or one higher than the top card of the discard.&lt;br /&gt;
* With llamas counting as both higher than 6 and less than 1 creating a loop.&lt;br /&gt;
* If you can&#039;t or don&#039;t want to play, you may draw a card or quit the round.&lt;br /&gt;
* If you are the only one left in the round, you may not choose to draw.&lt;br /&gt;
* If the draw pile runs out, don’t create a new one. From now on, you can’t choose this action.&lt;br /&gt;
* The last player to take a turn in the previous round starts off the new round.&lt;br /&gt;
&lt;br /&gt;
== End Round Scoring ==&lt;br /&gt;
&lt;br /&gt;
When one player has played all their cards or all players have quit the round then players&#039; hands are scored.&lt;br /&gt;
* Each card is the face value and llamas are worth 10 negative points.&lt;br /&gt;
* You only score one of each rank&lt;br /&gt;
** &#039;&#039;For example if you have 5 3&#039;s it only counts as 3 negative points&#039;&#039;.&lt;br /&gt;
* Players take scoring tokens indicating their current score.&lt;br /&gt;
* If a player played all their cards that person may return one scoring token of any value.&lt;br /&gt;
&lt;br /&gt;
== End of Game ==&lt;br /&gt;
&lt;br /&gt;
* The game is over when one player obtains 40 negative points.&lt;br /&gt;
* The player with the highest (most positive) score is the winner.&lt;/div&gt;</summary>
		<author><name>Kengi</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpxiangqi&amp;diff=16931</id>
		<title>Gamehelpxiangqi</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpxiangqi&amp;diff=16931"/>
		<updated>2023-05-12T18:09:13Z</updated>

		<summary type="html">&lt;p&gt;Kengi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Xiangqi (pronounced she-on-chee) pieces sit on intersections. There is a &amp;quot;river&amp;quot; in the middle and two square &amp;quot;palaces&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Piece overview:&lt;br /&gt;
&lt;br /&gt;
* Soldiers AKA pawns move or capture only one space forward at a time (no two space movement or diagonal capture). They may never move backwards. *After crossing the river*, they may also move or capture side to side, but they don&#039;t &amp;quot;promote&amp;quot; into other pieces.&lt;br /&gt;
* Chariots AKA rooks move and capture identically to Western Chess rooks: any number of spaces orthogonally.&lt;br /&gt;
* Horses AKA knights move and capture the same way as Western Chess knights, but they can be *blocked by other pieces* (of either color). The horse moves one space orthogonally and then one space diagonally. If another piece is sitting orthogonally adjacent to the horse, it cannot move in that direction.&lt;br /&gt;
* Elephants are defensive pieces that move and capture exactly two spaces diagonally, and are *not allowed to cross the river*. There are only 7 spaces for each side that elephants can actually reach. If there is a piece of either color one space away diagonally, the elephant cannot move in that direction.&lt;br /&gt;
* Advisors start in the palace and *cannot leave the palace*. They may only move and capture one space diagonally, so they can each reach only 5 spaces.&lt;br /&gt;
* The General AKA king can only move and capture one space *orthogonally* (not diagonally), and *cannot leave the palace*. If you checkmate your opponent&#039;s general, you win. If a general is directly facing the enemy general with no pieces in between, they can fly across the board and capture the enemy general (in practice, this means that you cannot make a move that would leave the opponent&#039;s general facing your general).&lt;br /&gt;
* The Cannon is a rather unique piece that moves like a chariot/rook, but does not capture like one. It can *only* capture pieces in an orthogonal line by jumping over a single piece of either color in between. For example, from the starting position, the cannon can capture the opposing horse. The cannon can jump only one piece, it cannot jump without capturing, and it cannot capture without jumping.&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;stalemate&amp;quot; is a loss for the player with no legal moves. If you think it is impossible for you or your opponent to achieve checkmate, you can click a button at the top of the screen to offer a draw. Some rulesets make repeated checking or chasing a loss for the checking/chasing player: this varies across different websites. There is no &amp;quot;castling&amp;quot; move or &amp;quot;en passant.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Note: in the top right &amp;quot;hamburger menu,&amp;quot; you can find options to change the pieces&#039; appearance between &amp;quot;Western&amp;quot; and &amp;quot;Chinese&amp;quot;. If using Chinese pieces, be aware that the two sides look a little bit different.&lt;/div&gt;</summary>
		<author><name>Kengi</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpyoxii&amp;diff=16930</id>
		<title>Gamehelpyoxii</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpyoxii&amp;diff=16930"/>
		<updated>2023-05-12T18:08:39Z</updated>

		<summary type="html">&lt;p&gt;Kengi: Changed to gender neutral language.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===YOXII===&lt;br /&gt;
(2 players, from 8 years old)&lt;br /&gt;
&lt;br /&gt;
===COMPONENTS===&lt;br /&gt;
1 board with 37 squares&lt;br /&gt;
18 «White» pieces with values 1, 2, 3 and 4&lt;br /&gt;
18 «Red» pieces with values 1, 2, 3 and 4&lt;br /&gt;
1 «Totem» piece&lt;br /&gt;
&lt;br /&gt;
Circles are worth 1, two lines worth 2, a Y is worth 3, and X is worth 4.&lt;br /&gt;
&lt;br /&gt;
===GAME PURPOSE===&lt;br /&gt;
To encircle the Totem and get more points&lt;br /&gt;
than your opponent in the final count.&lt;br /&gt;
&lt;br /&gt;
===SET UP===&lt;br /&gt;
Place the board between the two players and&lt;br /&gt;
place the Totem on the center square. Players&lt;br /&gt;
choose 18 pieces of one color and place them&lt;br /&gt;
in front of them.&lt;br /&gt;
&lt;br /&gt;
===HOW TO PLAY===&lt;br /&gt;
The player with the white pieces plays first.&lt;br /&gt;
Players take turns moving the Totem on the&lt;br /&gt;
board and then placing one of their pieces&lt;br /&gt;
around it until it is completely surrounded and&lt;br /&gt;
immobilized.&lt;br /&gt;
&lt;br /&gt;
===MOVING WITH THE TOTEM===&lt;br /&gt;
Each player in turn moves the Totem one&lt;br /&gt;
square directly around it in any direction as&lt;br /&gt;
long as the destination square is free.&lt;br /&gt;
Then they place one of their pieces on another&lt;br /&gt;
free square around the new position of the&lt;br /&gt;
Totem before handing over to the opponent.&lt;br /&gt;
Players can move the Totem several squares&lt;br /&gt;
by jumping over their own pieces, only if&lt;br /&gt;
they form a continuous line (diagonal or&lt;br /&gt;
orthogonal) leading to a free square (it is&lt;br /&gt;
therefore also possible to jump over only one&lt;br /&gt;
piece further if it leads to a free square).&lt;br /&gt;
It is forbidden to jump over the pieces of the&lt;br /&gt;
opponent’s color.&lt;br /&gt;
&lt;br /&gt;
===POSITIONING OF PIECES===&lt;br /&gt;
Each time a player has moved the Totem, they&lt;br /&gt;
must place one of their pieces (of any value)&lt;br /&gt;
on one of the free squares directly around it (8&lt;br /&gt;
squares maximum).&lt;br /&gt;
The value of the pieces played is chosen by the&lt;br /&gt;
players according to the strategy they choose&lt;br /&gt;
to adopt.&lt;br /&gt;
&lt;br /&gt;
===SPECIAL CASE===&lt;br /&gt;
When a player has just moved the Totem and&lt;br /&gt;
all the squares around it are occupied, they&lt;br /&gt;
must play one of their pieces on any other&lt;br /&gt;
available square of the board.&lt;br /&gt;
&lt;br /&gt;
===END OF THE GAME===&lt;br /&gt;
The game ends when a player can no&lt;br /&gt;
longer move the Totem (at this point, the&lt;br /&gt;
Totem must be encircled). Each player&lt;br /&gt;
then calculates the total value of the pieces&lt;br /&gt;
surrounding the Totem (8 pieces in total).&lt;br /&gt;
The player with the most points wins the&lt;br /&gt;
game.&lt;br /&gt;
&lt;br /&gt;
===GAME ENDS IN A TIE===&lt;br /&gt;
If both players have the same score when&lt;br /&gt;
the Totem is encircled, the player with the&lt;br /&gt;
most pawns of their color wins the game.&lt;br /&gt;
If both score and color are equal, the game&lt;br /&gt;
ends in a tie.&lt;/div&gt;</summary>
		<author><name>Kengi</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpzefiria&amp;diff=16929</id>
		<title>Gamehelpzefiria</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpzefiria&amp;diff=16929"/>
		<updated>2023-05-12T18:08:05Z</updated>

		<summary type="html">&lt;p&gt;Kengi: Changed to gender neutral language.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
Zefiria is a co-operative game to try to put all the cards in the grid back in the right order as depicted on the goal map card.&lt;br /&gt;
&lt;br /&gt;
At the beginning of the game, each player choose their Wind Spirit and place it on a corner to start at. Each Wind Spirit has a unique way for its actions of &#039;&#039;&#039;Breeze&#039;&#039;&#039; and &#039;&#039;&#039;Fly&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The time track is put to the side based on the number of players and the relevant number of purple round markers is placed on it to determine the game&#039;s length.&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
On your turn, you have 4 action points to spend (5 in 2-player) on two actions which will then vary by character, these are:&lt;br /&gt;
&lt;br /&gt;
Fly - Generally a move type power.&lt;br /&gt;
&lt;br /&gt;
Breeze - Generally a manipulation type power.&lt;br /&gt;
&lt;br /&gt;
You cannot move through or onto the same space as another player.&lt;br /&gt;
&lt;br /&gt;
You cannot manipulate a tile occupied by a player.&lt;br /&gt;
&lt;br /&gt;
If your breeze causes a tile to in effect pass over another during the exchange, for each it passes over this will cost you an extra action point and is known as overflying a tile.&lt;br /&gt;
===Borea===&lt;br /&gt;
&lt;br /&gt;
Fly&lt;br /&gt;
&lt;br /&gt;
1 Action Point to move to an orthogonally adjacent space.&lt;br /&gt;
&lt;br /&gt;
1 Action Point to move to a card of the same colour as the current space.&lt;br /&gt;
&lt;br /&gt;
Breeze&lt;br /&gt;
&lt;br /&gt;
1 Action Point to swap two unoccupied tiles which match the symbol of your current space.&lt;br /&gt;
&lt;br /&gt;
===Jugo===&lt;br /&gt;
&lt;br /&gt;
Fly&lt;br /&gt;
&lt;br /&gt;
1 Action Point to move to an orthogonally adjacent space.&lt;br /&gt;
&lt;br /&gt;
1 Action Point to move to a card with the same icon as the current space.&lt;br /&gt;
&lt;br /&gt;
Breeze&lt;br /&gt;
&lt;br /&gt;
1 Action Point to swap two unoccupied tiles which match the colour of your current space.&lt;br /&gt;
&lt;br /&gt;
===Etesia===&lt;br /&gt;
&lt;br /&gt;
Fly&lt;br /&gt;
&lt;br /&gt;
1 Action Point to move to an orthogonally adjacent space.&lt;br /&gt;
&lt;br /&gt;
1 Action Point to move to a card along the diagonals to the one she&#039;s occupying.&lt;br /&gt;
&lt;br /&gt;
Breeze&lt;br /&gt;
&lt;br /&gt;
1 Action Point to swap an orthogonally adjacent tile with any other tile.&lt;br /&gt;
&lt;br /&gt;
===Skyron===&lt;br /&gt;
&lt;br /&gt;
Fly&lt;br /&gt;
&lt;br /&gt;
1 Action Point to move to an orthogonally adjacent space.&lt;br /&gt;
&lt;br /&gt;
Breeze&lt;br /&gt;
&lt;br /&gt;
1 Action Point to swap the tile you stand on with any other, then decide which to reside on.&lt;br /&gt;
&lt;br /&gt;
===Austro===&lt;br /&gt;
&lt;br /&gt;
Fly&lt;br /&gt;
&lt;br /&gt;
1 Action point to move around the edge of the board (outside the map) to land on an edge space, but cannot move into the central areas.&lt;br /&gt;
&lt;br /&gt;
Breeze&lt;br /&gt;
&lt;br /&gt;
1 Action Point to swap tiles in your current row or column.&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
The game ends on the final round, and scoring is based on how well you managed to put the island back to its true form.&lt;br /&gt;
&lt;br /&gt;
* Gain 1 victory point for each Island card in the right place.&lt;br /&gt;
* &#039;&#039;In Storm Mode, gain 1 victory point for Magical Gem still owned by the Wind Spirits.&#039;&#039;&lt;br /&gt;
* Lose 1 vicotry point for each Island card in the wrong spot, on the right row.&lt;br /&gt;
* Lose 2 VP for each Island card both in the wrong spot and in the wrong row.&amp;lt;br /&amp;gt;&lt;br /&gt;
===Summary===&lt;br /&gt;
&lt;br /&gt;
SETUP&lt;br /&gt;
&lt;br /&gt;
The Island cars are shuffled and placed in a 5x5 grid. Players pick their individual wind spirit. First player chosen and given the timer card.&lt;br /&gt;
&lt;br /&gt;
PLAY&lt;br /&gt;
&lt;br /&gt;
The first player will remove a time gem then all players and a clockwise order take their turn of the round, each wind spirit has a different movement and breeze they can use to move islands.&lt;br /&gt;
&lt;br /&gt;
GOAL&lt;br /&gt;
&lt;br /&gt;
As a group of wind spirits you are to put the islands back in order.&lt;br /&gt;
&lt;br /&gt;
END GAME&lt;br /&gt;
&lt;br /&gt;
After every player has taken their turn after removing the last time gem.&lt;br /&gt;
&lt;br /&gt;
SCORING&lt;br /&gt;
&lt;br /&gt;
For every island in its proper place scores +1&lt;br /&gt;
For every island and it&#039;s color row not in its place -1&lt;br /&gt;
And every island not in its color row -2&lt;/div&gt;</summary>
		<author><name>Kengi</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpsoulaween&amp;diff=16928</id>
		<title>Gamehelpsoulaween</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpsoulaween&amp;diff=16928"/>
		<updated>2023-05-12T18:07:32Z</updated>

		<summary type="html">&lt;p&gt;Kengi: Changed to gender neutral language.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
* In “Soulaween”, each player acts as a guide of souls or a trainee, whose goal is to reap souls that line up in a chain. In order to achieve that, one has to “Put” and “Flip” the Soul Pieces cleverly. Whoever reaps 3 sets of souls before the opponent does wins “Soulaween”!&lt;br /&gt;
* There are simple mode and standard mode to choose from. We suggest that first-timers try the simple mode first to get familiar with the game, before they play the standard mode.&lt;br /&gt;
== Game Flow (Simple Mode) ==&lt;br /&gt;
* The game starts from whoever wears a sweater lately and proceeds in the following order:&lt;br /&gt;
1. &#039;&#039;&#039;Put&#039;&#039;&#039;: Take a Soul Piece from the supply and put it into an empty cell on the Mat. You can decide which side you’d like the Piece to face up.&amp;lt;br&amp;gt;&lt;br /&gt;
2. &#039;&#039;&#039;Flip&#039;&#039;&#039;: Flip the Pieces that are adjacent (vertically and horizontally, but not diagonally) to the Piece you just put on the Mat. &amp;lt;br&amp;gt;&lt;br /&gt;
3. &#039;&#039;&#039;Reap&#039;&#039;&#039;: After “Flip”, if there’s a chain of 4 Pieces with the same side facing up (vertically, horizontally, or diagonally), remove the chain from the Mat and return the 4 Pieces back to the supply, and take 1 Token [[File:Soulaween_teachertoken.png||||Token]] as a mark of having reaped 1 set of souls. &amp;lt;br&amp;gt;&lt;br /&gt;
　Note 1: You can reap only 1 chain per turn. If there are more than 1 chain, such as 2 parallel chains or a cross, you have to choose 1 from them to reap, and leave the remaining Pieces on the Mat.&amp;lt;br&amp;gt;&lt;br /&gt;
　Note 2: You must reap the Pieces if there is a chain during your turn, no matter it’s made by you or not.&amp;lt;br&amp;gt;&lt;br /&gt;
4. &#039;&#039;&#039;(Cleanup)&#039;&#039;&#039;: At the end of your turn, if there’s no empty cell, remove all the Pieces of the same side as the Piece you put on that turn, and return them to the supply &amp;lt;br&amp;gt;&lt;br /&gt;
* After the first Piece is put, players alternate turns, repeating the flow above and putting 1 Piece per turn. At the end of “Reap”, if you have 3 Tokens [[File:Soulaween_teachertoken.png||||Token]] of Teacher Vulture, you win, and the game ends immediately.&lt;br /&gt;
&lt;br /&gt;
== Standard Mode ==&lt;br /&gt;
* The game flow of the standard mode is the same as the simple one, but it may vary because of the character’s abilities, which might change one’s rule of “Flip” or “Reap”, or even the victory condition. The following is a detailed explanation of each character’s ability:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Little Death / Papa Death&#039;&#039;&#039;&lt;br /&gt;
　You must collect 1 Token of each kind to win the game.&amp;lt;br&amp;gt;&lt;br /&gt;
　When 4 Pieces of the same side are facing up, ...&amp;lt;br&amp;gt;&lt;br /&gt;
　... forming a 2x2 square, take the Cloth Token [[File:soulaween_cloth.png||||Cloth Token]]&amp;lt;br&amp;gt;&lt;br /&gt;
　... forming a tilted “L”, take the Scythe Token [[File:soulaween_scythe.png||||Scythe Token]]&amp;lt;br&amp;gt;&lt;br /&gt;
　... forming a chain, take the Needle Token [[File:soulaween_needle.png||||Needle Token]]&amp;lt;br&amp;gt;&lt;br /&gt;
　Note 1: You can have only 1 Token per kind. If the pattern you’ve reaped appears again, nothing happens.&amp;lt;br&amp;gt;&lt;br /&gt;
　Note 2: You can take only 1 Token per turn. When multiple patterns appear on the Mat, choose only 1 to reap.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Anubis / Osiris&#039;&#039;&#039;&lt;br /&gt;
　When you “Reap” a chain of Pieces, take 1 Anubis Token, and make its side the same as the Pieces you just collect face up. When your opponent tries to gain the next Token, in addition to following their character’s ability, they can only reap the Pieces that are of the same color as your Anubis Token.&amp;lt;br&amp;gt;&lt;br /&gt;
　Note 1: There can be only 1 restriction by this ability. If you collect 2 Tokens before your opponent collects any, they will only be restricted by the second Token you get.&amp;lt;br&amp;gt;&lt;br /&gt;
　Note 2: The restriction only applies to the next token your opponent tries to collect. Once they collects a Token, the restriction will be cancelled.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Hei &amp;amp; Bai Wuchang&#039;&#039;&#039;&lt;br /&gt;
　Before the game starts, you should decide which Wuchang you’d like to play at first, and rotate the card to make the active Wuchang appear standing upright.&amp;lt;br&amp;gt;&lt;br /&gt;
　During the game, every time when your turn ends, you must decide whether you’d like to rotate your character card to change the rule of your next “Flip”.&amp;lt;br&amp;gt;&lt;br /&gt;
　[[File:Soulaween_black.png||||Hei Wuchang]] Hei Wuchang: Flip vertically and horizontally adjacent Pieces.&amp;lt;br&amp;gt;&lt;br /&gt;
　[[File:Soulaween_white.png||||Bai Wuchang]] Bai Wuchang: Flip diagonally adjacent Pieces.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
　Note: Hei Wuchang wears a black and flat brimless hat, while Bai Wuchang wears a white cone hat.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Additional Information ==&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;Soulaween&amp;quot;&#039;&#039;&#039; is an abstract strategy board game published by &#039;&#039;&#039;Play With Us Design (玩聚設計)&#039;&#039;&#039;. The story derives from a Taiwanese short animation &#039;&#039;&#039;&amp;quot;Deathigner&amp;quot;&#039;&#039;&#039;. If you are interested in Soulaween, please feel free to follow us.&lt;br /&gt;
* &#039;&#039;&#039;Play With Us Design&#039;&#039;&#039; official Website: https://pwud.ga/&lt;br /&gt;
* &#039;&#039;&#039;Play With Us Design&#039;&#039;&#039; LinkTree：https://linktr.ee/PWUDesign&lt;br /&gt;
* &#039;&#039;&#039;Deathigner&#039;&#039;&#039; short animation: https://youtu.be/Mptpw8fQ-lw&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
　[[File:PxDlogo.png||||Play With Us Design ｘ Deathigner]]&lt;/div&gt;</summary>
		<author><name>Kengi</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpscopa&amp;diff=16922</id>
		<title>Gamehelpscopa</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpscopa&amp;diff=16922"/>
		<updated>2023-05-12T17:59:02Z</updated>

		<summary type="html">&lt;p&gt;Kengi: Changed to gender neutral language.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Objective ==&lt;br /&gt;
&lt;br /&gt;
Scopa is a traditional Italian game played with 40 cards (Ace to 7, then jack, knight and king). Jacks count for 8 points, Knights for 9 and Kings for 10.&lt;br /&gt;
&lt;br /&gt;
The goal is to mark a maximum of points by capturing cards laid on the table.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
At the start of each hand, four cards are laid on the table and three are dealt to each player.&lt;br /&gt;
&lt;br /&gt;
Each player will then play a card from their hand and may capture one or multiple cards from the table. Capturing is possible if the card&#039;s value is equal to the sum of the values of cards on the table. If a capture is impossible, the card is added to the table.&lt;br /&gt;
Example: if the table has a {{card|=2}}, a {{card|=4}} and a {{card|=5}}, and a player has an {{card|=A}}, a {{card|=5}} and a {{card|=6}}, they may play the {{card|=A}} (which will be added to the table), the {{card|=5}} (by capturing the {{card|=5}} on the table) or the {{card|=6}} (which will capture the {{card|=2}} and the {{card|=4}}).&lt;br /&gt;
&lt;br /&gt;
If multiple captures are possible, the capture with the fewest cards takes priority. Example: if the table has a {{card|=2}}, a {{card|=4}} and a {{card|=6}}, if someone plays a {{card|=6}}, they must capture the {{card|=6}}. If multiple captures obeying this rule are possible, the player will be given the choice of capture.&lt;br /&gt;
&lt;br /&gt;
Once all players run out of cards, three new cards are dealt to each player.&lt;br /&gt;
&lt;br /&gt;
When there are no cards left in the deck, all remaining cards are captured by the last player to have captured a card.&lt;br /&gt;
&lt;br /&gt;
Then, points are counted. If any player reaches or exceeds the target (11, 16, 21 or 31 points), they win. Otherwise, the deck is shuffled and the next hand starts.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
Whenever a player captures all the cards on the table, they immediately win a &#039;&#039;&#039;Scopa&#039;&#039;&#039; point (&amp;quot;scopa&amp;quot; means sweep: they swept the table). Exception: a Scopa is &#039;&#039;not&#039;&#039; awarded if it occurs on the play of the very last card in a hand.&lt;br /&gt;
&lt;br /&gt;
At the end of each hand, a point is awarded for each of the following:&lt;br /&gt;
*- Capturing the &#039;&#039;&#039;most cards&#039;&#039;&#039;&lt;br /&gt;
*- Capturing the &#039;&#039;&#039;most coin cards&#039;&#039;&#039;&lt;br /&gt;
*- Capturing the &#039;&#039;&#039;7 of coins&#039;&#039;&#039; (the beautiful 7, or &#039;&#039;sette bello&#039;&#039;)&lt;br /&gt;
*- Having the &#039;&#039;&#039;highest prime score&#039;&#039;&#039; (see below)&lt;br /&gt;
&lt;br /&gt;
Where a category is tied, no point is won for it.&lt;br /&gt;
&lt;br /&gt;
===Prime score===&lt;br /&gt;
A player&#039;s &#039;&#039;prime&#039;&#039; score is calculated by taking the highest card from each suit, among their captured cards, and summing the total, with each card worth the following&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Card&lt;br /&gt;
!Score&lt;br /&gt;
|-&lt;br /&gt;
!7s&lt;br /&gt;
|21&lt;br /&gt;
|-&lt;br /&gt;
!6s&lt;br /&gt;
|19&lt;br /&gt;
|-&lt;br /&gt;
!Aces&lt;br /&gt;
|16&lt;br /&gt;
|-&lt;br /&gt;
!5s&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
!4s&lt;br /&gt;
|14&lt;br /&gt;
|-&lt;br /&gt;
!3s&lt;br /&gt;
|13&lt;br /&gt;
|-&lt;br /&gt;
!2s&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
!Faces&lt;br /&gt;
|10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, if a player&#039;s captured cards were {{club|=3}}{{club|=7}}{{club|=J}}{{diamond|=4}}{{diamond|=6}}{{spade|=2}}, they would score the {{club|=J}} {{diamond|=6}} and {{spade|=2}} for 10+19+12 = 41 prime.&lt;br /&gt;
&lt;br /&gt;
== Variations ==&lt;br /&gt;
&lt;br /&gt;
In some variations of the game, at most 2 cards can be captured. On BGA, this is available through a game option.&lt;br /&gt;
&lt;br /&gt;
There are many other variations of the game. Currently on BGA, here are the ones available:&lt;br /&gt;
* The traditional Scopa game&lt;br /&gt;
* &#039;&#039;Il Ponino&#039;&#039;: In this variant, if a player captured all 4 knights, their Scopa points are doubled&lt;br /&gt;
* &#039;&#039;Napola&#039;&#039;: Capturing Ace, 2 and 3 of coins is worth 3 points. Also capturing the 4 of coins is worth 4 points. Also capturing the 5 of coins is worth 5 points. And it goes on.&lt;br /&gt;
* &#039;&#039;Scopone&#039;&#039;: Each player is dealt 9 cards. The game is played in 21 points and 2 teams of 2 players.&lt;br /&gt;
* &#039;&#039;Scopone Scientifico / Scopone a 10&#039;&#039;: Each player is dealt 10 cards, and none are on the table. The game is played in 21 points and 2 teams of 2 players.&lt;br /&gt;
* &#039;&#039;Scopa a Quindici&#039;&#039;: Capturing cards is possible only if the sum of cards equals 15. Examples: 7 captures 8, King takes 5 or Ace + 4.&lt;br /&gt;
* &#039;&#039;Scopone de Trente&#039;&#039;: Ace, 2 and 3 of coins are worth 1, 2 and 3 extra points. Capturing all three means immediate victory. The game is played in 21 points and 2 teams of 2 players.&lt;br /&gt;
* &#039;&#039;Scopa d&#039;Assi / Asso piglia tutto (simplified)&#039;&#039;: Ace captures all cards on table (and it counts as a scopa).&lt;br /&gt;
* &#039;&#039;Scopa d&#039;Assi / Asso piglia tutto (traditional)&#039;&#039;: Ace captures all cards on table (and it counts as a scopa). If the player is the first to play or there is an ace on the table, then the ace can only capture other aces.&lt;br /&gt;
* &#039;&#039;Re bello&#039;&#039;: The king of coins is worth an extra point.&lt;br /&gt;
* &#039;&#039;Scopa Frac&#039;&#039;: Aces and figures (jacks, knights, kings) are each worth 1 point. This is the only way to win points. And there is no limit to the number of cards you can capture.&lt;br /&gt;
* &#039;&#039;Escoba&#039;&#039;: Capturing cards is possible only if the sum of cards equals 15. Examples: 7 captures 8, King takes 5 or Ace + 4. Extra point is awarded for capturing most sevens and all of the sevens.&lt;br /&gt;
* &#039;&#039;Cirulla&#039;&#039;: A mix of different variants and additional rules. Please see below.&lt;br /&gt;
&lt;br /&gt;
There is a separate option for combination options: either allow only capture of the minimum number of cards, or allow any combinaison.&lt;br /&gt;
For example, if the table has an Ace, a 2, a 4 and a 6, and a player has a 6.&lt;br /&gt;
* Either the player can choose any combination: either 2+4 or 6&lt;br /&gt;
* Or the player has to select the lowest number of cards: they can capture only the 6&lt;br /&gt;
&lt;br /&gt;
=== Cirulla ===&lt;br /&gt;
There are some bonuses attributed based on the cards in hand:&lt;br /&gt;
* If the sum of your cards is below 10: worth 3 points&lt;br /&gt;
* If you have 3 cards with the same value: worth 10 points&lt;br /&gt;
If both are possible, only the 10-point bonus is attributed.&lt;br /&gt;
For the purpose of those bonuses, the 7 of cup is a wildcard and can take any other value. However, it&#039;ll retain that value for the purpose of capturing. It&#039;ll remain the 7 of cups for counting points.&lt;br /&gt;
You may choose to get that bonus or not. However, getting the bonus means revealing your hand.&lt;br /&gt;
&lt;br /&gt;
The dealer may also get 2 bonuses:&lt;br /&gt;
* If the table sums up to 15, they capture the table and marks a scopa point&lt;br /&gt;
* If the table sums up to 30, they capture the table and marks 2 scopa points&lt;br /&gt;
Again, the 7 of cups is a wildcard.&lt;br /&gt;
&lt;br /&gt;
Capturing is possible if one of the below condition is met:&lt;br /&gt;
* The card played is equal to the sum of some cards on table (as in traditionnal Scopa)&lt;br /&gt;
* The sum of the card played and the cards on table is 15 (as in Scopa a Quindici)&lt;br /&gt;
* Ace can capture all cards at once (except if there&#039;s an ace on the table) (as in Scopa d&#039;Assi / Asso piglia tutto)&lt;br /&gt;
It is always possible to choose which capture you want, even if it is possible to capture less cards.&lt;br /&gt;
&lt;br /&gt;
At the end of the game, there are also bonuses for some captures:&lt;br /&gt;
* Capturing the Ace, 2 and 3 of coins is worth 3 points. Also capturing the 4 of coins is worth 4 points. Same for 5 and 6 of coins (worth 5 and 6 points respectively).&lt;br /&gt;
* Capturing all face cards of coins (Jack, Knight and King) is worth 5 points&lt;br /&gt;
&lt;br /&gt;
Finally, if a player or team captures all coins, they win the game immediatly.&lt;br /&gt;
&lt;br /&gt;
== Preferences on BoardGameArena ==&lt;br /&gt;
&lt;br /&gt;
Each player may:&lt;br /&gt;
* Use a &amp;quot;regular&amp;quot; card deck instead of the traditional Italian one&lt;br /&gt;
* Display the name of cards (to improve understanding of the game)&lt;br /&gt;
* To auto-play the last card of their hand. If a choice is needed (for example multiple captures are possible), the player will have to choose.&lt;br /&gt;
* To hide or display the other players&lt;br /&gt;
* To hide or display the top information banner&lt;br /&gt;
* Speed up animations&lt;/div&gt;</summary>
		<author><name>Kengi</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpsensei&amp;diff=16920</id>
		<title>Gamehelpsensei</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpsensei&amp;diff=16920"/>
		<updated>2023-05-12T17:58:20Z</updated>

		<summary type="html">&lt;p&gt;Kengi: Changed to gender neutral language.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;GOAL OF THE GAME&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To be the first player to bring their character to the opposite side of the board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PREPARATION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the beginning of the game, players choose a version to play (« Arashi » or « Sizukana »), as explained below. The stones are placed in a line on two opposite sides of the board, along each player&#039;s home row. Each player&#039;s character is placed on their middle stone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HOW TO PLAY&#039;&#039;&#039;&lt;br /&gt;
Each player may do each of the following three actions on their turn. You must perform at least one of the three actions. You may do these actions in any order:&lt;br /&gt;
&lt;br /&gt;
• move a stone of your color&lt;br /&gt;
&lt;br /&gt;
• move a second stone of your color, or the same stone again.&lt;br /&gt;
&lt;br /&gt;
• move your character from one of your stones to another of your stones (see how below.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MOVE STONES&#039;&#039;&#039;  -  The stones move horizontally or vertically without changing direction (it is forbidden to move a stone diagonally.) So, to move a stone horizontally and vertically, you need to use two actions. Only one stone may occupy each square. A stone with a character on it cannot move. Movement is blocked by an opponent&#039;s stone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MOVE your CHARACTER&#039;&#039;&#039;  -  A character can move between two stones of their color and the length of the movement is not limited, provided that 1) the two stones are aligned along the same line horizontally, vertically or diagonally; and 2) there are no opponent&#039;s stones in between your two stones that you are using to move your character.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;VERSION ARASHI or VERSION SHIZUKANA&#039;&#039;&#039;&lt;br /&gt;
   The version is chosen at the beginning of each game.&lt;br /&gt;
   VERSION ARASHI - You can move your stones as many squares as you wish as long as the spaces are open (not blocked by your stones or your opponent&#039;s), but always in only one direction.&lt;br /&gt;
   VERSION SHIZUKANA You can move your stones only one square. NOTE: in this variant, each player begins with two stones on the opponent&#039;s home row.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAIR GAME &#039;&#039;(ENDS THE GAME EARLY)&#039;&#039;&#039;&#039;&#039; - If a player blocks the game by creating an impassable line that may not be crossed by the opponent&#039;s stones, that player will lose the game automatically if their opponent has at least three stones that are adjacent to the impassable line stones.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NORMAL END OF THE GAME&#039;&#039; - The first player to move their character onto one of their own color stones located on the opponent&#039;s home row wins the game.  &lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&#039;&#039;&#039;VARIANT: ARASHI EXPERT&#039;&#039;&#039; Introduces pits. Stones cannot move through (or fall into) the pits. However, a player&#039;s character can move over the pits while moving between stones. In checking for UNFAIR GAME, the pits are treated the same as uncrossable stones.&lt;/div&gt;</summary>
		<author><name>Kengi</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmrjack&amp;diff=16918</id>
		<title>Gamehelpmrjack</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmrjack&amp;diff=16918"/>
		<updated>2023-05-12T17:56:17Z</updated>

		<summary type="html">&lt;p&gt;Kengi: Changed to gender neutral language.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For tips on how to play Mr Jack, see &amp;lt;b&amp;gt;[[Tips_mrjack]]&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
* All characters are placed suspect side up on the board, along with manholes, lit gaslights and police cordons.&lt;br /&gt;
* Mr Jack draws an alibi. That is his identity.&lt;br /&gt;
** The rest of the alibis are placed in a stack next to the board.&lt;br /&gt;
* Mr Jack starts visible.&lt;br /&gt;
&lt;br /&gt;
== Game play ==&lt;br /&gt;
&lt;br /&gt;
* On odd rounds, the detective starts first. On even rounds, Mr Jack starts first.&lt;br /&gt;
* Draw 4 character cards from the deck and place them next to the board. On odd rounds, shuffle the deck first.&lt;br /&gt;
* The starting player chooses a character and activates their ability.&lt;br /&gt;
** Then the opposite player chooses two characters and activates their abilities one by one.&lt;br /&gt;
** Finally, the starting player activates the last ability.&lt;br /&gt;
* Then, Jack must declare whether he is visible.&lt;br /&gt;
** He is visible if he is next to a gaslight or another character.&lt;br /&gt;
** According to his answer, the detective clears some people.&lt;br /&gt;
* After that, some gaslights maybe shut off. Remove the lit token equal to the round number from the game.&lt;br /&gt;
* Some special tiles have different effects. Obstacles cannot be crossed by anyone except Stealthy.&lt;br /&gt;
** Police cordons block exits from available to escaping. Manholes can be used to travel to another manhole if not covered.&lt;br /&gt;
&lt;br /&gt;
== End of the Game ==&lt;br /&gt;
&lt;br /&gt;
* Once per game, the detective can move another character onto Jack and confronts him.&lt;br /&gt;
** If the detective is right, they win. Otherwise, Jack wins.&lt;br /&gt;
* If Jack escapes when he is invisible, he wins.&lt;br /&gt;
* If eight rounds have passed and Jack is not caught, he wins.&lt;br /&gt;
&lt;br /&gt;
== Character Powers ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Sherlock Holmes&#039;&#039;&#039;: Move 1 to 3 spaces, then draw the first card from the alibi deck and look at it secretly.&lt;br /&gt;
* &#039;&#039;&#039;John Watson&#039;&#039;&#039;: Move 1 to 3 spaces then choose his final direction. All characters on the line (except Watson) are visible.&lt;br /&gt;
* &#039;&#039;&#039;John Smith&#039;&#039;&#039;: Move 1 to 3 spaces. Must move a lit gaslight before or after moving.&lt;br /&gt;
* &#039;&#039;&#039;Inspector Lestrade&#039;&#039;&#039;: Move 1 to 3 spaces. Must move a cordon before or after moving.&lt;br /&gt;
* &#039;&#039;&#039;Miss Stealthy&#039;&#039;&#039;: Move 1 to 4 spaces. May cross any hex while moving, but must stop on a street hex.&lt;br /&gt;
* &#039;&#039;&#039;Sergeant Goodley&#039;&#039;&#039;: Move 1 to 3 spaces. Must use 3 moves to move any characters towards him before or after moving.&lt;br /&gt;
* &#039;&#039;&#039;Sir William Gull&#039;&#039;&#039;: Move 1 to 3 spaces. May swap places with any other character instead.&lt;br /&gt;
* &#039;&#039;&#039;Jeremy Bert&#039;&#039;&#039;: Move 1 to 3 spaces. Must move a manhole cover before or after moving.&lt;/div&gt;</summary>
		<author><name>Kengi</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmodten&amp;diff=16917</id>
		<title>Gamehelpmodten</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmodten&amp;diff=16917"/>
		<updated>2023-05-12T17:52:42Z</updated>

		<summary type="html">&lt;p&gt;Kengi: Changed to gender neutral language.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== INTRODUCTION == &lt;br /&gt;
Mod Ten is a shedding card game for 2, 3, 4, 5, or 6 players.&lt;br /&gt;
&lt;br /&gt;
== DECK ==&lt;br /&gt;
Either a single, or double stripped deck is used.&lt;br /&gt;
&lt;br /&gt;
In a single deck, the following cards are removed&lt;br /&gt;
* All games: 5s, 10s, and face cards.&lt;br /&gt;
* 3/5/6 player games, additionally: The Ace and 9 of Spades.&lt;br /&gt;
&lt;br /&gt;
In a double deck (BGA default) deck, the following cards are removed&lt;br /&gt;
* All games: 10s and face cards.&lt;br /&gt;
* 3/5/6 players games, additionally: The Aces and 9s of Spades, Clubs and Diamonds&lt;br /&gt;
&lt;br /&gt;
== BGA DECKS ==&lt;br /&gt;
N players, deck&lt;br /&gt;
&lt;br /&gt;
2 - single w/o 5s,10s, face cards. &lt;br /&gt;
&lt;br /&gt;
3 - single w/o 5s, 10s, faces; Ace, 9 of Spades.&lt;br /&gt;
&lt;br /&gt;
4 - double w/o 10s, faces.&lt;br /&gt;
&lt;br /&gt;
5, 6 - double w/o 10s, faces; Ace, 9 of S, C, D.&lt;br /&gt;
&lt;br /&gt;
== RANKS == &lt;br /&gt;
High to low: 9, 8, 7, 6, 5, 4, 3, 2, Ace. Suits are irrelevant.&lt;br /&gt;
&lt;br /&gt;
== PLAY ==&lt;br /&gt;
The player to the dealers left leads by placing any card from their hand face up on the table. &lt;br /&gt;
Continuing clockwise, players must follow suit if possible. If not, their turn is skipped. If your played card brings the sum of table cards to a multiple of 10, you collect all the table cards, place them face down on the discard pile, and lead another card of any suit.&lt;br /&gt;
&lt;br /&gt;
== OBJECT OF THE GAME == &lt;br /&gt;
The first player to play their last card wins the game.&lt;br /&gt;
&lt;br /&gt;
== Dealer Selection ==&lt;br /&gt;
The dealer of the first hand of the game is selected at random, in subsequent hands it will be the player&lt;br /&gt;
to the right of the last player to shed a card in the previous hand.&lt;/div&gt;</summary>
		<author><name>Kengi</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpkonane&amp;diff=16914</id>
		<title>Gamehelpkonane</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpkonane&amp;diff=16914"/>
		<updated>2023-05-12T17:42:52Z</updated>

		<summary type="html">&lt;p&gt;Kengi: Changed to gender neutral language. Fixed some minor typos. Chose clearer words.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Goal of the game ==&lt;br /&gt;
To leave your opponent without any possible moves.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
A square game board made up of rows and columns is initially completely filled with stones, alternating between black and white pieces.&lt;br /&gt;
&lt;br /&gt;
Black moves first, by taking off one of their stones. They may only remove a stone from the middle of the board (the centre or a piece adjacent to the centre) or from one of the corners. White removes one of their stones that is adjacent orthogonally to the empty square created by Black. There should now be two empty squares next to each other.&lt;br /&gt;
&lt;br /&gt;
== Player turn ==&lt;br /&gt;
&lt;br /&gt;
From there on, players take turns making a move. To move, one jumps one own stone over an opponent&#039;s stone into an empty slot right beyond. Jumps can only be orthogonal, &#039;&#039;&#039;not diagonal&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A player may make multiple jumps (thence making multiple captures) with the same stone in a turn, but only if all the jumps are in the same direction (no turns). Making more than one jump (when possible) is optional, but the first jump (and capture) is mandatory. Pieces that are jumped are removed from the board.&lt;br /&gt;
== Game end ==&lt;br /&gt;
When one player is unable to jump during their turn, they lose the game and the opponent wins.&lt;/div&gt;</summary>
		<author><name>Kengi</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpkingoftokyo&amp;diff=16913</id>
		<title>Gamehelpkingoftokyo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpkingoftokyo&amp;diff=16913"/>
		<updated>2023-05-12T17:39:46Z</updated>

		<summary type="html">&lt;p&gt;Kengi: Changed to gender neutral language.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
== For translators ==&lt;br /&gt;
&lt;br /&gt;
Please don&#039;t touch the &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;strong&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;i&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, and text between &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;[]&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; (brackets). &lt;br /&gt;
&lt;br /&gt;
For card names, brackets contain the hexadecimal colour of names. This will specify the colour from this tag until the end, or until colour is redefined. You probably don&#039;t need to change them, but it can be useful to understand them as some card names will have different word count on some languages. You can check by putting code in the HEX field of the [https://www.google.com/search?q=colour+picker Google colour picker] &lt;br /&gt;
&lt;br /&gt;
== Overview and Goal ==&lt;br /&gt;
&lt;br /&gt;
* You are a gigantic Monster willing to do anything to become King of Tokyo.&lt;br /&gt;
* Your rampage brings you glory in the form of Victory Points (blue stars).&lt;br /&gt;
* To win, be the first Monster to gain 20 Victory Points.&lt;br /&gt;
* Or, get your claws out and eliminate your enemies.&lt;br /&gt;
* The last one standing claims victory!&lt;br /&gt;
&lt;br /&gt;
== Turn Overview ==&lt;br /&gt;
&lt;br /&gt;
# Roll Dice&lt;br /&gt;
# Resolve Dice&lt;br /&gt;
# Enter Tokyo&lt;br /&gt;
# Buy Power cards&lt;br /&gt;
# End of turn&lt;br /&gt;
&lt;br /&gt;
=== Roll Dice ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;On your turn, you can roll the dice up to three times. You can stop rolling any time.&#039;&#039;&#039;&lt;br /&gt;
* On the first Roll, 6 dice are rolled.&lt;br /&gt;
* For your second Roll, if you like some of your results, you can set them aside (click on them to lock them) and only roll the ones you don’t like again.&lt;br /&gt;
* For your third Roll, if you change your mind, you can roll any dice you set aside again (click on it to unlock it), along with any you still don’t like.&lt;br /&gt;
* After you finish your three Rolls (or you decide to stop), continue to the Resolve Dice step.&lt;br /&gt;
&lt;br /&gt;
===Resolve Dice===&lt;br /&gt;
&lt;br /&gt;
* Symbols rolled at the end of your last die Roll represent the actions of your turn.&lt;br /&gt;
&lt;br /&gt;
====Victory points (dice 1, 2 and 3)====&lt;br /&gt;
&lt;br /&gt;
* If you roll three-of-a-kind of 1, 2 or 3, gain as many points as the number.&lt;br /&gt;
* Each additional die rolled with the same face gains you 1 additional point.&lt;br /&gt;
&lt;br /&gt;
==== Energy (lightning bolt die) ====&lt;br /&gt;
&lt;br /&gt;
* Gain 1 energy from the pool for each energy die.&lt;br /&gt;
&lt;br /&gt;
==== Heal (heart die) ====&lt;br /&gt;
&lt;br /&gt;
* If you are outside of Tokyo, you can gain 1 heart for each Heal die rolled. You cannot gain above 10 hearts.&lt;br /&gt;
* If you are in Tokyo, the hearts you roll do not let you gain heart (you can only gain heart with Power cards).&lt;br /&gt;
&lt;br /&gt;
==== Smash (hand die) ====&lt;br /&gt;
&lt;br /&gt;
* Monsters that are not in the same place as you lose 1 for each smash die rolled.&lt;br /&gt;
* If you are in Tokyo (Tokyo City or Tokyo Bay) and you roll any smash dice, you wound all Monsters outside of Tokyo.&lt;br /&gt;
* If you are outside of Tokyo and you roll smash any dice, you wound all Monsters who are in Tokyo (Tokyo City and Tokyo Bay). &lt;br /&gt;
* These Monsters can then decide to Yield and leave Tokyo or stay.&lt;br /&gt;
** Monsters who Yield Tokyo still lose hearts.&lt;br /&gt;
* Each smash die results in losing one Life Point.&lt;br /&gt;
* If a Monster loses their last Life Point, they are eliminated.&lt;br /&gt;
* If a Monster yields Tokyo, the attacker must enter Tokyo.&lt;br /&gt;
* &#039;&#039;&#039;Since no Monster starts the game in Tokyo, the Monster who plays first does not cause Monsters to lose heart with smash dice.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note: Losing hearts from a Power card effect is different than being attacked with smash dice. A Monster can only yield Tokyo when losing hearts from smash dice.&lt;br /&gt;
&lt;br /&gt;
=== Enter Tokyo ===&lt;br /&gt;
&lt;br /&gt;
* If no one is in Tokyo, you must enter and place your Monster in Tokyo City.&lt;br /&gt;
* You can only Yield when you lose heart from smashes rolled by a Monster.&lt;br /&gt;
* No Monster starts the game in Tokyo. The first player will always enter Tokyo City during this step.&lt;br /&gt;
&lt;br /&gt;
==== 5/6 players ====&lt;br /&gt;
&lt;br /&gt;
* With 5 to 6 players, if Tokyo City is occupied, but Tokyo Bay is empty, you must enter Tokyo Bay.&lt;br /&gt;
* Monsters in Tokyo City and Tokyo Bay are both considered “in Tokyo”.&lt;br /&gt;
* Tokyo Bay has the same effects as Tokyo City.&lt;br /&gt;
* Once the game has 4 or fewer players, you must leave Tokyo Bay immediately (except if Tokyo City is empty, in which case you move there).&lt;br /&gt;
&lt;br /&gt;
==== Being in Tokyo (Tokyo City or Tokyo Bay) ====&lt;br /&gt;
&lt;br /&gt;
Advantages and disadvantages:&lt;br /&gt;
* You gain 1 victory point when you enter Tokyo.&lt;br /&gt;
* You gain 2 victory points if you start your turn in Tokyo.&lt;br /&gt;
* Monsters in Tokyo cannot use heart dice to heal&lt;br /&gt;
&lt;br /&gt;
=== Buy Power cards ===&lt;br /&gt;
&lt;br /&gt;
* You now may buy one or more of the three face-up cards. To buy a Power card, spend as many energy as the cost indicated at the top of the card. &lt;br /&gt;
* &#039;&#039;&#039;Replace bought cards immediately from the top of the deck. New cards are immediately available for purchase.&#039;&#039;&#039;&lt;br /&gt;
* You can also spend 2 energy to sweep all three face-up cards to the discard.&lt;br /&gt;
** Then reveal three new Power cards from the deck.&lt;br /&gt;
** They are immediately available for purchase.&lt;br /&gt;
* &#039;&#039;&#039;As long as you have enough energy, you can continue to buy or sweep cards.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Power cards can be one of two different types:&lt;br /&gt;
# &#039;&#039;&#039;Keep:&#039;&#039;&#039; Keep these cards face-up in front of you until the end of the game (unless something tells you to do otherwise).&lt;br /&gt;
# &#039;&#039;&#039;Discard:&#039;&#039;&#039; Resolve these cards immediately, then discard them.&lt;br /&gt;
&lt;br /&gt;
=== End of turn ===&lt;br /&gt;
&lt;br /&gt;
* Certain Power card effects activate at the end of your turn.&lt;br /&gt;
* Once you’re done, pass the dice to the player on your left.&lt;br /&gt;
&lt;br /&gt;
== Winning the Game == &lt;br /&gt;
&lt;br /&gt;
* The monster that first reaches 20 points or reduces all other monsters to 0 health is crowned King of Tokyo.&lt;br /&gt;
&lt;br /&gt;
== Power card clarifications ==&lt;br /&gt;
&lt;br /&gt;
* If you reach 20 points and reach 0 heart in the same turn because of a Power card, you are eliminated. You must survive your turn to win.&lt;br /&gt;
* If all Monsters are eliminated at the same time… everyone loses!&lt;br /&gt;
* Power cards do not let Monsters gain above 10 heart, unless a keep card says otherwise.&lt;br /&gt;
&lt;br /&gt;
=== Opportunist ===&lt;br /&gt;
&lt;br /&gt;
* If there are two Opportunist in play (because of Mimic), the first Monster clockwise from the Monster whose turn it is gets first opportunity to buy newly revealed cards.&lt;br /&gt;
&lt;br /&gt;
=== Fire Breathing ===&lt;br /&gt;
&lt;br /&gt;
* The Monsters of the players seated to your left and right each lose 1 heart.&lt;br /&gt;
** They lose this heart even if they are in the same place as you.&lt;br /&gt;
* If there are only 2 players, your opponent only loses 1 heart.&lt;br /&gt;
&lt;br /&gt;
=== Mimic ===&lt;br /&gt;
&lt;br /&gt;
* Mimic copies the effects of a card as if it had just been played (with tokens, for example).&lt;br /&gt;
* If the copied card is discarded, Mimic no longer has an effect and you take back the associated token.&lt;br /&gt;
* You can place it on another Keep card at the start of your next turn (before you roll dice) by spending 1 energy.&lt;br /&gt;
&lt;br /&gt;
=== Poison Spit &amp;amp; Shrink Ray ===&lt;br /&gt;
&lt;br /&gt;
* Poison and Shrink tokens stay even if their associated cards are discarded.&lt;br /&gt;
* You cannot remove these tokens while you are in Tokyo: you must be outside of Tokyo to use the heart die to remove tokens.&lt;br /&gt;
&lt;br /&gt;
=== Metamorph ===&lt;br /&gt;
&lt;br /&gt;
* Discarding your Keep cards happens in the End of Turn step.&lt;br /&gt;
** You get back the full cost of the card as printed, even if you bought it at a discount.&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
=== 2 players ===&lt;br /&gt;
&#039;&#039;This option is activated by default.&#039;&#039;&lt;br /&gt;
* Instead of gaining 1 point when entering Tokyo, you gain 1 energy.&lt;br /&gt;
* Instead of gaining 2 points if you begin you turn in Tokyo, you gain 1 energy.&lt;br /&gt;
&lt;br /&gt;
All other rules remain unchanged.&lt;br /&gt;
&lt;br /&gt;
=== Costume Cards ===&lt;br /&gt;
* Halloween version adds new Costume cards.&lt;br /&gt;
** Players choose one costume card at the beginning of the game.&lt;br /&gt;
* It is possible to have multiple Costume cards, as the unused Costume cards are shuffled on the deck, and can be bought like any other card.&lt;br /&gt;
* When a player rolls 3 smashes of more, they can steal Costume cards from the players they damage (paying them the cost).&lt;br /&gt;
** They can steal several cards, from different players, in the same turn.&lt;br /&gt;
* Smash damage still applies when stealing cards is used.&lt;br /&gt;
&lt;br /&gt;
=== Cultists ===&lt;br /&gt;
* Battle of the Gods (part I) adds Cultists.&lt;br /&gt;
* After resolving your dice, if you rolled four identical faces, take a Cultist tile.&lt;br /&gt;
* At any time, you can discard one of your Cultist tiles to gain either: 1 heart, 1 energy, or one extra Roll.&lt;br /&gt;
&lt;br /&gt;
=== Tokyo Tower ===&lt;br /&gt;
* Nature vs. Machine (part I) adds Tokyo Tower.&lt;br /&gt;
* Claim a tower level by rolling at least &amp;quot;1&amp;quot;&amp;quot;1&amp;quot;&amp;quot;1&amp;quot;&amp;quot;1&amp;quot; while in Tokyo.  &lt;br /&gt;
* Monsters who control one or more levels gain the bonuses at the beginning of their turn: 1 Heart for the bottom level, 1 Heart and 1 Energy for the middle level (the bonuses are cumulative).  &lt;br /&gt;
* Claiming the top level automatically wins the game.&lt;br /&gt;
&lt;br /&gt;
=== Curse Cards ===&lt;br /&gt;
* Battle of the Gods (the revenge) adds Curses.&lt;br /&gt;
* There is always a curse in play, which affects all players.&lt;br /&gt;
* Roll the fate dice with the other dice on your turn. It is activated before your other dice.&lt;br /&gt;
* Eye means replace the curse, river means nothing happens, ankh means activate the blessing, snake means activate the snake effect.&lt;br /&gt;
* Some cards uses the golden scrab, which starts belonging to the player who will play last.&lt;br /&gt;
&lt;br /&gt;
=== Berserk Mode ===&lt;br /&gt;
* Nature vs. Machine (the comeback) adds the berserk dice.&lt;br /&gt;
* When you roll 4 or more damage, you enter berserk mode.&lt;br /&gt;
* While in berserk mode, you also roll the berserk dice.&lt;br /&gt;
* You end berserk mode when you heal.&lt;br /&gt;
&lt;br /&gt;
=== Transformation Card ===&lt;br /&gt;
* Mutant Evolution variant adds the transformation card.&lt;br /&gt;
* Each card has a biped form and a beast form. All players start at biped form.&lt;br /&gt;
* Before buying cards, players may spend 1 energy to change from biped form to beast form or vice versa.&lt;br /&gt;
* While in biped form, you can buy power cards.&lt;br /&gt;
* While in beast form, you cannot buy power cards, but you may reroll one of your dice an additional time.&lt;br /&gt;
&lt;br /&gt;
=== Wickedness Tiles ===&lt;br /&gt;
* This variant adds wickedness tiles that can be obtained with wickedness points.&lt;br /&gt;
* Whenever a player rolls &amp;quot;1&amp;quot; &amp;quot;1&amp;quot; &amp;quot;1&amp;quot; or &amp;quot;2&amp;quot; &amp;quot;2&amp;quot; &amp;quot;2&amp;quot;, in addition to getting regular points, they get wickedness points.&lt;br /&gt;
** For every &amp;quot;1&amp;quot; &amp;quot;1&amp;quot; &amp;quot;1&amp;quot;, player gets 2 wickedness points.&lt;br /&gt;
** For every &amp;quot;2&amp;quot; &amp;quot;2&amp;quot; &amp;quot;2&amp;quot;, player gets 1 wickedness point.&lt;br /&gt;
* The moment a player obtains a certain amount of wickedness points (3, 6, or 10), they may choose a wickedness tile.&lt;br /&gt;
* Once a wickedness tile is chosen, it goes into effect immediately and stays with the player until the end of the game (unless instructed otherwise).&lt;br /&gt;
&lt;br /&gt;
=== Evolutions ===&lt;br /&gt;
* This variant adds sets of evolution cards, giving each monster special abilities.&lt;br /&gt;
* At the start of the game, each player draws 2 evolutions and keep one in your hand.&lt;br /&gt;
* Whether a player rolls 3 hearts, in addition to getting regular healing, they draw an evolution and add it to their hand. This can also apply in Tokyo.&lt;br /&gt;
* At any time, a player can play an evolution from their hand and applies its effect. If it is permanent, it stays like a keep card. Otherwise, it is discarded after activating.&lt;br /&gt;
&lt;br /&gt;
==== Variants of Evolutions====&lt;br /&gt;
* Active Evolution: Players start with a random evolution from the deck in play immediately.&lt;br /&gt;
* Controlled Evolution: When a player draws a evolution, they instead draw two and put one under their deck.&lt;br /&gt;
* Evolution Draft: All players get 8 random evolutions. Each keep one and passes the rest to the left, and repeat until all players keep 8 evolutions. These evolutions form their decks.&lt;br /&gt;
&lt;br /&gt;
== Card combinations ==&lt;br /&gt;
&lt;br /&gt;
* If you have any doubt about card combinations, you can &amp;lt;b&amp;gt;[https://docs.google.com/spreadsheets/d/1DbI4EongciNvCcjQBwsMHuXxpzKA1x3ZD_MMdPzBRtM check these answers]&amp;lt;/b&amp;gt;&lt;/div&gt;</summary>
		<author><name>Kengi</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpimhotep&amp;diff=16912</id>
		<title>Gamehelpimhotep</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpimhotep&amp;diff=16912"/>
		<updated>2023-05-12T17:37:39Z</updated>

		<summary type="html">&lt;p&gt;Kengi: Changed to gender neutral language.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
== Objective ==&lt;br /&gt;
&lt;br /&gt;
Score the most points by moving your blocks from your quarry, to your sled, to a boat, and finally to a location board.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
* Determine start player.&lt;br /&gt;
** They start with two blocks of their colour on their sled.&lt;br /&gt;
* Each other player starts with one more block on their sled then the player before them in turn order. &lt;br /&gt;
* Place the 5 location boards in the centre of the table, each either on A side or B side.&lt;br /&gt;
**&#039;&#039;With expansion C or D sides also available.&#039;&#039; You can play with a mix of letters. &lt;br /&gt;
* Place 4 boats for the first round based on first boat card.&lt;br /&gt;
&lt;br /&gt;
== Game Play ==&lt;br /&gt;
&lt;br /&gt;
* Game plays over 6 rounds. &lt;br /&gt;
* On your turn you take one action, and then play passes clockwise.&lt;br /&gt;
&lt;br /&gt;
=== Actions === &lt;br /&gt;
&lt;br /&gt;
==== Fill Sled ====&lt;br /&gt;
&lt;br /&gt;
Add 3 blocks from your quarry to your sled. If your sled has 1 or 2 spaces, fill it. You cannot take this action if your sled is full.&lt;br /&gt;
&lt;br /&gt;
==== Add to a Boat ====&lt;br /&gt;
&lt;br /&gt;
Place 1 block from your sled to any open spot on an unsailed boat.&lt;br /&gt;
&lt;br /&gt;
==== Sail a Boat ====&lt;br /&gt;
&lt;br /&gt;
Choose a boat which has enough blocks on it (the number of small cube icons at the bow). It does not matter if you have any blocks on it or not. You choose which unvisited location you want it to go to. Then all blocks unload into that location, in order from front of the boat to back.&lt;br /&gt;
&lt;br /&gt;
==== Play an Action Card ====&lt;br /&gt;
&lt;br /&gt;
(blue card): Do what the card says. (Then the card is used up. Unused action cards are worth 1 point at end of game.)&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
&lt;br /&gt;
==== Market ====&lt;br /&gt;
&lt;br /&gt;
(A): Each block in turn claims a card from the market and go back to quarry supply.&lt;br /&gt;
&lt;br /&gt;
==== Pyramid ====&lt;br /&gt;
&lt;br /&gt;
(A): Blocks gain the points they land on. Place blocks into the grid, filling columns from top to bottom, starting with the leftmost column. Once the base is completed you build the second level (4 blocks total) then the capstone. All extra blocks after that score 1 point each.&lt;br /&gt;
&lt;br /&gt;
==== Temple ====&lt;br /&gt;
&lt;br /&gt;
(A): Blocks build from left to right. Once the row is filled, go back to the left and stack on top of the previously placed blocks. At the end of &#039;&#039;each round&#039;&#039;, score 1 point per block of yours that is visible when looking down on the temple.&lt;br /&gt;
&lt;br /&gt;
==== Burial Chamber ====&lt;br /&gt;
&lt;br /&gt;
(A): Place blocks into the grid, filling columns from top to bottom, starting with the leftmost column. At end of game each player scores for their groups of connected blocks.&lt;br /&gt;
&lt;br /&gt;
==== Obelisks ====&lt;br /&gt;
&lt;br /&gt;
(A): Each player has their own obelisk (stack of their own blocks). At end of game score based on player count and relative height of obelisks - but an obelisk of height 0 always scores 0. In case of a tie, the tied players average the scores.&lt;br /&gt;
&lt;br /&gt;
== Cards ==&lt;br /&gt;
&lt;br /&gt;
Cards are gained from the Market. &lt;br /&gt;
&lt;br /&gt;
==== Blue cards ====&lt;br /&gt;
&lt;br /&gt;
Provide a one-off action. Unused action cards are worth 1 point.&lt;br /&gt;
&lt;br /&gt;
==== Green cards ====&lt;br /&gt;
&lt;br /&gt;
End game points as indicated.&lt;br /&gt;
&lt;br /&gt;
==== Purple cards ====&lt;br /&gt;
&lt;br /&gt;
Statues: score at end of game according to the number collected.&lt;br /&gt;
&lt;br /&gt;
==== Red cards ====&lt;br /&gt;
&lt;br /&gt;
Immediate effects that happen and are then discarded.&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
&lt;br /&gt;
== Wrath of the Pharaoh ==&lt;br /&gt;
&lt;br /&gt;
Any player who has not delivered at least 1 stone to each of the four building sites by the end of the game must have 5 points deducted from their score.&lt;/div&gt;</summary>
		<author><name>Kengi</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelphawaii&amp;diff=16911</id>
		<title>Gamehelphawaii</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelphawaii&amp;diff=16911"/>
		<updated>2023-05-12T17:34:45Z</updated>

		<summary type="html">&lt;p&gt;Kengi: Corrected spelling of &amp;quot;shield&amp;quot; from &amp;quot;sheild&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
You are the chieftain of a kingdom (your placemat) with up to five villages (rows). You buy or go to the islands to get place tiles that you put in your villages. There are five rounds and you get a decreasing amount of resources each round with which to acquire place tiles. Its a many-paths-to-victory kind of game. (It has been described as Stone Age without the dice).&lt;br /&gt;
&lt;br /&gt;
There are three kinds of resources:&lt;br /&gt;
1) Feet - let you move around the board, or travel to the islands or go to the cove to catch fish.&lt;br /&gt;
2) Clam shells - let you buy place tiles from the board&lt;br /&gt;
3) Fruit - can be used in place of feet or clam shells in all-or-nothing fashion. If you substitute for feet, you must substitute the entire moving cost. If you substitute for clams, you must substitute the entire purchase price.&lt;br /&gt;
&lt;br /&gt;
Moving: Your chieftains start at the beach and it costs nothing to return there from the board. Each movement in from the beach costs one foot. Moving up, down, right, left or diagonal on the board costs one foot per space. Staying on a space costs one foot. &lt;br /&gt;
&lt;br /&gt;
To go to the islands, you use your boats and feet. The closest island costs three feet and the farthest costs six. You have to have the feet as well as the space on the boats for the feet. You get an immediate victory point bonus for going to the islands but you do not get a price token (more about that later). Also, you get the level 2 version of whatever place tile or item you are getting on the islands.&lt;br /&gt;
&lt;br /&gt;
For instance, to go to the six foot island, you would need either: &lt;br /&gt;
A) two three-feet boats and six feet resources or &lt;br /&gt;
B) you would need the four-foot boat (which comes with a prepaid foot) and the two-foot boat as well as five feet resources. That is the advantage of the pre-paid foot on the four-foot boat.&lt;br /&gt;
&lt;br /&gt;
== Purchasing ==&lt;br /&gt;
&lt;br /&gt;
To buy some thing from the board: Select the price token (round coloured circle with number inside) on the space with the place tile or item you want. If there is more than one place tile available on that space, you will be given a choice of which one you want. The movement cost will be in feet and the purchase price will be in clam shells but you can substitute either or both with fruit if you have it. You gain the price token for the round. There must be an available price token in order to purchase something from that space.&lt;br /&gt;
&lt;br /&gt;
You can pay double to get the level 2 version, which for most tiles is double effect. &lt;br /&gt;
&lt;br /&gt;
You place it in the village (row) of your choice. You must be able to place it in order to purchase it. &lt;br /&gt;
&lt;br /&gt;
A)  You can only have one of each type of place tile in each village. For instance, you cannot have a foot (1) hut and a foot (2) hut in the same village but you can have a coconut fruit (1) tree and a breadfruit (2) tree in the same village. &lt;br /&gt;
B)  You can have only one god in each village. You can only have one of each type of god in your whole kingdom and the god vp effects are kingdom-wide. &lt;br /&gt;
B)  Each village must begin with a hut. The huts have a picture of a hut on them: foot hut, clam hut, spear hut, exchange hut, and long hut.&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
&lt;br /&gt;
=== Base resources ===&lt;br /&gt;
&lt;br /&gt;
Base resources are on the round indicator. They decrease with each succeeding round. Everyone gets the base resources at the beginning of the round. Any unused resources can be used in the next round.&lt;br /&gt;
&lt;br /&gt;
=== In-play resource bonuses ===&lt;br /&gt;
&lt;br /&gt;
*The third, fourth and fifth villages give you 1, 2 and 3 clams respectively when you purchase Kahunas (Hawaiian priests) for them. &lt;br /&gt;
*When you purchase for your kingdom the second, third and fourth Tikis, you are granted 1, 2, and 3 feet, respectively.&lt;br /&gt;
*One or two of the island treasures are four fruit resources.&lt;br /&gt;
&lt;br /&gt;
=== Resource Generators ===&lt;br /&gt;
&lt;br /&gt;
generate resources at the beginning of the next round.&lt;br /&gt;
 &lt;br /&gt;
*Fruit level ones - one fruit&lt;br /&gt;
*Fruit level twos - two fruit&lt;br /&gt;
*Clam hut level one - one clam&lt;br /&gt;
*Clam hut level two - two clams&lt;br /&gt;
*Foot hut level one - one foot&lt;br /&gt;
*Foot hut level two - two feet&lt;br /&gt;
*Irrigation level two - one resource of your choice&lt;br /&gt;
*Ku god - level one and two - one foot&lt;br /&gt;
*Kane god level one - one clam&lt;br /&gt;
*Kane god level two - two clams&lt;br /&gt;
&lt;br /&gt;
=== Converter huts ===&lt;br /&gt;
&lt;br /&gt;
Whenever you spend resources, a level 1 converter hut allows you to substitute one resource of your choice. So, for instance, you could move one space and buy something that has four price token on it with four fruit for the token and one clamshell being substituted for the one foot movement. Another example, you could go to the first island for two feet and one clamshell using a level 1 boat. The converter level 2 hut is the same but with any two resources.&lt;br /&gt;
&lt;br /&gt;
== Victory Points ==&lt;br /&gt;
&lt;br /&gt;
=== In-play VP&#039;s ===&lt;br /&gt;
&lt;br /&gt;
*Going to the islands gives you a vp bonus.&lt;br /&gt;
*Some of the treasures on the islands are 5 vp&#039;s.&lt;br /&gt;
*Spear huts and the Ku god give you a bonus whenever you take a price token with crossed spears. Level 1 is 1 pt. bonus, Level 2 is two pt. bonus.&lt;br /&gt;
&lt;br /&gt;
=== Round-End VP&#039;s ===&lt;br /&gt;
&lt;br /&gt;
There is a large shield on the round indicator at the bottom. If the sum of price tokens and fish are greater than the number on the shield, then you get a bonus. There is a large bonus for the player with highest sum score, a moderate bonus for the second highest and a token bonus for everyone else whose sum was greater than the shield. Surfer place tiles lower the shield value for qualifying for the bonus but surfers do not contribute to your sum when comparing to other players.&lt;br /&gt;
 &lt;br /&gt;
Lono god level 1 gives you 2 vp&#039;s if you qualify for the bonus, and Lono god level 2 gives you 4 vp&#039;s if you qualify for the bonus&lt;br /&gt;
&lt;br /&gt;
=== Game-End VP&#039;s ===&lt;br /&gt;
&lt;br /&gt;
A) Each village whose size does not extend to the Tikis (rightmost place tile of a row must intersect with the leftmost column of a Tiki) is ignored for end-game scoring - its place tiles do not count and neither does its Kahuna. The villages below it are not affected - each village must reach the leftmost Tiki independently.&lt;br /&gt;
B) The Kahunas on the first, second, third, fourth and fifth villages scores the player five, five, ten, ten and fifteen points respectively. &lt;br /&gt;
B) A hula dancer in a village scores one point for each place tile in her village including herself. A level 2 hula dancer scores two points instead of one for each place tile in her village including herself.&lt;br /&gt;
C) Irrigation gives you pts for each type of fruit you have in that particular village: Breadfruit, guava, coconuts and bananas.&lt;br /&gt;
D) The Long Hut level 2 is worth five points. The long hut level one just takes up space making it easier to reach the Kahunas but does not, itself, score points.&lt;br /&gt;
E) The Laka god in your kingdom scores one pt for each fruit symbol on your place tiles in all of the villages which is the whole kingdom. Laka god level 2 scores two points for each fruit symbol.&lt;br /&gt;
F) Kanaloa god scores two pts for each boat and each surfer on all the villages in the kingdom. Kanaloa 2 scores 4 pts for each boat and surfer.&lt;/div&gt;</summary>
		<author><name>Kengi</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptrektwelve&amp;diff=14276</id>
		<title>Gamehelptrektwelve</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptrektwelve&amp;diff=14276"/>
		<updated>2022-08-06T21:38:15Z</updated>

		<summary type="html">&lt;p&gt;Kengi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Gameplay==&lt;br /&gt;
&lt;br /&gt;
Two dice are rolled each turn. (Red die: 1-6, Yellow die: 0-5)&lt;br /&gt;
&lt;br /&gt;
Each player may choose a number to take from those dice, being either the &#039;&#039;&#039;lower value&#039;&#039;&#039;, the &#039;&#039;&#039;higher&#039;&#039;&#039;, the &#039;&#039;&#039;total&#039;&#039;&#039; of the two dice, the &#039;&#039;&#039;difference&#039;&#039;&#039; between them, or their &#039;&#039;&#039;multiplied product&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
They write that number in any circle on their sheet, and tick off that option. (Once you&#039;ve ticked all four boxes for an option, you can&#039;t take it any more.)&lt;br /&gt;
&lt;br /&gt;
Regular circles can take any number from 0-12. Black-outlined circles are &#039;&#039;dangerous terrain&#039;&#039; and can only take numbers from 0-6. If you&#039;re forced to place a number that&#039;s too high, a ☹️ must be drawn there instead.&lt;br /&gt;
&lt;br /&gt;
After the first turn, numbers must be written adjacent to existing numbers.&lt;br /&gt;
&lt;br /&gt;
At the end of the game, each numbered circle which does not form part of a line or zone gets a ☹️.&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
&lt;br /&gt;
* Every &#039;&#039;&#039;line&#039;&#039;&#039; of ascending, connected, &#039;&#039;consecutive&#039;&#039; numbers = the highest number in the line, plus 1 point per other number in the line&lt;br /&gt;
* Every &#039;&#039;&#039;zone&#039;&#039;&#039; of 2+ connected, identical numbers = the number from any of its circles, plus 1 point per other circle in the zone&lt;br /&gt;
* &#039;&#039;&#039;Bonuses&#039;&#039;&#039; for both longest line and largest zone = 1 point for 3, 3 points for 4, 6 points for 5, etc.&lt;br /&gt;
* &#039;&#039;&#039;Malus&#039;&#039;&#039; = -3 points for each ☹️ on your mountain&lt;br /&gt;
&lt;br /&gt;
==Extra rules==&lt;br /&gt;
Extra rules for Jampa from Trek 12 +1:&lt;br /&gt;
&lt;br /&gt;
*You &#039;&#039;&#039;must&#039;&#039;&#039; create a Fixed Line between circles already linked in that manner. There is no constraint when you fill in your first circle.&lt;br /&gt;
When you fill in the second circle, it &#039;&#039;&#039;must&#039;&#039;&#039;  form a Fixed Line with the first. Otherwise, the circle is considered orphaned and you draw an orphan in the circle.&lt;br /&gt;
&lt;br /&gt;
Extra rules for Christmas :&lt;br /&gt;
&lt;br /&gt;
*Each chain represents a garland. The bonuses of each garland are noted above each Rope Trail and depend on the number of &#039;&#039;&#039;different&#039;&#039;&#039; colored balls in the Rope Trail. The more balls of different colors in your garlands, the more points you will score!&lt;br /&gt;
*Zones represent gifts. Each Zone gives a bonus &#039;&#039;&#039;only&#039;&#039;&#039; if that zone has &#039;&#039;&#039;no&#039;&#039;&#039; balls. The bonus is then equal to the value of the Zone in question and is noted in the line below.&lt;br /&gt;
*Finally, it&#039;s Christmas! So no orphans: each orphan space gives a 5 point penalty.&lt;br /&gt;
*The player or players (if simultaneous) who are the first to fill in the box just below the star get a 10 point bonus.&lt;br /&gt;
&lt;br /&gt;
Extra rules for Zen Trek :&lt;br /&gt;
* You MUST start on one of the two sides in one of the three arrowed boxes.&lt;br /&gt;
* Each mountain has its own table for choosing the outcome of the dice. You must necessarily fill in the boxes of a mountain with the table specific to that mountain (for example, it is forbidden to fill in a box of the white mountain using the table of the gray mountain). You can very well have passed from one side to the other without having fully completed one of the two, but you must respect the table of corresponding choices.&lt;br /&gt;
* Under NO circumstances can the &amp;quot;water&amp;quot; boxes be part of a rope path. A &amp;quot;rope path&amp;quot; or &amp;quot;rope trail&amp;quot; is one consisting of linked consecutive numbers. Rope Path Example: 2-3-4-5 (not same numbers as 3-3-3-3).&lt;br /&gt;
&lt;br /&gt;
==Retail version==&lt;br /&gt;
[[File:Versions.png|link=https://lumberjacks-studio.com/en/project/trek-12_en/]]&lt;/div&gt;</summary>
		<author><name>Kengi</name></author>
	</entry>
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