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	<updated>2026-09-21T15:04:51Z</updated>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppyrotechnics&amp;diff=31196</id>
		<title>Gamehelppyrotechnics</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppyrotechnics&amp;diff=31196"/>
		<updated>2026-08-25T19:16:45Z</updated>

		<summary type="html">&lt;p&gt;MIB5799: /* Miscellaneous Rules */ How to get secondary sparks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Quick Links ==&lt;br /&gt;
🔗 [https://www.seahorseandhummingbird.com/wp-content/uploads/2025/10/pyrotechnics__rules-folio__20251028.pdf Official Pyrotechnics Rules and Reference PDF]&lt;br /&gt;
&lt;br /&gt;
🔗 [https://youtu.be/ouyu-EuYEcw Pyrotechnics Promo Video]&lt;br /&gt;
&lt;br /&gt;
🔗 [https://www.seahorseandhummingbird.com/pyrotechnics-faq/ Pyrotechnics FAQ]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
You are a pair of rival pyrotechnic engineers. Research metal salts, burn rates, and safety protocols to craft vibrant colors. Discover new shapes, layered bursts, or quiet eco-friendly blends. Showcase 5 innovative fireworks as fast as you can!&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
#Place the spark tokens within reach of both players. This is the supply. Place the Reference Guide nearby.&lt;br /&gt;
#Shuffle the deck. Return 3 cards to the box without looking at them. They are out of play.&lt;br /&gt;
#Deal a hand of 5 cards face down to each player. Keep your cards hidden from your opponent.&lt;br /&gt;
#Place the remaining 5 cards face up in the center of play. This is the market.&lt;br /&gt;
#Choose a player to go first. The other player collects any 1 primary spark (&#039;&#039;see Reference Guide&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
== Goal ==&lt;br /&gt;
Be the first player to empty your hand of 5 cards.&lt;br /&gt;
&lt;br /&gt;
== How to Play ==&lt;br /&gt;
Starting with the first player and alternating turns, select a card from your hand to perform its &#039;&#039;Research&#039;&#039; action. Then, select a card from the market to perform its &#039;&#039;Discover&#039;&#039; or &#039;&#039;Showcase&#039;&#039; action.&lt;br /&gt;
&lt;br /&gt;
=== On Your Turn ===&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;First&#039;&#039; ====&lt;br /&gt;
:&#039;&#039;&#039;&#039;&#039;Research:&#039;&#039;&#039;&#039;&#039; Choose a card from your hand and place it face up in front of you. You may perform the action or actions in the upper-left corner of the card in any order.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Then&#039;&#039; ====&lt;br /&gt;
:Select a card from the market and perform 1 of the 2 bottom sections of that card.&lt;br /&gt;
:&#039;&#039;&#039;&#039;&#039;Discover:&#039;&#039;&#039;&#039;&#039; You may perform the action or actions in the lower-left corner of the card in any order. Add that card to your hand.&lt;br /&gt;
:&#039;&#039;&#039;&#039;&#039;—&#039;&#039;&amp;amp;nbsp;&#039;&#039;or —&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;&#039;&#039;Showcase:&#039;&#039;&#039;&#039;&#039; Pay the cost in the lower-right corner of the card. Then, set that card aside. It is no longer in play. Each time you &#039;&#039;Showcase&#039;&#039;, your hand will be one card smaller.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Finally&#039;&#039; ====&lt;br /&gt;
:Fill the new space in the market with the card you used for &#039;&#039;Research.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Ending the Game ==&lt;br /&gt;
After you &#039;&#039;Showcase&#039;&#039; your 5th card, your hand will be empty. The game ends immediately and you win!&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous Rules ==&lt;br /&gt;
*&#039;&#039;Research&#039;&#039; and &#039;&#039;Discover&#039;&#039; actions always collect, steal, and/or exchange sparks. &#039;&#039;Showcase&#039;&#039; actions always pay sparks to the supply and/or give sparks to an opponent.&lt;br /&gt;
*&#039;&#039;Research&#039;&#039; and &#039;&#039;Discover&#039;&#039; actions are optional; you may perform all, some, or none. You must pay all &#039;&#039;Showcase&#039;&#039; costs.&lt;br /&gt;
*The spark supply is limited. You may take actions only to the extent that the supply allows.&lt;br /&gt;
*All sparks are public information. Players may not hide sparks from their opponents.&lt;br /&gt;
*Exchange lets you trade 2 primary sparks for 1 secondary spark.&lt;br /&gt;
*Red+Yellow = Orange. Yellow+Blue = Green. Red+Blue = Purple.&lt;/div&gt;</summary>
		<author><name>MIB5799</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelplivingforest&amp;diff=31099</id>
		<title>Gamehelplivingforest</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelplivingforest&amp;diff=31099"/>
		<updated>2026-08-16T21:44:16Z</updated>

		<summary type="html">&lt;p&gt;MIB5799: /* Kodama Expansion */  Clarify rules&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Summary==&lt;br /&gt;
&#039;&#039;&#039;Draw phase&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Draw Guardian Animals. If you draw 3 solitary symbols [[File:Solitary1.PNG]] (top-left of the Guardian Animals cards) you cannot draw any more (unless you&#039;ve drawn gregarious symbols). You only get to use 1 standard Action (there are ways in the next phase to get bonus Actions). If you stop at a point where you have less than 3 solitary symbols, you get to use 2 standard different Actions. Solitary symbols can be canceled by gregarious symbols [[File:Gregarious.png]]. So 3 solitary symbols - 1 gregarious symbol = 2 solitary symbols = 2 different standard Actions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Action phase&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Choose one or more of the following Actions:&lt;br /&gt;
* &#039;&#039;Take a Fragment tile&#039;&#039;: Take a Fragment tile. It can be played in a future Guardian Animal Phase to destroy a Fire Varan (fire card) or place a Guardian Animal card that you have just drawn back to your personal discard stack, regardless of its type.&lt;br /&gt;
* &#039;&#039;Attract one or more Guardian Animals&#039;&#039;: Add up the amount of suns [[File:Sun.PNG]] you have to take one or more Guardian Animal cards visible in the reserve of Guardian Animals, for a total cost equal to or lower than your number of suns. The cost of a Guardian Animal is visible in the right-bottom corner of the card.&lt;br /&gt;
* &#039;&#039;Extinguish the Fire&#039;&#039;: Add up the amount of water [[File:Water.PNG]] you have and pick one or more Fire tiles from the Circle of Spirits for a total cost equal to or lower than your number of water.&lt;br /&gt;
* &#039;&#039;Move forward on the Circle of Spirits&#039;&#039;: Add up the number of spirals [[File:Spiral.PNG]] and move your Spirit of Nature standee clockwise on the Circle of Spirits by a number of rocks equal to or lower than your number of spirals. Gain the bonus of the rock you land on (may give specific extra Action), take a Victory tile of every player you jump over.&lt;br /&gt;
* &#039;&#039;Plant one and only one Protective Tree&#039;&#039;: Add up the amount of leaves [[File:Leaf.PNG]] and take one, and only one, Protective Tree for a total cost equal to or lower than your number of leaves. By placing a Protective Tree on specific corners you gain a specific extra Action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;End of Game turn&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It&#039;s fully automated, so you don&#039;t have to do a thing. Next turn starts after this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Goal of the game ==&lt;br /&gt;
The winner is the player that fulfills at least one of these 3 objectives:&lt;br /&gt;
* Plant 12 &#039;&#039;&#039;different&#039;&#039;&#039; Protective Trees&lt;br /&gt;
* Collect 12 Sacred Flowers&lt;br /&gt;
* Extinguish 12 Fires&lt;br /&gt;
&lt;br /&gt;
The game stops at the end of a complete Action phase when one of the players has managed to complete one of these. If several players complete one of the three victory conditions at the end of a turn, then they add up the values of all three victory conditions. The player with the highest total wins.&lt;br /&gt;
&lt;br /&gt;
== Game turn ==&lt;br /&gt;
Each Game turn includes 3 phases:&lt;br /&gt;
&lt;br /&gt;
1. Guardian Animals (draw phase)&lt;br /&gt;
&lt;br /&gt;
2. Action(s)&lt;br /&gt;
&lt;br /&gt;
3. End of Game turn (&#039;&#039;automated in BGA&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
=== 1. Guardian Animals ===&lt;br /&gt;
During this phase, all the Spirits of Nature (= players) play at the same time.&lt;br /&gt;
&lt;br /&gt;
You draw and turn face up the Guardian Animals cards from your personal draw stack. This way you form your &#039;&#039;&#039;Guardian Animal Help Line&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If you want to draw a new Guardian Animal card to place in your Help Line , but your draw stack runs empty, then your discard stack gets shuffled to make a new draw stack. It is when you want to draw, and not when your draw stack turns empty, that you can make a new one.&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;&#039;can&#039;&#039;&#039; stop drawing cards whenever you want. However, if you reveal a card showing a third solitary symbol [[File:Solitary1.PNG]], then you &#039;&#039;&#039;must&#039;&#039;&#039; stop drawing cards. This card closes your Help Line.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important!&#039;&#039;&#039; A gregarious symbol [[File:Gregarious.png]] cancels a solitary symbol. It will therefore be possible to play more than 3 solitary Guardian Animals in the same turn, provided that you have already revealed one or more gregarious Guardian Animals. Note that only the symbol of the solitary Guardian Animal is canceled, the Elements will be taken into account in the Action phase.&lt;br /&gt;
&lt;br /&gt;
You can find both the solitary and gregarious symbol in the top left corner of a Guardian Animals card.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fragment tiles&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Fragment.PNG]]&lt;br /&gt;
&lt;br /&gt;
Whenever you want during this phase, you can discard a Fragment tile in order to, at choice:&lt;br /&gt;
* Destroy a Fire Varan card that you have just drawn. It is put back in the Fire Varan stack.&lt;br /&gt;
* Place a Guardian Animal card that you have just drawn back to your personal discard stack, regardless of its type.&lt;br /&gt;
&lt;br /&gt;
After playing a Fragment, you can either stop or continue to draw.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once all players have finished drawing their cards, the guardian Animals phase ends and you can move on to the Action phase.&lt;br /&gt;
&lt;br /&gt;
===2. Action Phase===&lt;br /&gt;
During this phase, the players play &#039;&#039;&#039;in turn&#039;&#039;&#039;, starting with the player possessing the Sacred Tree. At the start of the game the Sacred Tree is given to a random player. After every Game turn it is given to the next player clockwise.&lt;br /&gt;
&lt;br /&gt;
If your Help Line shows &#039;&#039;&#039;less than 3 solitary symbols&#039;&#039;&#039; (not counting the ones canceled by gregarious symbols), you can then perform &#039;&#039;&#039;2 different Actions&#039;&#039;&#039;. For example, in your Help Line are 3 solitary symbols and 1 gregarious symbol, then only 2 solitary symbols count and you get 2 Actions.&lt;br /&gt;
&lt;br /&gt;
If your Help Line shows &#039;&#039;&#039;3 solitary symbols&#039;&#039;&#039; (not canceled by gregarious symbols), you can then perform &#039;&#039;&#039;only 1 Action&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The different Actions:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Take a Fragment tile&#039;&#039;: Take a Fragment tile. It can be played in a future Guardian Animal Phase.&lt;br /&gt;
* &#039;&#039;Attract one or more Guardian Animals&#039;&#039;: Add up the amount of suns [[File:Sun.PNG]] you have to take one or more Guardian Animal cards visible in the reserve of Guardian Animals, for a total cost equal to or lower than your number of suns. Place the card(s) &#039;&#039;&#039;on top&#039;&#039;&#039; of your personal draw stack. The cost of a Guardian Animal is visible in the right-bottom corner of the card.&lt;br /&gt;
* &#039;&#039;Extinguish the Fire&#039;&#039;: Add up the amount of water [[File:Water.PNG]] you have and pick one or more Fire tiles from the Circle of Spirits for a total cost equal to or lower than your number of water. Reminder: having 12 Fire tiles (tiles, not the number on the Fire tile) is a way to win the game.&lt;br /&gt;
* &#039;&#039;Move forward on the Circle of Spirits&#039;&#039;: Add up the number of spirals [[File:Spiral.PNG]] and move your Spirit of Nature standee clockwise on the Circle of Spirits by a number of rocks equal to or lower than your number of spirals. &lt;br /&gt;
If one or more Spirits of Nature are on a rock ahead of you, jump over them without counting their rocks and take one of their Victory tiles of your choice, whether it originally belongs to them or was taken from another player.&lt;br /&gt;
&lt;br /&gt;
The rock you land on triggers a bonus. This an additional Action, it is added and may be different from or identical to the other Actions you take in your turn.&lt;br /&gt;
* &#039;&#039;Plant one and only one Protective Tree&#039;&#039;: Add up the amount of leaves [[File:Leaf.PNG]] and take one, and only one, Protective Tree for a total cost equal to or lower than your number of leaves. Place it in your Forest, on a space adjacent to a Protective Tree already planted. Diagonal spaces do not count. Reminder: having 12 different Protective Trees is a way to win the game.&lt;br /&gt;
By completing specific rows or columns you gain extra permanent bonuses on top of the permanent bonuses provided by the Protective Trees. You can take it into account for your second Action and in following Game turns.&lt;br /&gt;
&lt;br /&gt;
Planting a Protective Tree in a corner triggers an immediate bonus Action. This can only be used once per corner.&lt;br /&gt;
&lt;br /&gt;
===3. End of Game turn===&lt;br /&gt;
&#039;&#039;This phase is fully automated in BGA.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 1: Onibi attacks!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If some Fire tiles remain at the center of the Circle of Spirits, add up their values. Then, each player adds up their value in water [[File:Water.PNG]]. If this value in water is strictly lower than the strength of the Fire, add as many Fire Varan cards to your discard stack as there are Fire tiles at the center of the Circle of Spirits.  Fire Varan cards count as solitary animals when drawn with no benefit - you do not want these.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 2: Onibi is attacking the Sacred Tree&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For each Guardian Animals card taken this turn, a Fire of a corresponding value is added to the Circle of Spirits:&lt;br /&gt;
&lt;br /&gt;
*Level 1: Fire of value 2&lt;br /&gt;
*Level 2: Fire of value 3&lt;br /&gt;
*Level 3: Fire of value 4&lt;br /&gt;
&lt;br /&gt;
There can never be more than 7 Fires in the center of the Circle of Spirits. If there are no more Fire tiles in the Circle of Spirits after stage 1, a Fire tile of value 2 is added, even if no Guardian Animals have been taken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 3: The arrival of new Guardian Animals&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Guardian Animals reserve is refilled by revealing as many new cards per level as there were cards taken this turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 4: The Return of Guardian Animals&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All Guardian Animals cards from your Help Line are moved to your personal discard stack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 5: Giving the Sacred Tree&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Sacred Tree (the starting token) is given to the next player clockwise.&lt;br /&gt;
&lt;br /&gt;
The next Game turn begins.&lt;br /&gt;
&lt;br /&gt;
== Kodama Expansion ==&lt;br /&gt;
The Kodama expansion adds a Kodama market and symbols, new trees, new guardian spirits, the Onibi standee, and new element tiles. Mainly, this expansion gives a new use for the pink flower symbol aside from the win condition. Additionally, the new win condition is set to 13, and not 12.&lt;br /&gt;
&lt;br /&gt;
https://www.data.ludonaute.fr/Living_Forest_Kodama/Rules/EN_LivingForestKodama_Rules.pdf&lt;br /&gt;
&lt;br /&gt;
=== Kodama Symbols ===&lt;br /&gt;
Each player starts with 1 card with a solitary Kodama symbol in their deck. They can get more Kodama symbol cards from the market or one of the new trees available in the expansion. During a player&#039;s Guardian Animal draw phase, the receive bonuses when they reveal a certain number of Kodama symbols.&lt;br /&gt;
&lt;br /&gt;
* 2 Kodama symbols can net you a (x) Fragment tile.&lt;br /&gt;
* 3 Kodama symbols can net you a (2Water/2Sun/2Tree) or (1Wind/1Flower) tile. Each of these tiles can only count as one of the listed element bonuses.&lt;br /&gt;
* 4 Kodama symbols can net you an additional action. This additional action cannot be the same as your other actions unless a new lvl 2 Guardian Animal Card or the 11 tree is in your play area.&lt;br /&gt;
* Spending Kodama symbols is a free action. You may get multiple bonuses, up to how many Kodama symbols you have. For instance, 5 Kodama symbols can get an additional action OR a Resorce tile + Fragment OR 2 Fragments&lt;br /&gt;
&lt;br /&gt;
=== New Kodama Trees ===&lt;br /&gt;
Except for the tree that says +1 Kodama, the other trees are bonuses multiplied by the Kodama symbols in your Guardian Animal run. e.g. the (Kodama) Water tree counts as 3 water if you pull 3 Kodama symbols in your Guardian Animal Run.&lt;br /&gt;
&lt;br /&gt;
=== New Guardian Animals ===&lt;br /&gt;
There are 5 new lvl 2 and lvl 3 Guardian Animals in the market. The new lvl 2 animals allow you to take the action listed twice in the same turn (like the 11 tree, but temporary and specifically for one listed action.) The new lvl 3 Guardian Animals allow you to take an additional action of the listed type.&lt;br /&gt;
&lt;br /&gt;
=== Kodama Market ===&lt;br /&gt;
The Kodama market is where you can add Kodama cards to your deck, using pink flower symbols as currency. Much like buying with sun, the new Kodama card is added face down to the top of your deck. You cannot buy more than 1 Kodama card even if you have a lot of flower symbols. When a Kodama card is purchased, the new Onibi standee will go around the wind board, jumping over any players tokens. Whenever Onibi jumps a player&#039;s token, a fire 2 is added to the center. Onibi will move:&lt;br /&gt;
&lt;br /&gt;
* 3 wind spaces for a 2 player game;&lt;br /&gt;
* 2 wind spaces for a 3 player game; or&lt;br /&gt;
* 1 wind space for a 4 player game.&lt;/div&gt;</summary>
		<author><name>MIB5799</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpwatergate&amp;diff=30870</id>
		<title>Gamehelpwatergate</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpwatergate&amp;diff=30870"/>
		<updated>2026-07-26T22:16:53Z</updated>

		<summary type="html">&lt;p&gt;MIB5799: Typos and clarifying that wins are immediate&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Goal ==&lt;br /&gt;
Watergate is a historical 1 vs. 1 asymmetric game set in the U.S.A during the early 1970s. In 1972, five men are arrested at the Watergate building, which houses the Democratic national convention. Over the course of time, reporters at the Washington Post uncover that these men were directed by Richard Nixon, the President of the United States at the time. In 1974, Richard Nixon resigns as he faces impeachment.&lt;br /&gt;
&lt;br /&gt;
In this game, one player will play as Nixon, while the others play as the editors of the Washington Post. The Editor player is attempting to connect two face-up Informants to the President on the pinboard, by a route of face-up Evidence tokens. The Nixon Administration player is trying to make it to the end of the term (by collecting 5 Momentum tokens) without that happening. Each has a unique set of cards and will be manipulating evidence, informants, and momentum to try to gain the victory.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
The board is set up with two main sections: the evidence board, and the research track. The game is played in rounds, with each player using cards to manipulate the tokens on the research track to their side. Once the players are out of cards, the evaluation phase of the round begins. At that point, each player will place evidence on the board, the winner will take the momentum token, and initiative will be determined. If neither player has obtained victory, the next round will be then be set up and play will continue.&lt;br /&gt;
&lt;br /&gt;
=== Evidence ===&lt;br /&gt;
Evidence are tokens that display one or two of three possible colors: blue, green, and yellow. Each color corresponds with a color on the evidence board which shows where the evidence can be pinned. The Nixon player will pin evidence face-down to block the editor&#039;s paths, while the editor will pin it face up to create paths from Nixon at the center of the board to informants at the edge of the board. The players will be moving the evidence tokens on the research track, trying to pull them to their own side so that they may place them on the board at the end of the card phase.&lt;br /&gt;
&lt;br /&gt;
=== Informants ===&lt;br /&gt;
Informants are the people on the edges of the evidence board. They have the evidence that will break the Nixon administration, the editor just needs to find them and connect them to Nixon through evidence. The editor will win if they can place and connect two informants with Nixon via evidence tokens. The Nixon administration is trying to discredit these informants by placing them face-down and/or by breaking the lines of evidence to the informants through face-down evidence tokens.&lt;br /&gt;
&lt;br /&gt;
=== Momentum ===&lt;br /&gt;
The red momentum token is the primary way that the Nixon administration wins. Whoever has the evidence token on their side of the board (if it is neutral, it is discarded from the game) will place the token on their momentum track. The editor&#039;s momentum track gives powerful abilities, while the Nixon track doesn&#039;t give abilities, but if Nixon wins five momentum tokens, he wins the game!&lt;br /&gt;
&lt;br /&gt;
=== Initiative ===&lt;br /&gt;
At the start of the game, the editor player has the initiative, meaning that they will draw five cards to play, while the Nixon player will draw four. Whoever wins white initiative token will take initiative for the next round. If it is neutral, initiative will flip.&lt;br /&gt;
&lt;br /&gt;
==Each round==&lt;br /&gt;
Each round is broken up into three phases, the initial phase of setup, the card phase where players will take turns playing cards, and the evaluation phase where players will pin evidence.&lt;br /&gt;
&lt;br /&gt;
=== Initial Phase ===&lt;br /&gt;
Looking at the initiative card, the player with initiative will draw five cards, while the other player will draw four. The player with initiative will therefore go both first and last in the card phase. The Nixon player will draw three random evidence tokens, looking at them secretly so that only they know what color(s) the tokens are, and place them onto the zero space of the research track.&lt;br /&gt;
&lt;br /&gt;
=== Card Phase ===&lt;br /&gt;
&lt;br /&gt;
==== Playing a Card for its Value ====&lt;br /&gt;
Starting with the player with initiative, the players will take turns playing cards. Each card can be used in two ways: for its value or for its action. If you use its value, look in the top left. That will tell you what color(s) of evidence tokens may be moved and how far. The player can also move a token. If no face-up evidence token in that color exists for the Editor player, the Editor may ask the Nixon player for a token in a particular color. Even if your card shows multiple colors, you must then pick &#039;&#039;one&#039;&#039; color from those shown. If a token with that color on it is on the board, the Nixon player will flip it face up (choosing one among many if needed) and it will move toward the editor based on the number on the card. If Nixon is moving a token, the Nixon player must either move a face-up token with that color, or flip a face-down token with that color face-up and move it. Once used for its value, the card is discarded into a discard pile, where it will be reshuffled into a new draw pile if the player runs out of cards to draw.&lt;br /&gt;
&lt;br /&gt;
==== Playing a Card for its Action ====&lt;br /&gt;
The text of the action will describe what it does. Action cards come in three types.&lt;br /&gt;
&lt;br /&gt;
===== Event Action Cards =====&lt;br /&gt;
Most action cards are events. They are one-time use. Often they will pin an informant face-up or face-down to the evidence board, creating or blocking possible winning paths for the Editor player.&lt;br /&gt;
&lt;br /&gt;
==== Conspirator and Journalist Action Cards ====&lt;br /&gt;
Only Nixon has conspirators and only the Editor has journalists. Once used, these are discarded as normal into the discard pile.&lt;br /&gt;
&lt;br /&gt;
=== Evaluation Phase ===&lt;br /&gt;
&lt;br /&gt;
* - Any evidence tokens on the neutral (0) space are returned to the bag.&lt;br /&gt;
* - Whomever won the initiative token takes initiative for the next round.&lt;br /&gt;
* - Whomever won the momentum token takes it and adds it to their momentum track (removed from game if the Editor wins it and their track is full). If it is on the neutral (0) space, it goes back to the supply.&lt;br /&gt;
* - Place the initiative token and new momentum token on to the neutral (0) space. If there are no momentum tokens remaining to place, the Nixon player has won!&lt;br /&gt;
* - Award the evidence tokens to their winners. The player with initiative goes first, pinning evidence face-down or face-up to the board. Some evidence tokens have a red circle with a (1) in it. If the player pins an evidence token with that symbol, they move the new momentum token one space toward themselves.&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
The game ends immediately in a victory for Nixon if the Nixon player has five momentum tokens, before the Editor can place any evidence tokens.&lt;br /&gt;
&lt;br /&gt;
The Editor wins immediately if two face up informants have paths leading to Nixon through face-up evidence tokens on the evidence board.&lt;br /&gt;
&lt;br /&gt;
In rare cases, if there are no more momentum tokens left in the supply to be placed on the research track during step 4 of the Evaluation Phase, Nixon wins.&lt;/div&gt;</summary>
		<author><name>MIB5799</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppopcorn&amp;diff=28317</id>
		<title>Gamehelppopcorn</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppopcorn&amp;diff=28317"/>
		<updated>2026-02-01T01:02:21Z</updated>

		<summary type="html">&lt;p&gt;MIB5799: /* Gameplay Overview */  Expanded on movie purchases and advertising tokens&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview and Goal ==&lt;br /&gt;
&lt;br /&gt;
Popcorn is a bag-building game for 2 to 4 players.&lt;br /&gt;
You each manage a movie theater and want to show the best&lt;br /&gt;
movies to satisfy Guests, and also gain as much Popcorn&lt;br /&gt;
as possible.&lt;br /&gt;
&lt;br /&gt;
The game plays over around 9 rounds, each with 3 phases. In turn order,&lt;br /&gt;
you may buy a movie, build a theater, and attract new Guests. Then,&lt;br /&gt;
simultaneously, welcome your customers and seat them in your theaters.&lt;br /&gt;
Optimize their seats to take the best actions, which will let you improve&lt;br /&gt;
your cinema, influence your Guests, grow your audience, and gain money&lt;br /&gt;
and Popcorn.&lt;br /&gt;
&lt;br /&gt;
You begin the game with a movie, a bag with 5 white guests, 1 guest of each other colour, and an additional guest matching your start movie&#039;s colour. 1 guest of each other colour also begin on your exit space. A total of 14 guests.&lt;br /&gt;
&lt;br /&gt;
At the end of the last round, the player with the most Popcorn wins the game!&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
A round plays over 3 phases: Buying and Advertising, Showings, then End of Round. Play begins with the player with the First Player marker,&lt;br /&gt;
then continues clockwise.&lt;br /&gt;
&lt;br /&gt;
Phase 1: Buying and Advertising&lt;br /&gt;
In this phase, each player takes a turn. On your turn, you may take these actions in any order (all these actions are optional):&lt;br /&gt;
* Buy a movie (Maximum 1 time per turn): Immediately place the movie on one of your theatres, sending the previous movie to your archive. If you place the movie in a matching theatre (1, 2, or 3 seats) you will immediately gain the bonus shown. Movies from the Top Row cost an extra $2 to purchase, you immediately gain a guest of the matching color from the reserve (or an Exit Zone) exactly like using Advertising tokens.&lt;br /&gt;
* Buy a theater (Maximum 1 time per turn) Note: You cannot take this action on your first turn.&lt;br /&gt;
* Activate Advertising tokens: Take one guest of the matching color from the reserve, and put it directly in your bag. If there are no guests of that color in the reserve, you may instead take one from any player&#039;s Exit Zone. If it&#039;s a &amp;quot;White in Bag&amp;quot; advertising token, you instead place a white guest from the reserve into any &#039;&#039;opponent&#039;&#039; bag. Alternately, you can simply take the token back to your supply worth no effect. Tokens can be left on the board from turn to turn, if you do not want the effect of them immediately. Note that you only have 3 Advertising tokens. If all of them are already in play, you ignore any actions that would let you play more advertising tokens.&lt;br /&gt;
&lt;br /&gt;
Phase 2: Showings&lt;br /&gt;
&lt;br /&gt;
* Open Cinema&lt;br /&gt;
Draw as many Guests from your bag as the number shown by the cube on your audience track at the bottom of your Cinema board&lt;br /&gt;
&lt;br /&gt;
* Place Guests&lt;br /&gt;
After drawing your Guests, place them in your theaters as follows:&lt;br /&gt;
* You may only place Guests in theaters that are showing a movie.&lt;br /&gt;
* In each theater, place Guests in seat order (#1, then #2, etc.). You do not have to fill a theater before seating Guests in a different one.&lt;br /&gt;
* If you draw more Guests than there are available seats in your theaters showing a movie, place the extra Guests in the exit zone of your cinema.&lt;br /&gt;
Note: You may place a Guest on a seat of any color, but it’s better to place them on gray seats or those of their color, and also in theaters with movies of their color.&lt;br /&gt;
Once all Guests are placed, continue to Seat and Movie Actions.&lt;br /&gt;
&lt;br /&gt;
Phase 3: Seat and Movie Actions&lt;br /&gt;
Now is when you may activate your Guests. Move from theater to theater, in any order you choose. You must activate all Guests in a single theater, in ascending order of their seats, before moving to any other theater. When you activate a Guest, they do the following in order:&lt;br /&gt;
1. Take 1 Seat action, if possible.&lt;br /&gt;
2. Take 1 Movie action, if possible.&lt;br /&gt;
3. Move to the exit.&lt;br /&gt;
Note: You are never required to take an action.&lt;br /&gt;
&lt;br /&gt;
== End of Round ==&lt;br /&gt;
Theatrical Run&lt;br /&gt;
&lt;br /&gt;
Move your Lobby sliders 1 space up on each of your Movie cards, covering 1 more action in each of your theaters. These actions will no longer be available in future rounds.&lt;br /&gt;
You may continue showing a movie in your cinema even if it no longer has available actions. You may still place Guests in its theater to take Seat actions.&lt;br /&gt;
&lt;br /&gt;
== End of Game ==&lt;br /&gt;
The final round is the round in which the Final Showing card is revealed in the Movies deck.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Position in Deck&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
2 players = 10 cards below it&lt;br /&gt;
&lt;br /&gt;
3&amp;amp;4 players = 5 cards below it&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
* Popcorn you gained during the game.&lt;br /&gt;
* 1 Popcorn for every $5 you have.&lt;br /&gt;
* The player(s) with the highest total costing 3 theaters gain(s) the first Theater trophy (5 Popcorn with 3 or 4 players, 3 Popcorn with 2 players). With 3 or 4 players, if there is not a tie for first place, the second highest gains the second Theater trophy (3 Popcorn).&lt;br /&gt;
* Gain the corresponding Popcorn from Award cards.&lt;br /&gt;
&lt;br /&gt;
You can treat remaining Advertising tokens toward Award cards! The color of the 5 color advertising needs to be chosen. The &amp;quot;White to bag&amp;quot; can be used to remove one of your white guests.&lt;br /&gt;
&lt;br /&gt;
In case of a tie between 2 or more players, the one with the fewest archived movies wins. If there is still a tie, tied players share the victory.&lt;/div&gt;</summary>
		<author><name>MIB5799</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppopcorn&amp;diff=28314</id>
		<title>Gamehelppopcorn</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppopcorn&amp;diff=28314"/>
		<updated>2026-01-31T23:51:10Z</updated>

		<summary type="html">&lt;p&gt;MIB5799: Added colons&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview and Goal ==&lt;br /&gt;
&lt;br /&gt;
Popcorn is a bag-building game for 2 to 4 players.&lt;br /&gt;
You each manage a movie theater and want to show the best&lt;br /&gt;
movies to satisfy Guests, and also gain as much Popcorn&lt;br /&gt;
as possible.&lt;br /&gt;
&lt;br /&gt;
The game plays over around 9 rounds, each with 3 phases. In turn order,&lt;br /&gt;
you may buy a movie, build a theater, and attract new Guests. Then,&lt;br /&gt;
simultaneously, welcome your customers and seat them in your theaters.&lt;br /&gt;
Optimize their seats to take the best actions, which will let you improve&lt;br /&gt;
your cinema, influence your Guests, grow your audience, and gain money&lt;br /&gt;
and Popcorn.&lt;br /&gt;
&lt;br /&gt;
You begin the game with a movie, a bag with 5 white guests, 1 guest of each other colour, and an additional guest matching your start movie&#039;s colour. 1 guest of each other colour also begin on your exit space. A total of 14 guests.&lt;br /&gt;
&lt;br /&gt;
At the end of the last round, the player with the most Popcorn wins the game!&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
A round plays over 3 phases: Buying and Advertising, Showings, then End of Round. Play begins with the player with the First Player marker,&lt;br /&gt;
then continues clockwise.&lt;br /&gt;
&lt;br /&gt;
Phase 1: Buying and Advertising&lt;br /&gt;
In this phase, each player takes a turn. On your turn, you may take these actions in any order (all these actions are optional):&lt;br /&gt;
* Buy a movie (Maximum 1 time per turn)&lt;br /&gt;
* Buy a theater (Maximum 1 time per turn) Note: You cannot take this action on your first turn.&lt;br /&gt;
* Activate Advertising tokens&lt;br /&gt;
&lt;br /&gt;
Phase 2: Showings&lt;br /&gt;
&lt;br /&gt;
* Open Cinema&lt;br /&gt;
Draw as many Guests from your bag as the number shown by the cube on your audience track at the bottom of your Cinema board&lt;br /&gt;
&lt;br /&gt;
* Place Guests&lt;br /&gt;
After drawing your Guests, place them in your theaters as follows:&lt;br /&gt;
* You may only place Guests in theaters that are showing a movie.&lt;br /&gt;
* In each theater, place Guests in seat order (#1, then #2, etc.). You do not have to fill a theater before seating Guests in a different one.&lt;br /&gt;
* If you draw more Guests than there are available seats in your theaters showing a movie, place the extra Guests in the exit zone of your cinema.&lt;br /&gt;
Note: You may place a Guest on a seat of any color, but it’s better to place them on gray seats or those of their color, and also in theaters with movies of their color.&lt;br /&gt;
Once all Guests are placed, continue to Seat and Movie Actions.&lt;br /&gt;
&lt;br /&gt;
Phase 3: Seat and Movie Actions&lt;br /&gt;
Now is when you may activate your Guests. Move from theater to theater, in any order you choose. You must activate all Guests in a single theater, in ascending order of their seats, before moving to any other theater. When you activate a Guest, they do the following in order:&lt;br /&gt;
1. Take 1 Seat action, if possible.&lt;br /&gt;
2. Take 1 Movie action, if possible.&lt;br /&gt;
3. Move to the exit.&lt;br /&gt;
Note: You are never required to take an action.&lt;br /&gt;
&lt;br /&gt;
== End of Round ==&lt;br /&gt;
Theatrical Run&lt;br /&gt;
&lt;br /&gt;
Move your Lobby sliders 1 space up on each of your Movie cards, covering 1 more action in each of your theaters. These actions will no longer be available in future rounds.&lt;br /&gt;
You may continue showing a movie in your cinema even if it no longer has available actions. You may still place Guests in its theater to take Seat actions.&lt;br /&gt;
&lt;br /&gt;
== End of Game ==&lt;br /&gt;
The final round is the round in which the Final Showing card is revealed in the Movies deck.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Position in Deck&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
2 players = 10 cards below it&lt;br /&gt;
&lt;br /&gt;
3&amp;amp;4 players = 5 cards below it&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
* Popcorn you gained during the game.&lt;br /&gt;
* 1 Popcorn for every $5 you have.&lt;br /&gt;
* The player(s) with the highest total costing 3 theaters gain(s) the first Theater trophy (5 Popcorn with 3 or 4 players, 3 Popcorn with 2 players). With 3 or 4 players, if there is not a tie for first place, the second highest gains the second Theater trophy (3 Popcorn).&lt;br /&gt;
* Gain the corresponding Popcorn from Award cards.&lt;br /&gt;
&lt;br /&gt;
You can treat remaining Advertising tokens toward Award cards! The color of the 5 color advertising needs to be chosen. The &amp;quot;White to bag&amp;quot; can be used to remove one of your white guests.&lt;br /&gt;
&lt;br /&gt;
In case of a tie between 2 or more players, the one with the fewest archived movies wins. If there is still a tie, tied players share the victory.&lt;/div&gt;</summary>
		<author><name>MIB5799</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpwizardsgrimoire&amp;diff=26807</id>
		<title>Gamehelpwizardsgrimoire</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpwizardsgrimoire&amp;diff=26807"/>
		<updated>2025-10-11T21:25:18Z</updated>

		<summary type="html">&lt;p&gt;MIB5799: /* Gain Mana */  Added breakdown of deck&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
&lt;br /&gt;
You are wizards vying for the seat of the dead Archmage. Defeat your opponents and be the last wizard standing to become the new Keeper of the Grimoire.&lt;br /&gt;
&lt;br /&gt;
== Objective ==&lt;br /&gt;
Damage your opponent until their health reaches 0, while preventing your own health from doing the same. Do this by drawing spells and casting them for various effects, some dealing damage and some restoring your power. &lt;br /&gt;
==Turn==&lt;br /&gt;
&lt;br /&gt;
At the beginning of the game, player 1 takes one spell, then player 2 takes one spell. Player one takes another spell. Then player 2 plays their turn as normal.&lt;br /&gt;
&lt;br /&gt;
Each turn is made up of 5 phases.&lt;br /&gt;
&lt;br /&gt;
=== Choose a Spell ===&lt;br /&gt;
Choose a spell from the Spell Pool and add it to your Spell Repertoire. You can have up to 6 spells. If you choose an additional spell, you must discard an existing spell with no mana to make room. This phase is skipped if all 6 spells have mana on them.&lt;br /&gt;
&lt;br /&gt;
=== Spell Cool Down ===&lt;br /&gt;
A single mana card is removed from each spell in your Spell Repetoire. &lt;br /&gt;
&lt;br /&gt;
=== Gain Mana ===&lt;br /&gt;
Draw 3 mana cards into your hand. Max hand size is 10, checked at the start of your turn.&lt;br /&gt;
&lt;br /&gt;
There are 60 cards in the mana deck:&lt;br /&gt;
&lt;br /&gt;
Value 4 x 4 cards&lt;br /&gt;
&lt;br /&gt;
Value 3 x 8 cards&lt;br /&gt;
&lt;br /&gt;
Value 2 x 16 cards&lt;br /&gt;
&lt;br /&gt;
Value 1 x 32 cards&lt;br /&gt;
&lt;br /&gt;
=== Cast Spells ===&lt;br /&gt;
Players may cast spells from their Spell Repertoire by placing the number of required mana &#039;&#039;&#039;cards&#039;&#039;&#039; (the values printed on the cards is irrelevant) on them. The spell must not have any pre-existing mana cards on it. &lt;br /&gt;
&lt;br /&gt;
=== Basic Attack ===&lt;br /&gt;
You may discard a single mana card and deal damage equal to its strength value (1-4).&lt;br /&gt;
==Spell Anatomy==&lt;br /&gt;
&lt;br /&gt;
Each card has a spell type, a spell activation, and a spell cost. &lt;br /&gt;
&lt;br /&gt;
==== Spell Types ====&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039; (red): These cards primarily damage the opponent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Regeneration&#039;&#039;&#039; (green): These cards primarily gain additional mana.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Utility&#039;&#039;&#039; (violet): These cards primarily manipulate mana or the rules of the game.&lt;br /&gt;
&lt;br /&gt;
==== Activation Types ====&lt;br /&gt;
&#039;&#039;&#039;Instant&#039;&#039;&#039; (down arrow): The spell goes into immediate effect after casting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Delayed&#039;&#039;&#039; (right arrow): The spell is activated when a mana card is removed from it. This can happen by a spell&#039;s effect or during the Spell Cool Down phase. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ongoing&#039;&#039;&#039; (arrow in circle): The spell is activated as long as there is a mana card on it.&lt;br /&gt;
&lt;br /&gt;
==== Spell Cost ====&lt;br /&gt;
Each card displays a number indicating how many mana cards must be placed on the card to activate it. Spells with higher costs tend to be more powerful.&lt;br /&gt;
==Game End==&lt;br /&gt;
&lt;br /&gt;
The game ends the moment one player is reduced to 0 life, at which point their opponent wins!&lt;/div&gt;</summary>
		<author><name>MIB5799</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppioneerdaysproject&amp;diff=26253</id>
		<title>Gamehelppioneerdaysproject</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppioneerdaysproject&amp;diff=26253"/>
		<updated>2025-08-19T22:29:46Z</updated>

		<summary type="html">&lt;p&gt;MIB5799: /* Start of a week */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Gameplay ==&lt;br /&gt;
A game of Pioneer Days is played over four rounds called WEEKS, each made up five DAYS.&lt;br /&gt;
&lt;br /&gt;
Each player will have one turn per day to select a die and use it. At the end of the week, players will arrive in a new town, score points, and earn favors by satisfying the needs of the town.&lt;br /&gt;
&lt;br /&gt;
== Start of a week ==&lt;br /&gt;
&lt;br /&gt;
* 1. Put one set of dice (blue, yellow, green, red, black) into the dice bag for each player, plus 1 set. So a 3 player game will have 4 sets of dice, etc. &lt;br /&gt;
* 2. Remove any town cards from the previous week and deal two new ones from the deck to the indicated spaces. In the last week of the game there will be three town cards on the board instead of two.&lt;br /&gt;
* 3. Remove any remaining face-up equipment from the previous week to the box and reveal one new equipment tile, plus one more per player in the game.&lt;br /&gt;
* 4. Discard any remaining townsfolk cards from the previous week and deal out 6 new ones into the townsfolk spaces.&lt;br /&gt;
&lt;br /&gt;
== A day in the life of a pioneer ==&lt;br /&gt;
&lt;br /&gt;
* 1. The start player randomly draws one die, plus one more die per player, from the dice bag, and rolls them. This is the dice pool.&lt;br /&gt;
* 2. Starting with the start player and progressing clockwise, each player takes a turn. On your turn...&lt;br /&gt;
** a. Take a die from the pool and note the image on the die face.&lt;br /&gt;
** b. Check to see if you have any equipment or townsfolk that trigger based on that die face.&lt;br /&gt;
** c. You may then pay three silver to change the die to any face. Note, this new die face does not trigger equipment or townsfolk!&lt;br /&gt;
** d. Use the die in one of three ways, based on the die face showing. (INCOME, ACTION, RECRUIT)&lt;br /&gt;
** e. Discard the die.&lt;br /&gt;
* 3. After each player has taken a die, one die will remain. Advance the disaster marker on the track corresponding to the color of the remaining die. If a black die remained, advance ALL of the disaster markers one space each. When a marker reaches the end of its track, the corresponding disaster triggers immediately. When more than one disaster triggers at once, resolve them in order from top to bottom.&lt;br /&gt;
* 4. Pass the start player token clockwise to start the next day and repeat steps 1-4. After five days, the dice bag will be empty, and the week will be over.&lt;br /&gt;
&lt;br /&gt;
== Main actions ==&lt;br /&gt;
&lt;br /&gt;
* 1. &#039;&#039;&#039;INCOME&#039;&#039;&#039;: Check the main board for the amount of silver you get based on your die face. ($1 - $6)&lt;br /&gt;
* 2. &#039;&#039;&#039;DICE ACTIONS&#039;&#039;&#039;: Based on the die face showing on your die, take one of the following actions:&lt;br /&gt;
** &#039;&#039;Wild&#039;&#039;: You may take any one of the other dice actions: Mine, Equip, Cattle, Wood or Medicine.&lt;br /&gt;
** &#039;&#039;Mine&#039;&#039;: Draw one gold token from the gold bag and place it face down on a space in one of your wagons. You may see the token. You can store one gold token per space.&lt;br /&gt;
** &#039;&#039;Equip&#039;&#039;: Take any one of the available equipment tiles and place in on one of your wagons. You can store one equipment per space.&lt;br /&gt;
** &#039;&#039;Cattle&#039;&#039;: Take one cattle from the stock and add it to your herd, next to your wagons.&lt;br /&gt;
** &#039;&#039;Wood&#039;&#039;: Take one wood from the stock and place it on one of your wagons. You can store two wood per space.&lt;br /&gt;
** &#039;&#039;Medicine&#039;&#039;: Take one medicine from the stock and place it on one of your wagons. You can store two medicine per space.&lt;br /&gt;
* 3. &#039;&#039;&#039;RECRUIT A TOWNSFOLK&#039;&#039;&#039;: Take the townsfolk card from the slot matching the die face on your die. Townsfolks do not take up space in your wagons. Townsfolks have either an immediate effect, a triggered effect, or an ongoing effect. At the end of the game, surviving townsfolks will score points based on their endgame scoring conditions.&lt;br /&gt;
&lt;br /&gt;
== Buying wagons ==&lt;br /&gt;
During your turn, you may spend $5 to get a small wagon (four spaces) or $8 to get a large wagon (six spaces). You may buy as many wagons as you can afford.&lt;br /&gt;
&lt;br /&gt;
== Disasters ==&lt;br /&gt;
&lt;br /&gt;
* 1. &#039;&#039;&#039;STORMS&#039;&#039;&#039;: Pay one wood for each wagon or place a damage token covering two of that wagon&#039;s spaces. No items can be stored on spaces with a damage token, and any items that cannot be stored as a result must be returned to stock. Each damage token on wagons at the end of the game is worth -2 VP.&lt;br /&gt;
* 2. &#039;&#039;&#039;RAID&#039;&#039;&#039;: Return half of your silver coins, rounded up, back into the stock. You may not buy items prior resolving the raid.&lt;br /&gt;
* 3. &#039;&#039;&#039;FAMINE&#039;&#039;&#039;: For each of your cattle, you must pay one silver. Any cattle you cannot pay for are returned to stock.&lt;br /&gt;
* 4. &#039;&#039;&#039;DISEASE&#039;&#039;&#039;: For each townsfolk you have, either pay one medicine, or discard that townsfolk.&lt;br /&gt;
&lt;br /&gt;
== End of a week - Visiting a town ==&lt;br /&gt;
At the end of a day when the dice bag is empty, the week ends, and you arrive at a town, where you do the following three things, in order:&lt;br /&gt;
&lt;br /&gt;
* 1. Resolve any townsfolk card effect that take place at the end of the week.&lt;br /&gt;
* 2. Gain one VP for each cattle you have.&lt;br /&gt;
* 3. Satisfy the needs of the face up town cards in order to earn favors. Each player may satisfy each card&#039;s requirements once, by discarding ALL of the items required. The town rewards any player satisfying the needs of a card with a number of favors indicated on that card. Favors are not stored on wagons.&lt;br /&gt;
&lt;br /&gt;
== Final disasters ==&lt;br /&gt;
After the fourth and final week of the game, before visiting the town, advance each disaster track one final time. Resolve any disasters triggered from this in order, from top to bottom. After resolving the final disasters, visit the town on last time.&lt;br /&gt;
&lt;br /&gt;
== End of the game, scoring ==&lt;br /&gt;
The game ends after the final town is visited. Note that the final town has three location cards with needs to be satisfied.&lt;br /&gt;
&lt;br /&gt;
* - Gain 1 VP per nugget displayed on your gold tokens (1, 2, or 3).&lt;br /&gt;
* - Gain 2 VPs per favor. If you have (or are tied for) the most favor tokens, gain 5 VPs.&lt;br /&gt;
* - Gain VP according to your townsfolk. Check the bottom of each townsfolk card to see how many VP to gain.&lt;br /&gt;
* - Lose 2 VPs for each damage token on your wagons.&lt;br /&gt;
&lt;br /&gt;
The winner is the player with the most VPs. In the case of a tie, the tied player with the most remaining silver wins. If there is still a tie, then share the victory.&lt;/div&gt;</summary>
		<author><name>MIB5799</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpwazabi&amp;diff=26000</id>
		<title>Gamehelpwazabi</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpwazabi&amp;diff=26000"/>
		<updated>2025-08-01T22:41:48Z</updated>

		<summary type="html">&lt;p&gt;MIB5799: Dice faces&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Objective==&lt;br /&gt;
Be the first player to get rid of all of your dice.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
* Each player starts with the same number of dice (default 4) and 3 cards. &lt;br /&gt;
* Dice sides are Wazabi x3, Draw Card x1, and Give Die x1&lt;br /&gt;
* On your turn, roll all your dice. Draw 1 card for each Draw Card symbol rolled and give all dice with the Give Die symbol to players of your choice.&lt;br /&gt;
* Then, play a card with at most the number of wazabi (W) symbols rolled. Apply its effect. It is not compulsory to play a card each turn.&lt;br /&gt;
&lt;br /&gt;
==End of the Game==&lt;br /&gt;
* The first player to have 0 dice left wins the game.&lt;br /&gt;
&lt;br /&gt;
==Cards List (with Cost)==&lt;br /&gt;
* Miss a turn (0): Choose a player. When it is supposed to be their next turn, skip it and discard this card.&lt;br /&gt;
* Reverse: (0): Gain another turn and reverse the game direction.&lt;br /&gt;
* Draw (1): Draw 3 cards from the draw pile.&lt;br /&gt;
* Hand limit 1 (1): Choose an opponent to discard their hand down to 1.&lt;br /&gt;
* Lose a dice (1): Withdraw 1 of your dice from the game. This card cannot be played if 2 dice are given by you this round.&lt;br /&gt;
* Steal a card (1): Steal a random card from an opponent&#039;s hand. If not possible, draw 1 from the deck.&lt;br /&gt;
* Exchange (2): Exchange all your cards with an opponent of your choice.&lt;br /&gt;
* Hand limit 2 (2): All opponents must discard their hand down to 2.&lt;br /&gt;
* Pass cards (2): Choose a direction. Each player (including you) passes all their cards to the player on their left or right.&lt;br /&gt;
* Pass dice (2): Choose a direction. Each player (including you) passes all their dice to the player on their left or right.&lt;br /&gt;
* Exchange dice (3): Exchange all your dice with the opponent of your choice.&lt;br /&gt;
* Lose 2 dice (3): Withdraw 2 of your dice from the game.&lt;/div&gt;</summary>
		<author><name>MIB5799</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcrazycorgi&amp;diff=25892</id>
		<title>Gamehelpcrazycorgi</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcrazycorgi&amp;diff=25892"/>
		<updated>2025-07-26T05:35:30Z</updated>

		<summary type="html">&lt;p&gt;MIB5799: Added &amp;quot;same fur&amp;quot; bonus&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;5 Corgis with &#039;&#039;&#039;all different numbers&#039;&#039;&#039; = 1 point&lt;br /&gt;
&lt;br /&gt;
5 Corgis with &#039;&#039;&#039;all the same number&#039;&#039;&#039; = 2 points&lt;br /&gt;
&lt;br /&gt;
5 Corgis with &#039;&#039;&#039;all the same color&#039;&#039;&#039; = 2 points&lt;br /&gt;
&lt;br /&gt;
You also get +1 bonus point if all 5 cards in the set have &#039;&#039;&#039;the same type of fur&#039;&#039;&#039; (fawn/tan/gold, or black fuyr).&lt;br /&gt;
&lt;br /&gt;
First to score of 5 wins!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You are trying to fill your 3 available kennels to score the above points. &lt;br /&gt;
&lt;br /&gt;
On your turn you will draw at least 2, and up to 4, hoping not to reveal 2 with the same number (if you do, you are forced to give everything you drew to another player) Be careful, if you do not have a place in one of your kennels for all the cards, you will have to choose one kennel, and discard all cards in it. Then you can place the remaining cards in the (now empty) kennel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Special/event cards (when drawn, resolve the event immediately. They are not counted towards your minimum 2 draws that turn. &lt;br /&gt;
&lt;br /&gt;
- Baseball: All players take a card from the top of the deck, and immediately place into their kennels.&lt;br /&gt;
&lt;br /&gt;
- Bones: You may choose a (non-wild) Corgi card from the discard pile, and immediately add it to your kennels.&lt;br /&gt;
&lt;br /&gt;
- Collar: You are forced to draw 2 more cards from the deck.&lt;br /&gt;
&lt;br /&gt;
- Bowl: Take a peek at the top card of the deck, and decide whether to stop drawing cards immediately.&lt;br /&gt;
&lt;br /&gt;
- Fleas: Immediately steal a visible card from an opponent&#039;s kennel and place it in one of your kennels.&lt;/div&gt;</summary>
		<author><name>MIB5799</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpninjan&amp;diff=25585</id>
		<title>Gamehelpninjan</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpninjan&amp;diff=25585"/>
		<updated>2025-06-25T18:06:49Z</updated>

		<summary type="html">&lt;p&gt;MIB5799: Clarify tie breakers, resolution&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ninjas bring rocks, scissors, and paper to a fight in Ninjan to help you recruit the strongest ninjas possible.&lt;br /&gt;
&lt;br /&gt;
The deck consists of 48 cards, with cards belonging to one of three suits — rock/paper/scissor — and being valued from -6 to 10 (there are no Zero value cards). &lt;br /&gt;
&lt;br /&gt;
Each player is dealt a hand of nine cards. Place three random cards face up on the table in separate piles; these are your first targets. (The remaining cards are not used)&lt;br /&gt;
&lt;br /&gt;
Each round, each player chooses a card from their hand, then reveal them simultaneously. Cards are then resolved one at a time, going from highest value to low. If 2 cards of the same number are played, the card that would &amp;quot;win&amp;quot; RPS will resolve first. For instance, if 4 Paper and 4 Scissors are both played, the 4 Scissors will resolve before the 4 Paper (but both will still resolve before a 3 Rock, because they have a higher number). If all 3 cards of the same number are played, Rock resolves first, then Scissors, and finally Paper. &lt;br /&gt;
&lt;br /&gt;
To resolve each card, players see whether it can claim one of the piles in the center of the table. For example, if you play 8 Rock and at least one pile has a scissor card on top, you MUST claim one of those piles, even if you don&#039;t want to. Place all these claimed cards face up in front of you, then start a new pile with your 8 Rock. If you cannot claim a card, place your played card on a pile of your choice, leaving all numbers in the pile visible. Then resolve the next card this way until all are done. &lt;br /&gt;
&lt;br /&gt;
After nine rounds, sum the values of the cards you&#039;ve claimed. Whoever has the highest score wins.&lt;/div&gt;</summary>
		<author><name>MIB5799</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpninjan&amp;diff=25583</id>
		<title>Gamehelpninjan</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpninjan&amp;diff=25583"/>
		<updated>2025-06-25T17:40:11Z</updated>

		<summary type="html">&lt;p&gt;MIB5799: Added deck count&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ninjas bring rocks, scissors, and paper to a fight in Ninjan to help you recruit the strongest ninjas possible.&lt;br /&gt;
&lt;br /&gt;
The deck consists of 48 cards, with cards belonging to one of three suits — rock/paper/scissor — and being valued from -6 to 10 (there are no Zero value cards). &lt;br /&gt;
&lt;br /&gt;
Each player is dealt a hand of nine cards. Place three random cards face up on the table in separate piles; these are your first targets. (The remaining cards are not used)&lt;br /&gt;
&lt;br /&gt;
Each turn, each player chooses a card from their hand, then reveals them simultaneously. Going from high value to low, breaking ties according to the RPS rule, players see whether they will claim one of the piles in the center of the table. If you play 8 rock, for example, you must claim one of the piles with a scissor card on top, placing these claimed cards face up in front of you, then starting a new pile with your 8 rock. If you cannot claim a card, place your played card on a pile, leaving all numbers in the pile visible.&lt;br /&gt;
&lt;br /&gt;
After nine rounds, sum the values of the cards you&#039;ve claimed. Whoever has the highest score wins.&lt;/div&gt;</summary>
		<author><name>MIB5799</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpflipseven&amp;diff=24965</id>
		<title>Gamehelpflipseven</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpflipseven&amp;diff=24965"/>
		<updated>2025-05-15T00:54:46Z</updated>

		<summary type="html">&lt;p&gt;MIB5799: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview == &lt;br /&gt;
&lt;br /&gt;
There are twelve 12&#039;s , eleven 11&#039;s, ten 10&#039;s... until you get to one 1; there is even one 0. There are also a few Action and Modifier cards: Flip Three (3), Freeze (3), Second Chance (3), and Score Modifiers (one each of +2, +4, +6, +8, +10, and X2). In total, there are 94 cards. &lt;br /&gt;
&lt;br /&gt;
At the end of the round when at least one person hits 200 points, the person with the most points win. You score points based on the total number value of the cards in front of you. The more valuable a card is, the more copies of that card there are in the deck. &lt;br /&gt;
&lt;br /&gt;
If you flipped 7 unique number cards into your line, you automatically end the round and score 15 bonus points. However if you ever draw a second card with the same number as one already in your line, you bust and are out of the round, scoring nothing. &lt;br /&gt;
&lt;br /&gt;
== Gameplay == &lt;br /&gt;
&lt;br /&gt;
Deal one card face up to each player.  Then, each player in turn announce to &#039;&#039;&#039;Hit&#039;&#039;&#039; or &#039;&#039;&#039;Stay&#039;&#039;&#039;. If you &#039;&#039;&#039;Hit&#039;&#039;&#039;, put the number cards in a single row with score modifier cards above them. &lt;br /&gt;
&lt;br /&gt;
The round continues until either: &lt;br /&gt;
&lt;br /&gt;
* there are no active players because all players have either busted or chosen to stay. &lt;br /&gt;
&lt;br /&gt;
* One player can Flip 7 unique number cards ending the round immediately.&lt;br /&gt;
&lt;br /&gt;
=== Action cards ===&lt;br /&gt;
&lt;br /&gt;
If an &#039;&#039;&#039;Action Card&#039;&#039;&#039; comes up in dealing, the player who drew it must choose a player (including themselves) to give it to. There are three types of action cards in the game: &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Freeze&#039;&#039;&#039; scores the player their current cards and blocks them from playing in the remaining round.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Flip three&#039;&#039;&#039; forces the player to draw three cards. Action cards drawn this way are resolved after all three have been drawn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Second chance&#039;&#039;&#039; prevents the player from busting once. It is discarded once used. (A player may hold only one Second Chance card.  If they draw another, it must be given to another player.)&lt;br /&gt;
&lt;br /&gt;
=== Modifier cards ===&lt;br /&gt;
&lt;br /&gt;
Modifier cards increase the score by their value. For example, a hand of 3, 4, 12 and a modifier of +10 gives the player 29 points. Note that the x2 multiplier applies only to the base score, not the score after modification.&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
At the end of the round when one or more players has 200 points or more, the player with the most points is the winner.&lt;/div&gt;</summary>
		<author><name>MIB5799</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpflipseven&amp;diff=24964</id>
		<title>Gamehelpflipseven</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpflipseven&amp;diff=24964"/>
		<updated>2025-05-15T00:53:19Z</updated>

		<summary type="html">&lt;p&gt;MIB5799: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview == &lt;br /&gt;
&lt;br /&gt;
There are twelve 12&#039;s , eleven 11&#039;s, ten 10&#039;s... until you get to one 1; there is even one 0. There are also a few Action and Modifier cards: Flip Three (3), Freeze (3), Second Chance (3), and Score Modifiers (one each of +2, +4, +6, +8, +10, and X2). In total, there are 96 cards. &lt;br /&gt;
&lt;br /&gt;
At the end of the round when at least one person hits 200 points, the person with the most points win. You score points based on the total number value of the cards in front of you. The more valuable a card is, the more copies of that card there are in the deck. &lt;br /&gt;
&lt;br /&gt;
If you flipped 7 unique number cards into your line, you automatically end the round and score 15 bonus points. However if you ever draw a second card with the same number as one already in your line, you bust and are out of the round, scoring nothing. &lt;br /&gt;
&lt;br /&gt;
== Gameplay == &lt;br /&gt;
&lt;br /&gt;
Deal one card face up to each player.  Then, each player in turn announce to &#039;&#039;&#039;Hit&#039;&#039;&#039; or &#039;&#039;&#039;Stay&#039;&#039;&#039;. If you &#039;&#039;&#039;Hit&#039;&#039;&#039;, put the number cards in a single row with score modifier cards above them. &lt;br /&gt;
&lt;br /&gt;
The round continues until either: &lt;br /&gt;
&lt;br /&gt;
* there are no active players because all players have either busted or chosen to stay. &lt;br /&gt;
&lt;br /&gt;
* One player can Flip 7 unique number cards ending the round immediately.&lt;br /&gt;
&lt;br /&gt;
=== Action cards ===&lt;br /&gt;
&lt;br /&gt;
If an &#039;&#039;&#039;Action Card&#039;&#039;&#039; comes up in dealing, the player who drew it must choose a player (including themselves) to give it to. There are three types of action cards in the game: &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Freeze&#039;&#039;&#039; scores the player their current cards and blocks them from playing in the remaining round.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Flip three&#039;&#039;&#039; forces the player to draw three cards. Action cards drawn this way are resolved after all three have been drawn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Second chance&#039;&#039;&#039; prevents the player from busting once. It is discarded once used. (A player may hold only one Second Chance card.  If they draw another, it must be given to another player.)&lt;br /&gt;
&lt;br /&gt;
=== Modifier cards ===&lt;br /&gt;
&lt;br /&gt;
Modifier cards increase the score by their value. For example, a hand of 3, 4, 12 and a modifier of +10 gives the player 29 points. Note that the x2 multiplier applies only to the base score, not the score after modification.&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
At the end of the round when one or more players has 200 points or more, the player with the most points is the winner.&lt;/div&gt;</summary>
		<author><name>MIB5799</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppiratesofmaracaibo&amp;diff=24523</id>
		<title>Gamehelppiratesofmaracaibo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppiratesofmaracaibo&amp;diff=24523"/>
		<updated>2025-03-30T21:42:18Z</updated>

		<summary type="html">&lt;p&gt;MIB5799: /* Step 1 - Move Your Ship */  Added rule for paying other players if you land on them&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Overview =&lt;br /&gt;
Welcome to Pirates of Maracaibo! You&#039;re a pirate in the Caribbean in this tableau-building game, seeking to hire a versatile crew, grow your hoard of treasure, and improve your pirate ship.&lt;br /&gt;
&lt;br /&gt;
Pirates of Maracaibo is played over 3 rounds. Each round, you and your opponents will sail through the Caribbean. You can stop at as many spaces as you want during a round, but watch out! After any player reaches the Maracaibo space, the round will end and all players will move back to the start.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= What To Do On Your Turn =&lt;br /&gt;
On your turn, you must perform these two steps in this order:&lt;br /&gt;
&lt;br /&gt;
== Step 1 - Move Your Ship ==&lt;br /&gt;
On your turn, you must move 1 to 3 spaces (each card is a space). You may move to any card that is adjacent to your current card, including vertically. You MUST end in a column that is further to the right than where you started. &lt;br /&gt;
&lt;br /&gt;
If you end your movement on a &#039;&#039;&#039;card&#039;&#039;&#039; (not the Gulf or Maracaibo) with any opponent Ships, you must pay each of those opponents 1 doubloon. If you do not have enough Doubloons, pay as many players as you can (in the order of your choosing), and ignore the rest. There is no penalty for being unable to pay, so if you are broke, you &#039;&#039;&#039;can&#039;&#039;&#039; move onto a space with other Ships with no consequence!&lt;br /&gt;
&lt;br /&gt;
If your ship lands on the Gulf space (to the right of the cards), you must stop there, even if you have extra movement. If you start your turn on the Gulf space, you must move to the Maracaibo space above it.&lt;br /&gt;
&lt;br /&gt;
== Step 2 - Perform Actions ==&lt;br /&gt;
Perform an action based on where your ship landed. There are 5 types of spaces that you can land on, detailed below:&lt;br /&gt;
&lt;br /&gt;
=== Improvement Card ===&lt;br /&gt;
Improvement cards are cards that you can acquire in the Caribbean and add to your tableau.&lt;br /&gt;
&lt;br /&gt;
You must choose one of these options when landing on an Improvement Card:&lt;br /&gt;
&lt;br /&gt;
* A. Ignore the card and gain 5 Doubloons from the supply.&lt;br /&gt;
&lt;br /&gt;
* B. Pay the indicated number of Doubloons in the top left of the card to acquire it. It will move below your ship board, and it will provide either an immediate benefit (beige scroll), a passive benefit or new action (red scroll) that persists for the remainder of the game, or an end-game benefit (black scroll). Any Victory Points shown in the top right are scored at the end of the game.&lt;br /&gt;
&#039;&#039;When you take an Improvement card, a new card from the Tier II deck replaces it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Residence Card ===&lt;br /&gt;
Residences provide Endgame scoring bonuses.&lt;br /&gt;
&lt;br /&gt;
You must choose one of these options when landing on a Residence:&lt;br /&gt;
&lt;br /&gt;
A. Ignore the card and gain 5 Doubloons from the supply.&lt;br /&gt;
&lt;br /&gt;
B. Pay the cost indicated in the top left and place one of your markers in an available space to indicate that you have purchased the Residence. If you cover the first slot, gain 2 VP. These cards will score VP at the end of the game based on the indicated requirements, up to a maximum of 24 VP or 25 VP. These cards stay in the Caribbean and do not move below your player board.&lt;br /&gt;
=== Location Card ===&lt;br /&gt;
Locations are permanent cards in the Caribbean that provide various effects.&lt;br /&gt;
&lt;br /&gt;
When you land on a Location, you must do all of these steps in order:&lt;br /&gt;
&lt;br /&gt;
1. If a Treasure tile is at this location, a treasure cube is automatically placed from the supply to its corresponding island, increasing its value.&lt;br /&gt;
&lt;br /&gt;
2. If one of YOUR Black Market tiles is at this location, you may activate it.&lt;br /&gt;
&lt;br /&gt;
3. Perform a Ship Upgrade&lt;br /&gt;
&lt;br /&gt;
4. Perform the Location&#039;s Action. These are detailed in the section &amp;quot;Various Effects and Action&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== The Gulf ===&lt;br /&gt;
The Gulf is the space immediately to the right of the cards in the Caribbean. You MUST end your movement on the Gulf if you land on it.&lt;br /&gt;
&lt;br /&gt;
When on the Gulf, you may first perform a Ship Upgrade and then one of the three following actions:&lt;br /&gt;
&lt;br /&gt;
A. Raiding with an additional 2 raiding power&lt;br /&gt;
&lt;br /&gt;
B. Explore with 4 steps&lt;br /&gt;
&lt;br /&gt;
C. Purchase a Residence anywhere in the Caribbean, paying its cost.&lt;br /&gt;
&lt;br /&gt;
=== Maracaibo ===&lt;br /&gt;
Maracaibo is the final space in the Caribbean, above the Gulf. If you start your turn on the Gulf, you MUST move to Maracaibo.&lt;br /&gt;
&lt;br /&gt;
When a player reaches Maracaibo, they gain 6 VP and a Ship Upgrade.&lt;br /&gt;
&lt;br /&gt;
* Then, all players collect Doubloon and VP income.&lt;br /&gt;
* Finally, &#039;&#039;&#039;ALL players&#039; ships move back to the start of the Caribbean,&#039;&#039;&#039; and it will be the next player&#039;s turn in regular turn order.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;IMPORTANT:&#039;&#039;&#039;&#039;&#039; In the third and final round, the last player to act in the game is the player whose token is on Maracaibo. This guarantees equal turns in the game. It is therefore possible that one player may reach Maracaibo in the final round, but other players take one last turn after them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Various Effects and Actions =&lt;br /&gt;
&lt;br /&gt;
== Location Actions ==&lt;br /&gt;
These are the main Location actions. They may also appear on other cards, your ship upgrade board, or the exploration track.&lt;br /&gt;
&lt;br /&gt;
==== Raiding ====&lt;br /&gt;
This is the primary way to acquire Treasure cubes, which score VP at the end and frequently appear on Quests.&lt;br /&gt;
&lt;br /&gt;
* Roll all dice (you may reroll all dice once) and choose one. Add any permanent raiding power and color-dependent raiding power to this die&#039;s value.&lt;br /&gt;
* This total value is the amount of raiding power you can use to perform Raiding Actions. You start with 3 raiding actions on your ship and can acquire more from Ship Upgrades or Improvement Cards. &lt;br /&gt;
* You may perform each Raiding Action AT MOST ONCE each time you perform Raiding.&lt;br /&gt;
* You may use the &amp;quot;Acquire Treasure&amp;quot; actions only on the island that matches the die you selected. If no treasure is on an island, you may take it from the supply.&lt;br /&gt;
&lt;br /&gt;
==== Quest ====&lt;br /&gt;
This action lets you take on quest from the face-up display or from the top of the deck. It refills afterward.&lt;br /&gt;
&lt;br /&gt;
Quests give you an end-game scoring objective. You can score either the easier objective with fewer requirements (and smaller VP reward), or you can score the harder objective with more requirements (and a larger VP reward).&lt;br /&gt;
&lt;br /&gt;
==== Explore ====&lt;br /&gt;
Exploring is a way to get immediate bonuses and VP on the Exploration Track.&lt;br /&gt;
&lt;br /&gt;
* Add any permanent Explore bonuses to the Exploration effect&#039;s value number and move your Explorer up to this total amount on the Exploration Board.&lt;br /&gt;
* You may perform the action of the final space you land on or gain the immediate bonus (such as Doubloons).&lt;br /&gt;
&lt;br /&gt;
==== Buy Good or Crew ====&lt;br /&gt;
This location allows you to do one of the following:&lt;br /&gt;
&lt;br /&gt;
A. Take 5 Doubloons&lt;br /&gt;
B. Buy a Goods or Crew Improvement card ANYWHERE in the Caribbean, at its cost plus an 3 additional Doubloons.&lt;br /&gt;
&lt;br /&gt;
==== Bury Treasures 2x ====&lt;br /&gt;
This location lets you bury 2 Treasures.&lt;br /&gt;
&lt;br /&gt;
When burying treasure, you select an unburied treasure cube that is in your hideout and move it below the line, gaining a bonus, if any.&lt;br /&gt;
&lt;br /&gt;
Buried treasure are each worth 2 VP at the end of the game and sometimes are requirements for quests.&lt;br /&gt;
&lt;br /&gt;
== Non-Location Actions ==&lt;br /&gt;
These are found outside of Locations.&lt;br /&gt;
&lt;br /&gt;
==== Raiding Icon without Dice ====&lt;br /&gt;
Immediately perform a Raiding action, where your strength is the printed value plus any permanent strength you have. Color-specific strength DOES NOT count for these actions.&lt;br /&gt;
&lt;br /&gt;
==== Raiding Icon with a single Die ====&lt;br /&gt;
Immediately perform a Raiding action, where your strength is the printed value plus any permanent strength you have. Color-specific strength for the matching color DOES count for these actions.&lt;br /&gt;
&lt;br /&gt;
==== Re-Explore (Exploration with a Lightning Bolt) ====&lt;br /&gt;
This icon lets you regain the bonus of where your explorer is currently standing.&lt;br /&gt;
&lt;br /&gt;
==== Additional raiding actions from Improvements ====&lt;br /&gt;
These are additional Raiding effects you can use (once per Raiding action). The island that you add treasure to DOES NOT need to match the island of the die you choose.&lt;br /&gt;
&lt;br /&gt;
==== Discounts ====&lt;br /&gt;
Reduce the cost of all Improvements and Residences by the discount shown. These stack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Final Scoring =&lt;br /&gt;
&lt;br /&gt;
When all players have taken their turns at the end of the 3rd round, the game ends.&lt;br /&gt;
&lt;br /&gt;
Players gain points for the following:&lt;br /&gt;
&lt;br /&gt;
==== Income ====&lt;br /&gt;
All players take both their Doubloon income and VP income as normal.&lt;br /&gt;
&lt;br /&gt;
==== Leftover Doubloons ====&lt;br /&gt;
Gain 1 VP for every 5 leftover Doubloons.&lt;br /&gt;
&lt;br /&gt;
==== Rivers Crossed ====&lt;br /&gt;
Gain 4 VP for each river you&#039;ve crossed on the Exploration board (max of 16 VP).&lt;br /&gt;
&lt;br /&gt;
==== Improvement Card VP ====&lt;br /&gt;
Gain the VP shown in the top right of all of your Improvement cards.&lt;br /&gt;
&lt;br /&gt;
==== Endgame Scoring effects on Improvement Cards ====&lt;br /&gt;
Gain VP based on all black scrolls shown on your Improvement cards. These can all be scored multiple times (e.g. if you score 7 VP for every 3 Gold, this would be 14 VP if you have 6-8 Gold).&lt;br /&gt;
&lt;br /&gt;
==== Residences ====&lt;br /&gt;
Gain VP based on all your purchased Residences (max 24 VP or 25 VP each).&lt;br /&gt;
&lt;br /&gt;
==== Treasure ====&lt;br /&gt;
Gain VP for each type of treasure you have. Each treasure is worth the same amount for ALL players, based on the amount of treasure accumulated on its corresponding island. If Gold is worth 3 VP and you have 5 Gold, you would score 15 VP for Gold.&lt;br /&gt;
&lt;br /&gt;
==== Buried Treasure ====&lt;br /&gt;
All Buried treasure is worth 2VP, regardless of type.&lt;br /&gt;
&lt;br /&gt;
==== Quests ====&lt;br /&gt;
Gain the VP from either the top or bottom of each quest in your hand (not both).&lt;br /&gt;
&lt;br /&gt;
==== Quest Bonus ====&lt;br /&gt;
If you have completed 6 quests at either the easy or hard level, gain 10 bonus VP.&lt;/div&gt;</summary>
		<author><name>MIB5799</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_slide&amp;diff=21360</id>
		<title>Tips slide</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_slide&amp;diff=21360"/>
		<updated>2024-05-27T20:02:12Z</updated>

		<summary type="html">&lt;p&gt;MIB5799: Card distribution&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The deck consists of 100 tiles. &lt;br /&gt;
There are 10 copies each of the values 1 through 10.&lt;br /&gt;
&lt;br /&gt;
Each player is dealt 16 tiles randomly, and the rest are removed from the game secretly. This means that you can never know what tiles are actually in the game, and if any given number even has more than one of it in the game! &lt;br /&gt;
&lt;br /&gt;
The more players, the more of the tiles will be used, but even at 6 players, 4 random tiles will be left out.&lt;/div&gt;</summary>
		<author><name>MIB5799</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpchallengers&amp;diff=19232</id>
		<title>Gamehelpchallengers</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpchallengers&amp;diff=19232"/>
		<updated>2023-12-16T21:00:05Z</updated>

		<summary type="html">&lt;p&gt;MIB5799: /* End of Match */  added fan counts for trophies&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Summary==&lt;br /&gt;
Players participate in drafting (&amp;quot;Deck Phase&amp;quot;) and card reveal (&amp;quot;Match Phase&amp;quot;) phases for 7 rounds.&lt;br /&gt;
&lt;br /&gt;
After this, for 3-8 player games, only 2 players qualify for a final match by having the most fans after all 7 rounds.&lt;br /&gt;
&lt;br /&gt;
For 1-2 players, there is no final, and the player with the most fans wins.  For 1-2 players, if a player has an advantage of at least 11 fans after a Match Phase, they win immediately.&lt;br /&gt;
&lt;br /&gt;
==Cards==&lt;br /&gt;
Each card has a base power shown in the top corners, as well as a card set icon on the top sides.  Cards also have letter(s) in the bottom right corner describing their level:&lt;br /&gt;
&lt;br /&gt;
&amp;amp;#42; S = Starter card&lt;br /&gt;
&lt;br /&gt;
&amp;amp;#42; A = Low level card, up to 3 base power&lt;br /&gt;
&lt;br /&gt;
&amp;amp;#42; B = Medium level card, up to 5 base power&lt;br /&gt;
&lt;br /&gt;
&amp;amp;#42; C = High level card, up to 10 base power&lt;br /&gt;
&lt;br /&gt;
&amp;amp;#42; R = Robot higher difficulty card&lt;br /&gt;
&lt;br /&gt;
&amp;amp;#42; SOLO = Robot solo challenge card&lt;br /&gt;
&lt;br /&gt;
==Sets==&lt;br /&gt;
The city card set, including starter cards, is always in the game.  There are 6 additional sets, but only 5 of them are used for each game, resulting in different possible deck combinations.&lt;br /&gt;
If the Robot opponent is used, it has its own set.&lt;br /&gt;
&lt;br /&gt;
Aside from starter and Robot cards, each set contains 4 copies of every card unless the card specifies &amp;quot;Rare&amp;quot; or &amp;quot;Common&amp;quot;.  In this case, the number of copies is shown on the card itself.&lt;br /&gt;
&lt;br /&gt;
==Deck Phase==&lt;br /&gt;
Players add 1 or 2 cards to their deck from a random secret display of 5 cards.  Players can discard this display and redraw once per Deck Phase. (In rounds where you select 2 cards, you may pick your 1st card, discard the 4 cards not chosen, then redraw 4 cards from the same pile from which you pick your 2nd card.)  Finally, players can remove one or more cards to trim their deck.&lt;br /&gt;
&lt;br /&gt;
In later rounds, players have the option to choose a display of more powerful B or C cards.&lt;br /&gt;
&lt;br /&gt;
==Match Phase==&lt;br /&gt;
Each player automatically shuffles their deck and is paired against a single opponent.  Each pair of players compete to capture and hold a flag by revealing cards from their decks.  Multiple 2-player matches play out simultaneously, as if each was its own minigame.&lt;br /&gt;
&lt;br /&gt;
====Gameplay====&lt;br /&gt;
Each match consists of players fighting over a flag, which moves back and forth as it is captured.  A match starts with the player who has the highest trophy number in flag possession.  If there is a tie, a random player starts in flag possession.  This player reveals the top card of their deck and places the flag on it.  If the card describes an effect which should occur, it happens at this time.&lt;br /&gt;
&lt;br /&gt;
Next, their opponent must attack to capture the flag.  They attack by revealing cards from the top of their shuffled deck, one at a time.  The base power of each revealed attacking card is added together and compared to the defending card&#039;s base power.  In addition, some card effects may modify power on the attacking or defending side.&lt;br /&gt;
&lt;br /&gt;
Once the attacker&#039;s power is equal to or greater than the defender&#039;s power, the defender moves their card to an open slot on their bench -- an area with 6 slots for cards.  Each bench slot can hold any number of cards with the same card name, but a single slot cannot hold two cards with different names.&lt;br /&gt;
&lt;br /&gt;
Finally, the attacker slides all of their revealed card(s) together to form a stack with only 1 visible card on top.  The flag is moved to this card, which is now in flag possession and defends.  Its defense power only considers itself and any &amp;quot;From the bench&amp;quot; card effects, NOT any hidden cards underneath it.&lt;br /&gt;
&lt;br /&gt;
Now, the cycle repeats.  The other player attacks by revealing card(s) until their combined power is equal to or greater than the defending power.  The defender moves card(s) to the bench, becomes the attacker, and so on.&lt;br /&gt;
&lt;br /&gt;
====End of Match====&lt;br /&gt;
A match ends if a player needs to draw a card from their deck, and cannot.&lt;br /&gt;
&lt;br /&gt;
A match also ends if a player needs to move card(s) to their bench, and does not have enough slots -- either empty or with the same name as the incoming card(s).&lt;br /&gt;
&lt;br /&gt;
In either case, that player loses.  Their opponent gains the trophy for the current round.  Each trophy has a secret number of fans on the other side, represented by stars.  The number of fans possible from trophies is as follows:&lt;br /&gt;
&lt;br /&gt;
Round 1: 2, 2, 2, 3&lt;br /&gt;
&lt;br /&gt;
Round 2: 2, 2, 3, 3&lt;br /&gt;
&lt;br /&gt;
Round 3: 3, 3, 4, 4&lt;br /&gt;
&lt;br /&gt;
Round 4: 5, 5, 6, 6&lt;br /&gt;
&lt;br /&gt;
Round 5: 6, 6, 6, 7&lt;br /&gt;
&lt;br /&gt;
Round 6: 7, 7, 7, 8&lt;br /&gt;
&lt;br /&gt;
Round 7: 9, 9, 10, 10&lt;br /&gt;
&lt;br /&gt;
Fans from trophies are kept secret until the final round in 3-8 player games, and are public in 1-2 player games.&lt;br /&gt;
&lt;br /&gt;
==New Round==&lt;br /&gt;
Each round may offer more powerful cards to choose from.  Each round also matches players against new opponents in 3-8 player games.&lt;br /&gt;
&lt;br /&gt;
==Card Effects==&lt;br /&gt;
If a card does not have a bolded keyword, its effect happens when it is revealed.  Effects are resolved as much as possible.  If a card gets an immediate power bonus, it maintains it even in flag possession.&lt;br /&gt;
&lt;br /&gt;
If an effect gives fans, the player takes a number of public fan tokens.&lt;br /&gt;
&lt;br /&gt;
If an effect puts card(s) on the &#039;&#039;&#039;exhaust pile&#039;&#039;&#039;, the cards are moved to a faceup pile.  This pile has no limit and cards in it have no effect.  Moving cards to the exhaust pile can help clear your bench so you do not lose.&lt;br /&gt;
&lt;br /&gt;
If an effect has a bolded keyword, it takes effect in different ways:&lt;br /&gt;
&lt;br /&gt;
&amp;amp;#42; &#039;&#039;&#039;During the attack:&#039;&#039;&#039; Their effect only applies to the attack in which you reveal them. The effect is no longer active when one of your cards is in flag possession.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;#42; &#039;&#039;&#039;From the bench:&#039;&#039;&#039; Their effect applies as soon as this card is on the bench and is active as long as it remains on the bench. The power bonuses of multiple cards with the same name add up.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;#42; &#039;&#039;&#039;In flag possession:&#039;&#039;&#039; Their effect applies as soon as the flag is placed on this card and is active as long as the flag remains on it.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;#42; &#039;&#039;&#039;Flag loss:&#039;&#039;&#039; Their effect is resolved when the flag is taken away from this card. Therefore this card must have been in flag possession beforehand. Flag loss effects are resolved prior to effects that apply when a card gets in flag possession.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;#42; &#039;&#039;&#039;When picked&#039;&#039;&#039; (only in Outer Space Set)&#039;&#039;&#039;:&#039;&#039;&#039; Their effect is resolved once only in the Deck Phase in which you pick this card.&lt;br /&gt;
&lt;br /&gt;
==Final Round==&lt;br /&gt;
For 3-8 player games, each player reveals any fans from trophies they collected.  This value is added to any public fan tokens the player has.  The 2 players with the most fans qualify for a final match, and all other players are only spectators.  If there is a tie for most fans, ties are broken by the player who won the most trophies, and then by the player who has the trophy with the highest round number.  Before the final match, there are no new cards, but each finalist is allowed to remove card(s) from their deck.&lt;br /&gt;
&lt;br /&gt;
For 1-2 player games, there is no final round, and the game ends after 7 rounds, or earlier as described below.&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
For 3-8 player games, the game ends after the final round.  The winner of the final round wins the entire game, regardless of total fans.&lt;br /&gt;
&lt;br /&gt;
For 1-2 players, if a player has an advantage of at least 11 fans after a Match Phase, they win immediately.  Otherwise, the player with the most total fans after 7 rounds wins.&lt;br /&gt;
&lt;br /&gt;
==Robot Opponent==&lt;br /&gt;
For games with an odd number of players, a Robot opponent is included.  The Robot has its own deck of starter cards and does not participate in Deck Phases.  The Robot can be set as difficulty level 1 through 5.  Levels 4 and 5 are strong and not suggested to a multiplayer game, since they can feel unfair.&lt;br /&gt;
&lt;br /&gt;
Higher Robot difficulty levels replace the Robot&#039;s starter cards with a random selection of stronger cards.&lt;br /&gt;
&lt;br /&gt;
In 3-7 player games, the Robot does not keep any trophies it wins.  It thus earns no fans and can never be a finalist.&lt;br /&gt;
In 1 player games, the Robot keeps trophies and earns fans from them.&lt;br /&gt;
&lt;br /&gt;
====Solo Mode====&lt;br /&gt;
A human player can play against the Robot opponent.  The rules for a 2-player game are followed, including the possibility to win early with an advantage of at least 11 fans after a Match Phase.&lt;br /&gt;
&lt;br /&gt;
In addition, setup for Solo Mode includes the &amp;quot;Solo special challenge&amp;quot; option.  If this is enabled, there is a chance that one or more &amp;quot;SOLO&amp;quot; cards are included in the Robot&#039;s deck, adding even greater difficulty.&lt;/div&gt;</summary>
		<author><name>MIB5799</name></author>
	</entry>
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