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	<updated>2026-10-01T05:09:28Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpterraformingmarsthedicegame&amp;diff=31317</id>
		<title>Gamehelpterraformingmarsthedicegame</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpterraformingmarsthedicegame&amp;diff=31317"/>
		<updated>2026-09-05T22:45:35Z</updated>

		<summary type="html">&lt;p&gt;Langoroth: Added Victory Point Summary&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You have two options on your turn: &lt;br /&gt;
&lt;br /&gt;
# &amp;quot;Produce&amp;quot; or&lt;br /&gt;
# Take a &amp;quot;Supporting Action&amp;quot; and a &amp;quot;Main Action&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Produce Turn ===&lt;br /&gt;
When you produce, the following happens:&lt;br /&gt;
&lt;br /&gt;
# Discard all but 3 of your resource dice (wild tokens are not dice).&lt;br /&gt;
# You may discard any number of cards from your hand.&lt;br /&gt;
# If you have less than 5 cards, draw until you have 5.&lt;br /&gt;
# Take and roll all the dice indicated in the brown boxes on your  corporation card and green project cards in play.&lt;br /&gt;
# Ready any previously used blue project cards. These cards may now be used again.&lt;br /&gt;
&lt;br /&gt;
=== Action Turn ===&lt;br /&gt;
You take one supporting action, and one main action, but the main action can be a second supporting action.&lt;br /&gt;
&lt;br /&gt;
==== Supporting Actions ====&lt;br /&gt;
&lt;br /&gt;
* Gain and roll 1 dice of your choice from the dice pool.&lt;br /&gt;
* Pay any resource to turn another dice to any of its sides.&lt;br /&gt;
* Pay any resource to draw 2 cards.&lt;br /&gt;
* Use a &amp;lt;u&amp;gt;yellow arrow&amp;lt;/u&amp;gt; action on one of your blue cards. (Can only be done once until you &amp;quot;Produce&amp;quot; again.)&lt;br /&gt;
&lt;br /&gt;
==== Main Actions ====&lt;br /&gt;
&lt;br /&gt;
* Play a card from hand, paying its cost in resource dice.&lt;br /&gt;
* Perform another support action.&lt;br /&gt;
* Pay 3 heat resources to increase temperature 1 step.&lt;br /&gt;
* Pay 3 water resources to place 1 ocean tile.&lt;br /&gt;
* Pay 4 plant resources to place 1 forest tile (and increase oxygen 1 step).&lt;br /&gt;
* Pay 3 city resources to place 1 city tile.&lt;br /&gt;
* Pay 3 MegaCredit resources to immediately gain 2 VP.&lt;br /&gt;
* Use a &amp;lt;u&amp;gt;red arrow&amp;lt;/u&amp;gt; action on one of your blue cards. (Can only be done once until you &amp;quot;Produce&amp;quot; again.)&lt;br /&gt;
&lt;br /&gt;
==== Free Actions ====&lt;br /&gt;
&lt;br /&gt;
* Use a &amp;lt;u&amp;gt;green arrow&amp;lt;/u&amp;gt; action at &#039;&#039;&#039;any&#039;&#039;&#039; time.&lt;br /&gt;
&lt;br /&gt;
=== Dice Faces ===&lt;br /&gt;
&lt;br /&gt;
==== Yellow Dice ====&lt;br /&gt;
Common (3 faces): Megacredit&lt;br /&gt;
&lt;br /&gt;
Uncommon (2 faces): Science&lt;br /&gt;
&lt;br /&gt;
Rare (1 face): Earth&lt;br /&gt;
&lt;br /&gt;
==== Green Dice ====&lt;br /&gt;
Common (3 faces): Plant&lt;br /&gt;
&lt;br /&gt;
Uncommon (2 faces): Microbe&lt;br /&gt;
&lt;br /&gt;
Rare (1 face): Animal&lt;br /&gt;
&lt;br /&gt;
==== Blue Dice ====&lt;br /&gt;
Common (3 faces): Energy&lt;br /&gt;
&lt;br /&gt;
Uncommon (2 faces): Water&lt;br /&gt;
&lt;br /&gt;
Rare (1 face): Oxygen&lt;br /&gt;
&lt;br /&gt;
==== Grey Dice ====&lt;br /&gt;
Common (3 faces): Steel&lt;br /&gt;
&lt;br /&gt;
Uncommon (2 faces): Titanium&lt;br /&gt;
&lt;br /&gt;
Rare (1 face): City&lt;br /&gt;
&lt;br /&gt;
==== Red Dice ====&lt;br /&gt;
Common (3 faces): Heat &lt;br /&gt;
&lt;br /&gt;
Uncommon (2 faces): Event&lt;br /&gt;
&lt;br /&gt;
Rare (1 face): Nuclear&lt;br /&gt;
&lt;br /&gt;
=== Victory Points ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ocean&#039;&#039;&#039; - Gain 2 VP because it counts as terraforming.&lt;br /&gt;
* &#039;&#039;&#039;Forest&#039;&#039;&#039; - Gain 1 VP per adjacent city when placing tile. If Oxygen is increased 1 step, Gain 2 VP.&lt;br /&gt;
* &#039;&#039;&#039;City&#039;&#039;&#039; - Gain 2VP plus 1 VP per adjacent forest.&lt;br /&gt;
* &#039;&#039;&#039;Heat&#039;&#039;&#039; - Gain 2 VP because it counts as terraforming.&lt;br /&gt;
* &#039;&#039;&#039;Oxygen&#039;&#039;&#039; - Gain 2 VP because it counts as terraforming.&lt;br /&gt;
* &#039;&#039;&#039;Cards with Green Ribbon&#039;&#039;&#039; - Score the printed VPs immediately.&lt;br /&gt;
* &#039;&#039;&#039;Cards with Red Ribbon&#039;&#039;&#039; - Score these VPs at the end of the game.&lt;br /&gt;
&lt;br /&gt;
[[File:Grid of dice face rarity.png|thumb]]  &lt;br /&gt;
&lt;br /&gt;
=== Game End ===&lt;br /&gt;
When two out of three of the following &amp;quot;Terraforming&amp;quot; conditions are met, it triggers the end of the game, and then all players get one last turn (including the player who just ended the second parameter).&lt;br /&gt;
&lt;br /&gt;
* The oxygen track is completed.&lt;br /&gt;
* The temperature track is completed.&lt;br /&gt;
* All ocean tiles have been placed.&lt;br /&gt;
&lt;br /&gt;
Players add victory points from any Awards, Milestones, and played Cards to those they gained throughout the game, and whoever has the most wins.&lt;/div&gt;</summary>
		<author><name>Langoroth</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpzombicidesecondedition&amp;diff=31135</id>
		<title>Gamehelpzombicidesecondedition</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpzombicidesecondedition&amp;diff=31135"/>
		<updated>2026-08-21T01:28:05Z</updated>

		<summary type="html">&lt;p&gt;Langoroth: Added Companion skills&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
Zombicide is a cooperative game. Players win by completing the Mission objectives and surviving together.&lt;br /&gt;
&lt;br /&gt;
There are a number of missions to pick from, the top right on BGA will show you the win conditions for your particular Mission&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Setup===&lt;br /&gt;
&lt;br /&gt;
There are usually at least 6 Survivors used in a games of Zombicide, unless the Mission states otherwise.&lt;br /&gt;
&lt;br /&gt;
During setup, players distribute six Survivors amongst themselves to control during the game. Depending on the number of players, some players might have to control more than 1 Survivor.&lt;br /&gt;
&lt;br /&gt;
In Zombicide 2nd Edition, there are two types of Survivors to choose from: Adults or Kids. Kid Survivors are identified by a yellow icon on their Survivor ID Card.&lt;br /&gt;
&lt;br /&gt;
(Choosing to play with Kid Survivors does not increase the difficulty of the game.)&lt;br /&gt;
&lt;br /&gt;
Kids have 2 Health but start with the Slippery Skill as a bonus. &lt;br /&gt;
&lt;br /&gt;
Adults have 3 Health. They start with a Blue Skill, but may unlock more as they eliminate more Zombies and earn AP. &lt;br /&gt;
&lt;br /&gt;
On BGA, you can click the yellow triangle on the right of a character to give a definition of some of the skills they can unlock&lt;br /&gt;
&lt;br /&gt;
===The Map===&lt;br /&gt;
&lt;br /&gt;
The Map is made of tiles, which are divided into Zones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A street Zone is displayed by crosswalk borders, in addition it may be bordered by the edge of the map or by buildings&lt;br /&gt;
&lt;br /&gt;
A building Zone is demarcated by Walls and Doors&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
From an street Zone, a Survivor can see in orthogonal lines to as many other street zones, up to the board&#039;s edge. However, a Survivor can only see one zone into a directly adjacent inside Zone connected via an open Doors.&lt;br /&gt;
&lt;br /&gt;
From an building Zone, a Survivor can see a distance of one Zone into adjacent connected inside Zone by open doors. A Survivor can see in an orthogonal line as many street Zones as long as they are in a Zones adjacent to an open door.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Equipment Cards===&lt;br /&gt;
&lt;br /&gt;
Cards can be either Melee, Ranged, or Skills&lt;br /&gt;
&lt;br /&gt;
A character can hold 2 Hand cards and 3 Backpack Cards. Unless the card states otherwise, Backpack cards cannot actively be used.&lt;br /&gt;
&lt;br /&gt;
Weapons will either show a knife for Melee or a gun for Ranged&lt;br /&gt;
&lt;br /&gt;
Ranged cards may have a bullet or shell symbol, there is no ammo consumption, but these symbols will indicate how they might interact with Skill cards e.g. a Skill card may only affect Shell ranged weapons&lt;br /&gt;
&lt;br /&gt;
If a weapon has the red Dual Wield symbol on the top left, having two identical of this item will let you use the dual wield rules during combat&lt;br /&gt;
&lt;br /&gt;
If a weapon has the white door symbol on the top left, this can be used to open doors&lt;br /&gt;
&lt;br /&gt;
Cards will contain a noise indicator, a blue noise indicator means it makes no noise, a yellow noise indicator means it makes noise. Some cards may have both symbols, depending on how it&#039;s used e.g. combat may be silent, but door opening may be noisy&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;6 Starting Equipment cards:  &amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt; Pistol x 3 &lt;br /&gt;
&lt;br /&gt;
Baseball Bat x1&lt;br /&gt;
&lt;br /&gt;
Crowbar x1&lt;br /&gt;
&lt;br /&gt;
Fire Axe x1 &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;45 Blue Equipment cards (Found in regular search):  &amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Aaahh!! x4 (Zombie spawn/action card) &lt;br /&gt;
&lt;br /&gt;
Bag of Rice x2 (Food) (Gain 3AP when used)&lt;br /&gt;
&lt;br /&gt;
Canned Food x2 (Food) (Gain 3AP when used)&lt;br /&gt;
&lt;br /&gt;
Water x2 (Gain 3AP when used)&lt;br /&gt;
&lt;br /&gt;
Flashlight x2 &lt;br /&gt;
&lt;br /&gt;
Chainsaw x2 &lt;br /&gt;
&lt;br /&gt;
Crowbar x1 &lt;br /&gt;
&lt;br /&gt;
Fire Axe x1 &lt;br /&gt;
&lt;br /&gt;
Katana x2 &lt;br /&gt;
&lt;br /&gt;
Kukri x2 &lt;br /&gt;
&lt;br /&gt;
Machete x4 &lt;br /&gt;
&lt;br /&gt;
Molotov x4 &lt;br /&gt;
&lt;br /&gt;
Pistol x1 &lt;br /&gt;
&lt;br /&gt;
Plenty of Bullets x3 &lt;br /&gt;
&lt;br /&gt;
Plenty of Shells x3 &lt;br /&gt;
&lt;br /&gt;
Sawed-Off x4 &lt;br /&gt;
&lt;br /&gt;
Shotgun x2 &lt;br /&gt;
&lt;br /&gt;
Sniper Rifle x2 &lt;br /&gt;
&lt;br /&gt;
Sub-MG x2&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;11 Pimpweapons cards (Red cards found is grey boxes):  &amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Aaahh! x2 (Zombie spawn/action card) &lt;br /&gt;
&lt;br /&gt;
Army Sniper Rifle x1 &lt;br /&gt;
&lt;br /&gt;
Automatic Shotgun x1 &lt;br /&gt;
&lt;br /&gt;
Evil Twins x1 &lt;br /&gt;
&lt;br /&gt;
Golden AK-47 x1 &lt;br /&gt;
&lt;br /&gt;
Golden Kukri x1 &lt;br /&gt;
&lt;br /&gt;
Gunblade x1 &lt;br /&gt;
&lt;br /&gt;
Ma&#039;s Shotgun x1 &lt;br /&gt;
&lt;br /&gt;
Nailbat x1 &lt;br /&gt;
&lt;br /&gt;
Zantetsuken x1&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Weapons in Combat===&lt;br /&gt;
&lt;br /&gt;
From left to right, each weapon has 6 icons&lt;br /&gt;
&lt;br /&gt;
The first shows the type, Melee or Ranged&lt;br /&gt;
&lt;br /&gt;
The second shows the distance, usually with a min and max value. 0 is the zone the character currently resides, whilst 1 is the zone adjacent to you and so on.&lt;br /&gt;
&lt;br /&gt;
The third shows how many dice are rolled when using this weapon&lt;br /&gt;
&lt;br /&gt;
The fourth shows what value or higher you want to roll on each dice in order to count it as a success&lt;br /&gt;
&lt;br /&gt;
The fifth shows how much damage a success grants&lt;br /&gt;
&lt;br /&gt;
The sixth shows whether this weapon is noisy or silent&lt;br /&gt;
&lt;br /&gt;
If a weapon had the red dual wield symbol, and you have a duplicate of it in each hand, you can use both weapons with one action as long as the same zone (not zombie) is targeted&lt;br /&gt;
&lt;br /&gt;
You do not get to choose which specific zombie you attack with a Ranged weapon, just the Zone you attack, there is a Priority Order for the Zombies - 1st Brutes or Abominations (player choice), 2nd Walkers, 3rd Runners. What this means is if you attack a zone with 4 Walkers and a Runner, the Walkers will be hit first and until they are defeated or move on, the Runner cannot be hit with Ranged. However, Melee weapons allow you to choose specific targets.&lt;br /&gt;
&lt;br /&gt;
Friendly Fire - If a zone contain a mix of Zombies and Characters, any Misses on a Ranged attack hit a Character of the group&#039;s choice instead. However, a character cannot accidentally shoot themself. If there are multiple Misses, and multiple Characters in the target zone, the group can distribute the damage as desired, whether that be split evenly or not hitting one character whilst another takes more.&lt;br /&gt;
&lt;br /&gt;
===Adrenaline, Danger, and Character Leveling===&lt;br /&gt;
&lt;br /&gt;
Each time a character kills a monster, that character gains a number of AP (Adrenaline Points)&lt;br /&gt;
&lt;br /&gt;
Gaining enough AP allows that character to level up (Blue - Yellow - Orange - Red)&lt;br /&gt;
&lt;br /&gt;
Each level up gives 1 Ability, some levels only give one ability so it&#039;s automatic, whilst others give multiple options but you can only choose 1 to take and the others are lost&lt;br /&gt;
&lt;br /&gt;
Be aware that character levels are linked to danger levels, the highest character level in the group when zombies spawn determine which and how many zombies spawn based on the same blue/yellow/orange/red level. As mentioned, it&#039;s the highest character level which counts, so if one character is a blue, four are yellows, and one is orange then the zombie spawn will be of Orange level. As such, it&#039;s advised to try to stay around the same level for everyone, lagging behind will make it difficult for you!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Zombies===&lt;br /&gt;
&lt;br /&gt;
Zombies spawn at the beginning of the game as part of setup, whenever a door of a building is opened for the first time, or during their phase determined by the zombie deck and the current danger level. When a card is drawn for a zombie, it could be a normal card which simply spawns it, or a Rush card which spawns it and allows it to take an action, or an Activation card which does NOT spawn but instead allows all zombies of that type to take an action.&lt;br /&gt;
&lt;br /&gt;
Zombies have a damage, health, Actions, and AP reward, and may have special rules&lt;br /&gt;
&lt;br /&gt;
The four zombie types are:&lt;br /&gt;
&lt;br /&gt;
Walkers have Damage 1, Health 1, Actions 1, AP 1. There are 40 in the supply.&lt;br /&gt;
&lt;br /&gt;
Brutes have Damage 1, Health 2, Actions 1, AP 1, Special Rule: Only a Damage 2+ weapon or Molotov can have an impact on them. There are 16 in the supply.&lt;br /&gt;
&lt;br /&gt;
Runners have Damage 1, Health 1, Actions 2, AP 1. There are 16 in the supply.&lt;br /&gt;
&lt;br /&gt;
Abominations have Damage 1, Health 3, Actions 1, AP 5, Special Rule: Only a Damage 3+ weapon or a Molotov can have an impact on them. No weapon has a natural 3, a Skill or similar is needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Abominations===&lt;br /&gt;
&lt;br /&gt;
If an Abomination card is drawn, what happens depends on whether there is an Abomination out or not&lt;br /&gt;
&lt;br /&gt;
If there is no Abomination, an abomination spawns&lt;br /&gt;
&lt;br /&gt;
If there is an Abomination, that abomination takes an action&lt;br /&gt;
&lt;br /&gt;
In this way, there will only ever be 1 Abomination active at most&lt;br /&gt;
&lt;br /&gt;
There are 4 unique Abominations with their own rules&lt;br /&gt;
&lt;br /&gt;
Hobomination - No combat action can be taken if you share a zone with this abomination&lt;br /&gt;
&lt;br /&gt;
Abominacop - This abomination takes first priority in targeting order&lt;br /&gt;
&lt;br /&gt;
Abominawild - Molotovs used in this abomination&#039;s zone only affect the abomination, nothing else is destroyed&lt;br /&gt;
&lt;br /&gt;
Patient 0 - None&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Player Turn===&lt;br /&gt;
&lt;br /&gt;
If you are controlling multiple characters, fully complete one character&#039;s turn before taking a different character&#039;s turn, but you can choose the order in which your characters act&lt;br /&gt;
&lt;br /&gt;
A character starts with 3 Actions per turn, but this can be increased as they level. The actions are as follows:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Move&#039;&#039;&#039; - 1 Action to move to an adjacent Zone +1 Action per zombie in current zone. This means with the base 3 actions, if a character has 3 zombies in their zone, they cannot move. If movement takes a character into a zone with zombies they cannot continue moving even if they have enough actions to progress.&lt;br /&gt;
* &#039;&#039;&#039;Search&#039;&#039;&#039; - Whilst in an Inside Zone with no Zombies, 1 action to draw an equipment card and either put it in Hand, put it in Backpack, or Discard it. If they put it in Hand/Backpack, they get a free action to redistribute the cards they currently hold however they like. If they have no space for the new item, during the redistribution they can choose a different item to discard. A Character can only perform 1 Search per turn, if they have a skill which gives them a Free Search this also counts as their 1 Search per turn.&lt;br /&gt;
* &#039;&#039;&#039;Open Door&#039;&#039;&#039; - If the character holds an item in hand which contains the door symbol on the top left, they can spend 1 action to open a door adjacent to the zone they are in. Abnormal doors may require a mission based objective to be met before they can be opened. If the door was the first door to be opened for that building, spawn zombies in each Dark Zone of that building. If a rush card was drawn, the zombie will both spawn and take an action, which may mean they move into a Light Zone.&lt;br /&gt;
* &#039;&#039;&#039;Trade&#039;&#039;&#039; - For 1 action, you can either trade with one other character in the same zone or redistribute your items between your Backpack and Hand. A trade does not have to be equal, it can be 1-for-1 or it could be a full take or a full give or some other arrangement agreed upon between the controlling players. The other character in the trade gets a free redistribution.&lt;br /&gt;
* &#039;&#039;&#039;Noise&#039;&#039;&#039; - For 1 action you can place a noise token in your zone&lt;br /&gt;
* &#039;&#039;&#039;Interact with Objective&#039;&#039;&#039; - For 1 Action you can interact with or take an objective, this effect can vary based on the Mission, but typically gives 5AP unless the Mission states otherwise.&lt;br /&gt;
* &#039;&#039;&#039;Combat&#039;&#039;&#039; - For 1 action, you can use a weapon against a zone with Zombies, if you satisfy the condition for Dual Wield you can use a single action to use both weapons.&lt;br /&gt;
* &#039;&#039;&#039;Wait&#039;&#039;&#039; - You can pass on any actions you don&#039;t wish to take&lt;br /&gt;
&lt;br /&gt;
After all players have had a turn, the first player becomes the subsequent payer. The previous first player will become the last player in the next round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Zombie Turn===&lt;br /&gt;
&lt;br /&gt;
After all characters and thus all players have taken their turns, the zombies activate&lt;br /&gt;
&lt;br /&gt;
First, attacks happen. Each zombie attacks a character in its zone, if there are multiple characters then the players choose which character takes the hit.&lt;br /&gt;
&lt;br /&gt;
Second, movement happens. Each zombie which did not attack, as such has no characters in its zone, moves 1 zone. Where they move will depend on a few things. First, they&#039;d like to go towards a zone (note they may not actually reach it) that has the most combined characters and noise tokens in it which is within its line of sight and contains at least 1 character. If there are no characters in its Line of Sight, then it moves towards the noisiest zone regardless of distance. Remember, character tokens count towards the noise level. If the path to the destination is blocked at any point between the zombie and the target zone, the zombie does not move at all. If the target zone has multiple routes of equal distance, the zombies split up as evenly as possible and take all the equidistant routes.&lt;br /&gt;
&lt;br /&gt;
For Runners, they do this check twice, their first priority is always attack, with second priority being move. This means they could, in priority order, attack-attack, attack-move, move-attack or move-move&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After activation, Spawn happens. In ascending order, from each numbered spawn point, draw a card to see what arrives corresponding with the current danger level, remember this is equal to the highest character level in all the group. Some spawn locations may be special, these do not spawn until the Mission tells you to, after a special spawn location starts spawning it continues spawning on each subsequent Spawn Phase, unless the mission says otherwise. If there are not enough zombies of a type to spawn what is needed, the zombies of that type get an activation instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Player Skills===&lt;br /&gt;
&lt;br /&gt;
The rulebook explains all player skills, but here are some highlights.&lt;br /&gt;
&lt;br /&gt;
* Lucky - for each action, player may reroll all dice one time.&lt;br /&gt;
* Matching Set - if survivor finds a weapon with the Dual symbol, they can immediately take a second card of the same type from the deck.&lt;br /&gt;
* Slippery - survivor does not spend extra actions to Move out of a zone with Z, and ignores Z when performing Move.&lt;br /&gt;
* Sniper - survivor may freely choose targets of all Ranged actions. Friendly Fire is ignored.&lt;br /&gt;
* Sprint - for one Move action on their turn, survivor may move 2 or 3 zones instead of 1.&lt;br /&gt;
* Tough - survivor ignores the first Wound they receive during each attack step, and during Friendly Fire.&lt;br /&gt;
&lt;br /&gt;
=== Companion Skills ===&lt;br /&gt;
When a character is taken as a companion they grant a skill. Here is the list:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Companion - Skill granted to Leader&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Amy - +1 free Move Action&lt;br /&gt;
* Doug - Matching Set!&lt;br /&gt;
* Elle - Sniper&lt;br /&gt;
* Josh - Slippery&lt;br /&gt;
* Ned - +1 free Search Action&lt;br /&gt;
* Wanda - Sprint&lt;br /&gt;
* Bunny G - Lucky&lt;br /&gt;
* Lili - +1 max Range&lt;br /&gt;
* Lou - Charge&lt;br /&gt;
* Odin - +1 die: Melee&lt;br /&gt;
* Ostara - Can Search More Than Once&lt;br /&gt;
* Tiger Sam - +1 die: Ranged&lt;br /&gt;
&lt;br /&gt;
===Special Modes and Missions===&lt;br /&gt;
&lt;br /&gt;
The rulebook contains further clarifications on special modes and the specific Missions&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
The game is won when the Mission Objectives are all complete&lt;br /&gt;
&lt;br /&gt;
The game is lost if a character dies&lt;br /&gt;
&lt;br /&gt;
The game is lost if a game state causes a Mission Objective to be impossible to complete&lt;br /&gt;
&lt;br /&gt;
The game is lost if a Mission specific Loss criteria is met&lt;/div&gt;</summary>
		<author><name>Langoroth</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpterraformingmarsthedicegame&amp;diff=31106</id>
		<title>Gamehelpterraformingmarsthedicegame</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpterraformingmarsthedicegame&amp;diff=31106"/>
		<updated>2026-08-17T17:17:46Z</updated>

		<summary type="html">&lt;p&gt;Langoroth: Added a description of the different blue card types. Added a Free Action section.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You have two options on your turn: &lt;br /&gt;
&lt;br /&gt;
# &amp;quot;Produce&amp;quot; or&lt;br /&gt;
# Take a &amp;quot;Supporting Action&amp;quot; and a &amp;quot;Main Action&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Produce Turn ===&lt;br /&gt;
When you produce, the following happens:&lt;br /&gt;
&lt;br /&gt;
# Discard all but 3 of your resource dice (wild tokens are not dice).&lt;br /&gt;
# You may discard any number of cards from your hand.&lt;br /&gt;
# If you have less than 5 cards, draw until you have 5.&lt;br /&gt;
# Take and roll all the dice indicated in the brown boxes on your  corporation card and green project cards in play.&lt;br /&gt;
# Ready any previously used blue project cards. These cards may now be used again.&lt;br /&gt;
&lt;br /&gt;
=== Action Turn ===&lt;br /&gt;
You take one supporting action, and one main action, but the main action can be a second supporting action.&lt;br /&gt;
&lt;br /&gt;
==== Supporting Actions ====&lt;br /&gt;
&lt;br /&gt;
* Gain and roll 1 dice of your choice from the dice pool.&lt;br /&gt;
* Pay any resource to turn another dice to any of its sides.&lt;br /&gt;
* Pay any resource to draw 2 cards.&lt;br /&gt;
* Use a &amp;lt;u&amp;gt;yellow arrow&amp;lt;/u&amp;gt; action on one of your blue cards. (Can only be done once until you &amp;quot;Produce&amp;quot; again.)&lt;br /&gt;
&lt;br /&gt;
==== Main Actions ====&lt;br /&gt;
&lt;br /&gt;
* Play a card from hand, paying its cost in resource dice.&lt;br /&gt;
* Perform another support action.&lt;br /&gt;
* Pay 3 heat resources to increase temperature 1 step.&lt;br /&gt;
* Pay 3 water resources to place 1 ocean tile.&lt;br /&gt;
* Pay 4 plant resources to place 1 forest tile (and increase oxygen 1 step).&lt;br /&gt;
* Pay 3 city resources to place 1 city tile.&lt;br /&gt;
* Pay 3 MegaCredit resources to immediately gain 2 VP.&lt;br /&gt;
* Use a &amp;lt;u&amp;gt;red arrow&amp;lt;/u&amp;gt; action on one of your blue cards. (Can only be done once until you &amp;quot;Produce&amp;quot; again.)&lt;br /&gt;
&lt;br /&gt;
==== Free Actions ====&lt;br /&gt;
&lt;br /&gt;
* Use a &amp;lt;u&amp;gt;green arrow&amp;lt;/u&amp;gt; action at &#039;&#039;&#039;any&#039;&#039;&#039; time.&lt;br /&gt;
&lt;br /&gt;
=== Dice Faces ===&lt;br /&gt;
&lt;br /&gt;
==== Yellow Dice ====&lt;br /&gt;
Common (3 faces): Megacredit&lt;br /&gt;
&lt;br /&gt;
Uncommon (2 faces): Science&lt;br /&gt;
&lt;br /&gt;
Rare (1 face): Earth&lt;br /&gt;
&lt;br /&gt;
==== Green Dice ====&lt;br /&gt;
Common (3 faces): Plant&lt;br /&gt;
&lt;br /&gt;
Uncommon (2 faces): Microbe&lt;br /&gt;
&lt;br /&gt;
Rare (1 face): Animal&lt;br /&gt;
&lt;br /&gt;
==== Blue Dice ====&lt;br /&gt;
Common (3 faces): Energy&lt;br /&gt;
&lt;br /&gt;
Uncommon (2 faces): Water&lt;br /&gt;
&lt;br /&gt;
Rare (1 face): Oxygen&lt;br /&gt;
&lt;br /&gt;
==== Grey Dice ====&lt;br /&gt;
Common (3 faces): Steel&lt;br /&gt;
&lt;br /&gt;
Uncommon (2 faces): Titanium&lt;br /&gt;
&lt;br /&gt;
Rare (1 face): City&lt;br /&gt;
&lt;br /&gt;
==== Red Dice ====&lt;br /&gt;
Common (3 faces): Heat &lt;br /&gt;
&lt;br /&gt;
Uncommon (2 faces): Event&lt;br /&gt;
&lt;br /&gt;
Rare (1 face): Nuclear[[File:Grid of dice face rarity.png|thumb]]  &lt;br /&gt;
&lt;br /&gt;
=== Game End ===&lt;br /&gt;
When two out of three of the following &amp;quot;Terraforming&amp;quot; conditions are met, it triggers the end of the game, and then all players get one last turn (including the player who just ended the second parameter).&lt;br /&gt;
&lt;br /&gt;
* The oxygen track is completed.&lt;br /&gt;
* The temperature track is completed.&lt;br /&gt;
* All ocean tiles have been placed.&lt;br /&gt;
&lt;br /&gt;
Players add victory points from any Awards, Milestones, and played Cards to those they gained throughout the game, and whoever has the most wins.&lt;/div&gt;</summary>
		<author><name>Langoroth</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpdinogenics&amp;diff=26404</id>
		<title>Gamehelpdinogenics</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpdinogenics&amp;diff=26404"/>
		<updated>2025-09-03T18:51:10Z</updated>

		<summary type="html">&lt;p&gt;Langoroth: /* END GAME SCORING */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== New Arrivals Features and Changes from Core Game ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Turn Order&#039;&#039;&#039;&lt;br /&gt;
Turn order is determined by these three factors:&lt;br /&gt;
&lt;br /&gt;
# Highest park reputation&lt;br /&gt;
# Lowest player score&lt;br /&gt;
# Most undamaged facilities&lt;br /&gt;
&lt;br /&gt;
If all these factors are the same, the current order between players is unchanged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Market Tokens&#039;&#039;&#039;&lt;br /&gt;
Players now gain a Market Token when using the Site B Action Space. Discard up to 1 Market Token when you assign a Worker to the City Center to take one additional action. The additional action can be a repeat of an action already taken at the City Center.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Promotion Tokens&#039;&#039;&#039;&lt;br /&gt;
Promotion Tokens are worth 1 reputation. When using the Time Share, take 1 Reputation Token that is on the board. If all Reputation Tokens have been claimed, you must instead take one from another player.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DNA Market and Discards&#039;&#039;&#039;&lt;br /&gt;
The new DNA Market is one card space longer with a $3 discount on the final card space. When cards are discarded from the Site B action, they are now added to the DNA Market instead of the discard pile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Ferry&#039;&#039;&#039;&lt;br /&gt;
The Ferry now grants $4 instead of $3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Facility Changes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Triceratops Observatory – Immediately place a Triceratops into your park when buying this facility. During end game scoring, gain 1 VP per Triceratops in any park.&lt;br /&gt;
&lt;br /&gt;
Medium Hotel – Now worth 2 VP during end game scoring.&lt;br /&gt;
&lt;br /&gt;
Patent Center – Each time an opponent builds a facility or dinosaur that you have in your park, gain $2.&lt;br /&gt;
&lt;br /&gt;
Park Mascots – Ability unchanged but is now a Park facility.&lt;br /&gt;
&lt;br /&gt;
Petting Zoo – Each upkeep phase, gain 2VP per species in your park with at least 2 dinosaur meeples.&lt;br /&gt;
&lt;br /&gt;
DNA Archive – During endgame scoring, gain 1 VP per species in the boneyard with at least 2 cards.&lt;br /&gt;
&lt;br /&gt;
Stegosaurus Monument – All players immediately gain $2. During endgame scoring, gain 4 VP per stegosaurus in your park.&lt;br /&gt;
&lt;br /&gt;
Goat Farm – Immediately gain one goat.&lt;br /&gt;
&lt;br /&gt;
== How to Play ==&lt;br /&gt;
DinoGenics is a worker placement game played over 7 rounds, during which each player will get to play 3-5 workers to the mainland to collect resources and create dinosaurs. Most activities in DinoGenics revolve around collecting DNA and building habitats for dinosaurs on each player’s personal island board. At the end of seven rounds (Seasons), the park with the most victory points is deemed the winner and acquires enough market shares to buy out their competitors. &lt;br /&gt;
&lt;br /&gt;
=== Your Personal Dinosaur Park ===&lt;br /&gt;
Each player has a personal park island board where they will place dinosaurs, fences, and park facilities. A player may only place one dinosaur meeple or one facility tile in each square of the island board. Dinosaurs will inhabit the Park side (green), while facilities may be built on the Park side or Commercial Sector (gray). Each facility specifies which side it must be built on.&lt;br /&gt;
&lt;br /&gt;
=== Visitors ===&lt;br /&gt;
Each Open Season tourists will want to visit a player’s dinosaur park. Being higher in Reputation allows a player to attract the largest number of visitors as well as send out workers before other players. Players gain one credit for each visitor their park houses at the start of the Season. Surviving visitors will award victory points during the season’s Upkeep Phase.&lt;br /&gt;
&lt;br /&gt;
=== Workers ===&lt;br /&gt;
As the owner of a dinosaur park, players have complete control over where their workers are placed each Season. During each turn, players must place one worker on an unoccupied Action Space (circle) of the Mainland Game Board to collect or spend resources. Each player will have all their workers returned to them at the end of each Season.&lt;br /&gt;
&lt;br /&gt;
=== Mainland Game Board ===&lt;br /&gt;
In addition to Action spaces, the Mainland Game Board holds the DNA Market where DNA may be bought and sold, and the Newsroom, where the current and upcoming Breaking News event is displayed. In seasons 2–7, a Breaking News event will become active, granting a boon or throwing a monkey-wrench into your careful plans.&lt;br /&gt;
&lt;br /&gt;
=== Gaining Victory Points ===&lt;br /&gt;
Players gain victory points at the end of every Season based on the value of the dinosaurs and live visitors their parks contain, as well as certain facilities. It is therefore important not to fall behind of the competition in bringing new dinosaurs and facilities to your park!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Don’t wait multiple rounds for the perfect dinosaur if you can get a “good enough” one now! While not as prestigious, Mutants can be created with any 3 DNA cards and are a great way to buy yourself time to get the dinosaurs that you really want!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Scandal Tokens ===&lt;br /&gt;
Visitor Fatalities and other actions will gain you a Scandal. At the end of the game, each Scandal token a player has will lower their final score by six victory points. Certain Breaking News events as well as the Agency board action allow players to discard Scandal tokens.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scandals may be scary but don’t overthink them! Activities that cause Scandals are a great way to pull ahead of your opponents. As long as you cover up the scandal by going to the Agency before the end of the game, no one needs to know about your shady past!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== OPEN SEASON PHASE (skip steps 1-4 during Season 1) ===&lt;br /&gt;
&lt;br /&gt;
* 1. Determine player order based on reputation. A higher reputation is better.  Ties are broken by the lowest player score and the number of undamaged facilities, in that order.&lt;br /&gt;
* 2. Assign visitors based on player order.&lt;br /&gt;
* 3. Assign bonus visitors. The first player may take the first 2 visitors, and then starting with player two, each player may claim 1 visitor at a time in player order until no more bonus visitors or hotel spaces remain. (If playing with corporate bailout variant the first player bonus visitor advantage is removed)&lt;br /&gt;
* 4. Each player receives 1 credit per visitor in their park.&lt;br /&gt;
* 5. Draw a Breaking News Card and advance the news track. If applicable, resolve the event.&lt;br /&gt;
* 6. Draw a tile to the 2nd/3rd/4th facility stacks in the City Center. If a stack ever empties during play, immediately draw a tile for it.&lt;br /&gt;
* 7. In player order, place one worker per turn until none remain.&lt;br /&gt;
&lt;br /&gt;
==== RAMPAGE CHECKS ====&lt;br /&gt;
&lt;br /&gt;
* Check when placing a dinosaur and in Upkeep after feeding.&lt;br /&gt;
* A dinosaur will rampage only once in Open Season &amp;amp; once in Upkeep.&lt;br /&gt;
&lt;br /&gt;
===== A DINOSAUR WILL RAMPAGE IF: =====&lt;br /&gt;
&lt;br /&gt;
* Its pen is too small or not fully enclosed (exception: brontosaurus).&lt;br /&gt;
* Two or more species share the same habitat (exception: ankylosaur).&lt;br /&gt;
* A brontosaurus is penned, or another species can access its open space.&lt;br /&gt;
* A pterodactyl isn’t in a biodome.&lt;br /&gt;
* A carnivore is not fed the required number of goats during Upkeep.&lt;br /&gt;
&lt;br /&gt;
===== Structure Damage =====&lt;br /&gt;
&lt;br /&gt;
* Facilities are targeted first within the rampaging dinosaur&#039;s current habitat (pen or open space), then fences blocking the dinosaur&#039;s most direct route to a board edge.&lt;br /&gt;
* Damaged hotels result in visitor death. Take a Scandal for each death.&lt;br /&gt;
* The Visitor Center is repaired immediately but costs an extra Scandal.&lt;br /&gt;
&lt;br /&gt;
=== UPKEEP PHASE ===&lt;br /&gt;
&lt;br /&gt;
# Feed all carnivores. You may not choose not to feed a carnivore if you have goats to do so. (Optional) Feed Mutants: Each one may be fed 2 Goats to place a new mutant.&lt;br /&gt;
# Check for rampage conditions, and roll if necessary. Tyrannosaurus: Rolls two dice. Raptor: Slash results also cause visitor fatality. &lt;br /&gt;
# Gain 3 VPs for every two visitors that is still alive.&lt;br /&gt;
# Return all visitors to the general supply. &lt;br /&gt;
# Gain VPs from dinosaurs and facilities.&lt;br /&gt;
# Gain resources from dinosaurs and facilities. Stegosaurus: Gain 1 credit for each stegosaurus in your park. Food Court: Gain 1 credit for each hotel in your park. Goat Farm: Gain 1 goat. &lt;br /&gt;
# Return workers to each owner’s park.&lt;br /&gt;
# Continue to the next Open Season (or End Game Scoring).&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== END GAME SCORING ===&lt;br /&gt;
The game ends after seven full Seasons, which includes the final Upkeep Phase at the end of Season 7.&lt;br /&gt;
&lt;br /&gt;
1. Facility points (if undamaged), plus end game bonuses&lt;br /&gt;
&lt;br /&gt;
2. Dinosaur Variety&lt;br /&gt;
&lt;br /&gt;
* For every unique species in a valid habitat, gain 3 VPs.&lt;br /&gt;
* Reminder: A brontosaurus isn’t in a valid habitat if another species is un-penned at game end.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3. Score Credits&lt;br /&gt;
&lt;br /&gt;
* Each player scores 1 VP for every 3 credits they have.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4. Score DNA cards&lt;br /&gt;
&lt;br /&gt;
* Each player scores 1 VP for every 2 DNA cards in their hand.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5. Deduct Scandals&lt;br /&gt;
&lt;br /&gt;
* Remove 6 VPs for each Scandal token.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;In case of tie, the player with the highest reputation wins!&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Langoroth</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmarcopolotwo&amp;diff=8201</id>
		<title>Gamehelpmarcopolotwo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmarcopolotwo&amp;diff=8201"/>
		<updated>2021-05-07T03:36:09Z</updated>

		<summary type="html">&lt;p&gt;Langoroth: /* Khan&amp;#039;s Favor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
&lt;br /&gt;
Marco Polo II - Wrath of Khan is dice-worker placement game with a heavy contract fulfillment component.  &lt;br /&gt;
&lt;br /&gt;
The game is played over 5 rounds.  Each player will roll their own 5 dice at beginning of the round, then use 1 or more dice to activate various action spaces available on the board -- 1 action per turn, until their dice are all used.  (Some black dice can be purchased to give extra actions for that round only.)&lt;br /&gt;
&lt;br /&gt;
Players will accumulate and spend resources: coins, camels, black pepper, silk bundles, gold bars, and jade.  The pepper, silk, and gold (in order of increasing value) are primarily used to fulfill contracts, while the other resources have multiple uses.  For example, camels and coins are often spent to facilitate movement, and jade often used to get better resource income when using the books (market) actions.  Jade can be used in place of a coin or a camel when you&#039;re desperate!&lt;br /&gt;
&lt;br /&gt;
All players begin with their meeple(s) in Beijing, in the upper right-hand corner of the board, and move around (leaving a trading post in each new city) in order to gain access to more contracts (5 cities provide them), more action spaces (8 cities provide them), and collect shield icons (particularly those shown on your goal card!), which give you points at the end of the game.  Travel along the paths costs coins, camels, and/or jade, as indicated -- and the blue paths require in addition that the player possess a guild seal of the indicated type.&lt;br /&gt;
&lt;br /&gt;
== Start ==&lt;br /&gt;
&lt;br /&gt;
At the beginning of the game each player will choose a character card and a goal card.  These are all unique.  Each character has special rules that break some rule of the game.&lt;br /&gt;
&lt;br /&gt;
The goal cards specify private goals you can achieve for extra points, divided into two sections.  The top section shows which cities have the indicated shields, you should try to visit one of each shield.  The more shields you collect, the more points you will score at the end.  The ones on your card will count double, if you get them.  (There is no benefit to visiting more than one city with the same shield icon.)  The bottom section of the goal card indicates which guild seals you should try to get, and then &#039;&#039;improve&#039;&#039;, to score the indicated points.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
&lt;br /&gt;
On their turn, a player will select one (or more, as necessary) die and choose a single action space on the board to activate.&lt;br /&gt;
&lt;br /&gt;
If an action space fits more than one die, the action requires that many.&lt;br /&gt;
&lt;br /&gt;
Action spaces either have a blue or tan background.  &lt;br /&gt;
* - The tan background indicates that the space cannot be used more than once per round -- once any player has used it, it&#039;s no longer available for anyone.  &lt;br /&gt;
* - The blue background, in contrast, means that &amp;quot;stacking&amp;quot; is permitted: once a die is placed there, another die (or 2 or 3, whatever is required at that space) may be played there if:&lt;br /&gt;
** -- the color of the new die is NOT the same as any previous die played, or is black.  That is, only black dice can be used in the same space multiple times, all other colors can only appear in the stack once.&lt;br /&gt;
** -- the player pays coins equal to the (lowest) value of the new die (dice) being used.&lt;br /&gt;
&lt;br /&gt;
Some action spaces require a minimum value.  For spaces that require multiple dice, both dice must meet the value requirement.&lt;br /&gt;
&lt;br /&gt;
Action spaces at the bottom of the board (clockwise, roughly) allow the players to spend dice in order to:&lt;br /&gt;
* - aquire a &#039;&#039;&#039;guild seal&#039;&#039;&#039; (2 dice)&lt;br /&gt;
* - &#039;&#039;&#039;Travel&#039;&#039;&#039; (move your meeple on the board) (1, 2, or 3 dice)&lt;br /&gt;
* - gain new &#039;&#039;&#039;contracts&#039;&#039;&#039; (from cities with your trading posts present) (a single die)&lt;br /&gt;
* - &#039;&#039;&#039;Books&#039;&#039;&#039;: gain resources (along bottom center of board, for 1 die)&lt;br /&gt;
* - &#039;&#039;&#039;Khan&#039;s favor&#039;&#039;&#039;: gain 2 camels and 4 coins (a single die)&lt;br /&gt;
* - two special action spaces that change every round (1 die each)&lt;br /&gt;
&lt;br /&gt;
Each of these are covered in more detail, below.&lt;br /&gt;
&lt;br /&gt;
Alternatively, you may use dice to activate an action space in a city where you have a trading post.&lt;br /&gt;
Most of the randomized city action spaces allow you to convert one resource into another. The die value used on the action space indicates how many times you can do that conversion.&lt;br /&gt;
&lt;br /&gt;
=== Guild Seal ===&lt;br /&gt;
&lt;br /&gt;
The action space to take a guild seal requires two dice.  There are four different guild seals that can be acquired: farmer, spicer, tailor, and jeweler.  Each player can get them all.  Benefits of a guild seal:&lt;br /&gt;
* - immediately take 0-3 jade, depending on the seal&lt;br /&gt;
* - blue routes on the game board can only be traveled if you possess the correct seal.  All but the farmer&#039;s seal give access to some blue routes.&lt;br /&gt;
* - acquired seals can be &#039;&#039;improved&#039;&#039; by spending some resources, to gain an immediate and ongoing benefit (indicated the exclamation point icon)&lt;br /&gt;
* - special cities (Hormuz, Balkh, Baghdad) provide additional bonus for improved seals&lt;br /&gt;
* - bottom section of most goal cards provides end-game points for improved seals&lt;br /&gt;
&lt;br /&gt;
=== Travel ===&lt;br /&gt;
&lt;br /&gt;
* - each of the 3 travel action spaces requires a different number of dice, and shows the number of spaces you can move:&lt;br /&gt;
** -- 1 die to move 1 space&lt;br /&gt;
** -- 2 dice to move up to 3 spaces&lt;br /&gt;
** -- 3 dice to move up to 6 spaces&lt;br /&gt;
* - the lowest-valued die of those used is the maximum number of spaces you can move; e.g. to move 4 spaces, you must put 3 dice in the top space, all with value 4 or higher.&lt;br /&gt;
* - the bottom &amp;quot;move 1 space&amp;quot; action requires you to pay 2 coins.&lt;br /&gt;
* - you can move fewer spaces than you are able, if desired&lt;br /&gt;
* - you must pay the travel costs on the map for the route used: coins, camels, jade.  A blue route requires that you possess the indicated guild seal, as well (it doesn&#039;t matter whether the seal has been improved).&lt;br /&gt;
&lt;br /&gt;
Once at the _end_ of your travel (not along the way):&lt;br /&gt;
* - if you haven&#039;t yet, place a trading post in the destination city, and&lt;br /&gt;
** -- if the city has contracts, you may take one from it (you must then discard one if you had more than two).&lt;br /&gt;
* - If the destination city contains a semi-circular &amp;quot;outpost bonus&amp;quot; tile above it, remove the tile and take the bonus (only the first player to visit gets this bonus).&lt;br /&gt;
* - If the destination city contains a rectangular &amp;quot;city bonus&amp;quot; tile (these have blue roof markings on the left and right, and a large exclamation point), take that bonus immediately, and at the beginning of every subsequent round.&lt;br /&gt;
&lt;br /&gt;
=== Contracts ===&lt;br /&gt;
&lt;br /&gt;
Action space to take contracts requires 1 die.  You then take 3 coins and up to two contracts &#039;&#039;from cities where you have a trading post&#039;&#039;.  If you now have 3 or more contracts, you must discard some of your old ones until you are down to the allowed maximum of 2.&lt;br /&gt;
&lt;br /&gt;
=== Books ===&lt;br /&gt;
&lt;br /&gt;
Across the center bottom of the board are three books, for acquiring goods.  The left book is primarily for obtaining pepper, the center book for silk, and the right for gold.  The minimum die value is different for each book (1, 3, and 5 respectively).  Note: all action spaces require only 1 die; the right-most book has two separate action spaces.&lt;br /&gt;
&lt;br /&gt;
When you place a die in the action space, you will be offered 2-4 possible sets of goods: the top two sets are always available.  The bottom two sets have better rewards, but require you to spend 1 or 2 jade (and therefore can only be chosen if you have the jade to spend).  These jade-enhanced sets change each round, and below the board you can see the sets that will be available in each spot the next round, so you can anticipate taking advantage of e.g. the 3 gold set.&lt;br /&gt;
&lt;br /&gt;
=== Khan&#039;s Favor ===&lt;br /&gt;
&lt;br /&gt;
The Khan&#039;s favor track has four action spaces, each takes a single die.  These have a tan background, meaning no stacking is permitted.  Spaces are used left-to-right, and each successive die placed must be equal to or higher in value than the prior die.  The player receives 4 coins and two camels for activating Khan&#039;s Favor.&lt;br /&gt;
&lt;br /&gt;
=== Bonus Actions ===&lt;br /&gt;
&lt;br /&gt;
The player may also perform any number of these &amp;quot;bonus&amp;quot; actions on their turn, which do not require dice (except the money bag):&lt;br /&gt;
* - change value of one of their dice (1 camel to reroll, 2 camels to change its value by one)&lt;br /&gt;
* - purchase a black die for 3 camels&lt;br /&gt;
* - complete a contract&lt;br /&gt;
* - improve a guild seal&lt;br /&gt;
* - place any die in the money bag and take one of: 3 coins, 2 camels, or 1 jade.&lt;br /&gt;
* - (caravans expansion) claim or complete a caravan&lt;br /&gt;
&lt;br /&gt;
== End Game Scoring ==&lt;br /&gt;
&lt;br /&gt;
* Each improved guild seal shown on your personal scoring card awards points.&lt;br /&gt;
* Each different shield on cities with your trading posts, score as shown on the shields track.&lt;br /&gt;
* Every 2 remaining goods (pepper silk gold and jade) is worth 1 point.  Camels are not goods!&lt;br /&gt;
* Every 10 coins is worth 1 point.&lt;br /&gt;
* Player who completed the most contracts gets 8 points, second most 4 points.  (But no points for second in a 2-player game.)&lt;br /&gt;
&lt;br /&gt;
If playing with Caravans expansion:&lt;br /&gt;
* For any caravan still on the game board, you may sell all remaining goods for half of the usual points: a gold bar is worth 3 points, a silk 2 points, and a pepper 1 point.&lt;br /&gt;
&lt;br /&gt;
Tie breaker goes to player with most camels.&lt;br /&gt;
&lt;br /&gt;
Summary by: alephander&lt;/div&gt;</summary>
		<author><name>Langoroth</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmarcopolotwo&amp;diff=8200</id>
		<title>Gamehelpmarcopolotwo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmarcopolotwo&amp;diff=8200"/>
		<updated>2021-05-07T03:30:50Z</updated>

		<summary type="html">&lt;p&gt;Langoroth: /* Actions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
&lt;br /&gt;
Marco Polo II - Wrath of Khan is dice-worker placement game with a heavy contract fulfillment component.  &lt;br /&gt;
&lt;br /&gt;
The game is played over 5 rounds.  Each player will roll their own 5 dice at beginning of the round, then use 1 or more dice to activate various action spaces available on the board -- 1 action per turn, until their dice are all used.  (Some black dice can be purchased to give extra actions for that round only.)&lt;br /&gt;
&lt;br /&gt;
Players will accumulate and spend resources: coins, camels, black pepper, silk bundles, gold bars, and jade.  The pepper, silk, and gold (in order of increasing value) are primarily used to fulfill contracts, while the other resources have multiple uses.  For example, camels and coins are often spent to facilitate movement, and jade often used to get better resource income when using the books (market) actions.  Jade can be used in place of a coin or a camel when you&#039;re desperate!&lt;br /&gt;
&lt;br /&gt;
All players begin with their meeple(s) in Beijing, in the upper right-hand corner of the board, and move around (leaving a trading post in each new city) in order to gain access to more contracts (5 cities provide them), more action spaces (8 cities provide them), and collect shield icons (particularly those shown on your goal card!), which give you points at the end of the game.  Travel along the paths costs coins, camels, and/or jade, as indicated -- and the blue paths require in addition that the player possess a guild seal of the indicated type.&lt;br /&gt;
&lt;br /&gt;
== Start ==&lt;br /&gt;
&lt;br /&gt;
At the beginning of the game each player will choose a character card and a goal card.  These are all unique.  Each character has special rules that break some rule of the game.&lt;br /&gt;
&lt;br /&gt;
The goal cards specify private goals you can achieve for extra points, divided into two sections.  The top section shows which cities have the indicated shields, you should try to visit one of each shield.  The more shields you collect, the more points you will score at the end.  The ones on your card will count double, if you get them.  (There is no benefit to visiting more than one city with the same shield icon.)  The bottom section of the goal card indicates which guild seals you should try to get, and then &#039;&#039;improve&#039;&#039;, to score the indicated points.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
&lt;br /&gt;
On their turn, a player will select one (or more, as necessary) die and choose a single action space on the board to activate.&lt;br /&gt;
&lt;br /&gt;
If an action space fits more than one die, the action requires that many.&lt;br /&gt;
&lt;br /&gt;
Action spaces either have a blue or tan background.  &lt;br /&gt;
* - The tan background indicates that the space cannot be used more than once per round -- once any player has used it, it&#039;s no longer available for anyone.  &lt;br /&gt;
* - The blue background, in contrast, means that &amp;quot;stacking&amp;quot; is permitted: once a die is placed there, another die (or 2 or 3, whatever is required at that space) may be played there if:&lt;br /&gt;
** -- the color of the new die is NOT the same as any previous die played, or is black.  That is, only black dice can be used in the same space multiple times, all other colors can only appear in the stack once.&lt;br /&gt;
** -- the player pays coins equal to the (lowest) value of the new die (dice) being used.&lt;br /&gt;
&lt;br /&gt;
Some action spaces require a minimum value.  For spaces that require multiple dice, both dice must meet the value requirement.&lt;br /&gt;
&lt;br /&gt;
Action spaces at the bottom of the board (clockwise, roughly) allow the players to spend dice in order to:&lt;br /&gt;
* - aquire a &#039;&#039;&#039;guild seal&#039;&#039;&#039; (2 dice)&lt;br /&gt;
* - &#039;&#039;&#039;Travel&#039;&#039;&#039; (move your meeple on the board) (1, 2, or 3 dice)&lt;br /&gt;
* - gain new &#039;&#039;&#039;contracts&#039;&#039;&#039; (from cities with your trading posts present) (a single die)&lt;br /&gt;
* - &#039;&#039;&#039;Books&#039;&#039;&#039;: gain resources (along bottom center of board, for 1 die)&lt;br /&gt;
* - &#039;&#039;&#039;Khan&#039;s favor&#039;&#039;&#039;: gain 2 camels and 4 coins (a single die)&lt;br /&gt;
* - two special action spaces that change every round (1 die each)&lt;br /&gt;
&lt;br /&gt;
Each of these are covered in more detail, below.&lt;br /&gt;
&lt;br /&gt;
Alternatively, you may use dice to activate an action space in a city where you have a trading post.&lt;br /&gt;
Most of the randomized city action spaces allow you to convert one resource into another. The die value used on the action space indicates how many times you can do that conversion.&lt;br /&gt;
&lt;br /&gt;
=== Guild Seal ===&lt;br /&gt;
&lt;br /&gt;
The action space to take a guild seal requires two dice.  There are four different guild seals that can be acquired: farmer, spicer, tailor, and jeweler.  Each player can get them all.  Benefits of a guild seal:&lt;br /&gt;
* - immediately take 0-3 jade, depending on the seal&lt;br /&gt;
* - blue routes on the game board can only be traveled if you possess the correct seal.  All but the farmer&#039;s seal give access to some blue routes.&lt;br /&gt;
* - acquired seals can be &#039;&#039;improved&#039;&#039; by spending some resources, to gain an immediate and ongoing benefit (indicated the exclamation point icon)&lt;br /&gt;
* - special cities (Hormuz, Balkh, Baghdad) provide additional bonus for improved seals&lt;br /&gt;
* - bottom section of most goal cards provides end-game points for improved seals&lt;br /&gt;
&lt;br /&gt;
=== Travel ===&lt;br /&gt;
&lt;br /&gt;
* - each of the 3 travel action spaces requires a different number of dice, and shows the number of spaces you can move:&lt;br /&gt;
** -- 1 die to move 1 space&lt;br /&gt;
** -- 2 dice to move up to 3 spaces&lt;br /&gt;
** -- 3 dice to move up to 6 spaces&lt;br /&gt;
* - the lowest-valued die of those used is the maximum number of spaces you can move; e.g. to move 4 spaces, you must put 3 dice in the top space, all with value 4 or higher.&lt;br /&gt;
* - the bottom &amp;quot;move 1 space&amp;quot; action requires you to pay 2 coins.&lt;br /&gt;
* - you can move fewer spaces than you are able, if desired&lt;br /&gt;
* - you must pay the travel costs on the map for the route used: coins, camels, jade.  A blue route requires that you possess the indicated guild seal, as well (it doesn&#039;t matter whether the seal has been improved).&lt;br /&gt;
&lt;br /&gt;
Once at the _end_ of your travel (not along the way):&lt;br /&gt;
* - if you haven&#039;t yet, place a trading post in the destination city, and&lt;br /&gt;
** -- if the city has contracts, you may take one from it (you must then discard one if you had more than two).&lt;br /&gt;
* - If the destination city contains a semi-circular &amp;quot;outpost bonus&amp;quot; tile above it, remove the tile and take the bonus (only the first player to visit gets this bonus).&lt;br /&gt;
* - If the destination city contains a rectangular &amp;quot;city bonus&amp;quot; tile (these have blue roof markings on the left and right, and a large exclamation point), take that bonus immediately, and at the beginning of every subsequent round.&lt;br /&gt;
&lt;br /&gt;
=== Contracts ===&lt;br /&gt;
&lt;br /&gt;
Action space to take contracts requires 1 die.  You then take 3 coins and up to two contracts &#039;&#039;from cities where you have a trading post&#039;&#039;.  If you now have 3 or more contracts, you must discard some of your old ones until you are down to the allowed maximum of 2.&lt;br /&gt;
&lt;br /&gt;
=== Books ===&lt;br /&gt;
&lt;br /&gt;
Across the center bottom of the board are three books, for acquiring goods.  The left book is primarily for obtaining pepper, the center book for silk, and the right for gold.  The minimum die value is different for each book (1, 3, and 5 respectively).  Note: all action spaces require only 1 die; the right-most book has two separate action spaces.&lt;br /&gt;
&lt;br /&gt;
When you place a die in the action space, you will be offered 2-4 possible sets of goods: the top two sets are always available.  The bottom two sets have better rewards, but require you to spend 1 or 2 jade (and therefore can only be chosen if you have the jade to spend).  These jade-enhanced sets change each round, and below the board you can see the sets that will be available in each spot the next round, so you can anticipate taking advantage of e.g. the 3 gold set.&lt;br /&gt;
&lt;br /&gt;
=== Khan&#039;s Favor ===&lt;br /&gt;
&lt;br /&gt;
The Khan&#039;s favor track has four action spaces, each takes a single die.  These are blue background, meaning no stacking is permitted.  Spaces are used left-to-right, and each successive die placed must be equal to or higher in value than the prior die.  The player receives 4 coins and two camels for activating Khan&#039;s Favor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Bonus Actions ===&lt;br /&gt;
&lt;br /&gt;
The player may also perform any number of these &amp;quot;bonus&amp;quot; actions on their turn, which do not require dice (except the money bag):&lt;br /&gt;
* - change value of one of their dice (1 camel to reroll, 2 camels to change its value by one)&lt;br /&gt;
* - purchase a black die for 3 camels&lt;br /&gt;
* - complete a contract&lt;br /&gt;
* - improve a guild seal&lt;br /&gt;
* - place any die in the money bag and take one of: 3 coins, 2 camels, or 1 jade.&lt;br /&gt;
* - (caravans expansion) claim or complete a caravan&lt;br /&gt;
&lt;br /&gt;
== End Game Scoring ==&lt;br /&gt;
&lt;br /&gt;
* Each improved guild seal shown on your personal scoring card awards points.&lt;br /&gt;
* Each different shield on cities with your trading posts, score as shown on the shields track.&lt;br /&gt;
* Every 2 remaining goods (pepper silk gold and jade) is worth 1 point.  Camels are not goods!&lt;br /&gt;
* Every 10 coins is worth 1 point.&lt;br /&gt;
* Player who completed the most contracts gets 8 points, second most 4 points.  (But no points for second in a 2-player game.)&lt;br /&gt;
&lt;br /&gt;
If playing with Caravans expansion:&lt;br /&gt;
* For any caravan still on the game board, you may sell all remaining goods for half of the usual points: a gold bar is worth 3 points, a silk 2 points, and a pepper 1 point.&lt;br /&gt;
&lt;br /&gt;
Tie breaker goes to player with most camels.&lt;br /&gt;
&lt;br /&gt;
Summary by: alephander&lt;/div&gt;</summary>
		<author><name>Langoroth</name></author>
	</entry>
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