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	<updated>2026-11-08T09:43:47Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptangramcity&amp;diff=31836</id>
		<title>Gamehelptangramcity</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptangramcity&amp;diff=31836"/>
		<updated>2026-10-11T01:40:46Z</updated>

		<summary type="html">&lt;p&gt;Lady Jane: /* OVERVIEW */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== OVERVIEW ===&lt;br /&gt;
The game consists of 6 rounds. The player with the highest score after 6 rounds of scoring plus bonus points wins. &lt;br /&gt;
&lt;br /&gt;
=== ROUNDS 1 – 5 ===&lt;br /&gt;
&lt;br /&gt;
==== Deal Cards (4 cards total, according to the number of players): ====&lt;br /&gt;
&#039;&#039;&#039;1 Player&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Place 2 cards face up and 2 cards face down in front of you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2 Players&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Deal 1 card to each player and place 1 card face down and 1 card face up in the center of the table.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3 Players&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Deal 1 Card to each player and place 1 card face up in the center of the table.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4 Players&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Deal 1 card to the player with the start marker, 1 card to the player to his or her left, 1 card to the remaining two players to share (both may look), and place 1 card face up in the center of the table.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5 Players&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Deal 1 card to the player with the start marker, 1 card to the two players to his or her right to share (both may look), 1 card to the two players to his or her left to share (both may look), and place 1 card face up in the center of the table. &lt;br /&gt;
&lt;br /&gt;
==== Play Cards and Place Tiles ====&lt;br /&gt;
Starting with the face up card(s) on the table, each card is played one at a time.&lt;br /&gt;
&lt;br /&gt;
Players select the corresponding tile from their set and place it on their board.&lt;br /&gt;
&lt;br /&gt;
Every player places a tile for every card played (regardless of who plays it).&lt;br /&gt;
&lt;br /&gt;
After all cards have been played (and corresponding tiles placed), each player places one fountain tile (the single small triangle tiles).&lt;br /&gt;
&lt;br /&gt;
====== Card Order ======&lt;br /&gt;
1.       Face Up Cards&lt;br /&gt;
&lt;br /&gt;
2.       Face Down Cards (applicable in 1 and 2 player games only)&lt;br /&gt;
&lt;br /&gt;
3.       Player with Start Marker’s Card&lt;br /&gt;
&lt;br /&gt;
4.       Continue clockwise until the rest of the cards are played&lt;br /&gt;
&lt;br /&gt;
====== Tile Placement Rules ======&lt;br /&gt;
You May:&lt;br /&gt;
&lt;br /&gt;
·        Place the tiles on empty squares&lt;br /&gt;
&lt;br /&gt;
·        Rotate and flip the tiles before placing them&lt;br /&gt;
&lt;br /&gt;
·        Place the tiles exclusively on your own City Board&lt;br /&gt;
&lt;br /&gt;
·        Place tiles adjacent to and not adjacent to other tiles&lt;br /&gt;
&lt;br /&gt;
·        Discard a tile rather than placing it&lt;br /&gt;
&lt;br /&gt;
You May Not:&lt;br /&gt;
&lt;br /&gt;
·        Overlap or stack the tiles&lt;br /&gt;
&lt;br /&gt;
·        Extend them beyond the edge of your City Board&lt;br /&gt;
&lt;br /&gt;
·        Move them once the next card has been revealed&lt;br /&gt;
&lt;br /&gt;
·        Play a tile that was previously discarded&lt;br /&gt;
&lt;br /&gt;
=== ROUND 6 ===&lt;br /&gt;
Place the three remaining cards of the deck face up on the table. Players place their final three tiles simultaneously.&lt;br /&gt;
&lt;br /&gt;
Once all tiles are placed, each player places a final fountain tile. &lt;br /&gt;
&lt;br /&gt;
==== End of Round ====&lt;br /&gt;
At the end of each round (including round 6, before assessing bonus points) you score points equal to the number of squares in your largest complete rectangle (for example, a rectangle of 3 x 4 would score 12 points).&lt;br /&gt;
&lt;br /&gt;
For end of round scoring, the tile color does not matter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your red balance marker moves according to the number of squares in your city that are built with 2 red triangles. Your green balance marker moves according to green squares.&lt;br /&gt;
&lt;br /&gt;
Squares that are built with one red and one green triangle do not count for either color.&lt;br /&gt;
&lt;br /&gt;
Fountain tiles may count as either color when partnered with a red or green triangle, but not when partnered with another fountain tile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All cards used this round are discarded. The start marker moves to the player with the highest score (if tied, the start marker stops at the first tied player moving clockwise from its current position). &lt;br /&gt;
&lt;br /&gt;
=== Bonus Points ===&lt;br /&gt;
After the final round end scoring and balance marker adjustments (following round 6), determine if any bonus points can be scored:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Planning Bonus:&#039;&#039;&#039; 15 pts for a fully built 7x7 city board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Balance Bonus:&#039;&#039;&#039; Distance between red and green balance markers – 20 pts if no distance, 10 pts for 1-2, 5 pts for 3-4, 0 pts for 5+s for 1-2, 5 pts for 3-4, 0 pts for 5+&lt;/div&gt;</summary>
		<author><name>Lady Jane</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptangramcity&amp;diff=31835</id>
		<title>Gamehelptangramcity</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptangramcity&amp;diff=31835"/>
		<updated>2026-10-11T01:39:58Z</updated>

		<summary type="html">&lt;p&gt;Lady Jane: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== OVERVIEW ===&lt;br /&gt;
The game consists of 6 rounds. The player with the highest score after 6 rounds of scoring plus bonus points wins. &lt;br /&gt;
&lt;br /&gt;
=== ROUNDS 1 – 5 ===&lt;br /&gt;
&lt;br /&gt;
==== Deal Cards (4 cards total, according to the number of players): ====&lt;br /&gt;
&#039;&#039;&#039;1 Player&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Place 2 cards face up and 2 cards face down in front of you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2 Players&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Deal 1 card to each player and place 1 card face down and 1 card face up in the center of the table.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3 Players&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Deal 1 Card to each player and place 1 card face up in the center of the table.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4 Players&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Deal 1 card to the player with the start marker, 1 card to the player to his or her left, 1 card to the remaining two players to share (both may look), and place 1 card face up in the center of the table.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5 Players&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Deal 1 card to the player with the start marker, 1 card to the two players to his or her right to share (both may look), 1 card to the two players to his or her left to share (both may look), and place 1 card face up in the center of the table. &lt;br /&gt;
&lt;br /&gt;
==== Play Cards and Place Tiles ====&lt;br /&gt;
Starting with the face up card(s) on the table, each card is played one at a time.&lt;br /&gt;
&lt;br /&gt;
Players select the corresponding tile from their set and place it on their board.&lt;br /&gt;
&lt;br /&gt;
Every player places a tile for every card played (regardless of who plays it).&lt;br /&gt;
&lt;br /&gt;
After all cards have been played (and corresponding tiles placed), each player places one fountain tile (the single small triangle tiles).&lt;br /&gt;
&lt;br /&gt;
====== Card Order ======&lt;br /&gt;
1.       Face Up Cards&lt;br /&gt;
&lt;br /&gt;
2.       Face Down Cards (applicable in 1 and 2 player games only)&lt;br /&gt;
&lt;br /&gt;
3.       Player with Start Marker’s Card&lt;br /&gt;
&lt;br /&gt;
4.       Continue clockwise until the rest of the cards are played&lt;br /&gt;
&lt;br /&gt;
====== Tile Placement Rules ======&lt;br /&gt;
You May:&lt;br /&gt;
&lt;br /&gt;
·        Place the tiles on empty squares&lt;br /&gt;
&lt;br /&gt;
·        Rotate and flip the tiles before placing them&lt;br /&gt;
&lt;br /&gt;
·        Place the tiles exclusively on your own City Board&lt;br /&gt;
&lt;br /&gt;
·        Place tiles adjacent to and not adjacent to other tiles&lt;br /&gt;
&lt;br /&gt;
·        Discard a tile rather than placing it&lt;br /&gt;
&lt;br /&gt;
You May Not:&lt;br /&gt;
&lt;br /&gt;
·        Overlap or stack the tiles&lt;br /&gt;
&lt;br /&gt;
·        Extend them beyond the edge of your City Board&lt;br /&gt;
&lt;br /&gt;
·        Move them once the next card has been revealed&lt;br /&gt;
&lt;br /&gt;
·        Play a tile that was previously discarded&lt;br /&gt;
&lt;br /&gt;
=== ROUND 6 ===&lt;br /&gt;
Place the three remaining cards of the deck face up on the table. Players place their final three tiles simultaneously.&lt;br /&gt;
&lt;br /&gt;
Once all tiles are placed, each player places a final fountain tile. &lt;br /&gt;
&lt;br /&gt;
==== End of Round ====&lt;br /&gt;
At the end of each round (including round 6, before assessing bonus points) you score points equal to the number of squares in your largest complete rectangle (for example, a rectangle of 3 x 4 would score 12 points).&lt;br /&gt;
&lt;br /&gt;
For end of round scoring, the tile color does not matter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your red balance marker moves according to the number of squares in your city that are built with 2 red triangles. Your green balance marker moves according to green squares.&lt;br /&gt;
&lt;br /&gt;
Squares that are built with one red and one green triangle do not count for either color.&lt;br /&gt;
&lt;br /&gt;
Fountain tiles may count as either color when partnered with a red or green triangle, but not when partnered with another fountain tile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All cards used this round are discarded. The start marker moves to the player with the highest score (if tied, the start marker stops at the first tied player moving clockwise from its current position). &lt;br /&gt;
&lt;br /&gt;
==== Bonus Points ====&lt;br /&gt;
After the final round end scoring and balance marker adjustments (following round 6), determine if any bonus points can be scored:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Planning Bonus:&#039;&#039;&#039; 15 pts for a fully built 7x7 city board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Balance Bonus:&#039;&#039;&#039; Distance between red and green balance markers – 20 pts if no distance, 10 pts for 1-2, 5 pts for 3-4, 0 pts for 5+s for 1-2, 5 pts for 3-4, 0 pts for 5+&lt;/div&gt;</summary>
		<author><name>Lady Jane</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpschottentotten&amp;diff=28085</id>
		<title>Gamehelpschottentotten</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpschottentotten&amp;diff=28085"/>
		<updated>2026-01-14T22:44:43Z</updated>

		<summary type="html">&lt;p&gt;Lady Jane: &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;, [https://www.boardgamequest.com/schotten-totten-review/ meaning explained here]) 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 (&#039;&#039;&#039;{{Text|green|c=green}}&#039;&#039;&#039;, &#039;&#039;&#039;{{Text|blue|c=blue}}&#039;&#039;&#039;, &#039;&#039;&#039;{{Text|red|c=red}}&#039;&#039;&#039;, &#039;&#039;&#039;{{Text|yellow|c=gold}}&#039;&#039;&#039;, &#039;&#039;&#039;{{Text|purple|c=darkviolet}}&#039;&#039;&#039;, &#039;&#039;&#039;{{Text|pink|c=pink}}&#039;&#039;&#039;). 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=red}} {{card|8|color=white|background=red}} {{card|9|color=white|background=red}}&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=white|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=white|background=gold}} {{card|1|color=white|background=gold}} {{card|9|color=white|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=red}} {{card|7|color=white|background=gold}}&lt;br /&gt;
|-&lt;br /&gt;
|Sum||The sum total of three cards of different colors and ranks||{{card|5|color=white|background=pink}} {{card|2|color=white|background=darkviolet}} {{card|6|color=white|background=red}}&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. 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=red}}-{{card|2|color=white|background=red}}-{{card|3|color=white|background=red}}, 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=white|background=pink}} {{card|7|color=white|background=pink}} {{card|6|color=white|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=white|background=gold}} {{card|5|color=white|background=gold}} {{card|6|color=white|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;
==&#039;&#039;Tactic&#039;&#039; Variant==&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 instead of 6. &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.  &lt;br /&gt;
&lt;br /&gt;
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;
You cannot play more than one card more than your opponent has played. &#039;&#039;Example: Your opponent has already played one Tactic card while you have already played two. You have therefore played one Tactic card more than your opponent. As a result, on your turn, you cannot play a Tactic card until your opponent plays his second.&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
Tactic cards have three categories: &lt;br /&gt;
&lt;br /&gt;
====Elite Troops====&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 and each player can only have one Joker on their side. If you have played one and drawn the other, you must keep it in your hand.&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;
====Combat Modes====&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 sum 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;
====Ruses====&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;
There may be a case where your hand only has tactic cards or only has clan cards. There may also be a case where you can no longer place clan cards on your side of the border. If so, you can only play tactic cards or pass.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;Expert&#039;&#039; Variant==&lt;br /&gt;
&lt;br /&gt;
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 that could change the battle.&lt;/div&gt;</summary>
		<author><name>Lady Jane</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpwelcometothemoon&amp;diff=25024</id>
		<title>Gamehelpwelcometothemoon</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpwelcometothemoon&amp;diff=25024"/>
		<updated>2025-05-20T14:43:24Z</updated>

		<summary type="html">&lt;p&gt;Lady Jane: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&#039;&#039;&#039;Welcome to the Moon&#039;&#039;&#039; is part of the Welcome to... series of games. After the residential housing estates of the 1950s, after the casinos of the 1960s, you will aim to conquer space...&lt;br /&gt;
&lt;br /&gt;
Welcome to the Moon contains 8 different Adventures that form a complete story with an increasing difficulty level. You can play these 8 Adventures independently, or successively to play out your story. &lt;br /&gt;
&lt;br /&gt;
== Standard Rules == &lt;br /&gt;
&lt;br /&gt;
The 8 Adventures are all played with the same &#039;&#039;&#039;Starship cards&#039;&#039;&#039; (number/actions). However the way you play will be different from one Adventure to the next. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On BGA, currently the first 3 adventures are available: The Launch, The Journey, and The Colony&lt;br /&gt;
&lt;br /&gt;
Starship cards are numbered from 1 to 15.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Number&lt;br /&gt;
!How Many in Deck&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Game Turn ===&lt;br /&gt;
A game is played in successive turns. Each turn is made up of the following 6 phases. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Flip 3 starship cards&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the beginning of each turn, three pairs of cards will be drawn. These pairs create three combinations, comprised of a new number and an action icon. These combinations are used to perform actions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Pick a number/action combination&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The players take their turn simultaneously: each player individually picks one of the three available combinations and applies the results on their sheet. Multiple players can pick the same card combination.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Write down a number (compulsory)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You must write down the number of the card combination you picked in an empty space of the marking area of your Adventure sheet. These spaces are grouped in different zones depending on the Adventure you are playing. In each zone, the numbers must be placed in ascending order from the lowest to the highest. A number can never appear twice in the same zone. &lt;br /&gt;
&lt;br /&gt;
* Adventure 1: numbers must ascend from left to right&lt;br /&gt;
* Adventure 2:  numbers ascend from the lower end of the string of spaces to the higher end&lt;br /&gt;
* Adventure 3: numbers must ascend in rows from left right and in columns from bottom to top&lt;br /&gt;
&lt;br /&gt;
You can leave as many empty spaces as you wish between two numbered spaces, then fill them later on, as long as you keep respecting the ascending order. Likewise, you can skip some numbers (for instance: put an 8 just after a 6).  &lt;br /&gt;
&lt;br /&gt;
You must pick a card combination if you can write down at least one of the 3 available numbers. Else, you must cross off 1 system Error box in the scoring area of your sheet and skip this turn. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4. Use the action (optional)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can use the action of the card combination that you picked, as long as you have filled in a space of your sheet with the number of the combination. &lt;br /&gt;
&lt;br /&gt;
You will always perform the same 6 actions, but in different ways depending on the Adventure played.  &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Robot action:&#039;&#039;&#039; varies by adventure&lt;br /&gt;
* &#039;&#039;&#039;The Water and Plant actions:&#039;&#039;&#039; varies by adventure&lt;br /&gt;
* &#039;&#039;&#039;The Energy action:&#039;&#039;&#039; varies by adventure&lt;br /&gt;
* &#039;&#039;&#039;The Astronaut action:&#039;&#039;&#039; Allows you to add or subtract 0, 1, or 2 from the number before placing&lt;br /&gt;
* &#039;&#039;&#039;The Planning action:&#039;&#039;&#039; Allows you to fill in an additional space by placing an X, which is then counted as a numbered space&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5. Incidents &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some effects or consequences that can be triggered during the different Adventures are resolved at the immediately. &lt;br /&gt;
&lt;br /&gt;
Sabotage effect: Your opponents has a System Error circled on their sheet and the same Sabotage symbol that you have just triggered is crossed off. Your opponents will no longer be able to trigger it themselves in the future.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6. Accomplish a mission (optional)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The 3 mission cards are objectives. The first player to fulfill, in the same turn, the requirements of the mission can accomplish it. They gain the highest value on the mission card. Subsequently, those players that accomplish the mission in future turns will get its lowest value. You can only accomplish each of the 3 missions once during the game. When you have accomplished a mission, you keep the points you have earned, even if you do not continue to meet the requirements later on. &lt;br /&gt;
&lt;br /&gt;
==== End of the Game ====&lt;br /&gt;
The game ends immediately at the end of a turn, if one of the players has either: &lt;br /&gt;
&lt;br /&gt;
* Accomplished all three missions A, B and C&lt;br /&gt;
* Crossed off all the System Error boxes     -or-&lt;br /&gt;
&lt;br /&gt;
* Filled in all spaces of the marking area on their sheet, with numbers or X.&lt;br /&gt;
&lt;br /&gt;
Tally the points. The player with the most points wins. In case of a tie, the player with the least System Error boxes crossed off is the winner. &lt;br /&gt;
&lt;br /&gt;
== Adventures ==&lt;br /&gt;
&lt;br /&gt;
=== Adventure #1: The Launch ===&lt;br /&gt;
&lt;br /&gt;
==== 3 &amp;amp; 4 Write Down a Number Using the Action (Compulsory) ====&lt;br /&gt;
There are 9 floors in the rocket. Each floor is an independent zone that must be numbered in ascending order from left to right.&lt;br /&gt;
&lt;br /&gt;
In this Adventure, you won’t perform any action. That means that none of the 6 actions has any effect. Each floor is tied to one of the action symbols (Astronaut, Water, Robot...). The actions only serve to show you where you can write down the number of the combination. So, each turn, you must write down a number on the floor tied to the action associated with that number.&lt;br /&gt;
&lt;br /&gt;
The first floor, at the bottom of the rocket, is a Wild action floor, where any number can be placed, whatever the action of the combination, as long as the ascending order is respected.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; With a combination “6/Astronaut”, you can write down the 6 on one of the two floors with astronauts or on the Wild action floor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System Error:&#039;&#039;&#039; If you cannot write down any number during a turn, circle one of the System Error box (in no particular order) instead of playing.&lt;br /&gt;
&lt;br /&gt;
Be careful, you will need to cross off each System Error previously circled with an Active Rocket effect, before being able to launch your rocket.&lt;br /&gt;
&lt;br /&gt;
==== The Quarter Effects ====&lt;br /&gt;
Each floor of the rocket has one or more quarters separated with partition walls. As soon as you complete a quarter of a floor, having written down a number in each space of this quarter, apply its effects immediately. We suggest that you cross off the effects one by one before using them to avoid missing a sequence.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Building effect:&#039;&#039;&#039; You can write an X in an empty space of your choice, which allows you to complete quarters faster.&lt;br /&gt;
* &#039;&#039;&#039;Rocket Activation effect:&#039;&#039;&#039; There are Active and Inactive Rockets (see the symbols opposite). With the Activation effect, fill in the arrow of an Inactive Rocket in order to activate it, in any quarter that is not fully numbered.&lt;br /&gt;
* &#039;&#039;&#039;Active Rocket effect:&#039;&#039;&#039; Each Active Rocket gives a number of rockets that you must cross off in the scoring area on the right. Start with the bottom line, then go up, line by line. As soon as you finish a line, cross off the scoring box at the end of the line. Then, you will be able to cross off your circled System Error boxes. Finally, if you still have some rockets to cross off, cross off the rockets next to the final scoring space.&lt;br /&gt;
* &#039;&#039;&#039;Sabotage effect:&#039;&#039;&#039; During phase 5, announce a Sabotage. Your opponents must circle a System Error on their sheet, then cross off the same Sabotage symbol that you have just triggered. Your opponents will no longer be able to trigger it themselves. If several players trigger the same Sabotage of the same floor in the same turn, then this Sabotage does not impact those who have triggered it, and impacts the other players only once.&lt;br /&gt;
&lt;br /&gt;
If you trigger several Sabotages, they will be dealt with independently. Before being able to launch, you must cross off all the System Error circled with the Active Rocket effects.&lt;br /&gt;
&lt;br /&gt;
==== 5 Incidents: Trigger Sabotages ====&lt;br /&gt;
The Sabotage effects are announced and triggered at this moment of the turn.&lt;br /&gt;
&lt;br /&gt;
==== 6 Accomplish a Mission ====&lt;br /&gt;
In this Adventure, an accomplished mission does not earn you points at the end of the game, but gives you an Active Rocket effect that allows you to immediately cross off in your scoring area the number of rocket symbols specified on the card and/or System Error circled boxes. As soon as you accomplish a mission, you must cross off the corresponding mission space on your sheet.&lt;br /&gt;
&lt;br /&gt;
==== End Of Game ====&lt;br /&gt;
The game can end either with one of the 3 end conditions from the standard rules, or as soon as a rocket is launched.&lt;br /&gt;
&lt;br /&gt;
To launch your rocket and win the game, at the end of the turn, you must have crossed off all the rockets below the 150 scoring box, as well as all the System Error boxes circled on your sheet. The 8 rockets next to the final scoring space can be crossed off to win a tie ![tie icon] if several players launched a rocket during the same turn, the winner is the player who has crossed off the most of these rockets.&lt;br /&gt;
&lt;br /&gt;
In case of a standard rules end condition, scores are tallied, and whoever has the highest score is the winner: Your score is equal to the lowest rocket score still visible, from which you must subtract 5 points for each circled System Error box that hasn’t been crossed off.&lt;br /&gt;
&lt;br /&gt;
==== The Missions ====&lt;br /&gt;
&lt;br /&gt;
* Number the 3 Astronaut &amp;amp; Water floors completely.&lt;br /&gt;
* Number the 3 Robot &amp;amp; Planning floors completely.&lt;br /&gt;
* Number the Energy floor completely.&lt;br /&gt;
* Number the Plant and Wild floors completely.&lt;br /&gt;
* Write down 10 X with the Building effects.&lt;br /&gt;
* Have 5 System Error boxes circled and not crossed off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Adventure #2: The Journey ===&lt;br /&gt;
&lt;br /&gt;
==== 3 Write Down a Number (Compulsory) ====&lt;br /&gt;
At the beginning of the game, the trajectory to the Moon is one long zone that you must number in ascending order from the Earth to the Moon. This trajectory is way too long to be numbered completely. As the game progresses, with the Energy action (see later on), you can split the trajectory into several smaller zones that you can number independently from each other (①).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System Error:&#039;&#039;&#039; For each of the first two System Error boxes that you cross off, you get one Energy in compensation: immediately circle an Energy symbol at the top of your sheet (②). If you have 2 circled Energies, you must immediately use them (see Energy action).&lt;br /&gt;
&lt;br /&gt;
==== 4 Use the Action (Optional) ====&lt;br /&gt;
&#039;&#039;&#039;Energy Action:&#039;&#039;&#039; The energy allows you to turn on the engines of your rocket, in order to create a boost to correct your trajectory. For that purpose, circle one Energy symbol at the top of your sheet (②). At the beginning of the game, you start with one energy already circled. Each time you have 2 circled energies, you must &#039;&#039;&#039;immediately&#039;&#039;&#039; cross them off, then divide a zone on your trajectory by drawing a line between 2 spaces of your choice, numbered or not. This line shows the end of one zone, and the beginning of another one. This way you will get shorter zones that you must number independently from one another (①).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Water Action:&#039;&#039;&#039;  It is important to stir the water tanks. If you have written down the number of your combination in a space with a water tank, then, with the Water action, you can circle that water tank (③).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Robot action:&#039;&#039;&#039; You must program the robots to retrieve the plants from the space stations. The stations are already connected to your trajectory by the robots, but you must activate them in order to retrieve the plants and earn points. No matter where you have written down the number of your combination, with this action, you can circle a robot sent towards any station (④).The first players to circle all the robots of a station, during the same turn, can circle the highest multiplier (⑤). The other players must then cross off this multiplier and will be able to get only the lowest multiplier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Plant action:&#039;&#039;&#039;  You must organize the growing of the plants in microgravity in the space stations. These stations are connected to your trajectory by Robot symbols. With the Plant action, circle one plant in the station of your choice, as long as this station is connected to the zone where you have written down your number. At the beginning of the game, you can reach all stations from any space on your trajectory, because the 4 stations are connected to the one and only zone that makes up your trajectory. But gradually, through the use of the energies, you will split your trajectory in multiple separate zones. Thus, each station will be connected only to a specific zone, and a Plant action will only reach it if the number is written in this zone. &#039;&#039;&#039;Note that you can circle the Plants of a station even though you have not circled all the robots for this station (⑥).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Astronaut action:&#039;&#039;&#039; The Astronaut action allows you to modify the value of the number of the chosen combination, before you write it down (−2, −1, 0, +1, +2). Moreover, cross off 1 Astronaut symbol on the right side of your sheet. Whenever you have 2 crossed off Astronauts, circle a Wild Action symbol (⑦).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Planning action:&#039;&#039;&#039; The Planning action allows you to fill in a space with an X in addition to the number of your combination. Moreover, cross off 1 Planning symbol on the right side of your sheet. Whenever you have 2 crossed off Planning, circle a Wild Action symbol (⑧). &#039;&#039;&#039;Note&#039;&#039;&#039; that you cannot cross off a Planning symbol without writing down an X in an empty space.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wild action:&#039;&#039;&#039; You can use a circled Wild Action symbol whenever you want (⑨). To use it, cross it off, then use any of the 6 possible actions &#039;&#039;&#039;instead&#039;&#039;&#039; of the one from your number/action combination.&lt;br /&gt;
&lt;br /&gt;
==== End of Game ====&lt;br /&gt;
At the end of the game, in addition to points earned for accomplished missions and penalty points lost for System Errors, tally up your points in each scoring area as follows:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;🔹 Plants:&#039;&#039;&#039;  For each space station, multiply the # of circled plants by the multiplier bonus you circled with the robots. Be careful, if you have not circled all the robots for a station, you will not score anything for it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;🔹 Water tanks:&#039;&#039;&#039;  Add up the values of each circled water tank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;🔹 Longest complete zone:&#039;&#039;&#039;  Score one point per numbered space for the longest complete zone (all numbered spaces) on your trajectory.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;🔹 The most zones complete:&#039;&#039;&#039;  Those who filled in the most zones on their course earn 20 points, the second one earns 10 points, and the third one earns 5 points. You do not earn any points if you do not have at least one complete zone.&lt;br /&gt;
&lt;br /&gt;
==== The Missions ====&lt;br /&gt;
🔸 &#039;&#039;&#039;Circle a multiplier bonus for 3 different space stations with the robots.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🔸 &#039;&#039;&#039;Circle all the plants for 2 space stations. All the robots do not have to be necessarily circled.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Using the energy, create on your trajectory&#039;&#039;&#039; &#039;&#039;&#039;2 zones of 6 numbered spaces.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Using the energy, create on your trajectory 3 zones of numbered spaces: 1 zone of 6 spaces, 1 zone of 4 spaces and 1 zone of 2 spaces.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🔸 &#039;&#039;&#039;Circle 6 water tanks.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🔸 &#039;&#039;&#039;Circle 4 consecutive water tanks on your trajectory.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Adventure #3: The Colony ===&lt;br /&gt;
&lt;br /&gt;
==== 3 Write Down a Number (Compulsory) ====&lt;br /&gt;
In this Adventure, each building is a space to be numbered.&lt;br /&gt;
&lt;br /&gt;
Each row and each column of buildings forms a zone that you must number in ascending order.&lt;br /&gt;
&lt;br /&gt;
Each horizontal row of buildings must be numbered in ascending order from left to right.&lt;br /&gt;
&lt;br /&gt;
Each vertical column of buildings must be numbered in ascending order from bottom to top.&lt;br /&gt;
&lt;br /&gt;
When you write down a number on a building, you must make sure that this number is in the proper order in relation to the other numbers both in the same row and in the same column 🔴①.&lt;br /&gt;
&lt;br /&gt;
The rocket at the bottom left side, and the observatory at the top right side are considered to be already numbered 🔴②.&lt;br /&gt;
&lt;br /&gt;
Moreover the two buildings marked with an X at the center of the colony are already constructed. So they are considered to be already numbered from the beginning of the game as well.&lt;br /&gt;
&lt;br /&gt;
==== The Quarters ====&lt;br /&gt;
The colony buildings are divided up into four quarters.&lt;br /&gt;
&lt;br /&gt;
The first players to write a number in all the buildings of one quarter, in the same turn, circle the highest bonus of 15 points 🔴③.&lt;br /&gt;
&lt;br /&gt;
he other players must then cross off this bonus, and will only be able to get the lowest bonus of 5 points.&lt;br /&gt;
&lt;br /&gt;
==== 4 Use the Action (Optional) ====&lt;br /&gt;
🔹 &#039;&#039;&#039;Water action:&#039;&#039;&#039; If you write down the number of your combination in a building with a water tank, then with the Water action, you can circle that water tank 🔴④.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Plant action:&#039;&#039;&#039; You must build greenhouses in order to grow plants. For that purpose, circle one greenhouse in the same quarter where you have just written down the number of your combination 🔴⑤.  You must circle the greenhouses of a quarter from top to bottom. Each greenhouse will earn you 1 plant for the end of the game. The fourth greenhouse, which is larger, will earn you 2 plants.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Robot action:&#039;&#039;&#039; In order to dispatch the scientists and the equipment, you must create a network of pressurized tunnels connecting the buildings to one another. At the beginning of the game, you have already 2 tunnels built from the landing site of the rocket 🔴⑥. With the Robot action, draw a line on a tunnel to connect two buildings. These buildings do not necessarily have to be numbered. The line must start from a building already connected to the network. The network can branch out in multiple paths. As soon as a building with a parabolic antenna is numbered &#039;&#039;&#039;AND&#039;&#039;&#039; connected to your tunnel network, circle its antenna 🔴⑦.  If you connect the observatory on the top right corner, immediately circle its 3 antennas.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Energy action:&#039;&#039;&#039; Using the energy, you can improve the greenhouses, the water tanks or the network of parabolic antennas. To do that, cross off one box in the scoring area of your choice: the plants, the water or the antennas 🔴⑧. You must first cross off the box with the lowest value, then the others from top to bottom.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Astronaut action:&#039;&#039;&#039; The Astronaut action allows you to modify the value of the number of the chosen combination, before you write it down (-2, -1, 0, +1, +2).  Moreover cross off 1 Astronaut symbol in the scoring area of your sheet 🔴⑨.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Planning action:&#039;&#039;&#039; The Planning action allows you to fill in a space with an X in addition to the number of your combination.  Moreover, you must immediately cross off the available box with the lowest value in the Planning scoring area at the bottom of your sheet 🔴⑩. The Planning action is powerful to quickly establish your colony, but it will cost you some points at the end of the game.&lt;br /&gt;
&lt;br /&gt;
==== End of Game ====&lt;br /&gt;
At the end of the game, in addition to points earned for accomplished missions and penalty points lost for System Errors, tally up your points in each scoring area as follows:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
🌱 &#039;&#039;&#039;Plants, Water Tanks, and Parabolic Antennas:&#039;&#039;&#039; Tally the Plant symbols in your circled greenhouses, the circled Water tanks and the circled antennas.  Write down these numbers in their corresponding scoring areas. For each of these three fields, multiply that number with the highest visible value in the corresponding scoring area.&lt;br /&gt;
&lt;br /&gt;
🏘️ &#039;&#039;&#039;Complete quarters:&#039;&#039;&#039; Write down and add up the bonuses that you have earned for your completed quarters.&lt;br /&gt;
&lt;br /&gt;
👨‍🚀 &#039;&#039;&#039;Astronauts:&#039;&#039;&#039; The players who have crossed off the most astronauts earn 20 points, the second ones 10 points, and the third ones 5 points.  You do not earn any points if you have not crossed off any astronaut.&lt;br /&gt;
&lt;br /&gt;
🧠 &#039;&#039;&#039;Planning:&#039;&#039;&#039; Subtract the lowest value still visible in the Planning scoring area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Missions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🟥 Number all the buildings in 3 vertical columns.&lt;br /&gt;
&lt;br /&gt;
🟥 Number all the buildings in 3 horizontal rows.&lt;br /&gt;
&lt;br /&gt;
🟥 Using the robots, connect the tunnel network to the observatory in the top right corner of your sheet.&lt;br /&gt;
&lt;br /&gt;
🎯 Circle all the parabolic antennas in 2 quarters.&lt;br /&gt;
&lt;br /&gt;
🎯 Circle enough greenhouses in order to have 10 plants.&lt;br /&gt;
&lt;br /&gt;
🎯 Circle all the water tanks in 2 quarters.&lt;/div&gt;</summary>
		<author><name>Lady Jane</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpwelcometothemoon&amp;diff=25023</id>
		<title>Gamehelpwelcometothemoon</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpwelcometothemoon&amp;diff=25023"/>
		<updated>2025-05-20T14:42:42Z</updated>

		<summary type="html">&lt;p&gt;Lady Jane: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&#039;&#039;&#039;Welcome to the Moon&#039;&#039;&#039; is part of the Welcome to... series of games. After the residential housing estates of the 1950s, after the casinos of the 1960s, you will aim to conquer space...&lt;br /&gt;
&lt;br /&gt;
Welcome to the Moon contains 8 different Adventures that form a complete story with an increasing difficulty level. You can play these 8 Adventures independently, or successively to play out your story. &lt;br /&gt;
&lt;br /&gt;
== Standard Rules == &lt;br /&gt;
&lt;br /&gt;
The 8 Adventures are all played with the same &#039;&#039;&#039;Starship cards&#039;&#039;&#039; (number/actions). However the way you play will be different from one Adventure to the next. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On BGA, currently the first 3 adventures are available: The Launch, The Journey, and The Colony&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Starship cards are numbered from 1 to 15.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Number&lt;br /&gt;
!How Many in Deck&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Game Turn ===&lt;br /&gt;
A game is played in successive turns. Each turn is made up of the following 6 phases. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Flip 3 starship cards&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the beginning of each turn, three pairs of cards will be drawn. These pairs create three combinations, comprised of a new number and an action icon. These combinations are used to perform actions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Pick a number/action combination&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The players take their turn simultaneously: each player individually picks one of the three available combinations and applies the results on their sheet. Multiple players can pick the same card combination.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Write down a number (compulsory)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You must write down the number of the card combination you picked in an empty space of the marking area of your Adventure sheet. These spaces are grouped in different zones depending on the Adventure you are playing. In each zone, the numbers must be placed in ascending order from the lowest to the highest. A number can never appear twice in the same zone. &lt;br /&gt;
&lt;br /&gt;
* Adventure 1: numbers must ascend from left to right&lt;br /&gt;
* Adventure 2:  numbers ascend from the lower end of the string of spaces to the higher end&lt;br /&gt;
* Adventure 3: numbers must ascend in rows from left right and in columns from bottom to top&lt;br /&gt;
&lt;br /&gt;
You can leave as many empty spaces as you wish between two numbered spaces, then fill them later on, as long as you keep respecting the ascending order. Likewise, you can skip some numbers (for instance: put an 8 just after a 6).  &lt;br /&gt;
&lt;br /&gt;
You must pick a card combination if you can write down at least one of the 3 available numbers. Else, you must cross off 1 system Error box in the scoring area of your sheet and skip this turn. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4. Use the action (optional)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can use the action of the card combination that you picked, as long as you have filled in a space of your sheet with the number of the combination. &lt;br /&gt;
&lt;br /&gt;
You will always perform the same 6 actions, but in different ways depending on the Adventure played.  &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Robot action:&#039;&#039;&#039; varies by adventure&lt;br /&gt;
* &#039;&#039;&#039;The Water and Plant actions:&#039;&#039;&#039; varies by adventure&lt;br /&gt;
* &#039;&#039;&#039;The Energy action:&#039;&#039;&#039; varies by adventure&lt;br /&gt;
* &#039;&#039;&#039;The Astronaut action:&#039;&#039;&#039; Allows you to add or subtract 0, 1, or 2 from the number before placing&lt;br /&gt;
* &#039;&#039;&#039;The Planning action:&#039;&#039;&#039; Allows you to fill in an additional space by placing an X, which is then counted as a numbered space&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5. Incidents &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some effects or consequences that can be triggered during the different Adventures are resolved at the immediately. &lt;br /&gt;
&lt;br /&gt;
Sabotage effect: Your opponents has a System Error circled on their sheet and the same Sabotage symbol that you have just triggered is crossed off. Your opponents will no longer be able to trigger it themselves in the future.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6. Accomplish a mission (optional)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The 3 mission cards are objectives. The first player to fulfill, in the same turn, the requirements of the mission can accomplish it. They gain the highest value on the mission card. Subsequently, those players that accomplish the mission in future turns will get its lowest value. You can only accomplish each of the 3 missions once during the game. When you have accomplished a mission, you keep the points you have earned, even if you do not continue to meet the requirements later on. &lt;br /&gt;
&lt;br /&gt;
==== End of the Game ====&lt;br /&gt;
The game ends immediately at the end of a turn, if one of the players has either: &lt;br /&gt;
&lt;br /&gt;
* Accomplished all three missions A, B and C&lt;br /&gt;
* Crossed off all the System Error boxes     -or-&lt;br /&gt;
&lt;br /&gt;
* Filled in all spaces of the marking area on their sheet, with numbers or X.&lt;br /&gt;
&lt;br /&gt;
Tally the points. The player with the most points wins. In case of a tie, the player with the least System Error boxes crossed off is the winner. &lt;br /&gt;
&lt;br /&gt;
== Adventures ==&lt;br /&gt;
&lt;br /&gt;
=== Adventure #1: The Launch ===&lt;br /&gt;
&lt;br /&gt;
==== 3 &amp;amp; 4 Write Down a Number Using the Action (Compulsory) ====&lt;br /&gt;
There are 9 floors in the rocket. Each floor is an independent zone that must be numbered in ascending order from left to right.&lt;br /&gt;
&lt;br /&gt;
In this Adventure, you won’t perform any action. That means that none of the 6 actions has any effect. Each floor is tied to one of the action symbols (Astronaut, Water, Robot...). The actions only serve to show you where you can write down the number of the combination. So, each turn, you must write down a number on the floor tied to the action associated with that number.&lt;br /&gt;
&lt;br /&gt;
The first floor, at the bottom of the rocket, is a Wild action floor, where any number can be placed, whatever the action of the combination, as long as the ascending order is respected.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; With a combination “6/Astronaut”, you can write down the 6 on one of the two floors with astronauts or on the Wild action floor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System Error:&#039;&#039;&#039; If you cannot write down any number during a turn, circle one of the System Error box (in no particular order) instead of playing.&lt;br /&gt;
&lt;br /&gt;
Be careful, you will need to cross off each System Error previously circled with an Active Rocket effect, before being able to launch your rocket.&lt;br /&gt;
&lt;br /&gt;
==== The Quarter Effects ====&lt;br /&gt;
Each floor of the rocket has one or more quarters separated with partition walls. As soon as you complete a quarter of a floor, having written down a number in each space of this quarter, apply its effects immediately. We suggest that you cross off the effects one by one before using them to avoid missing a sequence.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Building effect:&#039;&#039;&#039; You can write an X in an empty space of your choice, which allows you to complete quarters faster.&lt;br /&gt;
* &#039;&#039;&#039;Rocket Activation effect:&#039;&#039;&#039; There are Active and Inactive Rockets (see the symbols opposite). With the Activation effect, fill in the arrow of an Inactive Rocket in order to activate it, in any quarter that is not fully numbered.&lt;br /&gt;
* &#039;&#039;&#039;Active Rocket effect:&#039;&#039;&#039; Each Active Rocket gives a number of rockets that you must cross off in the scoring area on the right. Start with the bottom line, then go up, line by line. As soon as you finish a line, cross off the scoring box at the end of the line. Then, you will be able to cross off your circled System Error boxes. Finally, if you still have some rockets to cross off, cross off the rockets next to the final scoring space.&lt;br /&gt;
* &#039;&#039;&#039;Sabotage effect:&#039;&#039;&#039; During phase 5, announce a Sabotage. Your opponents must circle a System Error on their sheet, then cross off the same Sabotage symbol that you have just triggered. Your opponents will no longer be able to trigger it themselves. If several players trigger the same Sabotage of the same floor in the same turn, then this Sabotage does not impact those who have triggered it, and impacts the other players only once.&lt;br /&gt;
&lt;br /&gt;
If you trigger several Sabotages, they will be dealt with independently. Before being able to launch, you must cross off all the System Error circled with the Active Rocket effects.&lt;br /&gt;
&lt;br /&gt;
==== 5 Incidents: Trigger Sabotages ====&lt;br /&gt;
The Sabotage effects are announced and triggered at this moment of the turn.&lt;br /&gt;
&lt;br /&gt;
==== 6 Accomplish a Mission ====&lt;br /&gt;
In this Adventure, an accomplished mission does not earn you points at the end of the game, but gives you an Active Rocket effect that allows you to immediately cross off in your scoring area the number of rocket symbols specified on the card and/or System Error circled boxes. As soon as you accomplish a mission, you must cross off the corresponding mission space on your sheet.&lt;br /&gt;
&lt;br /&gt;
=== End Of Game ===&lt;br /&gt;
The game can end either with one of the 3 end conditions from the standard rules, or as soon as a rocket is launched.&lt;br /&gt;
&lt;br /&gt;
To launch your rocket and win the game, at the end of the turn, you must have crossed off all the rockets below the 150 scoring box, as well as all the System Error boxes circled on your sheet. The 8 rockets next to the final scoring space can be crossed off to win a tie ![tie icon] if several players launched a rocket during the same turn, the winner is the player who has crossed off the most of these rockets.&lt;br /&gt;
&lt;br /&gt;
In case of a standard rules end condition, scores are tallied, and whoever has the highest score is the winner: Your score is equal to the lowest rocket score still visible, from which you must subtract 5 points for each circled System Error box that hasn’t been crossed off.&lt;br /&gt;
&lt;br /&gt;
==== The Missions ====&lt;br /&gt;
&lt;br /&gt;
* Number the 3 Astronaut &amp;amp; Water floors completely.&lt;br /&gt;
* Number the 3 Robot &amp;amp; Planning floors completely.&lt;br /&gt;
* Number the Energy floor completely.&lt;br /&gt;
* Number the Plant and Wild floors completely.&lt;br /&gt;
* Write down 10 X with the Building effects.&lt;br /&gt;
* Have 5 System Error boxes circled and not crossed off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Adventure #2: The Journey ===&lt;br /&gt;
&lt;br /&gt;
==== 3 Write Down a Number (Compulsory) ====&lt;br /&gt;
At the beginning of the game, the trajectory to the Moon is one long zone that you must number in ascending order from the Earth to the Moon. This trajectory is way too long to be numbered completely. As the game progresses, with the Energy action (see later on), you can split the trajectory into several smaller zones that you can number independently from each other (①).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System Error:&#039;&#039;&#039; For each of the first two System Error boxes that you cross off, you get one Energy in compensation: immediately circle an Energy symbol at the top of your sheet (②). If you have 2 circled Energies, you must immediately use them (see Energy action).&lt;br /&gt;
&lt;br /&gt;
==== 4 Use the Action (Optional) ====&lt;br /&gt;
&#039;&#039;&#039;Energy Action:&#039;&#039;&#039; The energy allows you to turn on the engines of your rocket, in order to create a boost to correct your trajectory. For that purpose, circle one Energy symbol at the top of your sheet (②). At the beginning of the game, you start with one energy already circled. Each time you have 2 circled energies, you must &#039;&#039;&#039;immediately&#039;&#039;&#039; cross them off, then divide a zone on your trajectory by drawing a line between 2 spaces of your choice, numbered or not. This line shows the end of one zone, and the beginning of another one. This way you will get shorter zones that you must number independently from one another (①).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Water Action:&#039;&#039;&#039;  It is important to stir the water tanks. If you have written down the number of your combination in a space with a water tank, then, with the Water action, you can circle that water tank (③).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Robot action:&#039;&#039;&#039; You must program the robots to retrieve the plants from the space stations. The stations are already connected to your trajectory by the robots, but you must activate them in order to retrieve the plants and earn points. No matter where you have written down the number of your combination, with this action, you can circle a robot sent towards any station (④).The first players to circle all the robots of a station, during the same turn, can circle the highest multiplier (⑤). The other players must then cross off this multiplier and will be able to get only the lowest multiplier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Plant action:&#039;&#039;&#039;  You must organize the growing of the plants in microgravity in the space stations. These stations are connected to your trajectory by Robot symbols. With the Plant action, circle one plant in the station of your choice, as long as this station is connected to the zone where you have written down your number. At the beginning of the game, you can reach all stations from any space on your trajectory, because the 4 stations are connected to the one and only zone that makes up your trajectory. But gradually, through the use of the energies, you will split your trajectory in multiple separate zones. Thus, each station will be connected only to a specific zone, and a Plant action will only reach it if the number is written in this zone. &#039;&#039;&#039;Note that you can circle the Plants of a station even though you have not circled all the robots for this station (⑥).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Astronaut action:&#039;&#039;&#039; The Astronaut action allows you to modify the value of the number of the chosen combination, before you write it down (−2, −1, 0, +1, +2). Moreover, cross off 1 Astronaut symbol on the right side of your sheet. Whenever you have 2 crossed off Astronauts, circle a Wild Action symbol (⑦).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Planning action:&#039;&#039;&#039; The Planning action allows you to fill in a space with an X in addition to the number of your combination. Moreover, cross off 1 Planning symbol on the right side of your sheet. Whenever you have 2 crossed off Planning, circle a Wild Action symbol (⑧). &#039;&#039;&#039;Note&#039;&#039;&#039; that you cannot cross off a Planning symbol without writing down an X in an empty space.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wild action:&#039;&#039;&#039; You can use a circled Wild Action symbol whenever you want (⑨). To use it, cross it off, then use any of the 6 possible actions &#039;&#039;&#039;instead&#039;&#039;&#039; of the one from your number/action combination.&lt;br /&gt;
&lt;br /&gt;
==== End of Game ====&lt;br /&gt;
At the end of the game, in addition to points earned for accomplished missions and penalty points lost for System Errors, tally up your points in each scoring area as follows:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;🔹 Plants:&#039;&#039;&#039;  For each space station, multiply the # of circled plants by the multiplier bonus you circled with the robots. Be careful, if you have not circled all the robots for a station, you will not score anything for it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;🔹 Water tanks:&#039;&#039;&#039;  Add up the values of each circled water tank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;🔹 Longest complete zone:&#039;&#039;&#039;  Score one point per numbered space for the longest complete zone (all numbered spaces) on your trajectory.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;🔹 The most zones complete:&#039;&#039;&#039;  Those who filled in the most zones on their course earn 20 points, the second one earns 10 points, and the third one earns 5 points. You do not earn any points if you do not have at least one complete zone.&lt;br /&gt;
&lt;br /&gt;
==== The Missions ====&lt;br /&gt;
🔸 &#039;&#039;&#039;Circle a multiplier bonus for 3 different space stations with the robots.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🔸 &#039;&#039;&#039;Circle all the plants for 2 space stations. All the robots do not have to be necessarily circled.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Using the energy, create on your trajectory&#039;&#039;&#039; &#039;&#039;&#039;2 zones of 6 numbered spaces.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Using the energy, create on your trajectory 3 zones of numbered spaces: 1 zone of 6 spaces, 1 zone of 4 spaces and 1 zone of 2 spaces.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🔸 &#039;&#039;&#039;Circle 6 water tanks.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🔸 &#039;&#039;&#039;Circle 4 consecutive water tanks on your trajectory.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Adventure #3: The Colony ===&lt;br /&gt;
&lt;br /&gt;
==== 3 Write Down a Number (Compulsory) ====&lt;br /&gt;
In this Adventure, each building is a space to be numbered.&lt;br /&gt;
&lt;br /&gt;
Each row and each column of buildings forms a zone that you must number in ascending order.&lt;br /&gt;
&lt;br /&gt;
Each horizontal row of buildings must be numbered in ascending order from left to right.&lt;br /&gt;
&lt;br /&gt;
Each vertical column of buildings must be numbered in ascending order from bottom to top.&lt;br /&gt;
&lt;br /&gt;
When you write down a number on a building, you must make sure that this number is in the proper order in relation to the other numbers both in the same row and in the same column 🔴①.&lt;br /&gt;
&lt;br /&gt;
The rocket at the bottom left side, and the observatory at the top right side are considered to be already numbered 🔴②.&lt;br /&gt;
&lt;br /&gt;
Moreover the two buildings marked with an X at the center of the colony are already constructed. So they are considered to be already numbered from the beginning of the game as well.&lt;br /&gt;
&lt;br /&gt;
==== The Quarters ====&lt;br /&gt;
The colony buildings are divided up into four quarters.&lt;br /&gt;
&lt;br /&gt;
The first players to write a number in all the buildings of one quarter, in the same turn, circle the highest bonus of 15 points 🔴③.&lt;br /&gt;
&lt;br /&gt;
he other players must then cross off this bonus, and will only be able to get the lowest bonus of 5 points.&lt;br /&gt;
&lt;br /&gt;
==== 4 Use the Action (Optional) ====&lt;br /&gt;
🔹 &#039;&#039;&#039;Water action:&#039;&#039;&#039; If you write down the number of your combination in a building with a water tank, then with the Water action, you can circle that water tank 🔴④.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Plant action:&#039;&#039;&#039; You must build greenhouses in order to grow plants. For that purpose, circle one greenhouse in the same quarter where you have just written down the number of your combination 🔴⑤.  You must circle the greenhouses of a quarter from top to bottom. Each greenhouse will earn you 1 plant for the end of the game. The fourth greenhouse, which is larger, will earn you 2 plants.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Robot action:&#039;&#039;&#039; In order to dispatch the scientists and the equipment, you must create a network of pressurized tunnels connecting the buildings to one another. At the beginning of the game, you have already 2 tunnels built from the landing site of the rocket 🔴⑥. With the Robot action, draw a line on a tunnel to connect two buildings. These buildings do not necessarily have to be numbered. The line must start from a building already connected to the network. The network can branch out in multiple paths. As soon as a building with a parabolic antenna is numbered &#039;&#039;&#039;AND&#039;&#039;&#039; connected to your tunnel network, circle its antenna 🔴⑦.  If you connect the observatory on the top right corner, immediately circle its 3 antennas.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Energy action:&#039;&#039;&#039; Using the energy, you can improve the greenhouses, the water tanks or the network of parabolic antennas. To do that, cross off one box in the scoring area of your choice: the plants, the water or the antennas 🔴⑧. You must first cross off the box with the lowest value, then the others from top to bottom.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Astronaut action:&#039;&#039;&#039; The Astronaut action allows you to modify the value of the number of the chosen combination, before you write it down (-2, -1, 0, +1, +2).  Moreover cross off 1 Astronaut symbol in the scoring area of your sheet 🔴⑨.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Planning action:&#039;&#039;&#039; The Planning action allows you to fill in a space with an X in addition to the number of your combination.  Moreover, you must immediately cross off the available box with the lowest value in the Planning scoring area at the bottom of your sheet 🔴⑩. The Planning action is powerful to quickly establish your colony, but it will cost you some points at the end of the game.&lt;br /&gt;
&lt;br /&gt;
==== End of Game ====&lt;br /&gt;
At the end of the game, in addition to points earned for accomplished missions and penalty points lost for System Errors, tally up your points in each scoring area as follows:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
🌱 &#039;&#039;&#039;Plants, Water Tanks, and Parabolic Antennas:&#039;&#039;&#039; Tally the Plant symbols in your circled greenhouses, the circled Water tanks and the circled antennas.  Write down these numbers in their corresponding scoring areas. For each of these three fields, multiply that number with the highest visible value in the corresponding scoring area.&lt;br /&gt;
&lt;br /&gt;
🏘️ &#039;&#039;&#039;Complete quarters:&#039;&#039;&#039; Write down and add up the bonuses that you have earned for your completed quarters.&lt;br /&gt;
&lt;br /&gt;
👨‍🚀 &#039;&#039;&#039;Astronauts:&#039;&#039;&#039; The players who have crossed off the most astronauts earn 20 points, the second ones 10 points, and the third ones 5 points.  You do not earn any points if you have not crossed off any astronaut.&lt;br /&gt;
&lt;br /&gt;
🧠 &#039;&#039;&#039;Planning:&#039;&#039;&#039; Subtract the lowest value still visible in the Planning scoring area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Missions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🟥 Number all the buildings in 3 vertical columns.&lt;br /&gt;
&lt;br /&gt;
🟥 Number all the buildings in 3 horizontal rows.&lt;br /&gt;
&lt;br /&gt;
🟥 Using the robots, connect the tunnel network to the observatory in the top right corner of your sheet.&lt;br /&gt;
&lt;br /&gt;
🎯 Circle all the parabolic antennas in 2 quarters.&lt;br /&gt;
&lt;br /&gt;
🎯 Circle enough greenhouses in order to have 10 plants.&lt;br /&gt;
&lt;br /&gt;
🎯 Circle all the water tanks in 2 quarters.&lt;/div&gt;</summary>
		<author><name>Lady Jane</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpwelcometothemoon&amp;diff=25022</id>
		<title>Gamehelpwelcometothemoon</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpwelcometothemoon&amp;diff=25022"/>
		<updated>2025-05-20T14:41:52Z</updated>

		<summary type="html">&lt;p&gt;Lady Jane: added the adventures&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&#039;&#039;&#039;Welcome to the Moon&#039;&#039;&#039; is part of the Welcome to... series of games. After the residential housing estates of the 1950s, after the casinos of the 1960s, you will aim to conquer space...&lt;br /&gt;
&lt;br /&gt;
Welcome to the Moon contains 8 different Adventures that form a complete story with an increasing difficulty level. You can play these 8 Adventures independently, or successively to play out your story. &lt;br /&gt;
&lt;br /&gt;
== Standard Rules == &lt;br /&gt;
&lt;br /&gt;
The 8 Adventures are all played with the same &#039;&#039;&#039;Starship cards&#039;&#039;&#039; (number/actions). However the way you play will be different from one Adventure to the next. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On BGA, currently the first 3 adventures are available: The Launch, The Journey, and The Colony&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Starship cards are numbered from 1 to 15.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Number&lt;br /&gt;
!How Many in Deck&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
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|-&lt;br /&gt;
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|-&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Game Turn ===&lt;br /&gt;
A game is played in successive turns. Each turn is made up of the following 6 phases. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Flip 3 starship cards&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the beginning of each turn, three pairs of cards will be drawn. These pairs create three combinations, comprised of a new number and an action icon. These combinations are used to perform actions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Pick a number/action combination&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The players take their turn simultaneously: each player individually picks one of the three available combinations and applies the results on their sheet. Multiple players can pick the same card combination.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Write down a number (compulsory)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You must write down the number of the card combination you picked in an empty space of the marking area of your Adventure sheet. These spaces are grouped in different zones depending on the Adventure you are playing. In each zone, the numbers must be placed in ascending order from the lowest to the highest. A number can never appear twice in the same zone. &lt;br /&gt;
&lt;br /&gt;
* Adventure 1: numbers must ascend from left to right&lt;br /&gt;
* Adventure 2:  numbers ascend from the lower end of the string of spaces to the higher end&lt;br /&gt;
* Adventure 3: numbers must ascend in rows from left right and in columns from bottom to top&lt;br /&gt;
&lt;br /&gt;
You can leave as many empty spaces as you wish between two numbered spaces, then fill them later on, as long as you keep respecting the ascending order. Likewise, you can skip some numbers (for instance: put an 8 just after a 6).  &lt;br /&gt;
&lt;br /&gt;
You must pick a card combination if you can write down at least one of the 3 available numbers. Else, you must cross off 1 system Error box in the scoring area of your sheet and skip this turn. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4. Use the action (optional)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can use the action of the card combination that you picked, as long as you have filled in a space of your sheet with the number of the combination. &lt;br /&gt;
&lt;br /&gt;
You will always perform the same 6 actions, but in different ways depending on the Adventure played.  &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Robot action:&#039;&#039;&#039; varies by adventure&lt;br /&gt;
* &#039;&#039;&#039;The Water and Plant actions:&#039;&#039;&#039; varies by adventure&lt;br /&gt;
* &#039;&#039;&#039;The Energy action:&#039;&#039;&#039; varies by adventure&lt;br /&gt;
* &#039;&#039;&#039;The Astronaut action:&#039;&#039;&#039; Allows you to add or subtract 0, 1, or 2 from the number before placing&lt;br /&gt;
* &#039;&#039;&#039;The Planning action:&#039;&#039;&#039; Allows you to fill in an additional space by placing an X, which is then counted as a numbered space&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5. Incidents &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some effects or consequences that can be triggered during the different Adventures are resolved at the immediately. &lt;br /&gt;
&lt;br /&gt;
Sabotage effect: Your opponents has a System Error circled on their sheet and the same Sabotage symbol that you have just triggered is crossed off. Your opponents will no longer be able to trigger it themselves in the future.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6. Accomplish a mission (optional)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The 3 mission cards are objectives. The first player to fulfill, in the same turn, the requirements of the mission can accomplish it. They gain the highest value on the mission card. Subsequently, those players that accomplish the mission in future turns will get its lowest value. You can only accomplish each of the 3 missions once during the game. When you have accomplished a mission, you keep the points you have earned, even if you do not continue to meet the requirements later on. &lt;br /&gt;
&lt;br /&gt;
=== End of the Game ===&lt;br /&gt;
The game ends immediately at the end of a turn, if one of the players has either: &lt;br /&gt;
&lt;br /&gt;
* Accomplished all three missions A, B and C&lt;br /&gt;
* Crossed off all the System Error boxes     -or-&lt;br /&gt;
&lt;br /&gt;
* Filled in all spaces of the marking area on their sheet, with numbers or X.&lt;br /&gt;
&lt;br /&gt;
Tally the points. The player with the most points wins. In case of a tie, the player with the least System Error boxes crossed off is the winner. &lt;br /&gt;
&lt;br /&gt;
== Adventures ==&lt;br /&gt;
&lt;br /&gt;
=== Adventure #1: The Launch ===&lt;br /&gt;
&lt;br /&gt;
==== 3 &amp;amp; 4 Write Down a Number Using the Action (Compulsory) ====&lt;br /&gt;
There are 9 floors in the rocket. Each floor is an independent zone that must be numbered in ascending order from left to right.&lt;br /&gt;
&lt;br /&gt;
In this Adventure, you won’t perform any action. That means that none of the 6 actions has any effect. Each floor is tied to one of the action symbols (Astronaut, Water, Robot...). The actions only serve to show you where you can write down the number of the combination. So, each turn, you must write down a number on the floor tied to the action associated with that number.&lt;br /&gt;
&lt;br /&gt;
The first floor, at the bottom of the rocket, is a Wild action floor, where any number can be placed, whatever the action of the combination, as long as the ascending order is respected.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; With a combination “6/Astronaut”, you can write down the 6 on one of the two floors with astronauts or on the Wild action floor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System Error:&#039;&#039;&#039; If you cannot write down any number during a turn, circle one of the System Error box (in no particular order) instead of playing.&lt;br /&gt;
&lt;br /&gt;
Be careful, you will need to cross off each System Error previously circled with an Active Rocket effect, before being able to launch your rocket.&lt;br /&gt;
&lt;br /&gt;
==== The Quarter Effects ====&lt;br /&gt;
Each floor of the rocket has one or more quarters separated with partition walls. As soon as you complete a quarter of a floor, having written down a number in each space of this quarter, apply its effects immediately. We suggest that you cross off the effects one by one before using them to avoid missing a sequence.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Building effect:&#039;&#039;&#039; You can write an X in an empty space of your choice, which allows you to complete quarters faster.&lt;br /&gt;
* &#039;&#039;&#039;Rocket Activation effect:&#039;&#039;&#039; There are Active and Inactive Rockets (see the symbols opposite). With the Activation effect, fill in the arrow of an Inactive Rocket in order to activate it, in any quarter that is not fully numbered.&lt;br /&gt;
* &#039;&#039;&#039;Active Rocket effect:&#039;&#039;&#039; Each Active Rocket gives a number of rockets that you must cross off in the scoring area on the right. Start with the bottom line, then go up, line by line. As soon as you finish a line, cross off the scoring box at the end of the line. Then, you will be able to cross off your circled System Error boxes. Finally, if you still have some rockets to cross off, cross off the rockets next to the final scoring space.&lt;br /&gt;
* &#039;&#039;&#039;Sabotage effect:&#039;&#039;&#039; During phase 5, announce a Sabotage. Your opponents must circle a System Error on their sheet, then cross off the same Sabotage symbol that you have just triggered. Your opponents will no longer be able to trigger it themselves. If several players trigger the same Sabotage of the same floor in the same turn, then this Sabotage does not impact those who have triggered it, and impacts the other players only once.&lt;br /&gt;
&lt;br /&gt;
If you trigger several Sabotages, they will be dealt with independently. Before being able to launch, you must cross off all the System Error circled with the Active Rocket effects.&lt;br /&gt;
&lt;br /&gt;
==== 5 Incidents: Trigger Sabotages ====&lt;br /&gt;
The Sabotage effects are announced and triggered at this moment of the turn.&lt;br /&gt;
&lt;br /&gt;
==== 6 Accomplish a Mission ====&lt;br /&gt;
In this Adventure, an accomplished mission does not earn you points at the end of the game, but gives you an Active Rocket effect that allows you to immediately cross off in your scoring area the number of rocket symbols specified on the card and/or System Error circled boxes. As soon as you accomplish a mission, you must cross off the corresponding mission space on your sheet.&lt;br /&gt;
&lt;br /&gt;
=== End Of Game ===&lt;br /&gt;
The game can end either with one of the 3 end conditions from the standard rules, or as soon as a rocket is launched.&lt;br /&gt;
&lt;br /&gt;
To launch your rocket and win the game, at the end of the turn, you must have crossed off all the rockets below the 150 scoring box, as well as all the System Error boxes circled on your sheet. The 8 rockets next to the final scoring space can be crossed off to win a tie ![tie icon] if several players launched a rocket during the same turn, the winner is the player who has crossed off the most of these rockets.&lt;br /&gt;
&lt;br /&gt;
In case of a standard rules end condition, scores are tallied, and whoever has the highest score is the winner: Your score is equal to the lowest rocket score still visible, from which you must subtract 5 points for each circled System Error box that hasn’t been crossed off.&lt;br /&gt;
&lt;br /&gt;
==== The Missions ====&lt;br /&gt;
&lt;br /&gt;
* Number the 3 Astronaut &amp;amp; Water floors completely.&lt;br /&gt;
* Number the 3 Robot &amp;amp; Planning floors completely.&lt;br /&gt;
* Number the Energy floor completely.&lt;br /&gt;
* Number the Plant and Wild floors completely.&lt;br /&gt;
* Write down 10 X with the Building effects.&lt;br /&gt;
* Have 5 System Error boxes circled and not crossed off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Adventure #2: The Journey ===&lt;br /&gt;
&lt;br /&gt;
==== 3 Write Down a Number (Compulsory) ====&lt;br /&gt;
At the beginning of the game, the trajectory to the Moon is one long zone that you must number in ascending order from the Earth to the Moon. This trajectory is way too long to be numbered completely. As the game progresses, with the Energy action (see later on), you can split the trajectory into several smaller zones that you can number independently from each other (①).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System Error:&#039;&#039;&#039; For each of the first two System Error boxes that you cross off, you get one Energy in compensation: immediately circle an Energy symbol at the top of your sheet (②). If you have 2 circled Energies, you must immediately use them (see Energy action).&lt;br /&gt;
&lt;br /&gt;
==== 4 Use the Action (Optional) ====&lt;br /&gt;
&#039;&#039;&#039;Energy Action:&#039;&#039;&#039; The energy allows you to turn on the engines of your rocket, in order to create a boost to correct your trajectory. For that purpose, circle one Energy symbol at the top of your sheet (②). At the beginning of the game, you start with one energy already circled. Each time you have 2 circled energies, you must &#039;&#039;&#039;immediately&#039;&#039;&#039; cross them off, then divide a zone on your trajectory by drawing a line between 2 spaces of your choice, numbered or not. This line shows the end of one zone, and the beginning of another one. This way you will get shorter zones that you must number independently from one another (①).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Water Action:&#039;&#039;&#039;  It is important to stir the water tanks. If you have written down the number of your combination in a space with a water tank, then, with the Water action, you can circle that water tank (③).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Robot action:&#039;&#039;&#039; You must program the robots to retrieve the plants from the space stations. The stations are already connected to your trajectory by the robots, but you must activate them in order to retrieve the plants and earn points. No matter where you have written down the number of your combination, with this action, you can circle a robot sent towards any station (④).The first players to circle all the robots of a station, during the same turn, can circle the highest multiplier (⑤). The other players must then cross off this multiplier and will be able to get only the lowest multiplier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Plant action:&#039;&#039;&#039;  You must organize the growing of the plants in microgravity in the space stations. These stations are connected to your trajectory by Robot symbols. With the Plant action, circle one plant in the station of your choice, as long as this station is connected to the zone where you have written down your number. At the beginning of the game, you can reach all stations from any space on your trajectory, because the 4 stations are connected to the one and only zone that makes up your trajectory. But gradually, through the use of the energies, you will split your trajectory in multiple separate zones. Thus, each station will be connected only to a specific zone, and a Plant action will only reach it if the number is written in this zone. &#039;&#039;&#039;Note that you can circle the Plants of a station even though you have not circled all the robots for this station (⑥).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Astronaut action:&#039;&#039;&#039; The Astronaut action allows you to modify the value of the number of the chosen combination, before you write it down (−2, −1, 0, +1, +2). Moreover, cross off 1 Astronaut symbol on the right side of your sheet. Whenever you have 2 crossed off Astronauts, circle a Wild Action symbol (⑦).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Planning action:&#039;&#039;&#039; The Planning action allows you to fill in a space with an X in addition to the number of your combination. Moreover, cross off 1 Planning symbol on the right side of your sheet. Whenever you have 2 crossed off Planning, circle a Wild Action symbol (⑧). &#039;&#039;&#039;Note&#039;&#039;&#039; that you cannot cross off a Planning symbol without writing down an X in an empty space.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wild action:&#039;&#039;&#039; You can use a circled Wild Action symbol whenever you want (⑨). To use it, cross it off, then use any of the 6 possible actions &#039;&#039;&#039;instead&#039;&#039;&#039; of the one from your number/action combination.&lt;br /&gt;
&lt;br /&gt;
==== End of Game ====&lt;br /&gt;
At the end of the game, in addition to points earned for accomplished missions and penalty points lost for System Errors, tally up your points in each scoring area as follows:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;🔹 Plants:&#039;&#039;&#039;  For each space station, multiply the # of circled plants by the multiplier bonus you circled with the robots. Be careful, if you have not circled all the robots for a station, you will not score anything for it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;🔹 Water tanks:&#039;&#039;&#039;  Add up the values of each circled water tank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;🔹 Longest complete zone:&#039;&#039;&#039;  Score one point per numbered space for the longest complete zone (all numbered spaces) on your trajectory.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;🔹 The most zones complete:&#039;&#039;&#039;  Those who filled in the most zones on their course earn 20 points, the second one earns 10 points, and the third one earns 5 points. You do not earn any points if you do not have at least one complete zone.&lt;br /&gt;
&lt;br /&gt;
==== The Missions ====&lt;br /&gt;
🔸 &#039;&#039;&#039;Circle a multiplier bonus for 3 different space stations with the robots.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🔸 &#039;&#039;&#039;Circle all the plants for 2 space stations. All the robots do not have to be necessarily circled.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Using the energy, create on your trajectory&#039;&#039;&#039; &#039;&#039;&#039;2 zones of 6 numbered spaces.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Using the energy, create on your trajectory 3 zones of numbered spaces: 1 zone of 6 spaces, 1 zone of 4 spaces and 1 zone of 2 spaces.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🔸 &#039;&#039;&#039;Circle 6 water tanks.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🔸 &#039;&#039;&#039;Circle 4 consecutive water tanks on your trajectory.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Adventure #3: The Colony ===&lt;br /&gt;
&lt;br /&gt;
==== 3 Write Down a Number (Compulsory) ====&lt;br /&gt;
In this Adventure, each building is a space to be numbered.&lt;br /&gt;
&lt;br /&gt;
Each row and each column of buildings forms a zone that you must number in ascending order.&lt;br /&gt;
&lt;br /&gt;
Each horizontal row of buildings must be numbered in ascending order from left to right.&lt;br /&gt;
&lt;br /&gt;
Each vertical column of buildings must be numbered in ascending order from bottom to top.&lt;br /&gt;
&lt;br /&gt;
When you write down a number on a building, you must make sure that this number is in the proper order in relation to the other numbers both in the same row and in the same column 🔴①.&lt;br /&gt;
&lt;br /&gt;
The rocket at the bottom left side, and the observatory at the top right side are considered to be already numbered 🔴②.&lt;br /&gt;
&lt;br /&gt;
Moreover the two buildings marked with an X at the center of the colony are already constructed. So they are considered to be already numbered from the beginning of the game as well.&lt;br /&gt;
&lt;br /&gt;
==== The Quarters ====&lt;br /&gt;
The colony buildings are divided up into four quarters.&lt;br /&gt;
&lt;br /&gt;
The first players to write a number in all the buildings of one quarter, in the same turn, circle the highest bonus of 15 points 🔴③.&lt;br /&gt;
&lt;br /&gt;
he other players must then cross off this bonus, and will only be able to get the lowest bonus of 5 points.&lt;br /&gt;
&lt;br /&gt;
==== 4 Use the Action (Optional) ====&lt;br /&gt;
🔹 &#039;&#039;&#039;Water action:&#039;&#039;&#039; If you write down the number of your combination in a building with a water tank, then with the Water action, you can circle that water tank 🔴④.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Plant action:&#039;&#039;&#039; You must build greenhouses in order to grow plants. For that purpose, circle one greenhouse in the same quarter where you have just written down the number of your combination 🔴⑤.  You must circle the greenhouses of a quarter from top to bottom. Each greenhouse will earn you 1 plant for the end of the game. The fourth greenhouse, which is larger, will earn you 2 plants.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Robot action:&#039;&#039;&#039; In order to dispatch the scientists and the equipment, you must create a network of pressurized tunnels connecting the buildings to one another. At the beginning of the game, you have already 2 tunnels built from the landing site of the rocket 🔴⑥. With the Robot action, draw a line on a tunnel to connect two buildings. These buildings do not necessarily have to be numbered. The line must start from a building already connected to the network. The network can branch out in multiple paths. As soon as a building with a parabolic antenna is numbered &#039;&#039;&#039;AND&#039;&#039;&#039; connected to your tunnel network, circle its antenna 🔴⑦.  If you connect the observatory on the top right corner, immediately circle its 3 antennas.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Energy action:&#039;&#039;&#039; Using the energy, you can improve the greenhouses, the water tanks or the network of parabolic antennas. To do that, cross off one box in the scoring area of your choice: the plants, the water or the antennas 🔴⑧. You must first cross off the box with the lowest value, then the others from top to bottom.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Astronaut action:&#039;&#039;&#039; The Astronaut action allows you to modify the value of the number of the chosen combination, before you write it down (-2, -1, 0, +1, +2).  Moreover cross off 1 Astronaut symbol in the scoring area of your sheet 🔴⑨.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Planning action:&#039;&#039;&#039; The Planning action allows you to fill in a space with an X in addition to the number of your combination.  Moreover, you must immediately cross off the available box with the lowest value in the Planning scoring area at the bottom of your sheet 🔴⑩. The Planning action is powerful to quickly establish your colony, but it will cost you some points at the end of the game.&lt;br /&gt;
&lt;br /&gt;
==== End of Game ====&lt;br /&gt;
At the end of the game, in addition to points earned for accomplished missions and penalty points lost for System Errors, tally up your points in each scoring area as follows:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
🌱 &#039;&#039;&#039;Plants, Water Tanks, and Parabolic Antennas:&#039;&#039;&#039; Tally the Plant symbols in your circled greenhouses, the circled Water tanks and the circled antennas.  Write down these numbers in their corresponding scoring areas. For each of these three fields, multiply that number with the highest visible value in the corresponding scoring area.&lt;br /&gt;
&lt;br /&gt;
🏘️ &#039;&#039;&#039;Complete quarters:&#039;&#039;&#039; Write down and add up the bonuses that you have earned for your completed quarters.&lt;br /&gt;
&lt;br /&gt;
👨‍🚀 &#039;&#039;&#039;Astronauts:&#039;&#039;&#039; The players who have crossed off the most astronauts earn 20 points, the second ones 10 points, and the third ones 5 points.  You do not earn any points if you have not crossed off any astronaut.&lt;br /&gt;
&lt;br /&gt;
🧠 &#039;&#039;&#039;Planning:&#039;&#039;&#039; Subtract the lowest value still visible in the Planning scoring area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Missions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🟥 Number all the buildings in 3 vertical columns.&lt;br /&gt;
&lt;br /&gt;
🟥 Number all the buildings in 3 horizontal rows.&lt;br /&gt;
&lt;br /&gt;
🟥 Using the robots, connect the tunnel network to the observatory in the top right corner of your sheet.&lt;br /&gt;
&lt;br /&gt;
🎯 Circle all the parabolic antennas in 2 quarters.&lt;br /&gt;
&lt;br /&gt;
🎯 Circle enough greenhouses in order to have 10 plants.&lt;br /&gt;
&lt;br /&gt;
🎯 Circle all the water tanks in 2 quarters.&lt;/div&gt;</summary>
		<author><name>Lady Jane</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpinori&amp;diff=24707</id>
		<title>Gamehelpinori</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpinori&amp;diff=24707"/>
		<updated>2025-04-22T20:08:02Z</updated>

		<summary type="html">&lt;p&gt;Lady Jane: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
In Inori Valley, villages are built beneath the foliage of an immense sacred tree, where they coexist with benevolent (yet jealous) Spirits. Each year, the village chiefs make offerings to the Spirits and erect Altars in their honor on the Great Tree. Receive the most Favors from the Spirits to become this year’s Keeper of the Great Tree!&lt;br /&gt;
&lt;br /&gt;
Collect favour tokens and try to fill all the spaces on the cards, whilst determining which colours will score at game end by allocating them to the Great Tree by the end of 4 rounds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
On your turn, either Offer to a Card or Offer to the Great Tree&lt;br /&gt;
&lt;br /&gt;
In addition, you may optionally play a Rune Tile&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Offer to a Card===&lt;br /&gt;
&lt;br /&gt;
If there is an unoccupied space on a card, displayed on the upper edge, you can place your piece there to take the bonus but you may be required to pay a cost if present&lt;br /&gt;
&lt;br /&gt;
The cost can either be a set colour or it could be of the colour you have a majority of&lt;br /&gt;
&lt;br /&gt;
There are a number of different effects found on the cards&lt;br /&gt;
&lt;br /&gt;
Some give you Favour tokens of a specific colour&lt;br /&gt;
&lt;br /&gt;
Some give you Favour tokens of the colour you have the least of&lt;br /&gt;
&lt;br /&gt;
Some let you draw a Rune Tile&lt;br /&gt;
&lt;br /&gt;
Some will score you a point for each unique colour you currently posses&lt;br /&gt;
&lt;br /&gt;
Some will score you a point for each of a specific colour you hold&lt;br /&gt;
&lt;br /&gt;
Some will score you a point for each token of your majority colour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Offer to the Great Tree===&lt;br /&gt;
&lt;br /&gt;
You can place an offering on any unoccupied space of the Great Tree&lt;br /&gt;
&lt;br /&gt;
At the start of the game, all spaces are free, but as it progresses there may be an associated cost&lt;br /&gt;
&lt;br /&gt;
When you place your piece on a space without a cost, take the effect, then place an unused Alter Tile of your choice next to it, this will then become the cost to use this space later on&lt;br /&gt;
&lt;br /&gt;
The effects are as follows&lt;br /&gt;
&lt;br /&gt;
Take any two Favour tokens&lt;br /&gt;
&lt;br /&gt;
Score 5 points&lt;br /&gt;
&lt;br /&gt;
Take a Rune Tile plus a Favour token matching the Alter Tile colour&lt;br /&gt;
&lt;br /&gt;
Score a point for each token you have which matches the Alter Tile&lt;br /&gt;
&lt;br /&gt;
Block two card spaces with the neutral pieces, then gain a Favour token matching the Alter tile&lt;br /&gt;
&lt;br /&gt;
Gain 3 Favour tokens matching the Alter Tile&lt;br /&gt;
&lt;br /&gt;
Get the two Favour tokens set aside during setup&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Play a Rune Tile===&lt;br /&gt;
&lt;br /&gt;
In addition to playing to either a Card or the Great Tree, you can also play Rune tiles&lt;br /&gt;
&lt;br /&gt;
Some give you Favour tokens of an indicated colour&lt;br /&gt;
&lt;br /&gt;
Some let you move a piece from any other card to an unoccupied space on the card of the matching colour&lt;br /&gt;
&lt;br /&gt;
Some let you move a piece from an indicated card to an unoccupied space on any other card&lt;br /&gt;
&lt;br /&gt;
Some let you play on an occupied space, so long as it isn&#039;t yourself who occupy it already&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===End of Season===&lt;br /&gt;
&lt;br /&gt;
Once everyone has placed all their pieces, the season comes to an end&lt;br /&gt;
&lt;br /&gt;
Check each of the cards to see if they are complete or incomplete, a card is complete if a piece was placed on every space available&lt;br /&gt;
&lt;br /&gt;
For Complete cards, each player present scores a point for each Favour token they hold which matches the card&#039;s colour, then the players retrieve their pieces and the card is replaced with a new one of the colour shown in the top right corner (The same colour as the card itself)&lt;br /&gt;
&lt;br /&gt;
For Incomplete cards, no scoring occurs, all pieces are returned, and the card is replaced with a new one of the colour shown in the lower right corner (this will be different to the current colour). New start cards are an exception: If they are incomplete, players with pieces on them score 1 point per Favour token they have that matches the color in the bottom right of the card.&lt;br /&gt;
&lt;br /&gt;
After which, players gain a new piece from the next season space (in 4 players the first end of season gives no new pieces)&lt;br /&gt;
&lt;br /&gt;
Finally, the player with the fewest points draws 2 Start cards and picks one to use for the new round and then they become the first player&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
The game ends at the end of the 4th Season&lt;br /&gt;
&lt;br /&gt;
For each Great Tree space with an Alter Tile, players score 1st and 2nd place for most Favour tokens of the related colour (If tied for 1st, all get 1st score and no 2nd place, if tied for 2nd all get 2nd score)&lt;br /&gt;
&lt;br /&gt;
The player with the most points, wins!&lt;/div&gt;</summary>
		<author><name>Lady Jane</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpboreal&amp;diff=24624</id>
		<title>Gamehelpboreal</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpboreal&amp;diff=24624"/>
		<updated>2025-04-09T23:37:30Z</updated>

		<summary type="html">&lt;p&gt;Lady Jane: formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;&amp;lt;big&amp;gt;Overview&amp;lt;/big&amp;gt;&#039;&#039;&#039; ==&lt;br /&gt;
The game is played in rounds, where each player will go through 2 phases (Exploration &amp;amp; Rest phase) before passing the turn.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;&amp;lt;big&amp;gt;Card Anatomy&amp;lt;/big&amp;gt;&#039;&#039;&#039; ==&lt;br /&gt;
Top left: card family, followed by compass cost&lt;br /&gt;
&lt;br /&gt;
Top right: # of compass replenished during resting phase&lt;br /&gt;
&lt;br /&gt;
Bottom right: VP in book symbol, and some cards have an additional power/special effect&lt;br /&gt;
[[File:Boreal1.jpg|thumb|none|318x318px|Fig 1]]&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;&amp;lt;big&amp;gt;Player Turn&amp;lt;/big&amp;gt;&#039;&#039;&#039; ==&lt;br /&gt;
On your turn you will go through 2 phases; Exploration &amp;amp; Rest&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Exploration Phase&#039;&#039;&#039; ===&lt;br /&gt;
During this phase, you can either:&lt;br /&gt;
&lt;br /&gt;
* Build a card into your tableau from the center board or your reserve&lt;br /&gt;
* Reserve a card from the center board into your reserve&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;&#039;&#039;Build&#039;&#039;&#039;&#039;&#039; ====&lt;br /&gt;
Each player begins the game with an exploration token on the 5 spot, which tracks the number of compasses you have.&lt;br /&gt;
&lt;br /&gt;
When you build a card, &#039;&#039;&#039;you must pay its cost in number of compass&#039;&#039;&#039; (move your exploration token).&lt;br /&gt;
&lt;br /&gt;
If you build a card from the center board, the card can only come from those in &#039;&#039;&#039;the same column&#039;&#039;&#039; or to the &#039;&#039;&#039;left of your exploration token&#039;&#039;&#039;. For example, if your token is at the 3 spot, you can only pick cards #1, #2 or #3&lt;br /&gt;
&lt;br /&gt;
You build by placing cards in your tableau in the shape of a pyramid (4 cards on bottom, 3 on second level, 2 on the third, and 1 on top). To build a card on an upper level space, there must be 2 cards right below it&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;u&amp;gt;Note:&amp;lt;/u&amp;gt;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;- You can only ever build OR reserve 1 archive card.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;- If you already have an archive card reserved, you can&#039;t reserve another one&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;- Once a card is taken from the center board, its instantly replaced with a card from the main deck&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;&#039;&#039;Reserve&#039;&#039;&#039;&#039;&#039; ====&lt;br /&gt;
If you choose to reserve a card instead, you can take ANY card from the center board (it does not have to be on the same column or to the left of your exploration token). Also when you reserve a card, you don&#039;t need to move your exploration token. You can have multiple cards in your reserve, though they must be face up.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Rest Phase&#039;&#039;&#039; ===&lt;br /&gt;
Count all of the compasses on cards built in your pyramid that are open* plus any additional compass given by the space of your exploration token. Move that many spaces to the right (Figure 2, D).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;An open card is a card that doesn&#039;t have a card on top of it.&lt;br /&gt;
[[File:Boreal2.jpg|thumb|none|Fig 2]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In this example, the player would gain 5 compasses in total (Figure 2, A)&lt;br /&gt;
&lt;br /&gt;
- 2 from the exploration token being in space 0&lt;br /&gt;
&lt;br /&gt;
- 3 from their open cards (Figure 2, B) (the other cards (Figure 2, C) have cards on top of them).&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;&amp;lt;big&amp;gt;Game End&amp;lt;/big&amp;gt;&#039;&#039;&#039; ==&lt;br /&gt;
Endgame is triggered when one player manages to build the 10th card in their pyramid. Continue until both players have equal turns.&lt;/div&gt;</summary>
		<author><name>Lady Jane</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpboreal&amp;diff=24623</id>
		<title>Gamehelpboreal</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpboreal&amp;diff=24623"/>
		<updated>2025-04-09T23:31:21Z</updated>

		<summary type="html">&lt;p&gt;Lady Jane: formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;&amp;lt;big&amp;gt;Overview&amp;lt;/big&amp;gt;&#039;&#039;&#039; ==&lt;br /&gt;
The game is played in rounds, where each player will go through 2 phases (Exploration &amp;amp; Rest phase) before passing the turn.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;&amp;lt;big&amp;gt;Card Anatomy&amp;lt;/big&amp;gt;&#039;&#039;&#039; ==&lt;br /&gt;
Top left: card family, followed by compass cost&lt;br /&gt;
&lt;br /&gt;
Top right: # of compass replenished during resting phase&lt;br /&gt;
&lt;br /&gt;
Bottom right: VP in book symbol, and some cards have an additional power/special effect&lt;br /&gt;
[[File:Boreal1.jpg|thumb]]&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;&amp;lt;big&amp;gt;Player Turn&amp;lt;/big&amp;gt;&#039;&#039;&#039; ==&lt;br /&gt;
On your turn you will go through 2 phases; Exploration &amp;amp; Rest&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Exploration Phase&#039;&#039;&#039; ===&lt;br /&gt;
During this phase, you can either:&lt;br /&gt;
&lt;br /&gt;
* Build a card into your tableau from the center board or your reserve&lt;br /&gt;
* Reserve a card from the center board into your reserve&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;&#039;&#039;Build&#039;&#039;&#039;&#039;&#039; ====&lt;br /&gt;
Each player begins the game with an exploration token on the 5 spot, which tracks the number of compasses you have.&lt;br /&gt;
&lt;br /&gt;
When you build a card, &#039;&#039;&#039;you must pay its cost in number of compass&#039;&#039;&#039; (move your exploration token).&lt;br /&gt;
&lt;br /&gt;
If you build a card from the center board, the card can only come from those in &#039;&#039;&#039;the same column&#039;&#039;&#039; or to the &#039;&#039;&#039;left of your exploration token&#039;&#039;&#039;. For example, if your token is at the 3 spot, you can only pick cards #1, #2 or #3&lt;br /&gt;
&lt;br /&gt;
You build by placing cards in your tableau in the shape of a pyramid (4 cards on bottom, 3 on second level, 2 on the third, and 1 on top). To build a card on an upper level space, there must be 2 cards right below it&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;u&amp;gt;Note:&amp;lt;/u&amp;gt;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;- You can only ever build OR reserve 1 archive card.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;- If you already have an archive card reserved, you can&#039;t reserve another one&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;- Once a card is taken from the center board, its instantly replaced with a card from the main deck&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;&#039;&#039;Reserve&#039;&#039;&#039;&#039;&#039; ====&lt;br /&gt;
If you choose to reserve a card instead, you can take ANY card from the center board (it does not have to be on the same column or to the left of your exploration token). Also when you reserve a card, you don&#039;t need to move your exploration token. You can have multiple cards in your reserve, though they must be face up.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Rest Phase&#039;&#039;&#039; ===&lt;br /&gt;
Count all of the compasses on cards built in your pyramid that are open* plus any additional compass given by the space of your exploration token. Move that many spaces to the right.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;An open card is a card that doesn&#039;t have a card on top of it.&lt;br /&gt;
[[File:Boreal2.jpg|thumb]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In this example, the player would gain 5 compasses in total&lt;br /&gt;
&lt;br /&gt;
- 2 from the exploration token being in space 0&lt;br /&gt;
&lt;br /&gt;
- 3 from their open cards (B) (the other cards (C) have cards on top of them).&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;&amp;lt;big&amp;gt;Game End&amp;lt;/big&amp;gt;&#039;&#039;&#039; ==&lt;br /&gt;
Endgame is triggered when one player manages to build the 10th card in their pyramid. Continue until both players have equal turns.&lt;/div&gt;</summary>
		<author><name>Lady Jane</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpboreal&amp;diff=24622</id>
		<title>Gamehelpboreal</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpboreal&amp;diff=24622"/>
		<updated>2025-04-09T23:24:04Z</updated>

		<summary type="html">&lt;p&gt;Lady Jane: page is new&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&amp;lt;big&amp;gt;Overview&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The game is played in rounds, where each player will go through 2 phases (Exploration &amp;amp; Rest phase) before passing the turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Card Anatomy&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Top left: card family, followed by compass cost&lt;br /&gt;
&lt;br /&gt;
Top right: # of compass replenished during resting phase&lt;br /&gt;
&lt;br /&gt;
Bottom right: VP in book symbol, and some cards have an additional power/special effect&lt;br /&gt;
[[File:Boreal1.jpg|thumb]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Player Turn&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
On your turn you will go through 2 phases; Exploration &amp;amp; Rest&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exploration Phase&#039;&#039;&#039;&lt;br /&gt;
During this phase, you can either:&lt;br /&gt;
&lt;br /&gt;
* Build a card into your tableau from the center board or your reserve&lt;br /&gt;
* Reserve a card from the center board into your reserve&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Build&#039;&#039;&#039;&#039;&#039;Each player begins the game with an exploration token on the 5 spot, which tracks the number of compasses you have.&lt;br /&gt;
&lt;br /&gt;
When you build a card, &#039;&#039;&#039;you must pay its cost in number of compass&#039;&#039;&#039; (move your exploration token).&lt;br /&gt;
&lt;br /&gt;
If you build a card from the center board, the card can only come from those in &#039;&#039;&#039;the same column&#039;&#039;&#039; or to the &#039;&#039;&#039;left of your exploration token&#039;&#039;&#039;. For example, if your token is at the 3 spot, you can only pick cards #1, #2 or #3&lt;br /&gt;
&lt;br /&gt;
You build by placing cards in your tableau in the shape of a pyramid (4 cards on bottom, 3 on second level, 2 on the third, and 1 on top). To build a card on an upper level space, there must be 2 cards right below it&lt;br /&gt;
&#039;&#039;Note:- You can only ever build OR reserve 1 archive card- If you already have an archive card reserved, you can&#039;t reserve another one- Once a card is taken from the center board, its instantly replaced with a card from the main deck&#039;&#039;&#039;Reserve&#039;&#039;&#039;&#039;&#039;If you choose to reserve a card instead, you can take ANY card from the center board (it does not have to be on the same column or to the left of your exploration token). Also when you reserve a card, you don&#039;t need to move your exploration token. You can have multiple cards in your reserve, though they must be face up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rest Phase&#039;&#039;&#039;&lt;br /&gt;
Count all of the compasses on cards built in your pyramid that are open* plus any additional compass given by the space of your exploration token. Move that many spaces to the right.&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;An open card is a card that doesn&#039;t have a card on top of it.&lt;br /&gt;
[[File:Boreal2.jpg|thumb]]&lt;br /&gt;
In this example, the player would gain 5 compass in total&lt;br /&gt;
- 2 from the exploration token being in space 0&lt;br /&gt;
- 3 from their open cards (B) (the other cards (C) have cards on top of them).&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Game End&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
Endgame is triggered when one player manages to build the 10th card in their pyramid. Continue until both players have equal turns.&lt;/div&gt;</summary>
		<author><name>Lady Jane</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Boreal2.jpg&amp;diff=24621</id>
		<title>File:Boreal2.jpg</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Boreal2.jpg&amp;diff=24621"/>
		<updated>2025-04-09T23:23:39Z</updated>

		<summary type="html">&lt;p&gt;Lady Jane: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;https://boardgamegeek.com/thread/3227876/rough-translation-of-the-rules-based-on-google-tra&lt;/div&gt;</summary>
		<author><name>Lady Jane</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Boreal1.jpg&amp;diff=24620</id>
		<title>File:Boreal1.jpg</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Boreal1.jpg&amp;diff=24620"/>
		<updated>2025-04-09T23:01:42Z</updated>

		<summary type="html">&lt;p&gt;Lady Jane: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;https://boardgamegeek.com/thread/3227876/rough-translation-of-the-rules-based-on-google-tra&lt;/div&gt;</summary>
		<author><name>Lady Jane</name></author>
	</entry>
</feed>