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	<updated>2026-11-07T17:45:01Z</updated>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpschottentotten&amp;diff=30398</id>
		<title>Gamehelpschottentotten</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpschottentotten&amp;diff=30398"/>
		<updated>2026-06-25T02:49:39Z</updated>

		<summary type="html">&lt;p&gt;Korrun: No need to link to a particular reviewer in the how to play&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
&lt;br /&gt;
In Schotten Totten (pronounced &amp;quot;&#039;&#039;shoh&#039;&#039;-ten &#039;&#039;toh&#039;&#039;-ten&amp;quot;) you and an opponent are opposing Scottish clans with a border of nine stones dividing your territory. By pulling the stones over to your side, you gain more land for yourself, which is how you win. Stones are claimed by setting your clans (sets of cards) against opposing clans. The stronger clan (set) claims the stone. &lt;br /&gt;
&lt;br /&gt;
==Gameplay ==&lt;br /&gt;
&lt;br /&gt;
There are 54 Clan cards, numbered 1 through 9 in 6 colors ({{Pill|green|green}}, {{Pill|blue|blue}}, {{Pill|red|crimson}}, {{Pill|yellow|gold}}, {{Pill|purple|darkviolet}}, {{Pill|pink|pink}}). Each opponent has a hand of six. On each turn, a player must...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Play a Card:&#039;&#039;&#039; Choose one card from your hand and place it on your side of any Stone that A) is not claimed and B) doesn&#039;t yet have three cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Draw a Card:&#039;&#039;&#039; Draw one card from the deck to replenish your hand. &lt;br /&gt;
&lt;br /&gt;
Cards cannot be moved after being placed. &lt;br /&gt;
&lt;br /&gt;
If the deck is empty, the game continues without drawing cards.&lt;br /&gt;
&lt;br /&gt;
==Card Formations==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:linear-gradient(0deg, #f8f8f8, #e7e9e8);&amp;quot; |Name||Description||Example&lt;br /&gt;
|-&lt;br /&gt;
|Color Run (a.k.a. straight flush) || Three cards of the same color and consecutive rank||{{card|7|color=white|background=crimson}} {{card|8|color=white|background=crimson}} {{card|9|color=white|background=crimson}}&lt;br /&gt;
|-&lt;br /&gt;
|Three of a kind||Three cards of different colors and the same rank||{{card|4|color=white|background=blue}} {{card|4|color=black|background=pink}} {{card|4|color=white|background=green}}&lt;br /&gt;
|-&lt;br /&gt;
|Color (a.k.a. flush)||Any three cards of the same color||{{card|5|color=black|background=gold}} {{card|1|color=black|background=gold}} {{card|9|color=black|background=gold}}&lt;br /&gt;
|-&lt;br /&gt;
|Run (a.k.a. straight)||Three cards of different colors and consecutive rank||{{card|5|color=white|background=blue}} {{card|6|color=white|background=crimson}} {{card|7|color=black|background=gold}}&lt;br /&gt;
|-&lt;br /&gt;
|Sum||The total of three cards of different colors and ranks||{{card|5|color=black|background=pink}} {{card|2|color=white|background=darkviolet}} {{card|6|color=white|background=crimson}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{InfoBox|title=Note|body=Cards for a run can be played in any order. You can play a {{card|2|color=white|background=blue}}, then {{card|1|color=white|background=blue}}, then {{card|3|color=white|background=blue}}, and that counts as a run of {{card|1|color=white|background=blue}}-{{card|2|color=white|background=blue}}-{{card|3|color=white|background=blue}}.}}&lt;br /&gt;
&lt;br /&gt;
==Claiming a Stone ==&lt;br /&gt;
&lt;br /&gt;
Claiming a stone can only be done after playing a card, but before drawing a new one (BGA will prompt you). &lt;br /&gt;
&lt;br /&gt;
A player may claim a stone if their three-card combination is stronger than their opponents&#039;. In general, this can only be done once three cards are played on both sides of the stone. However, it can be proven that the other side cannot form a stronger combination (Ex. you have a red color-run of {{card|1|color=white|background=crimson}}-{{card|2|color=white|background=crimson}}-{{card|3|color=white|background=crimson}}, they have a blue color run of {{card|1|color=white|background=blue}} and {{card|2|color=white|background=blue}}, but you have already played the blue {{card|3|color=white|background=blue}} on your side.) This proof must be based only on cards played on the table (you cannot use your own hand as proof), but BGA will calculate this for you automatically.&lt;br /&gt;
&lt;br /&gt;
To claim a stone, move it to your side of the border. Cards cannot be played at this location anymore.&lt;br /&gt;
&lt;br /&gt;
====Ties in Card Formations====&lt;br /&gt;
&lt;br /&gt;
If two opposing formations have the same type (e.g., {{card|1|color=white|background=darkviolet}} {{card|2|color=white|background=darkviolet}} {{card|9|color=white|background=darkviolet}} vs. {{card|9|color=black|background=pink}} {{card|7|color=black|background=pink}} {{card|6|color=black|background=pink}}), the one with the highest total (sum of card values) wins.&lt;br /&gt;
&lt;br /&gt;
If the strength totals are also tied (e.g., {{card|4|color=black|background=gold}} {{card|5|color=black|background=gold}} {{card|6|color=black|background=gold}} vs. {{card|4|color=white|background=green}} {{card|5|color=white|background=green}} {{card|6|color=white|background=green}}), the player who played their third card first wins.&lt;br /&gt;
&lt;br /&gt;
== End Game==&lt;br /&gt;
&lt;br /&gt;
The first player to achieve one of these conditions wins the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;margin:1em 0;padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt; Controls three &#039;&#039;adjacent&#039;&#039; stones&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Controls any five stones&amp;lt;/li&amp;gt;&lt;br /&gt;
 &amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In a 3-round game, the winner of each round gains 5 points for the round. The other player gains 1 point per stone. The player with a higher total of points after 3 rounds wins.&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
&lt;br /&gt;
====Tactics====&lt;br /&gt;
&lt;br /&gt;
In the Tactic variant, Tactic cards are shuffled into a separate deck. Each player has a hand of 7 cards instead of 6. You can have as many Tactic cards as you want in your hand, as long as you respect the maximum hand size of seven cards.  &lt;br /&gt;
&lt;br /&gt;
On your turn, you can play a Clan card (as normal) or a &#039;&#039;Tactic&#039;&#039; card. But keep in mind, &#039;&#039;&#039;you cannot play more Tactic cards than the number of Tactic cards your opponent has played &#039;&#039;plus one&#039;&#039;&#039;&#039;&#039;. (ex. Your opponent has played 1 Tactic card. You have played 2. That is 1 more than your opponent, so BGA will disable/gray out the Tactic cards in your hand until your opponent plays a second.) If you come to a situation where you cannot place any Clan cards (because all unclaimed stones already have sets of 3 on your side), you can either play a (playable) Tactic card or pass. &lt;br /&gt;
&lt;br /&gt;
Tactic cards have three categories: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Elite Troops&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These are played like Clan cards.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;margin:1em 0;padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt; &#039;&#039;&#039;Joker&#039;&#039;&#039;: When played, you may choose the color and rank of the card. There are only two in the game. Each player can only have &#039;&#039;one&#039;&#039;. If you have played one Joker and drawn the other, it must stay in your hand unplayed.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&#039;&#039;&#039;Spy&#039;&#039;&#039;: When played, you choose the color of the card.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt; &#039;&#039;&#039;Shield-bearer&#039;&#039;&#039;: When played, you choose the color of the card. Has a rank of 1, 2, or 3.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Combat Modes&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These are played on the stone itself. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;margin:1em 0;padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&#039;&#039;&#039;Blind-Man&#039;s Bluff&#039;&#039;&#039;: If a stone has this card, only the &#039;&#039;Sum&#039;&#039; card formation is used to determine who can claim the stone. (Meaning all superior formations (e.g., color-run, three of a kind) don&#039;t matter--only the total of the cards is taken into account.) &amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&#039;&#039;&#039;Mud Fight&#039;&#039;&#039;: If a stone has this card, players must play &#039;&#039;&#039;four&#039;&#039;&#039; cards before being able to claim the stone.&amp;lt;/li&amp;gt;&lt;br /&gt;
 &amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Ruses&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These are one-time actions that are discarded after use. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;margin:1em 0;padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&#039;&#039;&#039;Recruiter&#039;&#039;&#039;: Draw three cards from either deck. Then choose two cards from your hand and place them on the bottom of their respective decks.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt; &#039;&#039;&#039;Strategist&#039;&#039;&#039;: Choose one of your Clan cards on an unclaimed stone and either place it on a different unclaimed stone or discard it.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt; &#039;&#039;&#039;Banshee&#039;&#039;&#039;: Choose one of your opponent&#039;s Clan cards on an unclaimed stone and discard it.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&#039;&#039;&#039;Traitor&#039;&#039;&#039;: Choose one of your opponent&#039;s Clan cards on an unclaimed stone and place it on one of your unclaimed stones.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Expert====&lt;br /&gt;
&lt;br /&gt;
In this variant, Tactics are also used in this variant, plus a new rule: &#039;&#039;a stone can only be claimed at the beginning of your turn&#039;&#039;. This lets the opponent play a Tactic card before the stone is claimed that could change the outcome.&lt;/div&gt;</summary>
		<author><name>Korrun</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelplibertalia&amp;diff=29792</id>
		<title>Gamehelplibertalia</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelplibertalia&amp;diff=29792"/>
		<updated>2026-05-11T18:24:27Z</updated>

		<summary type="html">&lt;p&gt;Korrun: /* Crew Powers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
* Libertalia is an auction game with a twist.&lt;br /&gt;
* During three campaigns, you have to gather doubloons and booty tiles to become the wealthiest pirate.&lt;br /&gt;
* Each turn, you play a numbered card to try to get first pick of the booty - but each card has special powers that affect how the auction will play out.&lt;br /&gt;
* Every player starts with the same set of cards, and you&#039;ll have to choose carefully which moment to play each card, and to try to read your opponents&#039; strategies.&lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
&lt;br /&gt;
* The game consists of 3 campaigns, broken up into 6 days.&lt;br /&gt;
* In the first campaign, all players have an identical random set of 9 crew cards and 10 doubloons.&lt;br /&gt;
&lt;br /&gt;
== Phases ==&lt;br /&gt;
&lt;br /&gt;
Each day has 4 phases:&lt;br /&gt;
&lt;br /&gt;
==== Phase 1: Sunrise ====&lt;br /&gt;
&lt;br /&gt;
* In this phase, each player secretly chooses one crew card to play.&lt;br /&gt;
* Once everyone is ready, the players reveal their chosen crew members and place them on the cargo ship from lowest on the left to the highest on the right.&lt;br /&gt;
* If there is a tie, the lower tie breaker number goes the left of the higher.&lt;br /&gt;
* During this phase, all special actions that take place during sunrise happen from left to right. &lt;br /&gt;
&lt;br /&gt;
==== Phase 2: Day ====&lt;br /&gt;
&lt;br /&gt;
* The only thing that happens in this phase is all crew members with a day action &#039;&#039;(yellow sun symbol)&#039;&#039; must take it, in increasing order of rank. (lowest goes first).&lt;br /&gt;
&lt;br /&gt;
==== Phase 3: Dusk ====&lt;br /&gt;
&lt;br /&gt;
* Each crew must claim a booty token from below the ship.&lt;br /&gt;
* Tokens are chosen in decreasing order of rank (the opposite of Phase 2) so the highest ranking crew get the best selection of tokens.&lt;br /&gt;
* After a crew claims a booty and resolves their dusk action &#039;&#039;(red sun symbol)&#039;&#039; - if any  - they are immediately placed in their player&#039;s den before the next booty is claimed (which is important if someone is claiming a sabre later.)&lt;br /&gt;
* In some circumstances there might be no more booty to claim when a crew&#039;s turn to claim is resolved which means they get no booty and go to their den empty handed.&lt;br /&gt;
&lt;br /&gt;
==== Phase 4: Night ====&lt;br /&gt;
&lt;br /&gt;
* The only thing that happens in this phase is crew members use their Night actions &#039;&#039;(moon symbol)&#039;&#039;.&lt;br /&gt;
* The difference is all crew members in your den resolve their night actions every night.&lt;br /&gt;
* So that Barkeep (his action is to score you 1 doubloon each night) you played on day 1 of the current campaign, will keep paying you every night (as long as he stays alive.)&lt;br /&gt;
* Play those night cards early!&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Note: All crew must resolve as much of their actions as possible, even if disadvantageous to themselves or their controller!&#039;&#039;&lt;br /&gt;
** The Brute might kill himself, the Cannoneer has to pay 3 gold even if there are no eligible crew in a den to kill, the Merchant will sell your set of jewels or treasure maps if you have no other sets of matching treasure.&lt;br /&gt;
&lt;br /&gt;
== Booty Tokens ==&lt;br /&gt;
&lt;br /&gt;
* Chest = 5 doubloons.&lt;br /&gt;
* Jewels = 3 doubloons.&lt;br /&gt;
* Goods = 1 doubloon.&lt;br /&gt;
* Each set of 3 treasure maps = 12 doubloons. Incomplete sets of 1 or 2 treasure maps are worth nothing.&lt;br /&gt;
* Each cursed relic makes you lose 3 doubloons.&lt;br /&gt;
* Sabers and Spanish Officers are worth nothing but have effects when taken:&lt;br /&gt;
** - When the Saber is taken you must choose a character from an adjacent player&#039;s den and discard it if possible.&lt;br /&gt;
** - When the Spanish Officer is taken your character is discarded instead of being added to your den.&lt;br /&gt;
&lt;br /&gt;
== End of campaign ==&lt;br /&gt;
&lt;br /&gt;
* After the 6th day of the campaign, the round is over.&lt;br /&gt;
* Players resolve all “end of campaign” actions &#039;&#039;(anchor symbol)&#039;&#039; of crew members still alive in their dens (yes, crew members can be killed).&lt;br /&gt;
* All used crew members are removed from the game.&lt;br /&gt;
* Each player adds up the value of their booty tokens and doubloons (returning them to the bank) and moves their score marker ahead on the track.&lt;br /&gt;
* Each player should have 3 cards left in their hand.&lt;br /&gt;
* These carry over into the next 2 campaigns.&lt;br /&gt;
&lt;br /&gt;
* To setup for the next campaign each player gets 10 new doubloons and add an identical random set of 6 crew cards to the three crew left over.&lt;br /&gt;
* Thus players may have a slightly different hand from each other going forward.&lt;br /&gt;
&lt;br /&gt;
== End of game ==&lt;br /&gt;
&lt;br /&gt;
* Rounds 2 and 3 play just like round 1.&lt;br /&gt;
* At the end of the game the player with the most victory points is the winner.&lt;br /&gt;
&lt;br /&gt;
== Crew Powers ==&lt;br /&gt;
&lt;br /&gt;
* Parrot (1): Discard and replace with a different character (day).&lt;br /&gt;
* Monkey (2): Give all your cursed relics to the player on your left (day).&lt;br /&gt;
* Beggar (3): The player with the highest character in the ship gives you 3 doubloons (day).&lt;br /&gt;
* Recruiter (4): Take back one character from your den into your hand (day).&lt;br /&gt;
* Cabin Boy (5): Don&#039;t take any booty tiles (dusk).&lt;br /&gt;
* Preacher (6): Discard all booty tiles but one (day). Gain 5 doubloons (end). Note: Discard all but one of your booty tiles, not ones currently on the boat.&lt;br /&gt;
* Barkeep (7): Gain 1 doubloon (night).&lt;br /&gt;
* Waitress (8): Discard a treasure map to gain 3 doubloons (night).&lt;br /&gt;
* Carpenter (9): Lose half of your doubloons (day). Gain 10 doubloons (end).&lt;br /&gt;
* French Officer (10): Gain 5 doubloons if you have less than 9 doubloons (day).&lt;br /&gt;
* Voodoo Witch (11): Gain 2 doubloons for each of your discarded characters (day).&lt;br /&gt;
* Freed Slave (12): Gain 1 doubloon for each character in your den with a rank higher than 12 (night).&lt;br /&gt;
* Mutineer (13): Discard the character with the lowest rank in your den (not mutineer) and gain 2 doubloons (night).&lt;br /&gt;
* Brute (14): Discard the character with the highest rank in the ship (day).&lt;br /&gt;
* Gunner (15): Pay 3 doubloons to discard any character of your choice (day).&lt;br /&gt;
* Topman (16): Gain 5 doubloons if you have the fewest characters in your den (end).&lt;br /&gt;
* Spanish Spy (17): Discard all Spanish officers and draw 1 booty for each officer discarded (day).&lt;br /&gt;
* Cook (18): Take 2 booty tiles (dusk).&lt;br /&gt;
* Bosun (19): Gain 2 doubloons for each character in your den with a rank lower than 19 (night).&lt;br /&gt;
* Armorer (20): Gain 1 doubloon for each sabre (night).&lt;br /&gt;
* Merchant (21): Discard 2 identical booty tiles to gain 3 doubloons or 3 identical booty tiles to gain 5 doubloons (day).&lt;br /&gt;
* Surgeon (22): Take back one discarded character into your hand (day).&lt;br /&gt;
* Treasurer (23): Gain 1 doubloon for each of your goods, jewels and chests (end).&lt;br /&gt;
* Gambler (24): Lose 1 doubloon for each of your booty (day). Gain 8 doubloons (end).&lt;br /&gt;
* Governor&#039;s Daughter (25): Gain 6 doubloons if only you have the Governor&#039;s Daughter. Otherwise, lose 3 doubloons (end).&lt;br /&gt;
* Quarter Master (26): Gain 1 doubloon for each of your booty (day). Lose 8 doubloons (end).&lt;br /&gt;
* Granny Wata (27): Gain 2 doubloons if there is only 1 Granny Wata, otherwise discard all Granny Watas (night).&lt;br /&gt;
* First Officer (28): Gain 1 doubloon for each character in your den (end).&lt;br /&gt;
* Captain (29): Gain 3 doubloons (day). Lose 3 doubloons for each of your cursed relics (end).&lt;br /&gt;
* Spanish Governor (30): Discard all characters from your den (day).&lt;/div&gt;</summary>
		<author><name>Korrun</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpchuhan&amp;diff=29648</id>
		<title>Gamehelpchuhan</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpchuhan&amp;diff=29648"/>
		<updated>2026-04-30T19:24:37Z</updated>

		<summary type="html">&lt;p&gt;Korrun: /* Gameplay */ implementation of how to play a card as a power and not as a 1 card set&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Chu Han ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chu Han&#039;&#039;&#039; is a tactical card game for 2 players (Han vs. Chu), simulating the historical conflict to claim the empire through card combinations and legendary characters.&lt;br /&gt;
&lt;br /&gt;
=== Game Objective ===&lt;br /&gt;
Be the first to reach &#039;&#039;&#039;31 or more Victory Points (VP)&#039;&#039;&#039;. Points are awarded at the end of each round based on remaining hand cards.&lt;br /&gt;
&lt;br /&gt;
=== Game Setup ===&lt;br /&gt;
* One player represents the &#039;&#039;&#039;Han&#039;&#039;&#039; (Blue), the other the &#039;&#039;&#039;Chu&#039;&#039;&#039; (Red).&lt;br /&gt;
* The deck consists of Troop cards (Values 1–9) in various colors and special Character cards.&lt;br /&gt;
* Each player starts with a hand of 15 cards.&lt;br /&gt;
&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
The game is played over several tricks:&lt;br /&gt;
&lt;br /&gt;
1. The player &#039;&#039;&#039;on lead&#039;&#039;&#039;, in either order:&lt;br /&gt;
&lt;br /&gt;
* may play 1 LEAD power (click a card twice, turning it green, to play as a power), and/or&lt;br /&gt;
* may take a writ and draw 2 cards.&lt;br /&gt;
&lt;br /&gt;
2. The lead player must play a  &#039;&#039;&#039;set&#039;&#039;&#039; of 1+ cards, all the &#039;&#039;&#039;same&#039;&#039;&#039; rank.&lt;br /&gt;
&lt;br /&gt;
3. The other player is then on &#039;&#039;&#039;response&#039;&#039;&#039;. They:&lt;br /&gt;
&lt;br /&gt;
* may take a writ and draw 2 cards, and then&lt;br /&gt;
* must either play a &#039;&#039;&#039;higher rank&#039;&#039;&#039; set or pass.&lt;br /&gt;
&lt;br /&gt;
A set played on response must be the &#039;&#039;&#039;same number of card&#039;&#039;&#039;s as the set led (and of higher rank than the last set played). Continue step 3 until a player passes, yielding the lead. Then, discard all cards played.&lt;br /&gt;
&lt;br /&gt;
=== Key Categories &amp;amp; Symbols ===&lt;br /&gt;
* &#039;&#039;&#039;Troops (1-9):&#039;&#039;&#039; The foundation for all combinations.&lt;br /&gt;
* &#039;&#039;&#039;Characters:&#039;&#039;&#039; Unique cards with powerful effects that can shift the momentum.&lt;br /&gt;
&lt;br /&gt;
=== End of Round &amp;amp; Scoring ===&lt;br /&gt;
A round ends when one player plays all their hand cards.&lt;br /&gt;
* The winner scores points both for cards remaining in their rival’s hand and for any writs that their rival took.&lt;br /&gt;
* If a player reaches the &#039;&#039;&#039;31-point threshold&#039;&#039;&#039;, the game ends immediately.&lt;br /&gt;
&lt;br /&gt;
=== Strategic Considerations ===&lt;br /&gt;
* &#039;&#039;&#039;Timing:&#039;&#039;&#039; When is the best moment to play powerful characters to force the opponent to pass?&lt;br /&gt;
* &#039;&#039;&#039;Hand Management:&#039;&#039;&#039; Should I hold low cards for sequences or use them for quick tactical actions?&lt;/div&gt;</summary>
		<author><name>Korrun</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcardia&amp;diff=25890</id>
		<title>Gamehelpcardia</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcardia&amp;diff=25890"/>
		<updated>2025-07-26T04:57:25Z</updated>

		<summary type="html">&lt;p&gt;Korrun: /* End of game and goal */ typos&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Game overview ===&lt;br /&gt;
&lt;br /&gt;
Cardia is a &#039;&#039;&#039;Duell&#039;&#039;&#039; for &#039;&#039;2 players&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Both players have an &#039;&#039;&#039;identical deck of 16 cards&#039;&#039;&#039;. Both player shuffle their deck and draw &#039;&#039;&#039;5 cards into their hand&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Play cards ====&lt;br /&gt;
&lt;br /&gt;
Each round, both players play a card &#039;&#039;&#039;simultaneously&#039;&#039;&#039;. The two cards played duel each other.&lt;br /&gt;
&lt;br /&gt;
==== Reveal cards ====&lt;br /&gt;
&lt;br /&gt;
The card that has the &#039;&#039;&#039;higher&#039;&#039;&#039; influence wins one &#039;&#039;&#039;signet&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The card that has the &#039;&#039;&#039;lower&#039;&#039;&#039; influence, activates the &#039;&#039;&#039;ability&#039;&#039;&#039; or the card.&lt;br /&gt;
&lt;br /&gt;
If there is a tie, no signet is awarded and no ability is activated.&lt;br /&gt;
&lt;br /&gt;
==== End of round ====&lt;br /&gt;
&lt;br /&gt;
The cards played remain in place. At the end of each round, each player draws &#039;&#039;&#039;1 card from their own deck&#039;&#039;&#039; (if possible).&lt;br /&gt;
&lt;br /&gt;
=== End of game and goal === &lt;br /&gt;
&lt;br /&gt;
The game ends if:&lt;br /&gt;
* a player has at least &#039;&#039;&#039;5 signets&#039;&#039;&#039; at the end of a round. This player wins.&lt;br /&gt;
* a player &#039;&#039;&#039;cannot play a card&#039;&#039;&#039;. The other player wins.&lt;br /&gt;
* a player activate an an &#039;&#039;&#039;ability&#039;&#039;&#039; says you that this player wins.&lt;br /&gt;
&lt;br /&gt;
The game is played until one person has won &#039;&#039;&#039;2 games&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Abilities ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Only the ability of the lower card is activated. If there is a tie, no ability is activated.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When you activate an &#039;&#039;&#039;instant ability&#039;&#039;&#039;, resolve it immediately once.&lt;br /&gt;
&lt;br /&gt;
When you activate an &#039;&#039;&#039;ongoing ability&#039;&#039;&#039;, a token is placed on that card. The ongoing ability is in effect &#039;&#039;&#039;from now on&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Modifying influence ===&lt;br /&gt;
&lt;br /&gt;
Some abilities change the influence of other cards. The corresponding duel is re-evaluated. Signets can change sides or be removed in the event of a tie. Abilities are not activated.&lt;br /&gt;
&lt;br /&gt;
=== Locations (optional) ===&lt;br /&gt;
&lt;br /&gt;
When creating a game table, you can optionally select a location. Each location has a rule that applies for the entire game.&lt;br /&gt;
&lt;br /&gt;
Recommendation: Play both Deck I and Deck II without a location at first.&lt;/div&gt;</summary>
		<author><name>Korrun</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpspringcleaning&amp;diff=24702</id>
		<title>Gamehelpspringcleaning</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpspringcleaning&amp;diff=24702"/>
		<updated>2025-04-21T14:19:25Z</updated>

		<summary type="html">&lt;p&gt;Korrun: /* Turn */ added descending to the sequence description as per the rule book&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
Play tricks to get rid of your cards the fastest&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
First off, deal cards to players into a hand which they cannot rearrange&lt;br /&gt;
&lt;br /&gt;
Each player picks a card from their hand and simultaneously places it in front of them in their Offer Display where cards are played in a landscape orientation&lt;br /&gt;
&lt;br /&gt;
The three combinations in the game are Single (1 card) Set (multiple cards with the same value) and Run (a sequence of ascending or descending unique value cards)&lt;br /&gt;
&lt;br /&gt;
Unless this is the first turn, and so assigned randomly, the first player is the player with the most Trash Penalties&lt;br /&gt;
&lt;br /&gt;
The first player plays a valid combination from their hand (ignoring anything in their Offer Display) as long as the cards are already in sequence within their hand e.g. 4-3-5 is invalid as a run (this is true for Followers too)&lt;br /&gt;
&lt;br /&gt;
Follow players may play a stronger combination (higher values of the same type, or one card longer of any type) from either their hand &amp;amp;/or anyone&#039;s Offer Display (Offer Displays do not have any restrictions as to how to take from them) e.g. this allows you to play the invalid 3-5-6 from hand if you had a 4 in your Offer Display&lt;br /&gt;
&lt;br /&gt;
Alternatively, a Follow player may draw a card either from the deck or from someone else&#039;s Offer Display and add it anywhere in their hand, after which they add a card from their hand onto their own Offer Display (which can be the same card as just drawn)&lt;br /&gt;
&lt;br /&gt;
If at any point you run out of hand cards, take your Offering Display into your hand and arrange them in an order of your choosing once only&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Winning a Trick===&lt;br /&gt;
&lt;br /&gt;
If you played a combination and it comes back to you with the same play still visible, you win the trick&lt;br /&gt;
&lt;br /&gt;
In other words, all your opponents took the Draw and Offer action&lt;br /&gt;
&lt;br /&gt;
All played cards are discarded, and the winner starts the next Trick&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Round End===&lt;br /&gt;
&lt;br /&gt;
A round ends once a player has no cards in hand or Offer Display, be warned that this may not be on their turn if someone else uses their final Offer card and they had no hand cards&lt;br /&gt;
&lt;br /&gt;
Anyone with no cards remaining equally gets no penalty&lt;br /&gt;
&lt;br /&gt;
Anyone with cards in either hand or Offer Display will obtain ranked penalties depending on how many cards others hold e.g. if you are the player with fewest cards remaining, you gain 1 trash, the next lowest quantity of cards will gain that player 2 trash, and so forth. If any rank is tied, the player closest to the player who emptied their hand clockwise is considered to have fewer and thus the better rank e.g. in a Three player game Player A and B tie, Player A is closer to the finishing player, thus gets 1 trash, and player B gets 2 trash.&lt;br /&gt;
&lt;br /&gt;
Start a new round lead by the player with the most Trash&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
The game ends when a single player obtains 3/5/7/9 trash in 2/3/4/5 player game&lt;br /&gt;
&lt;br /&gt;
The player with the fewest Trash, wins!&lt;br /&gt;
&lt;br /&gt;
If tied, the player who took the least Trash in the final round, wins!&lt;/div&gt;</summary>
		<author><name>Korrun</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmercadodelisboaste&amp;diff=22170</id>
		<title>Gamehelpmercadodelisboaste</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmercadodelisboaste&amp;diff=22170"/>
		<updated>2024-08-13T02:11:35Z</updated>

		<summary type="html">&lt;p&gt;Korrun: added the end of game process&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Game Turn Actions ==&lt;br /&gt;
On your turn, you must take &#039;&#039;&#039;one&#039;&#039;&#039; of the following 4 actions:&lt;br /&gt;
&lt;br /&gt;
# Open a Stand&lt;br /&gt;
# Bring Customers&lt;br /&gt;
# Open a Restaurant&lt;br /&gt;
# Take 1 Coin&lt;br /&gt;
&lt;br /&gt;
=== 1. Open a Stand ===&lt;br /&gt;
Choose one of the 3 Stand tiles in front of you. Place it with your wooden Stand on any space of the market that has neither a Stand tile nor a faceup Restaurant tile.&lt;br /&gt;
&lt;br /&gt;
The cost to place the tile is 1 coin for each Stand in the row or column, including the stand you are now placing. You must always pay the more expensive price.&lt;br /&gt;
&lt;br /&gt;
If you place the Stand tile on a space with a gray (facedown) Restaurant tile on it, take the Restaurant tile, flip it faceup, and place it in front of you where everyone can see it.&lt;br /&gt;
&lt;br /&gt;
Check to see if you earn any money (see &#039;&#039;&#039;Earning Money&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
Finally, take one of the 3 Stand tiles from the display and refill the display with a random Stand tile from the bag.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Once you learn how to earn money, there is a sneaky way you can open a Stand when you do not have enough money (see &#039;&#039;&#039;You May Place Then Pay&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
=== 2. Bring Customers ===&lt;br /&gt;
Take one of the available Customer tiles, and place it on an empty market entrance (found at the ends of every row and column); however, in order to bring Customers to the market, you must meet two conditions:&lt;br /&gt;
&lt;br /&gt;
* You can only place Customer tiles at the entrance of a row or column with a number of Stands equal to or greater than the number of Customers on the tile. For example, a Customer tile showing 3 Customers can only be placed in a row or column with 3 or more Stands.&lt;br /&gt;
* At least one of your own Stands in the row or column must match at least one of the types of Stand depicted on the Customer tile.&lt;br /&gt;
&lt;br /&gt;
Check to see who earns money (see &#039;&#039;&#039;Earning Money&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
Finally, replace the Customer tile taken, if possible, so that there are 3 Customer tiles of that type available.&lt;br /&gt;
&lt;br /&gt;
=== 3. Open a Restaurant ===&lt;br /&gt;
Restaurants improve orthogonally adjacent (not diagonal) Stand tiles of the corresponding type. Sushi Bars improve Fish Stands, Tea Houses improve Flower Stands, Pizzerias improve Tomato Stands, Burger Joints improve Meat Stands, Wine Bars improve Grape Stands, and Pubs improve all Stands.&lt;br /&gt;
&lt;br /&gt;
If you do not have any Restaurant tiles in front of you, you cannot take this action.&lt;br /&gt;
&lt;br /&gt;
Choose one of your Restaurant tiles. Place it faceup on any space of the market that has neither a Stand tile nor a faceup Restaurant tile.&lt;br /&gt;
&lt;br /&gt;
Take 1 Coin for opening a Restaurant.&lt;br /&gt;
&lt;br /&gt;
If you place the Restaurant tile on a space with a gray (facedown) Restaurant tile on it, take the gray Restaurant tile, and place it faceup in front of you where everyone can see it.&lt;br /&gt;
&lt;br /&gt;
=== 4. Take 1 Coin ===&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If all players take this action consecutively, the game ends immediately and moves to &#039;&#039;&#039;Final Scoring&#039;&#039;&#039;. In a 2 player game, the game ends if both players must take this action twice consecutively.&lt;br /&gt;
&lt;br /&gt;
== Earning Money ==&lt;br /&gt;
Stand owners earn money:&lt;br /&gt;
&lt;br /&gt;
# When a Customer tile is placed that matches their Stand(s) in that row or column; &#039;&#039;&#039;OR&#039;&#039;&#039;&lt;br /&gt;
# When a Stand is first opened that meets the demands of existing Customer tiles.&lt;br /&gt;
&lt;br /&gt;
=== 1. When a Customer Tile is placed that matches their Stand(s) ===&lt;br /&gt;
When someone places a Customer tile, regardless of whose turn it is, every matching Stand in the corresponding row or column earns its owner coins. To calculate how many coins:&lt;br /&gt;
&lt;br /&gt;
* Start with one coin for having a Stand that matches the Customer tile.&lt;br /&gt;
* Add one coin for each orthogonally adjacent Restaurant that matches the Stand (diagonally adjacent Restaurants do not count). Pub tiles match Stands of all types.&lt;br /&gt;
* Finally, multiply the sum of the coins from the two points above by the number of Customers on the tile. This is the total number of coins the Stand owner earns.&lt;br /&gt;
&lt;br /&gt;
Do this for every matching Stand, regardless of the player color.&lt;br /&gt;
&lt;br /&gt;
=== 2. When a Stand is first opened ===&lt;br /&gt;
When you first place a Stand tile in a row or column that already has Customer tiles, Customers seeking your items will earn you money. For each Customer tile in the same row and/or column that matches the type of Stand tile just placed, the Stand earns its owner coins. To calculate how many coins:&lt;br /&gt;
&lt;br /&gt;
* Start with one coin for having a Stand that matches the Customer tile.&lt;br /&gt;
* Add one coin for each orthogonally adjacent Restaurant that matches the Stand (diagonally adjacent Restaurants do not count). Pub tiles match Stands of all types.&lt;br /&gt;
* Finally, multiply the sum of the coins from the two points above by the number of Customers on the tile. This is the total number of coins the Stand owner earns.&lt;br /&gt;
&lt;br /&gt;
Be sure to check for Customer tiles at all four entrances: at the top and bottom of the column, and at the left and right of the row.&lt;br /&gt;
&lt;br /&gt;
==== Special Cases ====&lt;br /&gt;
At the beginning of your turn, if you have 3 identical Stand tiles in front of you, you may draw 3 new tiles from the bag, and then return your 3-of-a-kind to the bag.&lt;br /&gt;
&lt;br /&gt;
If there are 3 identical Stand tiles in the display when you need to take one, you may first replace the display with 3 new tiles from the bag, and then return the 3-of-a-kind to the bag.&lt;br /&gt;
&lt;br /&gt;
===== You May Place Then Pay =====&lt;br /&gt;
If placing your Stand tile will earn you enough money from existing Customers to pay for the Stand, you do not need to have the money for the Stand before you place it; however, if you cannot generate enough money to pay for the Stand, you cannot place it.&lt;br /&gt;
&lt;br /&gt;
= Endgame Conditions =&lt;br /&gt;
The end of the game is triggered at the end of a turn when either of the following occurs:&lt;br /&gt;
&lt;br /&gt;
# Someone places a Stand or a Restaurant, leaving only 4 available spaces in the market. Spaces with gray (facedown) Restaurant tiles count as available.&lt;br /&gt;
# Someone places a Customer tile, leaving only 4 available entrances to the market.&lt;br /&gt;
&lt;br /&gt;
Then, &#039;&#039;&#039;all other players&#039;&#039;&#039; take one more turn and the game ends&lt;br /&gt;
with the player to the right of the one who triggered the end of the&lt;br /&gt;
game.&lt;br /&gt;
&lt;br /&gt;
= Final Scoring: =&lt;br /&gt;
&#039;&#039;&#039;Each unplaced Restaurant tile you still have costs you 1 coin.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The player with the most money at the end of the game wins. In the case of a tie, the tied player with the most Stands in the market wins. If still tied, then settle it by playing a rematch!&lt;br /&gt;
&lt;br /&gt;
This guy can explain how to play this game: https://www.youtube.com/watch?v=q_A1BxVYB1A&lt;/div&gt;</summary>
		<author><name>Korrun</name></author>
	</entry>
</feed>