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	<title>Board Game Arena - User contributions [en]</title>
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	<updated>2026-11-07T18:46:24Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppickomino&amp;diff=29480</id>
		<title>Gamehelppickomino</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppickomino&amp;diff=29480"/>
		<updated>2026-04-20T09:24:24Z</updated>

		<summary type="html">&lt;p&gt;Lordalx: removes reference to previous edition&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Pickomino ==&lt;br /&gt;
&lt;br /&gt;
=== Introduction ===&lt;br /&gt;
This is a dice drafting and tile collecting game with &amp;quot;push your luck&amp;quot; elements.&lt;br /&gt;
&lt;br /&gt;
The BGA game is based on the 40th anniversary edition, in which players are meerkats competing to gather tasty bugs.&lt;br /&gt;
&lt;br /&gt;
=== Aim ===&lt;br /&gt;
The aim is to gather more bugs than your opponents. You do this by using a combination of dice rolls to either win tiles from the playing area, or steal tiles from other players.&lt;br /&gt;
&lt;br /&gt;
=== Game play ===&lt;br /&gt;
1. Roll the dice. Choose one value. All the dice with that value are moved and put in a line at the bottom of the board. &lt;br /&gt;
&lt;br /&gt;
* For example, if you rolled some 3s, you could choose them and they would all be added to the line.&lt;br /&gt;
&lt;br /&gt;
2. Once you&#039;ve added dice to the line, you can re-roll the remaining dice. However, you cannot choose any dice value that is already in the line. &lt;br /&gt;
&lt;br /&gt;
* For example, you might roll a 3 and decide to add it to the line. If you now re-roll the remaining dice and get another 3, you cannot use it.&lt;br /&gt;
&lt;br /&gt;
3. Your score so far is shown on the right hand side of the line. This is calculated as a total of all the dice, plus 5 points for each paw print.&lt;br /&gt;
&lt;br /&gt;
4. To win a tile, you must have at least 1 paw print in your line by the end of the turn.&lt;br /&gt;
&lt;br /&gt;
5. Continue re-rolling dice until either:&lt;br /&gt;
&lt;br /&gt;
* you are happy with your current score, or&lt;br /&gt;
* there are no more dice to roll, or&lt;br /&gt;
* you can&#039;t add any more dice to your line.&lt;br /&gt;
&lt;br /&gt;
You can now do the end of turn actions.&lt;br /&gt;
&lt;br /&gt;
=== End of turn actions ===&lt;br /&gt;
If you have a paw print in your line, you may now choose a tile from those available. If a tile exactly matches your score for this turn, you must take it, even if it is in another player&#039;s hand. Doing this steals points from your opponent. Otherwise, you may take a tile that is worth less than your score from the playing area.&lt;br /&gt;
&lt;br /&gt;
Your new tile is placed on top of any existing tiles you have already collected. This protects the existing tiles, as your opponents can only steal the top-most tile.&lt;br /&gt;
&lt;br /&gt;
If you have not scored enough to collect a tile, or you do not have a paw print, you will not be able to collect a tile. In this case, you lose the top-most tile from your hand, which is returned into play on the game board (if you don&#039;t have any tiles, there is no penalty). Next, the highest value tile on the game board is turned over and removed from play for the rest of the game.&lt;br /&gt;
&lt;br /&gt;
Play now passes clockwise to the next player.&lt;br /&gt;
&lt;br /&gt;
=== End of game ===&lt;br /&gt;
The game ends when there are no more tiles available on the game board.&lt;br /&gt;
&lt;br /&gt;
Final scores are calculated by the number of bugs shown on each tile (not the tile value). The player with the most bugs is the winner.&lt;br /&gt;
&lt;br /&gt;
=== Hints ===&lt;br /&gt;
&lt;br /&gt;
* Remember that you need to add at least one paw print to your line, on each turn&lt;br /&gt;
* To get higher value tiles, you could hold out for more than one paw print to boost your score, but you run the risk of getting none&lt;br /&gt;
* Lower value tiles are easier to win, but also easier for opponents to steal&lt;br /&gt;
* Remember that the final score is based on the number of bugs on the tile, not the value of the tile&lt;/div&gt;</summary>
		<author><name>Lordalx</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Moderationpolicy&amp;diff=28987</id>
		<title>Moderationpolicy</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Moderationpolicy&amp;diff=28987"/>
		<updated>2026-03-17T12:50:08Z</updated>

		<summary type="html">&lt;p&gt;Lordalx: To realign with what is done on the moderation panel&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== General Rules ==&lt;br /&gt;
&lt;br /&gt;
=== Beyond Reasonable Doubt ===&lt;br /&gt;
&lt;br /&gt;
If there is any reasonable doubt, a player should be considered not guilty.&lt;br /&gt;
&lt;br /&gt;
=== Conflict of Interest ===&lt;br /&gt;
&lt;br /&gt;
Moderators must not process reports if they know the involved parties (accuser or accused player). Having played online with the involved parties does not necessarily mean to &amp;quot;know&amp;quot; them. In this context,&amp;quot;to know&amp;quot; means: knowing them personally or playing with them online regularly.&lt;br /&gt;
&lt;br /&gt;
=== Appeal ===&lt;br /&gt;
&lt;br /&gt;
Players have the right to appeal the moderation decision by using the appropriate section in the Contact Form.&lt;br /&gt;
&lt;br /&gt;
They &#039;&#039;&#039;MUST&#039;&#039;&#039; explain why the moderator failed to apply this Moderation Policy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* If the message contains attacks/insults against anyone and/or trolling/spamming/disparage of the moderators, it will be ignored (= no reply) and you may get an additional penalty. &lt;br /&gt;
* If the message is asking us to also give a penalty to another player, it will be ignored. The correct way to do this is by reporting this player, not by appealing your own moderation.&lt;br /&gt;
* If the message is complaining without referring to our Moderation Policy (example: &amp;quot;this penalty is too harsh&amp;quot;), it will be ignored (= no reply).&lt;br /&gt;
* If the message is not convincing in any way, it will be ignored (= no reply).&lt;br /&gt;
* If the message is clearly abusive (multiple emails or appeal while the player is obviously guilty), it will be ignored (= no reply) and you may get an additional penalty.&lt;br /&gt;
* If none of the previous points are valid and if the moderators made a mistake, you will receive a reply and the penalty will be changed (or cancelled).&lt;br /&gt;
&lt;br /&gt;
It is worth noticing that 99% of the emails we receive on the Appeal procedure are not relevant messages (not convincing / contains insults) coming from angry players, this is why we have to set this strict &amp;quot;no answer&amp;quot; policy.&lt;br /&gt;
&lt;br /&gt;
In all cases, do not expose your case publicly, for example on BGA Forums. See why here:&lt;br /&gt;
https://forum.boardgamearena.com/viewtopic.php?t=26665&lt;br /&gt;
&lt;br /&gt;
=== Penalty Grid ===&lt;br /&gt;
&lt;br /&gt;
Moderators should follow the Penalty Grid as much as possible. However, they have the right to adjust the penalty depending on the gravity of the case. The following situation can lead moderators to increase the penalty:&lt;br /&gt;
* the player has been reported several times for the same kind of misconduct.&lt;br /&gt;
* the player&#039;s wrong action can be qualified by one or several of the following terms: racism, xenophobia, homophobia, sexism, or any type of discrimination against a particular category of people.&lt;br /&gt;
* the player&#039;s words include any sexual content or wishing extreme harm to others. &lt;br /&gt;
* in case there is provocation, the penalty may be be reduced a little; however, everyone should remain polite even if they are provoked. Important: the provoker will not be punished unless they are also reported.&lt;br /&gt;
&lt;br /&gt;
=== Relapse ===&lt;br /&gt;
&lt;br /&gt;
In case there is a relapse, the penalty may increase exponentially.&lt;br /&gt;
&lt;br /&gt;
It is the moderator&#039;s job to determine the correct penalty in this case, considering the fact that the player had been warned by the first penalty.&lt;br /&gt;
&lt;br /&gt;
Moderators should consider a relapse only if the new wrong action occurs AFTER the previous penalty has been applied and the associated moderation has been sent.&lt;br /&gt;
&lt;br /&gt;
Considering that it is a lot of work to analyze reports about players who do the same offence again and again, a &amp;quot;ban&amp;quot; penalty can be applied to any case if the player continues to relapse.&lt;br /&gt;
&lt;br /&gt;
=== Special Urgency Ban Procedure ===&lt;br /&gt;
&lt;br /&gt;
Whatever the case type, moderators have the right to ban a player from the website if this player creates a situation that is out of control and must be stopped quickly. This special procedure should only be used if there is an immediate danger for the community (ex: site vandalism, pornographic content, massive spamming in the general chat, ...).&lt;br /&gt;
&lt;br /&gt;
=== Private jokes ===&lt;br /&gt;
&lt;br /&gt;
If questionable content is restricted to a private circle (ex: at a game table, with no spectators or in a private chat), and if none of the players reported the behavior, the moderator should consider this a &amp;quot;private joke&amp;quot; and should not apply any penalty. On the contrary, if the inappropriate content is public (ex: post/comment on a wall), the moderator may consider this as an offence even if there is no report.&lt;br /&gt;
&lt;br /&gt;
Note: If a moderator decides that this is not a private joke, and that something must be reported, the moderator should create a report for the case themselves. However, in this case, this moderator is not allowed to judge the report.&lt;br /&gt;
&lt;br /&gt;
=== Timing ===&lt;br /&gt;
&lt;br /&gt;
For operational reason, a report that is older than 12 weeks may be closed by moderators because it is too old.&lt;br /&gt;
&lt;br /&gt;
As a rule of thumb, every report should be judged within 4 weeks.&lt;br /&gt;
&lt;br /&gt;
=== Player Profile Influence ===&lt;br /&gt;
&lt;br /&gt;
The player&#039;s profile IS taken into account when determining if a player is guilty or not guilty. Moderators give more credit to players with a good profile than those in poor standing.&lt;br /&gt;
&lt;br /&gt;
The player&#039;s profile is NOT taken into account when choosing the penalty if the player is found guilty.&lt;br /&gt;
&lt;br /&gt;
Good profile elements are:&lt;br /&gt;
* A good thumb up / thumb down ratio.&lt;br /&gt;
* Player is registered for a long time / has a lot of games played.&lt;br /&gt;
* Players is involved in the website (ex: validated translations).&lt;br /&gt;
&lt;br /&gt;
The fact that a player is Premium or not is not taken into account when judging/applying the penalties. To say it differently: moderators do not judge Premium players differently than the others. Reports from Premium players do not benefit any kind of priority.&lt;br /&gt;
&lt;br /&gt;
Moderators also take into account the profile of the reporting player (report author): a bad reputation and/or an important number of reports already judged as &amp;quot;not guilty&amp;quot; should incite moderators to be very careful with this players report.&lt;br /&gt;
&lt;br /&gt;
=== Incomplete Reports ===&lt;br /&gt;
&lt;br /&gt;
Analyzing reports takes a lot of time, and many reports are received. If any relevant information is missing in the report, moderators may close the report.&lt;br /&gt;
&lt;br /&gt;
=== Penalties and Premium ===&lt;br /&gt;
&lt;br /&gt;
As stated in our Terms of Services, being moderated is not a valid reason to ask for a refund of a Premium account. We do not refund Premium players that has been banned or that have chat restriction.&lt;br /&gt;
&lt;br /&gt;
The reason is simple to understand: it would encourage all players that need a refund to deliberately be moderated.&lt;br /&gt;
&lt;br /&gt;
It is strictly forbidden to create a new account to avoid a moderation penalty. Doing so will result in a permanent ban.&lt;br /&gt;
&lt;br /&gt;
== Penalty Grid ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Insults or inappropriate discussion ===&lt;br /&gt;
&lt;br /&gt;
We moderate insults and inappropriate chat discussion everywhere on the website, wherever they happened: at a game table, in private messages, in group discussion, in the global chat, ...&lt;br /&gt;
&lt;br /&gt;
If the incident concerns the BGA Global chat or a very visible space, the penalty is higher.&lt;br /&gt;
&lt;br /&gt;
Concerning insults and aggressive attitude, we are particularly intolerant about relapse: if the player has already been moderated for insults or aggressive attitude in chat in the last 2 years, the moderators can apply a penalty from the next line. If there are multiple moderations already, moderators can applied the most severe available penalties.&lt;br /&gt;
&lt;br /&gt;
Using an abbreviation or misspelling is considered the same as writing out the word.  &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable alternance centre&amp;quot;&lt;br /&gt;
|+ Titre&lt;br /&gt;
 |-&lt;br /&gt;
 ! scope=&amp;quot;col&amp;quot; | Level&lt;br /&gt;
 ! scope=&amp;quot;col&amp;quot; | Title&lt;br /&gt;
 ! scope=&amp;quot;col&amp;quot; | Details&lt;br /&gt;
 ! scope=&amp;quot;col&amp;quot; | Standard penalty&lt;br /&gt;
 |-&lt;br /&gt;
 ! 0&lt;br /&gt;
 | Rudeness with no insult&lt;br /&gt;
 | Examples: no real insult: &amp;quot;zzzzzz&amp;quot;, &amp;quot;faster!&amp;quot;, &amp;quot;hurry up!&amp;quot;, &amp;quot;play!&amp;quot; said once &lt;br /&gt;
 | Simple warning (with up to 3 karma penalty)&lt;br /&gt;
 |-&lt;br /&gt;
 ! 1&lt;br /&gt;
 | Little Provocation, swearing without personal attack, obvious sarcasm&lt;br /&gt;
 | Examples: noob, fuck, damn, freak, shit, geez, really great play, shut up...&lt;br /&gt;
 | -10 karma penalty&lt;br /&gt;
 |-&lt;br /&gt;
 ! 2&lt;br /&gt;
 | &amp;quot;light&amp;quot; insult or aggression&lt;br /&gt;
 | Examples: stupid, idiot, loser, dumb, imbecile, jerk, damn you, retard, cheater, kingmaking, trash, learn to play, telling someone to quit BGA or the game...&lt;br /&gt;
 | 1 day no-chat (+ reset Karma to 50)&lt;br /&gt;
 |-&lt;br /&gt;
 ! 3&lt;br /&gt;
 | Direct Insult or aggression&lt;br /&gt;
 | Examples: motherfucker, fuck you, go fuck yourself, dick, whore, slut, asshole, dog, rat, pig, goat, or any kind of threat... &lt;br /&gt;
 | 3 days no-chat (+ reset Karma to 50)&lt;br /&gt;
 |-&lt;br /&gt;
 ! 4&lt;br /&gt;
 | Major insult or inappropriate political messages  &lt;br /&gt;
 | Insult with racism, xenophobia, sexism, discriminatory against a certain kind of people. &lt;br /&gt;
Examples: pussy, gay, generalisations involving player&#039;s nationality...&lt;br /&gt;
 | 10 days no-chat (+ reset Karma to 50)&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
!5&lt;br /&gt;
|Serious Insult&lt;br /&gt;
|Serious insult with racism, xenophobia, sexism, discriminatory against a certain kind of people.&lt;br /&gt;
Examples: nigger, cunt, faggot, insults against a certain country, origin, or group...&lt;br /&gt;
|30 days no-chat (+reset Karma to 50) &lt;br /&gt;
|-&lt;br /&gt;
 ! 6&lt;br /&gt;
 | Insult against BGA authority&lt;br /&gt;
 | Insulting moderators, BGA team members or BGA as a whole&lt;br /&gt;
 | 30 days ban (+ reset Karma to 0)&lt;br /&gt;
 |-&lt;br /&gt;
 ! SPAM&lt;br /&gt;
 | Spam or advertisement&lt;br /&gt;
 | Publishing the same message many times or advertising. Advertising for other online gaming services is strictly forbidden. Adding links to inappropriate sites. &lt;br /&gt;
 | 10 days no-chat (+ reset Karma to 50) or permanent ban&lt;br /&gt;
 |-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Inappropriate avatar or username ===&lt;br /&gt;
&lt;br /&gt;
==== Details on Policy concerning Avatars and Usernames ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What is strictly forbidden is basically everything that may hurt a minor child or is forbidden by the law:&lt;br /&gt;
* Sexually explicit content (ex: porn, pictures of genitalia, ...).&lt;br /&gt;
* Extreme violence or shocking images.&lt;br /&gt;
* Explicit reference to drugs.&lt;br /&gt;
* Offensive/ vulgar content.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following categories are also forbidden, but we may tolerate some of them depending on the context (see below):&lt;br /&gt;
* Advertisements:&lt;br /&gt;
** As a rule of thumb, advertisement is forbidden.&lt;br /&gt;
** However, if it refers to a &amp;quot;cult brand&amp;quot; with no intention to provide a real advertisement (ex: football team), or if the reference to the brand is not obvious or is discrete (ex: joke on Apple logo), it may be tolerated.&lt;br /&gt;
** Advertisement for board game publishers / board games in general is authorized.&lt;br /&gt;
** Advertisement for another online gaming service is strictly forbidden.&lt;br /&gt;
* &amp;quot;Sexy&amp;quot; images:&lt;br /&gt;
** If the main purpose of the image is &amp;quot;to be sexy&amp;quot; or &amp;quot;erotic&amp;quot;, it is forbidden.&lt;br /&gt;
** However, if the image is a fictional character that is considered sexy (ex: some heroic fantasy character, super hero, ...), it may be tolerated.&lt;br /&gt;
* Politics / Religion / opinions:&lt;br /&gt;
** Images that refers to extreme positions / provocative ideas are forbidden (ex: nazi or other racists symbols).&lt;br /&gt;
** For the others: as a rule of thumb, players should avoid using their avatar to advertise for politics/religion or any other opinion. However, if the image is clearly not shocking for the vast majority of BGA players, it may be tolerated.&lt;br /&gt;
* Text on image: our policy is also applied to the text on avatar images.&lt;br /&gt;
&lt;br /&gt;
==== Penalties ====&lt;br /&gt;
&lt;br /&gt;
Moderators immediately remove the inappropriate avatar or username.&lt;br /&gt;
&lt;br /&gt;
For Avatars, the penalty is the same as the corresponding &amp;quot;insults&amp;quot; (ex: if this is a racist image, it should be a Level 4 penalty).&lt;br /&gt;
&lt;br /&gt;
For Username, the penalty is also the same as the corresponding insults (see insults grid).&lt;br /&gt;
&lt;br /&gt;
=== Inappropriate table description ===&lt;br /&gt;
&lt;br /&gt;
The penalty is the same than the &amp;quot;insults&amp;quot; grid.&lt;br /&gt;
&lt;br /&gt;
=== Kingmaking ===&lt;br /&gt;
&lt;br /&gt;
You cannot report a player for Kingmaking.&lt;br /&gt;
&lt;br /&gt;
The best way to fight against Kingmaking is to give a &amp;quot;Red thumb&amp;quot; to the corresponding player (&amp;quot;public red thumb&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
If many players give this player Red Thumbs, his reputation will decrease and players will stop playing with him/her.&lt;br /&gt;
&lt;br /&gt;
=== Bug exploit ===&lt;br /&gt;
&lt;br /&gt;
To be moderated, a Bug Exploit should met these conditions:&lt;br /&gt;
* the bug must have been reported in the BGA bug system&lt;br /&gt;
* the accused player should use it often and deliberately&lt;br /&gt;
* the report&#039;s author must prove that there is a benefit for the accused player&lt;br /&gt;
&lt;br /&gt;
The standard penalty is the removal of all the points (ELO, Arena) obtained by using this technique. If it has been used many times, a complete reset of ELO/Arena points and awards removal can be done.&lt;br /&gt;
&lt;br /&gt;
=== Giving red thumbs without explanation ===&lt;br /&gt;
&lt;br /&gt;
You cannot report a player for this reason.&lt;br /&gt;
&lt;br /&gt;
Players have the right to give Red Thumbs to any player they do not want to play with anymore.&lt;br /&gt;
&lt;br /&gt;
=== Sharing private game information in the chat / slow to play / ruin a game ===&lt;br /&gt;
&lt;br /&gt;
We totally understand that this is painful, however, you cannot report a player for these reasons. There are many ways to play each games, and this is almost impossible (and consequently risky) for our moderators to understand the full context and do the right thing.&lt;br /&gt;
&lt;br /&gt;
The good way to handle this is to give the player a &amp;quot;Red Thumb&amp;quot; (&amp;quot;public Red Thumb&amp;quot;). If many players are doing this, this player reputation is going to decrease and nobody will want to play with him/her.&lt;br /&gt;
&lt;br /&gt;
=== Multiple accounts ===&lt;br /&gt;
&lt;br /&gt;
BGA is fighting against multiple accounts used for cheating the competitive system (rankings, tournaments, ...), or to harass players and avoid moderation. Moderators only take actions in the previous cases, so this is useless to report a multiple accounts case for another reason.&lt;br /&gt;
&lt;br /&gt;
For Multiple accounts cases, Moderators expect to have quite a lot of information and proof from the report&#039;s author. Reports that only contains accusations without proof will be ignored. It is very difficult to find out if different accounts corresponds to different person. For example: BGA accepts that multiple players plays from the same IP address, to allow people from the same family to play at the same table.&lt;br /&gt;
&lt;br /&gt;
Proofs can be:&lt;br /&gt;
* List of games where the accounts are playing together to cheat the system&lt;br /&gt;
* Statistics (ex: taken from &amp;quot;player games history&amp;quot; page) showing an abnormal number of victories between 2 opponents&lt;br /&gt;
* Game+moves references that shows that a player is deliberately losing a game or making a move that is abnormal considering the level of this player.&lt;br /&gt;
&lt;br /&gt;
It happens frequently that the level of information required by our moderators is not reached. In this case, the report is closed, waiting for more reports from other players to help the case.&lt;br /&gt;
&lt;br /&gt;
Penalties:&lt;br /&gt;
* Removal of the secondary accounts&lt;br /&gt;
* Rank reset (ELO/Arena) and awards removal&lt;br /&gt;
&lt;br /&gt;
=== Translation corruption ===&lt;br /&gt;
&lt;br /&gt;
Deliberately corrupting translation is a very serious attack on BGA.&lt;br /&gt;
&lt;br /&gt;
Standard penalty: 10 days no-chat + forbid player to do translation + removal of Gift Points received for Translations&lt;/div&gt;</summary>
		<author><name>Lordalx</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpnature&amp;diff=27471</id>
		<title>Gamehelpnature</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpnature&amp;diff=27471"/>
		<updated>2025-12-01T21:07:28Z</updated>

		<summary type="html">&lt;p&gt;Lordalx: Created page with &amp;quot;Nature is a card-driven tableau-builder played over four rounds. Each round is split between the &amp;#039;&amp;#039;&amp;#039;Adapting Phase&amp;#039;&amp;#039;&amp;#039; and the &amp;#039;&amp;#039;&amp;#039;Feeding Phase&amp;#039;&amp;#039;&amp;#039;.  ===Adapting Phase: === Use five cards as actions to do the following: * Increase Population * Increase Body Size * Play as a Trait to power up your species * Save to be used as food during the Feeding Phase  ===Feeding Phase:===  Feed as many of your population as possible. At the end of the round, players get 1 point for eac...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nature is a card-driven tableau-builder played over four rounds. Each round is split between the &#039;&#039;&#039;Adapting Phase&#039;&#039;&#039; and the &#039;&#039;&#039;Feeding Phase&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Adapting Phase: ===&lt;br /&gt;
Use five cards as actions to do the following:&lt;br /&gt;
* Increase Population&lt;br /&gt;
* Increase Body Size&lt;br /&gt;
* Play as a Trait to power up your species&lt;br /&gt;
* Save to be used as food during the Feeding Phase&lt;br /&gt;
&lt;br /&gt;
===Feeding Phase:=== &lt;br /&gt;
Feed as many of your population as possible. At the end of the round, players get 1 point for each population they kept alive. The winner is the player who kept the most population alive over all four rounds&lt;/div&gt;</summary>
		<author><name>Lordalx</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcatannewenergies&amp;diff=27424</id>
		<title>Gamehelpcatannewenergies</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcatannewenergies&amp;diff=27424"/>
		<updated>2025-11-26T11:15:01Z</updated>

		<summary type="html">&lt;p&gt;Lordalx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&#039;&#039;&#039;Goal of the Game and End of Game&#039;&#039;&#039;==&lt;br /&gt;
As in classic Catan, the primary goal is to reach &#039;&#039;&#039;10 Victory Points (VP)&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alternative ending:&#039;&#039;&#039; If the event disc bag becomes empty before any player reaches 10 VP, the game ends immediately. In that case, the player with the &#039;&#039;&#039;best balance of renewable vs. fossil power plants&#039;&#039;&#039; wins.&lt;br /&gt;
&lt;br /&gt;
If no player has more renewable plants than fossil ones when this happens, &#039;&#039;&#039;everyone loses&#039;&#039;&#039; (or the ending is considered “catastrophic”).&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Gameplay Overview&#039;&#039;&#039;==&lt;br /&gt;
Each player’s turn is divided into several phases: &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Event Phase&#039;&#039;&#039; ===&lt;br /&gt;
Before production, the player draws one or more &#039;&#039;&#039;event discs&#039;&#039;&#039; from the bag, depending on the current &#039;&#039;&#039;Global Footprint&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Each event is resolved in order. Some events are positive (“green”), others negative (“hazards”): they may add hazard tokens, disrupt production, etc.&lt;br /&gt;
&lt;br /&gt;
Events can modify both the &#039;&#039;&#039;Local Footprint&#039;&#039;&#039; (per player) and the &#039;&#039;&#039;Global Footprint&#039;&#039;&#039;, influencing future event draws.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Production Phase&#039;&#039;&#039; ===&lt;br /&gt;
Dice are rolled as in classic Catan.&lt;br /&gt;
&lt;br /&gt;
Settlements and cities produce resources from adjacent hexes, and &#039;&#039;&#039;power plants produce energy&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If a hex is affected by a &#039;&#039;&#039;hazard token&#039;&#039;&#039;, it does not produce until the hazard is removed.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Action Phase&#039;&#039;&#039; ===&lt;br /&gt;
The player may perform several actions, typically in this order (though some can be combined depending on the rules):&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Trading:&#039;&#039;&#039; exchange resources, science, or energy with other players.&lt;br /&gt;
* &#039;&#039;&#039;Building:&#039;&#039;&#039;&lt;br /&gt;
** Build roads, settlements, and cities (costs similar to classic Catan).&lt;br /&gt;
** Build &#039;&#039;&#039;power plants&#039;&#039;&#039; (fossil or renewable), which require &#039;&#039;&#039;science cards&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Spending Energy:&#039;&#039;&#039; energy tokens may be used to:&lt;br /&gt;
** Buy Resource or Science cards&lt;br /&gt;
** Remove hazard tokens (cleaning disasters)&lt;br /&gt;
** Demolish one fossil plant per turn to reduce pollution / footprint&lt;br /&gt;
* &#039;&#039;&#039;Buying Development cards:&#039;&#039;&#039; similar to classic Catan (knights/cleanup, progress, etc.). Some development cards act as “Cleanup” cards (knight equivalents).&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Ecological Footprint System&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Local Footprint (LF)&#039;&#039;&#039; ===&lt;br /&gt;
Each player tracks their own footprint on their player board.&lt;br /&gt;
&lt;br /&gt;
Building settlements, cities, or &#039;&#039;&#039;fossil&#039;&#039;&#039; power plants increases it.&lt;br /&gt;
&lt;br /&gt;
Building &#039;&#039;&#039;renewable&#039;&#039;&#039; power plants decreases it.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Global Footprint (GF)&#039;&#039;&#039; ===&lt;br /&gt;
This is the sum of all players’ Local Footprints and is tracked on the main board.&lt;br /&gt;
&lt;br /&gt;
The higher the global pollution level, the more event discs are drawn at the start of each turn, meaning more potential negative events.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Events and Disasters&#039;&#039;&#039;==&lt;br /&gt;
Event discs may trigger: &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hazards:&#039;&#039;&#039; environmental disasters (floods, pollution, etc.) that can block resource production on certain hexes.&lt;br /&gt;
* &#039;&#039;&#039;Positive events:&#039;&#039;&#039; especially if players have invested in renewable energy. Green discs in the bag can trigger beneficial global effects.&lt;br /&gt;
&lt;br /&gt;
Hazard tokens are placed on hexes: a hex with a hazard does not produce until energy is spent to clean it up.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Victory Strategies&#039;&#039;&#039;==&lt;br /&gt;
There are multiple paths to victory: &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Classic:&#039;&#039;&#039; reach 10 Victory Points through construction and development.&lt;br /&gt;
* &#039;&#039;&#039;Green / Sustainable:&#039;&#039;&#039; if the game ends because the event bag is empty, players are ranked by their &#039;&#039;&#039;renewable-to-fossil ratio&#039;&#039;&#039;; the most sustainable player wins.&lt;br /&gt;
&lt;br /&gt;
There is also a &#039;&#039;&#039;cooperative / semi-cooperative tension&#039;&#039;&#039;: too much pollution increases disasters for everyone, so even though players compete, they must monitor the Global Footprint together.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Differences from Classic Catan&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
* Introduction of a &#039;&#039;&#039;new resource type: Energy&#039;&#039;&#039;.&lt;br /&gt;
* Addition of &#039;&#039;&#039;fossil and renewable power plants&#039;&#039;&#039;, creating a strategic choice between fast but polluting growth or slower sustainable growth.&lt;br /&gt;
* A climate / environmental &#039;&#039;&#039;event system&#039;&#039;&#039; drawn from a bag, influenced by player decisions (pollution, buildings…).&lt;br /&gt;
* Ability to &#039;&#039;&#039;clean hazards&#039;&#039;&#039; by spending energy.&lt;br /&gt;
* The &#039;&#039;&#039;Environmental Inspector&#039;&#039;&#039; replaces the robber as the disruptive figure.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Warehouse tiles&#039;&#039;&#039; allow players to increase their hand size.&lt;/div&gt;</summary>
		<author><name>Lordalx</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcatannewenergies&amp;diff=27422</id>
		<title>Gamehelpcatannewenergies</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcatannewenergies&amp;diff=27422"/>
		<updated>2025-11-26T10:23:49Z</updated>

		<summary type="html">&lt;p&gt;Lordalx: Created page with &amp;quot;==&amp;#039;&amp;#039;&amp;#039;Goal of the Game and End of Game&amp;#039;&amp;#039;&amp;#039;== As in classic Catan, the primary goal is to reach &amp;#039;&amp;#039;&amp;#039;10 Victory Points (VP)&amp;#039;&amp;#039;&amp;#039;. This game is slightly more complex than classic Catan, with energy and event mechanics  &amp;#039;&amp;#039;&amp;#039;Alternative ending:&amp;#039;&amp;#039;&amp;#039; If the event disc bag becomes empty before any player reaches 10 VP, the game ends immediately. In that case, the player with the &amp;#039;&amp;#039;&amp;#039;best balance of renewable vs. fossil power plants&amp;#039;&amp;#039;&amp;#039; wins.  If no player has more renewable plants than f...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&#039;&#039;&#039;Goal of the Game and End of Game&#039;&#039;&#039;==&lt;br /&gt;
As in classic Catan, the primary goal is to reach &#039;&#039;&#039;10 Victory Points (VP)&#039;&#039;&#039;. This game is slightly more complex than classic Catan, with energy and event mechanics&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alternative ending:&#039;&#039;&#039; If the event disc bag becomes empty before any player reaches 10 VP, the game ends immediately. In that case, the player with the &#039;&#039;&#039;best balance of renewable vs. fossil power plants&#039;&#039;&#039; wins.&lt;br /&gt;
&lt;br /&gt;
If no player has more renewable plants than fossil ones when this happens, &#039;&#039;&#039;everyone loses&#039;&#039;&#039; (or the ending is considered “catastrophic”).&lt;br /&gt;
==&#039;&#039;&#039;Gameplay Overview&#039;&#039;&#039;==&lt;br /&gt;
Each player’s turn is divided into several phases:&lt;br /&gt;
===&#039;&#039;&#039;Event Phase&#039;&#039;&#039;===&lt;br /&gt;
Before production, the player draws one or more &#039;&#039;&#039;event discs&#039;&#039;&#039; from the bag, depending on the current &#039;&#039;&#039;Global Footprint&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Each event is resolved in order. Some events are positive (“green”), others negative (“hazards”): they may add hazard tokens, disrupt production, etc.&lt;br /&gt;
&lt;br /&gt;
Events can modify both the &#039;&#039;&#039;Local Footprint&#039;&#039;&#039; (per player) and the &#039;&#039;&#039;Global Footprint&#039;&#039;&#039;, influencing future event draws.&lt;br /&gt;
===&#039;&#039;&#039;Production Phase&#039;&#039;&#039;===&lt;br /&gt;
Dice are rolled as in classic Catan.&lt;br /&gt;
&lt;br /&gt;
Settlements and cities produce resources from adjacent hexes, and &#039;&#039;&#039;power plants produce energy&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If a hex is affected by a &#039;&#039;&#039;hazard token&#039;&#039;&#039;, it does not produce until the hazard is removed.&lt;br /&gt;
===&#039;&#039;&#039;Action Phase&#039;&#039;&#039;===&lt;br /&gt;
The player may perform several actions, typically in this order (though some can be combined depending on the rules):&lt;br /&gt;
*&#039;&#039;&#039;Trading:&#039;&#039;&#039; exchange resources, science, or energy with other players.&lt;br /&gt;
*&#039;&#039;&#039;Building:&#039;&#039;&#039;&lt;br /&gt;
**Build roads, settlements, and cities (costs similar to classic Catan).&lt;br /&gt;
**Build &#039;&#039;&#039;power plants&#039;&#039;&#039; (fossil or renewable), which require &#039;&#039;&#039;science cards&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Spending Energy:&#039;&#039;&#039; energy tokens may be used to:&lt;br /&gt;
**Buy Resource or Science cards&lt;br /&gt;
**Remove hazard tokens (cleaning disasters)&lt;br /&gt;
**Demolish one fossil plant per turn to reduce pollution / footprint&lt;br /&gt;
*&#039;&#039;&#039;Buying Development cards:&#039;&#039;&#039; similar to classic Catan (knights/cleanup, progress, etc.). Some development cards act as “Cleanup” cards (knight equivalents).&lt;br /&gt;
==&#039;&#039;&#039;Ecological Footprint System&#039;&#039;&#039;==&lt;br /&gt;
===&#039;&#039;&#039;Local Footprint (LF)&#039;&#039;&#039;===&lt;br /&gt;
Each player tracks their own footprint on their player board.&lt;br /&gt;
&lt;br /&gt;
Building settlements, cities, or &#039;&#039;&#039;fossil&#039;&#039;&#039; power plants increases it.&lt;br /&gt;
&lt;br /&gt;
Building &#039;&#039;&#039;renewable&#039;&#039;&#039; power plants decreases it.&lt;br /&gt;
===&#039;&#039;&#039;Global Footprint (GF)&#039;&#039;&#039;===&lt;br /&gt;
This is the sum of all players’ Local Footprints and is tracked on the main board.&lt;br /&gt;
&lt;br /&gt;
The higher the global pollution level, the more event discs are drawn at the start of each turn, meaning more potential negative events.&lt;br /&gt;
==&#039;&#039;&#039;Events and Disasters&#039;&#039;&#039;==&lt;br /&gt;
Event discs may trigger:&lt;br /&gt;
*&#039;&#039;&#039;Hazards:&#039;&#039;&#039; environmental disasters (floods, pollution, etc.) that can block resource production on certain hexes.&lt;br /&gt;
*&#039;&#039;&#039;Positive events:&#039;&#039;&#039; especially if players have invested in renewable energy. Green discs in the bag can trigger beneficial global effects.&lt;br /&gt;
Hazard tokens are placed on hexes: a hex with a hazard does not produce until energy is spent to clean it up.&lt;br /&gt;
==&#039;&#039;&#039;Victory Strategies&#039;&#039;&#039;==&lt;br /&gt;
There are multiple paths to victory:&lt;br /&gt;
*&#039;&#039;&#039;Classic:&#039;&#039;&#039; reach 10 Victory Points through construction and development.&lt;br /&gt;
*&#039;&#039;&#039;Green / Sustainable:&#039;&#039;&#039; if the game ends because the event bag is empty, players are ranked by their &#039;&#039;&#039;renewable-to-fossil ratio&#039;&#039;&#039;; the most sustainable player wins.&lt;br /&gt;
There is also a &#039;&#039;&#039;cooperative / semi-cooperative tension&#039;&#039;&#039;: too much pollution increases disasters for everyone, so even though players compete, they must monitor the Global Footprint together.&lt;br /&gt;
==&#039;&#039;&#039;Differences from Classic Catan&#039;&#039;&#039;==&lt;br /&gt;
*Introduction of a &#039;&#039;&#039;new resource type: Energy&#039;&#039;&#039;.&lt;br /&gt;
*Addition of &#039;&#039;&#039;fossil and renewable power plants&#039;&#039;&#039;, creating a strategic choice between fast but polluting growth or slower sustainable growth.&lt;br /&gt;
*A climate / environmental &#039;&#039;&#039;event system&#039;&#039;&#039; drawn from a bag, influenced by player decisions (pollution, buildings…).&lt;br /&gt;
*Ability to &#039;&#039;&#039;clean hazards&#039;&#039;&#039; by spending energy.&lt;br /&gt;
*The &#039;&#039;&#039;Environmental Inspector&#039;&#039;&#039; replaces the robber as the disruptive figure.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warehouse tiles&#039;&#039;&#039; allow players to increase their hand size.&lt;/div&gt;</summary>
		<author><name>Lordalx</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpfateoffellowship&amp;diff=26882</id>
		<title>Gamehelpfateoffellowship</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpfateoffellowship&amp;diff=26882"/>
		<updated>2025-10-20T16:28:03Z</updated>

		<summary type="html">&lt;p&gt;Lordalx: /* About the Starting Scenario */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== About the Starting Scenario ==&lt;br /&gt;
This Board Game Arena version of The Lord of the Rings: Fate of the Fellowship™ is available for a limited time and features 10 playable characters and the 4 objective cards suggested for players&#039; first game. The full physical game includes 13 playable characters and 24 objective cards. &lt;br /&gt;
&lt;br /&gt;
Character Selection: Each player controls 2 characters (or 5 characters if playing a solo game). The &amp;quot;Preselected&amp;quot; character selection option assigns players the characters suggested for a first game. &amp;quot;All at random&amp;quot; assigns each player random characters. &lt;br /&gt;
&lt;br /&gt;
Difficulty: The available introductory and standard difficulty levels change the number of Skies Darken cards in the player deck. The full physical game includes additional rules for Heroic, Epic, and Legendary difficulties that further increase the number of Skies Darken cards to include as well as the number of objective cards to complete.  &lt;br /&gt;
&lt;br /&gt;
== Interface Help ==&lt;br /&gt;
Character Information: To see your character cards, click on the character figures in the top right box under your BGA username. Hovering your mouse over these figures will also pulse your characters on the board to more easily locate them. &lt;br /&gt;
&lt;br /&gt;
Reference Information: Click the circular buttons on the bottom left of the screen to see reference information on actions (?), symbols, search dice, and battle dice.&lt;br /&gt;
&lt;br /&gt;
Objective Cards: Click the 4 objective cards above the game board to see what the players will need to accomplish to win the game.&lt;br /&gt;
&lt;br /&gt;
Player hands and tokens: Players&#039; hands of cards are displayed below the game board. The boxes on the top right with players&#039; BGA usernames show how many cards and tokens of each symbol type each player has.&lt;br /&gt;
&lt;br /&gt;
Help on locations: Click the help on locations button on the top right of the game board and then a location to see detailed information about the location and the troops and characters present there.&lt;br /&gt;
&lt;br /&gt;
Show/Hide tokens: Toggle the show/hide tokens button on the top right of the game board to more easily see locations and regions on the map.&lt;br /&gt;
&lt;br /&gt;
== Rules ==&lt;br /&gt;
For more information on how to play the game, see [https://boardgamegeek.com/boardgame/436217/the-lord-of-the-rings-fate-of-the-fellowship/files the rulebook files available on BoardGameGeek.]&lt;br /&gt;
&lt;br /&gt;
=== Turn Structure ===&lt;br /&gt;
Players take turns in clockwise order, following these 3 steps each turn:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Do Actions&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Draw 2 Player Cards&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Draw Shadow Cards&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== 1. DO ACTIONS ====&lt;br /&gt;
On your turn, you may do up to 4 actions with 1 of your characters and up to 1 action with the other. You can do actions with either character first, but you must complete all of the actions with 1 character before doing any actions with the other character.&lt;br /&gt;
&lt;br /&gt;
Click the circular ? button on the bottom left of the screen to see a list of actions. Some objective cards have special actions required to complete them, and some characters have special actions only they can perform included on their character cards. &lt;br /&gt;
&lt;br /&gt;
==== 2. DRAW 2 PLAYER CARDS ====&lt;br /&gt;
After doing actions with your characters, draw the top 2 cards together from the player deck. &lt;br /&gt;
&lt;br /&gt;
If the player deck runs out of cards, lose 1 hope for each player card you cannot draw.&lt;br /&gt;
&lt;br /&gt;
If your card draw includes any Skies Darken cards, resolve them. &lt;br /&gt;
&lt;br /&gt;
If you ever have more than 7 cards in hand (after first resolving any Skies Darken cards you may have drawn), discard cards and/or play events until you have 7 cards in hand.&lt;br /&gt;
&lt;br /&gt;
==== 3. DRAW SHADOW CARDS ====&lt;br /&gt;
Flip over the top card of the shadow deck and place it face-up next to the shadow deck. Only half of the flipped card will be resolved.&lt;br /&gt;
&lt;br /&gt;
If a red flag is now showing on top of the shadow deck, resolve the top section of the flipped card. This section advances shadow troops towards havens along the colored battle lines on the map. After advancing shadow troops, &#039;&#039;&#039;roll a battle&#039;&#039;&#039; in each location on the battle line containing both shadow troops and friendly troops. If shadow troops now occupy a haven and no friendly troops are present, it becomes a shadow stronghold: Cover the haven with a shadow stronghold token and lose 3 hope.&lt;br /&gt;
&lt;br /&gt;
If a black banner is now showing on the top of the shadow deck, resolve the bottom section of the flipped card. This section reinforces a shadow location with 1 additional shadow troop and resolves a special order that can shift the Eye of Sauron or move Nazgûl to other regions.&lt;br /&gt;
&lt;br /&gt;
Do this a number of times equal to the current threat rate listed on the threat rate track.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Shadow Cards:&#039;&#039;&#039; The Drums of War and the Wheels of Saruman operate differently from the other shadow cards. If either of these cards is drawn, follow the instructions on the card instead of advancing or reinforcing.&lt;br /&gt;
&lt;br /&gt;
=== Winning and Losing ===&lt;br /&gt;
The players win the game when Frodo successfully completes the Destroy The One Ring objective. You all lose the game if Frodo loses all hope (i.e., the hope marker reaches the 0 space on the hope track).&lt;br /&gt;
&lt;br /&gt;
==== COMPLETING OBJECTIVES ====&lt;br /&gt;
The requirements for completing each objective are listed on each card. When these are met, follow the When Completed rules on the card. &lt;br /&gt;
&lt;br /&gt;
You may complete the Destroy The One Ring objective only after you have completed all the other objective cards.&lt;br /&gt;
&lt;br /&gt;
==== LOSING HOPE ====&lt;br /&gt;
These are the main ways to lose hope:&lt;br /&gt;
&lt;br /&gt;
* If you roll a search and get despair results (lose 1 each).&lt;br /&gt;
* If you draw a Skies Darken card when the Eye of Sauron is in Frodo&#039;s region (lose 2).&lt;br /&gt;
* If shadow troops take over a haven (lose 3).&lt;br /&gt;
* If you need to add a shadow troop when there aren&#039;t any in the supply (lose 1 per missing troop).&lt;br /&gt;
* If you need to draw a player card when there aren&#039;t any in the deck (lose 1 per missing card).&lt;br /&gt;
&lt;br /&gt;
==== GAINING HOPE ====&lt;br /&gt;
If you capture a shadow stronghold, gain 2 hope. Many objectives and some abilities also let you gain hope. If the hope marker is at the top of the track, you cannot gain any more hope.&lt;/div&gt;</summary>
		<author><name>Lordalx</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpfateoffellowship&amp;diff=24923</id>
		<title>Gamehelpfateoffellowship</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpfateoffellowship&amp;diff=24923"/>
		<updated>2025-05-07T19:30:51Z</updated>

		<summary type="html">&lt;p&gt;Lordalx: Protected &amp;quot;Gamehelpfateoffellowship&amp;quot; ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== About the Starting Scenario ==&lt;br /&gt;
This Board Game Arena version of &#039;&#039;The Lord of the Rings™: Fate of the Fellowship&#039;&#039; is available for a limited time and features 10 playable characters and the 4 objective cards suggested for players&#039; first game. The full physical game includes 13 playable characters and 24 objective cards. &lt;br /&gt;
&lt;br /&gt;
Character Selection: Each player controls 2 characters (or 5 characters if playing a solo game). The &amp;quot;Preselected&amp;quot; character selection option assigns players the characters suggested for a first game. &amp;quot;All at random&amp;quot; assigns each player random characters. &lt;br /&gt;
&lt;br /&gt;
Difficulty: The available introductory and standard difficulty levels change the number of Skies Darken cards in the player deck. The full physical game includes additional rules for Heroic, Epic, and Legendary difficulties that further increase the number of Skies Darken cards to include as well as the number of objective cards to complete.  &lt;br /&gt;
&lt;br /&gt;
== Interface Help ==&lt;br /&gt;
Character Information: To see your character cards, click on the character figures in the top right box under your BGA username. Hovering your mouse over these figures will also pulse your characters on the board to more easily locate them. &lt;br /&gt;
&lt;br /&gt;
Reference Information: Click the circular buttons on the bottom left of the screen to see reference information on actions (?), symbols, search dice, and battle dice.&lt;br /&gt;
&lt;br /&gt;
Objective Cards: Click the 4 objective cards above the game board to see what the players will need to accomplish to win the game.&lt;br /&gt;
&lt;br /&gt;
Player hands and tokens: Players&#039; hands of cards are displayed below the game board. The boxes on the top right with players&#039; BGA usernames show how many cards and tokens of each symbol type each player has.&lt;br /&gt;
&lt;br /&gt;
Help on locations: Click the help on locations button on the top right of the game board and then a location to see detailed information about the location and the troops and characters present there.&lt;br /&gt;
&lt;br /&gt;
Show/Hide tokens: Toggle the show/hide tokens button on the top right of the game board to more easily see locations and regions on the map.&lt;br /&gt;
&lt;br /&gt;
== Rules ==&lt;br /&gt;
For more information on how to play the game, see [https://boardgamegeek.com/boardgame/436217/the-lord-of-the-rings-fate-of-the-fellowship/files the rulebook files available on BoardGameGeek.]&lt;br /&gt;
&lt;br /&gt;
=== Turn Structure ===&lt;br /&gt;
Players take turns in clockwise order, following these 3 steps each turn:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Do Actions&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Draw 2 Player Cards&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Draw Shadow Cards&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== 1. DO ACTIONS ====&lt;br /&gt;
On your turn, you may do up to 4 actions with 1 of your characters and up to 1 action with the other. You can do actions with either character first, but you must complete all of the actions with 1 character before doing any actions with the other character.&lt;br /&gt;
&lt;br /&gt;
Click the circular ? button on the bottom left of the screen to see a list of actions. Some objective cards have special actions required to complete them, and some characters have special actions only they can perform included on their character cards. &lt;br /&gt;
&lt;br /&gt;
==== 2. DRAW 2 PLAYER CARDS ====&lt;br /&gt;
After doing actions with your characters, draw the top 2 cards together from the player deck. &lt;br /&gt;
&lt;br /&gt;
If the player deck runs out of cards, lose 1 hope for each player card you cannot draw.&lt;br /&gt;
&lt;br /&gt;
If your card draw includes any Skies Darken cards, resolve them. &lt;br /&gt;
&lt;br /&gt;
If you ever have more than 7 cards in hand (after first resolving any Skies Darken cards you may have drawn), discard cards and/or play events until you have 7 cards in hand.&lt;br /&gt;
&lt;br /&gt;
==== 3. DRAW SHADOW CARDS ====&lt;br /&gt;
Flip over the top card of the shadow deck and place it face-up next to the shadow deck. Only half of the flipped card will be resolved.&lt;br /&gt;
&lt;br /&gt;
If a red flag is now showing on top of the shadow deck, resolve the top section of the flipped card. This section advances shadow troops towards havens along the colored battle lines on the map. After advancing shadow troops, &#039;&#039;&#039;roll a battle&#039;&#039;&#039; in each location on the battle line containing both shadow troops and friendly troops. If shadow troops now occupy a haven and no friendly troops are present, it becomes a shadow stronghold: Cover the haven with a shadow stronghold token and lose 3 hope.&lt;br /&gt;
&lt;br /&gt;
If a black banner is now showing on the top of the shadow deck, resolve the bottom section of the flipped card. This section reinforces a shadow location with 1 additional shadow troop and resolves a special order that can shift the Eye of Sauron or move Nazgûl to other regions.&lt;br /&gt;
&lt;br /&gt;
Do this a number of times equal to the current threat rate listed on the threat rate track.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Shadow Cards:&#039;&#039;&#039; The Drums of War and the Wheels of Saruman operate differently from the other shadow cards. If either of these cards is drawn, follow the instructions on the card instead of advancing or reinforcing.&lt;br /&gt;
&lt;br /&gt;
=== Winning and Losing ===&lt;br /&gt;
The players win the game when Frodo successfully completes the Destroy The One Ring objective. You all lose the game if Frodo loses all hope (i.e., the hope marker reaches the 0 space on the hope track).&lt;br /&gt;
&lt;br /&gt;
==== COMPLETING OBJECTIVES ====&lt;br /&gt;
The requirements for completing each objective are listed on each card. When these are met, follow the When Completed rules on the card. &lt;br /&gt;
&lt;br /&gt;
You may complete the Destroy The One Ring objective only after you have completed all the other objective cards.&lt;br /&gt;
&lt;br /&gt;
==== LOSING HOPE ====&lt;br /&gt;
These are the main ways to lose hope:&lt;br /&gt;
&lt;br /&gt;
* If you roll a search and get despair results (lose 1 each).&lt;br /&gt;
* If you draw a Skies Darken card when the Eye of Sauron is in Frodo&#039;s region (lose 2).&lt;br /&gt;
* If shadow troops take over a haven (lose 3).&lt;br /&gt;
* If you need to add a shadow troop when there aren&#039;t any in the supply (lose 1 per missing troop).&lt;br /&gt;
* If you need to draw a player card when there aren&#039;t any in the deck (lose 1 per missing card).&lt;br /&gt;
&lt;br /&gt;
==== GAINING HOPE ====&lt;br /&gt;
If you capture a shadow stronghold, gain 2 hope. Many objectives and some abilities also let you gain hope. If the hope marker is at the top of the track, you cannot gain any more hope.&lt;/div&gt;</summary>
		<author><name>Lordalx</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpfateoffellowship&amp;diff=24918</id>
		<title>Gamehelpfateoffellowship</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpfateoffellowship&amp;diff=24918"/>
		<updated>2025-05-07T16:23:24Z</updated>

		<summary type="html">&lt;p&gt;Lordalx: Removed protection from &amp;quot;Gamehelpfateoffellowship&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== About the Starting Scenario ==&lt;br /&gt;
This Board Game Arena version of &#039;&#039;The Lord of the Rings™: Fate of the Fellowship&#039;&#039; is available for a limited time and features 10 playable characters and the 4 objective cards suggested for players&#039; first game. The full physical game includes 13 playable characters and 24 objective cards. &lt;br /&gt;
&lt;br /&gt;
Character Selection: Each player controls 2 characters (or 5 characters if playing a solo game). The &amp;quot;Preselected&amp;quot; character selection option assigns players the characters suggested for a first game. &amp;quot;All at random&amp;quot; assigns each player random characters. &lt;br /&gt;
&lt;br /&gt;
Difficulty: The available introductory and standard difficulty levels change the number of Skies Darken cards in the player deck. The full physical game includes additional rules for Heroic, Epic, and Legendary difficulties that further increase the number of Skies Darken cards to include as well as the number of objective cards to complete.  &lt;br /&gt;
&lt;br /&gt;
== Interface Help ==&lt;br /&gt;
Character Information: To see your character cards, click on the character figures in the top right box under your BGA username. Hovering your mouse over these figures will also pulse your characters on the board to more easily locate them. &lt;br /&gt;
&lt;br /&gt;
Reference Information: Click the circular buttons on the bottom left of the screen to see reference information on actions (?), symbols, search dice, and battle dice.&lt;br /&gt;
&lt;br /&gt;
Objective Cards: Click the 4 objective cards on the top right of the screen to see what the players will need to accomplish to win the game.&lt;br /&gt;
&lt;br /&gt;
Help on locations: Click the help on locations button on the top right of the game board and then a location to see detailed information about the location and the troops and characters present there.&lt;br /&gt;
&lt;br /&gt;
Show/Hide tokens: Toggle the show/hide tokens button on the top right of the game board to more easily see locations and regions on the map.&lt;br /&gt;
&lt;br /&gt;
== Rules ==&lt;br /&gt;
For more information on how to play the game, see [https://boardgamegeek.com/boardgame/436217/the-lord-of-the-rings-fate-of-the-fellowship/files the rulebook files available on BoardGameGeek.]&lt;br /&gt;
&lt;br /&gt;
=== Turn Structure ===&lt;br /&gt;
Players take turns in clockwise order, following these 3 steps each turn:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Do Actions&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Draw 2 Player Cards&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Draw Shadow Cards&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== 1. DO ACTIONS ====&lt;br /&gt;
On your turn, you may do up to 4 actions with 1 of your characters and up to 1 action with the other. You can do actions with either character first, but you must complete all of the actions with 1 character before doing any actions with the other character.&lt;br /&gt;
&lt;br /&gt;
Click the circular ? button on the bottom left of the screen to see a list of actions. Some objective cards have special actions required to complete them, and some characters have special actions only they can perform included on their character cards. &lt;br /&gt;
&lt;br /&gt;
==== 2. DRAW 2 PLAYER CARDS ====&lt;br /&gt;
After doing actions with your characters, draw the top 2 cards together from the player deck. &lt;br /&gt;
&lt;br /&gt;
If the player deck runs out of cards, lose 1 hope for each player card you cannot draw.&lt;br /&gt;
&lt;br /&gt;
If your card draw includes any Skies Darken cards, resolve them. &lt;br /&gt;
&lt;br /&gt;
If you ever have more than 7 cards in hand (after first resolving any Skies Darken cards you may have drawn), discard cards and/or play events until you have 7 cards in hand.&lt;br /&gt;
&lt;br /&gt;
==== 3. DRAW SHADOW CARDS ====&lt;br /&gt;
Flip over the top card of the shadow deck and place it face-up next to the shadow deck. Only half of the flipped card will be resolved.&lt;br /&gt;
&lt;br /&gt;
If a red flag is now showing on top of the shadow deck, resolve the top section of the flipped card. This section advances shadow troops towards havens along the colored battle lines on the map. After advancing shadow troops, &#039;&#039;&#039;roll a battle&#039;&#039;&#039; in each location on the battle line containing both shadow troops and friendly troops. If shadow troops now occupy a haven and no friendly troops are present, it becomes a shadow stronghold: Cover the haven with a shadow stronghold token and lose 3 hope.&lt;br /&gt;
&lt;br /&gt;
If a black banner is now showing on the top of the shadow deck, resolve the bottom section of the flipped card. This section reinforces a shadow location with 1 additional shadow troop and resolves a special order that can shift the Eye of Sauron or move Nazgûl to other regions.&lt;br /&gt;
&lt;br /&gt;
Do this a number of times equal to the current threat rate listed on the threat rate track.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Shadow Cards:&#039;&#039;&#039; The Drums of War and the Wheels of Saruman operate differently from the other shadow cards. If either of these cards is drawn, follow the instructions on the card instead of advancing or reinforcing.&lt;br /&gt;
&lt;br /&gt;
=== Winning and Losing ===&lt;br /&gt;
The players win the game when Frodo successfully completes the Destroy The One Ring objective. You all lose the game if Frodo loses all hope (i.e., the hope marker reaches the 0 space on the hope track).&lt;br /&gt;
&lt;br /&gt;
==== COMPLETING OBJECTIVES ====&lt;br /&gt;
The requirements for completing each objective are listed on each card. When these are met, follow the When Completed rules on the card. &lt;br /&gt;
&lt;br /&gt;
You may complete the Destroy The One Ring objective only after you have completed all the other objective cards.&lt;br /&gt;
&lt;br /&gt;
==== LOSING HOPE ====&lt;br /&gt;
These are the main ways to lose hope:&lt;br /&gt;
&lt;br /&gt;
* If you roll a search and get despair results (lose 1 each).&lt;br /&gt;
* If you draw a Skies Darken card when the Eye of Sauron is in Frodo&#039;s region (lose 2).&lt;br /&gt;
* If shadow troops take over a haven (lose 3).&lt;br /&gt;
* If you need to add a shadow troop when there aren&#039;t any in the supply (lose 1 per missing troop).&lt;br /&gt;
* If you need to draw a player card when there aren&#039;t any in the deck (lose 1 per missing card).&lt;br /&gt;
&lt;br /&gt;
==== GAINING HOPE ====&lt;br /&gt;
If you capture a shadow stronghold, gain 2 hope. Many objectives and some abilities also let you gain hope. If the hope marker is at the top of the track, you cannot gain any more hope.&lt;/div&gt;</summary>
		<author><name>Lordalx</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpfateoffellowship&amp;diff=24819</id>
		<title>Gamehelpfateoffellowship</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpfateoffellowship&amp;diff=24819"/>
		<updated>2025-04-30T08:22:13Z</updated>

		<summary type="html">&lt;p&gt;Lordalx: Protected &amp;quot;Gamehelpfateoffellowship&amp;quot;: From publisher request ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== About the Starting Scenario ==&lt;br /&gt;
This Board Game Arena version of &#039;&#039;The Lord of the Rings™: Fate of the Fellowship&#039;&#039; is available for a limited time and features 10 playable characters and the 4 objective cards suggested for players&#039; first game. The full physical game includes 13 playable characters and 24 objective cards. &lt;br /&gt;
&lt;br /&gt;
Character Selection: Each player controls 2 characters (or 5 characters if playing a solo game). The &amp;quot;Preselected&amp;quot; character selection option assigns players the characters suggested for a first game. &amp;quot;All at random&amp;quot; assigns each player random characters. &lt;br /&gt;
&lt;br /&gt;
Difficulty: The available introductory and standard difficulty levels change the number of Skies Darken cards in the player deck. The full physical game includes additional rules for Heroic, Epic, and Legendary difficulties that further increase the number of Skies Darken cards to include as well as the number of objective cards to complete.  &lt;br /&gt;
&lt;br /&gt;
== Interface Help ==&lt;br /&gt;
Character Information: To see your character cards, click on the character figures in the top right box under your BGA username. Hovering your mouse over these figures will also pulse your characters on the board to more easily locate them. &lt;br /&gt;
&lt;br /&gt;
Reference Information: Click the circular buttons on the bottom left of the screen to see reference information on actions (?), symbols, search dice, and battle dice.&lt;br /&gt;
&lt;br /&gt;
Objective Cards: Click the 4 objective cards on the top right of the screen to see what the players will need to accomplish to win the game.&lt;br /&gt;
&lt;br /&gt;
Help on locations: Click the help on locations button on the top right of the game board and then a location to see detailed information about the location and the troops and characters present there.&lt;br /&gt;
&lt;br /&gt;
Show/Hide tokens: Toggle the show/hide tokens button on the top right of the game board to more easily see locations and regions on the map.&lt;br /&gt;
&lt;br /&gt;
== Rules ==&lt;br /&gt;
For more information on how to play the game, see [https://boardgamegeek.com/boardgame/436217/the-lord-of-the-rings-fate-of-the-fellowship/files the rulebook files available on BoardGameGeek.]&lt;br /&gt;
&lt;br /&gt;
=== Turn Structure ===&lt;br /&gt;
Players take turns in clockwise order, following these 3 steps each turn:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Do Actions&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Draw 2 Player Cards&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Draw Shadow Cards&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== 1. DO ACTIONS ====&lt;br /&gt;
On your turn, you may do up to 4 actions with 1 of your characters and up to 1 action with the other. You can do actions with either character first, but you must complete all of the actions with 1 character before doing any actions with the other character.&lt;br /&gt;
&lt;br /&gt;
Click the circular ? button on the bottom left of the screen to see a list of actions. Some objective cards have special actions required to complete them, and some characters have special actions only they can perform included on their character cards. &lt;br /&gt;
&lt;br /&gt;
==== 2. DRAW 2 PLAYER CARDS ====&lt;br /&gt;
After doing actions with your characters, draw the top 2 cards together from the player deck. &lt;br /&gt;
&lt;br /&gt;
If the player deck runs out of cards, lose 1 hope for each player card you cannot draw.&lt;br /&gt;
&lt;br /&gt;
If your card draw includes any Skies Darken cards, resolve them. &lt;br /&gt;
&lt;br /&gt;
If you ever have more than 7 cards in hand (after first resolving any Skies Darken cards you may have drawn), discard cards and/or play events until you have 7 cards in hand.&lt;br /&gt;
&lt;br /&gt;
==== 3. DRAW SHADOW CARDS ====&lt;br /&gt;
Flip over the top card of the shadow deck and place it face-up next to the shadow deck. Only half of the flipped card will be resolved.&lt;br /&gt;
&lt;br /&gt;
If a red flag is now showing on top of the shadow deck, resolve the top section of the flipped card. This section advances shadow troops towards havens along the colored battle lines on the map. After advancing shadow troops, &#039;&#039;&#039;roll a battle&#039;&#039;&#039; in each location on the battle line containing both shadow troops and friendly troops. If shadow troops now occupy a haven and no friendly troops are present, it becomes a shadow stronghold: Cover the haven with a shadow stronghold token and lose 3 hope.&lt;br /&gt;
&lt;br /&gt;
If a black banner is now showing on the top of the shadow deck, resolve the bottom section of the flipped card. This section reinforces a shadow location with 1 additional shadow troop and resolves a special order that can shift the Eye of Sauron or move Nazgûl to other regions.&lt;br /&gt;
&lt;br /&gt;
Do this a number of times equal to the current threat rate listed on the threat rate track.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Shadow Cards:&#039;&#039;&#039; The Drums of War and the Wheels of Saruman operate differently from the other shadow cards. If either of these cards is drawn, follow the instructions on the card instead of advancing or reinforcing.&lt;br /&gt;
&lt;br /&gt;
=== Winning and Losing ===&lt;br /&gt;
The players win the game when Frodo successfully completes the Destroy The One Ring objective. You all lose the game if Frodo loses all hope (i.e., the hope marker reaches the 0 space on the hope track).&lt;br /&gt;
&lt;br /&gt;
==== COMPLETING OBJECTIVES ====&lt;br /&gt;
The requirements for completing each objective are listed on each card. When these are met, follow the When Completed rules on the card. &lt;br /&gt;
&lt;br /&gt;
You may complete the Destroy The One Ring objective only after you have completed all the other objective cards.&lt;br /&gt;
&lt;br /&gt;
==== LOSING HOPE ====&lt;br /&gt;
These are the main ways to lose hope:&lt;br /&gt;
&lt;br /&gt;
* If you roll a search and get despair results (lose 1 each).&lt;br /&gt;
* If you draw a Skies Darken card when the Eye of Sauron is in Frodo&#039;s region (lose 2).&lt;br /&gt;
* If shadow troops take over a haven (lose 3).&lt;br /&gt;
* If you need to add a shadow troop when there aren&#039;t any in the supply (lose 1 per missing troop).&lt;br /&gt;
* If you need to draw a player card when there aren&#039;t any in the deck (lose 1 per missing card).&lt;br /&gt;
&lt;br /&gt;
==== GAINING HOPE ====&lt;br /&gt;
If you capture a shadow stronghold, gain 2 hope. Many objectives and some abilities also let you gain hope. If the hope marker is at the top of the track, you cannot gain any more hope.&lt;/div&gt;</summary>
		<author><name>Lordalx</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Bugsclarification_krosmasterblast&amp;diff=23279</id>
		<title>Bugsclarification krosmasterblast</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Bugsclarification_krosmasterblast&amp;diff=23279"/>
		<updated>2024-11-20T15:19:33Z</updated>

		<summary type="html">&lt;p&gt;Lordalx: Created page with &amp;quot;There was an errata from the rulebook raised by the game designer regarding what shall be considered after the game ends with no one having half of their team eliminated : - the one with the more remaining krosmaster wins - then the one with the more controlled glyph cells wins&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There was an errata from the rulebook raised by the game designer regarding what shall be considered after the game ends with no one having half of their team eliminated :&lt;br /&gt;
- the one with the more remaining krosmaster wins&lt;br /&gt;
- then the one with the more controlled glyph cells wins&lt;/div&gt;</summary>
		<author><name>Lordalx</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpnanatoridori&amp;diff=22696</id>
		<title>Gamehelpnanatoridori</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpnanatoridori&amp;diff=22696"/>
		<updated>2024-09-23T08:31:07Z</updated>

		<summary type="html">&lt;p&gt;Lordalx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Goal of the game==&lt;br /&gt;
As quickly as possible, discard your cards in hand in Nana Toridori (ナナトリドリ).&lt;br /&gt;
&lt;br /&gt;
Basic game goal: Do not run out of penguins. If you are the last person with cards remaining, you will lose one of your two penguins. You will lose the game if you run out of penguins.&lt;br /&gt;
&lt;br /&gt;
Advanced game goal: Score 10 points first.&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
Every player starts a new round with 8 cards in their hands. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player are not allowed to reorder their cards in hand, this is the golden rule.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There will be a draw pile made up of the remaining cards.&lt;br /&gt;
&lt;br /&gt;
The last player to give up a penguin will start playing card(s) in the central area. For the first round, a random player is picked.&lt;br /&gt;
&lt;br /&gt;
There are exactly 9 cards of each value, from 1 to 7.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
When it&#039;s your turn, you should either:&lt;br /&gt;
*- &#039;&#039;&#039;play&#039;&#039;&#039; card(s) from your hand of a higher value than the existing ones,&lt;br /&gt;
*- or &#039;&#039;&#039;pass&#039;&#039;&#039; and draw a card from the central pile&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Play&#039;&#039;&#039;: You can only &#039;&#039;&#039;play&#039;&#039;&#039; adjacent cards with the same value from your hand. For instance, two consecutive 1s, worth 11. &lt;br /&gt;
&lt;br /&gt;
11 is higher than a single 7 card : 11 &amp;gt; 7. Five 4s (44444) is also higher than 11.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There is no limit regarding how many cards you play, as long they are adjacent and the same value&lt;br /&gt;
&lt;br /&gt;
After playing your cards, you can take into your hand the cards from the previous player&#039;s turn (from the central area). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pass&#039;&#039;&#039;: If you can&#039;t or don&#039;t want to play card(s), you can &#039;&#039;&#039;pass&#039;&#039;&#039; and draw a single card from the draw pile; either keep it and place it in your hand, or discard it. &lt;br /&gt;
When the draw pile is depleted, you cannot draw anymore, but can still pass.&lt;br /&gt;
&lt;br /&gt;
If all players passed, then the central area is cleared and the player with the highest played value can start a new turn.&lt;br /&gt;
If you don&#039;t have any cards left in your hand, you are out of the current round, and wait for the other players: your penguin is saved!&lt;br /&gt;
&lt;br /&gt;
==End of the game==&lt;br /&gt;
Basic game: When a players loses their final penguin, that players loses the game and the other players win.&lt;br /&gt;
&lt;br /&gt;
Advanced game: When the round ends, if any players have 10 or more points, those players win the game. If one player scores 12 and another player scores 10, each will win.&lt;br /&gt;
&lt;br /&gt;
==Advanced scoring rules==&lt;br /&gt;
With the advance scoring rules, you&#039;ll get &lt;br /&gt;
* 4 points if you are the first player to clear your hand&lt;br /&gt;
* 0 points if you are the last player with card(s) in hand&lt;br /&gt;
* 2 points otherwise&lt;br /&gt;
The first one to reach 10 points win the games&lt;/div&gt;</summary>
		<author><name>Lordalx</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpnanatoridori&amp;diff=21997</id>
		<title>Gamehelpnanatoridori</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpnanatoridori&amp;diff=21997"/>
		<updated>2024-07-29T16:36:51Z</updated>

		<summary type="html">&lt;p&gt;Lordalx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Goal of the game==&lt;br /&gt;
As quickly as possible, discard your cards in hand in Nana Toridori (ナナトリドリ).&lt;br /&gt;
If you are the last person having cards, you will lose one of your two penguins.&lt;br /&gt;
&lt;br /&gt;
You will lose the game if you run out of penguins.&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
Every player starts a new round with 8 cards in their hands. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player are not allowed to reorder their card in hand, this is the golden rule.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There will be a draw pile made up of the remaining cards.&lt;br /&gt;
&lt;br /&gt;
The last player to give up a penguin will start playing card(s) in the central area. For the first round, a random player is picked.&lt;br /&gt;
&lt;br /&gt;
There are exactly 9 cards of each value, from 1 to 7.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
When it&#039;s your turn, you should either:&lt;br /&gt;
*- &#039;&#039;&#039;play&#039;&#039;&#039; card(s) from you hand from an higher value than the existing ones,&lt;br /&gt;
*- or &#039;&#039;&#039;pass&#039;&#039;&#039; and draw a card from the central pile&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Play&#039;&#039;&#039;: You can only &#039;&#039;&#039;play&#039;&#039;&#039; adjacent cards with the same value from your hand. For instance, 2 consecutive 1 which will worth 11. &lt;br /&gt;
&lt;br /&gt;
11 is higher than a single 7 card : 11 &amp;gt; 7. 44444 is also higher than 11.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There is no limit regarding how many cards you play, as long their are adjacent and with the same value&lt;br /&gt;
&lt;br /&gt;
After playing your cards, you can get back in your hand the cards from the central area. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pass&#039;&#039;&#039;: If you can&#039;t or don&#039;t want to play card(s), you can &#039;&#039;&#039;pass&#039;&#039;&#039; and draw a single card from the draw pile, either keep it and place it in your hand, or discard it. &lt;br /&gt;
When the draw pile is depleted, you cannot draw anymore but still can pass.&lt;br /&gt;
&lt;br /&gt;
If all players passed, then the central area is cleared and the player with the higher value can start a new turn.&lt;br /&gt;
If you don&#039;t have any card left in your hand, you are out of the current round, and wait for the other to players: your penguin is saved!&lt;br /&gt;
&lt;br /&gt;
==End of the game==&lt;br /&gt;
When you don&#039;t have anymore penguin, you lost the game and the other players win.&lt;br /&gt;
&lt;br /&gt;
==Advanced rules==&lt;br /&gt;
With the advance scoring rules, you&#039;ll get &lt;br /&gt;
* 4 points beeing the first player to clear your hand&lt;br /&gt;
* 0 point if you are the last player with card(s) in hand&lt;br /&gt;
* 2 points otherwise&lt;br /&gt;
&lt;br /&gt;
When a round ends, if any players have 10 or more points, they win the games&lt;/div&gt;</summary>
		<author><name>Lordalx</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpnanatoridori&amp;diff=21990</id>
		<title>Gamehelpnanatoridori</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpnanatoridori&amp;diff=21990"/>
		<updated>2024-07-29T11:56:38Z</updated>

		<summary type="html">&lt;p&gt;Lordalx: Created page with &amp;quot;==Goal of the game== As quickly as possible, discard your cards in hand in Nana Toridori (ナナトリドリ). If you are the last person having cards, you will lose one of your two penguins.  You will lose the game if you run out of penguins.  ==Setup== Every player starts a new round with 8 cards in their hands.   &amp;#039;&amp;#039;&amp;#039;Player are not allowed to reorder their card in hand, this is the golden rule.&amp;#039;&amp;#039;&amp;#039;  There will be a draw pile made up of the remaining cards.  The last pla...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Goal of the game==&lt;br /&gt;
As quickly as possible, discard your cards in hand in Nana Toridori (ナナトリドリ).&lt;br /&gt;
If you are the last person having cards, you will lose one of your two penguins.&lt;br /&gt;
&lt;br /&gt;
You will lose the game if you run out of penguins.&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
Every player starts a new round with 8 cards in their hands. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player are not allowed to reorder their card in hand, this is the golden rule.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There will be a draw pile made up of the remaining cards.&lt;br /&gt;
&lt;br /&gt;
The last player to give up a penguin will start playing card(s) in the central area. For the first round, a random player is picked.&lt;br /&gt;
&lt;br /&gt;
There are exactly 9 cards of each value, from 1 to 7.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
When it&#039;s your turn, you should either:&lt;br /&gt;
* &#039;&#039;&#039;play&#039;&#039;&#039; card(s) from you hand from an higher value than the existing ones,&lt;br /&gt;
* or &#039;&#039;&#039;pass&#039;&#039;&#039; and draw a card from the central pile&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Play&#039;&#039;&#039;: You can only &#039;&#039;&#039;play&#039;&#039;&#039; adjacent cards with the same value from your hand. For instance, 2 consecutive 1 which will worth 11. &lt;br /&gt;
&lt;br /&gt;
11 is higher than a single 7 card : 11 &amp;gt; 7. 44444 is also higher than 11.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There is no limit regarding how many cards you play, as long their are adjacent and with the same value&lt;br /&gt;
&lt;br /&gt;
After playing your cards, you can get back in your hand the cards from the central area. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pass&#039;&#039;&#039;: If you can&#039;t or don&#039;t want to play card(s), you can &#039;&#039;&#039;pass&#039;&#039;&#039; and draw a single card from the draw pile, either keep it and place it in your hand, or discard it. &lt;br /&gt;
When the draw pile is depleted, you cannot draw anymore but still can pass.&lt;br /&gt;
&lt;br /&gt;
If all players passed, then the central area is cleared and the player with the higher value can start a new turn.&lt;br /&gt;
If you don&#039;t have any card left in your hand, you are out of the current round, and wait for the other to players: your penguin is saved!&lt;br /&gt;
&lt;br /&gt;
==End of the game==&lt;br /&gt;
When you don&#039;t have anymore penguin, you lost the game and the other players win.&lt;br /&gt;
&lt;br /&gt;
==Advanced rules==&lt;br /&gt;
With the advance scoring rules, you&#039;ll get &lt;br /&gt;
* 4 points beeing the first player to clear your hand&lt;br /&gt;
* 0 point if you are the last player with card(s) in hand&lt;br /&gt;
* 2 points otherwise&lt;br /&gt;
&lt;br /&gt;
When a round ends, if any players have 10 or more points, they win the games&lt;/div&gt;</summary>
		<author><name>Lordalx</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelphadrianswall&amp;diff=18514</id>
		<title>Gamehelphadrianswall</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelphadrianswall&amp;diff=18514"/>
		<updated>2023-10-25T09:44:13Z</updated>

		<summary type="html">&lt;p&gt;Lordalx: Put back the Advice regarding undo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
The game is played over 6 years (rounds) where players take actions until everyone passes and then any unused Workers and Resources are discarded to the general supply, each Year concludes with an attack from the Picts and you must try to defend yourself!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Start of Year===&lt;br /&gt;
&lt;br /&gt;
Turn over a new Fate Card and everyone gains the resources listed&lt;br /&gt;
&lt;br /&gt;
Each player draws 2 personal cards and chooses one for a Path and the other for a Prospect&lt;br /&gt;
&lt;br /&gt;
The Path option looks at the top &amp;quot;sky&amp;quot; part of the card which will suggest an objective which will grant extra points if achieved&lt;br /&gt;
&lt;br /&gt;
The Prospect option looks at the lower left tag which will provide additional starting supplies&lt;br /&gt;
&lt;br /&gt;
After this decision has been made, players gain extra supplies based on what they have filled in so far:&lt;br /&gt;
&lt;br /&gt;
1 Resource per filled space in Resource Production&lt;br /&gt;
&lt;br /&gt;
1 Civilian per filled space in Hotel&lt;br /&gt;
&lt;br /&gt;
1 Builder per filled space in Workshop&lt;br /&gt;
&lt;br /&gt;
1 Attribute per filled space in Road&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turns===&lt;br /&gt;
&lt;br /&gt;
==== Advice ====&lt;br /&gt;
Due to difficulties with implementing an effective undo system, it is advised that players plan their entire go BEFORE picking their Path Card, perhaps as an Excel Spreadsheet (beginning with starting supplies, subtracting supplies for costs and adding supplies for bonuses, don&#039;t forget to track chain bonuses e.g. if you get to advance on another track which also gives a bonus) until you&#039;re happy that you&#039;ve spent your supplies effectively and end the turn with minimal wastage&lt;br /&gt;
&lt;br /&gt;
Please note that if you intend to use the above system, extra supplies are distributed AFTER Path selection, and as such the supplies it says you have may not be all you have to use that turn&lt;br /&gt;
&lt;br /&gt;
The main phase allows players to use their supplies to take actions which involve filling in spaces from left to right on various tracks and perhaps gaining extra supplies if the space filled contained an icon&lt;br /&gt;
&lt;br /&gt;
The cost to advance on a track is shown in the banner where that track&#039;s name can be found&lt;br /&gt;
&lt;br /&gt;
Some areas work slightly differently, maybe filling in a different direction or being filled in whatever order you like&lt;br /&gt;
&lt;br /&gt;
If a space has a &amp;quot;#&amp;quot; icon, it is filled with the year number rather than shaded in&lt;br /&gt;
&lt;br /&gt;
There are 22 different action area types, some of which having multiple different sub-tracks within them&lt;br /&gt;
&lt;br /&gt;
These are split into the Left Board and Right Board, which although functioning in similar ways, each board compliments tracks within it&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Left Board:&lt;br /&gt;
&lt;br /&gt;
Cohorts&lt;br /&gt;
&lt;br /&gt;
Mining and Foresting&lt;br /&gt;
&lt;br /&gt;
Wall Guard&lt;br /&gt;
&lt;br /&gt;
Cippi / Wall / Fort&lt;br /&gt;
&lt;br /&gt;
Granaries&lt;br /&gt;
&lt;br /&gt;
Resource Production&lt;br /&gt;
&lt;br /&gt;
Training Ground&lt;br /&gt;
&lt;br /&gt;
Hotels / Workshops / Roads&lt;br /&gt;
&lt;br /&gt;
Forum&lt;br /&gt;
&lt;br /&gt;
Landmarks&lt;br /&gt;
&lt;br /&gt;
Attributes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Right Board:&lt;br /&gt;
&lt;br /&gt;
Citizens&lt;br /&gt;
&lt;br /&gt;
Precincts&lt;br /&gt;
&lt;br /&gt;
Market&lt;br /&gt;
&lt;br /&gt;
Theatre&lt;br /&gt;
&lt;br /&gt;
Ludus Gladiatorius&lt;br /&gt;
&lt;br /&gt;
Gardens&lt;br /&gt;
&lt;br /&gt;
Temples&lt;br /&gt;
&lt;br /&gt;
Baths&lt;br /&gt;
&lt;br /&gt;
Courthouse&lt;br /&gt;
&lt;br /&gt;
Diplomats&lt;br /&gt;
&lt;br /&gt;
Scouts&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Left Board Tracks===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cohorts===&lt;br /&gt;
&lt;br /&gt;
These cannot be filled in directly, but instead can be filled as bonuses from other tracks (Red Shield Icon). These are your main objective tracks in order to be the most defensive against Picts as you can be during End of Year phase&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mining and Foresting===&lt;br /&gt;
&lt;br /&gt;
This track costs Servants and allows you to gain Resources and increase your Resource Production to gain more Resources at Start of Year. The advancement is limited up to the first road until you upgrade your Granary.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wall Guard===&lt;br /&gt;
&lt;br /&gt;
This can either be filled in directly costing Soldiers, or indirectly with the Sword Icon Bonus from other tracks. This can grant you Cohort advancements or Discipline advancements. The advancement is limited up to the first road until you upgrade your Granary.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cippi / Wall / Fort===&lt;br /&gt;
&lt;br /&gt;
These three are tracks in their own right, but are literally connected to each other. In order to advance on either the Cippi or the Wall, the Fort MUST be at or exceeding the level you wish to advance the other by (e.g. a level 3 Fort will allow you to reach a Level 3 Wall and/or a Level 1 Cippi, to reach Level 4 Wall and/or Level 2 Cippi you MUST advance the Fort to Level 4) the connected ropes will show you how far you can upgrade&lt;br /&gt;
&lt;br /&gt;
The Fort either costs 1 Builder OR 1 Soldier, whilst the Cippi and Wall each cost 1 Resource. The orange flag markers on the Fort track are your Infrastructure Level, and you are required to have a certain level of Infrastructure in order to build Hotels, Workshops, Granaries, and Roads. The other things these can gain you are Civilian pieces (remember these need to be spent or lost at Year&#039;s End), Discipline, Renown, Cohort Advancement&lt;br /&gt;
&lt;br /&gt;
The advancement of all 3 is limited up to the first road until you upgrade your Granary.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Granaries===&lt;br /&gt;
&lt;br /&gt;
You automatically have a Small Granary, which allows you to advance on tracks on the &amp;quot;Left Field&amp;quot;&lt;br /&gt;
&lt;br /&gt;
It costs Level 1 Infrastructure, 1 Servant, 1 Builder, AND 1 Resource to upgrade to the Medium Granary. This gains you access to tracks in the &amp;quot;Centre Field&amp;quot;&lt;br /&gt;
&lt;br /&gt;
It costs a Medium Granary, Level 5 Infrastructure, 1 Servant, 1 Builder, AND 2 Resources to upgrade to the Large Granary. This gains you access to tracks in the &amp;quot;Right Field&amp;quot; + 1 Renown&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Resource Production===&lt;br /&gt;
&lt;br /&gt;
This cannot be filled in directly, but instead can be filled as bonuses from other tracks (Hammer Icon). This gives you more resources in Start of Year&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Training Ground===&lt;br /&gt;
&lt;br /&gt;
This costs 1 Builder and can only be taken ONCE per year. This gives you a Sword icon bonus which will advance the Wall Guard track.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Hotels / Workshops / Roads===&lt;br /&gt;
&lt;br /&gt;
These tracks aren&#039;t connected, but function in a fairly similar way. The Upgraded Large versions override the Start of Year bonus of the Small version.&lt;br /&gt;
&lt;br /&gt;
The Small Hotel costs Level 2 Infrastructure, 1 Servant, 1 Builder, AND 1 Resource. It gains you a Civilian piece immediately then 1 Civilian piece at each Start of Year&lt;br /&gt;
&lt;br /&gt;
The upgraded Large Hotel costs Small Hotel, Level 6 Infrastructure, 1 Servant, 1 Builder, AND 2 Resources. It gains you a Civilian piece and a Renown immediately then 2 Civilian pieces at each Start of Year&lt;br /&gt;
&lt;br /&gt;
The Small Workshop costs Level 3 Infrastructure AND 3 Resources. It gains you a Builder piece immediately then 1 Builder piece at each Start of Year&lt;br /&gt;
&lt;br /&gt;
The upgraded Large Workshop costs Small Workshop, Level 7 Infrastructure AND 4 Resources. It gains you a Builder piece and Renown immediately then 2 Builder pieces at each Start of Year&lt;br /&gt;
&lt;br /&gt;
The Small Road costs Level 4 Infrastructure, 2 Servants, 1 Builder, AND 1 Resource. It gains you EITHER a Piety OR a Discipline immediately then 1 of Renown/Piety/Valour/Discipline at each Start of Year&lt;br /&gt;
&lt;br /&gt;
The upgraded Large Road costs Small Road, Level 8 Infrastructure, 2 Servants, 1 Builder, AND 2 Resources. It gains you EITHER a Renown OR a Valour immediately then 2 (same or different) of Renown/Piety/Valour/Discipline at each Start of Year&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Forum===&lt;br /&gt;
&lt;br /&gt;
ONCE per year, this costs 2 non-Soldiers to gain 1 non-Soldier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Landmarks===&lt;br /&gt;
&lt;br /&gt;
For each Landmark, it costs 15 in the associated Attribute, 1 Builder, AND 2 Resources. You will then gain 2 advancements in a different attribute as indicated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
&lt;br /&gt;
These can&#039;t be filled directly, but are gained indirectly through advancing on other tracks. Each filled space here will be worth 1 VP at game&#039;s end, as well as an assortment of immediate effects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Right Board Tracks===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Citizens===&lt;br /&gt;
&lt;br /&gt;
Citizens are the means to unlock the building tracks on the Right Board&lt;br /&gt;
&lt;br /&gt;
Each citizen costs either a Civilian OR its associated bonus icon. They gain you the icons mostly already discussed in the Left Board section: worker pieces, Resources, and Attribute track advancement. However, they also contain flags under certain progression points, similar to the Fort, which allow you to unlock certain buildings. The associated building are along the same row as the linked Citizen, so are easy to find and reference.&lt;br /&gt;
&lt;br /&gt;
===Precincts===&lt;br /&gt;
&lt;br /&gt;
The Small Precinct costs a Level 3 Trader, 1 Servant, 1 Civilian. This gains you 1 Piety, 1 Resource Production, and 1 Resource&lt;br /&gt;
&lt;br /&gt;
The Medium Precinct costs a Small Precinct, a Level 6 Trader, 1 Servant, 2 Civilians. This gains you 1 Discipline, 1 Resource Production, and 1 Resource&lt;br /&gt;
&lt;br /&gt;
The Large Precinct costs a Medium Precinct, a Level 9 Trader, 1 Servant, 3 Civilians. This gains you 1 Renown, 1 Resource Production, and 1 Resource&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Market===&lt;br /&gt;
&lt;br /&gt;
To initially build the market, it costs a Level 4 Trader, 1 Servant, 1 Builder, AND 2 Resources. This gains 1 Renown and unlocks the Market.&lt;br /&gt;
&lt;br /&gt;
After which, you may, at a cost of a Trader of a certain Level AND 1 Resource, trade in any box in any order&lt;br /&gt;
&lt;br /&gt;
To trade, you either give the 1 Resource to the supply to trade with the Fate Deck or to a neighbour to trade with a player&lt;br /&gt;
&lt;br /&gt;
After which, write the number showing under the trade good (the blue roll on the right banner) into the space you used&lt;br /&gt;
&lt;br /&gt;
The first 3 unique numbers gain you 1 Renown each, the 5th and 6th unique number gains you 2 renown each, and your 6th unique good gains you 3 renown. Duplicates of previously gained numbers grant you nothing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Theatre===&lt;br /&gt;
&lt;br /&gt;
To initially build the theatre, it costs a Level 1 Performer, 1 Servant, 1 Builder, AND 1 Resource. This gains 1 Renown and unlocks the Theatre.&lt;br /&gt;
&lt;br /&gt;
After which, ONCE per year, you may complete a performance, at a cost of a Performer of a certain Level AND 1 Resource, these boxes can be filled in any order and provide various rewards such as Attribute advancements, Citizen Advancements, and Soldiers &amp;amp; Servants&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ludus Gladiatorius===&lt;br /&gt;
&lt;br /&gt;
To initially build the ludus gladiatorius, it costs a Level 3 Performer, 2 Servants, 1 Builder, AND 2 Resources. This gains 1 Renown and unlocks the Ludus Gladiatorius.&lt;br /&gt;
&lt;br /&gt;
After which, at the cost of either 1 servant or 1 civilian and a Performer Level shown above the left-most available spot of that colour Gladiator, you may increase its strength by circling that spot. Red and Blue Gladiators can be trained in either order and you do not need to finish one before starting another, e.g. you can have a level 3 red and level 5 blue &lt;br /&gt;
&lt;br /&gt;
In addition, each gladiator may be sent into battle ONCE per year (so two battles per year across both). To do this, draw a card from the Fate Deck and observe the number next to the purple Gladiator then fill this many circles in up to the amount you previously outlined i.e. if you have 2 circles outlined and draw a purple 3, only fill in 2 circles. If all circles are now filled in, this gladiator can NOT train any further as they are now dead, look below their rightmost circle and gain this many Piety if any. However, if they still have unfilled circles, they can continue to train, and gain the reward linked to their rightmost circle along the green tick row.&lt;br /&gt;
&lt;br /&gt;
===Gardens===&lt;br /&gt;
&lt;br /&gt;
The Small Garden costs a Level 4 Priest, 1 Servant, 1 Builder, AND 1 Resource. It gains 1 Piety, 1 Trader Level, 1 Performer Level, 1 Priest Level&lt;br /&gt;
&lt;br /&gt;
The Large Garden costs a Small Garden, a Level 7 Priest, 1 Servant, 1 Builder, AND 2 Resources. It gains 1 Piety, 1 Trader Level, 1 Performer Level, 1 Priest Level, 1 Apparitor Level, 1 Patrician Level&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Temples===&lt;br /&gt;
&lt;br /&gt;
The Small Temple Costs a Level 1 Priest, 1 Servant, 1 Builder, AND 1 Resource. It gains 1 Piety.&lt;br /&gt;
&lt;br /&gt;
The Medium Temple Costs a Small Temple, Level 3 Priest, 1 Servant, 1 Builder, AND 2 Resources. It gains 1 Piety.&lt;br /&gt;
&lt;br /&gt;
The Large Temple Costs a Medium Temple, Level 6 Priest, 2 Servants, 1 Builder, AND 2 Resources. It gains 1 Piety.&lt;br /&gt;
&lt;br /&gt;
After at least 1 Temple is built, it can start being used. However, to use the Medium temple the Small temple needs to be fully used, and to use the Large Temple the Medium Temple needs to be fully used. i.e. you can have all three temples built BUT you can only use the Small Temple first&lt;br /&gt;
&lt;br /&gt;
To use a temple, you work from top to bottom and left to right, filling in one row completely before moving to the next. The cost is a certain Priest Level as shown plus 1 Worker of your choice. You may gain nothing on some spaces. Other spaces gain you 1 Piety and/or can circle a Favour ready to be used.&lt;br /&gt;
&lt;br /&gt;
===Baths===&lt;br /&gt;
&lt;br /&gt;
To initially build the baths, it costs a Level 3 Apparitores, 2 Servants, 1 Builder, AND 2 Resources. This gains 1 Renown and unlocks the Baths.&lt;br /&gt;
&lt;br /&gt;
Even once unlocked, the Baths can&#039;t be immediately used, you MUST have Disdain in order to take the action (You can&#039;t prepare for Disdain)&lt;br /&gt;
&lt;br /&gt;
Disdain is shown as a blank circle, whilst when you use the baths you fill in the circle&lt;br /&gt;
&lt;br /&gt;
The bath areas can be used in any order but you may only take TWO baths per year&lt;br /&gt;
&lt;br /&gt;
Depending on which bath option you choose, you will need varying Levels of Apparitores and varying quantities of Resources as depicted&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Courthouse===&lt;br /&gt;
&lt;br /&gt;
To initially build the Courthouse, it costs a Level 4 Apparitores, 2 Servants, 1 Builder, AND 2 Resources. This gains 1 Renown and unlocks the Courthouse.&lt;br /&gt;
&lt;br /&gt;
After which, you can use ONE box in EACH column per year in any order (i.e. up to 3 boxes) as long as you have the depicted Apparitores Level and any required Workers in order to gain extra Workers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Diplomats===&lt;br /&gt;
&lt;br /&gt;
The Diplomats can be gained in any order&lt;br /&gt;
&lt;br /&gt;
They cost the depicted level of Patricians (1/3/6), 1 Servant, 1 Soldier, AND 2 Resources. At the point of gaining them, you MUST immediately pick which Cohort (Left/Centre/Right) to assign them to by filling in that arrow, then circle the two Favours ready to be used, and gain 1 Valour. New Diplomats can NOT be assigned to the same Cohort as previously assigned Diplomats.&lt;br /&gt;
&lt;br /&gt;
===Scouts===&lt;br /&gt;
&lt;br /&gt;
The Scouts can be used in any order, but cost a depicted Patrician Level AND 1 Soldier&lt;br /&gt;
&lt;br /&gt;
Choose a Prospect card from either your own or either of your Neighbours, and take the pattern shown on it to fill in the grid in any orientation, flipped, mirrored, however suits you. Only restriction is it must NOT hang off the map or previously filled in spaces. If you used your own, the Soldier goes to the supply, if you used a neighbour&#039;s, they get it. You gain any box based rewards immediately, and also if you fill in a row completely you will gain 1 Valour&lt;br /&gt;
&lt;br /&gt;
===End of Year===&lt;br /&gt;
&lt;br /&gt;
Once all players have passed, the year ends&lt;br /&gt;
&lt;br /&gt;
Any remaining Resources and Workers are discarded to the main supply&lt;br /&gt;
&lt;br /&gt;
Then the Picts attack, draw a number of Fate cards equal to what the current year&#039;s difficulty states&lt;br /&gt;
&lt;br /&gt;
Look at the three arrows at the top of the cards drawn and see which ones are coloured in red, this shows how many attacks will concern the left, centre, and right Cohorts of every player&lt;br /&gt;
&lt;br /&gt;
Players then each check how many boxes they have filled in the concerned Cohorts and whether this equals the number of red arrows for that Cohort&lt;br /&gt;
&lt;br /&gt;
If you succeed, you gain Valour equal to that depicted in the grey box, fill this in and if you gain anything, get it now and it will carry over to next year&lt;br /&gt;
&lt;br /&gt;
If you fail, you gain Disdain for each attack failed but only up to the value in the grey box, i.e. if you fail 3 attacks but the value in the grey box is 2 then you only take 2 Disdain&lt;br /&gt;
&lt;br /&gt;
If you succeed some and fail others, you gain a mixture of Disdain and Valour, but only up to the value in the grey box with Disdain taking priority. In other words, if grey box is 2, you fail 1 and succeed 1, you get 1 V and 1 D, if you fail 2 and succeed 1 you gain 2 D and 0 V (Disdain gets priority)&lt;br /&gt;
&lt;br /&gt;
If you have Favour from either Temples or Diplomats, you may use it to ignore one whole card of your choice (Or a card that targets the correct Cohort in the case of Diplomats)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===End of Game===&lt;br /&gt;
&lt;br /&gt;
The game ends at the end of Year 6&lt;br /&gt;
&lt;br /&gt;
Any supplies gained during the Year End phase of Year 6 are discarded&lt;br /&gt;
&lt;br /&gt;
The player with the most points wins&lt;br /&gt;
&lt;br /&gt;
If tied, the player with the least Disdain wins&lt;br /&gt;
&lt;br /&gt;
If still tied, the player who gained most points only from Path Cards wins&lt;/div&gt;</summary>
		<author><name>Lordalx</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Pre-release_checklist&amp;diff=17779</id>
		<title>Pre-release checklist</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Pre-release_checklist&amp;diff=17779"/>
		<updated>2023-08-11T06:57:01Z</updated>

		<summary type="html">&lt;p&gt;Lordalx: Tags are not used from the gameinfos.inc.php anymore&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Studio_Framework_Navigation}}&lt;br /&gt;
&lt;br /&gt;
If you think your game is ready to be reviewed by by BGA admins and/or Publisher (aka go to Alpha stage) please consult this checklist first&lt;br /&gt;
&lt;br /&gt;
=== Move from Dev to Alpha ===&lt;br /&gt;
# &#039;&#039;&#039; License &#039;&#039;&#039;&lt;br /&gt;
## BGA must have a license for the game for a project to be moved to production, even to alpha. If you don&#039;t have license yet you can continue checking other stuff from the list below, but at the end it cannot be moved until license situation is cleared.&lt;br /&gt;
# &#039;&#039;&#039; Metadata and graphics &#039;&#039;&#039;&lt;br /&gt;
## [[Game_meta-information: gameinfos.inc.php]] has correct and up to date information about the game.&lt;br /&gt;
## Game box graphics is 3D version of the game box (if available) and publisher icon is correct (see [[Game art: img directory]]). Space around the box has to be transparent, not white.&lt;br /&gt;
## You have added a game_banner.jpg and some game_displayX.jpg images to make the game page pretty (NB: on the studio, you have to create a build for these images to appear on the studio game page)&lt;br /&gt;
## There are no images in the img directory that are not needed anymore&lt;br /&gt;
## Multiple images (i.e. cards) are compressed in &amp;quot;Sprite&amp;quot; (see [[Game art: img directory]])&lt;br /&gt;
## Each image should not exceed 4Mb&lt;br /&gt;
## Total size should not exceed 10Mb, image compression should be used otherwise (it also helps a lot to re-encode images as indexed palette vs RBG). If you have legitimate reason to have more than 10Mb (i.e. expansions), you have to make a note of that when requesting move to alpha&lt;br /&gt;
## If you use extra fonts, they should be freeware (please include a .txt with the licence information in addition to the font files)&lt;br /&gt;
# &#039;&#039;&#039; Server side &#039;&#039;&#039;&lt;br /&gt;
## When giving their turn to a player, you give them some extra time with the giveExtraTime() function&lt;br /&gt;
## Game progression is implemented (getGameProgression() in php)&lt;br /&gt;
## Zombie turn is implemented (zombieTurn() in php). Note: it can only be tested if you explicitly click on the quit button to create a zombie. If you are expelled it does not generated a Zombie.&lt;br /&gt;
## You have defined and implemented some meaningful statistics for your game (i.e. total points, point from source A, B, C...)&lt;br /&gt;
## Game has meaningful notification messages (but don&#039;t overkill it, more user logs will slow down the loading)&lt;br /&gt;
## You implemented tiebreaking (using aux score field) and updated tiebreaker description in meta-data&lt;br /&gt;
## Database: make sure you do not programmatically manage transactions or call queries that change database schema or even TRUNCATE (queries that would cause implicit commit) during normal game opearations&lt;br /&gt;
## Database: make sure you DB schema would be sufficient to complete the game and good enough for possible expantions, changing db schema schema after the release even in alpha is very challenging (it is possible but much better if you don&#039;t need to deal with it)&lt;br /&gt;
# &#039;&#039;&#039; Client side &#039;&#039;&#039;&lt;br /&gt;
## Check that you use ajaxcall only on player actions and never initiated programmatically. Otherwise, your code will very likely create race conditions resulting in deadlocks or other errors. This can also break replays and tutorials. &#039;&#039;Exception: sometimes you can do no-op moves with timeouts (i.e. user has only one choice, but its unwise to reveal this information by skipping user turn), timeout has to be canceling itself if state transition happen automaticaly (i.e. during reply)&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039; User Interface &#039;&#039;&#039;&lt;br /&gt;
## Review BGA UI design Guidelines [[BGA_Studio_Guidelines]]&lt;br /&gt;
## Check all your English messages for proper use of punctuation, capitalization, usage of present tense in notification (not past) and gender neutrality. See [[Translations]] for English rules.&lt;br /&gt;
## If the elements in your game zone don&#039;t occupy all the available horizontal space, &#039;&#039;&#039;they should be centered&#039;&#039;&#039;.&lt;br /&gt;
## If your game elements become blurry or pixellated when using the browser zoom, you may want to consider [[Game_art:_img_directory#Use_background-size | higher resolution images with background-size]]&lt;br /&gt;
## Non-self explanatory graphic elements should have tooltips&lt;br /&gt;
## Strings in your source code are ready for translation. See [[Translations]]. You can generate dummy translations for checking that everything is ready for translation from your &amp;quot;Manage game&amp;quot; page.&lt;br /&gt;
## A prefix for example a trigram for your game that you prepend to all the css classes to avoid namespace conflicts, i.e. vla_selected vs selected&lt;br /&gt;
## If you are looking for advice on design and some 3rd party testing you can post a message on the developers forum, and ask other developers, there are a lot of people who will gladly do it.&lt;br /&gt;
# &#039;&#039;&#039; Special testing &#039;&#039;&#039;&lt;br /&gt;
## Click &amp;quot;Use minified JS&amp;quot; and &amp;quot;Use minified CSS&amp;quot; buttons on the game management page, then test your game.  This will prevent you from having a panic attack when the game releases in alpha and it is stuck in &amp;quot;Connecting to game&amp;quot;.&lt;br /&gt;
## Game is tested with spectator (non player observer): change the testuser in the URL to see the game as another user (same URL as when clicking on red arrow). As a spectator, you should be able to see the game as if you were sitting beside of the players at a real table: all public information, no private information.&lt;br /&gt;
## Game is tested with in-game replay from last move feature (by clicking on notification log items).&lt;br /&gt;
## After finishing a game, it is possible to watch the replay (using the &amp;quot;Replay game&amp;quot; button on the table page) from game start to game end without errors.&lt;br /&gt;
## Game works in Chrome and Firefox browsers at least. Also very recommended to test in Edge and Safari.&lt;br /&gt;
## Game works on mobile device (if you don&#039;t have mobile device to test at least test in Chrome with smaller screen, they have a mode for that)&lt;br /&gt;
## Test your game in realtime mode. Usually people will run out of time if you use default times unless you add call giveExtraTime($active_player_id) before each turn&lt;br /&gt;
## Test your game in 3D mode (if it makes sense; 3D mode can also be disabled through the &#039;enable_3d&#039; parameter for gameinfos.inc.php, but if it &amp;quot;mostly works&amp;quot;, it can be nice to keep it activated even if 2D is more appropriate for the game, just because it&#039;s fun to look at)&lt;br /&gt;
## Check your game against the waiting screen, otherwise game start can fail. See [[Practical_debugging#Debugging_an_issue_with_the_waiting_screen]]&lt;br /&gt;
# &#039;&#039;&#039; Cleanup &#039;&#039;&#039;&lt;br /&gt;
## Remove all unnecessary console.log and other tracing from your js code (Note: technically it is removed by minimizer, but not console.error)&lt;br /&gt;
## Remove all unnecessary debug logging from your php code&lt;br /&gt;
## Copyright headers in all source files have your name&lt;br /&gt;
## Remove unncessery files from main folder (can move some to misc folder)&lt;br /&gt;
## Remove all unused graphics from img/ folder&lt;br /&gt;
# &#039;&#039;&#039; Static Analysis &#039;&#039;&#039;&lt;br /&gt;
## Some of the checks above are automated, to run them go to control panel, go to your project and select &amp;quot;Check project&amp;quot; button (it will open like a game table, and you click on Start button to run analysis)&lt;br /&gt;
# &#039;&#039;&#039; Finally move to Alpha status &#039;&#039;&#039;&lt;br /&gt;
## If possible (meaning if there is not already a project with that name) copy your project to a new project &#039;&#039;&#039;matching exactly the name of the game&#039;&#039;&#039; (no prefix or suffix). If not possible move on to the next steps, admin will have to retrieve the other project and overwrite it.&lt;br /&gt;
## Create a build for your game from the &amp;quot;manage game&amp;quot; page (using the &#039;&#039;&#039;Build a new release version&#039;&#039;&#039; section) and check the log to make sure that everything builds fine (after a successful build, you should see a new version in &amp;quot;Versions available for production&amp;quot;).&lt;br /&gt;
## Really ready? Click on the &#039;&#039;&#039;Request ALPHA status&#039;&#039;&#039; button available above your just built version. You cannot deploy yourself from the &amp;quot;manage game&amp;quot; page until this first ALPHA deploy has been done by the admins. Clicking this button will file a request in the BGA ticketing system and you&#039;ll receive a confirmation email allowing to reply to add some information on the ticket if needed. Note: you can also ask for moving your project to &amp;quot;private Alpha&amp;quot; - in this case you will invite people manually rather than having your game immediately visible to the whole BGA reviewers community. When you press you button you should receive acknowledgement email, you can reply to this email with more details if needed.&lt;br /&gt;
* &#039;&#039;&#039; Wait &#039;&#039;&#039;&lt;br /&gt;
** When admins publish (push to alpha) they will send an email to the developer with all relevant information about the next steps.&lt;br /&gt;
&lt;br /&gt;
=== Move from Alpha to Beta ===&lt;br /&gt;
# The implementation &#039;&#039;&#039;must be approved by the publisher&#039;&#039;&#039; (if not a public domain game)&lt;br /&gt;
# Generally it is recommended (but not essential) to have at least 10 approvals from reviewer with rank &amp;gt; 3.5 and not too many bugs opened&lt;br /&gt;
# If the game is well-received (preferably game rating ≥4.5) and there are no pending issues the game may pass as administrative discretion without 10+ approvals&lt;br /&gt;
# Click on the &#039;&#039;&#039;Request BETA status&#039;&#039;&#039; button available above your latest build. Clicking this button will file a request in the BGA ticketing system and you&#039;ll receive a confirmation email allowing to reply to add some information on the ticket if needed.&lt;br /&gt;
&lt;br /&gt;
[[Category:Studio]]&lt;/div&gt;</summary>
		<author><name>Lordalx</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcatan&amp;diff=12370</id>
		<title>Gamehelpcatan</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcatan&amp;diff=12370"/>
		<updated>2022-03-20T20:30:07Z</updated>

		<summary type="html">&lt;p&gt;Lordalx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Objective==&lt;br /&gt;
Get resources to buy various buildings and development cards, so that you can be the first player to reach 10 points.&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
* The board consists of hills (brick), forest (lumber), mountains (ore), fields (grain), pasture (wool) and a desert (nothing) at random places.&lt;br /&gt;
* Each terrain except the desert has a number of 2-12 on it. The desert starts with the robber on it.&lt;br /&gt;
* Each player places 2 settlements and 2 roads on the board, then receives resources for each terrain around the second settlement.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&#039;&#039;&#039;Rolling for resource production&#039;&#039;&#039; (obligatory): On your turn, roll 2 dice and calculate the sum. &lt;br /&gt;
* The terrains with that number produce resources for all players who have settlements or cities next to them (if the robber isn&#039;t blocking them): 1 resource per settlement and 2 per city.&lt;br /&gt;
* If you roll a 7, no one gets any resources and players with 8 resources or more must discard half of them (rounded down). You must move the robber to a new terrain and steal 1 random resource from a player who has a settlement or city next to that terrain. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trading&#039;&#039;&#039; (optional): during your turn you can trade resources &lt;br /&gt;
* with all other players (&#039;&#039;domestic trade&#039;&#039;)&lt;br /&gt;
* with the bank (&#039;&#039;maritime trade&#039;&#039;) at the standard rate of 4 identical resources for 1 or at a preferential rate of a harbour if you have a settlement next to it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Building&#039;&#039;&#039; (optional): finally, you can build roads and settlements, upgrade settlements to cities or purchase a development card by paying the resources needed.&lt;br /&gt;
* &#039;&#039;&#039;roads&#039;&#039;&#039; must connect to the initial settlements and cost 1 brick + 1 lumber (worth 0 points)&lt;br /&gt;
* &#039;&#039;&#039;settlements&#039;&#039;&#039; must be connected by roads to existing settlements and cost 1 brick + 1 lumber + 1 wool + 1 wool (worth 1 point)&lt;br /&gt;
* &#039;&#039;&#039;cities&#039;&#039;&#039; replace an existing settlement and cost 3 ore + 2 grain (worth 2 points)&lt;br /&gt;
* &#039;&#039;&#039;development cards&#039;&#039;&#039; cost 1 ore + 1 wool + 1 grain (they include &#039;&#039;knights&#039;&#039; that allow to move the robber to another terrain and steal a resource, &#039;&#039;progress cards&#039;&#039; that help gathering resources or building roads, and &#039;&#039;victory points&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
You can also &#039;&#039;&#039;play a development card&#039;&#039;&#039; at any time during your turn, even before rolling the dice, as long as it was bought on a previous turn and is not a victory card.&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
* &#039;&#039;&#039;Settlements&#039;&#039;&#039;: each is worth &#039;&#039;&#039;1 victory point&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Cities&#039;&#039;&#039;: each is worth &#039;&#039;&#039;2 victory points&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Victory point cards&#039;&#039;&#039;: some &#039;&#039;development cards&#039;&#039; are worth &#039;&#039;&#039;1 victory point&#039;&#039;&#039;. They are kept hidden until you have sufficent points to win.&lt;br /&gt;
* &#039;&#039;&#039;Largest army&#039;&#039;&#039;: the player who has played the most knight cards at any time (at least 3) gets the &#039;&#039;largest army card&#039;&#039; which is worth &#039;&#039;&#039;2 points&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Longest road&#039;&#039;&#039;: the player with the longest continuous road at any time (at least 5 segments) gets the &#039;&#039;longest road card&#039;&#039; which is worth &#039;&#039;&#039;2 points&#039;&#039;&#039;.&lt;br /&gt;
If there is a tie, the original owner keeps the &#039;&#039;achievement cards&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==End of game==&lt;br /&gt;
When you have &#039;&#039;&#039;10 or more victory points during your turn&#039;&#039;&#039; (including victory points cards), reveal them and the game ends with your victory.&lt;/div&gt;</summary>
		<author><name>Lordalx</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelplivingforest&amp;diff=10182</id>
		<title>Gamehelplivingforest</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelplivingforest&amp;diff=10182"/>
		<updated>2021-11-14T19:34:22Z</updated>

		<summary type="html">&lt;p&gt;Lordalx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Just a trial to see how we can put the game icon&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ICON&lt;br /&gt;
&amp;lt;div class=&amp;quot;lvf_log_token icon_drop&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
ICON&amp;gt;&lt;/div&gt;</summary>
		<author><name>Lordalx</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelplivingforest&amp;diff=10181</id>
		<title>Gamehelplivingforest</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelplivingforest&amp;diff=10181"/>
		<updated>2021-11-14T19:32:13Z</updated>

		<summary type="html">&lt;p&gt;Lordalx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Just a trial to see how we can put the game icon&lt;br /&gt;
&amp;lt;div class=&amp;quot;lvf_log_token icon_drop&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Lordalx</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelplivingforest&amp;diff=10180</id>
		<title>Gamehelplivingforest</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelplivingforest&amp;diff=10180"/>
		<updated>2021-11-14T19:32:07Z</updated>

		<summary type="html">&lt;p&gt;Lordalx: Created page with &amp;quot;Just a trial to see how we can put the game icon ICON &amp;lt;div class=&amp;quot;lvf_log_token icon_drop&amp;quot;&amp;gt;&amp;lt;/div&amp;gt; ICON&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Just a trial to see how we can put the game icon&lt;br /&gt;
ICON&lt;br /&gt;
&amp;lt;div class=&amp;quot;lvf_log_token icon_drop&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
ICON&lt;/div&gt;</summary>
		<author><name>Lordalx</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Post-release_phase&amp;diff=10009</id>
		<title>Post-release phase</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Post-release_phase&amp;diff=10009"/>
		<updated>2021-10-31T11:13:25Z</updated>

		<summary type="html">&lt;p&gt;Lordalx: /* Updating the database schema */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Studio_Framework_Navigation}}&lt;br /&gt;
&lt;br /&gt;
Your game is now on BGA: congrats!&lt;br /&gt;
&lt;br /&gt;
But what happened when there are some bugs to fix or when you want to optimize something?&lt;br /&gt;
&lt;br /&gt;
Don&#039;t be afraid: you&#039;re still allowed to modify your game. You just have to pay attention to the points below.&lt;br /&gt;
&lt;br /&gt;
== Bugs reporting ==&lt;br /&gt;
&lt;br /&gt;
Bugs are reported on the [https://boardgamearena.com/bugs BGA bugs page].&lt;br /&gt;
&lt;br /&gt;
During days after your game has been published and from time to time, please have a look at it to check if everything is fine.&lt;br /&gt;
&lt;br /&gt;
== How to submit changes? ==&lt;br /&gt;
&lt;br /&gt;
There is 3 (short) steps to make your changes visible on BGA (from your Control Panel):&lt;br /&gt;
&lt;br /&gt;
* Commit your changes.&lt;br /&gt;
* Build a new version (don&#039;t forget to do a successful commit BEFORE your build).&lt;br /&gt;
* Deploy your new version in production.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== What can be modified after release? ==&lt;br /&gt;
&lt;br /&gt;
Everything can be modified. BUT, some items requires a special attention, and you must inform us in some cases:&lt;br /&gt;
&lt;br /&gt;
===Changes that breaks the games in progress===&lt;br /&gt;
&lt;br /&gt;
Some changes will break the games in progress at the moment the release/the hotfix will be performed. Each time you make a change, you should ask you the question &amp;quot;it is safe to make this change in a game in progress&amp;quot;, and if the answer is &amp;quot;no&amp;quot; you have to inform us.&lt;br /&gt;
&lt;br /&gt;
Example of changes that break the games in progress:&lt;br /&gt;
* Changes in the database schema of the game (dbmodel.sql).&lt;br /&gt;
* New global variable or game option accessed during the game (if it&#039;s only used during setup, it should be safe).&lt;br /&gt;
* Change ID of existing game states (adding new game states is fine).&lt;br /&gt;
* Changing flow of game states (for example, if you change 1 -&amp;gt; 2 -&amp;gt; 3 -&amp;gt; 4 to 1 -&amp;gt; 3 -&amp;gt; 2 -&amp;gt; 4, players at state 2 will skip state 3)&lt;br /&gt;
&lt;br /&gt;
Of course, as a rule of thumb, you should avoid to introduce changes that break a game in progress. Sometimes however, you do not have any other choice. In this case:&lt;br /&gt;
* Try to group all your updates in one version, thus we won&#039;t have to block your game several times.&lt;br /&gt;
* Tell us explicitly that you introduce some update that can break games in progress so we can block the game during a short time.&lt;br /&gt;
&lt;br /&gt;
Note: in the near future, we will introduce the possibility for you to block/unblock a game directly from your Control Panel in order to perform all the process by yourself.&lt;br /&gt;
&lt;br /&gt;
=== Updating game options ===&lt;br /&gt;
&lt;br /&gt;
* If you add options, you should let us know which value should be used for the arena mode, so that we can update the arena configuration.&lt;br /&gt;
* If you remove an option or change a version ID, it will break the arena configuration and prevent creating new arena games, so you should let us know so that we can synchronize to update the configuration at the same time as you deploy the new version.&lt;br /&gt;
* Do not change option IDs once the game is in production, it will break ongoing games and audience option statistics.&lt;br /&gt;
&lt;br /&gt;
=== Updating Statistics ===&lt;br /&gt;
&lt;br /&gt;
You should be careful when updating a statistics:&lt;br /&gt;
&lt;br /&gt;
* If you want to add a new statistic, please be aware that for ongoing games this statistic won&#039;t always be correct since it has not been counted from the start of that game.&lt;br /&gt;
* If you want to update a statistic, please update it and do not remove/create another one. Otherwise, the statistic won&#039;t keep the same ID and players will lose all the historical statistics data.&lt;br /&gt;
* If your game is published on BGA, please don&#039;t remove any statistics (historical data will be lost).&lt;br /&gt;
&lt;br /&gt;
=== Updating the database schema ===&lt;br /&gt;
&lt;br /&gt;
If you want to update the database schema of the game (dbmodel.sql) and your game is already open to everyone on BGA (from BETA onwards), you should inform us before releasing the new version (see &amp;quot;[[#Changes that breaks the games in progress|changes that breaks the games in progress]]&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Any modification in dbmodel.sql should also appear in your nameofyourgame.game.php, in a function&lt;br /&gt;
&lt;br /&gt;
  function upgradeTableDb( $from_version ){&lt;br /&gt;
  &lt;br /&gt;
  if( $from_version &amp;lt;= YYMMDDHHMM ){ // where your CURRENT version in production has number YYMMDD-HHMM&lt;br /&gt;
  &lt;br /&gt;
            // You DB schema update request.&lt;br /&gt;
            // Note: all tables names should be prefixed by &amp;quot;DBPREFIX_&amp;quot; to be compatible with the applyDbUpgradeToAllDB method you should use below&lt;br /&gt;
            $sql = &amp;quot;CREATE TABLE DBPREFIX_xxxxxxx ....&amp;quot;;&lt;br /&gt;
  &lt;br /&gt;
            // The method below is applying your DB schema update request to all tables, including the BGA framework utility tables like &amp;quot;zz_replayXXXX&amp;quot; or &amp;quot;zz_savepointXXXX&amp;quot;.&lt;br /&gt;
            // You should really use this request, in conjunction with &amp;quot;DBPREFIX_&amp;quot; in your $sql, so ALL tables are updated. All utility tables MUST have the same schema than the main table, otherwise the game may be blocked.&lt;br /&gt;
            self::applyDbUpgradeToAllDB( $sql ); &lt;br /&gt;
  }}&lt;br /&gt;
&lt;br /&gt;
Note1: of course you need to change your dbmodel.sql accordingly, so that new games get your updated scheme.&lt;br /&gt;
&lt;br /&gt;
Note2: this is always risky to modify the DB scheme, so:&lt;br /&gt;
* if your game is already open to everyone on BGA (from BETA onwards), it may be worth contacting us before, so we can stop the realtime games during the update (this way, only turn based games are concerned by the DB live upgrade).&lt;br /&gt;
* if you can avoid it... try to avoid it :)&lt;br /&gt;
&lt;br /&gt;
Note3: testing on the studio is possible by following the following procedure:&lt;br /&gt;
* make sure the current state of your project is correctly committed&lt;br /&gt;
* revert to the revision currently in production using the version control tools (&amp;quot;Display commit log&amp;quot; -&amp;gt; find the revision matching the current version in production, then &amp;quot;Overwrite working copy with this revision&amp;quot; to get back the matching code)&lt;br /&gt;
* launch a game with this code&lt;br /&gt;
* revert to your code latest version using the version control tools (use &amp;quot;Overwrite working copy with this revision&amp;quot; with &amp;quot;head&amp;quot; for the revision)&lt;br /&gt;
* access the game database&lt;br /&gt;
* in the &amp;quot;global&amp;quot; table, find the row with id 300. Its value is 999999999 by default on the studio. Change it to the current production version number&lt;br /&gt;
* hit refresh to reload your game page. Your upgradeTableDb() function will be run and the global value will be updated again to the studio value&lt;br /&gt;
* check the database to see if your changes have been correctly applied.&lt;br /&gt;
&lt;br /&gt;
Note4: consider that if your game has some undo support capability through &#039;db_undo_support&#039; =&amp;gt; true,&#039; in the gameinfos.inc.php, calling the undoRestorePoint() could restore to a prior game version and the upgradeTableDb() could be called again. In that case, it&#039;s better to secure the SQL Alter Table Request with something like : &lt;br /&gt;
       function upgradeTableDb( $from_version ){&lt;br /&gt;
         if( $from_version &amp;lt;= YYMMDDHHMM )&lt;br /&gt;
         {&lt;br /&gt;
           // ! important ! Use DBPREFIX_&amp;lt;table_name&amp;gt; for all tables&lt;br /&gt;
           // test first the new column existance since it can exists from a previous call to upgradeTableDb while an undo was performed&lt;br /&gt;
           $result = self::getUniqueValueFromDB(&amp;quot;SHOW COLUMNS FROM tablename LIKE &#039;new_column&#039;&amp;quot;);&lt;br /&gt;
           if (empty($result))&lt;br /&gt;
               self::applyDbUpgradeToAllDB(&amp;quot;ALTER TABLE DBPREFIX_tablename ADD `new_column` tinyint(4)  unsigned NOT NULL DEFAULT &#039;0&#039;;&amp;quot;);&lt;br /&gt;
         }&lt;br /&gt;
       }&lt;br /&gt;
&lt;br /&gt;
=== Updating string to be translated  ===&lt;br /&gt;
&lt;br /&gt;
When you update a string that has been marked to be translatable, please keep in mind that all current translations done by the BGA community will be lost.&lt;br /&gt;
&lt;br /&gt;
Consequently, when you are about to modify a string to be translated (after release), please ask you the following questions:&lt;br /&gt;
* Is it just an English misspelling? In this case, it is better to fix the English translation of the string than the original string to be translated.&lt;br /&gt;
* Has the meaning of the string changed? If yes, you HAVE to change the original string in order to invalidate all translations that has been done already.&lt;br /&gt;
* Is there a similar string already used elsewhere in my game? In this case, you&#039;d better use it again to enjoy immediately all translations already available.&lt;br /&gt;
&lt;br /&gt;
===Tell the community about your changes :)===&lt;br /&gt;
&lt;br /&gt;
The player&#039;s community is always happy to know that someone is taking care of their preferred game :)&lt;br /&gt;
&lt;br /&gt;
If your are the developer of game XXXX, you are also the administrator of player&#039;s group &amp;quot;XXXX&#039;s players&amp;quot;, and you can publish some news in this group newsfeed.&lt;br /&gt;
&lt;br /&gt;
When you fix a bug or add something, do not hesitate to tell the players about this in this group: you&#039;ll get the &amp;quot;thank you&amp;quot; you deserved :)&lt;br /&gt;
&lt;br /&gt;
See for example Werewolves group:&lt;br /&gt;
https://boardgamearena.com/group?id=2465913&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Major changes===&lt;br /&gt;
&lt;br /&gt;
If you do some major changes to your game like:&lt;br /&gt;
* Introducing a new expansion.&lt;br /&gt;
* Major code rewriting/refactoring.&lt;br /&gt;
&lt;br /&gt;
... please tell us. In this case, we can:&lt;br /&gt;
* Make your game back from &amp;quot;gold&amp;quot; to &amp;quot;public beta&amp;quot;, to incite player to report bugs.&lt;br /&gt;
* And eventually, publish a news about it :)&lt;/div&gt;</summary>
		<author><name>Lordalx</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelplostexplorers&amp;diff=8736</id>
		<title>Gamehelplostexplorers</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelplostexplorers&amp;diff=8736"/>
		<updated>2021-07-07T19:08:30Z</updated>

		<summary type="html">&lt;p&gt;Lordalx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Gameplay==&lt;br /&gt;
You now know that your goal is to be the first player to collect the 4 clues needed to locate the entrance to the lost&lt;br /&gt;
world. Represented by magnifying glasses, the clues are found by following the footsteps of the two explorers. You&lt;br /&gt;
have a choice: follow only one trail or both at the same time.&lt;br /&gt;
&lt;br /&gt;
During each turn, you will send out Expedition Members do one of two things: pick up Vehicle tokens (front side&lt;br /&gt;
up) or Mission tokens (unknown back side) in the Equipment areas; or move them on the World Map to reach the&lt;br /&gt;
Locations specified on your Mission tokens by using your Vehicle tokens.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;On the back of each Vehicle token, the mission is a unique combination of 2 or 3 Locations. Each one of these Locations is accessible with at least 1 vehicle of the same kind as this token.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each Mission token offers a unique combination of Locations. When a mission is completed, the Mission tokens&lt;br /&gt;
allow you to get one step closer to the explorers&#039; trails.&lt;br /&gt;
&lt;br /&gt;
==Set up==&lt;br /&gt;
* Pick 2,3 or 4 Validated Location markers at random for respectively 4, 3 or 2 players and place them on the corresponding Locations&#039; photos. &lt;br /&gt;
&lt;br /&gt;
* Take 1 token of each type from the reserve of starting tokens and place them in front of you with the Vehicle side visible.&lt;br /&gt;
&lt;br /&gt;
* Put an Expedition Leader on the first slot of each track in the Discovery area.&lt;br /&gt;
&lt;br /&gt;
* Flip one starting token of your choice, Mission side up.&lt;br /&gt;
&lt;br /&gt;
* The first player to play can only use only 1 Expedition Member, the second player only 2 Expedition Members. The third and fourth players can use all 3 of their Expedition Members. Over the following rounds, all players can use all of their Expedition Members.&lt;br /&gt;
&lt;br /&gt;
==Game turn==&lt;br /&gt;
Each player&#039;s turn is divided in two phases: you first send your Expedition Membres on the Equipment areas or on&lt;br /&gt;
the World Map&#039;s Locations, then you complete your missions and retrieve your Expedition Members.&lt;br /&gt;
===Phase 1===&lt;br /&gt;
When this phase starts, you can choose to retrieve some or all of your Expedition Members from Locations of the&lt;br /&gt;
World Map. Any such retrieved Expedition Member is put in front of you.&lt;br /&gt;
You can then use your Expedition Members for the following actions, in any order:&lt;br /&gt;
====Equipment Action: Gain Vehicle and/or Mission tokens====&lt;br /&gt;
* Move 1, 2, 3 or 4 of your Expedition Members in front of you to an empty “Equipment” area to gain respectively the 1st, 2nd, 3rd or 4th token of the stack.&lt;br /&gt;
* Place that token in front of you, Vehicle side or Mission side up, without checking the Mission side beforehand. A token, once set on one side, cannot be flipped on the other side.&lt;br /&gt;
* Once an Equipment area is occupied, you cannot place more Expedition Members there. In other words, you can only get a maximum of two tokens per turn, one in each of the Equipment areas.&lt;br /&gt;
* Players can have as many tokens as they want. When a stack is empty, you can no longer take a token from that stack.&lt;br /&gt;
When the 2 stacks are empty, the end of the game is triggered.&lt;br /&gt;
====Expedition Action: Move an Expedition Member to a Location====&lt;br /&gt;
* Move 1 of your Expedition Members in front of you to a Location of the World Map.&lt;br /&gt;
* You can only do this if you have in front of you ALL the Vehicles (2 or 3) shown by the routes between Venice and the Location you want to go to.&lt;br /&gt;
* From the Vehicle tokens you have just used, pick one and discard it in a discard area next to the box. The discard area will be used during the game.&lt;br /&gt;
&#039;&#039;&#039;You can perform this action as many times as you have Expedition Members in front of you. If one of the other players&#039; Expedition Member is already on this Location, take its place, give the player their Expedition Member back and your Vehicle token meant for discarding (Vehicle side up).&#039;&#039;&#039;&lt;br /&gt;
* Expedition Members can never be moved to a Location that has a Validated Location marker!&lt;br /&gt;
===Phase 2===&lt;br /&gt;
During this phase,&lt;br /&gt;
you can complete&lt;br /&gt;
Missions and move&lt;br /&gt;
forward on the tracks of the&lt;br /&gt;
Discovery area.&lt;br /&gt;
&lt;br /&gt;
You must have an Expedition Member on EACH&lt;br /&gt;
of the Locations depicted by the Mission token&lt;br /&gt;
you are trying to complete. Locations with a&lt;br /&gt;
Validated Location marker are Locations that&lt;br /&gt;
do not require any Expedition Members and&lt;br /&gt;
are automatically validated.&lt;br /&gt;
* Retrieve one of your Expedition Members on one of the Locations needed to complete the Mission, and place it in front of you. You can choose which Expedition Member you retrieve.&lt;br /&gt;
* In the Discovery area, move the Expedition Leader forward on the color track matching the Mission completed, by a number of slots equal to the number of Expedition Members needed to complete the Mission. Missions involving Locations with a Validated Place marker are easier to complete, but are worth one fewer point.&lt;br /&gt;
* If you move forward an Expedition Leader whose position was equal or lower to your other Expedition Leader&#039;s, take a token of your choice, Vehicle face up, from the discard area.&lt;br /&gt;
* Discard the Mission token in the discard area next to the box.&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;BONUS: If both your Expedition Leaders reach the 4th slot of each track, you can take the 4th Expedition Member.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If one of your Expedition Leaders gets to a slot with a magnifying glass, take a “Clue” tile.&lt;br /&gt;
You can complete several missions in one turn. But do not forget to remove your Expedition Member&lt;br /&gt;
from the World Map for every completed mission.&lt;br /&gt;
* Finally, retrieve the Expedition Members on Equipment areas and place them in front of you.&lt;br /&gt;
==End of the game==&lt;br /&gt;
Each turn is played clockwise, one player at a time, until one of&lt;br /&gt;
the players has gathered 4 clues or both token piles are empty.&lt;br /&gt;
&lt;br /&gt;
You have gathered the 4 clues? Well done!&lt;br /&gt;
You have discovered the entrance to the lost&lt;br /&gt;
world and win the game. Add the 4 numbers&lt;br /&gt;
written on your Clue tokens to find out where&lt;br /&gt;
the entrance to the lost world really is.&lt;br /&gt;
If both token stacks are empty and no&lt;br /&gt;
player has found the 4 clues, each player&#039;s&lt;br /&gt;
least-advanced Expedition Leader is used to&lt;br /&gt;
establish the winner. You win the game if that&lt;br /&gt;
second Expedition Leader is more advanced&lt;br /&gt;
than that of your opponents. &lt;br /&gt;
&lt;br /&gt;
If tied, you win&lt;br /&gt;
if you have fewer tokens in front of you than&lt;br /&gt;
the other players have.&lt;/div&gt;</summary>
		<author><name>Lordalx</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelplostexplorers&amp;diff=8735</id>
		<title>Gamehelplostexplorers</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelplostexplorers&amp;diff=8735"/>
		<updated>2021-07-07T19:07:43Z</updated>

		<summary type="html">&lt;p&gt;Lordalx: Created page with &amp;quot;==Gameplay== You now know that your goal is to be the first player to collect the 4 clues needed to locate the entrance to the lost world. Represented by magnifying glasses, t...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Gameplay==&lt;br /&gt;
You now know that your goal is to be the first player to collect the 4 clues needed to locate the entrance to the lost&lt;br /&gt;
world. Represented by magnifying glasses, the clues are found by following the footsteps of the two explorers. You&lt;br /&gt;
have a choice: follow only one trail or both at the same time.&lt;br /&gt;
&lt;br /&gt;
During each turn, you will send out Expedition Members do one of two things: pick up Vehicle tokens (front side&lt;br /&gt;
up) or Mission tokens (unknown back side) in the Equipment areas; or move them on the World Map to reach the&lt;br /&gt;
Locations specified on your Mission tokens by using your Vehicle tokens.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;On the back of each Vehicle token, the mission is a unique combination of 2 or 3 Locations. Each one of these Locations is accessible with at least 1 vehicle of the same kind as this token.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each Mission token offers a unique combination of Locations. When a mission is completed, the Mission tokens&lt;br /&gt;
allow you to get one step closer to the explorers&#039; trails.&lt;br /&gt;
&lt;br /&gt;
==Set up==&lt;br /&gt;
* Pick 2,3 or 4 Validated Location markers at random for respectively 4,&lt;br /&gt;
3 or 2 players and place them on the corresponding Locations&#039; photos. &lt;br /&gt;
&lt;br /&gt;
* Take 1 token of each type from the reserve of starting tokens and&lt;br /&gt;
place them in front of you with the Vehicle side visible.&lt;br /&gt;
&lt;br /&gt;
* Put an Expedition Leader on the first slot of each track in the&lt;br /&gt;
Discovery area.&lt;br /&gt;
&lt;br /&gt;
* Flip one starting token of your choice, Mission side up.&lt;br /&gt;
&lt;br /&gt;
* The first player to play can only use only 1 Expedition Member, the second player only 2 Expedition Members. The&lt;br /&gt;
third and fourth players can use all 3 of their Expedition Members.&lt;br /&gt;
Over the following rounds, all players can use all of their Expedition Members.&lt;br /&gt;
&lt;br /&gt;
==Game turn==&lt;br /&gt;
Each player&#039;s turn is divided in two phases: you first send your Expedition Membres on the Equipment areas or on&lt;br /&gt;
the World Map&#039;s Locations, then you complete your missions and retrieve your Expedition Members.&lt;br /&gt;
===Phase 1===&lt;br /&gt;
When this phase starts, you can choose to retrieve some or all of your Expedition Members from Locations of the&lt;br /&gt;
World Map. Any such retrieved Expedition Member is put in front of you.&lt;br /&gt;
You can then use your Expedition Members for the following actions, in any order:&lt;br /&gt;
====Equipment Action: Gain Vehicle and/or Mission tokens====&lt;br /&gt;
* Move 1, 2, 3 or 4 of your Expedition Members in front of you to an empty “Equipment” area to gain respectively the 1st, 2nd, 3rd or 4th token of the stack.&lt;br /&gt;
* Place that token in front of you, Vehicle side or Mission side up, without checking the Mission side beforehand. A token, once set on one side, cannot be flipped on the other side.&lt;br /&gt;
* Once an Equipment area is occupied, you cannot place more Expedition Members there. In other words, you can only get a maximum of two tokens per turn, one in each of the Equipment areas.&lt;br /&gt;
* Players can have as many tokens as they want. When a stack is empty, you can no longer take a token from that stack.&lt;br /&gt;
When the 2 stacks are empty, the end of the game is triggered.&lt;br /&gt;
====Expedition Action: Move an Expedition Member to a Location====&lt;br /&gt;
* Move 1 of your Expedition Members in front of you to a Location of the World Map.&lt;br /&gt;
* You can only do this if you have in front of you ALL the Vehicles (2 or 3) shown by the routes between Venice and the Location you want to go to.&lt;br /&gt;
* From the Vehicle tokens you have just used, pick one and discard it in a discard area next to the box. The discard area will be used during the game.&lt;br /&gt;
&#039;&#039;&#039;You can perform this action as many times as you have Expedition Members in front of you. If one of the other players&#039; Expedition Member is already on this Location, take its place, give the player their Expedition Member back and your Vehicle token meant for discarding (Vehicle side up).&#039;&#039;&#039;&lt;br /&gt;
* Expedition Members can never be moved to a Location that has a Validated Location marker!&lt;br /&gt;
===Phase 2===&lt;br /&gt;
During this phase,&lt;br /&gt;
you can complete&lt;br /&gt;
Missions and move&lt;br /&gt;
forward on the tracks of the&lt;br /&gt;
Discovery area.&lt;br /&gt;
&lt;br /&gt;
You must have an Expedition Member on EACH&lt;br /&gt;
of the Locations depicted by the Mission token&lt;br /&gt;
you are trying to complete. Locations with a&lt;br /&gt;
Validated Location marker are Locations that&lt;br /&gt;
do not require any Expedition Members and&lt;br /&gt;
are automatically validated.&lt;br /&gt;
* Retrieve one of your Expedition Members on one of the Locations needed to complete the Mission, and place it in front of you. You can choose which Expedition Member you retrieve.&lt;br /&gt;
* In the Discovery area, move the Expedition Leader forward on the color track matching the Mission completed, by a number of slots equal to the number of Expedition Members needed to complete the Mission. Missions involving Locations with a Validated Place marker are easier to complete, but are worth one fewer point.&lt;br /&gt;
* If you move forward an Expedition Leader whose position was equal or lower to your other Expedition Leader&#039;s, take a token of your choice, Vehicle face up, from the discard area.&lt;br /&gt;
* Discard the Mission token in the discard area next to the box.&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;BONUS: If both your Expedition Leaders reach the 4th slot of each track, you can take the 4th Expedition Member.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If one of your Expedition Leaders gets to a slot with a magnifying glass, take a “Clue” tile.&lt;br /&gt;
You can complete several missions in one turn. But do not forget to remove your Expedition Member&lt;br /&gt;
from the World Map for every completed mission.&lt;br /&gt;
* Finally, retrieve the Expedition Members on Equipment areas and place them in front of you.&lt;br /&gt;
==End of the game==&lt;br /&gt;
Each turn is played clockwise, one player at a time, until one of&lt;br /&gt;
the players has gathered 4 clues or both token piles are empty.&lt;br /&gt;
&lt;br /&gt;
You have gathered the 4 clues? Well done!&lt;br /&gt;
You have discovered the entrance to the lost&lt;br /&gt;
world and win the game. Add the 4 numbers&lt;br /&gt;
written on your Clue tokens to find out where&lt;br /&gt;
the entrance to the lost world really is.&lt;br /&gt;
If both token stacks are empty and no&lt;br /&gt;
player has found the 4 clues, each player&#039;s&lt;br /&gt;
least-advanced Expedition Leader is used to&lt;br /&gt;
establish the winner. You win the game if that&lt;br /&gt;
second Expedition Leader is more advanced&lt;br /&gt;
than that of your opponents. &lt;br /&gt;
&lt;br /&gt;
If tied, you win&lt;br /&gt;
if you have fewer tokens in front of you than&lt;br /&gt;
the other players have.&lt;/div&gt;</summary>
		<author><name>Lordalx</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpsplendor&amp;diff=8072</id>
		<title>Gamehelpsplendor</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpsplendor&amp;diff=8072"/>
		<updated>2021-04-25T10:35:51Z</updated>

		<summary type="html">&lt;p&gt;Lordalx: Created page with &amp;quot;==GAME SETUP==  Shuffle each development card deck separately, and then place them in a column in the middle of the table in increasing order from bottom to top (◯;◯◯;...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==GAME SETUP==&lt;br /&gt;
&lt;br /&gt;
Shuffle each development card deck separately, and then place them in a column in the middle of the table in increasing order from bottom to&lt;br /&gt;
top (◯;◯◯;◯◯◯).&lt;br /&gt;
&lt;br /&gt;
Then reveal 4 cards from each level.&lt;br /&gt;
&lt;br /&gt;
Shuffle the noble tiles and reveal as many of them as there are players plus one (example: 5 tiles for a 4 player game).&lt;br /&gt;
&lt;br /&gt;
The remaining tiles are removed from the game; they will not be used during the game. Finally, place the tokens in 6 distinct piles (sort them by color) within reach of the players.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;With 2 players&#039;&#039;&#039;: Remove 3 tokens of each gem color, but gold (there should be only 4 of each remaining).&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;With 3 players&#039;&#039;&#039;: Remove 2 tokens of each gem color, but gold (there should be only 5 of each remaining). &lt;br /&gt;
&lt;br /&gt;
==GAME RULES==&lt;br /&gt;
&lt;br /&gt;
Play then proceeds clockwise.&lt;br /&gt;
&lt;br /&gt;
On their turn, a player must choose to perform only one of the following four actions.&lt;br /&gt;
* Take 3 gem tokens of different colors.&lt;br /&gt;
* Take 2 gem tokens of the same color. &#039;&#039;&#039;This action is only possible if there are at least 4 tokens of the chosen color left when the player takes them.&#039;&#039;&#039;&lt;br /&gt;
* Reserve 1 development card and take 1 gold token (joker).&lt;br /&gt;
* Purchase 1 face-up development card from the middle of the table or a previously reserved one.&lt;br /&gt;
&lt;br /&gt;
===Selecting tokens===&lt;br /&gt;
A player can never have more than 10 tokens at the end of their turn (including jokers). If this happens, they must return tokens until they only have 10 left. A player can return all or some of those they’ve just drawn&lt;br /&gt;
&lt;br /&gt;
===Reserve a development card===&lt;br /&gt;
To reserve a card, a player simply needs to take a face-up development from the middle of the table or (if you’re feeling lucky) draw the first card from one of the three decks (level ; ; ) without showing it to the other players.&lt;br /&gt;
&lt;br /&gt;
The reserved cards are kept in hand and cannot be discarded.&lt;br /&gt;
&lt;br /&gt;
Players may not have more than three reserved cards in hand, and the only way to get rid of a card is to buy it.&lt;br /&gt;
&lt;br /&gt;
Reserving a card is also the only way to get a gold token (joker). If there is no gold left, you can still reserve a card, but you won’t get any gold.&lt;br /&gt;
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===Buying a development card===&lt;br /&gt;
To purchase a card, a player must spend the number of tokens indicated on the card. A joker token can replace any color. The spent tokens (including any jokers) are returned to the middle of the table.&lt;br /&gt;
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A player may purchase one of the face-up development cards in the middle of the table or a card in his hand that was reserved on a previous turn.&lt;br /&gt;
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===The nobles===&lt;br /&gt;
At the end of their turn, each player checks the noble tiles in order to determine if they’re receiving a visit from one of them.&lt;br /&gt;
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A player can be visited if they have (at least) the quantity and type of bonuses indicated on the noble tile.&lt;br /&gt;
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It is impossible to refuse the visit from a noble, which is not considered to be an action.&lt;br /&gt;
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If a player has enough bonuses to be visited by more than one noble at the end of their turn, that player chooses the noble to be received.&lt;br /&gt;
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The tile obtained is placed face-up in front of the player in question.&lt;br /&gt;
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==END OF THE GAME==&lt;br /&gt;
When a player reaches 15 prestige points, complete the current round so that each player has played the same number of turns.&lt;br /&gt;
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The player who then has the highest number of prestige points is declared the winner (don’t forget to count your nobles).&lt;br /&gt;
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In case of a tie, the player who has purchased the fewest development cards wins.&lt;/div&gt;</summary>
		<author><name>Lordalx</name></author>
	</entry>
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