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	<updated>2026-10-08T00:20:15Z</updated>
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		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpparks&amp;diff=25158</id>
		<title>Gamehelpparks</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpparks&amp;diff=25158"/>
		<updated>2025-05-28T15:58:36Z</updated>

		<summary type="html">&lt;p&gt;Magnus3740: /* Using Gear */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
Parks is played over the course of 3 rounds called Seasons. Each Season, your two Hikers will make their way down the Trail, stopping at Trail Sites along the way, collecting Resources to visit Parks, taking Photos of the beautiful vistas, and encountering Wildlife (from a safe distance). Along the way, you’ll gain Gear and Canteens to improve your hiking experience. Once all Hikers reach Trail’s End, it’s time to set up for the next Season. At the end of the third Season, the hike (and the game) is over! Count up your points and see who enjoyed the parks the most.&lt;br /&gt;
&lt;br /&gt;
==Starting a Season==&lt;br /&gt;
&#039;&#039;&#039;Trail Site Tiles&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Shuffle the 8 Trail Site Tiles and randomly place them face up on top of each empty Trail Site.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weather&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Beginning with the 2nd Trail Site, place a Weather Token at each site, alternating between Sun and Water .&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shutterbug Token&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Roll the Trail Die and place the Shutterbug underneath the matching Trail Site. Place the Shutterbug Badge off to the side of the board, within reach of all players&lt;br /&gt;
&lt;br /&gt;
== Taking turns ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;HIKING&#039;&#039;&#039; ===&lt;br /&gt;
To begin each Season , the player with the First Hiker Token moves one of their Hikers as far as they want down the Trail, stopping at a Trail Site and taking the Trail Site action. Then, each player in clockwise order moves one of their Hikers any number of spaces down the Trail, stopping at a Trail Site and taking a Trail Site action, which will include gaining Resources, taking Photos, visiting Parks, and more. Play continues around the table, with each player selecting one of their two Hikers and moving it down the Trail. There is no  backtracking. Your Hikers must always move from left to right, towards the Trail’s End. Eventually, you’ll move your Hikers to Trail’s End, the last space on the Trail. Once a Hiker reaches Trail’s End, it stays there for the rest of the Season.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;CAMPFIRES&#039;&#039;&#039; ====&lt;br /&gt;
Sometimes, you’ll want one of your Hikers to stop at a Trail Site occupied by another Hiker. To share a site with another Hiker (including your own), extinguish your Campfire, flipping it face-down near your Player Board.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;TRAIL SITE ACTIONS&#039;&#039;&#039; ====&lt;br /&gt;
A big part of your journey will be spent visiting Trail Sites. Here are all the Trail Sites in Parks and the action you take at that site:&lt;br /&gt;
&lt;br /&gt;
* Gain a Forest&lt;br /&gt;
&lt;br /&gt;
* Gain a Mountain&lt;br /&gt;
* Gain 2 Sun&lt;br /&gt;
* Gain 2 Water&lt;br /&gt;
&lt;br /&gt;
* [Yellow Die] Roll the Trail Die and gain the benefit&lt;br /&gt;
&lt;br /&gt;
* [Shoe] Purchase Gear&lt;br /&gt;
&lt;br /&gt;
* Take a Photo or Gain a Canteen&lt;br /&gt;
&lt;br /&gt;
* Trade 1 Resource for a Wildlife&lt;br /&gt;
&lt;br /&gt;
* [Parks] Reserve a Park or visit many Parks&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Wildlife&#039;&#039;&#039; =====&lt;br /&gt;
Wildlife are wild, appearing all over the game! They can be used in place of any other Resource to visit Parks, purchase Gear, and take Photos. &#039;&#039;Note: they cannot be used to fill a Canteen&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Parks&#039;&#039;&#039; =====&lt;br /&gt;
Visiting Parks is what we’re here for, and it’s the best way to earn points in the game. Whenever you encounter the icon in the middle of the Trail or at Trail’s End, you can either reserve a Park, or visit one or more Parks. Whenever reserving or visiting Parks, replace cards in the display after your turn has completely ended.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Reserve A Park&#039;&#039;&#039;: Choose 1 Park Card from the display or draw the top Park Card from the deck and add it to the Reserved Parks area on the left side of your Player Board. Parks you reserve are available for you to visit with a future Parks action. Only you can visit Parks in your Reserve.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Visit Parks&#039;&#039;&#039;: You can visit as many Parks as you’d like and are able to from the Parks Display and your personal Reserve. To visit Parks, trade Resources from your Backpack matching the Resource requirement on the Park Card and place the Park Card in your visited Parks area on the right side of your Player Board. Resources you spend are returned to the Resource Trays. Once you are done visiting Parks for your turn, slide Park Cards in the display to the right to fill the gap. Then refill on the left with cards drawn from the Park Deck.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Instant Action Parks&#039;&#039;&#039;: Parks with a symbol have instant actions or benefits, which you’ll immediately gain when you visit the Park. These benefits include gaining Resources, a Canteen, the Shutterbug Badge, or rolling the Trail Die.&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;PHOTOS&#039;&#039;&#039; =====&lt;br /&gt;
Photos are another great way to earn points. To take a Photo , trade one Resource from your Backpack for a Photo Token in the Resource Tray—worth 1 point each—that you’ll place above your Player Board. When one of your Hikers lands on the Trail Site with the Shutterbug , gain the Shutterbug Badge in addition to the other benefits of that site. If it has already been gained by another player, take it from them. Leave the Shutterbug on the Trail for others to encounter all Season long. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Shutterbug Badge&#039;&#039;&#039;: If you take a Photo while you have the Shutterbug Badge, once per turn, you may spend an additional Resource to take a second Photo.&lt;br /&gt;
&lt;br /&gt;
* The player with the most Photos at the end of the game earns the Photo Bonus&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;CANTEENS&#039;&#039;&#039; =====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Gaining a Canteen:&#039;&#039;&#039; It gets hot out there on the Trail, and filling your Canteen will give you lots of benefits in addition to keeping you hydrated. You have three Canteen rows on your Player Board, each of which can hold two Canteen Tokens with space for Water between them. When you gain a Canteen, choose one of the three available Canteen Tokens in the display or take the top token from the Canteen stack and place it in any empty space in the Canteen area on your Player Board. If you took one from the display, draw a token to replace it. &lt;br /&gt;
* &#039;&#039;&#039;Using a Canteen:&#039;&#039;&#039; Whenever you gain a Water Token, you choose whether you want to add it to your Backpack or place it in a Canteen to gain the benefits from the tokens in that row. Water in your Backpack cannot be used later to fill a Canteen. Each row may be  activated with Water once per Season. You can activate a Canteen row with only one token in it. If you add a Canteen to a row after it has Water in it, you do not gain the benefit that Season.&lt;br /&gt;
&lt;br /&gt;
===== GEAR CARDS =====&lt;br /&gt;
If you want to go the distance, you’re going to need a good pair of boots. Having Gear packed in your bag will set you up for greater rewards when you visit Trail Sites and take other actions in the game. Grab Gear as early as you can to enjoy its benefits during your hike.&lt;br /&gt;
&lt;br /&gt;
====== Purchasing Gear ======&lt;br /&gt;
When you purchase Gear, you may buy one Gear Card. Choose one of the two ways to purchase Gear:&lt;br /&gt;
&lt;br /&gt;
* Spend Sun equal to a Gear Card’s cost in the Gear Market (in the upper right). Then place the purchased Gear below the Gear area of your Player Board.&lt;br /&gt;
* Spend 2 Sun to draw the top card of the Gear Deck and place it below the Gear area of your Player Board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If you purchased a card from the Gear Market on your turn, slide the remaining Gear to the right, and refill on the left by drawing cards from the Gear Deck.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====== Using Gear ======&lt;br /&gt;
* Gear you buy is ready to use immediately. Gear may activate when you visit a Trail Site or when you take a specific action. Gear is active while hiking and between Seasons.&lt;br /&gt;
* It is possible to gain the benefit of multiple Gear on your turn. Gear benefits may be gained in any order after you take your Trail Site action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Gear benefits may be gained only one time per turn.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;ROLLING THE TRAIL DIE&#039;&#039;&#039; =====&lt;br /&gt;
Life on the Trail can sometimes be unpredictable—you never know what Mother Nature is going to throw your way. When you land on the Trail Site or encounter on a Park, Gear, or Passion Card, roll the Trail Die and gain the benefit&lt;br /&gt;
&lt;br /&gt;
[1 Forest], [1 Mountain], [2 Sun], [2 Water], [1 Wildlife], [Gain a Canteen]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;PASSION CARDS&#039;&#039;&#039; ===&lt;br /&gt;
You love the great outdoors, but that’s not the only reason you’re on the trail. Explore your Passion to enjoy the Parks in new and unique ways. Each Passion Card has an objective on one side. Start with the objective face up. You will complete the objective on your turn by taking specific actions. As soon as you complete your Passion’s requirement, flip it over and choose either: &lt;br /&gt;
&lt;br /&gt;
→ Gear Effect will give you a unique Gear ability for the rest of the game&lt;br /&gt;
&lt;br /&gt;
→ End Game Bonus will give you a unique scoring bonus at the end of the game.&lt;br /&gt;
&lt;br /&gt;
Indicate your chosen bonus by tucking your Passion Card under your Player Board so that only the chosen bonus is visible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;It is possible that completing your Passion in the middle of your turn will earn you a benefit for another action in the same turn.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Trail End==&lt;br /&gt;
When you move a Hiker to the Trail End, you relight your Campfire if it is extinguished, and then choose one of the three areas to place your Hiker: (any number of Hikers can be on each area)&lt;br /&gt;
&lt;br /&gt;
===Take a Parks Action===&lt;br /&gt;
&lt;br /&gt;
*Reserve a park&lt;br /&gt;
*Visit Parks&lt;br /&gt;
*The first player who uses this space each season takes the First Hiker Token&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Take a Photo&#039;&#039;&#039; ===&lt;br /&gt;
The first player who uses this space each season gains a Wildlife. &#039;&#039;The player with the Shutterbug Token may do this action twice.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Buy Gear ===&lt;br /&gt;
The first player who uses this space each season gains a Sun.&lt;br /&gt;
&lt;br /&gt;
==End of a Season==&lt;br /&gt;
Once a player’s two Hikers reach the Trail End, they will no longer take turns for the Season. When only one Hiker is left on the Trail, the player must move the Hiker to the Trail End on their next turn and choose an action there. Then, it is the end of the Season.&lt;br /&gt;
&lt;br /&gt;
=== At the end of a Season: ===&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Season Scoring:&#039;&#039;&#039; Award the Season Bonus. Then, if it’s the end of Spring or Summer, flip over the Season Tile.&lt;br /&gt;
# &#039;&#039;&#039;Player Steps:&#039;&#039;&#039; Empty your Canteens by discarding all Water from your Canteens back to the Resource Tray. Relight your Campfire if it’s been extinguished, flipping it face up. Return all Hikers to the Trailhead.&lt;br /&gt;
# &#039;&#039;&#039;Trail Steps:&#039;&#039;&#039; Reshuffle the Trail Sites and randomly place them back out on the Trail face up. Add new Weather to the Trail, beginning at the 2nd Trail Site, alternating Sun and Water on each site. Roll the Trail Die and place the Shutterbug under the corresponding Trail Site. Discard the rightmost Gear Card from the Gear Market back to the box. Slide the remaining Gear Cards 1 spot to the right and draw a new Gear Card.&lt;br /&gt;
&lt;br /&gt;
=== At the end of the game: ===&lt;br /&gt;
After the 3rd Season, It’s time to reflect on the peaks and valleys:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Award the Season Bonus&#039;&#039;&#039; Determine who earned the Fall Season Bonus and award them the points. In the case of a tie, all tied players receive the points. &lt;br /&gt;
# &#039;&#039;&#039;Score Visited Parks&#039;&#039;&#039; Total the points across all your visited Parks.&lt;br /&gt;
# &#039;&#039;&#039;Score Photos&#039;&#039;&#039; The player who took the most Photos gets the Photo Bonus, scoring:&lt;br /&gt;
## 3 points in a 2-player game&lt;br /&gt;
## 4 points in a 3–5-player game, with 2 points for the player with the 2nd-most Photos&lt;br /&gt;
## Then, all players score 1 point per Photo&lt;br /&gt;
# &#039;&#039;&#039;Score Passion Cards&#039;&#039;&#039; If you chose the End Game Bonus on your Passion Card, score those points now.&lt;br /&gt;
# &#039;&#039;&#039;First Hiker Token&#039;&#039;&#039; The player with the First Hiker Token gains 1 point.&lt;br /&gt;
&lt;br /&gt;
=== WINNER and Tie Breakers ===&lt;br /&gt;
The player with the most points wins! In the case of a tie, the tied player who visited the most Parks wins. If still tied, the tied players share the victory.&lt;br /&gt;
&lt;br /&gt;
==FAQ==&lt;br /&gt;
===Error Messages===&lt;br /&gt;
&lt;br /&gt;
====Why isn&#039;t my campfire lit in the first season?====&lt;br /&gt;
Your campfire does not start the game lit with certain player counts.&lt;/div&gt;</summary>
		<author><name>Magnus3740</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpparks&amp;diff=25157</id>
		<title>Gamehelpparks</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpparks&amp;diff=25157"/>
		<updated>2025-05-28T15:57:51Z</updated>

		<summary type="html">&lt;p&gt;Magnus3740: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
Parks is played over the course of 3 rounds called Seasons. Each Season, your two Hikers will make their way down the Trail, stopping at Trail Sites along the way, collecting Resources to visit Parks, taking Photos of the beautiful vistas, and encountering Wildlife (from a safe distance). Along the way, you’ll gain Gear and Canteens to improve your hiking experience. Once all Hikers reach Trail’s End, it’s time to set up for the next Season. At the end of the third Season, the hike (and the game) is over! Count up your points and see who enjoyed the parks the most.&lt;br /&gt;
&lt;br /&gt;
==Starting a Season==&lt;br /&gt;
&#039;&#039;&#039;Trail Site Tiles&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Shuffle the 8 Trail Site Tiles and randomly place them face up on top of each empty Trail Site.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weather&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Beginning with the 2nd Trail Site, place a Weather Token at each site, alternating between Sun and Water .&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shutterbug Token&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Roll the Trail Die and place the Shutterbug underneath the matching Trail Site. Place the Shutterbug Badge off to the side of the board, within reach of all players&lt;br /&gt;
&lt;br /&gt;
== Taking turns ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;HIKING&#039;&#039;&#039; ===&lt;br /&gt;
To begin each Season , the player with the First Hiker Token moves one of their Hikers as far as they want down the Trail, stopping at a Trail Site and taking the Trail Site action. Then, each player in clockwise order moves one of their Hikers any number of spaces down the Trail, stopping at a Trail Site and taking a Trail Site action, which will include gaining Resources, taking Photos, visiting Parks, and more. Play continues around the table, with each player selecting one of their two Hikers and moving it down the Trail. There is no  backtracking. Your Hikers must always move from left to right, towards the Trail’s End. Eventually, you’ll move your Hikers to Trail’s End, the last space on the Trail. Once a Hiker reaches Trail’s End, it stays there for the rest of the Season.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;CAMPFIRES&#039;&#039;&#039; ====&lt;br /&gt;
Sometimes, you’ll want one of your Hikers to stop at a Trail Site occupied by another Hiker. To share a site with another Hiker (including your own), extinguish your Campfire, flipping it face-down near your Player Board.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;TRAIL SITE ACTIONS&#039;&#039;&#039; ====&lt;br /&gt;
A big part of your journey will be spent visiting Trail Sites. Here are all the Trail Sites in Parks and the action you take at that site:&lt;br /&gt;
&lt;br /&gt;
* Gain a Forest&lt;br /&gt;
&lt;br /&gt;
* Gain a Mountain&lt;br /&gt;
* Gain 2 Sun&lt;br /&gt;
* Gain 2 Water&lt;br /&gt;
&lt;br /&gt;
* [Yellow Die] Roll the Trail Die and gain the benefit&lt;br /&gt;
&lt;br /&gt;
* [Shoe] Purchase Gear&lt;br /&gt;
&lt;br /&gt;
* Take a Photo or Gain a Canteen&lt;br /&gt;
&lt;br /&gt;
* Trade 1 Resource for a Wildlife&lt;br /&gt;
&lt;br /&gt;
* [Parks] Reserve a Park or visit many Parks&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Wildlife&#039;&#039;&#039; =====&lt;br /&gt;
Wildlife are wild, appearing all over the game! They can be used in place of any other Resource to visit Parks, purchase Gear, and take Photos. &#039;&#039;Note: they cannot be used to fill a Canteen&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Parks&#039;&#039;&#039; =====&lt;br /&gt;
Visiting Parks is what we’re here for, and it’s the best way to earn points in the game. Whenever you encounter the icon in the middle of the Trail or at Trail’s End, you can either reserve a Park, or visit one or more Parks. Whenever reserving or visiting Parks, replace cards in the display after your turn has completely ended.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Reserve A Park&#039;&#039;&#039;: Choose 1 Park Card from the display or draw the top Park Card from the deck and add it to the Reserved Parks area on the left side of your Player Board. Parks you reserve are available for you to visit with a future Parks action. Only you can visit Parks in your Reserve.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Visit Parks&#039;&#039;&#039;: You can visit as many Parks as you’d like and are able to from the Parks Display and your personal Reserve. To visit Parks, trade Resources from your Backpack matching the Resource requirement on the Park Card and place the Park Card in your visited Parks area on the right side of your Player Board. Resources you spend are returned to the Resource Trays. Once you are done visiting Parks for your turn, slide Park Cards in the display to the right to fill the gap. Then refill on the left with cards drawn from the Park Deck.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Instant Action Parks&#039;&#039;&#039;: Parks with a symbol have instant actions or benefits, which you’ll immediately gain when you visit the Park. These benefits include gaining Resources, a Canteen, the Shutterbug Badge, or rolling the Trail Die.&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;PHOTOS&#039;&#039;&#039; =====&lt;br /&gt;
Photos are another great way to earn points. To take a Photo , trade one Resource from your Backpack for a Photo Token in the Resource Tray—worth 1 point each—that you’ll place above your Player Board. When one of your Hikers lands on the Trail Site with the Shutterbug , gain the Shutterbug Badge in addition to the other benefits of that site. If it has already been gained by another player, take it from them. Leave the Shutterbug on the Trail for others to encounter all Season long. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Shutterbug Badge&#039;&#039;&#039;: If you take a Photo while you have the Shutterbug Badge, once per turn, you may spend an additional Resource to take a second Photo.&lt;br /&gt;
&lt;br /&gt;
* The player with the most Photos at the end of the game earns the Photo Bonus&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;CANTEENS&#039;&#039;&#039; =====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Gaining a Canteen:&#039;&#039;&#039; It gets hot out there on the Trail, and filling your Canteen will give you lots of benefits in addition to keeping you hydrated. You have three Canteen rows on your Player Board, each of which can hold two Canteen Tokens with space for Water between them. When you gain a Canteen, choose one of the three available Canteen Tokens in the display or take the top token from the Canteen stack and place it in any empty space in the Canteen area on your Player Board. If you took one from the display, draw a token to replace it. &lt;br /&gt;
* &#039;&#039;&#039;Using a Canteen:&#039;&#039;&#039; Whenever you gain a Water Token, you choose whether you want to add it to your Backpack or place it in a Canteen to gain the benefits from the tokens in that row. Water in your Backpack cannot be used later to fill a Canteen. Each row may be  activated with Water once per Season. You can activate a Canteen row with only one token in it. If you add a Canteen to a row after it has Water in it, you do not gain the benefit that Season.&lt;br /&gt;
&lt;br /&gt;
===== GEAR CARDS =====&lt;br /&gt;
If you want to go the distance, you’re going to need a good pair of boots. Having Gear packed in your bag will set you up for greater rewards when you visit Trail Sites and take other actions in the game. Grab Gear as early as you can to enjoy its benefits during your hike.&lt;br /&gt;
&lt;br /&gt;
==== Purchasing Gear ====&lt;br /&gt;
When you purchase Gear, you may buy one Gear Card. Choose one of the two ways to purchase Gear:&lt;br /&gt;
&lt;br /&gt;
* Spend Sun equal to a Gear Card’s cost in the Gear Market (in the upper right). Then place the purchased Gear below the Gear area of your Player Board.&lt;br /&gt;
* Spend 2 Sun to draw the top card of the Gear Deck and place it below the Gear area of your Player Board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If you purchased a card from the Gear Market on your turn, slide the remaining Gear to the right, and refill on the left by drawing cards from the Gear Deck.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Using Gear ====&lt;br /&gt;
&lt;br /&gt;
* Gear you buy is ready to use immediately. Gear may activate when you visit a Trail Site or when you take a specific action. Gear is active while hiking and between Seasons.&lt;br /&gt;
* It is possible to gain the benefit of multiple Gear on your turn. Gear benefits may be gained in any order after you take your Trail Site action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Gear benefits may be gained only one time per turn.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;ROLLING THE TRAIL DIE&#039;&#039;&#039; =====&lt;br /&gt;
Life on the Trail can sometimes be unpredictable—you never know what Mother Nature is going to throw your way. When you land on the Trail Site or encounter on a Park, Gear, or Passion Card, roll the Trail Die and gain the benefit&lt;br /&gt;
&lt;br /&gt;
[1 Forest], [1 Mountain], [2 Sun], [2 Water], [1 Wildlife], [Gain a Canteen]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;PASSION CARDS&#039;&#039;&#039; ===&lt;br /&gt;
You love the great outdoors, but that’s not the only reason you’re on the trail. Explore your Passion to enjoy the Parks in new and unique ways. Each Passion Card has an objective on one side. Start with the objective face up. You will complete the objective on your turn by taking specific actions. As soon as you complete your Passion’s requirement, flip it over and choose either: &lt;br /&gt;
&lt;br /&gt;
→ Gear Effect will give you a unique Gear ability for the rest of the game&lt;br /&gt;
&lt;br /&gt;
→ End Game Bonus will give you a unique scoring bonus at the end of the game.&lt;br /&gt;
&lt;br /&gt;
Indicate your chosen bonus by tucking your Passion Card under your Player Board so that only the chosen bonus is visible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;It is possible that completing your Passion in the middle of your turn will earn you a benefit for another action in the same turn.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Trail End==&lt;br /&gt;
When you move a Hiker to the Trail End, you relight your Campfire if it is extinguished, and then choose one of the three areas to place your Hiker: (any number of Hikers can be on each area)&lt;br /&gt;
&lt;br /&gt;
===Take a Parks Action===&lt;br /&gt;
&lt;br /&gt;
*Reserve a park&lt;br /&gt;
*Visit Parks&lt;br /&gt;
*The first player who uses this space each season takes the First Hiker Token&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Take a Photo&#039;&#039;&#039; ===&lt;br /&gt;
The first player who uses this space each season gains a Wildlife. &#039;&#039;The player with the Shutterbug Token may do this action twice.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Buy Gear ===&lt;br /&gt;
The first player who uses this space each season gains a Sun.&lt;br /&gt;
&lt;br /&gt;
==End of a Season==&lt;br /&gt;
Once a player’s two Hikers reach the Trail End, they will no longer take turns for the Season. When only one Hiker is left on the Trail, the player must move the Hiker to the Trail End on their next turn and choose an action there. Then, it is the end of the Season.&lt;br /&gt;
&lt;br /&gt;
=== At the end of a Season: ===&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Season Scoring:&#039;&#039;&#039; Award the Season Bonus. Then, if it’s the end of Spring or Summer, flip over the Season Tile.&lt;br /&gt;
# &#039;&#039;&#039;Player Steps:&#039;&#039;&#039; Empty your Canteens by discarding all Water from your Canteens back to the Resource Tray. Relight your Campfire if it’s been extinguished, flipping it face up. Return all Hikers to the Trailhead.&lt;br /&gt;
# &#039;&#039;&#039;Trail Steps:&#039;&#039;&#039; Reshuffle the Trail Sites and randomly place them back out on the Trail face up. Add new Weather to the Trail, beginning at the 2nd Trail Site, alternating Sun and Water on each site. Roll the Trail Die and place the Shutterbug under the corresponding Trail Site. Discard the rightmost Gear Card from the Gear Market back to the box. Slide the remaining Gear Cards 1 spot to the right and draw a new Gear Card.&lt;br /&gt;
&lt;br /&gt;
=== At the end of the game: ===&lt;br /&gt;
After the 3rd Season, It’s time to reflect on the peaks and valleys:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Award the Season Bonus&#039;&#039;&#039; Determine who earned the Fall Season Bonus and award them the points. In the case of a tie, all tied players receive the points. &lt;br /&gt;
# &#039;&#039;&#039;Score Visited Parks&#039;&#039;&#039; Total the points across all your visited Parks.&lt;br /&gt;
# &#039;&#039;&#039;Score Photos&#039;&#039;&#039; The player who took the most Photos gets the Photo Bonus, scoring:&lt;br /&gt;
## 3 points in a 2-player game&lt;br /&gt;
## 4 points in a 3–5-player game, with 2 points for the player with the 2nd-most Photos&lt;br /&gt;
## Then, all players score 1 point per Photo&lt;br /&gt;
# &#039;&#039;&#039;Score Passion Cards&#039;&#039;&#039; If you chose the End Game Bonus on your Passion Card, score those points now.&lt;br /&gt;
# &#039;&#039;&#039;First Hiker Token&#039;&#039;&#039; The player with the First Hiker Token gains 1 point.&lt;br /&gt;
&lt;br /&gt;
=== WINNER and Tie Breakers ===&lt;br /&gt;
The player with the most points wins! In the case of a tie, the tied player who visited the most Parks wins. If still tied, the tied players share the victory.&lt;br /&gt;
&lt;br /&gt;
==FAQ==&lt;br /&gt;
===Error Messages===&lt;br /&gt;
&lt;br /&gt;
====Why isn&#039;t my campfire lit in the first season?====&lt;br /&gt;
Your campfire does not start the game lit with certain player counts.&lt;/div&gt;</summary>
		<author><name>Magnus3740</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpfromage&amp;diff=23224</id>
		<title>Gamehelpfromage</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpfromage&amp;diff=23224"/>
		<updated>2024-11-14T20:19:41Z</updated>

		<summary type="html">&lt;p&gt;Magnus3740: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Fromage&amp;quot; is &amp;quot;Cheese&amp;quot; in French. In this game you are a small-town French cheesemaker in the early 20th century making, aging and selling your artisanal cheese. Your journey is a symphony of passion and dedication as your strive to create the most prestigious creamery with the most sought-after cheeses in all of France. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fromage&#039;&#039;&#039; is a simultaneous worker-placement game where you make cheese and gather resources by placing workers onto the board quadrant that is facing you. Once all players have finished their actions, the board rotates, aging the cheese, and presenting everyone with a new quadrant. At the end of the game, you score points for your cheese and for effectively managing your creamery. The player with the most points wins. &lt;br /&gt;
&lt;br /&gt;
==== Game Board ====&lt;br /&gt;
The game board has 4 quadrants. Each quadrant includes a &amp;quot;Gather Resources&amp;quot; part (upper) and a &amp;quot;Make Cheese&amp;quot; part (lower), corresponding to the two actions you can take in a turn. &lt;br /&gt;
&lt;br /&gt;
Each player has their own player board. The player board includes 4 rows of resources: &lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Structures&#039;&#039;&#039;, which are stored to the left of your &#039;&#039;&#039;Structure Abilities&#039;&#039;&#039; . &lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Livestock&#039;&#039;&#039;, which are placed in your pasture. &lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Fruit&#039;&#039;&#039;, which goes in your basket. &lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Orders&#039;&#039;&#039;, which are placed on the side of your board&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
All players &#039;&#039;&#039;retrieve workers&#039;&#039;&#039; at the start of each turn. Then all players &#039;&#039;&#039;simultaneously&#039;&#039;&#039; take actions in the quadrant that is facing them currently (the bottom one in BGA). Use your available workers to perform ONE &#039;&#039;&#039;Gather Resources&#039;&#039;&#039; and/or ONE &#039;&#039;&#039;Make Cheese&#039;&#039;&#039; action in either order. After everyone finishes their actions, rotate the board clockwise to the next quadrant at the end of the turn. &lt;br /&gt;
&lt;br /&gt;
==== Retrieve Workers ====&lt;br /&gt;
Retrieve any of your workers that are now pointed at you.&lt;br /&gt;
&lt;br /&gt;
==== Gather Resources ====&lt;br /&gt;
Place a worker in this section of your quadrant to gain 1, 2, or 3 of the depicted resource.  The type of worker used does not affect this action.  The more of a resource you take, the longer the worker remains on the board.&lt;br /&gt;
&lt;br /&gt;
==== Make Cheese ====&lt;br /&gt;
Place a worker in this section of your quadrant to make cheese.  The type of worker you use must match the type of cheese.  When placing the worker, you also place one of your cheese tokens.  (Reminder: When a player runs out of cheese tokens, this triggers the end of the game!)  &lt;br /&gt;
&lt;br /&gt;
If the space has a fruit or jam symbol, you must have a fruit in your fruit basket to make this cheese.  You then move one fruit from your basket to the fruited cheese or jam space on your board, as matches the cheese you&#039;re making.   At the end of the game, fruit you&#039;ve used to make cheese will score (your fruited cheese pile multiplied by your jam pile).&lt;br /&gt;
&lt;br /&gt;
Your worker will return to you at the end of 1, 2, or 3 turns based on if it was placed on a bronze, silver, or gold spot.  Your cheese token will remain on the board for the rest of the game, blocking all players from using that space again. &lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;Venues: Festival&#039;&#039;&#039; ======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;Venues: Fromagerie&#039;&#039;&#039; ======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;Venues: Bistro&#039;&#039;&#039; ======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;Venues: Villes&#039;&#039;&#039; ======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== End of the Game ==&lt;br /&gt;
&lt;br /&gt;
End of the game is triggered when a player places their final Cheese Token. When all players finish the current turn, the game ends.  Players will then score from a variety of sources:  &lt;br /&gt;
&lt;br /&gt;
The four different venues each score differently:  &lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;Festival&#039;&#039;&#039; ======&lt;br /&gt;
Score points by making orthogonally adjacent cheeses (diagonal cheeses are not adjacent). The Free Sample spaces count as having all players’ Cheese Tokens there.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;Fromagerie&#039;&#039;&#039; ======&lt;br /&gt;
At game-end, count the number of different shelves with your Cheese Tokens and consult the scoring rubric on the board. For each of your Cheese Tokens on a shelf with a point bonus, add the indicated number of points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;Bistro&#039;&#039;&#039; ======&lt;br /&gt;
Score points for each plate with your Cheese Token. Make pairings by placing 2 of your Cheese Tokens on the same table. At game-end, consult the scoring rubric on the board. The number of pairings you made determines how many points each plate is worth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;Villes&#039;&#039;&#039; ======&lt;br /&gt;
Cheese spaces influence the regions they touch. At game-end, if you have the most influence in a region, take the Customer Token. The value of a token varies by player count, as indicated on the board. If tied for most influence, flip the token to the tied side and tied players score the indicated number of points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your used fruit will score the number of fruited cheese multiplied by the number of jams you&#039;ve made. &lt;br /&gt;
&lt;br /&gt;
Your completed order cards will score based on the chart on the bottom right of your board. &lt;br /&gt;
&lt;br /&gt;
Some structure tiles will give you additional points.  &lt;br /&gt;
&lt;br /&gt;
And finally, every 2 unused resources on your player board scores 1 point. &lt;br /&gt;
&lt;br /&gt;
The player with the most points wins. If tied, the player that made more cheese wins. If still tied, victory is shared.&lt;/div&gt;</summary>
		<author><name>Magnus3740</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpharmonies&amp;diff=23215</id>
		<title>Gamehelpharmonies</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpharmonies&amp;diff=23215"/>
		<updated>2024-11-13T19:18:02Z</updated>

		<summary type="html">&lt;p&gt;Magnus3740: /* End of the game */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
Your goal is to earn the most points and win the game by building landscapes and creating habitats for your animals.&lt;br /&gt;
&lt;br /&gt;
23 blue, 23 grey, 21 brown, 19 green, 19 yellow, 15 red&lt;br /&gt;
&lt;br /&gt;
Nature&#039;s Spirit Cards can be added to the game and provide additional scoring conditions. When integrated into the game, choose between 2 randomly dealt spirit cards before taking your first turn. The Spirit Card scoring conditions are described on the card.&lt;br /&gt;
&lt;br /&gt;
== On your turn == &lt;br /&gt;
&lt;br /&gt;
In the order of your choosing: &lt;br /&gt;
&lt;br /&gt;
You must choose a set of 3 tokens on the central board and place them onto your board with the following rules: &lt;br /&gt;
&lt;br /&gt;
- It can always be placed on an empty space. &lt;br /&gt;
&lt;br /&gt;
- It can be placed on top of 1 or 2 previously placed tokens to create trees, buildings or mountains (as shown in the rules). &lt;br /&gt;
&lt;br /&gt;
- It cannot be placed underneath other tokens or on top of a cube. &lt;br /&gt;
&lt;br /&gt;
Then you may take an animal card. The card will be placed on top of your board in one of the 4-card slots. &lt;br /&gt;
&lt;br /&gt;
Each animal card has its habitat pattern. You may place a cube from the animal card to fulfill the pattern on the corresponding token. You cannot place more than one cube to a token. You may place unlimited cubes according to the patterns available to you. &lt;br /&gt;
&lt;br /&gt;
Once the final cube on an animal card has been placed, it will no longer count against your 4-card limit. &lt;br /&gt;
&lt;br /&gt;
== End of the game == &lt;br /&gt;
&lt;br /&gt;
When there are no tokens left to refill the central board or any player has 2 or fewer empty spaces on their board, finish the round and calculate points. &lt;br /&gt;
&lt;br /&gt;
Trees: A tree is formed by 1 green tokens placed on top of 0/1/2 brown tokens. The scores corresponding are 1/3/7. &lt;br /&gt;
&lt;br /&gt;
Mountains: Only mountains adjacent to another mountain score, for stack made of 1/2/3 gray token, they score 1/3/7. &lt;br /&gt;
&lt;br /&gt;
Fields: Each 2+ contiguous yellow tokens group you get 5 pts. &lt;br /&gt;
&lt;br /&gt;
Building: A building (red token) on top of another token may score 5 if surrounded by at least 3 tokens of different colors (only consider the top of each adjacent place). &lt;br /&gt;
&lt;br /&gt;
[[File:Harmonies.png]]&lt;br /&gt;
&lt;br /&gt;
Water in side A: Score for your longest continuous chain of blue tokens. Choose any two blue tokens and count how many blue tokens connect them by the &#039;&#039;&#039;SHORTEST&#039;&#039;&#039; path (inclusive of the two selected tokens at both ends of the chain). Score 2/5/8/11/15 for a chain of 2/3/4/5/6 blue tokens + 4 points for every additional token in the chain. &lt;br /&gt;
&lt;br /&gt;
Water in side B: Each island that is separated from each other by blue tokens gives you 5 pts. &lt;br /&gt;
&lt;br /&gt;
Animal cards: For each animal card you will score the number indicated in the topmost space without a cube. You must make the pattern to get the points.&lt;/div&gt;</summary>
		<author><name>Magnus3740</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpheat&amp;diff=23176</id>
		<title>Gamehelpheat</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpheat&amp;diff=23176"/>
		<updated>2024-11-07T15:23:41Z</updated>

		<summary type="html">&lt;p&gt;Magnus3740: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Playing a Round ==&lt;br /&gt;
&#039;&#039;Heat: Pedal to the Metal&#039;&#039; is played over several rounds. Some steps are compulsory, the rest (4-8) are all situational and only sometimes apply to your turn.&lt;br /&gt;
&lt;br /&gt;
All players complete steps 1 and 2 at the same time (do them in order, but without waiting for each other). Then, starting with the frontmost car, closest to the Race Line, complete steps 3 through 9. Once a car has completed step 9 and ended their turn, proceed back through the positions completing one car’s turn at a time. Repeat this sequence until all cars have finished the race (check the number of laps on the board for the track you are using).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;text-align:center;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! # !! Effect !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Shift Gears || &#039;&#039;Compulsory&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Play Cards || &#039;&#039;Compulsory&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Reveal and Move || &#039;&#039;Compulsory&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Adrenaline || &lt;br /&gt;
|-&lt;br /&gt;
| 5 || React || &lt;br /&gt;
|-&lt;br /&gt;
| 6 || Slipstream ||&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Check Corner || &#039;&#039;Compulsory&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Discard || &lt;br /&gt;
|-&lt;br /&gt;
| 9 || Replenish Hand || &#039;&#039;Compulsory&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shift Gears ===&lt;br /&gt;
First, check which gear your car is in, and decide if you want to leave it there or shift it one gear up or down from that position.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: You can choose to shift your gear up/down two positions, but doing so will require that you pay one Heat&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Play Cards ===&lt;br /&gt;
Your current gear determines exactly how many cards you play from your hand. 1st gear means you must play 1 card, 2nd gear is 2 cards, and so on. &lt;br /&gt;
&lt;br /&gt;
In this step you can play all types of cards except for Heat cards. Keep the 1-4 played cards facedown in your own Play Area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Reveal and Move ===&lt;br /&gt;
Reveal the cards in your Play Area, then add all values together to determine your Speed. You also add values from Upgrades (see below) and Stress cards (each resolving to a random value from 1 to 4, drawn from your deck - see the &amp;quot;+ Symbol&amp;quot; section). Move your car forward by exactly that many Spaces on the track. Always put your car on the Spot closest to the Race Line if available.&lt;br /&gt;
&lt;br /&gt;
Cars never prevent you from passing through them, even when it looks like the race track is blocked. However, if you would end your move in a Space where there are cars on all Spots, then you are blocked and must put your car in the first Space with a free Spot behind the cars that blocked you (as close to the Race Line as possible).&lt;br /&gt;
&lt;br /&gt;
If there are 2 cars next to each other, the car closest to the Race Line is considered ahead for all purposes.&lt;br /&gt;
&lt;br /&gt;
=== Adrenaline ===&lt;br /&gt;
&lt;br /&gt;
Adrenaline helps the last car to move each round (or in a 5-6 car game, the last two cars to move). It is not really a step of its own, but gives those players extra symbols that they may use in the React step. Players with Adrenaline may move 1 extra Space while adding 1 to their Speed value and/or gain 1 extra Cooldown.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: Adrenaline cannot be saved for future rounds.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== React ===&lt;br /&gt;
In this step you get to activate symbols you have access to in ANY order you want.&lt;br /&gt;
&lt;br /&gt;
In the core game you have access to symbols from your current gear (Boost and/or Cooldown) and Adrenaline if last. Each symbol is activated and completed individually.&lt;br /&gt;
&lt;br /&gt;
==== Cooldown ====&lt;br /&gt;
Cooldown is an important aspect of the game because it allows you to take a Heat card from your hand and put it back in your Engine (so you can use the Heat card again). The number in the Cooldown symbol indicates how many Heat you can move in this way. You gain access to Cooldown in a few ways but the most common is from driving in 1st gear (Cooldown 3) and 2nd gear (Cooldown 1).&lt;br /&gt;
&lt;br /&gt;
==== Boost ====&lt;br /&gt;
Regardless of which gear you are in you may pay 1 Heat to boost once per turn. Boosting gives you a &amp;lt;b&amp;gt;+&amp;lt;/b&amp;gt; symbol as reminded on the player mats. Move your car accordingly, you may still be blocked.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: &amp;lt;b&amp;gt;+&amp;lt;/b&amp;gt; symbols always increase your Speed value for the purpose of the Check Corner step. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Adrenaline ====&lt;br /&gt;
May use your +1 Speed and/or 1 extra Cooldown&lt;br /&gt;
&lt;br /&gt;
==== Garage Module Icons ====&lt;br /&gt;
Apply any of the icons on Garage Cards during the react step&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Slipstream ===&lt;br /&gt;
Only applies if you are next to or behind another car at this point. &lt;br /&gt;
&lt;br /&gt;
Slipstreaming is optional if you land next to another car, or in a Space behind a car or cars. If you choose to Slipstream, you move 2 Spaces forward. You can only Slipstream once per turn and if all the Spots in the final Space are occupied, place your car in the first Space with a free Spot behind the blocking cars.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: Slipstreaming does NOT increase your Speed value for the purpose of the Check Corner step.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Check Corner ===&lt;br /&gt;
If at any point this turn you crossed a Corner Line, you must now check if your total Speed for the round exceeds the Speed Limit of that corner (Speed = Sum of the values of all the cards in your Play Area, +1 if you used the Adrenaline Bonus).&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;• If your total Speed for the round is equal to or lower than the Speed Limit, nothing happens.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;• Otherwise, you pay Heat equal to the difference between your total Speed and the Speed Limit.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: If you drive through several corners on the same turn, you must pay for each of them separately, starting with the first Corner Line you crossed.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Spin Out ====&lt;br /&gt;
If you do not have enough Heat to pay for your excess Speed,&lt;br /&gt;
you pay all the Heat you have and immediately spin out:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;• Move the car back to the first available Space before the Corner Line that caused the spin out.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;• Take 1 extra Stress card into your hand if you are in 1st/2nd gear, or 2 extra Stress cards if you are in 3rd/4th gear.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;• Move your Gear pawn to 1st gear.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Discard ===&lt;br /&gt;
You may discard cards from your hand if you do not want to save them for future rounds. Do so by placing them face up into your discard pile. However, nobody can browse through the discard piles (including their own); only the top card is public knowledge.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: You can never choose to discard Stress or Heat cards (even the Upgrade ones).&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Replenish Hand ===&lt;br /&gt;
Take all cards from your Play Area and put them onto your discard pile. Draw back up to 7 cards (or a hand limit specified by the Event card), then the next player can proceed with steps 3-9.&lt;br /&gt;
&lt;br /&gt;
== Heat Cards ==&lt;br /&gt;
As you race around the track you should use Heat to drive faster on straights and in corners. As a consequence, Heat cards will move from your Engine to your discard pile. Later on they will be shuffled into your draw deck and each&lt;br /&gt;
your hand. The only way to get Heat cards out of your hand and back into the Engine is to cool down, typically by shifting to lower gears. This cycle means the same Heat card could be used several times during a race, depending on how fast you use it, draw it and cool it down again. Heat cards can never be discarded or played from your hand. They effectively reduce your hand size by filling it up with useless cards.&lt;br /&gt;
&lt;br /&gt;
==== Paying Heat ====&lt;br /&gt;
Every time you are asked to pay 1 Heat, you must take 1 Heat card from your Engine and move it to your discard pile. If you do not have a Heat card available, you cannot choose to Boost. If you went through a corner exceeding the Speed Limit and do not have enough Heat to pay, you spin out.&lt;br /&gt;
&lt;br /&gt;
==== Shifting up/down 2 positions ====&lt;br /&gt;
If you want to move your Gear pawn an extra step up or down (e.g. between gears 1&amp;amp;3 or 2&amp;amp;4) during step 1: Shift Gears, you have to pay 1 Heat immediately. As everyone shifts gears at the same time, just announce you are doing it, pay the Heat and move your Gear pawn accordingly.&lt;br /&gt;
&lt;br /&gt;
== Cluttered Hand ==&lt;br /&gt;
In rare circumstances you can get stuck with so many Heat cards in your hand that you don’t have enough playable cards for the gear you’re in. If this happens, use as many playable cards as possible and cover the difference with Heat cards. In this case, your car does not move this turn. Instead, when you reveal your played cards, immediately move your Gear pawn to 1st gear, place the cards that are in your Play Area in your Discard pile, and skip straight to step 9 (Replenish Hand).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== + Symbol ==&lt;br /&gt;
For each &amp;lt;b&amp;gt;+&amp;lt;/b&amp;gt; symbol played you will add an unknown value between 1 and 4 to your Speed. This is done by flipping the top card of your draw deck:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;• If it is a Basic card (Speed symbol), add it to your Play Area.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;• Otherwise, immediately put it in the discard pile and keep flipping until you find a Basic card (Speed symbol).&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== How to Win ==&lt;br /&gt;
You win the race (and the game) by being the first player to cross the finish line after the number of laps indicated in the player area. If two or more cars finish in the same round, the winner is the player whose car is furthest ahead (the spot closest to the Race Line is the tiebreaker if two cars end up side by side).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;• Slipstreaming can never be used to cross the finish line nor after having crossed the finish line. &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;• Disregard any Speed Limits in corners after the finish line, simply move as far as you can.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At the end of the &amp;lt;b&amp;gt;round&amp;lt;/b&amp;gt;, all the cars that crossed the finish line are removed from the track and placed in order on the Hall of Fame Space on the board. The remaining cars continue playing until all cars make it to the finish. The Adrenaline bonuses are still applied based on the number of cars that started the race, not remaining on the board.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Upgrade Cards ==&lt;br /&gt;
&amp;lt;i&amp;gt;Note: All Upgrade Cards are discarded when resolving a &amp;lt;b&amp;gt;+&amp;lt;/b&amp;gt; symbol.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Basic Upgrade Cards ====&lt;br /&gt;
The Basic Game provides three upgrade cards. They all have 3 chevrons (^) and match your car color. They also do not have the Speed Symbol that your basic cards do. &lt;br /&gt;
* • &#039;&#039;&#039;Heat&#039;&#039;&#039;: Works just like other Heat cards, though it starts shuffled in your deck.&lt;br /&gt;
* • &#039;&#039;&#039;0&#039;&#039;&#039;: Zero speed movement card.&lt;br /&gt;
* • &#039;&#039;&#039;5&#039;&#039;&#039;: 5 speed movement card.&lt;br /&gt;
&lt;br /&gt;
==== Garage Module Upgrade Cards ====&lt;br /&gt;
&lt;br /&gt;
* • &#039;&#039;&#039;Accelerate&#039;&#039;&#039;: You may increase your Speed by 1 for every &amp;lt;b&amp;gt;+&amp;lt;/b&amp;gt; symbol used by you this turn (from Upgrades, Stress, Boost, etc). If you do, you must increase it for all &amp;lt;b&amp;gt;+&amp;lt;/b&amp;gt; symbols used and this counts for corner &lt;br /&gt;
* • &#039;&#039;&#039;Adjust Speed Limit&#039;&#039;&#039;: (Mandatory) If you cross Corner Lines this turn, their Speed Limit is modified by the number indicated for you; “+” means you can move faster, “-” means you must move slower.&lt;br /&gt;
* • &#039;&#039;&#039;Direct Play&#039;&#039;&#039;: You may play this card from your hand in the React step (step 5). If you do, it applies as if you had revealed it in step 3, including Speed value and mandatory/optional icons.&lt;br /&gt;
checks (step 7).&lt;br /&gt;
* • &#039;&#039;&#039;Reduce Stress&#039;&#039;&#039;: You may immediately discard up to the number indicated of Stress cards from your hand to the discard pile.&lt;br /&gt;
* • &#039;&#039;&#039;Refresh&#039;&#039;&#039;: You may place this card back on top of your draw deck instead of discarding it in step 9.&lt;br /&gt;
* • &#039;&#039;&#039;Salvage&#039;&#039;&#039;: You may look through your discard pile and choose up to the number indicated cards there. These cards are shuffled into your draw deck.&lt;br /&gt;
* • &#039;&#039;&#039;Scrap&#039;&#039;&#039;: (Mandatory) Discard the top card of your draw deck the number of times indicated&lt;br /&gt;
* • &#039;&#039;&#039;Slipstream boost&#039;&#039;&#039;: If you choose to Slipstream in step 6, your typical 2 Spaces may be increased by the number indicated.&lt;br /&gt;
* • &#039;&#039;&#039;Super Cool&#039;&#039;&#039;: This symbol is an Optional Symbol to be used in Step 5. You may look through your discard pile and remove up to # Heat cards from it. Return these cards to your Engine spot. &amp;lt;i&amp;gt;Note, this can be used in a section of the track where no Cooldown is allowed. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Championship Mode ==&lt;br /&gt;
Key differences in Championship mode are that &lt;br /&gt;
&lt;br /&gt;
* there are a group of races each with its own event. Look at the TV screen style card next to the track name to find the unique rules for this course&#039;s event.&lt;br /&gt;
* you will get one new garage upgrade per race. You don&#039;t get to find out the weather or track condition until AFTER you&#039;ve chosen upgrades.&lt;br /&gt;
* You can get single use &amp;quot;upgrades&amp;quot; during the race in the form of sponsorship cards. See details about Press corners below. Discarding them will put them back in your deck but if you use the card then it will leave the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Press Corner&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You will receive a sponsorship card for either a) passing the corner at a speed two higher than the corner speed after taking into account road condition markers, or b) slip-streaming across the corner line at any speed. If you spin out in either case you won&#039;t get your sponsorship this time. If you slip-stream and go two speed faster than the corner speed you still only get one sponsorship card per corner each lap.&lt;br /&gt;
&lt;br /&gt;
== Heavy Rain Expansion ==&lt;br /&gt;
&#039;&#039;&#039;Flooded Spaces&#039;&#039;&#039;&lt;br /&gt;
In various places of the Japan Track, water is flowing onto the track. If you start the Round on a flooded Space, Shifting down a gear in Step 1 costs 1 extra Heat. This means that shifting down a single gear will cost a total of 1 1 Heat, shifting down two gears will cost 2 Heat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chicanes&#039;&#039;&#039;&lt;br /&gt;
Chicanes are a new Feature that can be found on both Tracks in this expansion. They are composed of 2 consecutive Corner Lines with the same Speed Limit and 1 or more Spaces between them. Blue curbs are featured on both sides of the track to help recognize them. &lt;br /&gt;
&lt;br /&gt;
If you play with the Weather and Road Conditions Module, the Sector Symbol modifies the sector after the Chicane. Otherwise it modifies both Corner Lines.&lt;br /&gt;
&lt;br /&gt;
In Championship Mode, the Press Corner is placed on the last Corner Line (when exiting the Chicane).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aggressive Legends&#039;&#039;&#039;&lt;br /&gt;
Legends can be more aggressive on some portions of the tracks, getting the opportunity to clear two corners in the same round. If a Legend starts its turn on a space with a chevron above the diamond on the track, it can cross one extra Corner Line this Round. &amp;lt;i&amp;gt;Note: This rule can be used on the Great Britain Track in the base game as well in the corners that show a Speed limit of 6, 5 and 4.&amp;lt;/i&amp;gt;&lt;/div&gt;</summary>
		<author><name>Magnus3740</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpheat&amp;diff=23175</id>
		<title>Gamehelpheat</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpheat&amp;diff=23175"/>
		<updated>2024-11-07T15:02:53Z</updated>

		<summary type="html">&lt;p&gt;Magnus3740: /* Garage Module Upgrade Cards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Playing a Round ==&lt;br /&gt;
&#039;&#039;Heat: Pedal to the Metal&#039;&#039; is played over several rounds. Some steps are compulsory, the rest (4-8) are all situational and only sometimes apply to your turn.&lt;br /&gt;
&lt;br /&gt;
All players complete steps 1 and 2 at the same time (do them in order, but without waiting for each other). Then, starting with the frontmost car, closest to the Race Line, complete steps 3 through 9. Once a car has completed step 9 and ended their turn, proceed back through the positions completing one car’s turn at a time. Repeat this sequence until all cars have finished the race (check the number of laps on the board for the track you are using).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;text-align:center;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! # !! Effect !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Shift Gears || &#039;&#039;Compulsory&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Play Cards || &#039;&#039;Compulsory&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Reveal and Move || &#039;&#039;Compulsory&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Adrenaline || &lt;br /&gt;
|-&lt;br /&gt;
| 5 || React || &lt;br /&gt;
|-&lt;br /&gt;
| 6 || Slipstream ||&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Check Corner || &#039;&#039;Compulsory&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Discard || &lt;br /&gt;
|-&lt;br /&gt;
| 9 || Replenish Hand || &#039;&#039;Compulsory&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shift Gears ===&lt;br /&gt;
First, check which gear your car is in, and decide if you want to leave it there or shift it one gear up or down from that position.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: You can choose to shift your gear up/down two positions, but doing so will require that you pay one Heat&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Play Cards ===&lt;br /&gt;
Your current gear determines exactly how many cards you play from your hand. 1st gear means you must play 1 card, 2nd gear is 2 cards, and so on. &lt;br /&gt;
&lt;br /&gt;
In this step you can play all types of cards except for Heat cards. Keep the 1-4 played cards facedown in your own Play Area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Reveal and Move ===&lt;br /&gt;
Reveal the cards in your Play Area, then add all values together to determine your Speed. You also add values from Upgrades (see below) and Stress cards (each resolving to a random value from 1 to 4, drawn from your deck - see the &amp;quot;+ Symbol&amp;quot; section). Move your car forward by exactly that many Spaces on the track. Always put your car on the Spot closest to the Race Line if available.&lt;br /&gt;
&lt;br /&gt;
Cars never prevent you from passing through them, even when it looks like the race track is blocked. However, if you would end your move in a Space where there are cars on all Spots, then you are blocked and must put your car in the first Space with a free Spot behind the cars that blocked you (as close to the Race Line as possible).&lt;br /&gt;
&lt;br /&gt;
If there are 2 cars next to each other, the car closest to the Race Line is considered ahead for all purposes.&lt;br /&gt;
&lt;br /&gt;
=== Adrenaline ===&lt;br /&gt;
&lt;br /&gt;
Adrenaline helps the last car to move each round (or in a 5-6 car game, the last two cars to move). It is not really a step of its own, but gives those players extra symbols that they may use in the React step. Players with Adrenaline may move 1 extra Space while adding 1 to their Speed value and/or gain 1 extra Cooldown.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: Adrenaline cannot be saved for future rounds.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== React ===&lt;br /&gt;
In this step you get to activate symbols you have access to in ANY order you want.&lt;br /&gt;
&lt;br /&gt;
In the core game you have access to symbols from your current gear (Boost and/or Cooldown) and Adrenaline if last. Each symbol is activated and completed individually.&lt;br /&gt;
&lt;br /&gt;
==== Cooldown ====&lt;br /&gt;
Cooldown is an important aspect of the game because it allows you to take a Heat card from your hand and put it back in your Engine (so you can use the Heat card again). The number in the Cooldown symbol indicates how many Heat you can move in this way. You gain access to Cooldown in a few ways but the most common is from driving in 1st gear (Cooldown 3) and 2nd gear (Cooldown 1).&lt;br /&gt;
&lt;br /&gt;
==== Boost ====&lt;br /&gt;
Regardless of which gear you are in you may pay 1 Heat to boost once per turn. Boosting gives you a &amp;lt;b&amp;gt;+&amp;lt;/b&amp;gt; symbol as reminded on the player mats. Move your car accordingly, you may still be blocked.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: &amp;lt;b&amp;gt;+&amp;lt;/b&amp;gt; symbols always increase your Speed value for the purpose of the Check Corner step. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Adrenaline ====&lt;br /&gt;
May use your +1 Speed and/or 1 extra Cooldown&lt;br /&gt;
&lt;br /&gt;
==== Garage Module Icons ====&lt;br /&gt;
Apply any of the icons on Garage Cards during the react step&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Slipstream ===&lt;br /&gt;
Only applies if you are next to or behind another car at this point. &lt;br /&gt;
&lt;br /&gt;
Slipstreaming is optional if you land next to another car, or in a Space behind a car or cars. If you choose to Slipstream, you move 2 Spaces forward. You can only Slipstream once per turn and if all the Spots in the final Space are occupied, place your car in the first Space with a free Spot behind the blocking cars.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: Slipstreaming does NOT increase your Speed value for the purpose of the Check Corner step.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Check Corner ===&lt;br /&gt;
If at any point this turn you crossed a Corner Line, you must now check if your total Speed for the round exceeds the Speed Limit of that corner (Speed = Sum of the values of all the cards in your Play Area, +1 if you used the Adrenaline Bonus).&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;• If your total Speed for the round is equal to or lower than the Speed Limit, nothing happens.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;• Otherwise, you pay Heat equal to the difference between your total Speed and the Speed Limit.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: If you drive through several corners on the same turn, you must pay for each of them separately, starting with the first Corner Line you crossed.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Spin Out ====&lt;br /&gt;
If you do not have enough Heat to pay for your excess Speed,&lt;br /&gt;
you pay all the Heat you have and immediately spin out:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;• Move the car back to the first available Space before the Corner Line that caused the spin out.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;• Take 1 extra Stress card into your hand if you are in 1st/2nd gear, or 2 extra Stress cards if you are in 3rd/4th gear.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;• Move your Gear pawn to 1st gear.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Discard ===&lt;br /&gt;
You may discard cards from your hand if you do not want to save them for future rounds. Do so by placing them face up into your discard pile. However, nobody can browse through the discard piles (including their own); only the top card is public knowledge.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: You can never choose to discard Stress or Heat cards (even the Upgrade ones).&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Replenish Hand ===&lt;br /&gt;
Take all cards from your Play Area and put them onto your discard pile. Draw back up to 7 cards (or a hand limit specified by the Event card), then the next player can proceed with steps 3-9.&lt;br /&gt;
&lt;br /&gt;
== Heat Cards ==&lt;br /&gt;
As you race around the track you should use Heat to drive faster on straights and in corners. As a consequence, Heat cards will move from your Engine to your discard pile. Later on they will be shuffled into your draw deck and each&lt;br /&gt;
your hand. The only way to get Heat cards out of your hand and back into the Engine is to cool down, typically by shifting to lower gears. This cycle means the same Heat card could be used several times during a race, depending on how fast you use it, draw it and cool it down again. Heat cards can never be discarded or played from your hand. They effectively reduce your hand size by filling it up with useless cards.&lt;br /&gt;
&lt;br /&gt;
==== Paying Heat ====&lt;br /&gt;
Every time you are asked to pay 1 Heat, you must take 1 Heat card from your Engine and move it to your discard pile. If you do not have a Heat card available, you cannot choose to Boost. If you went through a corner exceeding the Speed Limit and do not have enough Heat to pay, you spin out.&lt;br /&gt;
&lt;br /&gt;
==== Shifting up/down 2 positions ====&lt;br /&gt;
If you want to move your Gear pawn an extra step up or down (e.g. between gears 1&amp;amp;3 or 2&amp;amp;4) during step 1: Shift Gears, you have to pay 1 Heat immediately. As everyone shifts gears at the same time, just announce you are doing it, pay the Heat and move your Gear pawn accordingly.&lt;br /&gt;
&lt;br /&gt;
== Cluttered Hand ==&lt;br /&gt;
In rare circumstances you can get stuck with so many Heat cards in your hand that you don’t have enough playable cards for the gear you’re in. If this happens, use as many playable cards as possible and cover the difference with Heat cards. In this case, your car does not move this turn. Instead, when you reveal your played cards, immediately move your Gear pawn to 1st gear, place the cards that are in your Play Area in your Discard pile, and skip straight to step 9 (Replenish Hand).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== + Symbol ==&lt;br /&gt;
For each &amp;lt;b&amp;gt;+&amp;lt;/b&amp;gt; symbol played you will add an unknown value between 1 and 4 to your Speed. This is done by flipping the top card of your draw deck:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;• If it is a Basic card (Speed symbol), add it to your Play Area.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;• Otherwise, immediately put it in the discard pile and keep flipping until you find a Basic card (Speed symbol).&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== How to Win ==&lt;br /&gt;
You win the race (and the game) by being the first player to cross the finish line after the number of laps indicated in the player area. If two or more cars finish in the same round, the winner is the player whose car is furthest ahead (the spot closest to the Race Line is the tiebreaker if two cars end up side by side).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;• Slipstreaming can never be used to cross the finish line nor after having crossed the finish line. &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;• Disregard any Speed Limits in corners after the finish line, simply move as far as you can.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At the end of the &amp;lt;b&amp;gt;round&amp;lt;/b&amp;gt;, all the cars that crossed the finish line are removed from the track and placed in order on the Hall of Fame Space on the board. The remaining cars continue playing until all cars make it to the finish. The Adrenaline bonuses are still applied based on the number of cars that started the race, not remaining on the board.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Upgrade Cards ==&lt;br /&gt;
&amp;lt;i&amp;gt;Note: All Upgrade Cards are discarded when resolving a &amp;lt;b&amp;gt;+&amp;lt;/b&amp;gt; symbol.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Basic Upgrade Cards ====&lt;br /&gt;
The Basic Game provides three upgrade cards. They all have 3 chevrons (^) and match your car color. They also do not have the Speed Symbol that your basic cards do. &lt;br /&gt;
* • &#039;&#039;&#039;Heat&#039;&#039;&#039;: Works just like other Heat cards, though it starts shuffled in your deck.&lt;br /&gt;
* • &#039;&#039;&#039;0&#039;&#039;&#039;: Zero speed movement card.&lt;br /&gt;
* • &#039;&#039;&#039;5&#039;&#039;&#039;: 5 speed movement card.&lt;br /&gt;
&lt;br /&gt;
==== Garage Module Upgrade Cards ====&lt;br /&gt;
&lt;br /&gt;
* • &#039;&#039;&#039;Accelerate&#039;&#039;&#039;: You may increase your Speed by 1 for every &amp;lt;b&amp;gt;+&amp;lt;/b&amp;gt; symbol used by you this turn (from Upgrades, Stress, Boost, etc). If you do, you must increase it for all &amp;lt;b&amp;gt;+&amp;lt;/b&amp;gt; symbols used and this counts for corner &lt;br /&gt;
* • &#039;&#039;&#039;Adjust Speed Limit&#039;&#039;&#039;: (Mandatory) If you cross Corner Lines this turn, their Speed Limit is modified by the number indicated for you; “+” means you can move faster, “-” means you must move slower.&lt;br /&gt;
* • &#039;&#039;&#039;Direct Play&#039;&#039;&#039;: You may play this card from your hand in the React step (step 5). If you do, it applies as if you had revealed it in step 3, including Speed value and mandatory/optional icons.&lt;br /&gt;
checks (step 7).&lt;br /&gt;
* • &#039;&#039;&#039;Reduce Stress&#039;&#039;&#039;: You may immediately discard up to the number indicated of Stress cards from your hand to the discard pile.&lt;br /&gt;
* • &#039;&#039;&#039;Refresh&#039;&#039;&#039;: You may place this card back on top of your draw deck instead of discarding it in step 9.&lt;br /&gt;
* • &#039;&#039;&#039;Salvage&#039;&#039;&#039;: You may look through your discard pile and choose up to the number indicated cards there. These cards are shuffled into your draw deck.&lt;br /&gt;
* • &#039;&#039;&#039;Scrap&#039;&#039;&#039;: (Mandatory) Discard the top card of your draw deck the number of times indicated&lt;br /&gt;
* • &#039;&#039;&#039;Slipstream boost&#039;&#039;&#039;: If you choose to Slipstream in step 6, your typical 2 Spaces may be increased by the number indicated.&lt;br /&gt;
* • &#039;&#039;&#039;Super Cool&#039;&#039;&#039;: This symbol is an Optional Symbol to be used in Step 5. You may look through your discard pile and remove up to # Heat cards from it. Return these cards to your Engine spot. &amp;lt;i&amp;gt;Note, this can be used in a section of the track where no Cooldown is allowed. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Championship Mode ==&lt;br /&gt;
Key differences in Championship mode are that &lt;br /&gt;
&lt;br /&gt;
* there are a group of races each with its own event. Look at the TV screen style card next to the track name to find the unique rules for this course&#039;s event.&lt;br /&gt;
* you will get one new garage upgrade per race. You don&#039;t get to find out the weather or track condition until AFTER you&#039;ve chosen upgrades.&lt;br /&gt;
* You can get single use &amp;quot;upgrades&amp;quot; during the race in the form of sponsorship cards. See details about Press corners below. Discarding them will put them back in your deck but if you use the card then it will leave the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Press Corner&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You will receive a sponsorship card for either a) passing the corner at a speed two higher than the corner speed after taking into account road condition markers, or b) slip-streaming across the corner line at any speed. If you spin out in either case you won&#039;t get your sponsorship this time. If you slip-stream and go two speed faster than the corner speed you still only get one sponsorship card per corner each lap.&lt;/div&gt;</summary>
		<author><name>Magnus3740</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpheatchampionship&amp;diff=22785</id>
		<title>Gamehelpheatchampionship</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpheatchampionship&amp;diff=22785"/>
		<updated>2024-09-27T16:34:47Z</updated>

		<summary type="html">&lt;p&gt;Magnus3740: Created page with &amp;quot;=Flooded Spaces=  In various places of the Japan Track, water is flowing onto the track. If you start the Round on a flooded Space, Shifting down a gear in Step 1 costs 1 extra Heat. This means that shifting down a single gear will cost a total of 1 Heat, shifting down two gears will cost 2 Heat.  =Chicanes= In Championship Mode, the Press Corner can be one of the Chicane Corner Lines. In this case, it will always be placed on the last Corner Line (when exiting the Chica...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Flooded Spaces=&lt;br /&gt;
&lt;br /&gt;
In various places of the Japan Track, water is flowing onto the track. If you start the Round on a flooded Space, Shifting down a&lt;br /&gt;
gear in Step 1 costs 1 extra Heat. This means that shifting down a single gear will cost a total of 1 Heat, shifting down two gears&lt;br /&gt;
will cost 2 Heat.&lt;br /&gt;
&lt;br /&gt;
=Chicanes=&lt;br /&gt;
In Championship Mode, the Press Corner can be one of the Chicane Corner Lines. In this case, it will always be placed on the last Corner Line (when exiting the Chicane) as indicated on the Track Card.&lt;/div&gt;</summary>
		<author><name>Magnus3740</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppraga&amp;diff=21513</id>
		<title>Gamehelppraga</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppraga&amp;diff=21513"/>
		<updated>2024-06-13T16:25:21Z</updated>

		<summary type="html">&lt;p&gt;Magnus3740: /* Technologies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
The game lasts 16 turns per player&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
On your turn, do the following:&lt;br /&gt;
&lt;br /&gt;
Choose an Action Tile&lt;br /&gt;
&lt;br /&gt;
Perform One Action&lt;br /&gt;
&lt;br /&gt;
Rotate the Crane&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Choose an Action Tile===&lt;br /&gt;
&lt;br /&gt;
The action tiles are found in either the red, green, or blue zone, depending on how recently they have been chosen&lt;br /&gt;
&lt;br /&gt;
The tiles have two actions on them, but you only take one out of the pair&lt;br /&gt;
&lt;br /&gt;
All action tile spaces will give a bonus which you can use before or after the tile&lt;br /&gt;
&lt;br /&gt;
If the tile was from the red zone, you must pay to use it&lt;br /&gt;
&lt;br /&gt;
If the tile was from the blue zone, you get points for using it&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Perform One Action===&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve picked your tile, you can take one of the two actions depicted on it&lt;br /&gt;
&lt;br /&gt;
Manage Mines - Either gain 1 gold and progress your gold mines by 1 OR gain gold equal to the quantity of gold mines plus all unlocked mine bonuses&lt;br /&gt;
&lt;br /&gt;
Manage Quarries - Either gain 1 stone  and progress your quarries by 1 OR gain stone equal to the quantity of quarries plus all unlocked quarry bonuses&lt;br /&gt;
&lt;br /&gt;
Upgrade - This lets you upgrade an action so it is enhanced in some way when you next select it, it may provide bonuses depending on how you orientate it, it also moves you 1 or 2 spaces on the University track&lt;br /&gt;
&lt;br /&gt;
Construct Wall - To purchase a wall, you must spend the resources shown in the red banner on the tile&lt;br /&gt;
&lt;br /&gt;
Construct Building - To purchase a building, you must be able to spend the resources shown in the red banner on the tile, then it can be placed anywhere in the city where there isn&#039;t already a feature (pre-printed or other tile). To the North of the road, the pre-printed red banners depict additional costs to place there, but provide bonus points. If the building has a cube space, place a cube of your colour on it to show it is yours. Every building is next to a Plaza, when the plaza is surrounded, everyone who surrounds it with at least 1 cube gets one of the two rewards, if you have the most cubes around it you get both rewards.&lt;br /&gt;
&lt;br /&gt;
Construct the King&#039;s Road - Move one space along the road, and either pay 1 egg to get one bonus or don&#039;t pay an egg to get the other (spaces IV and V REQUIRE an egg to proceed)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Technologies===&lt;br /&gt;
&lt;br /&gt;
Various events may cause you to advance on the Technology track&lt;br /&gt;
&lt;br /&gt;
When you pass an icon space, you can take a technology&lt;br /&gt;
&lt;br /&gt;
I &amp;amp; II technologies are ongoing (beginning the turn after you get them), whilst III &amp;amp; IV technologies are one off (but can be kept and used later)&lt;br /&gt;
&lt;br /&gt;
===The Hunger Wall and Vitus Cathedral===&lt;br /&gt;
&lt;br /&gt;
Certain effects found on Wall and Building tiles may advance you on these two tracks&lt;br /&gt;
&lt;br /&gt;
Moving sideways just requires the effect&lt;br /&gt;
&lt;br /&gt;
Moving up within a tier requires a payment of 2 Silver Windows (you can only have a supply of 2 at a time, so if you gain more when you have 2, you lose the excess, so remember to spend them, windows can also be spent to buy an extra action)&lt;br /&gt;
&lt;br /&gt;
Moving up to a new tier requires a depicted additional cost&lt;br /&gt;
&lt;br /&gt;
Some spaces give bonuses, such as points or free movement on the track, but the free movement can only be taken if you can also pay the tier change cost if applicable&lt;br /&gt;
&lt;br /&gt;
The first three players to reach the top gain the rewards in order&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===End of Turn===&lt;br /&gt;
&lt;br /&gt;
At the end of your go&lt;br /&gt;
&lt;br /&gt;
Discard down to 2 windows&lt;br /&gt;
&lt;br /&gt;
Rotate the action crane 1 space clockwise&lt;br /&gt;
&lt;br /&gt;
Put your action tile for the turn at the end of the wheel in the red zone&lt;br /&gt;
&lt;br /&gt;
If a tile rotates out of the wheel, place it on the first available green zone space and place a 5 point token on it&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
The game ends at the end of the 16th round&lt;br /&gt;
&lt;br /&gt;
Count up the points gained during the game&lt;br /&gt;
&lt;br /&gt;
Unfinished Plazas give lower half bonuses to all who have cubes there&lt;br /&gt;
&lt;br /&gt;
Your technology track scores by multiplying it with scoring opportunities on the University track&lt;br /&gt;
&lt;br /&gt;
The Wall and Cathedral give points for the row you&#039;ve reached as well as multiplies the column you&#039;re on by the corresponding symbol you&#039;ve collected&lt;br /&gt;
&lt;br /&gt;
For your personal Wall, gain 4 10 or 18 points if you have 3+ 4+ or 6+ sections&lt;br /&gt;
&lt;br /&gt;
Check for any personal scoring opportunities which may have gained on the V road&lt;br /&gt;
&lt;br /&gt;
For leftover eggs, gain 1/3/6/10 points for 1/2/3/4+ eggs&lt;br /&gt;
&lt;br /&gt;
The player with the most points wins!&lt;br /&gt;
&lt;br /&gt;
===Amendments===&lt;br /&gt;
&lt;br /&gt;
For those who already know the rules: The following Rules where changed or clarified in agreement with the publisher:&lt;br /&gt;
&lt;br /&gt;
* if an action is upgraded again, both upgrades are available for that turn, but only one can be used per action&lt;br /&gt;
* if an action tile get&#039;s the 5-VP-marker and all spaces in the green area are free it goes to the red area&lt;br /&gt;
* when a plaza is evaluated and other players have to make a decision(like choosing a bonus, selecting a technology), they will not immediately become active.  Instead, they will become active in turn order once the current player finishes his turn. If the current player wants to know their decisions before continuing, he/she can decide to wait for them.&lt;br /&gt;
* The market isn&#039;t automatically refilled immediately, so that the current player can still undo his moves. He/she can trigger the refill anytime. At the end of a turn it will be filled automatically.&lt;br /&gt;
* Most bonuses will be given immediately, because there can be no disadvantage, others(like gold, stone, movements) can be taken manually.&lt;/div&gt;</summary>
		<author><name>Magnus3740</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpterraformingmars&amp;diff=21388</id>
		<title>Gamehelpterraformingmars</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpterraformingmars&amp;diff=21388"/>
		<updated>2024-05-29T15:30:32Z</updated>

		<summary type="html">&lt;p&gt;Magnus3740: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Turn Structure ==&lt;br /&gt;
Each round of the game represents one generation of development and colonization on Mars. At the start of each round, the first player token moves to the next player.&lt;br /&gt;
&lt;br /&gt;
In every generation players perform the following steps:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1) Research:&#039;&#039;&#039; draw four cards and add any number of them into your hand. Pay 3 M€ for each one added and discard the rest. There is no hand limit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2) Actions:&#039;&#039;&#039; take 1-2 actions from the list below or pass. If you pass, you will not play again for the rest of the round. Continue in turn order until all players have passed. (Note that, during another player&#039;s turn in BGA, you can indicate that you will be passing on your next turn by pressing the Advanced Pass button in the &#039;current activity&#039; box at the top of the page. This allows you to go off and do other things without holding up the game. There is a Confirm button!)&lt;br /&gt;
&lt;br /&gt;
1) Play a card from your hand&lt;br /&gt;
&lt;br /&gt;
2) Use a standard project&lt;br /&gt;
&lt;br /&gt;
3) Claim a milestone (total of 3 times per game between all players)&lt;br /&gt;
&lt;br /&gt;
4) Fund an award (total of 3 times per game between all players)&lt;br /&gt;
&lt;br /&gt;
5) Use an action on a blue card (each blue card may be used once per generation)&lt;br /&gt;
&lt;br /&gt;
6) Convert 8 plants into a greenery tile (increasing the oxygen level and your Terraform Rating)&lt;br /&gt;
&lt;br /&gt;
7) Convert 8 heat into a temperature increase (increasing your Terraform Rating)&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;3) Production:&#039;&#039;&#039; first convert all unspent energy into heat, then all players simultaneously produce resources and M€ according to their production values. Players also get M€ equal to their Terraform Rating. (Note that M€ production values may be negative. ====&lt;br /&gt;
==== Playing Cards ====&lt;br /&gt;
Some cards have requirements in order to play them, such as:&lt;br /&gt;
&lt;br /&gt;
- Global parameters (oceans, oxygen, temperature) must be above or below a certain level&lt;br /&gt;
&lt;br /&gt;
- You must have enough tags of a given type already in play (like Science)&lt;br /&gt;
&lt;br /&gt;
- You must be able to produce a specific resource (like Titanium)&lt;br /&gt;
&lt;br /&gt;
Cards have a base cost which must be paid in M€. This cost can be reduced by other card effects. You can also spend resources in lieu of M€ if the card has certain tags:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Steel = 2 M€&#039;&#039;&#039; to pay for any &#039;&#039;&#039;Building&#039;&#039;&#039; card (brown building icon)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Titanium = 3 M€&#039;&#039;&#039; to pay for any &#039;&#039;&#039;Space&#039;&#039;&#039; card (gold sunburst icon)&lt;br /&gt;
&lt;br /&gt;
Carry out all of the card&#039;s effects, gain resources, and increase/decrease production values as directed. If a change to a production value is indicated with a red border, you can choose to apply it to another player or to no one at all. (These are usually negative effects.)&lt;br /&gt;
&lt;br /&gt;
After you play the card, it moves to one of three areas on your board depending on their color. You can change how these areas are arranged by clicking on the &amp;quot;three bars&amp;quot; icon in the header.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;- Red cards&#039;&#039;&#039; have no further effects and are automatically hidden. They do not contribute tags to your overall totals but may be worth points at the end of the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;- Green cards&#039;&#039;&#039; have no further effects, but remain in play to contribute their tags. They may be worth points at the end of the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;- Blue cards&#039;&#039;&#039; have either an ongoing passive effect or an action you can take on your turn. BGA sorts them into two piles for your convenience.&lt;br /&gt;
&lt;br /&gt;
==== Standard Projects ====&lt;br /&gt;
You always have the following options on your turn regardless of what&#039;s in your hand or on your board. Don&#039;t forget them! Each standard project takes one action on your turn.&lt;br /&gt;
&lt;br /&gt;
Note that you can also raise temperature or place greenery by spending heat or plants instead of M€.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sell patents:&#039;&#039;&#039; discard any number of cards and gain that many M€.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power plant (11 M€):&#039;&#039;&#039; increase Energy production one step.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Asteroid (14 M€):&#039;&#039;&#039; increase temperature one step (and gain one TR).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aquifer (18 M€):&#039;&#039;&#039; place an ocean tile (and gain one TR). Note that oceans don&#039;t belong to the player who placed them, unlike other tiles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Greenery (23 M€):&#039;&#039;&#039; place a greenery tile (raising the oxygen level and gaining one TR). If possible you must place it next to a tile you already own.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;City (25 M€):&#039;&#039;&#039; place a city tile and gain one M€ production. Cities may not be placed adjacent to each other. (Exception: Noctis City may be placed into its reserved spot even if there is already an adjacent city there.)&lt;br /&gt;
&lt;br /&gt;
If you place a tile, remember to gain any placement bonuses depicted in the space you cover up!&lt;br /&gt;
&lt;br /&gt;
==== Milestones and Awards ====&lt;br /&gt;
Milestones and awards place you in direct competition with other players. With milestones you race to be the first to meet a certain condition; with awards you compete to have the most in a specific category at the end of the game.&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Milestones&#039;&#039;&#039; =====&lt;br /&gt;
As an action, you may pay 8 M€ and claim a &#039;&#039;&#039;milestone&#039;&#039;&#039; if you meet its requirements. It is worth 5 VP at the end of the game. Only three milestones may be claimed per game.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Terraformer:&#039;&#039;&#039; have 35+ Terraform Rating (TR)&lt;br /&gt;
* &#039;&#039;&#039;Mayor:&#039;&#039;&#039; own 3+ cities&lt;br /&gt;
* &#039;&#039;&#039;Gardener:&#039;&#039;&#039; own 3+ greenery tiles&lt;br /&gt;
* &#039;&#039;&#039;Builder:&#039;&#039;&#039; have 8+ building tags in play&lt;br /&gt;
* &#039;&#039;&#039;Planner:&#039;&#039;&#039; have 16+ cards currently in hand&lt;br /&gt;
&lt;br /&gt;
===== Awards =====&lt;br /&gt;
As an action, you may pay some amount of M€ and fund an &#039;&#039;&#039;award&#039;&#039;&#039;. The first award funded costs 8 M€, the next costs 14 M€, and the last costs 20 M€. Only three awards may be funded per game. At the end of the game, check each funded award. The first and second place player in each category score VP (see Game End section). The player who funded the award receives no special consideration.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Landlord:&#039;&#039;&#039; most tiles in play of any type(s)&lt;br /&gt;
* &#039;&#039;&#039;Banker:&#039;&#039;&#039; highest M€ production&lt;br /&gt;
* &#039;&#039;&#039;Scientist:&#039;&#039;&#039; most science tags in play&lt;br /&gt;
* &#039;&#039;&#039;Thermalist:&#039;&#039;&#039; most unspent heat resource cubes&lt;br /&gt;
* &#039;&#039;&#039;Miner:&#039;&#039;&#039; most unspent steel and titanium resource cubes (combined) &lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
Game ends when there is enough oxygen to breathe (14%), oceans enough to allow Earth-like weather (9 aquifers), and the temperature is well above freezing (+8˚C).  Play continues to the end of the current generation and then players have one final turn to convert extra plants into one or more greenery tiles.&lt;br /&gt;
&lt;br /&gt;
The winner is the player with most VPs at the end of the game. VPs come from:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Terraform Rating (TR).&#039;&#039;&#039; Each time you raise a global parameter (oceans, oxygen, temperature) your TR increases. Score VPs equal to your TR at the end of the game.&lt;br /&gt;
* &#039;&#039;&#039;Greenery.&#039;&#039;&#039; Score 1 VP for each greenery tile you own.&lt;br /&gt;
* &#039;&#039;&#039;Cities.&#039;&#039;&#039; Each city scores 1 VP for each greenery tile adjacent to a city you own, regardless of who owns the greenery. The capital city card also scores 1 VP for each adjacent ocean.&lt;br /&gt;
* &#039;&#039;&#039;Awards (must be funded).&#039;&#039;&#039; 5 VPs to the winner, 2 VPs to second place. If players tie for first, they all get the bonus and no second place is awarded. If multiple players tie for second, they all get the bonus. In a two player game, no second place is awarded.&lt;br /&gt;
* &#039;&#039;&#039;Claimed milestones.&#039;&#039;&#039; Each claimed milestone is worth 5 VPs at the end of the game. Only 3 of the 5 milestones may be claimed.&lt;br /&gt;
* &#039;&#039;&#039;VPs on played cards.&#039;&#039;&#039; First, count all VPs on cards that collect resources. Then gather all of your remaining cards (including all your played events!) and count your VPs. If you have Jovian cards, these may have to be counted separately. (To identify this look for the number, or an effect like X VP / Y number of resources, marked inside the planet Mars Icon)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Common rules misinterpretations ==&lt;br /&gt;
&lt;br /&gt;
If you trying to submit a bug report about possible rules violation please note that at this point it is very unlikely  to be a real issue or unique.&lt;br /&gt;
&lt;br /&gt;
Your bug report will be closed automatically unless you provide EVIDENCE in the report itself - which is either text of game log with move number (using Copy Log button) or screenshot.&lt;br /&gt;
&lt;br /&gt;
These are common cases of rules misinterpretation (below are the rules!):&lt;br /&gt;
* Event tags are not counted. Only reason they are there to give you discounts or when played effects from other cards.&lt;br /&gt;
* No more then 3 milestones can be claimed (out of 5)&lt;br /&gt;
* No milestone can be claimed in solo game&lt;br /&gt;
* Placing forest after last generation does not increase oxygen (especially in Solo game even it is not maxed out)&lt;br /&gt;
* Some cards effects violate the common rules - please READ the text on the card before submitting bug about specific card&lt;br /&gt;
* Production reduction is MANDATORY&lt;br /&gt;
* Removing resources to activate card is MANDATORY (i.e. Ants)&lt;br /&gt;
* Removing animals/microbes is not possible from PETs or when your opponent has Protected Habitats in play&lt;br /&gt;
* You can do some action which seems to be unreasonable (such as spending 8 heat when temperature is at max). This move is allowed by the rules and can be legally played as a stalling technique.&lt;br /&gt;
&lt;br /&gt;
== Digital adaptation ==&lt;br /&gt;
=== Interface ===&lt;br /&gt;
Interface should be self explanatory for most part.&lt;br /&gt;
* You only can do action that you are allowed to do. If you THINK you can do something and there is no button, see section about &amp;quot;Common rules misinterpretations&amp;quot; above. Same as if you think you did something that you should not have.&lt;br /&gt;
* You can do a game action either by using a toolbar button or by clicking game element which is highlighted. If there are more than 7 buttons - buttons no longer shown (but if you really want them there is button &amp;quot;Where are my buttons&amp;quot;)&lt;br /&gt;
* When multiple effects are in play you have to choose order, if you don&#039;t want to choose there is button Whatever to chose random order&lt;br /&gt;
* When you get too many cards you can play with card layout option using hamburder menu near card pile. Even when card stacked you always see them by clicking on any card - it will show whole pile in popup. The layout is store per player color per table. If you like to change default layout use Setting panel to store current layout as default.&lt;br /&gt;
* There is sorting option for cards (button near Hand panel), which has few modes: By Cost, By Playability, By Vp, Manual and None. Be careful when you set to auto-sort - card order may change as you get them and you click or something you not except to be there. Manual mode is drag and drop&lt;br /&gt;
=== Settings ===&lt;br /&gt;
The game is very complex and there is no size that fits all. So we provide customizations. Settings are accessible via Gear icon on the top right.&lt;br /&gt;
&lt;br /&gt;
There are 2 categories:&lt;br /&gt;
* Preferences - these remembered in your account and go with you everywhere&lt;br /&gt;
* Local settings - these are browser settings, they saved for per player, per theme and for this browser only.&lt;br /&gt;
&lt;br /&gt;
==== Preference - Theme ====&lt;br /&gt;
&lt;br /&gt;
For people who like to see game as it was designed by game designed we provide Cardboard theme. It has exact board, player board and printed cards (with english text). Also there are resource cubes for extra giggles.&lt;br /&gt;
&lt;br /&gt;
==== Preference - Live Scoring ====&lt;br /&gt;
&lt;br /&gt;
Live scoring is ability of UI show you preview of VP as you would have ended game now. Because its controversial subject it exists as both game option and user preference.&lt;br /&gt;
If table creator set the option to Disabled, nobody at the table can see live scoring, regardless of their preferences and feelings.&lt;br /&gt;
Otherwise its a personal choice - you can use Preference of Show or Hide. &lt;br /&gt;
Unless you play with Live scoring disabled you can always peek to see current scoring table using show Scoring button or clicking of scoring control (the number of point on players mini panel)&lt;br /&gt;
&lt;br /&gt;
==== Local Settings - Animation ====&lt;br /&gt;
&lt;br /&gt;
If you fast player you may want to reduce amount and time of animation using settings. Also Carboard theme is slightly faster because it does less animations in general.&lt;br /&gt;
&lt;br /&gt;
=== Limitations of digital adaptation ===&lt;br /&gt;
&lt;br /&gt;
* Cannot choose order of come into play effects of project cards (with some exceptions)&lt;br /&gt;
* When order of effect chosen - cannot Draw cards before resolving other complex effects&lt;br /&gt;
* Cannot undo single action (Undo will undo 2 actions or until after last Draw)&lt;br /&gt;
* You cannot undo when you are the last player to take an action in multiplayer state (i.e. setup, draft, research)&lt;br /&gt;
&lt;br /&gt;
== Solo Game ==&lt;br /&gt;
The solo version always uses the Corporate Era setup; include all the Corporate Era cards and start without any production, except for what your corporation may give you. &lt;br /&gt;
&lt;br /&gt;
All rules apply as usual with these exceptions: &lt;br /&gt;
* Before you choose your cards, place 2 neutral city tiles on the map with an adjacent greenery tile each (these tiles are not yours, and do not increase the oxygen level): one is placed in the top left, and one in the bottom right. Special case: If you choose to play Tharsis Republic this game, you get M€ production for the 2 neutral cities even though they are placed before you reveal your corporation. &lt;br /&gt;
&lt;br /&gt;
* Start with a terraform rating of 14 instead of 20 (marked ’solo’ on the track) and without the extra production of resources described for the standard game. &lt;br /&gt;
&lt;br /&gt;
* Awards and Milestones are not used. &lt;br /&gt;
&lt;br /&gt;
* You have a neutral opponent that you can steal from, or reduce any kind of resources and production from. &lt;br /&gt;
&lt;br /&gt;
* You always play 14 generations (marked ’solo’). In order to win, you need to complete terraforming (i.e making the three global parameters reach their goal) before the end of generation 14. After generation 14, you may convert plants into greenery tiles, following normal rules but without raising the oxygen, and finally you score VPs to get as high a score as possible. If you have not completed terraforming by the end of generation 14, you lose.&lt;/div&gt;</summary>
		<author><name>Magnus3740</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpbackgammon&amp;diff=20735</id>
		<title>Gamehelpbackgammon</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpbackgammon&amp;diff=20735"/>
		<updated>2024-04-11T16:24:27Z</updated>

		<summary type="html">&lt;p&gt;Magnus3740: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Objective==&lt;br /&gt;
&lt;br /&gt;
Players roll dice to advance their pawns into their home base. When completed, players resume by rolling dice to remove their pawns from the board. A player&#039;s pawns may not be removed from the board until all of their pawns are in their home base. First player to clear all pawns from the board wins. Exact roll is not required to remove pawns from the board, roll can be equal to or more than the amount of spaces required to leave the board.&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
&lt;br /&gt;
The game has a fixed setup, with opponent mirrored arrangement. Each players home row is opposite the other, and each will be moving in only one, opposite direction around the board (either clockwise or counter-clockwise).&lt;br /&gt;
&lt;br /&gt;
==Play==&lt;br /&gt;
&lt;br /&gt;
Each roll of two dice can be played to advance one pawn both numbers, the order chosen by the player, or split play as each die to advance one pawn respectively. Should any number roll as double, player is able to play that number four times, as board will allow. pawns cannot be moved to land on any space occupied by two or more opposing pawns. Your own pawns may accumulate in any quantity on your own occupied spaces.&lt;br /&gt;
&lt;br /&gt;
===Capture===&lt;br /&gt;
&lt;br /&gt;
Any pawn stacked two or more is safe from capture. Any pawn single on a space is vulnerable. Rolling number combination to land your pawn on exposed opponent pawn is a capture and token must sit out of play until a number roll allows entry into opposing home row (i.e farthest from own). No other pawn may be moved until all captured pawn have re-entered the game.&lt;br /&gt;
&lt;br /&gt;
===Doubling===&lt;br /&gt;
&lt;br /&gt;
Backgammon games are played for 1 point. Matches are played with multiple points. When in Match play, if one opponent feels their game is so strong that they will most likely win, they &amp;quot;offer the cube&amp;quot; to the other opponent. The other opponent can then accept (in which case the game is worth double the current stakes) or decline (and the game ends in their loss). If a player accepted the cube, and their situation later improves, they can then &amp;quot;double&amp;quot;, if they so desire. Players may go back and forth doubling in this way, but doubling more than 2 or 3 times in one game is very rare. &lt;br /&gt;
&lt;br /&gt;
==Match Play==&lt;br /&gt;
A Match of Backgammon involves several games worth 1-3 points until a player equals to or exceeds the Match Goal. The Doubling cube multiplies the number on the cube by the points earned to give the total match points earned that game.&lt;br /&gt;
&lt;br /&gt;
The points awarded depend on the scale of the victory as follows.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;1 point - &amp;lt;/b&amp;gt;A player who bears off all fifteen pieces when the opponent has borne off at least one.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2 points - &amp;lt;/b&amp;gt;If all fifteen have been borne off before the opponent gets at least one checker off. This is called a gammon or double game. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;3 points - &amp;lt;/b&amp;gt;When the losing player has borne off no pieces and has one or more on the bar and/or in the winner&#039;s home table. This is called a backgammon or triple game.&lt;/div&gt;</summary>
		<author><name>Magnus3740</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_heat&amp;diff=18155</id>
		<title>Tips heat</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_heat&amp;diff=18155"/>
		<updated>2023-09-25T17:14:47Z</updated>

		<summary type="html">&lt;p&gt;Magnus3740: Discarding tips from Asger&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Discarding =&lt;br /&gt;
Discarding cards is about two things. Hand management and deck management.&lt;br /&gt;
&lt;br /&gt;
== Hand Management ==&lt;br /&gt;
Try to plan a few turns ahead, and keep cards you will use. Do not hold on to cards you will use 5 turns from now.&lt;br /&gt;
&lt;br /&gt;
If you are in a flexible situation that could be solved in several gears, try and keep as diverse a set of cards in hand as possible. Keeping one of each value and discarding excess of each.&lt;br /&gt;
&lt;br /&gt;
For all of the above the state of your deck impacts the decision too. The odds of getting what you want drastically change based on a number of factors, that are too complicated to summarize without seeing the whole race.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Deck Management ==&lt;br /&gt;
Discarding is probably even more impactful. You can’t discard Heat or Stress cards, but certainly discarding greatly impacts both. Let’s start with two simple examples.&lt;br /&gt;
&lt;br /&gt;
=== Stress Cards ===&lt;br /&gt;
Firstly if I play all my three stress cards at a time where there are two cards left in my draw deck, I know for a fact that I will shuffle mid turn. My draw deck will effectively be reset, while my stress cards are in the play area. The result is less exposure to stress. A well timed boost can also trigger such a mid turn reshuffle (or mistimed…).&lt;br /&gt;
&lt;br /&gt;
=== Heat Cards ===&lt;br /&gt;
For heat cards I could have a discard pile with 2-3 of them already in there. When discarding cards that decision could easily impact if I would reshuffle this turn or the next. As there is a big difference between having a draw deck stacked with 5-6 heat cards or half of that, timing when to reshuffle impacts many rounds ahead. Moreover the decisions obviously change based on whether or not you’re heading into a long straight, where 6 heat in draw deck could spell disaster, or four corners where it could be risky but potentially peachy.&lt;br /&gt;
&lt;br /&gt;
=== Reshuffling ===&lt;br /&gt;
If you are heading out into the long straight on the Italy track your perfect hand of seven cards would be your three 1s for third gear and the corner, and then a full complimentary of your highest cards. However when you reshuffle is just as important. If you reshuffle while going through the corner, sure you will have a fast turn in fourth gear coming up, but all your high cards will go straight into a shallow discard pile. Ideally you want to play them all and then be able to immediately redraw them to play again.&lt;br /&gt;
&lt;br /&gt;
The stress card example from above also works in reverse. Do you really want to play it (or boost) if it freezes your upgrades or high cards out of your deck for a full cycle?&lt;br /&gt;
&lt;br /&gt;
For most of the above deck management examples, you will have to think about the timing a few rounds ahead. While of course trying not to compromise the hand management needs, and adapting the risk/reward decision to the position amongst the other drivers and your current stress or overheat status.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Summarized from https://boardgamegeek.com/thread/2998329/strategy-discarding &amp;lt;/i&amp;gt;&lt;/div&gt;</summary>
		<author><name>Magnus3740</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpheat&amp;diff=18044</id>
		<title>Gamehelpheat</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpheat&amp;diff=18044"/>
		<updated>2023-09-14T18:49:07Z</updated>

		<summary type="html">&lt;p&gt;Magnus3740: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Playing a Round ==&lt;br /&gt;
“Heat: Pedal to the Metal™” is played over several rounds. Each round all players ALWAYS complete 4 steps marked *.&lt;br /&gt;
&lt;br /&gt;
The remaining steps (4-8) are all situational and only sometimes apply to your turn. All players complete steps 1 and 2 at the same time (do them in order, but without waiting for each other). Then, starting with the frontmost car, closest to the Race Line, complete steps 3 through 9. Once a car has completed step 9 and ended their turn, proceed back through the positions completing one car’s turn at a time. Repeat this sequence until all cars have finished&lt;br /&gt;
the race (check the number of laps on the board for the track you are using).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;1*&amp;lt;/b&amp;gt; Shift Gears&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;2*&amp;lt;/b&amp;gt; Play Cards&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;3*&amp;lt;/b&amp;gt; Reveal and Move&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4  Adrenaline&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;5  React&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;6  Slipsteam&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;7  Check Corner&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;8  Discard&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;9*&amp;lt;/b&amp;gt; Replenish Hand&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shift Gears ===&lt;br /&gt;
First, check which gear your car is in, and decide if you want to leave it there or shift it one gear up or down from that position.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: You can choose to shift your gear up/down two positions, but doing so will require that you pay one Heat&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Play Cards ===&lt;br /&gt;
Your current gear determines exactly how many cards you play from your hand. 1st gear means you must play 1 card, 2nd gear is 2 cards, and so on. &lt;br /&gt;
&lt;br /&gt;
In this step you can play all types of cards except for Heat cards. Keep the 1-4 played cards facedown in your own Play Area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Reveal and Move ===&lt;br /&gt;
Reveal the cards in your Play Area, then add all values together to determine your Speed. Values from Upgrade and Stress cards (see below) contribute to that total Speed. Move your car forward by exactly that many Spaces on the track. Always put your car on the Spot closest to the Race Line if available.&lt;br /&gt;
&lt;br /&gt;
Cars never prevent you from passing through them, even when it looks like the race track is blocked. However, if you would end your move in a Space where there are cars on all Spots, then you are blocked and must put your car in the first Space with a free Spot behind the cars that blocked you (as close to the Race Line as possible).&lt;br /&gt;
&lt;br /&gt;
If there are 2 cars next to each other, the car closest to the Race Line is considered ahead for all purposes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Adrenaline ===&lt;br /&gt;
&amp;lt;b&amp;gt;1-4 cars&amp;lt;/b&amp;gt; Only applies if you are the last car to move this round&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;5-6 cars&amp;lt;/b&amp;gt; Only apples to the two last cars to move this round&lt;br /&gt;
&lt;br /&gt;
Adrenaline helps the last player each round. It is not really a step of its own, but gives that player extra symbols they may use in the next step (React). They may move 1 extra Space while adding 1 to their Speed value and/or gain 1 extra Cooldown.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: Adrenaline cannot be saved for future rounds.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== React ===&lt;br /&gt;
In this step you get to activate symbols you have access to in ANY order you want.&lt;br /&gt;
&lt;br /&gt;
In the core game you have access to symbols from your current gear (Boost and/or Cooldown) and Adrenaline if last. Each symbol is activated and completed individually.&lt;br /&gt;
&lt;br /&gt;
==== Cooldown ====&lt;br /&gt;
Cooldown is an important aspect of the game because it allows you to take a Heat card from your hand and put it back in your Engine (so you can use the Heat card again). The number in the Cooldown symbol indicates how many Heat you can move in this way. You gain access to Cooldown in a few ways but the most common is from driving in 1st gear (Cooldown 3) and 2nd gear (Cooldown 1).&lt;br /&gt;
&lt;br /&gt;
==== Boost ====&lt;br /&gt;
Regardless of which gear you are in you may pay 1 Heat to boost once per turn. Boosting gives you a &amp;lt;b&amp;gt;+&amp;lt;/b&amp;gt; symbol as reminded on the player mats. Move your car accordingly, you may still be blocked.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: &amp;lt;b&amp;gt;+&amp;lt;/b&amp;gt; symbols always increase your Speed value for the purpose of the Check Corner step. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Adrenaline ====&lt;br /&gt;
May use your +1 Speed and/or 1 extra Cooldown&lt;br /&gt;
&lt;br /&gt;
==== Garage Module Icons ====&lt;br /&gt;
Apply any of the icons on Garage Cards during the react step&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Slipstream ===&lt;br /&gt;
Only applies if you are next to or behind another car at this point. &lt;br /&gt;
&lt;br /&gt;
Slipstreaming is optional if you land next to another car, or in a Space behind a car or cars. If you choose to Slipstream, you move 2 Spaces forward. You can only Slipstream once per turn and if all the Spots in the final Space are occupied, place your car in the first Space with a free Spot behind the blocking cars.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: Slipstreaming does NOT increase your Speed value for the purpose of the Check Corner step.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Check Corner ===&lt;br /&gt;
If at any point this turn you crossed a Corner Line, you must now check if your total Speed for the round exceeds the Speed Limit of that corner (Speed = Sum of the values of all the cards in your Play Area, +1 if you used the Adrenaline Bonus).&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;If your total Speed for the round is equal to or lower than the Speed Limit, nothing happens.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Otherwise, you pay Heat equal to the difference between your total Speed and the Speed Limit.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: If you drive through several corners on the same turn, you must pay for each of them separately, starting with the first Corner Line you crossed.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Spin Out ====&lt;br /&gt;
If you do not have enough Heat to pay for your excess Speed,&lt;br /&gt;
you pay all the Heat you have and immediately spin out:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Move the car back to the first available Space before the Corner Line that caused the spin out.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Take 1 extra Stress card into your hand if you are in 1st/2nd gear, or 2 extra Stress cards if you are in 3rd/4th gear.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Move your Gear pawn to 1st gear.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Discard ===&lt;br /&gt;
You may discard cards from your hand if you do not want to save them for future rounds. Do so by placing them face up into your discard pile. However, nobody can browse through the discard piles (including their own); only the top card is public knowledge.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: You can never choose to discard Stress or Heat cards (even the Upgrade ones).&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Replenish Hand ===&lt;br /&gt;
Take all cards from your Play Area and put them onto your discard pile. Draw back up to 7 cards (or a hand limit specified by the Event card), then the next player can proceed with steps 3-9.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Heat Cards ==&lt;br /&gt;
As you race around the track you should use Heat to drive faster on straights and in corners. As a consequence, Heat cards will move from your Engine to your discard pile. Later on they will be shuffled into your draw deck and each&lt;br /&gt;
your hand. The only way to get Heat cards out of your hand and back into the Engine is to cool down, typically by shifting to lower gears. This cycle means the same Heat card could be used several times during a race, depending on how fast you use it, draw it and cool it down again. Heat cards can never be discarded or played from your hand. They effectively reduce your hand size by filling it up with useless cards.&lt;br /&gt;
&lt;br /&gt;
=== Paying Heat ===&lt;br /&gt;
Every time you are asked to pay 1 Heat, you must take 1 Heat card from your Engine and move it to your discard pile. If you do not have a Heat card available, you cannot choose to Boost. If you went through a corner exceeding the Speed Limit and do not have enough Heat to pay, you spin out.&lt;br /&gt;
&lt;br /&gt;
=== Shifting up/down 2 positions ===&lt;br /&gt;
If you want to move your Gear pawn an extra step up or down (e.g. between gears 1&amp;amp;3 or 2&amp;amp;4) during step 1: Shift Gears, you have to pay 1 Heat immediately. As everyone shifts gears at the same time, just announce you are doing it, pay the Heat and move your Gear pawn accordingly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Cluttered Hand ==&lt;br /&gt;
In rare circumstances you can get stuck with so many Heat cards in your hand that you don’t have enough playable cards for the gear you’re in. If this happens, use as many playable cards as possible and cover the difference with Heat cards. In this case, your car does not move this turn. Instead, when you reveal your played cards, immediately move your Gear pawn to 1st gear, place the cards that are in your Play Area in your Discard pile, and skip straight to step 9 (Replenish Hand).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== + Symbol ==&lt;br /&gt;
For each &amp;lt;b&amp;gt;+&amp;lt;/b&amp;gt; symbol played you will add an unknown value between 1 and 4 to your Speed. This is done by flipping the top card of your draw deck:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;If it is a Basic card (Speed symbol), add it to your Play Area.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Otherwise, immediately put it in the discard pile and keep flipping until you find a Basic card (Speed symbol).&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== How to Win ==&lt;br /&gt;
You win the race (and the game) by being the first player to cross the finish line after the number of laps indicated in the player area. If two or more cars finish in the same round, the winner is the player whose car is furthest ahead (the spot closest to the Race Line is the tiebreaker if two cars end up side by side).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Slipstreaming can never be used to cross the finish line nor after having crossed the finish line. &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Disregard any Speed Limits in corners after the finish line, simply move as far as you can.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At the end of the &amp;lt;b&amp;gt;round&amp;lt;/b&amp;gt;, all the cars that crossed the finish line are removed from the track and placed in order on the Hall of Fame Space on the board. The remaining cars continue playing until all cars make it to the finish. The Adrenaline bonuses are still applied based on the number of cars that started the race, not remaining on the board.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Upgrade Cards ==&lt;br /&gt;
&amp;lt;i&amp;gt;Note: All Upgrade Cards are discarded when resolving a &amp;lt;b&amp;gt;+&amp;lt;/b&amp;gt; symbol.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Basic Upgrade Cards ===&lt;br /&gt;
The Basic Game provides three upgrade cards. They all have 3 chevrons (^) and match your car color. They also do not have the Speed Symbol that your basic cards do. &lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Heat. Works just like other Heat cards, though it starts shuffled in your deck.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;0&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;5&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Garage Module Upgrade Cards ===&lt;br /&gt;
The ones marked * are mandatory&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== * Scrap ====&lt;br /&gt;
Discard the top card of your draw deck the number of times indicated&lt;br /&gt;
&lt;br /&gt;
==== * Adjust Speed Limit ====&lt;br /&gt;
If you cross Corner Lines this turn, their Speed Limit is modified by the number indicated for you; “+” means you can move faster, “-” means you must move slower.&lt;br /&gt;
&lt;br /&gt;
==== Slipstream boost ====&lt;br /&gt;
If you choose to Slipstream in step 6, your typical 2 Spaces may be increased by the number indicated.&lt;br /&gt;
&lt;br /&gt;
==== Reduce Stress ====&lt;br /&gt;
You may immediately discard up to the number indicated of Stress cards from your hand to the discard pile.&lt;br /&gt;
&lt;br /&gt;
==== Refresh ====&lt;br /&gt;
You may place this card back on top of your draw deck instead of discarding it in step 9.&lt;br /&gt;
&lt;br /&gt;
==== Salvage ====&lt;br /&gt;
You may look through your discard pile and choose up to the number indicated cards there. These cards are shuffled into your draw deck.&lt;br /&gt;
&lt;br /&gt;
==== Direct Play ====&lt;br /&gt;
You may play this card from your hand in the React step (step 5). If you do, it applies as if you had revealed it in step 3, including Speed value and mandatory/optional icons.&lt;br /&gt;
&lt;br /&gt;
==== Accelerate ====&lt;br /&gt;
You may increase your Speed by 1 for every &amp;lt;b&amp;gt;+&amp;lt;/b&amp;gt; symbol used by you this turn (from Upgrades, Stress, Boost, etc). If you do, you must increase it for all &amp;lt;b&amp;gt;+&amp;lt;/b&amp;gt; symbols used and this counts for corner checks (step 7).&lt;/div&gt;</summary>
		<author><name>Magnus3740</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpheat&amp;diff=18040</id>
		<title>Gamehelpheat</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpheat&amp;diff=18040"/>
		<updated>2023-09-13T14:25:44Z</updated>

		<summary type="html">&lt;p&gt;Magnus3740: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Playing a Round ==&lt;br /&gt;
“Heat: Pedal to the Metal™” is played over several rounds. Each round all players ALWAYS complete 4 steps marked *.&lt;br /&gt;
&lt;br /&gt;
The remaining steps (4-8) are all situational and only sometimes apply to your turn. All players complete steps 1 and 2 at the same time (do them in order, but without waiting for each other). Then, starting with the frontmost car, closest to the Race Line, complete steps 3 through 9. Once a car has completed step 9 and ended their turn, proceed back through the positions completing one car’s turn at a time. Repeat this sequence until all cars have finished&lt;br /&gt;
the race (check the number of laps on the board for the track you are using).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;1*&amp;lt;/b&amp;gt; Shift Gears&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;2*&amp;lt;/b&amp;gt; Play Cards&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;3*&amp;lt;/b&amp;gt; Reveal and Move&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4  Adrenaline&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;5  React&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;6  Slipsteam&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;7  Check Corner&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;8  Discard&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;9*&amp;lt;/b&amp;gt; Replenish Hand&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shift Gears ===&lt;br /&gt;
First, check which gear your car is in, and decide if you want to leave it there or shift it one gear up or down from that position.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: You can choose to shift your gear up/down two positions, but doing so will require that you pay one Heat&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Play Cards ===&lt;br /&gt;
Your current gear determines exactly how many cards you play from your hand. 1st gear means you must play 1 card, 2nd gear is 2 cards, and so on. &lt;br /&gt;
&lt;br /&gt;
In this step you can play all types of cards except for Heat cards. Keep the 1-4 played cards facedown in your own Play Area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Reveal and Move ===&lt;br /&gt;
Reveal the cards in your Play Area, then add all values together to determine your Speed. Values from Upgrade and Stress cards (see below) contribute to that total Speed. Move your car forward by exactly that many Spaces on the track. Always put your car on the Spot closest to the Race Line if available.&lt;br /&gt;
&lt;br /&gt;
Cars never prevent you from passing through them, even when it looks like the race track is blocked. However, if you would end your move in a Space where there are cars on all Spots, then you are blocked and must put your car in the first Space with a free Spot behind the cars that blocked you (as close to the Race Line as possible).&lt;br /&gt;
&lt;br /&gt;
If there are 2 cars next to each other, the car closest to the Race Line is considered ahead for all purposes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Adrenaline ===&lt;br /&gt;
&amp;lt;b&amp;gt;1-4 cars&amp;lt;/b&amp;gt; Only applies if you are the last car to move this round&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;5-6 cars&amp;lt;/b&amp;gt; Only apples to the two last cars to move this round&lt;br /&gt;
&lt;br /&gt;
Adrenaline helps the last player each round. It is not really a step of its own, but gives that player extra symbols they may use in the next step (React). They may move 1 extra Space while adding 1 to their Speed value and/or gain 1 extra Cooldown.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: Adrenaline cannot be saved for future rounds.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== React ===&lt;br /&gt;
In this step you get to activate symbols you have access to in ANY order you want.&lt;br /&gt;
&lt;br /&gt;
In the core game you have access to symbols from your current gear (Boost and/or Cooldown) and Adrenaline if last. Each symbol is activated and completed individually.&lt;br /&gt;
&lt;br /&gt;
==== Cooldown ====&lt;br /&gt;
Cooldown is an important aspect of the game because it allows you to take a Heat card from your hand and put it back in your Engine (so you can use the Heat card again). The number in the Cooldown symbol indicates how many Heat you can move in this way. You gain access to Cooldown in a few ways but the most common is from driving in 1st gear (Cooldown 3) and 2nd gear (Cooldown 1).&lt;br /&gt;
&lt;br /&gt;
==== Boost ====&lt;br /&gt;
Regardless of which gear you are in you may pay 1 Heat to boost once per turn. Boosting gives you a &amp;lt;b&amp;gt;+&amp;lt;/b&amp;gt; symbol as reminded on the player mats. Move your car accordingly, you may still be blocked.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: &amp;lt;b&amp;gt;+&amp;lt;/b&amp;gt; symbols always increase your Speed value for the purpose of the Check Corner step. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Adrenaline ====&lt;br /&gt;
May use your +1 Speed and/or 1 extra Cooldown&lt;br /&gt;
&lt;br /&gt;
==== Garage Module Icons ====&lt;br /&gt;
Apply any of the icons on Garage Cards during the react step&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Slipstream ===&lt;br /&gt;
Only applies if you are next to or behind another car at this point. &lt;br /&gt;
&lt;br /&gt;
Slipstreaming is optional if you land next to another car, or in a Space behind a car or cars. If you choose to Slipstream, you move 2 Spaces forward. You can only Slipstream once per turn and if all the Spots in the final Space are occupied, place your car in the first Space with a free Spot behind the blocking cars.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: Slipstreaming does NOT increase your Speed value for the purpose of the Check Corner step.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Check Corner ===&lt;br /&gt;
If at any point this turn you crossed a Corner Line, you must now check if your total Speed for the round exceeds the Speed Limit of that corner (Speed = Sum of the values of all the cards in your Play Area, +1 if you used the Adrenaline Bonus).&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;If your total Speed for the round is equal to or lower than the Speed Limit, nothing happens.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Otherwise, you pay Heat equal to the difference between your total Speed and the Speed Limit.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: If you drive through several corners on the same turn, you must pay for each of them separately, starting with the first Corner Line you crossed.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Spin Out ====&lt;br /&gt;
If you do not have enough Heat to pay for your excess Speed,&lt;br /&gt;
you pay all the Heat you have and immediately spin out:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Move the car back to the first available Space before the Corner Line that caused the spin out.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Take 1 extra Stress card into your hand if you are in 1st/2nd gear, or 2 extra Stress cards if you are in 3rd/4th gear.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Move your Gear pawn to 1st gear.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Discard ===&lt;br /&gt;
You may discard cards from your hand if you do not want to save them for future rounds. Do so by placing them face up into your discard pile. However, nobody can browse through the discard piles (including their own); only the top card is public knowledge.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: You can never choose to discard Stress or Heat cards (even the Upgrade ones).&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Replenish Hand ===&lt;br /&gt;
Take all cards from your Play Area and put them onto your discard pile. Draw back up to 7 cards (or a hand limit specified by the Event card), then the next player can proceed with steps 3-9.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Heat Cards ==&lt;br /&gt;
As you race around the track you should use Heat to drive faster on straights and in corners. As a consequence, Heat cards will move from your Engine to your discard pile. Later on they will be shuffled into your draw deck and each&lt;br /&gt;
your hand. The only way to get Heat cards out of your hand and back into the Engine is to cool down, typically by shifting to lower gears. This cycle means the same Heat card could be used several times during a race, depending on how fast you use it, draw it and cool it down again. Heat cards can never be discarded or played from your hand. They effectively reduce your hand size by filling it up with useless cards.&lt;br /&gt;
&lt;br /&gt;
=== Paying Heat ===&lt;br /&gt;
Every time you are asked to pay 1 Heat, you must take 1 Heat card from your Engine and move it to your discard pile. If you do not have a Heat card available, you cannot choose to Boost. If you went through a corner exceeding the Speed Limit and do not have enough Heat to pay, you spin out.&lt;br /&gt;
&lt;br /&gt;
=== Shifting up/down 2 positions ===&lt;br /&gt;
If you want to move your Gear pawn an extra step up or down (e.g. between gears 1&amp;amp;3 or 2&amp;amp;4) during step 1: Shift Gears, you have to pay 1 Heat immediately. As everyone shifts gears at the same time, just announce you are doing it, pay the Heat and move your Gear pawn accordingly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Cluttered Hand ==&lt;br /&gt;
In rare circumstances you can get stuck with so many Heat cards in your hand that you don’t have enough playable cards for the gear you’re in. If this happens, use as many playable cards as possible and cover the difference with Heat cards. In this case, your car does not move this turn. Instead, when you reveal your played cards, immediately move your Gear pawn to 1st gear, place the cards that are in your Play Area in your Discard pile, and skip straight to step 9 (Replenish Hand).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== + Symbol ==&lt;br /&gt;
For each &amp;lt;b&amp;gt;+&amp;lt;/b&amp;gt; symbol played you will add an unknown value between 1 and 4 to your Speed. This is done by flipping the top card of your draw deck:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;If it is a Basic card (Speed symbol), add it to your Play Area.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Otherwise, immediately put it in the discard pile and keep flipping until you find a Basic card (Speed symbol).&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== How to Win ==&lt;br /&gt;
You win the race (and the game) by being the first player to cross the finish line after the number of laps indicated in the player area. If two or more cars finish in the same round, the winner is the player whose car is furthest ahead (the spot closest to the Race Line is the tiebreaker if two cars end up side by side).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Slipstreaming can never be used to cross the finish line nor after having crossed the finish line. &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Disregard any Speed Limits in corners after the finish line, simply move as far as you can.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At the end of the &amp;lt;b&amp;gt;round&amp;lt;/b&amp;gt;, all the cars that crossed the finish line are removed from the track and placed in order on the Hall of Fame Space on the board. The remaining cars continue playing until all cars make it to the finish. The Adrenaline bonuses are still applied based on the number of cars that started the race, not remaining on the board.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Upgrade Cards ==&lt;br /&gt;
&amp;lt;i&amp;gt;Note: All Upgrade Cards are discarded when resolving a &amp;lt;b&amp;gt;+&amp;lt;/b&amp;gt; symbol.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Basic Upgrade Cards ===&lt;br /&gt;
The Basic Game provides three upgrade cards. They all have 3 chevrons (^) and match your car color. They also do not have the Speed Symbol that your basic cards do. &lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Heat. Works just like other Heat cards, though it starts shuffled in your deck.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;0&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;5&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Garage Module Upgrade Cards ===&lt;/div&gt;</summary>
		<author><name>Magnus3740</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpheat&amp;diff=18039</id>
		<title>Gamehelpheat</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpheat&amp;diff=18039"/>
		<updated>2023-09-13T14:15:10Z</updated>

		<summary type="html">&lt;p&gt;Magnus3740: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Playing a Round ==&lt;br /&gt;
“Heat: Pedal to the Metal™” is played over several rounds. Each round all players ALWAYS complete 4 steps marked *.&lt;br /&gt;
&lt;br /&gt;
The remaining steps (4-8) are all situational and only sometimes apply to your turn. All players complete steps 1 and 2 at the same time (do them in order, but without waiting for each other). Then, starting with the frontmost car, closest to the Race Line, complete steps 3 through 9. Once a car has completed step 9 and ended their turn, proceed back through the positions completing one car’s turn at a time. Repeat this sequence until all cars have finished&lt;br /&gt;
the race (check the number of laps on the board for the track you are using).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;1*&amp;lt;/b&amp;gt; Shift Gears&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;2*&amp;lt;/b&amp;gt; Play Cards&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;3*&amp;lt;/b&amp;gt; Reveal and Move&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4  Adrenaline&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;5  React&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;6  Slipsteam&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;7  Check Corner&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;8  Discard&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;9*&amp;lt;/b&amp;gt; Replenish Hand&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Shift Gears ===&lt;br /&gt;
First, check which gear your car is in, and decide if you want to leave it there or shift it one gear up or down from that position.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: You can choose to shift your gear up/down two positions, but doing so will require that you pay one Heat&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Play Cards ===&lt;br /&gt;
Your current gear determines exactly how many cards you play from your hand. 1st gear means you must play 1 card, 2nd gear is 2 cards, and so on. &lt;br /&gt;
&lt;br /&gt;
In this step you can play all types of cards except for Heat cards. Keep the 1-4 played cards facedown in your own Play Area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Reveal and Move ===&lt;br /&gt;
Reveal the cards in your Play Area, then add all values together to determine your Speed. Values from Upgrade and Stress cards (see below) contribute to that total Speed. Move your car forward by exactly that many Spaces on the track. Always put your car on the Spot closest to the Race Line if available.&lt;br /&gt;
&lt;br /&gt;
Cars never prevent you from passing through them, even when it looks like the race track is blocked. However, if you would end your move in a Space where there are cars on all Spots, then you are blocked and must put your car in the first Space with a free Spot behind the cars that blocked you (as close to the Race Line as possible).&lt;br /&gt;
&lt;br /&gt;
If there are 2 cars next to each other, the car closest to the Race Line is considered ahead for all purposes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Adrenaline ===&lt;br /&gt;
&amp;lt;b&amp;gt;1-4 cars&amp;lt;/b&amp;gt; Only applies if you are the last car to move this round&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;5-6 cars&amp;lt;/b&amp;gt; Only apples to the two last cars to move this round&lt;br /&gt;
&lt;br /&gt;
Adrenaline helps the last player each round. It is not really a step of its own, but gives that player extra symbols they may use in the next step (React). They may move 1 extra Space while adding 1 to their Speed value and/or gain 1 extra Cooldown.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: Adrenaline cannot be saved for future rounds.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== React ===&lt;br /&gt;
In this step you get to activate symbols you have access to in ANY order you want.&lt;br /&gt;
&lt;br /&gt;
In the core game you have access to symbols from your current gear (Boost and/or Cooldown) and Adrenaline if last. Each symbol is activated and completed individually.&lt;br /&gt;
&lt;br /&gt;
==== Cooldown ====&lt;br /&gt;
Cooldown is an important aspect of the game because it allows you to take a Heat card from your hand and put it back in your Engine (so you can use the Heat card again). The number in the Cooldown symbol indicates how many Heat you can move in this way. You gain access to Cooldown in a few ways but the most common is from driving in 1st gear (Cooldown 3) and 2nd gear (Cooldown 1).&lt;br /&gt;
&lt;br /&gt;
==== Boost ====&lt;br /&gt;
Regardless of which gear you are in you may pay 1 Heat to boost once per turn. Boosting gives you a &amp;lt;b&amp;gt;+&amp;lt;/b&amp;gt; symbol as reminded on the player mats. Move your car accordingly, you may still be blocked.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: &amp;lt;b&amp;gt;+&amp;lt;/b&amp;gt; symbols always increase your Speed value for the purpose of the Check Corner step. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Adrenaline ====&lt;br /&gt;
May use your +1 Speed and/or 1 extra Cooldown&lt;br /&gt;
&lt;br /&gt;
==== Garage Module Icons ====&lt;br /&gt;
Apply any of the icons on Garage Cards during the react step&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Slipstream ===&lt;br /&gt;
Only applies if you are next to or behind another car at this point. &lt;br /&gt;
&lt;br /&gt;
Slipstreaming is optional if you land next to another car, or in a Space behind a car or cars. If you choose to Slipstream, you move 2 Spaces forward. You can only Slipstream once per turn and if all the Spots in the final Space are occupied, place your car in the first Space with a free Spot behind the blocking cars.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: Slipstreaming does NOT increase your Speed value for the purpose of the Check Corner step.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Check Corner ===&lt;br /&gt;
If at any point this turn you crossed a Corner Line, you must now check if your total Speed for the round exceeds the Speed Limit of that corner (Speed = Sum of the values of all the cards in your Play Area, +1 if you used the Adrenaline Bonus).&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;If your total Speed for the round is equal to or lower than the Speed Limit, nothing happens.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Otherwise, you pay Heat equal to the difference between your total Speed and the Speed Limit.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: If you drive through several corners on the same turn, you must pay for each of them separately, starting with the first Corner Line you crossed.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Spin Out ====&lt;br /&gt;
If you do not have enough Heat to pay for your excess Speed,&lt;br /&gt;
you pay all the Heat you have and immediately spin out:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Move the car back to the first available Space before the Corner Line that caused the spin out.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Take 1 extra Stress card into your hand if you are in 1st/2nd gear, or 2 extra Stress cards if you are in 3rd/4th gear.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Move your Gear pawn to 1st gear.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Discard ===&lt;br /&gt;
You may discard cards from your hand if you do not want to save them for future rounds. Do so by placing them face up into your discard pile. However, nobody can browse through the discard piles (including their own); only the top card is public knowledge.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: You can never choose to discard Stress or Heat cards (even the Upgrade ones).&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Replenish Hand ===&lt;br /&gt;
Take all cards from your Play Area and put them onto your discard pile. Draw back up to 7 cards (or a hand limit specified by the Event card), then the next player can proceed with steps 3-9.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Heat Cards ==&lt;br /&gt;
As you race around the track you should use Heat to drive faster on straights and in corners. As a consequence, Heat cards will move from your Engine to your discard pile. Later on they will be shuffled into your draw deck and each&lt;br /&gt;
your hand. The only way to get Heat cards out of your hand and back into the Engine is to cool down, typically by shifting to lower gears. This cycle means the same Heat card could be used several times during a race, depending on how fast you use it, draw it and cool it down again. Heat cards can never be discarded or played from your hand. They effectively reduce your hand size by filling it up with useless cards.&lt;br /&gt;
&lt;br /&gt;
=== Paying Heat ===&lt;br /&gt;
Every time you are asked to pay 1 Heat, you must take 1 Heat card from your Engine and move it to your discard pile. If you do not have a Heat card available, you cannot choose to Boost. If you went through a corner exceeding the Speed Limit and do not have enough Heat to pay, you spin out.&lt;br /&gt;
&lt;br /&gt;
=== Shifting up/down 2 positions ===&lt;br /&gt;
If you want to move your Gear pawn an extra step up or down (e.g. between gears 1&amp;amp;3 or 2&amp;amp;4) during step 1: Shift Gears, you have to pay 1 Heat immediately. As everyone shifts gears at the same time, just announce you are doing it, pay the Heat and move your Gear pawn accordingly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Cluttered Hand ==&lt;br /&gt;
In rare circumstances you can get stuck with so many Heat cards in your hand that you don’t have enough playable cards for the gear you’re in. If this happens, use as many playable cards as possible and cover the difference with Heat cards. In this case, your car does not move this turn. Instead, when you reveal your played cards, immediately move your Gear pawn to 1st gear, place the cards that are in your Play Area in your Discard pile, and skip straight to step 9 (Replenish Hand).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== + Symbol ==&lt;br /&gt;
For each &amp;lt;b&amp;gt;+&amp;lt;/b&amp;gt; symbol played you will add an unknown value between 1 and 4 to your Speed. This is done by flipping the top card of your draw deck:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;If it is a Basic card (Speed symbol), add it to your Play Area.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Otherwise, immediately put it in the discard pile and keep flipping until you find a Basic card (Speed symbol).&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== How to Win ==&lt;br /&gt;
You win the race (and the game) by being the first player to cross the finish line after the number of laps indicated in the player area. If two or more cars finish in the same round, the winner is the player whose car is furthest ahead (the spot closest to the Race Line is the tiebreaker if two cars end up side by side).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Slipstreaming can never be used to cross the finish line nor after having crossed the finish line. &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Disregard any Speed Limits in corners after the finish line, simply move as far as you can.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At the end of the &amp;lt;b&amp;gt;round&amp;lt;/b&amp;gt;, all the cars that crossed the finish line are removed from the track and placed in order on the Hall of Fame Space on the board. The remaining cars continue playing until all cars make it to the finish. The Adrenaline bonuses are still applied based on the number of cars that started the race, not remaining on the board.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Upgrade Cards ==&lt;br /&gt;
&amp;lt;i&amp;gt;Note: All Upgrade Cards are discarded when resolving a &amp;lt;b&amp;gt;+&amp;lt;/b&amp;gt; symbol.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Basic Upgrade Cards ===&lt;br /&gt;
The Basic Game provides three upgrade cards. They all have 3 chevrons (^) and match your car color. They also do not have the Speed Symbol that your basic cards do. &lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Heat. Works just like other Heat cards, though it starts shuffled in your deck.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;0&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;5&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Garage Module Upgrade Cards ===&lt;/div&gt;</summary>
		<author><name>Magnus3740</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpheat&amp;diff=18038</id>
		<title>Gamehelpheat</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpheat&amp;diff=18038"/>
		<updated>2023-09-13T14:01:59Z</updated>

		<summary type="html">&lt;p&gt;Magnus3740: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Playing a Round ==&lt;br /&gt;
“Heat: Pedal to the Metal™” is played over several rounds. Each round all players ALWAYS complete 4 steps marked *.&lt;br /&gt;
&lt;br /&gt;
The remaining steps (4-8) are all situational and only sometimes apply to your turn. All players complete steps 1 and 2 at the same time (do them in order, but without waiting for each other). Then, starting with the frontmost car, closest to the Race Line, complete steps 3 through 9. Once a car has completed step 9 and ended their turn, proceed back through the positions completing one car’s turn at a time. Repeat this sequence until all cars have finished&lt;br /&gt;
the race (check the number of laps on the board for the track you are using).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;1*&amp;lt;/b&amp;gt; Shift Gears&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;2*&amp;lt;/b&amp;gt; Play Cards&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;3*&amp;lt;/b&amp;gt; Reveal and Move&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4  Adrenaline&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;5  React&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;6  Slipsteam&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;7  Check Corner&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;8  Discard&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;9*&amp;lt;/b&amp;gt; Replenish Hand&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Shift Gears ===&lt;br /&gt;
First, check which gear your car is in, and decide if you want to leave it there or shift it one gear up or down from that position.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: You can choose to shift your gear up/down two positions, but doing so will require that you pay one Heat&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Play Cards ===&lt;br /&gt;
Your current gear determines exactly how many cards you play from your hand. 1st gear means you must play 1 card, 2nd gear is 2 cards, and so on. &lt;br /&gt;
&lt;br /&gt;
In this step you can play all types of cards except for Heat cards. Keep the 1-4 played cards facedown in your own Play Area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Reveal and Move ===&lt;br /&gt;
Reveal the cards in your Play Area, then add all values together to determine your Speed. Values from Upgrade and Stress cards (see below) contribute to that total Speed. Move your car forward by exactly that many Spaces on the track. Always put your car on the Spot closest to the Race Line if available.&lt;br /&gt;
&lt;br /&gt;
Cars never prevent you from passing through them, even when it looks like the race track is blocked. However, if you would end your move in a Space where there are cars on all Spots, then you are blocked and must put your car in the first Space with a free Spot behind the cars that blocked you (as close to the Race Line as possible).&lt;br /&gt;
&lt;br /&gt;
If there are 2 cars next to each other, the car closest to the Race Line is considered ahead for all purposes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Adrenaline ===&lt;br /&gt;
&amp;lt;b&amp;gt;1-4 cars&amp;lt;/b&amp;gt; Only applies if you are the last car to move this round&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;5-6 cars&amp;lt;/b&amp;gt; Only apples to the two last cars to move this round&lt;br /&gt;
&lt;br /&gt;
Adrenaline helps the last player each round. It is not really a step of its own, but gives that player extra symbols they may use in the next step (React). They may move 1 extra Space while adding 1 to their Speed value and/or gain 1 extra Cooldown.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: Adrenaline cannot be saved for future rounds.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== React ===&lt;br /&gt;
In this step you get to activate symbols you have access to in ANY order you want.&lt;br /&gt;
&lt;br /&gt;
In the core game you have access to symbols from your current gear (Boost and/or Cooldown) and Adrenaline if last. Each symbol is activated and completed individually.&lt;br /&gt;
&lt;br /&gt;
==== Cooldown ====&lt;br /&gt;
Cooldown is an important aspect of the game because it allows you to take a Heat card from your hand and put it back in your Engine (so you can use the Heat card again). The number in the Cooldown symbol indicates how many Heat you can move in this way. You gain access to Cooldown in a few ways but the most common is from driving in 1st gear (Cooldown 3) and 2nd gear (Cooldown 1).&lt;br /&gt;
&lt;br /&gt;
==== Boost ====&lt;br /&gt;
Regardless of which gear you are in you may pay 1 Heat to boost once per turn. Boosting gives you a &amp;lt;b&amp;gt;+&amp;lt;/b&amp;gt; symbol as reminded on the player mats. Move your car accordingly, you may still be blocked.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: &amp;lt;b&amp;gt;+&amp;lt;/b&amp;gt; symbols always increase your Speed value for the purpose of the Check Corner step. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Adrenaline ====&lt;br /&gt;
May use your +1 Speed and/or 1 extra Cooldown&lt;br /&gt;
&lt;br /&gt;
==== Garage Module Icons ====&lt;br /&gt;
Apply any of the icons on Garage Cards during the react step&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Slipsteam ===&lt;br /&gt;
Only applies if you are next to or behind another car at this point. &lt;br /&gt;
&lt;br /&gt;
Slipstreaming is optional if you land next to another car, or in a Space behind a car or cars. If you choose to Slipstream, you move 2 Spaces forward. You can only Slipstream once per turn and if all the Spots in the final Space are occupied, place your car in the first Space with a free Spot behind the blocking cars.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: Slipstreaming does NOT increase your Speed value for the purpose of the Check Corner step.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Check Corner ===&lt;br /&gt;
If at any point this turn you crossed a Corner Line, you must now check if your total Speed for the round exceeds the Speed Limit of that corner (Speed = Sum of the values of all the cards in your Play Area, +1 if you used the Adrenaline Bonus).&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;If your total Speed for the round is equal to or lower than the Speed Limit, nothing happens.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Otherwise, you pay Heat equal to the difference between your total Speed and the Speed Limit.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: If you drive through several corners on the same turn, you must pay for each of them separately, starting with the first Corner Line you crossed.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Spin Out ====&lt;br /&gt;
If you do not have enough Heat to pay for your excess Speed,&lt;br /&gt;
you pay all the Heat you have and immediately spin out:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Move the car back to the first available Space before the Corner Line that caused the spin out.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Take 1 extra Stress card into your hand if you are in 1st/2nd gear, or 2 extra Stress cards if you are in 3rd/4th gear.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Move your Gear pawn to 1st gear.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Discard ===&lt;br /&gt;
You may discard cards from your hand if you do not want to save them for future rounds. Do so by placing them face up into your discard pile. However, nobody can browse through the discard piles (including their own); only the top card is public knowledge.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: You can never choose to discard Stress or Heat cards (even the Upgrade ones).&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Replenish Hand ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Heat Cards ==&lt;br /&gt;
As you race around the track you should use Heat to drive faster on straights and in corners. As a consequence, Heat cards will move from your Engine to your discard pile. Later on they will be shuffled into your draw deck and each&lt;br /&gt;
your hand. The only way to get Heat cards out of your hand and back into the Engine is to cool down, typically by shifting to lower gears. This cycle means the same Heat card could be used several times during a race, depending on how fast you use it, draw it and cool it down again. Heat cards can never be discarded or played from your hand. They effectively reduce your hand size by filling it up with useless cards.&lt;br /&gt;
&lt;br /&gt;
=== Paying Heat ===&lt;br /&gt;
Every time you are asked to pay 1 Heat, you must take 1 Heat card from your Engine and move it to your discard pile. If you do not have a Heat card available, you cannot choose to Boost. If you went through a corner exceeding the Speed Limit and do not have enough Heat to pay, you spin out.&lt;br /&gt;
&lt;br /&gt;
=== Shifting up/down 2 positions ===&lt;br /&gt;
If you want to move your Gear pawn an extra step up or down (e.g. between gears 1&amp;amp;3 or 2&amp;amp;4) during step 1: Shift Gears, you have to pay 1 Heat immediately. As everyone shifts gears at the same time, just announce you are doing it, pay the Heat and move your Gear pawn accordingly.&lt;br /&gt;
&lt;br /&gt;
== Cluttered Hand ==&lt;br /&gt;
In rare circumstances you can get stuck with so many Heat cards in your hand that you don’t have enough playable cards for the gear you’re in. If this happens, use as many playable cards as possible and cover the difference with Heat cards. In this case, your car does not move this turn. Instead, when you reveal your played cards, immediately move your Gear pawn to 1st gear, place the cards that are in your Play Area in your Discard pile, and skip straight to step 9 (Replenish Hand).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== + Symbol ==&lt;br /&gt;
For each &amp;lt;b&amp;gt;+&amp;lt;/b&amp;gt; symbol played you will add an unknown value between 1 and 4 to your Speed. This is done by flipping the top card of your draw deck:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;If it is a Basic card (Speed symbol), add it to your Play Area.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;Otherwise, immediately put it in the discard pile and keep flipping until you find a Basic card (Speed symbol).&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;/div&gt;</summary>
		<author><name>Magnus3740</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpheat&amp;diff=18037</id>
		<title>Gamehelpheat</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpheat&amp;diff=18037"/>
		<updated>2023-09-13T13:41:24Z</updated>

		<summary type="html">&lt;p&gt;Magnus3740: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Playing a Round ==&lt;br /&gt;
“Heat: Pedal to the Metal™” is played over several rounds. Each round all players ALWAYS complete 4 steps marked *.&lt;br /&gt;
&lt;br /&gt;
The remaining steps (4-8) are all situational and only sometimes apply to your turn. All players complete steps 1 and 2 at the same time (do them in order, but without waiting for each other). Then, starting with the frontmost car, closest to the Race Line, complete steps 3 through 9. Once a car has completed step 9 and ended their turn, proceed back through the positions completing one car’s turn at a time. Repeat this sequence until all cars have finished&lt;br /&gt;
the race (check the number of laps on the board for the track you are using).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;1*&amp;lt;/b&amp;gt; Shift Gears&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;2*&amp;lt;/b&amp;gt; Play Cards&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;3*&amp;lt;/b&amp;gt; Reveal and Move&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4  Adrenaline&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;5  React&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;6  Slipsteam&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;7  Check Corner&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;8  Discard&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;9*&amp;lt;/b&amp;gt; Replenish Hand&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Shift Gears ===&lt;br /&gt;
First, check which gear your car is in, and decide if you want to leave it there or shift it one gear up or down from that position.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: You can choose to shift your gear up/down two positions, but doing so will require that you pay one Heat&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Play Cards ===&lt;br /&gt;
Your current gear determines exactly how many cards you play from your hand. 1st gear means you must play 1 card, 2nd gear is 2 cards, and so on. &lt;br /&gt;
&lt;br /&gt;
In this step you can play all types of cards except for Heat cards. Keep the 1-4 played cards facedown in your own Play Area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Reveal and Move ===&lt;br /&gt;
Reveal the cards in your Play Area, then add all values together to determine your Speed. Values from Upgrade and Stress cards (see below) contribute to that total Speed. Move your car forward by exactly that many Spaces on the track. Always put your car on the Spot closest to the Race Line if available.&lt;br /&gt;
&lt;br /&gt;
Cars never prevent you from passing through them, even when it looks like the race track is blocked. However, if you would end your move in a Space where there are cars on all Spots, then you are blocked and must put your car in the first Space with a free Spot behind the cars that blocked you (as close to the Race Line as possible).&lt;br /&gt;
&lt;br /&gt;
If there are 2 cars next to each other, the car closest to the Race Line is considered ahead for all purposes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Adrenaline ===&lt;br /&gt;
&amp;lt;b&amp;gt;1-4 cars&amp;lt;/b&amp;gt; Only applies if you are the last car to move this round&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;5-6 cars&amp;lt;/b&amp;gt; Only apples to the two last cars to move this round&lt;br /&gt;
&lt;br /&gt;
Adrenaline helps the last player each round. It is not really a step of its own, but gives that player extra symbols they may use in the next step (React). They may move 1 extra Space while adding 1 to their Speed value and/or gain 1 extra Cooldown.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: Adrenaline cannot be saved for future rounds.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== React ===&lt;br /&gt;
In this step you get to activate symbols you have access to in ANY order you want.&lt;br /&gt;
&lt;br /&gt;
In the core game you have access to symbols from your current gear (Boost and/or Cooldown) and Adrenaline if last. Each symbol is activated and completed individually.&lt;br /&gt;
&lt;br /&gt;
==== Cooldown ====&lt;br /&gt;
Cooldown is an important aspect of the game because it allows you to take a Heat card from your hand and put it back in your Engine (so you can use the Heat card again). The number in the Cooldown symbol indicates how many Heat you can move in this way. You gain access to Cooldown in a few ways but the most common is from driving in 1st gear (Cooldown 3) and 2nd gear (Cooldown 1).&lt;br /&gt;
&lt;br /&gt;
==== Boost ====&lt;br /&gt;
Regardless of which gear you are in you may pay 1 Heat to boost once per turn. Boosting gives you a &amp;lt;b&amp;gt;+&amp;lt;/b&amp;gt; symbol as reminded on the player mats. Move your car accordingly, you may still be blocked.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: &amp;lt;b&amp;gt;+&amp;lt;/b&amp;gt; symbols always increase your Speed value for the purpose of the Check Corner step. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Adrenaline ====&lt;br /&gt;
May use your +1 Speed and/or 1 extra Cooldown&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Heat Cards ==&lt;br /&gt;
As you race around the track you should use Heat to drive faster on straights and in corners. As a consequence, Heat cards will move from your Engine to your discard pile. Later on they will be shuffled into your draw deck and each&lt;br /&gt;
your hand. The only way to get Heat cards out of your hand and back into the Engine is to cool down, typically by shifting to lower gears. This cycle means the same Heat card could be used several times during a race, depending on how fast you use it, draw it and cool it down again. Heat cards can never be discarded or played from your hand. They effectively reduce your hand size by filling it up with useless cards.&lt;br /&gt;
&lt;br /&gt;
=== Paying Heat ===&lt;br /&gt;
Every time you are asked to pay 1 Heat, you must take 1 Heat card from your Engine and move it to your discard pile. If you do not have a Heat card available, you cannot choose to Boost. If you went through a corner exceeding the Speed Limit and do not have enough Heat to pay, you spin out.&lt;br /&gt;
&lt;br /&gt;
=== Shifting up/down 2 positions ===&lt;br /&gt;
If you want to move your Gear pawn an extra step up or down (e.g. between gears 1&amp;amp;3 or 2&amp;amp;4) during step 1: Shift Gears, you have to pay 1 Heat immediately. As everyone shifts gears at the same time, just announce you are doing it, pay the Heat and move your Gear pawn accordingly.&lt;br /&gt;
&lt;br /&gt;
=== Cluttered Hand ===&lt;br /&gt;
In rare circumstances you can get stuck with so many Heat cards in your hand that you don’t have enough playable cards for the gear you’re in. If this happens, use as many playable cards as possible and cover the difference with Heat cards. In this case, your car does not move this turn. Instead, when you reveal your played cards, immediately move your Gear pawn to 1st gear, place the cards that are in your Play Area in your Discard pile, and skip straight to step 9 (Replenish Hand).&lt;/div&gt;</summary>
		<author><name>Magnus3740</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpheat&amp;diff=18034</id>
		<title>Gamehelpheat</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpheat&amp;diff=18034"/>
		<updated>2023-09-13T00:46:03Z</updated>

		<summary type="html">&lt;p&gt;Magnus3740: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Playing a Round ==&lt;br /&gt;
“Heat: Pedal to the Metal™” is played over several rounds. Each round all players ALWAYS complete 4 steps marked *.&lt;br /&gt;
&lt;br /&gt;
The remaining steps (4-8) are all situational and only sometimes apply to your turn. All players complete steps 1 and 2 at the same time (do them in order, but without waiting for each other). Then, starting with the frontmost car, closest to the Race Line, complete steps 3 through 9. Once a car has completed step 9 and ended their turn, proceed back through the positions completing one car’s turn at a time. Repeat this sequence until all cars have finished&lt;br /&gt;
the race (check the number of laps on the board for the track you are using).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;1*&amp;lt;/b&amp;gt; Shift Gears&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;2*&amp;lt;/b&amp;gt; Play Cards&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;3*&amp;lt;/b&amp;gt; Reveal and Move&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4  Adrenaline&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;5  React&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;6  Slipsteam&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;7  Check Corner&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;8  Discard&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;9*&amp;lt;/b&amp;gt; Replenish Hand&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Shift Gears ===&lt;br /&gt;
First, check which gear your car is in, and decide if you want to leave it there or shift it one gear up or down from that position.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: You can choose to shift your gear up/down two positions, but doing so will require that you pay one Heat&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Play Cards ===&lt;br /&gt;
Your current gear determines exactly how many cards you play from your hand. 1st gear means you must play 1 card, 2nd gear is 2 cards, and so on. &lt;br /&gt;
&lt;br /&gt;
In this step you can play all types of cards except for Heat cards. Keep the 1-4 played cards facedown in your own Play Area.&lt;br /&gt;
&lt;br /&gt;
=== Reveal and Move ===&lt;br /&gt;
Reveal the cards in your Play Area, then add all values together to determine your Speed. Values from Upgrade and Stress cards (see below) contribute to that total Speed. Move your car forward by exactly that many Spaces on the track. Always put your car on the Spot closest to the Race Line if available.&lt;br /&gt;
&lt;br /&gt;
Cars never prevent you from passing through them, even when it looks like the race track is blocked. However, if you would end your move in a Space where there are cars on all Spots, then you are blocked and must put your car in the first Space with a free Spot behind the cars that blocked you (as close to the Race Line as possible).&lt;br /&gt;
&lt;br /&gt;
If there are 2 cars next to each other, the car closest to the Race Line is considered ahead for all purposes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Heat Cards ==&lt;br /&gt;
As you race around the track you should use Heat to drive faster on straights and in corners. As a consequence, Heat cards will move from your Engine to your discard pile. Later on they will be shuffled into your draw deck and each&lt;br /&gt;
your hand. The only way to get Heat cards out of your hand and back into the Engine is to cool down, typically by shifting to lower gears. This cycle means the same Heat card could be used several times during a race, depending on how fast you use it, draw it and cool it down again. Heat cards can never be discarded or played from your hand. They effectively reduce your hand size by filling it up with useless cards.&lt;br /&gt;
&lt;br /&gt;
=== Paying Heat ===&lt;br /&gt;
Every time you are asked to pay 1 Heat, you must take 1 Heat card from your Engine and move it to your discard pile. If you do not have a Heat card available, you cannot choose to Boost. If you went through a corner exceeding the Speed Limit and do not have enough Heat to pay, you spin out.&lt;br /&gt;
&lt;br /&gt;
=== Shifting up/down 2 positions ===&lt;br /&gt;
If you want to move your Gear pawn an extra step up or down (e.g. between gears 1&amp;amp;3 or 2&amp;amp;4) during step 1: Shift Gears, you have to pay 1 Heat immediately. As everyone shifts gears at the same time, just announce you are doing it, pay the Heat and move your Gear pawn accordingly.&lt;br /&gt;
&lt;br /&gt;
=== Cluttered Hand ===&lt;br /&gt;
In rare circumstances you can get stuck with so many Heat cards in your hand that you don’t have enough playable cards for the gear you’re in. If this happens, use as many playable cards as possible and cover the difference with Heat cards. In this case, your car does not move this turn. Instead, when you reveal your played cards, immediately move your Gear pawn to 1st gear, place the cards that are in your Play Area in your Discard pile, and skip straight to step 9 (Replenish Hand).&lt;/div&gt;</summary>
		<author><name>Magnus3740</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpheat&amp;diff=18033</id>
		<title>Gamehelpheat</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpheat&amp;diff=18033"/>
		<updated>2023-09-13T00:40:17Z</updated>

		<summary type="html">&lt;p&gt;Magnus3740: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Order of Play ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;1*&amp;lt;/b&amp;gt; Shift Gears&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;2*&amp;lt;/b&amp;gt; Play Cards&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;3*&amp;lt;/b&amp;gt; Reveal and Move&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4  Adrenaline&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;5  React&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;6  Slipsteam&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;7  Check Corner&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;8  Discard&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;9*&amp;lt;/b&amp;gt; Replenish Hand&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Heat Cards ==&lt;br /&gt;
As you race around the track you should use Heat to drive faster on straights and in corners. As a consequence, Heat cards will move from your Engine to your discard pile. Later on they will be shuffled into your draw deck and each&lt;br /&gt;
your hand. The only way to get Heat cards out of your hand and back into the Engine is to cool down, typically by shifting to lower gears. This cycle means the same Heat card could be used several times during a race, depending on how fast you use it, draw it and cool it down again. Heat cards can never be discarded or played from your hand. They effectively reduce your hand size by filling it up with useless cards.&lt;br /&gt;
&lt;br /&gt;
=== Paying Heat ===&lt;br /&gt;
Every time you are asked to pay 1 Heat, you must take 1 Heat card from your Engine and move it to your discard pile. If you do not have a Heat card available, you cannot choose to Boost. If you went through a corner exceeding the Speed Limit and do not have enough Heat to pay, you spin out.&lt;br /&gt;
&lt;br /&gt;
=== Shifting up/down 2 positions ===&lt;br /&gt;
If you want to move your Gear pawn an extra step up or down (e.g. between gears 1&amp;amp;3 or 2&amp;amp;4) during step 1: Shift Gears, you have to pay 1 Heat immediately. As everyone shifts gears at the same time, just announce you are doing it, pay the Heat and move your Gear pawn accordingly.&lt;br /&gt;
&lt;br /&gt;
=== Cluttered Hand ===&lt;br /&gt;
In rare circumstances you can get stuck with so many Heat cards in your hand that you don’t have enough playable cards for the gear you’re in. If this happens, use as many playable cards as possible and cover the difference with Heat cards. In this case, your car does not move this turn. Instead, when you reveal your played cards, immediately move your Gear pawn to 1st gear, place the cards that are in your Play Area in your Discard pile, and skip straight to step 9 (Replenish Hand).&lt;/div&gt;</summary>
		<author><name>Magnus3740</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpheat&amp;diff=18032</id>
		<title>Gamehelpheat</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpheat&amp;diff=18032"/>
		<updated>2023-09-13T00:36:44Z</updated>

		<summary type="html">&lt;p&gt;Magnus3740: Created page with &amp;quot;  == Heat Cards == As you race around the track you should use Heat to drive faster on straights and in corners. As a consequence, Heat cards will move from your Engine to your discard pile. Later on they will be shuffled into your draw deck and each your hand. The only way to get Heat cards out of your hand and back into the Engine is to cool down, typically by shifting to lower gears. This cycle means the same Heat card could be used several times during a race, depend...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
== Heat Cards ==&lt;br /&gt;
As you race around the track you should use Heat to drive faster on straights and in corners. As a consequence, Heat cards will move from your Engine to your discard pile. Later on they will be shuffled into your draw deck and each&lt;br /&gt;
your hand. The only way to get Heat cards out of your hand and back into the Engine is to cool down, typically by shifting to lower gears. This cycle means the same Heat card could be used several times during a race, depending on how fast you use it, draw it and cool it down again. Heat cards can never be discarded or played from your hand. They effectively reduce your hand size by filling it up with useless cards.&lt;br /&gt;
&lt;br /&gt;
=== Paying Heat ===&lt;br /&gt;
Every time you are asked to pay 1 Heat, you must take 1 Heat card from your Engine and move it to your discard pile. If you do not have a Heat card available, you cannot choose to Boost. If you went through a corner exceeding the Speed Limit and do not have enough Heat to pay, you spin out.&lt;br /&gt;
&lt;br /&gt;
=== Shifting up/down 2 positions ===&lt;br /&gt;
If you want to move your Gear pawn an extra step up or down (e.g. between gears 1&amp;amp;3 or 2&amp;amp;4) during step 1: Shift Gears, you have to pay 1 Heat immediately. As everyone shifts gears at the same time, just announce you are doing it, pay the Heat and move your Gear pawn accordingly.&lt;br /&gt;
&lt;br /&gt;
=== Cluttered Hand ===&lt;br /&gt;
In rare circumstances you can get stuck with so many Heat cards in your hand that you don’t have enough playable cards for the gear you’re in. If this happens, use as many playable cards as possible and cover the difference with Heat cards. In this case, your car does not move this turn. Instead, when you reveal your played cards, immediately move your Gear pawn to 1st gear, place the cards that are in your Play Area in your Discard pile, and skip straight to step 9 (Replenish Hand).&lt;/div&gt;</summary>
		<author><name>Magnus3740</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgaiaproject&amp;diff=16127</id>
		<title>Gamehelpgaiaproject</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgaiaproject&amp;diff=16127"/>
		<updated>2023-02-20T04:21:20Z</updated>

		<summary type="html">&lt;p&gt;Magnus3740: /* Actions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Factions ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;font-weight:bold; vertical-align:bottom;&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Faction&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Planet Type&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Ability&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Planetary Institute&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Starting Research&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Basic Income&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Terrans&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Terra&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | During the Gaia phase, move the power tokens   in your Gaia area to area II of your power cycle instead of to area I.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | During the Gaia phase, when you move   power tokens from your Gaia area to area II of your power cycle, you may gain   resources as if you were spending that much power to take free actions.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Gaia   Project&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Lantids&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Terra&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | When you take the “Build a Mine” action, you   may build a mine on a planet colonized by an opponent (including the Lost   Planet). Place your mine next to the opponent’s structure. You do not have to   pay for terraforming, but you must still pay the mine’s cost. This mine   counts as a normal mine in all ways except the following: this mine cannot be   upgraded, and it does not count for any effects that relate to how many   planet types or Gaia planets you have colonized.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | Each time you build a mine on a planet   colonized by an opponent, gain two knowledge.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Xenos&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Desert&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You place a third starting mine after all   other starting mines have been placed.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You can form federations with a total power   value of six instead of seven. You gain one Q.I.C. as income instead of one   power token.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Artificial   Intelligence&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Gleens&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Desert&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | If you would ever gain Q.I.C., gain that much   ore instead; once you have upgraded to the indicated academy, this effect no   longer applies. To make a Gaia Planet habitable, pay one ore instead of one   Q.I.C. Each time you build a mine on a Gaia Planet, gain two additional VP.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | When you upgrade to the planetary institute,   immediately gain the Gleens’ federation token (gaining the resources shown as   normal). Gaining this tile counts as forming a federation. The planetary   institute itself can still be part of a federation on the board.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Navigation&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Taklons&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Swamp&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | The Brainstone counts as one power token   (when starting a Gaia Project, building satellites, etc.), but you can spend   it as if it were three power.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | Each time you would charge power from   “Passive Action: Charge Power,” you gain one power token. You can choose to   gain the power before or after charging.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Ambas&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Swamp&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | Once per round, as an action, you can swap   your planetary institute with one of your mines on the game board (this can   help you form a new federation). This has no impact on existing federations,   even if their power value becomes less than seven. The swap does not count as   a build or upgrade action; no VP or power can be gained from it.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Navigation&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 2 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Hadsch Hallas&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Oxide&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You can spend credits instead of power to   take free actions that allow you to gain resources. Example: You can spend 3   credits to take the free action that allows you to gain one ore.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Economy&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore, 3 Credits&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Ivits&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Oxide&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | During setup, do not place mines. Instead,   after all other players have placed mines (including the Xenos’ third mine),   place your planetary institute on any red planet. You can only have one   federation, but each time the power value of your federation becomes a   multiple of 7, you may take the &amp;quot;Form A Federation&amp;quot; action again.   You must discard Q.I.C. instead of power tokens to make satellites.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | As a special action, place a space station on   an accessible space that does not contain a planet or another space station.   The accessibility of a space follows the same rules as the “Build a Mine”   action.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore, 1 QIC&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Geodens&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Volcanic&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | The first time you build a mine on each   planet type, gain 3 knowledge. (You do not gain knowledge for planet types   you colonized before upgrading to your planetary institute.)&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Terraforming&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Bal T&#039;aks&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Volcanic&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You cannot advance in the “Navigation”   research area, even if you take the tech tile below the “Navigation” research   area. If you do take that tech tile, no advancement occurs. As a free action,   you can move a Gaiaformer from a Gaiaformer space on your faction board to   your Gaia area to gain one Q.I.C. Gaiaformers in your Gaia area are not   available until the next Gaia phase. In the next Gaia phase, move any   Gaiaformer in your Gaia area back to its Gaiaformer space.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You can now advance in the “Navigation”   research area.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Gaia   Project&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Firaks&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Titanium&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | As an action, you can “downgrade” a research   lab into a trading station and immediately advance one level in a research   area of your choice. Advancing in a research area is explained on page 15.   This counts as an “Upgrade to a Trading Station” action. You can later   upgrade the trading station back into a research lab using the normal rules   (including gaining a new tech tile).&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 2   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Bescods&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Titanium&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | The positions of your planetary institute and   academies are swapped on your faction board, as is the income you gain for   trading stations and research labs. As with the other factions, upgrading to   an academy or a research lab allows you to gain a tech tile. Once per round,   as an action, you can advance your lowest-level token in a research area   (without paying knowledge). If multiple of your tokens are tied for the   lowest level, choose which of the tied tokens to advance. To advance to level   5 this way, you must still flip a federation token as normal. Remember, only   one player can reach level 5 of each research area.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | The power value of your structures on gray   planets (your home type) is increased by one (in addition to any other   effects that increase their power value).&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Nevlas&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Ice&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | As a free action, you can move one power   token from area III of your power cycle to your Gaia area to gain one   knowledge (these power tokens follow the normal Gaia phase rules). This does   not count as spending power.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You can spend power tokens in area III of   your power cycle as if they were each two power. Otherwise, they count as one   power token (when starting a Gaia Project, building satellites, etc.). When   paying for a power action with an odd power cost (1, 3, 5, etc.), the unspent   power is lost.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Science&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Itars&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Ice&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | Each time you discard a power token from area   II of your power cycle to move another power token to area III, place the   discarded power token in your Gaia area instead of returning it to the   supply.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | During the Gaia phase, you can discard 4   power tokens from your Gaia area to immediately gain a tech tile (standard or   advanced).&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore, 1 Power in Bowl I&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rules to Remember ==&lt;br /&gt;
* Starting Resources (before receiving income at the beginning of Round 1) - Credits: 15, Ore: 4, Knowledge: 3&lt;br /&gt;
* Resource Storage Limits - Credits: 30, Ore: 15, Knowledge: 15&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
# &#039;&#039;&#039;Build a Mine&#039;&#039;&#039; - This places a mine on the board, which usually give you ore as income. These mines must be at most a distance away from another building of yours equal to your navigation (the second track from the left). You must pay the cost of the mine. If it&#039;s a Gaia planet (green planets without gaiaformers on them), you must also pay one QIC. If it&#039;s some other planet type, you must pay additional ore - the exact cost is determined by your terraforming ability (the first track from the left) and the number of terraforming steps required to make the destination planet habitable for your faction.&lt;br /&gt;
# &#039;&#039;&#039;Start a Gaia Project&#039;&#039;&#039; - This allows you to transform Transdim planets (purple) into a Gaia planet. You can only do this if you have at least one available gaiaformer, which you can get as a result of the Gaia Project track (the fourth track from the left). To do this, move power tokens into the gaia section of your board. These tokens are not lost - you&#039;ll get them back as the last step of the income phase. At the start of the next round, these planets are now Gaia planets and you can build mines on them normally (without spending a QIC like you normally would to build on a Gaia Planet). The gaiaformer is removed (and sent to your faction board) only after you decide to build on these planets (they are &amp;quot;reserved&amp;quot; for you until then).&lt;br /&gt;
# &#039;&#039;&#039;Upgrade Existing Structure&#039;&#039;&#039; - Mines can be upgraded to Trading Stations, which usually produce credits - note that this has a cheaper cost if it&#039;s at most two units away from an opponent&#039;s structure. Trade Centers can be upgraded to either a Planetary Institute (which produces power and unlocks an ability specific to your faction) or Research Labs, which produce knowledge and allows you to immediately take a technology tile and advance on one of the tracks (if able, depending on your current position in the track). Research Labs can be upgraded to Academies, which also let you gain more technologies and produce either knowledge or QIC (or other resources depending on the faction).&lt;br /&gt;
# &#039;&#039;&#039;Form a Federation&#039;&#039;&#039; - This allows you to combine structures to gain more points. To do this, you need any cluster of structures whose total power level is 7 or more. This can include empty space as well, but for each empty space included this way, pay 1 power token from any bowl to create a satellite. For doing this, you gain a federation token, which gives you immediate points, some other resource bonus, and can later be spent to advance to the top position of a research track or gain advanced technology tiles.&lt;br /&gt;
# &#039;&#039;&#039;Research Progress&#039;&#039;&#039; - Spend 4 knowledge to advance on any track. The tracks are &lt;br /&gt;
##Terraforming, which improves your ability to terraform planets&lt;br /&gt;
##Navigation, which increases the range at which you can build structures &lt;br /&gt;
##Artificial Intelligence, which gives you more QIC&lt;br /&gt;
##Gaia Project, which allows you to start Gaia Projects on Transdim planets&lt;br /&gt;
##Economy, which increase your ore, credits, power charge income&lt;br /&gt;
##Science, which increases your knowledge income. &lt;br /&gt;
# &#039;&#039;&#039;Power and Q.I.C. Actions&#039;&#039;&#039; -  Spend power or QICs to take any of the actions at the bottom of the research board. Each of these can be taken only once per round.&lt;br /&gt;
# &#039;&#039;&#039;Special Actions&#039;&#039;&#039; - Use any actions printed on booster tiles or your faction board. These can be taken only once per round.&lt;br /&gt;
# &#039;&#039;&#039;Pass&#039;&#039;&#039; - Select a new booster tile. Wait until all other players have passed too.&lt;br /&gt;
# &#039;&#039;&#039;Free Actions&#039;&#039;&#039; - Resource Conversions (or burn power to move power from Bowl 2 to Bowl 3).&lt;br /&gt;
[[Image:Gaia_Project_Free_Actions.JPG]]&lt;br /&gt;
# &#039;&#039;&#039;Passive Action&#039;&#039;&#039; - Charging power. Spend VP as necessary depending on the amount of power being charged. This is optional.&lt;br /&gt;
&lt;br /&gt;
== Auctions for Drafting Factions ==&lt;br /&gt;
&lt;br /&gt;
Each player submits the maximum amount he is willing to bid for each faction that has been drafted. Once all bids are submitted, a round-robin auction is automatically conducted in turn order until each player has the top bid on one faction. During the round-robin portion, each player automatically bids on the faction with the greatest difference between the faction&#039;s current bid and that player&#039;s maximum possible bid.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A typical auction might look like this behind the scenes.&lt;br /&gt;
&lt;br /&gt;
1) The first player bids zero VP on the faction that has his highest maximum bid (i.e. the faction he wanted most)&lt;br /&gt;
&lt;br /&gt;
2) If the second player submitted the same top bid for two different factions, he&#039;ll automatically bid zero on the faction no one has picked yet. If he had placed a higher bid on the same faction as player 1, he would have increased that bid to one VP instead.&lt;br /&gt;
&lt;br /&gt;
3) The third player looks at the current bids and compares those to his maximum bid. He&#039;ll automatically bid one higher on the faction with the greatest difference between his maximum bid and the current bid of that faction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is all resolved quickly and automatically behind the scenes. It&#039;s not uncommon for players to get factions for free if no one outbids them.&lt;br /&gt;
&lt;br /&gt;
After the auction, all players are given VP so that the player that paid the most still starts with 10 VP to use during the game.&lt;br /&gt;
&lt;br /&gt;
== FAQ: General ==&lt;br /&gt;
Q: The booster tile is covering the conversions pane!&lt;br /&gt;
&lt;br /&gt;
A: Check the preferences for other options for the booster tile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: On iOS/Mac, the game is unresponsive.&lt;br /&gt;
&lt;br /&gt;
A: The rendering engine on Apple devices deals very poorly with shadows. You&#039;ll get much better performance by setting the &amp;quot;Structure outlines&amp;quot; user preference to &amp;quot;No outlines.&amp;quot; This is true regardless of which browser you&#039;re using.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: The game isn&#039;t allowing me to gain an advanced tech!&lt;br /&gt;
&lt;br /&gt;
Q: The game isn&#039;t allowing me to advance to level 5 in a research track!&lt;br /&gt;
&lt;br /&gt;
A: Both of these require a green federation tile. If you want to do both in a single action, you need two federation tiles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: Why can&#039;t I upgrade?&lt;br /&gt;
&lt;br /&gt;
A: This is usually because you lack the resources required to perform any available upgrades. Occasionally, it&#039;s because you lack the structures (because they are already on the board).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: Is there an option to undo my entire turn?&lt;br /&gt;
&lt;br /&gt;
A: The game asks you to confirm or cancel after selecting a planet for a build/upgrade action, selecting planets for a federation, selecting a research track, passing, and so on. However, the developers have decided not to add an option to [https://boardgamearena.com/doc/BGA_Undo_policy undo your entire turn].&lt;br /&gt;
&lt;br /&gt;
== FAQ: Conversions/Power ==&lt;br /&gt;
Q: Why do I only get one credit when I convert the Brainstone to credits?&lt;br /&gt;
&lt;br /&gt;
A: If you want to get more than one credit, click on that button more than one time. The game does not do this automatically in order to allow you to allocate the spent power as desired.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: Why don&#039;t I get a chance to convert resources at the end of my turn?&lt;br /&gt;
&lt;br /&gt;
Q: I should get the option to charge before or after gaining power!&lt;br /&gt;
&lt;br /&gt;
A: There are options in the pull-down menu to the right to enable this under various conditions. By default, options are selected that improve the speed of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: I have enough power to perform a power action, but it doesn&#039;t show up as available!&lt;br /&gt;
&lt;br /&gt;
A: There are two possible reasons:&lt;br /&gt;
- You&#039;re lacking something else that would be required to perform that action. For example, if you don&#039;t have a mine and enough resources to build a mine, the terraforming actions won&#039;t show as available.&lt;br /&gt;
- Someone else has taken that action this round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== FAQ: Federations ==&lt;br /&gt;
&lt;br /&gt;
Q: Why can&#039;t I form this federation?&lt;br /&gt;
&lt;br /&gt;
A: The federation rules are surprisingly intricate given the amount of space they occupy in the rulebook. See boardgamegeek.com/thread/2120375/official-federation-faq for more details.&lt;br /&gt;
&lt;br /&gt;
Xenos: note that 7 power is required if you have not built your PI.&lt;br /&gt;
&lt;br /&gt;
Bescods: note that power is only increased on titanium planets, and only after you have built your PI.&lt;br /&gt;
&lt;br /&gt;
Ivits: Your existing federation starts out pre-selected. Your second federation must connect to your existing federation. Don&#039;t forget that Ivits spend QICs for satellites!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
IMPORTANT: All bug reports regarding federations require the move number of the action and a screenshot showing which hexes are selected. Without these, it&#039;s nearly impossible to piece together exactly what&#039;s happening and when.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== FAQ: Faction-specific ==&lt;br /&gt;
&lt;br /&gt;
Q: As Hadsch Hallas, how do I use my PI ability?&lt;br /&gt;
&lt;br /&gt;
A: Once you&#039;ve built your PI, the new conversion options will be available under the Convert menu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: My faction&#039;s ability isn&#039;t working!&lt;br /&gt;
&lt;br /&gt;
A: Make sure you&#039;re not confusing your passive ability with the ability granted by your Planetary Institute. If it&#039;s the PI ability, you&#039;ll need to have built your PI.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: As Nevlas, what happens to the remaining half a power when I convert?&lt;br /&gt;
&lt;br /&gt;
A: Any &amp;quot;half power&amp;quot; not used is lost. Make sure you select all desired conversions before clicking confirm.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: How do I form a second federation as Ivits?&lt;br /&gt;
&lt;br /&gt;
A: Your existing federation starts out pre-selected. Your second federation must connect to your existing federation. Don&#039;t forget that Ivits spend QICs for satellites!&lt;/div&gt;</summary>
		<author><name>Magnus3740</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Gaia_Project_Free_Actions.JPG&amp;diff=16126</id>
		<title>File:Gaia Project Free Actions.JPG</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Gaia_Project_Free_Actions.JPG&amp;diff=16126"/>
		<updated>2023-02-20T04:19:45Z</updated>

		<summary type="html">&lt;p&gt;Magnus3740: Gaia Project Free Actions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Gaia Project Free Actions&lt;/div&gt;</summary>
		<author><name>Magnus3740</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelprallymangt&amp;diff=15541</id>
		<title>Gamehelprallymangt</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelprallymangt&amp;diff=15541"/>
		<updated>2022-12-15T14:36:55Z</updated>

		<summary type="html">&lt;p&gt;Magnus3740: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Rounds ==&lt;br /&gt;
A game of Rallyman: GT is made up of alternating “white” and “black” rounds. Each player gets one turn each round. &lt;br /&gt;
&lt;br /&gt;
The Round marker has a white side and a black side, which allows you to immediately tell who has already played their turn this round. At the end of a round the Round marker is flipped over and a new round begins.&lt;br /&gt;
&lt;br /&gt;
== Determining Turn Order ==&lt;br /&gt;
At the beginning of each round, you must first determine the order of play.&lt;br /&gt;
&lt;br /&gt;
Order of play at the start of each round is determined by speed, then by the position of each car in case of a draw.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPEED &amp;gt; DISTANCE &amp;gt; POSITION&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Speed:&#039;&#039;&#039; Start by identifying the fastest car. The car with the highest Gear marker always plays first, no matter where they are on the track.&lt;br /&gt;
# &#039;&#039;&#039;Distance:&#039;&#039;&#039; If two or more cars are going at the same speed, then order of play is determined by how far along the track they are. The car furthest ahead plays first.&lt;br /&gt;
# &#039;&#039;&#039;Position:&#039;&#039;&#039; In case of a draw in terms of speed and distance, the car situated on the inside lane of the current or next corner plays first. A “corner” is a section of track with speed limitations. /* Note. Current corner rule present only in French rule book and due print errors missing on other languages but enforced in BGA implementation. If cars position in corner, then current corner taking place for evaluation, otherwise next corner */ &lt;br /&gt;
&lt;br /&gt;
== The Turn ==&lt;br /&gt;
Once order of play has been established, each player takes their turn one after the other.&lt;br /&gt;
&lt;br /&gt;
=== During their turn a player will do the following: ===&lt;br /&gt;
# Plan your turn.&lt;br /&gt;
# Roll your dice and move your car.&lt;br /&gt;
&lt;br /&gt;
== Planning Your Turn ==&lt;br /&gt;
During their turn, players will use dice to accelerate, brake, and coast their way around the track. Your player board (and the summary at the top of the screen) shows what dice are available to you.&lt;br /&gt;
&lt;br /&gt;
Each die number represents a gear. With each move you make, may go up or down one gear (or stay the same with a white die). You must always be moving forward. Each die may only be used once per turn.&lt;br /&gt;
&lt;br /&gt;
=== Corners ===&lt;br /&gt;
Corner spaces have numbers in the middle which indicate the top gear in which you can safely navigate the corner. Exceed this number and you will lose control!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The inside line:&#039;&#039;&#039;Some spaces have dotted lines separating them, with a lower number or caution symbol next to it. The number indicates the highest gear you can use to safely move between those spaces. Exceed it and you will lose control! The caution symbol gives one extra caution result when moving (see below)&lt;br /&gt;
&lt;br /&gt;
Note that you can safely move diagonally into spaces like this, as long as you don&#039;t exceed the normal limits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The outside line&#039;&#039;&#039;:Some spaces have a caution triangle around the number. This indicates that you get an extra caution result when you pass that space in that gear.&lt;br /&gt;
&lt;br /&gt;
=== Overtaking ===&lt;br /&gt;
To enter a space adjacent to another player’s car, you must use a Gear die equal to or higher than the current Gear of the opponent’s car. &lt;br /&gt;
Once your car is beside theirs, the rest of their movement can be at any speed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: if a yellow flag is out due to damage, you cannot overtake (move alongside) another player.&lt;br /&gt;
&lt;br /&gt;
=== Show Overspeed Alarm Option ===&lt;br /&gt;
If the Show Overspeed Alarm option is enabled, a red halo will appear around your die if you place it on a space which will cause your car to spin.  An orange halo will appear if the space will cause you to gain an automatic caution symbol (!).&lt;br /&gt;
&lt;br /&gt;
==Rolling Your Dice and Moving==&lt;br /&gt;
&lt;br /&gt;
Once you have planned your turn, you will roll your dice, either all at once (&#039;&#039;Flat Out&#039;&#039;) or one at a time. But be careful: Meet or exceed the safe number of caution symbols (generally three), and you will lose control!&lt;br /&gt;
&lt;br /&gt;
===Flat out: All the dice at once===&lt;br /&gt;
This is the risky but brave choice: Roll your dice, and hope you get lucky. If you roll safely, you will get some &#039;&#039;focus tokens&#039;&#039; for your trouble: one per gear or coast die (not brake or boost die) you rolled. These will come in handy later!&lt;br /&gt;
&lt;br /&gt;
===One at a time===&lt;br /&gt;
Sometimes you need to play it safe. You can roll your dice one at a time, and stop at any time. This way you can stop if you are at risk of losing control.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus&#039;&#039;&#039;: While you are rolling your dice one at a time, you may find that you are at risk of losing control. You can spend the focus tokens you earned earlier to &#039;&#039;secure&#039;&#039; your dice. Instead of rolling them you guarantee a safe result. But each die protected in a turn has a higher cost: the first die costs one, the second another two, the third another three, etc.&lt;br /&gt;
&lt;br /&gt;
==The Dice==&lt;br /&gt;
Some dice are safer than others: The white &#039;&#039;coast&#039;&#039; dice along with first and second gear only have one caution symbol on them while the other dice all have two.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Braking&#039;&#039;&#039;: You can jump down extra gears by adding a red &#039;brake&#039; die to the space moved. Each red die lets you skip a gear. For example, you could go from fourth to 1st by rolling brake+brake+1, or from 6th to 4th by rolling brake+4. In this way you can move further on one turn, or end a turn in a higher gear.&lt;br /&gt;
*&#039;&#039;&#039;Boosting&#039;&#039;&#039;: Similarly, the green &#039;boost&#039; die (available in GT5 races) lets you skip a gear upwards. &lt;br /&gt;
*&#039;&#039;&#039;Coasting&#039;&#039;&#039;: White &#039;coast&#039; dice let you stay in the same gear.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Car Dice&lt;br /&gt;
|-&lt;br /&gt;
!   !! &#039;&#039;&#039;Gear dice&#039;&#039;&#039; !! &#039;&#039;&#039;Coast dice&#039;&#039;&#039; !! &#039;&#039;&#039;Brake dice&#039;&#039;&#039; !! &#039;&#039;&#039;Boost Dice&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;GT4&#039;&#039;&#039; || 4 || 3 || 2 || 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;GT5&#039;&#039;&#039; || 5 || 2 || 3 || 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;GT6&#039;&#039;&#039; || 6 || 2 || 3 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Losing Control==&lt;br /&gt;
&lt;br /&gt;
If you meet or exceed your limit, you will lose control. &lt;br /&gt;
&lt;br /&gt;
Consult your player board table to see what happens when you lose control: You might lose all speed to &#039;gear&#039; 0, or go off the track in &#039;gear&#039; 00. &lt;br /&gt;
You might also take some damage: at higher speeds (3,4,5th gear) and on more dangerous tiles (Yellow, Orange, Red). &lt;br /&gt;
For each black damage marker in the table a &amp;quot;Damage&amp;quot; token will be randomly drawn for you.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gear 00&#039;&#039;&#039;: In this gear you simply lose a turn: when it comes to your turn, get back on the track in &#039;gear&#039; 0. Next turn you will resume as normal, starting from gear 1 etc.&lt;br /&gt;
*&#039;&#039;&#039;Gear 0&#039;&#039;&#039;: In this gear you are just stopped in place. Next turn, just resume your movement.&lt;br /&gt;
&lt;br /&gt;
If you used the &#039;flat out&#039; die rolling option, you can change the order and locations of the dice you rolled.  You do not even have to place all of them. However, you must place your dice in a way that results in loss of control.  By changing your speed and location at the moment of loss of control, you may be able to minimize any bad effects.  Even if you lose control, you will still get your focus tokens.&lt;br /&gt;
&lt;br /&gt;
===Damage===&lt;br /&gt;
There are several Damage result tokens (42 total).  0, 1, 2 or 3 of these Damage Tokens are drawn randomly for you depending on your Gear/Speed when you lost control and the track segment you are on.  (Consult the table on your player dashboard.)&lt;br /&gt;
* &#039;&#039;&#039;Lose a Dice:&#039;&#039;&#039; (Qty x 6 of each: Red, White, Black) This reduces your dice pool. You might lose a white, black, or red die (meaning you will have one less die of that color to use on your turn.) Losing a black die means you can pick, each turn, which number you want to leave unused.&lt;br /&gt;
* &#039;&#039;&#039;Yellow Flag:&#039;&#039;&#039; (Qty x 6) This will be removed on your next move (not turn - if you are at speed 00, the yellow flag stays on the board, affecting all players, until you are ready to move again).  While the yellow flag is on the table, no player may move alongside any other player’s car.  (Cars &#039;&#039;&#039;are&#039;&#039;&#039; allowed to pass cars stopped at speed 0 or 00).&lt;br /&gt;
* &#039;&#039;&#039;Weather:&#039;&#039;&#039; (Qty x 6) The weather will change from rain to sun, or vice versa! If you are on the wrong kind of tires, your dice pool and caution limit will be reduced. You might want to stop to change tires.&lt;br /&gt;
* &#039;&#039;&#039;Green Flag:&#039;&#039;&#039; (Qty x 12) No damage, you got lucky!&lt;br /&gt;
&lt;br /&gt;
===Confirm Trajectory===&lt;br /&gt;
If you see a message that says: &amp;quot;You must set back your dice with a loss of control&amp;quot; you are being given the option to &amp;quot;re-allocate and re-order some or all of the dice you used on that turn back onto the track in any legal order you like.&amp;quot;  You must still use enough &amp;quot;!&amp;quot; dice and/or track features to activate the &amp;quot;spin out,&amp;quot; but sometimes this offers an opportunity to adjust your dice, their order and you car&#039;s route so that you spin out at a more favorable location on the track, on a more favorable tile (Yellow instead of Orange or Red) or in a more favorable gear (1 or 2, instead of 3, 4 or 5).&lt;br /&gt;
&lt;br /&gt;
Once you have re-ordered your dice you must click the &#039;confirm trajectory&#039; button.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Pit Stops==&lt;br /&gt;
&lt;br /&gt;
If you wish you can repair all damage, change tires, or both by making a Pit Stop. To make a Pit Stop, you must end your turn in 1st Gear in a space with no speed or restrictions (meaning not on a corner space) at the edge of the track. While you are in the pit your gear is either 0 or 00 depending on whether you chose to change tires or repair damage, and you are off the track (not blocking other players’ movement). Once you return to 0 gear (as with losing control, above), you can choose which tires you want and then you will move as normal on that turn.&lt;br /&gt;
&lt;br /&gt;
==Flying Start==&lt;br /&gt;
&lt;br /&gt;
With Flying Start, you can go straight to Gear 2 instead of Gear 1 when starting from 0. &lt;br /&gt;
&lt;br /&gt;
When you resolve your move, whether rolling one by one or moving Flat Out, the result of the Gear 2 die is checked: if it&#039;s a caution symbol, your turn ends immediately. The car moves forward one space and stays in Gear 2.&lt;br /&gt;
&lt;br /&gt;
If you were going Flat Out and would have suffered a Loss of Control as well as this effect, the Loss of Control is ignored.&lt;br /&gt;
&lt;br /&gt;
== Tire Dashboards ==&lt;br /&gt;
Here are the available dice for each type of tire and weather condition:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ GT6 Tires&lt;br /&gt;
|-&lt;br /&gt;
!   !! &#039;&#039;&#039;Asphalt-Dry&#039;&#039;&#039; !! &#039;&#039;&#039;Asphalt-Wet&#039;&#039;&#039; !! &#039;&#039;&#039;Rain-Wet&#039;&#039;&#039; !! &#039;&#039;&#039;Rain-Dry&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;/!\&#039;&#039;&#039; || 3 || 2 || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Gear&#039;&#039;&#039; || 6 || 6 || 6 || 6&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Coast&#039;&#039;&#039; || 2 || 2 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Brake&#039;&#039;&#039; || 3 || 1 || 2 || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ GT5 Tires&lt;br /&gt;
|-&lt;br /&gt;
!   !! &#039;&#039;&#039;Asphalt-Dry&#039;&#039;&#039; !! &#039;&#039;&#039;Asphalt-Wet&#039;&#039;&#039; !! &#039;&#039;&#039;Rain-Wet&#039;&#039;&#039; !! &#039;&#039;&#039;Rain-Dry&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;/!\&#039;&#039;&#039; || 3 || 2 || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Gear&#039;&#039;&#039; || 5 || 5 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Coast&#039;&#039;&#039; || 2 || 2 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Brake&#039;&#039;&#039; || 3 || 1 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Boost&#039;&#039;&#039; || 1 || 1 || 1 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ GT4 Tires&lt;br /&gt;
|-&lt;br /&gt;
!   !! &#039;&#039;&#039;Asphalt-Dry&#039;&#039;&#039; !! &#039;&#039;&#039;Asphalt-Wet&#039;&#039;&#039; !! &#039;&#039;&#039;Rain-Wet&#039;&#039;&#039; !! &#039;&#039;&#039;Rain-Dry&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;/!\&#039;&#039;&#039; || 3 || 2 || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Gear&#039;&#039;&#039; || 4 || 4 || 4 || 4&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Coast&#039;&#039;&#039; || 3 || 3 || 3 || 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Brake&#039;&#039;&#039; || 2 || 1 || 2 || 2&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Magnus3740</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelprallymandirt&amp;diff=15498</id>
		<title>Gamehelprallymandirt</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelprallymandirt&amp;diff=15498"/>
		<updated>2022-12-07T14:22:59Z</updated>

		<summary type="html">&lt;p&gt;Magnus3740: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Rallyman_DIRT_R6_gravel_dashboard.JPG]]&lt;br /&gt;
&lt;br /&gt;
== Rounds ==&lt;br /&gt;
A game of Rallyman: DIRT is made up of rounds with each player getting one turn per round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Start ==&lt;br /&gt;
The start of each rally stage is unique in that, as this is a time trial race, players do not all begin the stage at the same time. Instead, their departure is staggered with each player playing one additional round before the next one enters the track.&lt;br /&gt;
&lt;br /&gt;
In a four player game, the starting Rounds of a Stage would therefore be:&lt;br /&gt;
# Player 1 starts their first turn.&lt;br /&gt;
# Player 1 takes their second turn, then Player 2 starts their first turn.&lt;br /&gt;
# Player 1 takes their third turn, Player 2 takes their second turn and Player 3 starts their first turn.&lt;br /&gt;
# Player 1 takes their fourth turn, Player 2 takes their third turn, Player 3 takes their second turn and Player 4 starts their first turn.&lt;br /&gt;
&lt;br /&gt;
When starting the stage, players place their car in the space behind the Starting Line and begin in Gear 0.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Order of Play ==&lt;br /&gt;
At the beginning of each round, you must first determine the order of play.&lt;br /&gt;
&lt;br /&gt;
Order of play at the start of each round is determined by speed, then by the position of each car in case of a draw.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DISTANCE &amp;gt; SPEED &amp;gt; POSITION&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Distance:&#039;&#039;&#039; The car in the space whose front edge is furthest along the track goes first.&lt;br /&gt;
# &#039;&#039;&#039;Speed:&#039;&#039;&#039; If two cars are of equal distance along the track, the car in the highest Gear goes first.&lt;br /&gt;
# &#039;&#039;&#039;Position:&#039;&#039;&#039; In case of a draw in terms of distance and speed, the car situated on the inside lane of the current or next corner plays first. A “corner” is a section of track with speed limitations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Turn ==&lt;br /&gt;
Once order of play has been established, each player takes their turn one after the other.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;During their turn a player will do the following:&#039;&#039;&#039;&lt;br /&gt;
# Choose your dice.&lt;br /&gt;
# Roll your dice and move your car.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Choose your dice&#039;&#039;&#039;===&lt;br /&gt;
During their turn, players will use dice to accelerate, brake, and coast their way around the track. Each black number die represents a gear. With each move you make, may go up or down one gear (or stay the same with an orange/white die). You must always be moving forward. Each die may only be used once per turn.&lt;br /&gt;
&lt;br /&gt;
====The Dice====&lt;br /&gt;
Some dice are safer than others: The white &#039;&#039;coast&#039;&#039; dice along with 1 and 2 gear only have one caution /!\ symbol on them, while the other dice all have two /!\.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Gear:&amp;lt;/b&amp;gt; The Black dice are used to accelerate or decelerate progressively.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Coasting:&amp;lt;/b&amp;gt; Orange &#039;leader&#039; and White &#039;coast&#039; dice let you stay in the same gear. Only the first player each round uses the orange dice.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Brake:&amp;lt;/b&amp;gt; You can jump down extra gears by adding a red &#039;brake&#039; die to the space moved. Each red die lets you skip a gear. For example, you could go from 6th to 4th by rolling brake+4. In this way you can move further on one turn, or end a turn in a higher gear.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Boost:&amp;lt;/b&amp;gt;Similarly, the green &#039;boost&#039; die (available in R5 races) lets you skip a gear upwards.&amp;lt;i&amp;gt;Not currently implemented&amp;lt;/i&amp;gt; &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Car Dashboard&lt;br /&gt;
|-&lt;br /&gt;
!   !! &#039;&#039;&#039;Gravel&#039;&#039;&#039; !! &#039;&#039;&#039;Gravel (Leader)&#039;&#039;&#039; !! &#039;&#039;&#039;Asphalt&#039;&#039;&#039; !! &#039;&#039;&#039;Snow&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;LOC&#039;&#039;&#039; || 3/!\ || 3/!\ || 3/!\ || 3/!\&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Gear&#039;&#039;&#039; || 6 || 6 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Coast&#039;&#039;&#039; || 2 || 2 (orange) || 2 || 2 (orange)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Brake&#039;&#039;&#039; || 1 || 1 ||  || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Corners ====&lt;br /&gt;
Corner spaces are identified by the presence of speed restrictions (the circled numbers) along with the absence of a dividing line between the inside and outside lane. Exceed this number and you will lose control!&lt;br /&gt;
&lt;br /&gt;
There are two ways to tackle a corner which defines how many spaces it is made up of and the speed limitation you’ll have to adhere to:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Cutting through the inside lane:&amp;lt;/b&amp;gt; This path is shorter but requires a lower Gear. When taking the corner this way, you’ll have to adhere to the speed limit on the inside of the corner.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Drifting through the outside lane:&amp;lt;/b&amp;gt; This path is longer but allows you to maintain a higher Gear. When taking the corner this way, you’ll have to adhere to the speed limits on the outside of the corner. Drifting cars are turned perpendicular to the track.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Drivers must decide how to tackle each corner as they enter it and cannot change methods mid corner.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Some tiles have two corners adjacent to one another. These are considered separate and you may change methods when going from one to the other.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Sliding====&lt;br /&gt;
&#039;&#039;On some corners, Drivers can perform a Slide to start their turns early and/or end them late. This can give them more opportunities to control their speed and distance.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some spaces adjacent to corners are intersected by a dotted line. These spaces can either be entered normally or a car can Slide into them.&lt;br /&gt;
&lt;br /&gt;
When Sliding into these spaces a car effectively counts the zone as two spaces (separated by the dotted line) spanning the width of the track. Sliding cars are turned perpendicular to the track to indicate this maneuver. Players must decide whether they wish to slide into these spaces or enter them normally, they cannot change methods once they have entered.&lt;br /&gt;
&lt;br /&gt;
==== Shortcut ====&lt;br /&gt;
Marked by the Shortcut symbol ( . These spaces can be moved into when you decide to cut a corner to save time. The number inside the Shortcut symbol is a speed limit, indicating the highest Gear a player can be in whilst occupying this space.&lt;br /&gt;
&lt;br /&gt;
Players may enter or leave a Shortcut space from or to any space connected to them except Corner spaces. However, taking your car off the road can have serious consequences! Any time you enter a Shortcut space, draw 1 Damage token from the Damage token bag. Flip the token over to its “Shortcut” side which shows the Shortcut symbol in the top left corner.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039; OK!&#039;&#039;&#039;: no damage&lt;br /&gt;
*&#039;&#039;&#039;Coast Die Damage&#039;&#039;&#039;: The number of Coast dice a player may use each turn is reduced by one for each of these tokens present on their Dashboard. This takes effect at the start of the player&#039;s next turn.&lt;br /&gt;
*&#039;&#039;&#039;– 1&#039;&#039;&#039;: You spray stones and mud onto the track! You are not affected, but any drivers coming up behind you will have to suffer the consequences. The maximum speed limit for all Corner spaces on this tile is reduced by 1. These tokens can stack, meaning that parts or all of the corner can eventually be made unusable. These tokens do not affect the speed limit of the Shortcut.&lt;br /&gt;
&lt;br /&gt;
You may Slide into and out of a Shortcut from and to any Slide space connected to it.&lt;br /&gt;
&lt;br /&gt;
==== Jump ====&lt;br /&gt;
Marked by a Chevron over a number.&lt;br /&gt;
&lt;br /&gt;
When planning out your trajectory, place your dice as normal. &lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;If the die you place onto a Jump space is a lower Gear than the one shown, it counts as a normal space and has no special effect.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;If the die you place on a Jump space is the &amp;lt;b&amp;gt;same Gear as the one shown&amp;lt;/b&amp;gt;, you’ll gain some air! Move the die you placed onto the Jump one space forward. You can move the die directly forward or diagonally.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;If the die you place onto a Jump space is &amp;lt;b&amp;gt;one Gear higher than the one shown&amp;lt;/b&amp;gt;, you’ll gain even more air! Move the die forward 2 spaces. You may ignore any obstacles or other cars present on intervening spaces. &amp;lt;u&amp;gt;However, if this die results in a /!\ when rolled (one by one or Flat Out) you suffer an immediate Loss on Control on the space where you land.&amp;lt;/u&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;If the die you place onto a Jump space is &amp;lt;b&amp;gt;two or more Gears higher&amp;lt;/b&amp;gt; than the one shown, you’ll gain too much air! Follow the rules as above, moving the die 2 spaces, &amp;lt;u&amp;gt;but you suffer an immediate Loss of Control on the space where you land.&amp;lt;/u&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;You may not land in spaces occupied by obstacles or other cars. If a Jump would force you to land on an obstacle or other car, you may not perform the Jump. You may land in a corner space in the lane of your choice.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Water Hazard ====&lt;br /&gt;
Marked by two wavy symbols on the track.&lt;br /&gt;
&lt;br /&gt;
To move through a Water Hazard, you must either use a Coast die or the Gear 1 die. You cannot use a Gear 1 die in collaboration with a Brake die. If not, your movement ends immediately in your current Gear.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Overtaking ====&lt;br /&gt;
To enter a space adjacent to another player’s car, you must use a Gear die equal to or higher than the current Gear of the opponent’s car. Once your car is beside theirs, the rest of their movement can be at any speed.&lt;br /&gt;
&lt;br /&gt;
You may overtake by moving diagonally between two cars.&lt;br /&gt;
&lt;br /&gt;
Shortcuts count as adjacent to any space connected to them except Corner spaces.&lt;br /&gt;
&lt;br /&gt;
====Other Cars in Corners ====&lt;br /&gt;
If a car is positioned on a corner, another vehicle may only enter that corner if they use the same method, i.e via the same lane. They may then follow that car into the corner but cannot enter their space or overtake them.&lt;br /&gt;
&lt;br /&gt;
====Other cars performing a slide====&lt;br /&gt;
If a car is performing a Slide, another vehicle may only enter those spaces if they use the same method. They may then follow that car into the Slide but cannot enter their space or overtake them. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Rolling Your Dice and Moving&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Once you have planned your turn, you will roll your dice, either all at once (&#039;&#039;Flat Out&#039;&#039;) or one at a time. But be careful: Meet or exceed the safe number of caution symbols (generally three), and you will lose control!&lt;br /&gt;
&lt;br /&gt;
====Flat out: All the dice at once====&lt;br /&gt;
&#039;&#039;This is the risky but brave choice&#039;&#039;: Roll your dice, and hope you get lucky. If you roll safely, you will get some &#039;&#039;second tokens&#039;&#039; for your trouble: one per gear, coast or leader die (not brake) you rolled. These will come in handy later! &#039;&#039;See the damage table below to see how risky this is.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====One at a time====&lt;br /&gt;
Sometimes you need to play it safe. You can roll your dice one at a time, and stop at any time. This way you can stop if you are at risk of losing control.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Using Second Tokens&#039;&#039;&#039;: While you are rolling your dice one at a time, you may find that you are at risk of losing control. You can spend the second tokens you earned earlier to &#039;&#039;secure&#039;&#039; your dice. Instead of rolling them you guarantee a safe result. But each die protected in a turn has a higher cost: the first die costs one, the second another two, the third another three, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Losing Control===&lt;br /&gt;
&lt;br /&gt;
If you meet or exceed your /!\ limit, you will lose control. &lt;br /&gt;
&lt;br /&gt;
If you used the &#039;flat out&#039; die rolling option, you can change the order and locations of the dice you rolled.  You do not even have to place all of them. However, you must place your dice in a way that results in loss of control.  By changing your speed and location at the moment of loss of control, you may be able to minimize any bad effects.  Even if you lose control, you will still get your Second tokens.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==End of the turn==&lt;br /&gt;
A player’s turn ends when any of the following things happen:&lt;br /&gt;
* They have finished their move action.&lt;br /&gt;
* They are blocked.&lt;br /&gt;
* They suffer a Loss of Control.&lt;br /&gt;
&lt;br /&gt;
===If a player has finished their movement or is blocked===&lt;br /&gt;
The player takes a Time card corresponding to their current Gear (the last Gear die they rolled) and places it in front of them. If they only rolled Coast (white/orange) dice their turn, they take the same Time card this turn as the one already on top of their pile.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Time Card&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Gear&#039;&#039;&#039; !! &#039;&#039;&#039;Seconds&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;1&#039;&#039;&#039; || 50 &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;2&#039;&#039;&#039; || 40&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;3&#039;&#039;&#039; || 30 &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;4&#039;&#039;&#039; || 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;5&#039;&#039;&#039; || 15&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;6&#039;&#039;&#039; || 10&lt;br /&gt;
|}&lt;br /&gt;
Time cards dictate how many seconds you add to your overall time. The higher the Gear, the lower the number of seconds added to your time!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===If a player suffers a Loss of Control===&lt;br /&gt;
The player takes a Time card corresponding to the Gear they were in when they suffered the Loss of Control from the top of the deck, flipping it over to the side showing “Gear 0” and placing it on top of the&lt;br /&gt;
pile next to their Dashboard.&lt;br /&gt;
&lt;br /&gt;
A Loss of Control adds more time to your total than even the lowest of Gears and means that you’ll have to drive even harder to make up for the lost time.&lt;br /&gt;
&lt;br /&gt;
In addition, on the right side of the card at the top of the white strip there will be one of two icons. Depending on what icon the card shows, apply the following results&lt;br /&gt;
*&#039;&#039;&#039;SISU&#039;&#039;&#039;: You suffer no damage to your car and lose very little time! Leave your car in the space where the Loss of Control occurred. You start your next turn in the Gear shown on the card.&#039;&#039;(Normal Time, but Gear 0)&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Spin&#039;&#039;&#039;: 60 Seconds for the turn, but doesn’t cause any Damage. Even though it has suffered a Loss of Control, the car still counts as being on the track. Start next turn in Gear 0.&lt;br /&gt;
*&#039;&#039;&#039;Crash&#039;&#039;&#039;: (happens most often) 60 Seconds for the turn, and take damage based on your last gear and the Danger level of the tile the Loss of Control occurred on. The car does not count as being on the track for the purposes of&lt;br /&gt;
impeding other cars. Start next turn in Gear 0.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Damage Taken from a Crash&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Gear dice&#039;&#039;&#039; !! &#039;&#039;&#039;Yellow&#039;&#039;&#039; !! &#039;&#039;&#039;Orange&#039;&#039;&#039; !! &#039;&#039;&#039;Red&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;1&#039;&#039;&#039; || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;2&#039;&#039;&#039; || 0 || 0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;3&#039;&#039;&#039; || 0 || 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;4&#039;&#039;&#039; || 1 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;5&#039;&#039;&#039; || 2 || 3 || 4&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;6&#039;&#039;&#039; || 3 || 4 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Damage===&lt;br /&gt;
There are several Damage result tokens &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Gear Damage:&#039;&#039;&#039; The number of Gear dice the player may use each turn (no matter their value) is reduced by one for each of these tokens present on their Dashboard.&lt;br /&gt;
* &#039;&#039;&#039;Brake Damage:&#039;&#039;&#039; The number of Brake dice the player may use each turn is reduced by one for each of these tokens present on their Dashboard.&lt;br /&gt;
* &#039;&#039;&#039;Leader/Coast Damage:&#039;&#039;&#039; The number of Coast or Leader dice the player may use each turn is reduced by one for each of these tokens present on their Dashboard. &lt;br /&gt;
* &#039;&#039;&#039;Green Flag:&#039;&#039;&#039; No damage, you got lucky!&lt;/div&gt;</summary>
		<author><name>Magnus3740</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Rallyman_DIRT_R6_gravel_dashboard.JPG&amp;diff=15497</id>
		<title>File:Rallyman DIRT R6 gravel dashboard.JPG</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Rallyman_DIRT_R6_gravel_dashboard.JPG&amp;diff=15497"/>
		<updated>2022-12-07T14:18:35Z</updated>

		<summary type="html">&lt;p&gt;Magnus3740: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Magnus3740</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelprallymandirt&amp;diff=15294</id>
		<title>Gamehelprallymandirt</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelprallymandirt&amp;diff=15294"/>
		<updated>2022-11-18T13:59:39Z</updated>

		<summary type="html">&lt;p&gt;Magnus3740: /* If a player suffers a Loss of Control */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Rounds ==&lt;br /&gt;
A game of Rallyman: DIRT is made up of rounds with each player getting one turn per round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Start ==&lt;br /&gt;
The start of each rally stage is unique in that, as this is a time trial race, players do not all begin the stage at the same time. Instead, their departure is staggered with each player playing one additional round before the next one enters the track.&lt;br /&gt;
&lt;br /&gt;
In a four player game, the starting Rounds of a Stage would therefore be:&lt;br /&gt;
# Player 1 starts their first turn.&lt;br /&gt;
# Player 1 takes their second turn, then Player 2 starts their first turn.&lt;br /&gt;
# Player 1 takes their third turn, Player 2 takes their second turn and Player 3 starts their first turn.&lt;br /&gt;
# Player 1 takes their fourth turn, Player 2 takes their third turn, Player 3 takes their second turn and Player 4 starts their first turn.&lt;br /&gt;
&lt;br /&gt;
When starting the stage, players place their car in the space behind the Starting Line and begin in Gear 0.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Order of Play ==&lt;br /&gt;
At the beginning of each round, you must first determine the order of play.&lt;br /&gt;
&lt;br /&gt;
Order of play at the start of each round is determined by speed, then by the position of each car in case of a draw.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DISTANCE &amp;gt; SPEED &amp;gt; POSITION&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Distance:&#039;&#039;&#039; The car in the space whose front edge is furthest along the track goes first.&lt;br /&gt;
# &#039;&#039;&#039;Speed:&#039;&#039;&#039; If two cars are of equal distance along the track, the car in the highest Gear goes first.&lt;br /&gt;
# &#039;&#039;&#039;Position:&#039;&#039;&#039; In case of a draw in terms of distance and speed, the car situated on the inside lane of the current or next corner plays first. A “corner” is a section of track with speed limitations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Turn ==&lt;br /&gt;
Once order of play has been established, each player takes their turn one after the other.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;During their turn a player will do the following:&#039;&#039;&#039;&lt;br /&gt;
# Choose your dice.&lt;br /&gt;
# Roll your dice and move your car.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Choose your dice&#039;&#039;&#039;===&lt;br /&gt;
During their turn, players will use dice to accelerate, brake, and coast their way around the track. Each black number die represents a gear. With each move you make, may go up or down one gear (or stay the same with an orange/white die). You must always be moving forward. Each die may only be used once per turn.&lt;br /&gt;
&lt;br /&gt;
====The Dice====&lt;br /&gt;
Some dice are safer than others: The white &#039;&#039;coast&#039;&#039; dice along with 1 and 2 gear only have one caution /!\ symbol on them, while the other dice all have two /!\.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Gear:&amp;lt;/b&amp;gt; The Black dice are used to accelerate or decelerate progressively.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Coasting:&amp;lt;/b&amp;gt; Orange &#039;leader&#039; and White &#039;coast&#039; dice let you stay in the same gear. Only the first player each round uses the orange dice.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Brake:&amp;lt;/b&amp;gt; You can jump down extra gears by adding a red &#039;brake&#039; die to the space moved. Each red die lets you skip a gear. For example, you could go from 6th to 4th by rolling brake+4. In this way you can move further on one turn, or end a turn in a higher gear.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Boost:&amp;lt;/b&amp;gt;Similarly, the green &#039;boost&#039; die (available in R5 races) lets you skip a gear upwards.&amp;lt;i&amp;gt;Not currently implemented&amp;lt;/i&amp;gt; &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Car Dashboard&lt;br /&gt;
|-&lt;br /&gt;
!   !! &#039;&#039;&#039;Gravel&#039;&#039;&#039; !! &#039;&#039;&#039;Gravel (Leader)&#039;&#039;&#039; !! &#039;&#039;&#039;Asphalt&#039;&#039;&#039; !! &#039;&#039;&#039;Snow&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;LOC&#039;&#039;&#039; || 3/!\ || 3/!\ || 3/!\ || 3/!\&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Gear&#039;&#039;&#039; || 6 || 6 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Coast&#039;&#039;&#039; || 2 || 2 (orange) || 2 || 2 (orange)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Brake&#039;&#039;&#039; || 1 || 1 ||  || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Corners ====&lt;br /&gt;
Corner spaces are identified by the presence of speed restrictions (the circled numbers) along with the absence of a dividing line between the inside and outside lane. Exceed this number and you will lose control!&lt;br /&gt;
&lt;br /&gt;
There are two ways to tackle a corner which defines how many spaces it is made up of and the speed limitation you’ll have to adhere to:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Cutting through the inside lane:&amp;lt;/b&amp;gt; This path is shorter but requires a lower Gear. When taking the corner this way, you’ll have to adhere to the speed limit on the inside of the corner.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Drifting through the outside lane:&amp;lt;/b&amp;gt; This path is longer but allows you to maintain a higher Gear. When taking the corner this way, you’ll have to adhere to the speed limits on the outside of the corner. Drifting cars are turned perpendicular to the track.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Drivers must decide how to tackle each corner as they enter it and cannot change methods mid corner.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Some tiles have two corners adjacent to one another. These are considered separate and you may change methods when going from one to the other.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Sliding====&lt;br /&gt;
&#039;&#039;On some corners, Drivers can perform a Slide to start their turns early and/or end them late. This can give them more opportunities to control their speed and distance.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some spaces adjacent to corners are intersected by a dotted line. These spaces can either be entered normally or a car can Slide into them.&lt;br /&gt;
&lt;br /&gt;
When Sliding into these spaces a car effectively counts the zone as two spaces (separated by the dotted line) spanning the width of the track. Sliding cars are turned perpendicular to the track to indicate this maneuver. Players must decide whether they wish to slide into these spaces or enter them normally, they cannot change methods once they have entered.&lt;br /&gt;
&lt;br /&gt;
==== Shortcut ====&lt;br /&gt;
Marked by the Shortcut symbol ( . These spaces can be moved into when you decide to cut a corner to save time. The number inside the Shortcut symbol is a speed limit, indicating the highest Gear a player can be in whilst occupying this space.&lt;br /&gt;
&lt;br /&gt;
Players may enter or leave a Shortcut space from or to any space connected to them except Corner spaces. However, taking your car off the road can have serious consequences! Any time you enter a Shortcut space, draw 1 Damage token from the Damage token bag. Flip the token over to its “Shortcut” side which shows the Shortcut symbol in the top left corner.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039; OK!&#039;&#039;&#039;: no damage&lt;br /&gt;
*&#039;&#039;&#039;Coast Die Damage&#039;&#039;&#039;: The number of Coast dice a player may use each turn is reduced by one for each of these tokens present on their Dashboard. This takes effect at the start of the player&#039;s next turn.&lt;br /&gt;
*&#039;&#039;&#039;– 1&#039;&#039;&#039;: You spray stones and mud onto the track! You are not affected, but any drivers coming up behind you will have to suffer the consequences. The maximum speed limit for all Corner spaces on this tile is reduced by 1. These tokens can stack, meaning that parts or all of the corner can eventually be made unusable. These tokens do not affect the speed limit of the Shortcut.&lt;br /&gt;
&lt;br /&gt;
You may Slide into and out of a Shortcut from and to any Slide space connected to it.&lt;br /&gt;
&lt;br /&gt;
==== Jump ====&lt;br /&gt;
Marked by a Chevron over a number.&lt;br /&gt;
&lt;br /&gt;
When planning out your trajectory, place your dice as normal. &lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;If the die you place onto a Jump space is a lower Gear than the one shown, it counts as a normal space and has no special effect.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;If the die you place on a Jump space is the &amp;lt;b&amp;gt;same Gear as the one shown&amp;lt;/b&amp;gt;, you’ll gain some air! Move the die you placed onto the Jump one space forward. You can move the die directly forward or diagonally.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;If the die you place onto a Jump space is &amp;lt;b&amp;gt;one Gear higher than the one shown&amp;lt;/b&amp;gt;, you’ll gain even more air! Move the die forward 2 spaces. You may ignore any obstacles or other cars present on intervening spaces. &amp;lt;u&amp;gt;However, if this die results in a /!\ when rolled (one by one or Flat Out) you suffer an immediate Loss on Control on the space where you land.&amp;lt;/u&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;If the die you place onto a Jump space is &amp;lt;b&amp;gt;two or more Gears higher&amp;lt;/b&amp;gt; than the one shown, you’ll gain too much air! Follow the rules as above, moving the die 2 spaces, &amp;lt;u&amp;gt;but you suffer an immediate Loss of Control on the space where you land.&amp;lt;/u&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;You may not land in spaces occupied by obstacles or other cars. If a Jump would force you to land on an obstacle or other car, you may not perform the Jump. You may land in a corner space in the lane of your choice.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Water Hazard ====&lt;br /&gt;
Marked by two wavy symbols on the track.&lt;br /&gt;
&lt;br /&gt;
To move through a Water Hazard, you must either use a Coast die or the Gear 1 die. You cannot use a Gear 1 die in collaboration with a Brake die. If not, your movement ends immediately in your current Gear.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Overtaking ====&lt;br /&gt;
To enter a space adjacent to another player’s car, you must use a Gear die equal to or higher than the current Gear of the opponent’s car. Once your car is beside theirs, the rest of their movement can be at any speed.&lt;br /&gt;
&lt;br /&gt;
You may overtake by moving diagonally between two cars.&lt;br /&gt;
&lt;br /&gt;
Shortcuts count as adjacent to any space connected to them except Corner spaces.&lt;br /&gt;
&lt;br /&gt;
====Other Cars in Corners ====&lt;br /&gt;
If a car is positioned on a corner, another vehicle may only enter that corner if they use the same method, i.e via the same lane. They may then follow that car into the corner but cannot enter their space or overtake them.&lt;br /&gt;
&lt;br /&gt;
====Other cars performing a slide====&lt;br /&gt;
If a car is performing a Slide, another vehicle may only enter those spaces if they use the same method. They may then follow that car into the Slide but cannot enter their space or overtake them. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Rolling Your Dice and Moving&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Once you have planned your turn, you will roll your dice, either all at once (&#039;&#039;Flat Out&#039;&#039;) or one at a time. But be careful: Meet or exceed the safe number of caution symbols (generally three), and you will lose control!&lt;br /&gt;
&lt;br /&gt;
====Flat out: All the dice at once====&lt;br /&gt;
&#039;&#039;This is the risky but brave choice&#039;&#039;: Roll your dice, and hope you get lucky. If you roll safely, you will get some &#039;&#039;second tokens&#039;&#039; for your trouble: one per gear, coast or leader die (not brake) you rolled. These will come in handy later! &#039;&#039;See the damage table below to see how risky this is.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====One at a time====&lt;br /&gt;
Sometimes you need to play it safe. You can roll your dice one at a time, and stop at any time. This way you can stop if you are at risk of losing control.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Using Second Tokens&#039;&#039;&#039;: While you are rolling your dice one at a time, you may find that you are at risk of losing control. You can spend the second tokens you earned earlier to &#039;&#039;secure&#039;&#039; your dice. Instead of rolling them you guarantee a safe result. But each die protected in a turn has a higher cost: the first die costs one, the second another two, the third another three, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Losing Control===&lt;br /&gt;
&lt;br /&gt;
If you meet or exceed your /!\ limit, you will lose control. &lt;br /&gt;
&lt;br /&gt;
If you used the &#039;flat out&#039; die rolling option, you can change the order and locations of the dice you rolled.  You do not even have to place all of them. However, you must place your dice in a way that results in loss of control.  By changing your speed and location at the moment of loss of control, you may be able to minimize any bad effects.  Even if you lose control, you will still get your Second tokens.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==End of the turn==&lt;br /&gt;
A player’s turn ends when any of the following things happen:&lt;br /&gt;
* They have finished their move action.&lt;br /&gt;
* They are blocked.&lt;br /&gt;
* They suffer a Loss of Control.&lt;br /&gt;
&lt;br /&gt;
===If a player has finished their movement or is blocked===&lt;br /&gt;
The player takes a Time card corresponding to their current Gear (the last Gear die they rolled) and places it in front of them. If they only rolled Coast (white/orange) dice their turn, they take the same Time card this turn as the one already on top of their pile.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Time Card&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Gear&#039;&#039;&#039; !! &#039;&#039;&#039;Seconds&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;1&#039;&#039;&#039; || 50 &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;2&#039;&#039;&#039; || 40&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;3&#039;&#039;&#039; || 30 &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;4&#039;&#039;&#039; || 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;5&#039;&#039;&#039; || 15&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;6&#039;&#039;&#039; || 10&lt;br /&gt;
|}&lt;br /&gt;
Time cards dictate how many seconds you add to your overall time. The higher the Gear, the lower the number of seconds added to your time!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===If a player suffers a Loss of Control===&lt;br /&gt;
The player takes a Time card corresponding to the Gear they were in when they suffered the Loss of Control from the top of the deck, flipping it over to the side showing “Gear 0” and placing it on top of the&lt;br /&gt;
pile next to their Dashboard.&lt;br /&gt;
&lt;br /&gt;
A Loss of Control adds more time to your total than even the lowest of Gears and means that you’ll have to drive even harder to make up for the lost time.&lt;br /&gt;
&lt;br /&gt;
In addition, on the right side of the card at the top of the white strip there will be one of two icons. Depending on what icon the card shows, apply the following results&lt;br /&gt;
*&#039;&#039;&#039;SISU&#039;&#039;&#039;: You suffer no damage to your car and lose very little time! Leave your car in the space where the Loss of Control occurred. You start your next turn in the Gear shown on the card.&#039;&#039;(Normal Time, but Gear 0)&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Spin&#039;&#039;&#039;: 60 Seconds for the turn, but doesn’t cause any Damage. Even though it has suffered a Loss of Control, the car still counts as being on the track. Start next turn in Gear 0.&lt;br /&gt;
*&#039;&#039;&#039;Crash&#039;&#039;&#039;: (happens most often) 60 Seconds for the turn, and take damage based on your last gear and the Danger level of the tile the Loss of Control occurred on. The car does not count as being on the track for the purposes of&lt;br /&gt;
impeding other cars. Start next turn in Gear 0.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Damage Taken from a Crash&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Gear dice&#039;&#039;&#039; !! &#039;&#039;&#039;Yellow&#039;&#039;&#039; !! &#039;&#039;&#039;Orange&#039;&#039;&#039; !! &#039;&#039;&#039;Red&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;1&#039;&#039;&#039; || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;2&#039;&#039;&#039; || 0 || 0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;3&#039;&#039;&#039; || 0 || 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;4&#039;&#039;&#039; || 1 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;5&#039;&#039;&#039; || 2 || 3 || 4&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;6&#039;&#039;&#039; || 3 || 4 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Damage===&lt;br /&gt;
There are several Damage result tokens &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Gear Damage:&#039;&#039;&#039; The number of Gear dice the player may use each turn (no matter their value) is reduced by one for each of these tokens present on their Dashboard.&lt;br /&gt;
* &#039;&#039;&#039;Brake Damage:&#039;&#039;&#039; The number of Brake dice the player may use each turn is reduced by one for each of these tokens present on their Dashboard.&lt;br /&gt;
* &#039;&#039;&#039;Leader/Coast Damage:&#039;&#039;&#039; The number of Coast or Leader dice the player may use each turn is reduced by one for each of these tokens present on their Dashboard. &lt;br /&gt;
* &#039;&#039;&#039;Green Flag:&#039;&#039;&#039; No damage, you got lucky!&lt;/div&gt;</summary>
		<author><name>Magnus3740</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelprallymandirt&amp;diff=15277</id>
		<title>Gamehelprallymandirt</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelprallymandirt&amp;diff=15277"/>
		<updated>2022-11-15T16:23:57Z</updated>

		<summary type="html">&lt;p&gt;Magnus3740: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Rounds ==&lt;br /&gt;
A game of Rallyman: DIRT is made up of rounds with each player getting one turn per round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Start ==&lt;br /&gt;
The start of each rally stage is unique in that, as this is a time trial race, players do not all begin the stage at the same time. Instead, their departure is staggered with each player playing one additional round before the next one enters the track.&lt;br /&gt;
&lt;br /&gt;
In a four player game, the starting Rounds of a Stage would therefore be:&lt;br /&gt;
# Player 1 starts their first turn.&lt;br /&gt;
# Player 1 takes their second turn, then Player 2 starts their first turn.&lt;br /&gt;
# Player 1 takes their third turn, Player 2 takes their second turn and Player 3 starts their first turn.&lt;br /&gt;
# Player 1 takes their fourth turn, Player 2 takes their third turn, Player 3 takes their second turn and Player 4 starts their first turn.&lt;br /&gt;
&lt;br /&gt;
When starting the stage, players place their car in the space behind the Starting Line and begin in Gear 0.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Order of Play ==&lt;br /&gt;
At the beginning of each round, you must first determine the order of play.&lt;br /&gt;
&lt;br /&gt;
Order of play at the start of each round is determined by speed, then by the position of each car in case of a draw.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DISTANCE &amp;gt; SPEED &amp;gt; POSITION&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Distance:&#039;&#039;&#039; The car in the space whose front edge is furthest along the track goes first.&lt;br /&gt;
# &#039;&#039;&#039;Speed:&#039;&#039;&#039; If two cars are of equal distance along the track, the car in the highest Gear goes first.&lt;br /&gt;
# &#039;&#039;&#039;Position:&#039;&#039;&#039; In case of a draw in terms of distance and speed, the car situated on the inside lane of the current or next corner plays first. A “corner” is a section of track with speed limitations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Turn ==&lt;br /&gt;
Once order of play has been established, each player takes their turn one after the other.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;During their turn a player will do the following:&#039;&#039;&#039;&lt;br /&gt;
# Choose your dice.&lt;br /&gt;
# Roll your dice and move your car.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Choose your dice&#039;&#039;&#039;===&lt;br /&gt;
During their turn, players will use dice to accelerate, brake, and coast their way around the track. Each black number die represents a gear. With each move you make, may go up or down one gear (or stay the same with an orange/white die). You must always be moving forward. Each die may only be used once per turn.&lt;br /&gt;
&lt;br /&gt;
====The Dice====&lt;br /&gt;
Some dice are safer than others: The white &#039;&#039;coast&#039;&#039; dice along with 1 and 2 gear only have one caution /!\ symbol on them, while the other dice all have two /!\.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Gear:&amp;lt;/b&amp;gt; The Black dice are used to accelerate or decelerate progressively.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Coasting:&amp;lt;/b&amp;gt; Orange &#039;leader&#039; and White &#039;coast&#039; dice let you stay in the same gear. Only the first player each round uses the orange dice.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Brake:&amp;lt;/b&amp;gt; You can jump down extra gears by adding a red &#039;brake&#039; die to the space moved. Each red die lets you skip a gear. For example, you could go from 6th to 4th by rolling brake+4. In this way you can move further on one turn, or end a turn in a higher gear.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Boost:&amp;lt;/b&amp;gt;Similarly, the green &#039;boost&#039; die (available in R5 races) lets you skip a gear upwards.&amp;lt;i&amp;gt;Not currently implemented&amp;lt;/i&amp;gt; &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Car Dashboard&lt;br /&gt;
|-&lt;br /&gt;
!   !! &#039;&#039;&#039;Gravel&#039;&#039;&#039; !! &#039;&#039;&#039;Gravel (Leader)&#039;&#039;&#039; !! &#039;&#039;&#039;Asphalt&#039;&#039;&#039; !! &#039;&#039;&#039;Snow&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;LOC&#039;&#039;&#039; || 3/!\ || 3/!\ || 3/!\ || 3/!\&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Gear&#039;&#039;&#039; || 6 || 6 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Coast&#039;&#039;&#039; || 2 || 2 (orange) || 2 || 2 (orange)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Brake&#039;&#039;&#039; || 1 || 1 ||  || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Corners ====&lt;br /&gt;
Corner spaces are identified by the presence of speed restrictions (the circled numbers) along with the absence of a dividing line between the inside and outside lane. Exceed this number and you will lose control!&lt;br /&gt;
&lt;br /&gt;
There are two ways to tackle a corner which defines how many spaces it is made up of and the speed limitation you’ll have to adhere to:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Cutting through the inside lane:&amp;lt;/b&amp;gt; This path is shorter but requires a lower Gear. When taking the corner this way, you’ll have to adhere to the speed limit on the inside of the corner.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Drifting through the outside lane:&amp;lt;/b&amp;gt; This path is longer but allows you to maintain a higher Gear. When taking the corner this way, you’ll have to adhere to the speed limits on the outside of the corner. Drifting cars are turned perpendicular to the track.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Drivers must decide how to tackle each corner as they enter it and cannot change methods mid corner.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Some tiles have two corners adjacent to one another. These are considered separate and you may change methods when going from one to the other.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Sliding====&lt;br /&gt;
&#039;&#039;On some corners, Drivers can perform a Slide to start their turns early and/or end them late. This can give them more opportunities to control their speed and distance.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some spaces adjacent to corners are intersected by a dotted line. These spaces can either be entered normally or a car can Slide into them.&lt;br /&gt;
&lt;br /&gt;
When Sliding into these spaces a car effectively counts the zone as two spaces (separated by the dotted line) spanning the width of the track. Sliding cars are turned perpendicular to the track to indicate this maneuver. Players must decide whether they wish to slide into these spaces or enter them normally, they cannot change methods once they have entered.&lt;br /&gt;
&lt;br /&gt;
==== Shortcut ====&lt;br /&gt;
Marked by the Shortcut symbol ( . These spaces can be moved into when you decide to cut a corner to save time. The number inside the Shortcut symbol is a speed limit, indicating the highest Gear a player can be in whilst occupying this space.&lt;br /&gt;
&lt;br /&gt;
Players may enter or leave a Shortcut space from or to any space connected to them except Corner spaces. However, taking your car off the road can have serious consequences! Any time you enter a Shortcut space, draw 1 Damage token from the Damage token bag. Flip the token over to its “Shortcut” side which shows the Shortcut symbol in the top left corner.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039; OK!&#039;&#039;&#039;: no damage&lt;br /&gt;
*&#039;&#039;&#039;Coast Die Damage&#039;&#039;&#039;: The number of Coast dice a player may use each turn is reduced by one for each of these tokens present on their Dashboard. This takes effect at the start of the player&#039;s next turn.&lt;br /&gt;
*&#039;&#039;&#039;– 1&#039;&#039;&#039;: You spray stones and mud onto the track! You are not affected, but any drivers coming up behind you will have to suffer the consequences. The maximum speed limit for all Corner spaces on this tile is reduced by 1. These tokens can stack, meaning that parts or all of the corner can eventually be made unusable. These tokens do not affect the speed limit of the Shortcut.&lt;br /&gt;
&lt;br /&gt;
You may Slide into and out of a Shortcut from and to any Slide space connected to it.&lt;br /&gt;
&lt;br /&gt;
==== Jump ====&lt;br /&gt;
Marked by a Chevron over a number.&lt;br /&gt;
&lt;br /&gt;
When planning out your trajectory, place your dice as normal. &lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;If the die you place onto a Jump space is a lower Gear than the one shown, it counts as a normal space and has no special effect.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;If the die you place on a Jump space is the &amp;lt;b&amp;gt;same Gear as the one shown&amp;lt;/b&amp;gt;, you’ll gain some air! Move the die you placed onto the Jump one space forward. You can move the die directly forward or diagonally.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;If the die you place onto a Jump space is &amp;lt;b&amp;gt;one Gear higher than the one shown&amp;lt;/b&amp;gt;, you’ll gain even more air! Move the die forward 2 spaces. You may ignore any obstacles or other cars present on intervening spaces. &amp;lt;u&amp;gt;However, if this die results in a /!\ when rolled (one by one or Flat Out) you suffer an immediate Loss on Control on the space where you land.&amp;lt;/u&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;If the die you place onto a Jump space is &amp;lt;b&amp;gt;two or more Gears higher&amp;lt;/b&amp;gt; than the one shown, you’ll gain too much air! Follow the rules as above, moving the die 2 spaces, &amp;lt;u&amp;gt;but you suffer an immediate Loss of Control on the space where you land.&amp;lt;/u&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;You may not land in spaces occupied by obstacles or other cars. If a Jump would force you to land on an obstacle or other car, you may not perform the Jump. You may land in a corner space in the lane of your choice.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Water Hazard ====&lt;br /&gt;
Marked by two wavy symbols on the track.&lt;br /&gt;
&lt;br /&gt;
To move through a Water Hazard, you must either use a Coast die or the Gear 1 die. You cannot use a Gear 1 die in collaboration with a Brake die. If not, your movement ends immediately in your current Gear.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Overtaking ====&lt;br /&gt;
To enter a space adjacent to another player’s car, you must use a Gear die equal to or higher than the current Gear of the opponent’s car. Once your car is beside theirs, the rest of their movement can be at any speed.&lt;br /&gt;
&lt;br /&gt;
You may overtake by moving diagonally between two cars.&lt;br /&gt;
&lt;br /&gt;
Shortcuts count as adjacent to any space connected to them except Corner spaces.&lt;br /&gt;
&lt;br /&gt;
====Other Cars in Corners ====&lt;br /&gt;
If a car is positioned on a corner, another vehicle may only enter that corner if they use the same method, i.e via the same lane. They may then follow that car into the corner but cannot enter their space or overtake them.&lt;br /&gt;
&lt;br /&gt;
====Other cars performing a slide====&lt;br /&gt;
If a car is performing a Slide, another vehicle may only enter those spaces if they use the same method. They may then follow that car into the Slide but cannot enter their space or overtake them. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Rolling Your Dice and Moving&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Once you have planned your turn, you will roll your dice, either all at once (&#039;&#039;Flat Out&#039;&#039;) or one at a time. But be careful: Meet or exceed the safe number of caution symbols (generally three), and you will lose control!&lt;br /&gt;
&lt;br /&gt;
====Flat out: All the dice at once====&lt;br /&gt;
&#039;&#039;This is the risky but brave choice&#039;&#039;: Roll your dice, and hope you get lucky. If you roll safely, you will get some &#039;&#039;second tokens&#039;&#039; for your trouble: one per gear, coast or leader die (not brake) you rolled. These will come in handy later! &#039;&#039;See the damage table below to see how risky this is.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====One at a time====&lt;br /&gt;
Sometimes you need to play it safe. You can roll your dice one at a time, and stop at any time. This way you can stop if you are at risk of losing control.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Using Second Tokens&#039;&#039;&#039;: While you are rolling your dice one at a time, you may find that you are at risk of losing control. You can spend the second tokens you earned earlier to &#039;&#039;secure&#039;&#039; your dice. Instead of rolling them you guarantee a safe result. But each die protected in a turn has a higher cost: the first die costs one, the second another two, the third another three, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Losing Control===&lt;br /&gt;
&lt;br /&gt;
If you meet or exceed your /!\ limit, you will lose control. &lt;br /&gt;
&lt;br /&gt;
If you used the &#039;flat out&#039; die rolling option, you can change the order and locations of the dice you rolled.  You do not even have to place all of them. However, you must place your dice in a way that results in loss of control.  By changing your speed and location at the moment of loss of control, you may be able to minimize any bad effects.  Even if you lose control, you will still get your Second tokens.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==End of the turn==&lt;br /&gt;
A player’s turn ends when any of the following things happen:&lt;br /&gt;
* They have finished their move action.&lt;br /&gt;
* They are blocked.&lt;br /&gt;
* They suffer a Loss of Control.&lt;br /&gt;
&lt;br /&gt;
===If a player has finished their movement or is blocked===&lt;br /&gt;
The player takes a Time card corresponding to their current Gear (the last Gear die they rolled) and places it in front of them. If they only rolled Coast (white/orange) dice their turn, they take the same Time card this turn as the one already on top of their pile.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Time Card&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Gear&#039;&#039;&#039; !! &#039;&#039;&#039;Seconds&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;1&#039;&#039;&#039; || 50 &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;2&#039;&#039;&#039; || 40&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;3&#039;&#039;&#039; || 30 &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;4&#039;&#039;&#039; || 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;5&#039;&#039;&#039; || 15&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;6&#039;&#039;&#039; || 10&lt;br /&gt;
|}&lt;br /&gt;
Time cards dictate how many seconds you add to your overall time. The higher the Gear, the lower the number of seconds added to your time!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===If a player suffers a Loss of Control===&lt;br /&gt;
The player takes a Time card corresponding to the Gear they were in when they suffered the Loss of Control from the top of the deck, flipping it over to the side showing “Gear 0” and placing it on top of the&lt;br /&gt;
pile next to their Dashboard.&lt;br /&gt;
&lt;br /&gt;
A Loss of Control adds more time to your total than even the lowest of Gears and means that you’ll have to drive even harder to make up for the lost time.&lt;br /&gt;
&lt;br /&gt;
In addition, on the right side of the card at the top of the white strip there will be one of two icons. Depending on what icon the card shows, apply the following results&lt;br /&gt;
*&#039;&#039;&#039;SISU&#039;&#039;&#039;: You suffer no damage to your car and lose very little time! Leave your car in the space where the Loss of Control occurred. You start your next turn in the Gear shown on the card.&#039;&#039;(Normal Gear and Time)&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Spin&#039;&#039;&#039;: 60 Seconds for the turn, but doesn’t cause any Damage.&lt;br /&gt;
*&#039;&#039;&#039;Crash&#039;&#039;&#039;: (happens most often) 60 Seconds for the turn, and take damage based on your last gear and the Danger level of the tile the Loss of Control occurred on.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Damage Taken from a Crash&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Gear dice&#039;&#039;&#039; !! &#039;&#039;&#039;Yellow&#039;&#039;&#039; !! &#039;&#039;&#039;Orange&#039;&#039;&#039; !! &#039;&#039;&#039;Red&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;1&#039;&#039;&#039; || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;2&#039;&#039;&#039; || 0 || 0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;3&#039;&#039;&#039; || 0 || 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;4&#039;&#039;&#039; || 1 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;5&#039;&#039;&#039; || 2 || 3 || 4&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;6&#039;&#039;&#039; || 3 || 4 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Damage===&lt;br /&gt;
There are several Damage result tokens &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Gear Damage:&#039;&#039;&#039; The number of Gear dice the player may use each turn (no matter their value) is reduced by one for each of these tokens present on their Dashboard.&lt;br /&gt;
* &#039;&#039;&#039;Brake Damage:&#039;&#039;&#039; The number of Brake dice the player may use each turn is reduced by one for each of these tokens present on their Dashboard.&lt;br /&gt;
* &#039;&#039;&#039;Leader/Coast Damage:&#039;&#039;&#039; The number of Coast or Leader dice the player may use each turn is reduced by one for each of these tokens present on their Dashboard. &lt;br /&gt;
* &#039;&#039;&#039;Green Flag:&#039;&#039;&#039; No damage, you got lucky!&lt;/div&gt;</summary>
		<author><name>Magnus3740</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelprallymandirt&amp;diff=15276</id>
		<title>Gamehelprallymandirt</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelprallymandirt&amp;diff=15276"/>
		<updated>2022-11-15T16:06:13Z</updated>

		<summary type="html">&lt;p&gt;Magnus3740: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Rounds ==&lt;br /&gt;
A game of Rallyman: DIRT is made up of rounds with each player getting one turn per round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Start ==&lt;br /&gt;
The start of each rally stage is unique in that, as this is a time trial race, players do not all begin the stage at the same time. Instead, their departure is staggered with each player playing one additional round before the next one enters the track.&lt;br /&gt;
&lt;br /&gt;
In a four player game, the starting Rounds of a Stage would therefore be:&lt;br /&gt;
# Player 1 starts their first turn.&lt;br /&gt;
# Player 1 takes their second turn, then Player 2 starts their first turn.&lt;br /&gt;
# Player 1 takes their third turn, Player 2 takes their second turn and Player 3 starts their first turn.&lt;br /&gt;
# Player 1 takes their fourth turn, Player 2 takes their third turn, Player 3 takes their second turn and Player 4 starts their first turn.&lt;br /&gt;
&lt;br /&gt;
When starting the stage, players place their car in the space behind the Starting Line and begin in Gear 0.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Order of Play ==&lt;br /&gt;
At the beginning of each round, you must first determine the order of play.&lt;br /&gt;
&lt;br /&gt;
Order of play at the start of each round is determined by speed, then by the position of each car in case of a draw.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DISTANCE &amp;gt; SPEED &amp;gt; POSITION&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Distance:&#039;&#039;&#039; The car in the space whose front edge is furthest along the track goes first.&lt;br /&gt;
# &#039;&#039;&#039;Speed:&#039;&#039;&#039; If two cars are of equal distance along the track, the car in the highest Gear goes first.&lt;br /&gt;
# &#039;&#039;&#039;Position:&#039;&#039;&#039; In case of a draw in terms of distance and speed, the car situated on the inside lane of the current or next corner plays first. A “corner” is a section of track with speed limitations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Turn ==&lt;br /&gt;
Once order of play has been established, each player takes their turn one after the other.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;During their turn a player will do the following:&#039;&#039;&#039;&lt;br /&gt;
# Choose your dice.&lt;br /&gt;
# Roll your dice and move your car.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;1. Choose your dice&#039;&#039;&#039;===&lt;br /&gt;
During their turn, players will use dice to accelerate, brake, and coast their way around the track. Each black number die represents a gear. With each move you make, may go up or down one gear (or stay the same with an orange/white die). You must always be moving forward. Each die may only be used once per turn.&lt;br /&gt;
&lt;br /&gt;
====The Dice====&lt;br /&gt;
Some dice are safer than others: The white &#039;&#039;coast&#039;&#039; dice along with 1 and 2 gear only have one caution /!\ symbol on them, while the other dice all have two /!\.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Gear:&amp;lt;/b&amp;gt; The Black dice are used to accelerate or decelerate progressively.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Coasting:&amp;lt;/b&amp;gt; Orange &#039;leader&#039; and White &#039;coast&#039; dice let you stay in the same gear. Only the first player each round uses the orange dice.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Brake:&amp;lt;/b&amp;gt; You can jump down extra gears by adding a red &#039;brake&#039; die to the space moved. Each red die lets you skip a gear. For example, you could go from 6th to 4th by rolling brake+4. In this way you can move further on one turn, or end a turn in a higher gear.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Boost:&amp;lt;/b&amp;gt;Similarly, the green &#039;boost&#039; die (available in R5 races) lets you skip a gear upwards.&amp;lt;i&amp;gt;Not currently implemented&amp;lt;/i&amp;gt; &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Car Dashboard&lt;br /&gt;
|-&lt;br /&gt;
!   !! &#039;&#039;&#039;Gravel&#039;&#039;&#039; !! &#039;&#039;&#039;Gravel (Leader)&#039;&#039;&#039; !! &#039;&#039;&#039;Asphalt&#039;&#039;&#039; !! &#039;&#039;&#039;Snow&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;LOC&#039;&#039;&#039; || 3/!\ || 3/!\ || 3/!\ || 3/!\&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Gear&#039;&#039;&#039; || 6 || 6 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Coast&#039;&#039;&#039; || 2 || 2 (orange) || 2 || 2 (orange)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Brake&#039;&#039;&#039; || 1 || 1 ||  || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Corners ====&lt;br /&gt;
Corner spaces are identified by the presence of speed restrictions (the circled numbers) along with the absence of a dividing line between the inside and outside lane. Exceed this number and you will lose control!&lt;br /&gt;
&lt;br /&gt;
There are two ways to tackle a corner which defines how many spaces it is made up of and the speed limitation you’ll have to adhere to:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cutting through the inside lane:&#039;&#039;&#039; This path is shorter but requires a lower Gear. When taking the corner this way, you’ll have to adhere to the speed limit on the inside of the corner.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drifting through the outside lane:&#039;&#039;&#039; This path is longer but allows you to maintain a higher Gear. When taking the corner this way, you’ll have to adhere to the speed limits on the outside of the corner. Drifting cars are turned perpendicular to the track.&lt;br /&gt;
&lt;br /&gt;
Drivers must decide how to tackle each corner as they enter it and cannot change methods mid corner.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Some tiles have two corners adjacent to one another. These are considered separate and you may change methods when going from one to the other.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Sliding====&lt;br /&gt;
&#039;&#039;On some corners, Drivers can perform a Slide to start their turns early and/or end them late. This can give them more opportunities to control their speed and distance.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some spaces adjacent to corners are intersected by a dotted line. These spaces can either be entered normally or a car can Slide into them.&lt;br /&gt;
&lt;br /&gt;
When Sliding into these spaces a car effectively counts the zone as two spaces (separated by the dotted line) spanning the width of the track. Sliding cars are turned perpendicular to the track to indicate this maneuver. Players must decide whether they wish to slide into these spaces or enter them normally, they cannot change methods once they have entered.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shortcut ====&lt;br /&gt;
Marked by the Shortcut symbol ( . These spaces can be moved into when you decide to cut a corner to save time. The number inside the Shortcut symbol is a speed limit, indicating the highest Gear a player can be in whilst occupying this space.&lt;br /&gt;
&lt;br /&gt;
Players may enter or leave a Shortcut space from or to any space connected to them except Corner spaces. However, taking your car off the road can have serious consequences! Any time you enter a Shortcut space, draw 1 Damage token from the Damage token bag. Flip the token over to its “Shortcut” side which shows the Shortcut symbol in the top left corner.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039; OK!&#039;&#039;&#039;: no damage&lt;br /&gt;
*&#039;&#039;&#039;Coast Die Damage&#039;&#039;&#039;: The number of Coast dice a player may use each turn is reduced by one for each of these tokens present on their Dashboard. This takes effect at the start of the player&#039;s next turn.&lt;br /&gt;
*&#039;&#039;&#039;– 1&#039;&#039;&#039;: You spray stones and mud onto the track! You are not affected, but any drivers coming up behind you will have to suffer the consequences. The maximum speed limit for all Corner spaces on this tile is reduced by 1. These tokens can stack, meaning that parts or all of the corner can eventually be made unusable. These tokens do not affect the speed limit of the Shortcut.&lt;br /&gt;
&lt;br /&gt;
You may Slide into and out of a Shortcut from and to any Slide space connected to it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Jump ====&lt;br /&gt;
Marked by a Chevron over a number.&lt;br /&gt;
&lt;br /&gt;
When planning out your trajectory, place your dice as normal. If the die you place on a Jump space is the same Gear as the one shown, you’ll gain some air! Move the die you placed onto the Jump one space forward. You can move the die directly forward or diagonally.&lt;br /&gt;
&lt;br /&gt;
If the die you place onto a Jump space is one Gear higher than the one shown, you’ll gain even more air! Move the die forward 2 spaces. You may ignore any obstacles or other cars present on intervening spaces. However, if this die results in a /!\ when rolled (one by one or Flat Out) you suffer an immediate Loss on Control on the space where you land.&lt;br /&gt;
&lt;br /&gt;
If the die you place onto a Jump space is two or more Gears higher than the one shown, you’ll gain too much air! Follow the rules as above, moving the die 2 spaces, but you suffer an immediate Loss of Control on the space where you land.&lt;br /&gt;
&lt;br /&gt;
If the die you place onto a Jump space is a lower Gear than the one shown, it counts as a normal space and has no special effect. &lt;br /&gt;
&lt;br /&gt;
You may not land in spaces occupied by obstacles or other cars. If a Jump would force you to land on an obstacle or other car, you may not perform the Jump. You may land in a corner space in the lane of your choice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Water Hazard ====&lt;br /&gt;
Marked by two wavy symbols on the track.&lt;br /&gt;
&lt;br /&gt;
To move through a Water Hazard, you must either use a Coast die or the Gear 1 die. You cannot use a Gear 1 die in collaboration with a Brake die. If not, your movement ends immediately in your current Gear.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Overtaking ====&lt;br /&gt;
To enter a space adjacent to another player’s car, you must use a Gear die equal to or higher than the current Gear of the opponent’s car. Once your car is beside theirs, the rest of their movement can be at any speed.&lt;br /&gt;
&lt;br /&gt;
You may overtake by moving diagonally between two cars.&lt;br /&gt;
&lt;br /&gt;
Shortcuts count as adjacent to any space connected to them except Corner spaces.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Other Cars in Corners ====&lt;br /&gt;
If a car is positioned on a corner, another vehicle may only enter that corner if they use the same method, i.e via the same lane. They may then follow that car into the corner but cannot enter their space or overtake them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Other cars performing a slide====&lt;br /&gt;
If a car is performing a Slide, another vehicle may only enter those spaces if they use the same method. They may then follow that car into the Slide but cannot enter their space or overtake them. &lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;2. Rolling Your Dice and Moving&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Once you have planned your turn, you will roll your dice, either all at once (&#039;&#039;Flat Out&#039;&#039;) or one at a time. But be careful: Meet or exceed the safe number of caution symbols (generally three), and you will lose control!&lt;br /&gt;
&lt;br /&gt;
====Flat out: All the dice at once====&lt;br /&gt;
&#039;&#039;This is the risky but brave choice&#039;&#039;: Roll your dice, and hope you get lucky. If you roll safely, you will get some &#039;&#039;second tokens&#039;&#039; for your trouble: one per gear, coast or leader die (not brake) you rolled. These will come in handy later! &#039;&#039;See the damage table below to see how risky this is.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====One at a time====&lt;br /&gt;
Sometimes you need to play it safe. You can roll your dice one at a time, and stop at any time. This way you can stop if you are at risk of losing control.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Using Second Tokens&#039;&#039;&#039;: While you are rolling your dice one at a time, you may find that you are at risk of losing control. You can spend the second tokens you earned earlier to &#039;&#039;secure&#039;&#039; your dice. Instead of rolling them you guarantee a safe result. But each die protected in a turn has a higher cost: the first die costs one, the second another two, the third another three, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Losing Control===&lt;br /&gt;
&lt;br /&gt;
If you meet or exceed your /!\ limit, you will lose control. &lt;br /&gt;
&lt;br /&gt;
If you used the &#039;flat out&#039; die rolling option, you can change the order and locations of the dice you rolled.  You do not even have to place all of them. However, you must place your dice in a way that results in loss of control.  By changing your speed and location at the moment of loss of control, you may be able to minimize any bad effects.  Even if you lose control, you will still get your Second tokens.&lt;br /&gt;
&lt;br /&gt;
==End of the turn==&lt;br /&gt;
A player’s turn ends when any of the following things happen:&lt;br /&gt;
* They have finished their move action.&lt;br /&gt;
* They are blocked.&lt;br /&gt;
* They suffer a Loss of Control.&lt;br /&gt;
&lt;br /&gt;
===If a player has finished their movement or is blocked===&lt;br /&gt;
The player takes a Time card corresponding to their current Gear (the last Gear die they rolled) and places it in front of them. If they only rolled Coast (white/orange) dice their turn, they take the same Time card this turn as the one already on top of their pile.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Time Card&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Gear&#039;&#039;&#039; !! &#039;&#039;&#039;Seconds&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;1&#039;&#039;&#039; || 50 &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;2&#039;&#039;&#039; || 40&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;3&#039;&#039;&#039; || 30 &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;4&#039;&#039;&#039; || 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;5&#039;&#039;&#039; || 15&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;6&#039;&#039;&#039; || 10&lt;br /&gt;
|}&lt;br /&gt;
Time cards dictate how many seconds you add to your overall time in Rallyman: DIRT. The higher the Gear, the lower the number of seconds added to your time!&lt;br /&gt;
&lt;br /&gt;
===If a player suffers a Loss of Control===&lt;br /&gt;
The player takes a Time card corresponding to the Gear they were in when they suffered the Loss of Control from the top of the deck, flipping it over to the side showing “0” and placing it on top of the&lt;br /&gt;
pile next to their Dashboard.&lt;br /&gt;
&lt;br /&gt;
A Loss of Control adds more time to your total than even the lowest of Gears and means that you’ll have to drive even harder to make up for the lost time.&lt;br /&gt;
&lt;br /&gt;
In addition, on the right side of the card at the top of the white strip there will be one of two icons. Depending on what icon the card shows, apply the following results&lt;br /&gt;
*&#039;&#039;&#039;SISU&#039;&#039;&#039;: You suffer no damage to your car and lose very little time! Leave your car in the space where the Loss of Control occurred. You start your next turn in the Gear shown on the card.&lt;br /&gt;
*&#039;&#039;&#039;Spin&#039;&#039;&#039;: 60 Seconds for the turn, but doesn’t cause any Damage.&lt;br /&gt;
*&#039;&#039;&#039;Crash&#039;&#039;&#039;: (happens most often) 60 Seconds for the turn, and take damage based on your last gear and the Danger level of the tile the Loss of Control occurred on.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Damage Taken from a Crash&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Gear dice&#039;&#039;&#039; !! &#039;&#039;&#039;Yellow&#039;&#039;&#039; !! &#039;&#039;&#039;Orange&#039;&#039;&#039; !! &#039;&#039;&#039;Red&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;1&#039;&#039;&#039; || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;2&#039;&#039;&#039; || 0 || 0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;3&#039;&#039;&#039; || 0 || 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;4&#039;&#039;&#039; || 1 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;5&#039;&#039;&#039; || 2 || 3 || 4&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;6&#039;&#039;&#039; || 3 || 4 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Damage===&lt;br /&gt;
There are several Damage result tokens &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Gear Damage:&#039;&#039;&#039; The number of Gear dice the player may use each turn (no matter their value) is reduced by one for each of these tokens present on their Dashboard.&lt;br /&gt;
* &#039;&#039;&#039;Brake Damage:&#039;&#039;&#039; The number of Brake dice the player may use each turn is reduced by one for each of these tokens present on their Dashboard.&lt;br /&gt;
* &#039;&#039;&#039;Leader/Coast Damage:&#039;&#039;&#039; The number of Coast or Leader dice the player may use each turn is reduced by one for each of these tokens present on their Dashboard. &lt;br /&gt;
* &#039;&#039;&#039;Green Flag:&#039;&#039;&#039; No damage, you got lucky!&lt;/div&gt;</summary>
		<author><name>Magnus3740</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelprallymandirt&amp;diff=15274</id>
		<title>Gamehelprallymandirt</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelprallymandirt&amp;diff=15274"/>
		<updated>2022-11-15T02:54:35Z</updated>

		<summary type="html">&lt;p&gt;Magnus3740: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Rounds ==&lt;br /&gt;
A game of Rallyman: DIRT is made up of rounds with each player getting one turn per round.&lt;br /&gt;
&lt;br /&gt;
== The Start ==&lt;br /&gt;
The start of each rally stage is unique in that, as this is a time trial race, players do not all begin the stage at the same time. Instead, their departure is staggered with each player playing one additional round before the next one enters the track.&lt;br /&gt;
&lt;br /&gt;
In a four player game, the starting Rounds of a Stage would therefore be:&lt;br /&gt;
# Player 1 starts their first turn.&lt;br /&gt;
# Player 1 takes their second turn, then Player 2 starts their first turn.&lt;br /&gt;
# Player 1 takes their third turn, Player 2 takes their second turn and Player 3 starts their first turn.&lt;br /&gt;
# Player 1 takes their fourth turn, Player 2 takes their third turn, Player 3 takes their second turn and Player 4 starts their first turn.&lt;br /&gt;
&lt;br /&gt;
When starting the stage, players place their car in the space behind the Starting Line and begin in Gear 0.&lt;br /&gt;
&lt;br /&gt;
== Determining Turn Order ==&lt;br /&gt;
At the beginning of each round, you must first determine the order of play.&lt;br /&gt;
&lt;br /&gt;
Order of play at the start of each round is determined by speed, then by the position of each car in case of a draw.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DISTANCE &amp;gt; SPEED &amp;gt; POSITION&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Distance:&#039;&#039;&#039; The car in the space whose front edge is furthest along the track goes first.&lt;br /&gt;
# &#039;&#039;&#039;Speed:&#039;&#039;&#039; If two cars are of equal distance along the track, the car in the highest Gear goes first.&lt;br /&gt;
# &#039;&#039;&#039;Position:&#039;&#039;&#039; In case of a draw in terms of distance and speed, the car situated on the inside lane of the current or next corner plays first. A “corner” is a section of track with speed limitations.&lt;br /&gt;
&lt;br /&gt;
== The Turn ==&lt;br /&gt;
Once order of play has been established, each player takes their turn one after the other.&lt;br /&gt;
&lt;br /&gt;
=== During their turn a player will do the following: ===&lt;br /&gt;
# Plan your turn.&lt;br /&gt;
# Roll your dice and move your car.&lt;br /&gt;
&lt;br /&gt;
== Planning Your Turn ==&lt;br /&gt;
During their turn, players will use dice to accelerate, brake, and coast their way around the track. The summary at the top of the screen shows what dice are available to you.&lt;br /&gt;
&lt;br /&gt;
Each die number represents a gear. With each move you make, may go up or down one gear (or stay the same with an orange/white die). You must always be moving forward. Each die may only be used once per turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Corners ===&lt;br /&gt;
Corner spaces are identified by the presence of speed restrictions (the circled numbers) along with the absence of a dividing line between the inside and outside lane. Exceed this number and you will lose control!&lt;br /&gt;
&lt;br /&gt;
There are two ways to tackle a corner which defines how many spaces it is made up of and the speed limitation you’ll have to adhere to:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cutting through the inside lane:&#039;&#039;&#039; This path is shorter but requires a lower Gear. When taking the corner this way, you’ll have to adhere to the speed limit on the inside of the corner.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drifting through the outside lane:&#039;&#039;&#039; This path is longer but allows you to maintain a higher Gear. When taking the corner this way, you’ll have to adhere to the speed limits on the outside of the corner. Drifting cars are turned perpendicular to the track.&lt;br /&gt;
&lt;br /&gt;
Drivers must decide how to tackle each corner as they enter it and cannot change methods mid corner.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Some tiles have two corners adjacent to one another. These are considered separate and you may change methods when going from one to the other.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sliding===&lt;br /&gt;
&#039;&#039;On some corners, Drivers can perform a Slide to start their turns early and/or end them late. This can give them more opportunities to control their speed and distance.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some spaces adjacent to corners are intersected by a dotted line. These spaces can either be entered normally or a car can Slide into them.&lt;br /&gt;
&lt;br /&gt;
When Sliding into these spaces a car effectively counts the zone as two spaces (separated by the dotted line) spanning the width of the track. Sliding cars are turned perpendicular to the track to indicate this maneuver. Players must decide whether they wish to slide into these spaces or enter them normally, they cannot change methods once they have entered.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shortcut ===&lt;br /&gt;
Marked by the Shortcut symbol ( . These spaces can be moved into when you decide to cut a corner to save time. The number inside the Shortcut symbol is a speed limit, indicating the highest Gear a player can be in whilst occupying this space.&lt;br /&gt;
&lt;br /&gt;
Players may enter or leave a Shortcut space from or to any space connected to them except Corner spaces. However, taking your car off the road can have serious consequences! Any time you enter a Shortcut space, draw 1 Damage token from the Damage token bag. Flip the token over to its “Shortcut” side which shows the Shortcut symbol in the top left corner.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039; OK!&#039;&#039;&#039;: no damage&lt;br /&gt;
*&#039;&#039;&#039;Coast Die Damage&#039;&#039;&#039;: The number of Coast dice a player may use each turn is reduced by one for each of these tokens present on their Dashboard. This takes effect at the start of the player&#039;s next turn.&lt;br /&gt;
*&#039;&#039;&#039;– 1&#039;&#039;&#039;: You spray stones and mud onto the track! You are not affected, but any drivers coming up behind you will have to suffer the consequences. The maximum speed limit for all Corner spaces on this tile is reduced by 1. These tokens can stack, meaning that parts or all of the corner can eventually be made unusable. These tokens do not affect the speed limit of the Shortcut.&lt;br /&gt;
&lt;br /&gt;
You may Slide into and out of a Shortcut from and to any Slide space connected to it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Jump ===&lt;br /&gt;
Marked by a Chevron over a number.&lt;br /&gt;
&lt;br /&gt;
When planning out your trajectory, place your dice as normal. If the die you place on a Jump space is the same Gear as the one shown, you’ll gain some air! Move the die you placed onto the Jump one space forward. You can move the die directly forward or diagonally.&lt;br /&gt;
&lt;br /&gt;
If the die you place onto a Jump space is one Gear higher than the one shown, you’ll gain even more air! Move the die forward 2 spaces. You may ignore any obstacles or other cars present on intervening spaces. However, if this die results in a /!\ when rolled (one by one or Flat Out) you suffer an immediate Loss on Control on the space where you land.&lt;br /&gt;
&lt;br /&gt;
If the die you place onto a Jump space is two or more Gears higher than the one shown, you’ll gain too much air! Follow the rules as above, moving the die 2 spaces, but you suffer an immediate Loss of Control on the space where you land.&lt;br /&gt;
&lt;br /&gt;
If the die you place onto a Jump space is a lower Gear than the one shown, it counts as a normal space and has no special effect. &lt;br /&gt;
&lt;br /&gt;
You may not land in spaces occupied by obstacles or other cars. If a Jump would force you to land on an obstacle or other car, you may not perform the Jump. You may land in a corner space in the lane of your choice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Water Hazard ===&lt;br /&gt;
Marked by two wavy symbols on the track.&lt;br /&gt;
&lt;br /&gt;
To move through a Water Hazard, you must either use a Coast die or the Gear 1 die. You cannot use a Gear 1 die in collaboration with a Brake die. If not, your movement ends immediately in your current Gear.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Overtaking ===&lt;br /&gt;
To enter a space adjacent to another player’s car, you must use a Gear die equal to or higher than the current Gear of the opponent’s car. Once your car is beside theirs, the rest of their movement can be at any speed.&lt;br /&gt;
&lt;br /&gt;
You may overtake by moving diagonally between two cars.&lt;br /&gt;
&lt;br /&gt;
Shortcuts count as adjacent to any space connected to them except Corner spaces.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Other Cars in Corners ===&lt;br /&gt;
If a car is positioned on a corner, another vehicle may only enter that corner if they use the same method, i.e via the same lane. They may then follow that car into the corner but cannot enter their space or overtake them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Other cars performing a slide===&lt;br /&gt;
If a car is performing a Slide, another vehicle may only enter those spaces if they use the same method. They may then follow that car into the Slide but cannot enter their space or overtake them. &lt;br /&gt;
&lt;br /&gt;
==Rolling Your Dice and Moving==&lt;br /&gt;
&lt;br /&gt;
Once you have planned your turn, you will roll your dice, either all at once (&#039;&#039;Flat Out&#039;&#039;) or one at a time. But be careful: Meet or exceed the safe number of caution symbols (generally three), and you will lose control!&lt;br /&gt;
&lt;br /&gt;
===Flat out: All the dice at once===&lt;br /&gt;
&#039;&#039;This is the risky but brave choice&#039;&#039;: Roll your dice, and hope you get lucky. If you roll safely, you will get some &#039;&#039;second tokens&#039;&#039; for your trouble: one per gear, coast or leader die (not brake) you rolled. These will come in handy later! &#039;&#039;See the damage table below to see how risky this is.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===One at a time===&lt;br /&gt;
Sometimes you need to play it safe. You can roll your dice one at a time, and stop at any time. This way you can stop if you are at risk of losing control.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Using Second Tokens&#039;&#039;&#039;: While you are rolling your dice one at a time, you may find that you are at risk of losing control. You can spend the second tokens you earned earlier to &#039;&#039;secure&#039;&#039; your dice. Instead of rolling them you guarantee a safe result. But each die protected in a turn has a higher cost: the first die costs one, the second another two, the third another three, etc.&lt;br /&gt;
&lt;br /&gt;
==The Dice==&lt;br /&gt;
Some dice are safer than others: The white &#039;&#039;coast&#039;&#039; dice along with first and second gear only have one caution symbol on them while the other dice all have two.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Coasting&#039;&#039;&#039;: Orange &#039;leader&#039; and White &#039;coast&#039; dice let you stay in the same gear.&lt;br /&gt;
*&#039;&#039;&#039;Braking&#039;&#039;&#039;: You can jump down extra gears by adding a red &#039;brake&#039; die to the space moved. Each red die lets you skip a gear. For example, you could go from 6th to 4th by rolling brake+4. In this way you can move further on one turn, or end a turn in a higher gear.&lt;br /&gt;
*&#039;&#039;&#039;Boosting&#039;&#039;&#039;: Similarly, the green &#039;boost&#039; die (available in R5 races) lets you skip a gear upwards. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Car Dice&lt;br /&gt;
|-&lt;br /&gt;
!   !! &#039;&#039;&#039;Gear dice&#039;&#039;&#039; !! &#039;&#039;&#039;Coast dice&#039;&#039;&#039; !! &#039;&#039;&#039;Brake dice&#039;&#039;&#039; !! &#039;&#039;&#039;Boost dice&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;R6&#039;&#039;&#039; || 6 || 2 || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;R5&#039;&#039;&#039; || 5 || 2 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;R4&#039;&#039;&#039; || 4 || 2 || 1 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Losing Control==&lt;br /&gt;
&lt;br /&gt;
If you meet or exceed your /!\ limit, you will lose control. &lt;br /&gt;
&lt;br /&gt;
If you used the &#039;flat out&#039; die rolling option, you can change the order and locations of the dice you rolled.  You do not even have to place all of them. However, you must place your dice in a way that results in loss of control.  By changing your speed and location at the moment of loss of control, you may be able to minimize any bad effects.  Even if you lose control, you will still get your Second tokens.&lt;br /&gt;
&lt;br /&gt;
==End of the turn==&lt;br /&gt;
A player’s turn ends when any of the following things happen:&lt;br /&gt;
* They have finished their move action.&lt;br /&gt;
* They are blocked.&lt;br /&gt;
* They suffer a Loss of Control.&lt;br /&gt;
&lt;br /&gt;
===If a player has finished their movement or is blocked===&lt;br /&gt;
The player takes a Time card corresponding to their current Gear (the last Gear die they rolled) and places it in front of them. If they only rolled Coast (white/orange) dice their turn, they take the same Time card this turn as the one already on top of their pile.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot; alignment=&amp;quot;left&amp;quot;&lt;br /&gt;
|+ Time Card&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Gear&#039;&#039;&#039; !! &#039;&#039;&#039;Seconds&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;1&#039;&#039;&#039; || 50 &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;2&#039;&#039;&#039; || 40&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;3&#039;&#039;&#039; || 30 &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;4&#039;&#039;&#039; || 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;5&#039;&#039;&#039; || 15&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;6&#039;&#039;&#039; || 10&lt;br /&gt;
|}&lt;br /&gt;
Time cards dictate how many seconds you add to your overall time in Rallyman: DIRT. The higher the Gear, the lower the number of seconds added to your time!&lt;br /&gt;
&lt;br /&gt;
===If a player suffers a Loss of Control===&lt;br /&gt;
The player takes a Time card corresponding to the Gear they were in when they suffered the Loss of Control from the top of the deck, flipping it over to the side showing “0” and placing it on top of the&lt;br /&gt;
pile next to their Dashboard.&lt;br /&gt;
&lt;br /&gt;
A Loss of Control adds more time to your total than even the lowest of Gears and means that you’ll have to drive even harder to make up for the lost time.&lt;br /&gt;
&lt;br /&gt;
In addition, on the right side of the card at the top of the white strip there will be one of two icons. Depending on what icon the card shows, apply the following results&lt;br /&gt;
*&#039;&#039;&#039;SISU&#039;&#039;&#039;: You suffer no damage to your car and lose very little time! Leave your car in the space where the Loss of Control occurred. You start your next turn in the Gear shown on the card.&lt;br /&gt;
*&#039;&#039;&#039;Spin&#039;&#039;&#039;: 60 Seconds for the turn, but doesn’t cause any Damage.&lt;br /&gt;
*&#039;&#039;&#039;Crash&#039;&#039;&#039;: (happens most often) 60 Seconds for the turn, and take damage based on your last gear and the Danger level of the tile the Loss of Control occurred on.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Damage Taken from a Crash&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Gear dice&#039;&#039;&#039; !! &#039;&#039;&#039;Yellow&#039;&#039;&#039; !! &#039;&#039;&#039;Orange&#039;&#039;&#039; !! &#039;&#039;&#039;Red&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;1&#039;&#039;&#039; || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;2&#039;&#039;&#039; || 0 || 0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;3&#039;&#039;&#039; || 0 || 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;4&#039;&#039;&#039; || 1 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;5&#039;&#039;&#039; || 2 || 3 || 4&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;6&#039;&#039;&#039; || 3 || 4 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Damage===&lt;br /&gt;
There are several Damage result tokens &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Gear Damage:&#039;&#039;&#039; The number of Gear dice the player may use each turn (no matter their value) is reduced by one for each of these tokens present on their Dashboard.&lt;br /&gt;
* &#039;&#039;&#039;Brake Damage:&#039;&#039;&#039; The number of Brake dice the player may use each turn is reduced by one for each of these tokens present on their Dashboard.&lt;br /&gt;
* &#039;&#039;&#039;Leader/Coast Damage:&#039;&#039;&#039; The number of Coast or Leader dice the player may use each turn is reduced by one for each of these tokens present on their Dashboard. &lt;br /&gt;
* &#039;&#039;&#039;Green Flag:&#039;&#039;&#039; No damage, you got lucky!&lt;/div&gt;</summary>
		<author><name>Magnus3740</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelprallymandirt&amp;diff=15272</id>
		<title>Gamehelprallymandirt</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelprallymandirt&amp;diff=15272"/>
		<updated>2022-11-14T20:43:18Z</updated>

		<summary type="html">&lt;p&gt;Magnus3740: /* The Dice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Rounds ==&lt;br /&gt;
A game of Rallyman: DIRT is made up of rounds with each player getting one turn per round.&lt;br /&gt;
&lt;br /&gt;
== The Start ==&lt;br /&gt;
The start of each rally stage is unique in that, as this is a time trial race, players do not all begin the stage at the same time. Instead, their departure is staggered with each player playing one additional round before the next one enters the track.&lt;br /&gt;
&lt;br /&gt;
In a four player game, the starting Rounds of a Stage would therefore be:&lt;br /&gt;
# Player 1 starts their first turn.&lt;br /&gt;
# Player 1 takes their second turn, then Player 2 starts their first turn.&lt;br /&gt;
# Player 1 takes their third turn, Player 2 takes their second turn and Player 3 starts their first turn.&lt;br /&gt;
# Player 1 takes their fourth turn, Player 2 takes their third turn, Player 3 takes their second turn and Player 4 starts their first turn.&lt;br /&gt;
&lt;br /&gt;
When starting the stage, players place their car in the space behind the Starting Line and begin in Gear 0.&lt;br /&gt;
&lt;br /&gt;
== Determining Turn Order ==&lt;br /&gt;
At the beginning of each round, you must first determine the order of play.&lt;br /&gt;
&lt;br /&gt;
Order of play at the start of each round is determined by speed, then by the position of each car in case of a draw.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DISTANCE &amp;gt; SPEED &amp;gt; POSITION&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Distance:&#039;&#039;&#039; The car in the space whose front edge is furthest along the track goes first.&lt;br /&gt;
# &#039;&#039;&#039;Speed:&#039;&#039;&#039; If two cars are of equal distance along the track, the car in the highest Gear goes first.&lt;br /&gt;
# &#039;&#039;&#039;Position:&#039;&#039;&#039; In case of a draw in terms of distance and speed, the car situated on the inside lane of the current or next corner plays first. A “corner” is a section of track with speed limitations.&lt;br /&gt;
&lt;br /&gt;
== The Turn ==&lt;br /&gt;
Once order of play has been established, each player takes their turn one after the other.&lt;br /&gt;
&lt;br /&gt;
=== During their turn a player will do the following: ===&lt;br /&gt;
# Plan your turn.&lt;br /&gt;
# Roll your dice and move your car.&lt;br /&gt;
&lt;br /&gt;
== Planning Your Turn ==&lt;br /&gt;
During their turn, players will use dice to accelerate, brake, and coast their way around the track. The summary at the top of the screen shows what dice are available to you.&lt;br /&gt;
&lt;br /&gt;
Each die number represents a gear. With each move you make, may go up or down one gear (or stay the same with an orange/white die). You must always be moving forward. Each die may only be used once per turn.&lt;br /&gt;
&lt;br /&gt;
=== Corners ===&lt;br /&gt;
Corner spaces are identified by the presence of speed restrictions (the circled numbers) along with the absence of a dividing line between the inside and outside lane. Exceed this number and you will lose control!&lt;br /&gt;
&lt;br /&gt;
There are two ways to tackle a corner which defines how many spaces it is made up of and the speed limitation you’ll have to adhere to:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cutting through the inside lane:&#039;&#039;&#039; This path is shorter but requires a lower Gear. When taking the corner this way, you’ll have to adhere to the speed limit on the inside of the corner.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drifting through the outside lane:&#039;&#039;&#039; This path is longer but allows you to maintain a higher Gear. When taking the corner this way, you’ll have to adhere to the speed limits on the outside of the corner. Drifting cars are turned perpendicular to the track.&lt;br /&gt;
&lt;br /&gt;
Drivers must decide how to tackle each corner as they enter it and cannot change methods mid corner.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Some tiles have two corners adjacent to one another. These are considered separate and you may change methods when going from one to the other.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Sliding===&lt;br /&gt;
&#039;&#039;On some corners, Drivers can perform a Slide to start their turns early and/or end them late. This can give them more opportunities to control their speed and distance.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some spaces adjacent to corners are intersected by a dotted line. These spaces can either be entered normally or a car can Slide into them.&lt;br /&gt;
&lt;br /&gt;
When Sliding into these spaces a car effectively counts the zone as two spaces (separated by the dotted line) spanning the width of the track. Sliding cars are turned perpendicular to the track to indicate this maneuver. Players must decide whether they wish to slide into these spaces or enter them normally, they cannot change methods once they have entered.&lt;br /&gt;
&lt;br /&gt;
=== Shortcut ===&lt;br /&gt;
Marked by the Shortcut symbol ( . These spaces can be moved into when you decide to cut a corner to save time. The number inside the Shortcut symbol is a speed limit, indicating the highest Gear a player can be in whilst occupying this space.&lt;br /&gt;
&lt;br /&gt;
Players may enter or leave a Shortcut space from or to any space connected to them except Corner spaces. However, taking your car off the road can have serious consequences! Any time you enter a Shortcut space, draw 1 Damage token from the Damage token bag. Flip the token over to its “Shortcut” side which shows the Shortcut symbol in the top left corner.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039; OK!&#039;&#039;&#039;: no damage&lt;br /&gt;
*&#039;&#039;&#039;Coast Die Damage&#039;&#039;&#039;: The number of Coast dice a player may use each turn is reduced by one for each of these tokens present on their Dashboard. This takes effect at the start of the player&#039;s next turn.&lt;br /&gt;
*&#039;&#039;&#039;– 1&#039;&#039;&#039;: You spray stones and mud onto the track! You are not affected, but any drivers coming up behind you will have to suffer the consequences. The maximum speed limit for all Corner spaces on this tile is reduced by 1. These tokens can stack, meaning that parts or all of the corner can eventually be made unusable. These tokens do not affect the speed limit of the Shortcut.&lt;br /&gt;
&lt;br /&gt;
You may Slide into and out of a Shortcut from and to any Slide space connected to it.&lt;br /&gt;
&lt;br /&gt;
=== Jump ===&lt;br /&gt;
Marked by a Chevron over a number.&lt;br /&gt;
&lt;br /&gt;
When planning out your trajectory, place your dice as normal. If the die you place on a Jump space is the same Gear as the one shown, you’ll gain some air! Move the die you placed onto the Jump one space forward. You can move the die directly forward or diagonally.&lt;br /&gt;
&lt;br /&gt;
If the die you place onto a Jump space is one Gear higher than the one shown, you’ll gain even more air! Move the die forward 2 spaces. You may ignore any obstacles or other cars present on intervening spaces. However, if this die results in a /!\ when rolled (one by one or Flat Out) you suffer an immediate Loss on Control on the space where you land.&lt;br /&gt;
&lt;br /&gt;
If the die you place onto a Jump space is two or more Gears higher than the one shown, you’ll gain too much air! Follow the rules as above, moving the die 2 spaces, but you suffer an immediate Loss of Control on the space where you land.&lt;br /&gt;
&lt;br /&gt;
If the die you place onto a Jump space is a lower Gear than the one shown, it counts as a normal space and has no special effect. &lt;br /&gt;
&lt;br /&gt;
You may not land in spaces occupied by obstacles or other cars. If a Jump would force you to land on an obstacle or other car, you may not perform the Jump. You may land in a corner space in the lane of your choice.&lt;br /&gt;
&lt;br /&gt;
=== Water Hazard ===&lt;br /&gt;
&lt;br /&gt;
Marked by two wavy symbols on the track.&lt;br /&gt;
&lt;br /&gt;
To move through a Water Hazard, you must either use a Coast die or the Gear 1 die. You cannot use a Gear 1 die in collaboration with a Brake die. If not, your movement ends immediately in your current Gear.&lt;br /&gt;
&lt;br /&gt;
=== Overtaking ===&lt;br /&gt;
To enter a space adjacent to another player’s car, you must use a Gear die equal to or higher than the current Gear of the opponent’s car. Once your car is beside theirs, the rest of their movement can be at any speed.&lt;br /&gt;
&lt;br /&gt;
You may overtake by moving diagonally between two cars.&lt;br /&gt;
&lt;br /&gt;
Shortcuts count as adjacent to any space connected to them except Corner spaces.&lt;br /&gt;
&lt;br /&gt;
===Other Cars in Corners ===&lt;br /&gt;
If a car is positioned on a corner, another vehicle may only enter that corner if they use the same method, i.e via the same lane. They may then follow that car into the corner but cannot enter their space or overtake them.&lt;br /&gt;
&lt;br /&gt;
===Other cars performing a slide===&lt;br /&gt;
If a car is performing a Slide, another vehicle may only enter those spaces if they use the same method. They may then follow that car into the Slide but cannot enter their space or overtake them. &lt;br /&gt;
&lt;br /&gt;
==Rolling Your Dice and Moving==&lt;br /&gt;
&lt;br /&gt;
Once you have planned your turn, you will roll your dice, either all at once (&#039;&#039;Flat Out&#039;&#039;) or one at a time. But be careful: Meet or exceed the safe number of caution symbols (generally three), and you will lose control!&lt;br /&gt;
&lt;br /&gt;
===Flat out: All the dice at once===&lt;br /&gt;
&#039;&#039;This is the risky but brave choice&#039;&#039;: Roll your dice, and hope you get lucky. If you roll safely, you will get some &#039;&#039;second tokens&#039;&#039; for your trouble: one per gear, coast or leader die (not brake) you rolled. These will come in handy later! &#039;&#039;See the damage table below to see how risky this is.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===One at a time===&lt;br /&gt;
Sometimes you need to play it safe. You can roll your dice one at a time, and stop at any time. This way you can stop if you are at risk of losing control.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Using Second Tokens&#039;&#039;&#039;: While you are rolling your dice one at a time, you may find that you are at risk of losing control. You can spend the second tokens you earned earlier to &#039;&#039;secure&#039;&#039; your dice. Instead of rolling them you guarantee a safe result. But each die protected in a turn has a higher cost: the first die costs one, the second another two, the third another three, etc.&lt;br /&gt;
&lt;br /&gt;
==The Dice==&lt;br /&gt;
Some dice are safer than others: The white &#039;&#039;coast&#039;&#039; dice along with first and second gear only have one caution symbol on them while the other dice all have two.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Coasting&#039;&#039;&#039;: Orange &#039;leader&#039; and White &#039;coast&#039; dice let you stay in the same gear.&lt;br /&gt;
*&#039;&#039;&#039;Braking&#039;&#039;&#039;: You can jump down extra gears by adding a red &#039;brake&#039; die to the space moved. Each red die lets you skip a gear. For example, you could go from 6th to 4th by rolling brake+4. In this way you can move further on one turn, or end a turn in a higher gear.&lt;br /&gt;
*&#039;&#039;&#039;Boosting&#039;&#039;&#039;: Similarly, the green &#039;boost&#039; die (available in R5 races) lets you skip a gear upwards. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Car Dice&lt;br /&gt;
|-&lt;br /&gt;
!   !! &#039;&#039;&#039;Gear dice&#039;&#039;&#039; !! &#039;&#039;&#039;Coast dice&#039;&#039;&#039; !! &#039;&#039;&#039;Brake dice&#039;&#039;&#039; !! &#039;&#039;&#039;Boost dice&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;R6&#039;&#039;&#039; || 6 || 2 || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;R5&#039;&#039;&#039; || 5 || 2 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;R4&#039;&#039;&#039; || 4 || 2 || 1 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Losing Control==&lt;br /&gt;
&lt;br /&gt;
If you meet or exceed your /!\ limit, you will lose control. &lt;br /&gt;
&lt;br /&gt;
If you used the &#039;flat out&#039; die rolling option, you can change the order and locations of the dice you rolled.  You do not even have to place all of them. However, you must place your dice in a way that results in loss of control.  By changing your speed and location at the moment of loss of control, you may be able to minimize any bad effects.  Even if you lose control, you will still get your Second tokens.&lt;br /&gt;
&lt;br /&gt;
==End of the turn==&lt;br /&gt;
A player’s turn ends when any of the following things happen:&lt;br /&gt;
* They have finished their move action.&lt;br /&gt;
* They are blocked.&lt;br /&gt;
* They suffer a Loss of Control.&lt;br /&gt;
&lt;br /&gt;
===If a player has finished their movement or is blocked===&lt;br /&gt;
The player takes a Time card corresponding to their current Gear (the last Gear die they rolled) and places it in front of them. If they only rolled Coast (white/orange) dice their turn, they take the same Time card this turn as the one already on top of their pile.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot; alignment=&amp;quot;left&amp;quot;&lt;br /&gt;
|+ Time Card&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Gear&#039;&#039;&#039; !! &#039;&#039;&#039;Seconds&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;1&#039;&#039;&#039; || 50 &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;2&#039;&#039;&#039; || 40&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;3&#039;&#039;&#039; || 30 &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;4&#039;&#039;&#039; || 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;5&#039;&#039;&#039; || 15&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;6&#039;&#039;&#039; || 10&lt;br /&gt;
|}&lt;br /&gt;
Time cards dictate how many seconds you add to your overall time in Rallyman: DIRT. The higher the Gear, the lower the number of seconds added to your time!&lt;br /&gt;
&lt;br /&gt;
===If a player suffers a Loss of Control===&lt;br /&gt;
The player takes a Time card corresponding to the Gear they were in when they suffered the Loss of Control from the top of the deck, flipping it over to the side showing “0” and placing it on top of the&lt;br /&gt;
pile next to their Dashboard.&lt;br /&gt;
&lt;br /&gt;
A Loss of Control adds more time to your total than even the lowest of Gears and means that you’ll have to drive even harder to make up for the lost time.&lt;br /&gt;
&lt;br /&gt;
In addition, on the right side of the card at the top of the white strip there will be one of two icons. Depending on what icon the card shows, apply the following results&lt;br /&gt;
*&#039;&#039;&#039;SISU&#039;&#039;&#039;: You suffer no damage to your car and lose very little time! Leave your car in the space where the Loss of Control occurred. You start your next turn in the Gear shown on the card.&lt;br /&gt;
*&#039;&#039;&#039;Spin&#039;&#039;&#039;: 60 Seconds for the turn, but doesn’t cause any Damage.&lt;br /&gt;
*&#039;&#039;&#039;Crash&#039;&#039;&#039;: (happens most often) 60 Seconds for the turn, and take damage based on your last gear and the Danger level of the tile the Loss of Control occurred on.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Damage Taken from a Crash&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Gear dice&#039;&#039;&#039; !! &#039;&#039;&#039;Yellow&#039;&#039;&#039; !! &#039;&#039;&#039;Orange&#039;&#039;&#039; !! &#039;&#039;&#039;Red&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;1&#039;&#039;&#039; || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;2&#039;&#039;&#039; || 0 || 0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;3&#039;&#039;&#039; || 0 || 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;4&#039;&#039;&#039; || 1 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;5&#039;&#039;&#039; || 2 || 3 || 4&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;6&#039;&#039;&#039; || 3 || 4 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Damage===&lt;br /&gt;
There are several Damage result tokens &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Gear Damage:&#039;&#039;&#039; The number of Gear dice the player may use each turn (no matter their value) is reduced by one for each of these tokens present on their Dashboard.&lt;br /&gt;
* &#039;&#039;&#039;Brake Damage:&#039;&#039;&#039; The number of Brake dice the player may use each turn is reduced by one for each of these tokens present on their Dashboard.&lt;br /&gt;
* &#039;&#039;&#039;Leader/Coast Damage:&#039;&#039;&#039; The number of Coast or Leader dice the player may use each turn is reduced by one for each of these tokens present on their Dashboard. &lt;br /&gt;
* &#039;&#039;&#039;Green Flag:&#039;&#039;&#039; No damage, you got lucky!&lt;/div&gt;</summary>
		<author><name>Magnus3740</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelprallymandirt&amp;diff=15271</id>
		<title>Gamehelprallymandirt</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelprallymandirt&amp;diff=15271"/>
		<updated>2022-11-14T20:40:58Z</updated>

		<summary type="html">&lt;p&gt;Magnus3740: /* Flat out: All the dice at once */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Rounds ==&lt;br /&gt;
A game of Rallyman: DIRT is made up of rounds with each player getting one turn per round.&lt;br /&gt;
&lt;br /&gt;
== The Start ==&lt;br /&gt;
The start of each rally stage is unique in that, as this is a time trial race, players do not all begin the stage at the same time. Instead, their departure is staggered with each player playing one additional round before the next one enters the track.&lt;br /&gt;
&lt;br /&gt;
In a four player game, the starting Rounds of a Stage would therefore be:&lt;br /&gt;
# Player 1 starts their first turn.&lt;br /&gt;
# Player 1 takes their second turn, then Player 2 starts their first turn.&lt;br /&gt;
# Player 1 takes their third turn, Player 2 takes their second turn and Player 3 starts their first turn.&lt;br /&gt;
# Player 1 takes their fourth turn, Player 2 takes their third turn, Player 3 takes their second turn and Player 4 starts their first turn.&lt;br /&gt;
&lt;br /&gt;
When starting the stage, players place their car in the space behind the Starting Line and begin in Gear 0.&lt;br /&gt;
&lt;br /&gt;
== Determining Turn Order ==&lt;br /&gt;
At the beginning of each round, you must first determine the order of play.&lt;br /&gt;
&lt;br /&gt;
Order of play at the start of each round is determined by speed, then by the position of each car in case of a draw.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DISTANCE &amp;gt; SPEED &amp;gt; POSITION&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Distance:&#039;&#039;&#039; The car in the space whose front edge is furthest along the track goes first.&lt;br /&gt;
# &#039;&#039;&#039;Speed:&#039;&#039;&#039; If two cars are of equal distance along the track, the car in the highest Gear goes first.&lt;br /&gt;
# &#039;&#039;&#039;Position:&#039;&#039;&#039; In case of a draw in terms of distance and speed, the car situated on the inside lane of the current or next corner plays first. A “corner” is a section of track with speed limitations.&lt;br /&gt;
&lt;br /&gt;
== The Turn ==&lt;br /&gt;
Once order of play has been established, each player takes their turn one after the other.&lt;br /&gt;
&lt;br /&gt;
=== During their turn a player will do the following: ===&lt;br /&gt;
# Plan your turn.&lt;br /&gt;
# Roll your dice and move your car.&lt;br /&gt;
&lt;br /&gt;
== Planning Your Turn ==&lt;br /&gt;
During their turn, players will use dice to accelerate, brake, and coast their way around the track. The summary at the top of the screen shows what dice are available to you.&lt;br /&gt;
&lt;br /&gt;
Each die number represents a gear. With each move you make, may go up or down one gear (or stay the same with an orange/white die). You must always be moving forward. Each die may only be used once per turn.&lt;br /&gt;
&lt;br /&gt;
=== Corners ===&lt;br /&gt;
Corner spaces are identified by the presence of speed restrictions (the circled numbers) along with the absence of a dividing line between the inside and outside lane. Exceed this number and you will lose control!&lt;br /&gt;
&lt;br /&gt;
There are two ways to tackle a corner which defines how many spaces it is made up of and the speed limitation you’ll have to adhere to:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cutting through the inside lane:&#039;&#039;&#039; This path is shorter but requires a lower Gear. When taking the corner this way, you’ll have to adhere to the speed limit on the inside of the corner.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drifting through the outside lane:&#039;&#039;&#039; This path is longer but allows you to maintain a higher Gear. When taking the corner this way, you’ll have to adhere to the speed limits on the outside of the corner. Drifting cars are turned perpendicular to the track.&lt;br /&gt;
&lt;br /&gt;
Drivers must decide how to tackle each corner as they enter it and cannot change methods mid corner.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Some tiles have two corners adjacent to one another. These are considered separate and you may change methods when going from one to the other.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Sliding===&lt;br /&gt;
&#039;&#039;On some corners, Drivers can perform a Slide to start their turns early and/or end them late. This can give them more opportunities to control their speed and distance.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some spaces adjacent to corners are intersected by a dotted line. These spaces can either be entered normally or a car can Slide into them.&lt;br /&gt;
&lt;br /&gt;
When Sliding into these spaces a car effectively counts the zone as two spaces (separated by the dotted line) spanning the width of the track. Sliding cars are turned perpendicular to the track to indicate this maneuver. Players must decide whether they wish to slide into these spaces or enter them normally, they cannot change methods once they have entered.&lt;br /&gt;
&lt;br /&gt;
=== Shortcut ===&lt;br /&gt;
Marked by the Shortcut symbol ( . These spaces can be moved into when you decide to cut a corner to save time. The number inside the Shortcut symbol is a speed limit, indicating the highest Gear a player can be in whilst occupying this space.&lt;br /&gt;
&lt;br /&gt;
Players may enter or leave a Shortcut space from or to any space connected to them except Corner spaces. However, taking your car off the road can have serious consequences! Any time you enter a Shortcut space, draw 1 Damage token from the Damage token bag. Flip the token over to its “Shortcut” side which shows the Shortcut symbol in the top left corner.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039; OK!&#039;&#039;&#039;: no damage&lt;br /&gt;
*&#039;&#039;&#039;Coast Die Damage&#039;&#039;&#039;: The number of Coast dice a player may use each turn is reduced by one for each of these tokens present on their Dashboard. This takes effect at the start of the player&#039;s next turn.&lt;br /&gt;
*&#039;&#039;&#039;– 1&#039;&#039;&#039;: You spray stones and mud onto the track! You are not affected, but any drivers coming up behind you will have to suffer the consequences. The maximum speed limit for all Corner spaces on this tile is reduced by 1. These tokens can stack, meaning that parts or all of the corner can eventually be made unusable. These tokens do not affect the speed limit of the Shortcut.&lt;br /&gt;
&lt;br /&gt;
You may Slide into and out of a Shortcut from and to any Slide space connected to it.&lt;br /&gt;
&lt;br /&gt;
=== Jump ===&lt;br /&gt;
Marked by a Chevron over a number.&lt;br /&gt;
&lt;br /&gt;
When planning out your trajectory, place your dice as normal. If the die you place on a Jump space is the same Gear as the one shown, you’ll gain some air! Move the die you placed onto the Jump one space forward. You can move the die directly forward or diagonally.&lt;br /&gt;
&lt;br /&gt;
If the die you place onto a Jump space is one Gear higher than the one shown, you’ll gain even more air! Move the die forward 2 spaces. You may ignore any obstacles or other cars present on intervening spaces. However, if this die results in a /!\ when rolled (one by one or Flat Out) you suffer an immediate Loss on Control on the space where you land.&lt;br /&gt;
&lt;br /&gt;
If the die you place onto a Jump space is two or more Gears higher than the one shown, you’ll gain too much air! Follow the rules as above, moving the die 2 spaces, but you suffer an immediate Loss of Control on the space where you land.&lt;br /&gt;
&lt;br /&gt;
If the die you place onto a Jump space is a lower Gear than the one shown, it counts as a normal space and has no special effect. &lt;br /&gt;
&lt;br /&gt;
You may not land in spaces occupied by obstacles or other cars. If a Jump would force you to land on an obstacle or other car, you may not perform the Jump. You may land in a corner space in the lane of your choice.&lt;br /&gt;
&lt;br /&gt;
=== Water Hazard ===&lt;br /&gt;
&lt;br /&gt;
Marked by two wavy symbols on the track.&lt;br /&gt;
&lt;br /&gt;
To move through a Water Hazard, you must either use a Coast die or the Gear 1 die. You cannot use a Gear 1 die in collaboration with a Brake die. If not, your movement ends immediately in your current Gear.&lt;br /&gt;
&lt;br /&gt;
=== Overtaking ===&lt;br /&gt;
To enter a space adjacent to another player’s car, you must use a Gear die equal to or higher than the current Gear of the opponent’s car. Once your car is beside theirs, the rest of their movement can be at any speed.&lt;br /&gt;
&lt;br /&gt;
You may overtake by moving diagonally between two cars.&lt;br /&gt;
&lt;br /&gt;
Shortcuts count as adjacent to any space connected to them except Corner spaces.&lt;br /&gt;
&lt;br /&gt;
===Other Cars in Corners ===&lt;br /&gt;
If a car is positioned on a corner, another vehicle may only enter that corner if they use the same method, i.e via the same lane. They may then follow that car into the corner but cannot enter their space or overtake them.&lt;br /&gt;
&lt;br /&gt;
===Other cars performing a slide===&lt;br /&gt;
If a car is performing a Slide, another vehicle may only enter those spaces if they use the same method. They may then follow that car into the Slide but cannot enter their space or overtake them. &lt;br /&gt;
&lt;br /&gt;
==Rolling Your Dice and Moving==&lt;br /&gt;
&lt;br /&gt;
Once you have planned your turn, you will roll your dice, either all at once (&#039;&#039;Flat Out&#039;&#039;) or one at a time. But be careful: Meet or exceed the safe number of caution symbols (generally three), and you will lose control!&lt;br /&gt;
&lt;br /&gt;
===Flat out: All the dice at once===&lt;br /&gt;
&#039;&#039;This is the risky but brave choice&#039;&#039;: Roll your dice, and hope you get lucky. If you roll safely, you will get some &#039;&#039;second tokens&#039;&#039; for your trouble: one per gear, coast or leader die (not brake) you rolled. These will come in handy later! &#039;&#039;See the damage table below to see how risky this is.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===One at a time===&lt;br /&gt;
Sometimes you need to play it safe. You can roll your dice one at a time, and stop at any time. This way you can stop if you are at risk of losing control.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Using Second Tokens&#039;&#039;&#039;: While you are rolling your dice one at a time, you may find that you are at risk of losing control. You can spend the second tokens you earned earlier to &#039;&#039;secure&#039;&#039; your dice. Instead of rolling them you guarantee a safe result. But each die protected in a turn has a higher cost: the first die costs one, the second another two, the third another three, etc.&lt;br /&gt;
&lt;br /&gt;
==The Dice==&lt;br /&gt;
Some dice are safer than others: The white &#039;&#039;coast&#039;&#039; dice along with first and second gear only have one caution symbol on them while the other dice all have two.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Coasting&#039;&#039;&#039;: Orange &#039;leader&#039; and White &#039;coast&#039; dice let you stay in the same gear.&lt;br /&gt;
*&#039;&#039;&#039;Braking&#039;&#039;&#039;: You can jump down extra gears by adding a red &#039;brake&#039; die to the space moved. Each red die lets you skip a gear. For example, you could go from 6th to 4th by rolling brake+4. In this way you can move further on one turn, or end a turn in a higher gear.&lt;br /&gt;
*&#039;&#039;&#039;Boosting&#039;&#039;&#039;: Similarly, the green &#039;boost&#039; die (available in R5 races) lets you skip a gear upwards. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Car Dice&lt;br /&gt;
|-&lt;br /&gt;
!   !! &#039;&#039;&#039;Gear dice&#039;&#039;&#039; !! &#039;&#039;&#039;Coast dice&#039;&#039;&#039; !! &#039;&#039;&#039;Brake dice&#039;&#039;&#039; !! &#039;&#039;&#039;Boost Dice&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;R6&#039;&#039;&#039; || 6 || 2 || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;R5&#039;&#039;&#039; || 5 || 2 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;R4&#039;&#039;&#039; || 4 || 2 || 1 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Losing Control==&lt;br /&gt;
&lt;br /&gt;
If you meet or exceed your /!\ limit, you will lose control. &lt;br /&gt;
&lt;br /&gt;
If you used the &#039;flat out&#039; die rolling option, you can change the order and locations of the dice you rolled.  You do not even have to place all of them. However, you must place your dice in a way that results in loss of control.  By changing your speed and location at the moment of loss of control, you may be able to minimize any bad effects.  Even if you lose control, you will still get your Second tokens.&lt;br /&gt;
&lt;br /&gt;
==End of the turn==&lt;br /&gt;
A player’s turn ends when any of the following things happen:&lt;br /&gt;
* They have finished their move action.&lt;br /&gt;
* They are blocked.&lt;br /&gt;
* They suffer a Loss of Control.&lt;br /&gt;
&lt;br /&gt;
===If a player has finished their movement or is blocked===&lt;br /&gt;
The player takes a Time card corresponding to their current Gear (the last Gear die they rolled) and places it in front of them. If they only rolled Coast (white/orange) dice their turn, they take the same Time card this turn as the one already on top of their pile.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot; alignment=&amp;quot;left&amp;quot;&lt;br /&gt;
|+ Time Card&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Gear&#039;&#039;&#039; !! &#039;&#039;&#039;Seconds&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;1&#039;&#039;&#039; || 50 &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;2&#039;&#039;&#039; || 40&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;3&#039;&#039;&#039; || 30 &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;4&#039;&#039;&#039; || 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;5&#039;&#039;&#039; || 15&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;6&#039;&#039;&#039; || 10&lt;br /&gt;
|}&lt;br /&gt;
Time cards dictate how many seconds you add to your overall time in Rallyman: DIRT. The higher the Gear, the lower the number of seconds added to your time!&lt;br /&gt;
&lt;br /&gt;
===If a player suffers a Loss of Control===&lt;br /&gt;
The player takes a Time card corresponding to the Gear they were in when they suffered the Loss of Control from the top of the deck, flipping it over to the side showing “0” and placing it on top of the&lt;br /&gt;
pile next to their Dashboard.&lt;br /&gt;
&lt;br /&gt;
A Loss of Control adds more time to your total than even the lowest of Gears and means that you’ll have to drive even harder to make up for the lost time.&lt;br /&gt;
&lt;br /&gt;
In addition, on the right side of the card at the top of the white strip there will be one of two icons. Depending on what icon the card shows, apply the following results&lt;br /&gt;
*&#039;&#039;&#039;SISU&#039;&#039;&#039;: You suffer no damage to your car and lose very little time! Leave your car in the space where the Loss of Control occurred. You start your next turn in the Gear shown on the card.&lt;br /&gt;
*&#039;&#039;&#039;Spin&#039;&#039;&#039;: 60 Seconds for the turn, but doesn’t cause any Damage.&lt;br /&gt;
*&#039;&#039;&#039;Crash&#039;&#039;&#039;: (happens most often) 60 Seconds for the turn, and take damage based on your last gear and the Danger level of the tile the Loss of Control occurred on.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Damage Taken from a Crash&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Gear dice&#039;&#039;&#039; !! &#039;&#039;&#039;Yellow&#039;&#039;&#039; !! &#039;&#039;&#039;Orange&#039;&#039;&#039; !! &#039;&#039;&#039;Red&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;1&#039;&#039;&#039; || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;2&#039;&#039;&#039; || 0 || 0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;3&#039;&#039;&#039; || 0 || 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;4&#039;&#039;&#039; || 1 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;5&#039;&#039;&#039; || 2 || 3 || 4&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;6&#039;&#039;&#039; || 3 || 4 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Damage===&lt;br /&gt;
There are several Damage result tokens &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Gear Damage:&#039;&#039;&#039; The number of Gear dice the player may use each turn (no matter their value) is reduced by one for each of these tokens present on their Dashboard.&lt;br /&gt;
* &#039;&#039;&#039;Brake Damage:&#039;&#039;&#039; The number of Brake dice the player may use each turn is reduced by one for each of these tokens present on their Dashboard.&lt;br /&gt;
* &#039;&#039;&#039;Leader/Coast Damage:&#039;&#039;&#039; The number of Coast or Leader dice the player may use each turn is reduced by one for each of these tokens present on their Dashboard. &lt;br /&gt;
* &#039;&#039;&#039;Green Flag:&#039;&#039;&#039; No damage, you got lucky!&lt;/div&gt;</summary>
		<author><name>Magnus3740</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelprallymandirt&amp;diff=15270</id>
		<title>Gamehelprallymandirt</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelprallymandirt&amp;diff=15270"/>
		<updated>2022-11-14T20:40:07Z</updated>

		<summary type="html">&lt;p&gt;Magnus3740: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Rounds ==&lt;br /&gt;
A game of Rallyman: DIRT is made up of rounds with each player getting one turn per round.&lt;br /&gt;
&lt;br /&gt;
== The Start ==&lt;br /&gt;
The start of each rally stage is unique in that, as this is a time trial race, players do not all begin the stage at the same time. Instead, their departure is staggered with each player playing one additional round before the next one enters the track.&lt;br /&gt;
&lt;br /&gt;
In a four player game, the starting Rounds of a Stage would therefore be:&lt;br /&gt;
# Player 1 starts their first turn.&lt;br /&gt;
# Player 1 takes their second turn, then Player 2 starts their first turn.&lt;br /&gt;
# Player 1 takes their third turn, Player 2 takes their second turn and Player 3 starts their first turn.&lt;br /&gt;
# Player 1 takes their fourth turn, Player 2 takes their third turn, Player 3 takes their second turn and Player 4 starts their first turn.&lt;br /&gt;
&lt;br /&gt;
When starting the stage, players place their car in the space behind the Starting Line and begin in Gear 0.&lt;br /&gt;
&lt;br /&gt;
== Determining Turn Order ==&lt;br /&gt;
At the beginning of each round, you must first determine the order of play.&lt;br /&gt;
&lt;br /&gt;
Order of play at the start of each round is determined by speed, then by the position of each car in case of a draw.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DISTANCE &amp;gt; SPEED &amp;gt; POSITION&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Distance:&#039;&#039;&#039; The car in the space whose front edge is furthest along the track goes first.&lt;br /&gt;
# &#039;&#039;&#039;Speed:&#039;&#039;&#039; If two cars are of equal distance along the track, the car in the highest Gear goes first.&lt;br /&gt;
# &#039;&#039;&#039;Position:&#039;&#039;&#039; In case of a draw in terms of distance and speed, the car situated on the inside lane of the current or next corner plays first. A “corner” is a section of track with speed limitations.&lt;br /&gt;
&lt;br /&gt;
== The Turn ==&lt;br /&gt;
Once order of play has been established, each player takes their turn one after the other.&lt;br /&gt;
&lt;br /&gt;
=== During their turn a player will do the following: ===&lt;br /&gt;
# Plan your turn.&lt;br /&gt;
# Roll your dice and move your car.&lt;br /&gt;
&lt;br /&gt;
== Planning Your Turn ==&lt;br /&gt;
During their turn, players will use dice to accelerate, brake, and coast their way around the track. The summary at the top of the screen shows what dice are available to you.&lt;br /&gt;
&lt;br /&gt;
Each die number represents a gear. With each move you make, may go up or down one gear (or stay the same with an orange/white die). You must always be moving forward. Each die may only be used once per turn.&lt;br /&gt;
&lt;br /&gt;
=== Corners ===&lt;br /&gt;
Corner spaces are identified by the presence of speed restrictions (the circled numbers) along with the absence of a dividing line between the inside and outside lane. Exceed this number and you will lose control!&lt;br /&gt;
&lt;br /&gt;
There are two ways to tackle a corner which defines how many spaces it is made up of and the speed limitation you’ll have to adhere to:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cutting through the inside lane:&#039;&#039;&#039; This path is shorter but requires a lower Gear. When taking the corner this way, you’ll have to adhere to the speed limit on the inside of the corner.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drifting through the outside lane:&#039;&#039;&#039; This path is longer but allows you to maintain a higher Gear. When taking the corner this way, you’ll have to adhere to the speed limits on the outside of the corner. Drifting cars are turned perpendicular to the track.&lt;br /&gt;
&lt;br /&gt;
Drivers must decide how to tackle each corner as they enter it and cannot change methods mid corner.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Some tiles have two corners adjacent to one another. These are considered separate and you may change methods when going from one to the other.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Sliding===&lt;br /&gt;
&#039;&#039;On some corners, Drivers can perform a Slide to start their turns early and/or end them late. This can give them more opportunities to control their speed and distance.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some spaces adjacent to corners are intersected by a dotted line. These spaces can either be entered normally or a car can Slide into them.&lt;br /&gt;
&lt;br /&gt;
When Sliding into these spaces a car effectively counts the zone as two spaces (separated by the dotted line) spanning the width of the track. Sliding cars are turned perpendicular to the track to indicate this maneuver. Players must decide whether they wish to slide into these spaces or enter them normally, they cannot change methods once they have entered.&lt;br /&gt;
&lt;br /&gt;
=== Shortcut ===&lt;br /&gt;
Marked by the Shortcut symbol ( . These spaces can be moved into when you decide to cut a corner to save time. The number inside the Shortcut symbol is a speed limit, indicating the highest Gear a player can be in whilst occupying this space.&lt;br /&gt;
&lt;br /&gt;
Players may enter or leave a Shortcut space from or to any space connected to them except Corner spaces. However, taking your car off the road can have serious consequences! Any time you enter a Shortcut space, draw 1 Damage token from the Damage token bag. Flip the token over to its “Shortcut” side which shows the Shortcut symbol in the top left corner.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039; OK!&#039;&#039;&#039;: no damage&lt;br /&gt;
*&#039;&#039;&#039;Coast Die Damage&#039;&#039;&#039;: The number of Coast dice a player may use each turn is reduced by one for each of these tokens present on their Dashboard. This takes effect at the start of the player&#039;s next turn.&lt;br /&gt;
*&#039;&#039;&#039;– 1&#039;&#039;&#039;: You spray stones and mud onto the track! You are not affected, but any drivers coming up behind you will have to suffer the consequences. The maximum speed limit for all Corner spaces on this tile is reduced by 1. These tokens can stack, meaning that parts or all of the corner can eventually be made unusable. These tokens do not affect the speed limit of the Shortcut.&lt;br /&gt;
&lt;br /&gt;
You may Slide into and out of a Shortcut from and to any Slide space connected to it.&lt;br /&gt;
&lt;br /&gt;
=== Jump ===&lt;br /&gt;
Marked by a Chevron over a number.&lt;br /&gt;
&lt;br /&gt;
When planning out your trajectory, place your dice as normal. If the die you place on a Jump space is the same Gear as the one shown, you’ll gain some air! Move the die you placed onto the Jump one space forward. You can move the die directly forward or diagonally.&lt;br /&gt;
&lt;br /&gt;
If the die you place onto a Jump space is one Gear higher than the one shown, you’ll gain even more air! Move the die forward 2 spaces. You may ignore any obstacles or other cars present on intervening spaces. However, if this die results in a /!\ when rolled (one by one or Flat Out) you suffer an immediate Loss on Control on the space where you land.&lt;br /&gt;
&lt;br /&gt;
If the die you place onto a Jump space is two or more Gears higher than the one shown, you’ll gain too much air! Follow the rules as above, moving the die 2 spaces, but you suffer an immediate Loss of Control on the space where you land.&lt;br /&gt;
&lt;br /&gt;
If the die you place onto a Jump space is a lower Gear than the one shown, it counts as a normal space and has no special effect. &lt;br /&gt;
&lt;br /&gt;
You may not land in spaces occupied by obstacles or other cars. If a Jump would force you to land on an obstacle or other car, you may not perform the Jump. You may land in a corner space in the lane of your choice.&lt;br /&gt;
&lt;br /&gt;
=== Water Hazard ===&lt;br /&gt;
&lt;br /&gt;
Marked by two wavy symbols on the track.&lt;br /&gt;
&lt;br /&gt;
To move through a Water Hazard, you must either use a Coast die or the Gear 1 die. You cannot use a Gear 1 die in collaboration with a Brake die. If not, your movement ends immediately in your current Gear.&lt;br /&gt;
&lt;br /&gt;
=== Overtaking ===&lt;br /&gt;
To enter a space adjacent to another player’s car, you must use a Gear die equal to or higher than the current Gear of the opponent’s car. Once your car is beside theirs, the rest of their movement can be at any speed.&lt;br /&gt;
&lt;br /&gt;
You may overtake by moving diagonally between two cars.&lt;br /&gt;
&lt;br /&gt;
Shortcuts count as adjacent to any space connected to them except Corner spaces.&lt;br /&gt;
&lt;br /&gt;
===Other Cars in Corners ===&lt;br /&gt;
If a car is positioned on a corner, another vehicle may only enter that corner if they use the same method, i.e via the same lane. They may then follow that car into the corner but cannot enter their space or overtake them.&lt;br /&gt;
&lt;br /&gt;
===Other cars performing a slide===&lt;br /&gt;
If a car is performing a Slide, another vehicle may only enter those spaces if they use the same method. They may then follow that car into the Slide but cannot enter their space or overtake them. &lt;br /&gt;
&lt;br /&gt;
==Rolling Your Dice and Moving==&lt;br /&gt;
&lt;br /&gt;
Once you have planned your turn, you will roll your dice, either all at once (&#039;&#039;Flat Out&#039;&#039;) or one at a time. But be careful: Meet or exceed the safe number of caution symbols (generally three), and you will lose control!&lt;br /&gt;
&lt;br /&gt;
===Flat out: All the dice at once===&lt;br /&gt;
&#039;&#039;This is the risky but brave choice&#039;&#039;: Roll your dice, and hope you get lucky. If you roll safely, you will get some &#039;&#039;second tokens&#039;&#039; for your trouble: one per gear, coast or leader die (not brake) you rolled. These will come in handy later!&lt;br /&gt;
&lt;br /&gt;
===One at a time===&lt;br /&gt;
Sometimes you need to play it safe. You can roll your dice one at a time, and stop at any time. This way you can stop if you are at risk of losing control.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Using Second Tokens&#039;&#039;&#039;: While you are rolling your dice one at a time, you may find that you are at risk of losing control. You can spend the second tokens you earned earlier to &#039;&#039;secure&#039;&#039; your dice. Instead of rolling them you guarantee a safe result. But each die protected in a turn has a higher cost: the first die costs one, the second another two, the third another three, etc.&lt;br /&gt;
&lt;br /&gt;
==The Dice==&lt;br /&gt;
Some dice are safer than others: The white &#039;&#039;coast&#039;&#039; dice along with first and second gear only have one caution symbol on them while the other dice all have two.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Coasting&#039;&#039;&#039;: Orange &#039;leader&#039; and White &#039;coast&#039; dice let you stay in the same gear.&lt;br /&gt;
*&#039;&#039;&#039;Braking&#039;&#039;&#039;: You can jump down extra gears by adding a red &#039;brake&#039; die to the space moved. Each red die lets you skip a gear. For example, you could go from 6th to 4th by rolling brake+4. In this way you can move further on one turn, or end a turn in a higher gear.&lt;br /&gt;
*&#039;&#039;&#039;Boosting&#039;&#039;&#039;: Similarly, the green &#039;boost&#039; die (available in R5 races) lets you skip a gear upwards. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Car Dice&lt;br /&gt;
|-&lt;br /&gt;
!   !! &#039;&#039;&#039;Gear dice&#039;&#039;&#039; !! &#039;&#039;&#039;Coast dice&#039;&#039;&#039; !! &#039;&#039;&#039;Brake dice&#039;&#039;&#039; !! &#039;&#039;&#039;Boost Dice&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;R6&#039;&#039;&#039; || 6 || 2 || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;R5&#039;&#039;&#039; || 5 || 2 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;R4&#039;&#039;&#039; || 4 || 2 || 1 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Losing Control==&lt;br /&gt;
&lt;br /&gt;
If you meet or exceed your /!\ limit, you will lose control. &lt;br /&gt;
&lt;br /&gt;
If you used the &#039;flat out&#039; die rolling option, you can change the order and locations of the dice you rolled.  You do not even have to place all of them. However, you must place your dice in a way that results in loss of control.  By changing your speed and location at the moment of loss of control, you may be able to minimize any bad effects.  Even if you lose control, you will still get your Second tokens.&lt;br /&gt;
&lt;br /&gt;
==End of the turn==&lt;br /&gt;
A player’s turn ends when any of the following things happen:&lt;br /&gt;
* They have finished their move action.&lt;br /&gt;
* They are blocked.&lt;br /&gt;
* They suffer a Loss of Control.&lt;br /&gt;
&lt;br /&gt;
===If a player has finished their movement or is blocked===&lt;br /&gt;
The player takes a Time card corresponding to their current Gear (the last Gear die they rolled) and places it in front of them. If they only rolled Coast (white/orange) dice their turn, they take the same Time card this turn as the one already on top of their pile.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot; alignment=&amp;quot;left&amp;quot;&lt;br /&gt;
|+ Time Card&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Gear&#039;&#039;&#039; !! &#039;&#039;&#039;Seconds&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;1&#039;&#039;&#039; || 50 &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;2&#039;&#039;&#039; || 40&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;3&#039;&#039;&#039; || 30 &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;4&#039;&#039;&#039; || 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;5&#039;&#039;&#039; || 15&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;6&#039;&#039;&#039; || 10&lt;br /&gt;
|}&lt;br /&gt;
Time cards dictate how many seconds you add to your overall time in Rallyman: DIRT. The higher the Gear, the lower the number of seconds added to your time!&lt;br /&gt;
&lt;br /&gt;
===If a player suffers a Loss of Control===&lt;br /&gt;
The player takes a Time card corresponding to the Gear they were in when they suffered the Loss of Control from the top of the deck, flipping it over to the side showing “0” and placing it on top of the&lt;br /&gt;
pile next to their Dashboard.&lt;br /&gt;
&lt;br /&gt;
A Loss of Control adds more time to your total than even the lowest of Gears and means that you’ll have to drive even harder to make up for the lost time.&lt;br /&gt;
&lt;br /&gt;
In addition, on the right side of the card at the top of the white strip there will be one of two icons. Depending on what icon the card shows, apply the following results&lt;br /&gt;
*&#039;&#039;&#039;SISU&#039;&#039;&#039;: You suffer no damage to your car and lose very little time! Leave your car in the space where the Loss of Control occurred. You start your next turn in the Gear shown on the card.&lt;br /&gt;
*&#039;&#039;&#039;Spin&#039;&#039;&#039;: 60 Seconds for the turn, but doesn’t cause any Damage.&lt;br /&gt;
*&#039;&#039;&#039;Crash&#039;&#039;&#039;: (happens most often) 60 Seconds for the turn, and take damage based on your last gear and the Danger level of the tile the Loss of Control occurred on.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Damage Taken from a Crash&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Gear dice&#039;&#039;&#039; !! &#039;&#039;&#039;Yellow&#039;&#039;&#039; !! &#039;&#039;&#039;Orange&#039;&#039;&#039; !! &#039;&#039;&#039;Red&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;1&#039;&#039;&#039; || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;2&#039;&#039;&#039; || 0 || 0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;3&#039;&#039;&#039; || 0 || 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;4&#039;&#039;&#039; || 1 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;5&#039;&#039;&#039; || 2 || 3 || 4&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;6&#039;&#039;&#039; || 3 || 4 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Damage===&lt;br /&gt;
There are several Damage result tokens &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Gear Damage:&#039;&#039;&#039; The number of Gear dice the player may use each turn (no matter their value) is reduced by one for each of these tokens present on their Dashboard.&lt;br /&gt;
* &#039;&#039;&#039;Brake Damage:&#039;&#039;&#039; The number of Brake dice the player may use each turn is reduced by one for each of these tokens present on their Dashboard.&lt;br /&gt;
* &#039;&#039;&#039;Leader/Coast Damage:&#039;&#039;&#039; The number of Coast or Leader dice the player may use each turn is reduced by one for each of these tokens present on their Dashboard. &lt;br /&gt;
* &#039;&#039;&#039;Green Flag:&#039;&#039;&#039; No damage, you got lucky!&lt;/div&gt;</summary>
		<author><name>Magnus3740</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelprallymandirt&amp;diff=15269</id>
		<title>Gamehelprallymandirt</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelprallymandirt&amp;diff=15269"/>
		<updated>2022-11-14T17:35:28Z</updated>

		<summary type="html">&lt;p&gt;Magnus3740: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Rounds ==&lt;br /&gt;
A game of Rallyman: DIRT is made up of rounds with each player getting one turn per round.&lt;br /&gt;
&lt;br /&gt;
== The Start ==&lt;br /&gt;
The start of each rally stage is unique in that, as this is a time trial race, players do not all begin the stage at the same time. Instead, their departure is staggered with each player playing one additional round before the next one enters the track.&lt;br /&gt;
&lt;br /&gt;
In a four player game, the starting Rounds of a Stage would therefore be:&lt;br /&gt;
# Player 1 starts their first turn.&lt;br /&gt;
# Player 1 takes their second turn, then Player 2 starts their first turn.&lt;br /&gt;
# Player 1 takes their third turn, Player 2 takes their second turn and Player 3 starts their first turn.&lt;br /&gt;
# Player 1 takes their fourth turn, Player 2 takes their third turn, Player 3 takes their second turn and Player 4 starts their first turn.&lt;br /&gt;
&lt;br /&gt;
When starting the stage, players place their car in the space behind the Starting Line and begin in Gear 0.&lt;br /&gt;
&lt;br /&gt;
== Determining Turn Order ==&lt;br /&gt;
At the beginning of each round, you must first determine the order of play.&lt;br /&gt;
&lt;br /&gt;
Order of play at the start of each round is determined by speed, then by the position of each car in case of a draw.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DISTANCE &amp;gt; SPEED &amp;gt; POSITION&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Distance:&#039;&#039;&#039; The car in the space whose front edge is furthest along the track goes first.&lt;br /&gt;
# &#039;&#039;&#039;Speed:&#039;&#039;&#039; If two cars are of equal distance along the track, the car in the highest Gear goes first.&lt;br /&gt;
# &#039;&#039;&#039;Position:&#039;&#039;&#039; In case of a draw in terms of distance and speed, the car situated on the inside lane of the current or next corner plays first. A “corner” is a section of track with speed limitations.&lt;br /&gt;
&lt;br /&gt;
== The Turn ==&lt;br /&gt;
Once order of play has been established, each player takes their turn one after the other.&lt;br /&gt;
&lt;br /&gt;
=== During their turn a player will do the following: ===&lt;br /&gt;
# Plan your turn.&lt;br /&gt;
# Roll your dice and move your car.&lt;br /&gt;
&lt;br /&gt;
== Planning Your Turn ==&lt;br /&gt;
During their turn, players will use dice to accelerate, brake, and coast their way around the track. Your player board (and the summary at the top of the screen) shows what dice are available to you.&lt;br /&gt;
&lt;br /&gt;
Each die number represents a gear. With each move you make, may go up or down one gear (or stay the same with a white die). You must always be moving forward. Each die may only be used once per turn.&lt;br /&gt;
&lt;br /&gt;
=== Corners ===&lt;br /&gt;
Corner spaces are identified by the presence of speed restrictions (the circled numbers) along with the absence of a dividing line between the inside and outside lane. Exceed this number and you will lose control!&lt;br /&gt;
&lt;br /&gt;
There are two ways to tackle a corner which defines how many spaces it is made up of and the speed limitation you’ll have to adhere to:&lt;br /&gt;
&#039;&#039;&#039;Cutting through the inside lane:&#039;&#039;&#039;This path is shorter but requires a lower Gear. When taking the corner this way, you’ll have to adhere to the speed limit on the inside of the corner.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drifting through the outside lane&#039;&#039;&#039;:This path is longer but allows you to maintain a higher Gear. When taking the corner this way, you’ll have to adhere to the speed limits on the outside of the corner. Drifting cars are turned perpendicular to the track.&lt;br /&gt;
&lt;br /&gt;
Drivers must decide how to tackle each corner as they enter it and cannot change methods mid corner.&lt;br /&gt;
&lt;br /&gt;
Some tiles have two corners adjacent to one another. These are considered separate and you may change methods when going from one to the other.&lt;br /&gt;
&lt;br /&gt;
=== Sliding===&lt;br /&gt;
On some corners, Drivers can perform a Slide to start their turns early and/or end them late. This can give them more opportunities to control their speed and distance.&lt;br /&gt;
&lt;br /&gt;
Some spaces adjacent to corners are intersected by a dotted line. These spaces can either be entered normally or a car can Slide into them.&lt;br /&gt;
&lt;br /&gt;
When Sliding into these spaces a car effectively counts the zone as two spaces (separated by the dotted line) spanning the width of the track. Sliding cars are turned perpendicular to the track to indicate this manoeuvre. Players must decide whether they wish to slide into these spaces or enter them normally, they cannot change methods once they have entered.&lt;br /&gt;
&lt;br /&gt;
=== Shortcut ===&lt;br /&gt;
&lt;br /&gt;
=== Jump ===&lt;br /&gt;
=== Water Hazard ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Overtaking ===&lt;br /&gt;
To enter a space adjacent to another player’s car, you must use a Gear die equal to or higher than the current Gear of the opponent’s car. &lt;br /&gt;
Once your car is beside theirs, the rest of their movement can be at any speed.&lt;br /&gt;
&lt;br /&gt;
==Rolling Your Dice and Moving==&lt;br /&gt;
&lt;br /&gt;
Once you have planned your turn, you will roll your dice, either all at once (&#039;&#039;Flat Out&#039;&#039;) or one at a time. But be careful: Meet or exceed the safe number of caution symbols (generally three), and you will lose control!&lt;br /&gt;
&lt;br /&gt;
===Flat out: All the dice at once===&lt;br /&gt;
This is the risky but brave choice: Roll your dice, and hope you get lucky. If you roll safely, you will get some &#039;&#039;second tokens&#039;&#039; for your trouble: one per gear or coast die (not brake or boost die) you rolled. These will come in handy later!&lt;br /&gt;
&lt;br /&gt;
===One at a time===&lt;br /&gt;
Sometimes you need to play it safe. You can roll your dice one at a time, and stop at any time. This way you can stop if you are at risk of losing control.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus&#039;&#039;&#039;: While you are rolling your dice one at a time, you may find that you are at risk of losing control. You can spend the second tokens you earned earlier to &#039;&#039;secure&#039;&#039; your dice. Instead of rolling them you guarantee a safe result. But each die protected in a turn has a higher cost: the first die costs one, the second another two, the third another three, etc.&lt;br /&gt;
&lt;br /&gt;
==The Dice==&lt;br /&gt;
Some dice are safer than others: The white &#039;&#039;coast&#039;&#039; dice along with first and second gear only have one caution symbol on them while the other dice all have two.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Braking&#039;&#039;&#039;: You can jump down extra gears by adding a red &#039;brake&#039; die to the space moved. Each red die lets you skip a gear. For example, you could go from 6th to 4th by rolling brake+4. In this way you can move further on one turn, or end a turn in a higher gear.&lt;br /&gt;
*&#039;&#039;&#039;Coasting&#039;&#039;&#039;: Orange &#039;leader&#039; and White &#039;coast&#039; dice let you stay in the same gear.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Car Dice&lt;br /&gt;
|-&lt;br /&gt;
!   !! &#039;&#039;&#039;Gear dice&#039;&#039;&#039; !! &#039;&#039;&#039;Coast dice&#039;&#039;&#039; !! &#039;&#039;&#039;Brake dice&#039;&#039;&#039; !! &#039;&#039;&#039;Boost Dice&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;R6&#039;&#039;&#039; || 6 || 2 || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;R5&#039;&#039;&#039; || 5 || 2 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;R4&#039;&#039;&#039; || 4 || 2 || 1 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Losing Control==&lt;br /&gt;
&lt;br /&gt;
If you meet or exceed your limit, you will lose control. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;SISU&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Spin&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Crash&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Gear 0&#039;&#039;&#039;: In this gear you are just stopped in place. Next turn, just resume your movement.&lt;br /&gt;
&lt;br /&gt;
If you used the &#039;flat out&#039; die rolling option, you can change the order and locations of the dice you rolled.  You do not even have to place all of them. However, you must place your dice in a way that results in loss of control.  By changing your speed and location at the moment of loss of control, you may be able to minimize any bad effects.  Even if you lose control, you will still get your focus tokens.&lt;br /&gt;
&lt;br /&gt;
===Damage===&lt;br /&gt;
There are several Damage result tokens (42 total).  0, 1, 2 or 3 of these Damage Tokens are drawn randomly for you depending on your Gear/Speed when you lost control and the track segment you are on.  (Consult the table on your player dashboard.)&lt;br /&gt;
* &#039;&#039;&#039;Lose a Dice:&#039;&#039;&#039; (Qty x 6 of each: Red, White, Black) This reduces your dice pool. You might lose a white, black, or red die (meaning you will have one less die of that color to use on your turn.) Losing a black die means you can pick, each turn, which number you want to leave unused.&lt;br /&gt;
* &#039;&#039;&#039;Yellow Flag:&#039;&#039;&#039; (Qty x 6) This will be removed on your next move (not turn - if you are at speed 00, the yellow flag stays on the board, affecting all players, until you are ready to move again).  While the yellow flag is on the table, no player may move alongside any other player’s car.  (Cars &#039;&#039;&#039;are&#039;&#039;&#039; allowed to pass cars stopped at speed 0 or 00).&lt;br /&gt;
* &#039;&#039;&#039;Weather:&#039;&#039;&#039; (Qty x 6) The weather will change from rain to sun, or vice versa! If you are on the wrong kind of tires, your dice pool and caution limit will be reduced. You might want to stop to change tires.&lt;br /&gt;
* &#039;&#039;&#039;Green Flag:&#039;&#039;&#039; (Qty x 12) No damage, you got lucky!&lt;br /&gt;
&lt;br /&gt;
===Confirm Trajectory===&lt;br /&gt;
If you see a message that says: &amp;quot;You must set back your dice with a loss of control&amp;quot; you are being given the option to &amp;quot;re-allocate and re-order some or all of the dice you used on that turn back onto the track in any legal order you like.&amp;quot;  You must still use enough &amp;quot;!&amp;quot; dice and/or track features to activate the &amp;quot;spin out,&amp;quot; but sometimes this offers an opportunity to adjust your dice, their order and you car&#039;s route so that you spin out at a more favorable location on the track, on a more favorable tile (Yellow instead of Orange or Red) or in a more favorable gear (1 or 2, instead of 3, 4 or 5).&lt;br /&gt;
&lt;br /&gt;
Once you have re-ordered your dice you must click the &#039;confirm trajectory&#039; button.&amp;quot;&lt;/div&gt;</summary>
		<author><name>Magnus3740</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelprallymandirt&amp;diff=15268</id>
		<title>Gamehelprallymandirt</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelprallymandirt&amp;diff=15268"/>
		<updated>2022-11-14T17:30:21Z</updated>

		<summary type="html">&lt;p&gt;Magnus3740: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Rounds ==&lt;br /&gt;
A game of Rallyman: DIRT is made up of rounds with each player getting one turn per round.&lt;br /&gt;
&lt;br /&gt;
== The Start ==&lt;br /&gt;
The start of each rally stage is unique in that, as this is a time trial race, players do not all begin the stage at the same time. Instead, their departure is staggered with each player playing one additional round before the next one enters the track.&lt;br /&gt;
&lt;br /&gt;
In a four player game, the starting Rounds of a Stage would therefore be:&lt;br /&gt;
# Player 1 starts their first turn.&lt;br /&gt;
# Player 1 takes their second turn, then Player 2 starts their first turn.&lt;br /&gt;
# Player 1 takes their third turn, Player 2 takes their second turn and Player 3 starts their first turn.&lt;br /&gt;
# Player 1 takes their fourth turn, Player 2 takes their third turn, Player 3 takes their second turn and Player 4 starts their first turn.&lt;br /&gt;
&lt;br /&gt;
When starting the stage, players place their car in the space behind the Starting Line and begin in Gear 0.&lt;br /&gt;
&lt;br /&gt;
== Determining Turn Order ==&lt;br /&gt;
At the beginning of each round, you must first determine the order of play.&lt;br /&gt;
&lt;br /&gt;
Order of play at the start of each round is determined by speed, then by the position of each car in case of a draw.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DISTANCE &amp;gt; SPEED &amp;gt; POSITION&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Distance:&#039;&#039;&#039; The car in the space whose front edge is furthest along the track goes first.&lt;br /&gt;
# &#039;&#039;&#039;Speed:&#039;&#039;&#039; If two cars are of equal distance along the track, the car in the highest Gear goes first.&lt;br /&gt;
# &#039;&#039;&#039;Position:&#039;&#039;&#039; In case of a draw in terms of distance and speed, the car situated on the inside lane of the current or next corner plays first. A “corner” is a section of track with speed limitations.&lt;br /&gt;
&lt;br /&gt;
== The Turn ==&lt;br /&gt;
Once order of play has been established, each player takes their turn one after the other.&lt;br /&gt;
&lt;br /&gt;
=== During their turn a player will do the following: ===&lt;br /&gt;
# Plan your turn.&lt;br /&gt;
# Roll your dice and move your car.&lt;br /&gt;
&lt;br /&gt;
== Planning Your Turn ==&lt;br /&gt;
During their turn, players will use dice to accelerate, brake, and coast their way around the track. Your player board (and the summary at the top of the screen) shows what dice are available to you.&lt;br /&gt;
&lt;br /&gt;
Each die number represents a gear. With each move you make, may go up or down one gear (or stay the same with a white die). You must always be moving forward. Each die may only be used once per turn.&lt;br /&gt;
&lt;br /&gt;
=== Corners ===&lt;br /&gt;
Corner spaces are identified by the presence of speed restrictions (the circled numbers) along with the absence of a dividing line between the inside and outside lane. Exceed this number and you will lose control!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cutting through the inside lane:&#039;&#039;&#039;This path is shorter but requires a lower Gear. When taking the corner this way, you’ll have to adhere to the speed limit on the inside of the corner.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drifting through the outside lane&#039;&#039;&#039;:This path is longer but allows you to maintain a higher Gear. When taking the corner this way, you’ll have to adhere to the speed limits on the outside of the corner. Drifting cars are turned perpendicular to the track.&lt;br /&gt;
&lt;br /&gt;
Drivers must decide how to tackle each corner as they enter it and cannot change methods mid corner.&lt;br /&gt;
&lt;br /&gt;
Some tiles have two corners adjacent to one another. These are considered separate and you may change methods when going from one to the other.&lt;br /&gt;
&lt;br /&gt;
== SLIDING ==&lt;br /&gt;
On some corners, Drivers can perform a Slide to start their turns early and/or end them late. This can give them more opportunities to control their speed and distance.&lt;br /&gt;
&lt;br /&gt;
Some spaces adjacent to corners are intersected by a dotted line. These spaces can either be entered normally or a car can Slide into them.&lt;br /&gt;
&lt;br /&gt;
When Sliding into these spaces a car effectively counts the zone as two spaces (separated by the dotted line) spanning the width of the track. Sliding cars are turned perpendicular to the track to indicate this manoeuvre. Players must decide whether they wish to slide into these spaces or enter them normally, they cannot change methods once they have entered.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Overtaking ===&lt;br /&gt;
To enter a space adjacent to another player’s car, you must use a Gear die equal to or higher than the current Gear of the opponent’s car. &lt;br /&gt;
Once your car is beside theirs, the rest of their movement can be at any speed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: if a yellow flag is out due to damage, you cannot overtake (move alongside) another player.&lt;br /&gt;
&lt;br /&gt;
=== Show Overspeed Alarm Option ===&lt;br /&gt;
If the Show Overspeed Alarm option is enabled, a red halo will appear around your die if you place it on a space which will cause your car to spin.  An orange halo will appear if the space will cause you to gain an automatic caution symbol (!).&lt;br /&gt;
&lt;br /&gt;
==Rolling Your Dice and Moving==&lt;br /&gt;
&lt;br /&gt;
Once you have planned your turn, you will roll your dice, either all at once (&#039;&#039;Flat Out&#039;&#039;) or one at a time. But be careful: Meet or exceed the safe number of caution symbols (generally three), and you will lose control!&lt;br /&gt;
&lt;br /&gt;
===Flat out: All the dice at once===&lt;br /&gt;
This is the risky but brave choice: Roll your dice, and hope you get lucky. If you roll safely, you will get some &#039;&#039;focus tokens&#039;&#039; for your trouble: one per gear or coast die (not brake or boost die) you rolled. These will come in handy later!&lt;br /&gt;
&lt;br /&gt;
===One at a time===&lt;br /&gt;
Sometimes you need to play it safe. You can roll your dice one at a time, and stop at any time. This way you can stop if you are at risk of losing control.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus&#039;&#039;&#039;: While you are rolling your dice one at a time, you may find that you are at risk of losing control. You can spend the focus tokens you earned earlier to &#039;&#039;secure&#039;&#039; your dice. Instead of rolling them you guarantee a safe result. But each die protected in a turn has a higher cost: the first die costs one, the second another two, the third another three, etc.&lt;br /&gt;
&lt;br /&gt;
==The Dice==&lt;br /&gt;
Some dice are safer than others: The white &#039;&#039;coast&#039;&#039; dice along with first and second gear only have one caution symbol on them while the other dice all have two.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Braking&#039;&#039;&#039;: You can jump down extra gears by adding a red &#039;brake&#039; die to the space moved. Each red die lets you skip a gear. For example, you could go from fourth to 1st by rolling brake+brake+1, or from 6th to 4th by rolling brake+4. In this way you can move further on one turn, or end a turn in a higher gear.&lt;br /&gt;
*&#039;&#039;&#039;Boosting&#039;&#039;&#039;: Similarly, the green &#039;boost&#039; die (available in GT5 races) lets you skip a gear upwards. &lt;br /&gt;
*&#039;&#039;&#039;Coasting&#039;&#039;&#039;: White &#039;coast&#039; dice let you stay in the same gear.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Car Dice&lt;br /&gt;
|-&lt;br /&gt;
!   !! &#039;&#039;&#039;Gear dice&#039;&#039;&#039; !! &#039;&#039;&#039;Coast dice&#039;&#039;&#039; !! &#039;&#039;&#039;Brake dice&#039;&#039;&#039; !! &#039;&#039;&#039;Boost Dice&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;GT4&#039;&#039;&#039; || 4 || 3 || 2 || 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;GT5&#039;&#039;&#039; || 5 || 2 || 3 || 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;GT6&#039;&#039;&#039; || 6 || 2 || 3 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Losing Control==&lt;br /&gt;
&lt;br /&gt;
If you meet or exceed your limit, you will lose control. &lt;br /&gt;
&lt;br /&gt;
Consult your player board table to see what happens when you lose control: You might lose all speed to &#039;gear&#039; 0, or go off the track in &#039;gear&#039; 00. &lt;br /&gt;
You might also take some damage: at higher speeds (3,4,5th gear) and on more dangerous tiles (Yellow, Orange, Red). &lt;br /&gt;
For each black damage marker in the table a &amp;quot;Damage&amp;quot; token will be randomly drawn for you.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gear 00&#039;&#039;&#039;: In this gear you simply lose a turn: when it comes to your turn, get back on the track in &#039;gear&#039; 0. Next turn you will resume as normal, starting from gear 1 etc.&lt;br /&gt;
*&#039;&#039;&#039;Gear 0&#039;&#039;&#039;: In this gear you are just stopped in place. Next turn, just resume your movement.&lt;br /&gt;
&lt;br /&gt;
If you used the &#039;flat out&#039; die rolling option, you can change the order and locations of the dice you rolled.  You do not even have to place all of them. However, you must place your dice in a way that results in loss of control.  By changing your speed and location at the moment of loss of control, you may be able to minimize any bad effects.  Even if you lose control, you will still get your focus tokens.&lt;br /&gt;
&lt;br /&gt;
===Damage===&lt;br /&gt;
There are several Damage result tokens (42 total).  0, 1, 2 or 3 of these Damage Tokens are drawn randomly for you depending on your Gear/Speed when you lost control and the track segment you are on.  (Consult the table on your player dashboard.)&lt;br /&gt;
* &#039;&#039;&#039;Lose a Dice:&#039;&#039;&#039; (Qty x 6 of each: Red, White, Black) This reduces your dice pool. You might lose a white, black, or red die (meaning you will have one less die of that color to use on your turn.) Losing a black die means you can pick, each turn, which number you want to leave unused.&lt;br /&gt;
* &#039;&#039;&#039;Yellow Flag:&#039;&#039;&#039; (Qty x 6) This will be removed on your next move (not turn - if you are at speed 00, the yellow flag stays on the board, affecting all players, until you are ready to move again).  While the yellow flag is on the table, no player may move alongside any other player’s car.  (Cars &#039;&#039;&#039;are&#039;&#039;&#039; allowed to pass cars stopped at speed 0 or 00).&lt;br /&gt;
* &#039;&#039;&#039;Weather:&#039;&#039;&#039; (Qty x 6) The weather will change from rain to sun, or vice versa! If you are on the wrong kind of tires, your dice pool and caution limit will be reduced. You might want to stop to change tires.&lt;br /&gt;
* &#039;&#039;&#039;Green Flag:&#039;&#039;&#039; (Qty x 12) No damage, you got lucky!&lt;br /&gt;
&lt;br /&gt;
===Confirm Trajectory===&lt;br /&gt;
If you see a message that says: &amp;quot;You must set back your dice with a loss of control&amp;quot; you are being given the option to &amp;quot;re-allocate and re-order some or all of the dice you used on that turn back onto the track in any legal order you like.&amp;quot;  You must still use enough &amp;quot;!&amp;quot; dice and/or track features to activate the &amp;quot;spin out,&amp;quot; but sometimes this offers an opportunity to adjust your dice, their order and you car&#039;s route so that you spin out at a more favorable location on the track, on a more favorable tile (Yellow instead of Orange or Red) or in a more favorable gear (1 or 2, instead of 3, 4 or 5).&lt;br /&gt;
&lt;br /&gt;
Once you have re-ordered your dice you must click the &#039;confirm trajectory&#039; button.&amp;quot;&lt;/div&gt;</summary>
		<author><name>Magnus3740</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelprallymandirt&amp;diff=15267</id>
		<title>Gamehelprallymandirt</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelprallymandirt&amp;diff=15267"/>
		<updated>2022-11-14T17:00:27Z</updated>

		<summary type="html">&lt;p&gt;Magnus3740: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Rounds ==&lt;br /&gt;
A game of Rallyman: DIRT is made up of rounds with each player getting one turn per round.&lt;br /&gt;
&lt;br /&gt;
== The Start ==&lt;br /&gt;
The start of each rally stage is unique in that, as this is a time trial race, players do not all begin the stage at the same time. Instead, their departure is staggered with each player playing one additional round before the next one enters the track.&lt;br /&gt;
&lt;br /&gt;
In a four player game, the starting Rounds of a Stage would therefore be:&lt;br /&gt;
# Player 1 starts their first turn.&lt;br /&gt;
# Player 1 takes their second turn, then Player 2 starts their first turn.&lt;br /&gt;
# Player 1 takes their third turn, Player 2 takes their second turn and Player 3 starts their first turn.&lt;br /&gt;
# Player 1 takes their fourth turn, Player 2 takes their third turn, Player 3 takes their second turn and Player 4 starts their first turn.&lt;br /&gt;
&lt;br /&gt;
When starting the stage, players place their car in the space behind the Starting Line and begin in Gear 0.&lt;br /&gt;
&lt;br /&gt;
== Determining Turn Order ==&lt;br /&gt;
At the beginning of each round, you must first determine the order of play.&lt;br /&gt;
&lt;br /&gt;
Order of play at the start of each round is determined by speed, then by the position of each car in case of a draw.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DISTANCE &amp;gt; SPEED &amp;gt; POSITION&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Distance:&#039;&#039;&#039; The car in the space whose front edge is furthest along the track goes first.&lt;br /&gt;
# &#039;&#039;&#039;Speed:&#039;&#039;&#039; If two cars are of equal distance along the track, the car in the highest Gear goes first.&lt;br /&gt;
# &#039;&#039;&#039;Position:&#039;&#039;&#039; In case of a draw in terms of distance and speed, the car situated on the inside lane of the current or next corner plays first. A “corner” is a section of track with speed limitations.&lt;/div&gt;</summary>
		<author><name>Magnus3740</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelprallymandirt&amp;diff=15266</id>
		<title>Gamehelprallymandirt</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelprallymandirt&amp;diff=15266"/>
		<updated>2022-11-14T16:54:01Z</updated>

		<summary type="html">&lt;p&gt;Magnus3740: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Rounds ==&lt;br /&gt;
A game of Rallyman: DIRT is made up of rounds with each player getting one turn per round.&lt;br /&gt;
== Determining Turn Order ==&lt;br /&gt;
At the beginning of each round, you must first determine the order of play.&lt;br /&gt;
&lt;br /&gt;
Order of play at the start of each round is determined by speed, then by the position of each car in case of a draw.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DISTANCE &amp;gt; SPEED &amp;gt; POSITION&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Distance:&#039;&#039;&#039; The car in the space whose front edge is furthest along the track goes first.&lt;br /&gt;
# &#039;&#039;&#039;Speed:&#039;&#039;&#039; If two cars are of equal distance along the track, the car in the highest Gear goes first.&lt;br /&gt;
# &#039;&#039;&#039;Position:&#039;&#039;&#039; In case of a draw in terms of distance and speed, the car situated on the inside lane of the current or next corner plays first. A “corner” is a section of track with speed limitations.&lt;/div&gt;</summary>
		<author><name>Magnus3740</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelprallymandirt&amp;diff=15265</id>
		<title>Gamehelprallymandirt</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelprallymandirt&amp;diff=15265"/>
		<updated>2022-11-14T16:50:27Z</updated>

		<summary type="html">&lt;p&gt;Magnus3740: /* Rounds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Rounds ==&lt;br /&gt;
A game of Rallyman: DIRT is made up of rounds with each player getting one turn per round.&lt;/div&gt;</summary>
		<author><name>Magnus3740</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmemoir&amp;diff=15264</id>
		<title>Gamehelpmemoir</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmemoir&amp;diff=15264"/>
		<updated>2022-11-14T16:27:56Z</updated>

		<summary type="html">&lt;p&gt;Magnus3740: /* ***ACTIONS*** */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==GAME TURN==&lt;br /&gt;
# Play a command card&lt;br /&gt;
# &#039;&#039;&#039;Order&#039;&#039;&#039; Announce all units you intend to order, within the limits of the command card played.&lt;br /&gt;
# &#039;&#039;&#039;Move&#039;&#039;&#039; Move ordered units.&lt;br /&gt;
# &#039;&#039;&#039;Battle&#039;&#039;&#039; Battle one ordered unit at a time. Select target and:&lt;br /&gt;
## Check range and line of sight&lt;br /&gt;
## Check potential terrain effects&lt;br /&gt;
## Resolve battle&lt;br /&gt;
# Draw a command card&lt;br /&gt;
&lt;br /&gt;
==PLAY A COMMAND CARD &amp;amp; ORDER==&lt;br /&gt;
Play one command card at the start of a your turn, then announce which corresponding unit(s) you intend to order.&amp;lt;br /&amp;gt;&lt;br /&gt;
Units on a hex straddling sections may be ordered from either section.&amp;lt;br /&amp;gt;&lt;br /&gt;
Only those units that are issued an order may move, battle, or take a special action that turn.&lt;br /&gt;
&lt;br /&gt;
===MOVE===&lt;br /&gt;
Move units one at a time and only once per unit per turn. Movement for one unit must be completed before moving the next unit.&amp;lt;br /&amp;gt;&lt;br /&gt;
An ordered unit does not have to move.&amp;lt;br /&amp;gt;&lt;br /&gt;
Two units cannot occupy the same hex.&amp;lt;br /&amp;gt;&lt;br /&gt;
Units may not move onto or through a hex occupied by a friendly or enemy unit.&amp;lt;br /&amp;gt;&lt;br /&gt;
Individual figures of a unit always stay together and move as a group.&lt;br /&gt;
* &#039;&#039;&#039;Infantry&#039;&#039;&#039; - Move up to 1 hex and battle or 2 hexes and not battle. Special Forces (except French Resistance) may move up to 2 hexes and battle.&lt;br /&gt;
* &#039;&#039;&#039;Armor&#039;&#039;&#039; - Move up to 3 hexes and battle.&lt;br /&gt;
* &#039;&#039;&#039;Artillery&#039;&#039;&#039; - Move up to 1 hex or battle.&lt;br /&gt;
&lt;br /&gt;
===BATTLE===&lt;br /&gt;
Resolve battles one at a time and only once per unit per turn. One unit’s battle must be completed before the next battle. An ordered unit does not have to battle.&amp;lt;br /&amp;gt;&lt;br /&gt;
Casualties do not affect a unit’s battle effectiveness.&amp;lt;br /&amp;gt;&lt;br /&gt;
A unit attacking an adjacent unit is in &#039;&#039;&#039;close assault&#039;&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
A unit attacking a unit more than 1 hex away is &#039;&#039;&#039;firing&#039;&#039;&#039; at that unit.&amp;lt;br /&amp;gt;&lt;br /&gt;
A unit adjacent to an enemy must close assault that unit if it chooses to battle; it cannot fire on a more distant enemy.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Range and hit dice rolled====&lt;br /&gt;
: &#039;&#039;&#039;Infantry&#039;&#039;&#039; 3 2 1&lt;br /&gt;
: &#039;&#039;&#039;Armor&#039;&#039;&#039; 3 3 3&lt;br /&gt;
: &#039;&#039;&#039;Artillery&#039;&#039;&#039; 3 3 2 2 1 1&lt;br /&gt;
&lt;br /&gt;
====Line of sight====&lt;br /&gt;
All units require line of sight (LOS) to the enemy except artillery. Draw a line between the centres of the hexes; LOS is blocked if any part of a hex containing an obstruction or unit crosses this line. If the line runs along the edge of one or more hexes it is only blocked if they stand along both sides of the line segment.&lt;br /&gt;
&lt;br /&gt;
====Resolving battles====&lt;br /&gt;
The attacker scores 1 hit for each dice symbol rolled that matches the unit type targeted.&lt;br /&gt;
For each hit scored 1 figure is removed from the target unit. When the last figure is removed place it on one of the medal stands on the attacker’s side of the board.&lt;br /&gt;
&lt;br /&gt;
* Infantry (2 sides of dice) - &#039;&#039;&#039;HIT&#039;&#039;&#039;: Score 1 hit on infantry.&lt;br /&gt;
* Armor - &#039;&#039;&#039;HIT&#039;&#039;&#039;: Score 1 hit on armor.&lt;br /&gt;
* Grenade - &#039;&#039;&#039;HIT&#039;&#039;&#039;: Score 1 hit on infantry, armor or artillery.&lt;br /&gt;
* Star - &#039;&#039;&#039;MISS&#039;&#039;&#039;: This is a miss, unless used in a limited number of tactical command cards.&lt;br /&gt;
* Flag - &#039;&#039;&#039;RETREAT&#039;&#039;&#039;: After all hits and casualties have been resolved, for each flag rolled the target unit must move one hex back towards its side of the battlefield.&lt;br /&gt;
&lt;br /&gt;
====RETREATING====&lt;br /&gt;
Terrain has no effect on retreat moves; however impassable terrain cannot be moved through. A unit may not move onto or through a hex with any other unit in it.&amp;lt;br /&amp;gt;&lt;br /&gt;
If a unit cannot retreat, is forced to retreat off the battlefield, or would be pushed back onto a sea hex, one figure must be removed for each uncompleted retreat move.&amp;lt;br /&amp;gt;&lt;br /&gt;
Some obstacles allow some units to ignore the first flag rolled against them.&lt;br /&gt;
&lt;br /&gt;
====TAKING GROUND &amp;amp; ARMOR OVERRUN====&lt;br /&gt;
An ordered &#039;&#039;&#039;infantry&#039;&#039;&#039; unit in close assault may advance into a hex from which it has eliminated a unit or forced it to retreat.&amp;lt;br /&amp;gt;&lt;br /&gt;
An &#039;&#039;&#039;artillery&#039;&#039;&#039; unit may not take ground.&amp;lt;br /&amp;gt;&lt;br /&gt;
An &#039;&#039;&#039;armor&#039;&#039;&#039; unit may take the ground and claim an &#039;&#039;&#039;armor overrun&#039;&#039;&#039; combat. It may move into the vacated hex and then battle again. If the hex is adjacent to an enemy unit, this new combat must be close assault, otherwise, you may fire at a distant unit.&amp;lt;br /&amp;gt;&lt;br /&gt;
A unit may &#039;&#039;&#039;take ground&#039;&#039;&#039; again after a successful &#039;&#039;&#039;overrun&#039;&#039;&#039; combat, but may only make one overrun combat per turn.&amp;lt;br /&amp;gt;&lt;br /&gt;
All battles, close assault and &#039;&#039;&#039;overrun&#039;&#039;&#039; combats must be completed before the next unit may battle.&lt;br /&gt;
&lt;br /&gt;
===SPECIAL FORCES===&lt;br /&gt;
Use Special Forces badge tokens to indicate which units are Special Forces.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;French resistance&#039;&#039;&#039; - Forces start with 3 figures per unit. They may always battle when they penetrate a new terrain type but cannot battle if they move 2 hexes. They may also retreat up to 3 hexes instead of the standard 1 on any retreat flag rolled.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Elite armor&#039;&#039;&#039; - Units start with 4 tank figures.&lt;br /&gt;
&lt;br /&gt;
==***TERRAIN TYPES***==&lt;br /&gt;
The terrain help cards summarize the effects of terrain. &#039;&#039;&#039;Soldier and tank icons show modifications to the number of dice rolled when that type of unit is attacking units within the terrain.&#039;&#039;&#039; When an obstacle is on a terrain hex, only the best of the battle dice reductions matters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Abatis====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Impassable by Armor &amp;amp; Artillery&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Infantry moving in &amp;lt;i&amp;gt;must&amp;lt;/i&amp;gt; stop and may move no further on that turn&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Infantry battles out at -1 die&amp;lt;/b&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Infantry may remove Abatis instead of battling&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Do not block line of sight&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
====Airfields====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;When Air rules are in effect airplanes may take-off from, or land on, Airfields&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;No movement restrictions&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;No combat restrictions&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Do not block line of sight&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
====Balkas====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Attacker:&amp;lt;/b&amp;gt; Infantry -1 die, Armor -1 die, Artillery -1 die&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Unit moving in, or exiting, a Balka hex &amp;lt;i&amp;gt;must&amp;lt;/i&amp;gt; stop and may move no further on that turn&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Unit may move out of a Balka directly onto a Bridge and vice versa, but must stop when doing so&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Unit battles out at -1 die&amp;lt;/b&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Do not block line of sight. Unit in Balka blocks line of sight as normal&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
====Barracks====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Attacker:&amp;lt;/b&amp;gt; Infantry -1 die, Armor -2 die&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Unit moving in &amp;lt;i&amp;gt;must&amp;lt;/i&amp;gt; stop and may move no further on that turn&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Unit moving in &amp;lt;i&amp;gt;cannot&amp;lt;/i&amp;gt; battle&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Armor battles out at -2 dice&amp;lt;/b&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Block line of sight&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
====Beaches====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Maximum movement onto beaches is 2 hexes&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;No combat restrictions&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Taking Ground and Armor Overrun remain possible&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Do not block line of sight&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
====Bridges====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;No movement restrictions, unless the bridge is destroyed&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;No combat restrictions&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Do not block line of sight, unless stated otherwise in Special Rules&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
====Bunkers====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Attacker:&amp;lt;/b&amp;gt; Infantry -1 die*, Armor -2 dice*&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Infantry may move in &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; battle&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Impassable by Armor &amp;amp; Artillery&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Original owner&#039;s units may ignore 1 flag&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Artillery in bunker may not retreat, must take loss instead&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Bunkers have 360° arc of fire&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Block line of sight&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;*Protects original owner&#039;s units only&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
====Castle====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Attacker:&amp;lt;/b&amp;gt; Infantry -1 die, Armor -2 die&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Unit moving in &amp;lt;i&amp;gt;must&amp;lt;/i&amp;gt; stop and may move no further on that turn&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Unit moving in cannot battle&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Armor battles out at -2 dice&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Block line of sight&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
====Caves on Hills====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Attacker:&amp;lt;/b&amp;gt; Infantry -2*/-1 dice, Armor -2*/-1 dice&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;No movement restrictions for Infantry on hills&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Impassable by Armor &amp;amp; Artillery&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Block line of sight (except from contiguous adjacent hills at same height)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;*Only applies to units battling against Japanese from below or from another range&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;i&amp;gt;Japanese Infantry may move from cave to empty cave as full turn move and still battle; Japanese unit in cave &amp;lt;b&amp;gt;must&amp;lt;/b&amp;gt; ignore &amp;lt;b&amp;gt;all&amp;lt;/b&amp;gt; flags&amp;lt;/i&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;i&amp;gt;Allied Infantry moving onto Cave hex may seal it by rolling a &amp;lt;b&amp;gt;Star&amp;lt;/b&amp;gt; in Close Assault, in lieu of battling, if adjacent hexes are clear of enemy&amp;lt;/i&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
====Caves on Mountains====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Attacker:&amp;lt;/b&amp;gt; Infantry -2* dice, Armor -2* dice&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Infantry may only move up or retreat onto a mountain from adjacent hill or mountain. Infantry may only move down or retreat from a mountain to an adjacent hill or mountain&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Impassable by Armor &amp;amp; Artillery&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Block line of sight (except from contiguous adjacent hills at same height)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;*Only applies to units battling against Japanese from below or from another range&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;i&amp;gt;Japanese Infantry may move from cave to empty cave as full turn move and still battle; Japanese unit in cave &amp;lt;b&amp;gt;must&amp;lt;/b&amp;gt; ignore &amp;lt;b&amp;gt;all&amp;lt;/b&amp;gt; flags&amp;lt;/i&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;i&amp;gt;Allied Infantry moving onto Cave hex may seal it by rolling a &amp;lt;b&amp;gt;Star&amp;lt;/b&amp;gt; in Close Assault, in lieu of battling, if adjacent hexes are clear of enemy&amp;lt;/i&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
====Cemeteries====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;No movement restrictions&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;No combat restrictions&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Unit may ignore 1 flag&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Do not block line of sight&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
====Churches====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Attacker:&amp;lt;/b&amp;gt; Infantry -1 die, Armor -2 die&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Unit moving in &amp;lt;i&amp;gt;must&amp;lt;/i&amp;gt; stop and may move no further on that turn&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Unit moving in &amp;lt;i&amp;gt;cannot&amp;lt;/i&amp;gt; battle&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Armor battles out at -2 dice&amp;lt;/b&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Unit may ignore 1 flag&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Block line of sight&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
====City Ruins====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Attacker:&amp;lt;/b&amp;gt; Infantry -1 die, Armor -2 dice&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Infantry moving in &amp;lt;i&amp;gt;must&amp;lt;/i&amp;gt; stop and may move no further on that turn&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Unit moving in &amp;lt;i&amp;gt;cannot&amp;lt;/i&amp;gt; battle&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Impassable by Armor &amp;amp; Artillery&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Unit may ignore 1 flag&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Block line of sight&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
====Cliffs &amp;amp; Sea Bluffs====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Attacker:&amp;lt;/b&amp;gt; Infantry -1 die*, Armor -1 die*&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Moving up from/down on beach hex is a 2 hex move for Infantry&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Armor/Artillery may not move up/down from the beach&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;i&amp;gt;Cliffs only&amp;lt;/i&amp;gt; - Infantry may not &amp;lt;i&amp;gt;Take ground&amp;lt;/i&amp;gt; from the beach&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Treat as normal hill from inland side for movement and battle&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Treat as normal hill from both sides for retreat&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Block line of sight (except from adjacent contiguous hills)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;*Only applies to units battling from below&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
====Dams====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;No movement restrictions for Infantry&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Impassable to Armor and Artillery&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;No combat restrictions&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Unit may ignore 1 flag&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Do not block line of sight&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
====Dragon&#039;s Teeth====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Infantry moving in &amp;lt;i&amp;gt;must&amp;lt;/i&amp;gt; stop and may move no further on that turn&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Impassable by Armor and Artillery&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;No combat restrictions&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Do not block line of sight&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
====Ergs &amp;amp; Ridges====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Attacker:&amp;lt;/b&amp;gt; Infantry -1* die, Armor -1* die&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Unit moving up the ridge &amp;lt;i&amp;gt;must&amp;lt;/i&amp;gt; stop and may move no further on that turn&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Block line of sight (except from adjacent contiguous terrain at same height)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;*Only applies to units battling from below&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
====Escarpments====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Impassable Terrain&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Block line of sight&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
====Factory Complex====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Attacker:&amp;lt;/b&amp;gt; Infantry -1 die, Armor -2 die&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Unit moving in &amp;lt;i&amp;gt;must&amp;lt;/i&amp;gt; stop and may move no further on that turn&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Unit moving in &amp;lt;i&amp;gt;cannot&amp;lt;/i&amp;gt; battle&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Armor battles out at -2 dice&amp;lt;/b&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Block line of sight&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
====Field Bunkers====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Attacker:&amp;lt;/b&amp;gt; Infantry -1 die, Armor -2 dice&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Infantry may move in &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; battle&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Impassable by Armor &amp;amp; Artillery&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Protect &amp;lt;i&amp;gt;any&amp;lt;/i&amp;gt; occupant&lt;br /&gt;
&amp;lt;li&amp;gt;Occupant may ignore 1 flag&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Armor &amp;amp; Artillery in field bunker may not retreat, must take loss instead&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Bunkers have 360° arc of fire&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Block line of sight&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
====Fish Ponds====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Infantry or Armor moving in &amp;lt;i&amp;gt;must&amp;lt;/i&amp;gt; stop and may move no further on that turn&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Infantry or Armor leaving hex must stop on adjacent hex&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Impassable by Artillery&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Infantry moving onto a Fish Pond hex &amp;lt;i&amp;gt;cannot&amp;lt;/i&amp;gt; battle that turn&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Infantry leaving a Fish Pond hex &amp;lt;i&amp;gt;may&amp;lt;/i&amp;gt; battle&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Armor moving in/out &amp;lt;i&amp;gt;cannot&amp;lt;/i&amp;gt; battle that turn&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Armor that makes successful combat against unit on a Fish Pond may Take Ground, but not Armor Overrun&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Do not block line of sight&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Flooded Fields====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Unit moving in/out &amp;lt;i&amp;gt;must&amp;lt;/i&amp;gt; stop and may move no further on that turn&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Unit moving in &amp;lt;i&amp;gt;must&amp;lt;/i&amp;gt; start its move from adjacent hex&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;No combat restrictions for Infantry or Artillery on Flooded Fields&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Armor &amp;lt;i&amp;gt;cannot&amp;lt;/i&amp;gt; battle the turn it moves in/out&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Armor that makes successful combat against unit on flooded field may &amp;lt;i&amp;gt;Take Ground&amp;lt;/i&amp;gt; but may not &amp;lt;i&amp;gt;Armor Overrun&amp;lt;/i&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Do not block line of sight&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
====Fordable Streams====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Unit entering Fordable Stream &amp;lt;i&amp;gt;must&amp;lt;/i&amp;gt; stop and may move no further on that turn&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Unit may still &amp;lt;i&amp;gt;Take Ground&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Armor Overrun&amp;lt;/i&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;No combat restrictions&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Do not block line of sight&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
====Fords &amp;amp; Fordable Rivers====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Unit entering Ford or Fordable River &amp;lt;i&amp;gt;must&amp;lt;/i&amp;gt; stop and may move no further on that turn&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Unit in Ford or Fordable River battles out at -1 die&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Do not block line of sight&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
====Forests====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Attacker:&amp;lt;/b&amp;gt; Infantry -1 die, Armor -2 dice&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Unit moving in &amp;lt;i&amp;gt;must&amp;lt;/i&amp;gt; stop and may move no further on that turn&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Unit moving in &amp;lt;i&amp;gt;cannot&amp;lt;/i&amp;gt; battle that turn&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Block line of sight&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
====Fortresses====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Attacker:&amp;lt;/b&amp;gt; Infantry -1 die, Armor -2 die&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Infantry may move in &amp;lt;i&amp;gt;and&amp;lt;/i&amp;gt; battle&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Impassable by Armor &amp;amp; Artillery&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Occupant may ignore &amp;lt;i&amp;gt;all&amp;lt;/i&amp;gt; flags&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Block line of sight&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
====Frozen Rivers====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Frozen Rivers may be crossed, at a risk&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Moving or retreating onto Frozen River hex, roll 2 Battle dice; for each star rolled, lose 1 figure&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;No combat restrictions&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Do not block line of sight&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
====HQs &amp;amp; Supply Tents====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;No movement restrictions&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;No combat restrictions&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Block line of sight&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
====Hedgehogs====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Infantry may move in or through &amp;lt;i&amp;gt;and&amp;lt;/i&amp;gt; battle&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Impassable by Armor &amp;amp; Artillery&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;No combat restrictions&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Infantry in hedgehogs may ignore 1 flag&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Do not block line of sight&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
====Hedgerows====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Attacker:&amp;lt;/b&amp;gt; Infantry -1 die, Armor -2 dice&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Unit moving in &amp;lt;i&amp;gt;must&amp;lt;/i&amp;gt; stop and may move no further on that turn&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Unit moving in &amp;lt;i&amp;gt;cannot&amp;lt;/i&amp;gt; battle that turn&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;To enter or take ground, unit &amp;lt;i&amp;gt;must&amp;lt;/i&amp;gt; stop on adjacent hex, may still &amp;lt;i&amp;gt;Take ground&amp;lt;/i&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Block line of sight&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
====High Ground====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;No movement restrictions&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;No combat restrictions&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;In Flooded Field scenarios, Hills, Roads, Railways, Towns &amp;amp; Villages are all considered High Ground, but keep their standard terrain effects&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Does not block line of sight&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
====Hills====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Attacker:&amp;lt;/b&amp;gt; Infantry -1 die*, Armor -1 die*&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;No movement restrictions&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Block line of sight (except from adjacent contiguous hills at same height)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;*Only applies to units battling from below&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
====Hills with Forests====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Attacker:&amp;lt;/b&amp;gt; Infantry -1 die, Armor -2 dice&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Unit moving in &amp;lt;i&amp;gt;must&amp;lt;/i&amp;gt; stop and may move no further on that turn&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Unit moving in &amp;lt;i&amp;gt;cannot&amp;lt;/i&amp;gt; battle that turn&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Block line of sight&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Hills with Villages====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Attacker:&amp;lt;/b&amp;gt; Infantry -1 die, Armor -2 dice&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Unit moving in &amp;lt;i&amp;gt;must&amp;lt;/i&amp;gt; stop and may move no further on that turn&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Unit moving in &amp;lt;i&amp;gt;cannot&amp;lt;/i&amp;gt; battle&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Armor battles out at -2 dice&amp;lt;/b&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Block line of sight&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
====Hospitals====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;No movement restrictions&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;No combat restrictions&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Block line of sight&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
====Jungles====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Attacker:&amp;lt;/b&amp;gt; Infantry -1 die, Armor -2 dice&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Unit moving in &amp;lt;i&amp;gt;must&amp;lt;/i&amp;gt; stop and may move no further on that turn&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Unit moving into &amp;lt;i&amp;gt;may&amp;lt;/i&amp;gt; battle if unit starts its move in adjacent hex&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;If Armor unit starts its move in adjacent hex and makes a successful combat against unit on a Jungle hex, it may &amp;lt;i&amp;gt;Take Ground&amp;lt;/i&amp;gt; and do an &amp;lt;i&amp;gt;Armor Overrun&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Block line of sight&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
====Labor Camps====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Attacker:&amp;lt;/b&amp;gt; Infantry -1 die, Armor -2 die&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Unit moving in &amp;lt;i&amp;gt;must&amp;lt;/i&amp;gt; stop and may move no further on that turn&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Unit moving in &amp;lt;i&amp;gt;cannot&amp;lt;/i&amp;gt; battle&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Armor battles out at -2 dice&amp;lt;/b&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Block line of sight&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
====Lake====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Impassable&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Two or more contiguous adjacent Lake hexes block line of sight&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
====Lighthouses====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Attacker:&amp;lt;/b&amp;gt; Infantry -1 die, Armor -2 dice&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Unit moving in &amp;lt;i&amp;gt;must&amp;lt;/i&amp;gt; stop and may move no further on that turn&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Unit moving in &amp;lt;i&amp;gt;cannot&amp;lt;/i&amp;gt; battle&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Armor battles out at -2 dice&amp;lt;/b&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Block line of sight&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
====Marshes====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Infantry or Armor moving in &amp;lt;i&amp;gt;must&amp;lt;/i&amp;gt; stop and may move no further on that turn&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Infantry or Armor moving out may only move onto an adjacent hex&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Impassable by Artillery&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Infantry moving in or out does not have any combat restrictions&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Armor moving in/out &amp;lt;i&amp;gt;cannot&amp;lt;/i&amp;gt; battle&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Armor that makes successful combat against unit on a March may &amp;lt;i&amp;gt;Take Ground, but may not Armor Overrun&amp;lt;/i&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Do not block line of sight&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
====Minefields====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Drawn at the random from all minefield counters available and set up by controlling side before start of battle&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Unit moving in &amp;lt;i&amp;gt;must&amp;lt;/i&amp;gt; stop and may move no further on that turn&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Friendly unit: Minefield is not revealed&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Enemy unit: Minefield is revealed; roll dice equal to Minefield value; unit&#039;s symbol and grenade score hits; all other symbols are ignored&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Decoys (0 strength) removed; other strength mines remain in hex, face up&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Retreat through or onto a minefield does not trigger it&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Do not block line of sight&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Mountains====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Attacker:&amp;lt;/b&amp;gt; Infantry -2* dice, Armor -2 dice*&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Infantry may only move up or retreat onto a mountain from adjacent hill or mountain. Infantry may only move down or retreat from a mountain to an adjacent hill or mountain&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Impassable by Armor &amp;amp; Artillery&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Artillery set on mountain fires at:&lt;br /&gt;
&amp;lt;br&amp;gt;X3322111&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Block line of sight (except from contiguous adjacent mountains)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;*Only applies to units battling from below or not on same range&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Oasis====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Attacker:&amp;lt;/b&amp;gt; Infantry -1 die, Armor -1 die&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Unit moving in &amp;lt;i&amp;gt;must&amp;lt;/i&amp;gt; stop and may move no further on that turn&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Unit moving in may still battle&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Unit may ignore 1 flag&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Block line of sight&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
====Oceans====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Maximum movement in ocean is 1 hex&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Unit cannot battle when in ocean&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Unit cannot retreat onto ocean&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Do not block line of sight&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
====Palm Forests====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Attacker:&amp;lt;/b&amp;gt; Infantry -1 die, Armor -2 dice&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Unit moving in &amp;lt;i&amp;gt;must&amp;lt;/i&amp;gt; stop and may move no further on that turn&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Unit moving in &amp;lt;i&amp;gt;cannot&amp;lt;/i&amp;gt; battle that turn&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Block line of sight&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
====Piers====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Movement onto only allowed from Land or Beach, not from Ocean hex&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;No combat restrictions&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Do not block line of sight&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
====Pontoon Bridges====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;May only be built when specified by scenario&#039;s Special Rules&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;To build a pontoon bridge, play an &amp;lt;i&amp;gt;Attack&amp;lt;/i&amp;gt; command card, but order no units; instead, place a pontoon bridge on a river hex in same Section as Attack card&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;No movement restrictions&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;No combat restrictions&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Do not block line of sight unless stated otherwise in scenario special rules&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
====Power Plants====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Attacker:&amp;lt;/b&amp;gt; Infantry -1 die, Armor -2 dice&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Unit moving in &amp;lt;i&amp;gt;must&amp;lt;/i&amp;gt; stop and may move no further on that turn&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Unit moving in &amp;lt;i&amp;gt;cannot&amp;lt;/i&amp;gt; battle&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Armor battles out at -2 dice&amp;lt;/b&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Block line of sight&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Prison Camps====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Attacker:&amp;lt;/b&amp;gt; Infantry -1 die, Armor -2 dice&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Unit moving in &amp;lt;i&amp;gt;must&amp;lt;/i&amp;gt; stop and may move no further on that turn&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Unit moving in &amp;lt;i&amp;gt;cannot&amp;lt;/i&amp;gt; battle&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Armor battles out at -2 dice&amp;lt;/b&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Unit may ignore 1 flag&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Block line of sight&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Radar Stations====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Attacker:&amp;lt;/b&amp;gt; Infantry -1 die, Armor -2 dice&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Unit moving in &amp;lt;i&amp;gt;must&amp;lt;/i&amp;gt; stop and may move no further on that turn&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Unit moving in &amp;lt;i&amp;gt;may&amp;lt;/i&amp;gt; battle&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Armor battles out at -2 dice&amp;lt;/b&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Unit may ignore 1 flag&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Block line of sight&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Railroad Bridges====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;No movement restrictions for Infantry&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Armor and Artillery moving onto &amp;lt;i&amp;gt;must&amp;lt;/i&amp;gt; stop&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;No combat restrictions&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Armor may &amp;lt;i&amp;gt;Take Ground&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Overrun&amp;lt;/i&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Do not block line of sight, unless stated otherwise in scenario&#039;s Special Rules&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
====Railroad Station====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Attacker:&amp;lt;/b&amp;gt; Infantry -1 die, Armor -2 dice&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Unit moving in &amp;lt;i&amp;gt;must&amp;lt;/i&amp;gt; stop and may move no further on that turn&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;A Train moving into a Railroad Station does not have to stop&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Unit moving in &amp;lt;i&amp;gt;cannot&amp;lt;/i&amp;gt; battle&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Armor battles out at -2 dice&amp;lt;/b&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Blocks line of sight&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
====Railroad Tracks====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;No movement restrictions for Infantry&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Armor and Artillery moving onto &amp;lt;i&amp;gt;must&amp;lt;/i&amp;gt; stop&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Road crossing a railroad plays as standard road&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;No combat restrictions&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Armor may &amp;lt;i&amp;gt;Take Ground&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Overrun&amp;lt;/i&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Do not block line of sight&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
====Ravines====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;No movement restrictions for Infantry&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Impassable by Armor &amp;amp; Artillery&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;No combat restrictions for Infantry&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Infantry may ignore 1 flag&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Do not block line of sight. Unit in Ravine blocks line of sight as normal&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
====Rice Paddies====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Infantry or Armor moving in &amp;lt;i&amp;gt;must&amp;lt;/i&amp;gt; stop and may move no further on that turn&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Infantry or Armor leaving hex must stop on adjacent hex&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Impassable by Artillery&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Infantry on a Rice Paddy hex &amp;lt;i&amp;gt;does not have any combat restrictions&amp;lt;/i&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Armor moving in/out &amp;lt;i&amp;gt;cannot&amp;lt;/i&amp;gt; battle that turn&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Armor that makes successful combat against unit on a Fish Pond may Take Ground, but not Armor Overrun&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Do not block line of sight&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Rivers &amp;amp; Waterways====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Impassable, except over bridges&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Do not block line of sight&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
====Road Blocks====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Attacker:&amp;lt;/b&amp;gt; Infantry -1 die, Armor -1 die&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Infantry moving in &amp;lt;i&amp;gt;must&amp;lt;/i&amp;gt; stop and may move no further on that turn&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Impassable by Armor &amp;amp; Artillery&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Unit may ignore 1 flag&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Do not block line of sight&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
====Roads====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Unit that starts its move on a Road and stays on it may move 1 additional hex&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;No combat restrictions&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Do not block line of sight, except when over hills&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
====Rope Bridges====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;No movement restrictions&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;No combat restrictions&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Do not block line of sight&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
====Sandbags====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Attacker:&amp;lt;/b&amp;gt; Infantry -1 die*, Armor -1 die*&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;If occupant leaves, remove sandbags&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Occupant may ignore 1 flag&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Do not block line of sight&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;*When on countryside or beach hex only&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
====Sea Wall====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Attacker:&amp;lt;/b&amp;gt; Infantry -1 die*, Armor -1 die*&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;No movement restrictions&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;If initial occupant leaves, do not remove sandbags&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Unit behind Sea Wall may ignore 1 flag&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Does not block line of sight&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;*Only protects units behind Sea Wall&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Steep Hills====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Attacker:&amp;lt;/b&amp;gt; Infantry -1 die*, Armor -1 die*&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Some scenarios may designate hills as being steep&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Movement up onto steep hill is a 2 hex move&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Movement down hill, or from hill to hill, is a 1 hex move&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Block line of sight (except from adjacent contiguous hills at same height)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;*Only applies to units battling from below&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
====Supply Depots====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;No movement restrictions&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;No combat restrictions&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Block line of sight&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
====Towns &amp;amp; Villages====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Attacker:&amp;lt;/b&amp;gt; Infantry -1 die, Armor -2 die&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Unit moving in &amp;lt;i&amp;gt;must&amp;lt;/i&amp;gt; stop and may move no further on that turn&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Unit moving in &amp;lt;i&amp;gt;cannot&amp;lt;/i&amp;gt; battle&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Armor battles out at -2 dice&amp;lt;/b&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Block line of sight&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
====Trenches====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Attacker:&amp;lt;/b&amp;gt; Infantry -1 die, Armor -1 die&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Infantry and Armor moving in &amp;lt;i&amp;gt;must&amp;lt;/i&amp;gt; stop and may move no further on that turn&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Impassable by Artillery&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;No combat restrictions for Infantry&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Armor cannot battle when in Trenches&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Infantry may ignore 1 flag&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Do not block line of sight. Units in Trenches block line of sight as normal&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
====Wadis &amp;amp; Gullies====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Attacker:&amp;lt;/b&amp;gt; Infantry -1 die, Armor -1 die, Artillery -1 die&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Side slopes impassable, both in and out&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;No movement restrictions through open ends&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Infantry or Armor battling in or out of Wadi or Gully must be adjacent to target&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Do not block line of sight. Unit in Wadi or Gully blocks line of sight as normal&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
====Wire====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Unit moving in &amp;lt;i&amp;gt;must&amp;lt;/i&amp;gt; stop and may move no further on that turn&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;In wire, Infantry battles out at -1 die&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Infantry may remove wire instead of battling&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Armor removes wire and may still battle&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Does not block line of sight&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==***TROOPS***==&lt;br /&gt;
&lt;br /&gt;
====Standard Units====&lt;br /&gt;
&#039;&#039;Infantry&#039;&#039;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Move 0-1 and battle, &amp;lt;i&amp;gt;or&amp;lt;/i&amp;gt; move 2 and no battle&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;May &amp;lt;i&amp;gt;Take Ground&amp;lt;/i&amp;gt; on successful Close Assault&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;Battle Dice/Range&#039;&#039;: 3 2 1&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Armor&#039;&#039;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Move 0-3 and battle&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;May &amp;lt;i&amp;gt;Take Ground&amp;lt;/i&amp;gt; on successful Close Assault&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;May &amp;lt;i&amp;gt;Overrun&amp;lt;/i&amp;gt; on successful Close Assault&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;Battle Dice/Range&#039;&#039;: 3 3 3&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Artillery&#039;&#039;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Move 1 &amp;lt;i&amp;gt;or&amp;lt;/i&amp;gt; battle&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Ignore Line of Sight and Terrain protections&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;Battle Dice/Range&#039;&#039;: 3 3 2 2 1 1&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Specialized Units====&lt;br /&gt;
&#039;&#039;Special Forces&#039;&#039;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Includes Elite, Rangers, Commandos, &amp;amp; more&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;May move 2 &#039;&#039;and&#039;&#039; still battle&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Elite Armor&#039;&#039;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Starts with 4 tanks per unit&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Aircraft Carriers====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;When Air rules are in effect, some Airplanes may take-off from or land on Aircraft Carriers&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Move 0-2 Ocean hexes&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Cannot move adjacent to Beach&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Hit by grenades only -- Takes 3 hits to sink&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;May ignore 1 flag, takes hit if cannot retreat&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Armored Trains====&lt;br /&gt;
Armored Train carries one Artillery piece on its Wagon&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Train may move &#039;&#039;and&#039;&#039; the Artillery can still fire&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Artillery on Wagon fires as regular Artillery&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Artillery on Wagon is destroyed when wagon is destroyed (3 hits)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Big Guns====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Combat Dice/Range&#039;&#039;&#039;: 3 3 2 2 1 1 1 1&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Place cross-hair marker on hex of target when hit is scored to Zero In.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Until moved or destroyed, Zeroed-In units take fire at +1 in future rounds.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Cross-hair markers are not cumulative&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Brandenburgers====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3 figures +1 enemy figure&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;If hits are scored against Brandenburgers, opponenet re-rolls a single die, looking for an Infantry symbol&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;If re-roll fails, initial roll is ignored &amp;amp; Brandenburgers take no casualties&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;If re-roll succeeds, enemy figure is removed &amp;amp; initial roll is applied as normal&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;When Brandenburgers are ordered to battle, remove the enemy figure from within&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Brandenburgers with no enemy figure act like &#039;&#039;Special Forces Infantry&#039;&#039;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Cavalry====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4 Figures&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Ordered as Infantry&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Move 0-3 and battle&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Combat Dice/Range:&#039;&#039;&#039; 2 1&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;On successful &#039;&#039;Close Assault&#039;&#039;, may &#039;&#039;Take Ground&#039;&#039; and battle again like an &#039;&#039;Armor Overrun&#039;&#039; combat&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Combat Engineers====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4 Infantry figures&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Ignore all terrain Battle dice reductions in Close Assault&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;In wire, may battle out at -1 die &#039;&#039;and&#039;&#039; still remove the wire&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;In minefield, &#039;&#039;must&#039;&#039; clear the mines instead of battling&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;If ordered on &#039;&#039;Infantry Assault&#039;&#039;, may move 2 hexes and remove wire or clear mines&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Command Cars====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1 figure&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Treated as Infantry for all purposes&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Move 0-3, no battle&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Enemy re-rolls all battle dice that score a hit&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;If at least one re-roll is a Grenade, kill is confirmed; all other re-rolls are ignored&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Order 1 more unit than indicated by Section card when played in same section as Command Car&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;When Command car is ordered by a &#039;&#039;Recon 1&#039;&#039;, player may draw 1 Command card from the discard pile at the end of their turn instead of drawing 2 from the draw pile&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Depleted Units====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;A depleted unit contains fewer figures than normal, as indicated in the scenario&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;A depleted unit may never gain back more figures than it had at game start&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;A depleted unit moves and battles as normal, but does not count as a Medal when eliminated or exiting the battlefield&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Destroyers====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Move 0-2 Ocean hexes and battle&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Combat Dice/Range:&#039;&#039;&#039; 3 3 2 2 1 1 1 1&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Cannot move adjacent to Beach&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Hit by grenades only -- Takes 3 hits to sink&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;May ignore 1 flag, takes hit if cannot retreat&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Place cross-hair marker on hex of target when hit is scored to Zero In.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Until moved or destroyed, Zeroed-In units take fire at +1 in future rounds.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Cross-hair markers are not cumulative&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Flame Thrower Tanks====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3 figures&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Combat Dice/Range:&#039;&#039;&#039; 3 3 3&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Move 0-3 and battle&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039; &#039;&#039;&#039;Terrain Battle dice reduction limited to 1 max in Close Assault&#039;&#039;&#039; &#039;&#039;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Half-Tracks====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1-3 figures, as specified in the scenario&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Treated as Armor for all purposes&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Move 0-2 and battle&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Combat Dice/Range:&#039;&#039;&#039; 2 2&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;On successful &#039;&#039;Close Assault&#039;&#039;, may &#039;&#039;Take Ground&#039;&#039; but not &#039;&#039;Overrun&#039;&#039;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;When ordered &amp;amp; adjacent to a weakened friendly unit, may &#039;&#039;Re-supply&#039;&#039; it instead of battling&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Heavy Anti-Tank Guns====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Treated as Artillery for all purposes&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Move 0-1 &#039;&#039;or&#039;&#039; battle&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Combat Dice/Range&#039;&#039;&#039;: 2 2 2 2&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Stars hit on Armor or Vehicle&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Ignore terrain battle restrictions&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Require Line of Sight to target enemy unit&#039;&#039;&#039;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Hobart&#039;s Funnies====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Move and Battle like standard Armor unit&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Replace 1 Tank figure with Churchill AVRE &amp;amp; accessory of choice before game start&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Assault Bridge&#039;&#039;&#039; - Place Bridge over river instead of battling&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Bobbin&#039;&#039;&#039; - Ignore movement restrictions of Beach, March, &amp;amp; Wire; when moving onto or through Wire, remove it&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Fascine&#039;&#039;&#039; - Ignore movement restrictions of Fords &amp;amp; Trenches; may battle from Trenches&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Mine Digger&#039;&#039;&#039; - Must stop upon entering minefield; remove it without detonating and battle as normal&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Petard Mortar&#039;&#039;&#039; - Battle at +1 die when Close Assaulting a Bunker; if Star is rolled, remove Bunker&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;May retreat 1 to 2 hexes per flag&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Landing Craft (LC)====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;LC always start on baseline ocean hexes with units in them&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;LC may move up to 2 hexes, but never onto hedgehogs&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;When landing on beach, remove LC, leave unit&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Unit in LC is targeted as normal in battle&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Unit in LC may retreat with the LC on ocean hexes&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Unit may not battle while in LC or when landing&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;If unit in LC is eliminated, LC is also removed but yields no additional medal&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Block line of sight&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Long-Range Patrol Cars====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1-3 figures, as specified in the scenario&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Treated as Infantry for all purposes&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Move 0-4 and battle&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Combat Dice/Range:&#039;&#039;&#039; 3 2 1&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;On successful &#039;&#039;Close Assault&#039;&#039;, may &#039;&#039;Take Ground&#039;&#039; but not &#039;&#039;Overrun&#039;&#039;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Enemy re-rolls all battle dice that score a hit&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;If at least one re-roll is a Grenade, kill is confirmed; all other re-rolls are ignored&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Mobile Artillery====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2 figures&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Combat Dice/Range:&#039;&#039;&#039; 3 3 2 2 1 1&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Move 0-1 and battle, or move 2 and no battle&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Ignore line of sight and terrain protections&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Screaming Meemies====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Move 1 &#039;&#039;or&#039;&#039; battle&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Combat Dice/Range&#039;&#039;&#039;: 3 3 2 2 1 1&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;At player&#039;s choice, fire Incendiary or Smoke shells&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Incendiary shells&#039;&#039;&#039; - Flags cannot be ignored&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Smoke shells&#039;&#039;&#039; - Place Smoke Screen markers on up to 3 contiguously adjacent hexes within firing range instead of battling&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Never benefit from terrain protection&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Ignore line of sight and terrain protections&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Ski Troops====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3 Figures&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Combat Dice/Range:&#039;&#039;&#039; 3 2&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Move 0-3 and battle&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Move onto any terrain and may still battle, but must still obey terrain movement restrictions&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;May retreat 1 to 3 hexes on flag&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Snipers====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Combat Dice/Range:&#039;&#039;&#039; 1 1 1 1 1&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Move 0-2 and battle; Retreat up to 3 hex/flag&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Move onto any terrain and may still battle, but must still obey terrain movement restrictions&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;May not target an Armor unit&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Hit enemy on symbol &amp;amp; star, ignore terrain protection&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Sniper is only hit on Grenade (&amp;amp; Star exceptions)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Sniper does not count as Victory medal&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Supply Trains====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;May carry &#039;&#039;Infantry&#039;&#039; or &#039;&#039;Armor&#039;&#039; reinforcement units&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Units cannot battle while on Train&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;When Locomotive is at Station, units may disembark on hexes adjacent to Locomotive or Wagon&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Supply Trucks====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1-3 figures, as specified in the scenario&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Treated as Infantry for all purposes&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Move 0-2, +2 hexes when on a road&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Cannot battle&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;When ordered &amp;amp; adjacent to a weakened friendly unit, may &#039;&#039;Re-supply&#039;&#039; it&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Tank Destroyers====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3 figures (4 for Germans and Russians)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Treated as Armor for all purposes&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Move 0-2 and battle&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Combat Dice/Range&#039;&#039;&#039;: 2 2 2 2&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Stars hit on Armor or Vehicle&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;When it does not move, ignore all terrain battle restrictions&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;On successful &#039;&#039;Close Assault&#039;&#039;, may &#039;&#039;Take Ground&#039;&#039; but not &#039;&#039;Overrun&#039;&#039;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;May retreat 1 to 2 hexes per flag&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Tigers====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1 figure&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Move 0-3 and battle like normal Armor&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Enemy re-rolls all battle dice that score a hit&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;If at least one re-roll is a Grenade, kill is confirmed; all other re-rolls are ignored&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Trains====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Ordered as a single unit&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Move 1-3 hexes either way, along empty tracks&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Retreat in opposite direction to locomotive&#039;s travel&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Train may ignore 1 flag&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Hit on Grenade symbol&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Wagon destroyed on 3rd hit, Locomotive on 4th hit&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==***SPECIAL WEAPONS ASSETS***==&lt;br /&gt;
&lt;br /&gt;
====Special Weapon Assets Rules====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;SWA is placed with unit, removed when last figure is lost&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Unit with SWA is treated as Infantry for all purposes&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Unit with SWA may &#039;&#039;&#039;not&#039;&#039;&#039; &#039;&#039;Take Ground&#039;&#039;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;SWA does not count as an additional Medal&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Anti-Tank Gun====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Fires like the Infantry unit it equips&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;May only move &#039;&#039;or&#039;&#039; battle&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Stars hit on Armor&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Anti-Tank Gun (Late War - 1942+)====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Treated as Infantry for all purposes, e.g. can Move 0-1 and attack or Move 2 and not attack&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;When it moves, battles like Infantry (3 2 1)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;When it does not move, Stars hit on Armor or Vehicle&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Machine Gun====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Fires like the Infantry unit it equips&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;May only move &#039;&#039;or&#039;&#039; battle&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Stars hit on Infantry&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Machine Gun (Late War - 1942+)====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Treated as Infantry for all purposes, e.g. can Move 0-1 and attack or Move 2 and not attack&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;When it moves, battles like normal Infantry (3 2 1 + Line of Sight)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;When it does not move, Stars hit on Infantry&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Mortar====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Fires like the Infantry unit it equips&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;May only move &#039;&#039;or&#039;&#039; battle&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Ignores line of sight and terrain protections&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Mortar (Late War - 1942+)====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Treated as Infantry for all purposes, e.g. can Move 0-1 and attack or Move 2 and not attack&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;When it moves, battles like normal Infantry (3 2 1 + Line of Sight)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;When it does not move:&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Increase range to 3 2 1 1&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Ignore all terrain battle protections and line of sight&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==***ACTIONS***==&lt;br /&gt;
====Air Strikes &amp;amp; Blitz====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Air Strikes&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;When a player is capable of making Air Strikes, in conditions specified by the scenario, any &amp;lt;i&amp;gt;Recon 1&amp;lt;/i&amp;gt; card he plays may be played as an &amp;lt;i&amp;gt;Air Power&amp;lt;/i&amp;gt; card instead&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;The Air Strike must target at least one hex in the section designated on the &amp;lt;i&amp;gt;Recon 1&amp;lt;/i&amp;gt; card played as the &amp;lt;i&amp;gt;Air Power&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Blitz Rules&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;The Axis player can make Air Strikes at will when playing a &amp;lt;i&amp;gt;Recon 1&amp;lt;/i&amp;gt; card&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Allied Armor can move a maximum of 2 hexes and battle&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
====Armor Breakthrough====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;During a &amp;lt;i&amp;gt;single&amp;lt;/i&amp;gt; game turn, you may order new Armor Units onto the board&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Order must be valid and issued as normal&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Units must enter through Opponent&#039;s baseline&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Units must stop on baseline hex; they may battle and &amp;lt;i&amp;gt;Take Ground&amp;lt;/i&amp;gt; this turn, but not &amp;lt;i&amp;gt;Armor Overrun&amp;lt;/i&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;When retreating, Units must retreat toward controlling player&#039;s baseline&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
====Blitz Rules====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Axis may play a &amp;lt;i&amp;gt;Recon 1&amp;lt;/i&amp;gt; card as an &amp;lt;i&amp;gt;Air Power&amp;lt;/i&amp;gt; card in same section&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Allied Armor move 2 hexes max and Axis Armor move 3 hexes max&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
====Blowing Up Bridges====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Option 1&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Play Section card matching Bridge&#039;s section&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Bridge is removed, card is lost and never replaced!&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Option 2&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Play Section card matching Bridge&#039;s &amp;lt;i&amp;gt;section&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Roll 2 dice - a star blows Bridge&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Draw replacement card, regardless of outcome&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
====Camouflage====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;A Camouflaged unit may only be targeted in &amp;lt;i&amp;gt;Close Assault&amp;lt;/i&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;A Camouflaged unit that moves or battles loses its Camouflage&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
====Capture HQ/Supply Tent====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;When Capture HQ/Supply Tent rules are in effect, owner of captured HQ/Supply Tent immediately loses 1 random Command Card. If owner reclaims HQ/Supply Tent, they replenish their hand&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
====Capturing Equipment====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;When Capturing Equipment rules are in effect, a unit capturing a scenario-specified hex picks up the equipment represented by a Battle Star. To pick up the equipment, the unit capturing it must end its move on the specified hex&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;If the unit is eliminated, the battle star representing the captured equipment is left in the hex where the unit was when it was killed!&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
====Collapsible Rafts &amp;amp; Boats====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Available to Infantry only&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Unit in boat may move on Rivers &amp;amp; Waterways, but must stop and may move no further on that turn&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Unit battles out at -1 die&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Unit does on retreat, instead loses 1 figure for each flag&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;When unit disembarks, boat may no longer be used&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Combat Cards====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Placeholder for Combat Cards, if implemented&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
====Destroy Supplies====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;When Destroy Supplies rules are in effect, destroying a Supply Depot using the Sabotage rules reduces movement of all enemy Armor units by 1 hex&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
====Exit Markers====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Markers with arrows pointing toward the players designate specific baseline hexes through which a unit exiting the board collects a medal&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Pairs of markers turned sideways designate a set of baseline hexes through which a unit exiting the board collects a medal; it includes the hexes with the markers&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;When a unit successfully exits, place 1 of its figures on your Victory track&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
====Forward Spotting====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;When Forward Spotting Artillery rules are in effect, the player occupying specific Scenario-defined hexes can use their Artillery units like Big Guns&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
====Freeing Prisoners====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;When Freeing Prisoners rules are in effect, the unit capturing a Fortress, Prison Camp, or other Scenario-specified hex picks up the Prisoners represented by a Battle Star&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;If a unit that frees up Prisoners is eliminated, those are lost too!&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
====Heroic Leader====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;When Heroic Leader rules are in effect:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Use a Battle Star to add a heroic leader to an Infantry unit&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Infantry unit with heroic leader may ignore on flag&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Infantry unit with heroic leader battles at +1 die&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;When Infantry unit with heroic leader is eliminated, roll two Battle Dice; if at least 1 star is rolled, leader is lost and counts as a Victory medal; if heroic leader survives, move him to nearest friendly Infantry unit.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
====Hospital Recovery====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;When Hospital Recovery rules are in effect, an Ordered Infantry with no adjacent enemy may recover lost figures. The unit cannot move or battle this turn.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Recovery&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Roll 6 battle dice. For each die matching the unit&#039;s symbol or a star, 1 lost figure is returned to the unit. The unit may not gain more figures than it originally had.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
====Night Attacks====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Use Night Visibility Chart to determine maximum attack range&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Each turn Allied player rolls 4 dice, each Star increases visibility&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Visibility starts at 1, meaning only close-assault attacks can occur.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;When full daylight (6) is reached, chart is set aside; normal visibility conditions resume&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Before full daylight (6), cards such as Air Power and Barrage can not be used with their original attack, but may be used to order 1 unit of your choice instead.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====North African Desert Rules====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;On successful Close Assault, Armor may move into vacated hex &amp;lt;i&amp;gt;and move 1 additional hex&amp;lt;/i&amp;gt; before battling again.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
====Oasis Recovery====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;When Oasis Recovery rules are in effect, an Ordered Infantry with no adjacent enemy may recover lost figures. The unit cannot move or battle this turn.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Recovery&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Roll 1 battle die for each Command card you have, including the one used to order the Infantry. For each die matching the unit&#039;s symbol or a star, 1 lost figure is returned to the unit. The unit may not gain more figures than it originally had&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
====On the Move====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Units that are On the Move may be ordered in ANY section of the battlefield. They move as normal, but may not battle this turn.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
====Paradrop====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Drop all figures onto the board from the height of the box set on its side&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;If a figure lands on an impassable hex, on a hex with other figure(s), or out of the board, it fails to land safely; Remove the figure(s), at no medal cost.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Otherwise, the figure has successfully parachuted; add the # of figures required to form a full Unit in that hex&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Unit may not move or battle the turn it lands&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
====Radar Alert====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;When Radar rules are in effect, opponent cannot use an &amp;lt;i&amp;gt;Air Sortie&amp;lt;/i&amp;gt; card (or equivalent) unless they first place it face up on the board at the end of the turn prior to it being played. Once on the board, the card &amp;lt;i&amp;gt;must&amp;lt;/i&amp;gt; be played the next turn.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
====Re-supply====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;When Re-supply rules are in effect, any vehicle with this ability may &amp;lt;i&amp;gt;Re-supply&amp;lt;/i&amp;gt; any weakened adjacent friendly unit&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Figures are exchanged 1 for 1, at no medal cost&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Unit re-supplied cannot gain more figures than it had at the game start&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Supply vehicle and re-supplied unit(s) cannot battle this turn&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
====Reduced Visibility====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Dice symbols matching a unit&#039;s symbol only score hits in Close Assault&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Grenades still score hits as normal&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Stars still score hits, when applicable&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;The &amp;lt;i&amp;gt;Barrage&amp;lt;/i&amp;gt; command card is unaffected, still scores hits on unit&#039;s symbol&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
====Reinforcements====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;When Reinforcement rules are in effect, if the airfield is vacant, you may land an Infantry unit on it, at the cost of one order, when playing a &amp;lt;i&amp;gt;Direct from HQ&amp;lt;/i&amp;gt; card. This unit cannot move or battle this turn.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
====Sabotage====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;When Sabotage rules are in effect, a Landmark (Dam, Factory, Power Plant, etc....) can be demolished; Roll 2 dice at the start of any turn during which at least one of the saboteur&#039;s units is on the Landmark. Once the scenario-specified number of Battle stars has been rolled, the Landmark is demolished. If the Landmark is captured before the sabotage is completed, the count must be restarted from zero.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
====Smoke Screen====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Place Smoke Screen markers on 3 adjacent contiguous hexes&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Once your turn has elapsed, flip Smoke Screen markers over&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Once your 2nd turn has elapsed, remove Smoke Screen markers&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Units can move on and through Smoke Screen without penalty&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Smoke Screen blocks line of sight&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Unit on Smoke Screen hex may be seen and see out of that hex&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
====Smoke Shells====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Use Smoke Screen markers; place them on 3 adjacent contiguous hexes&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Lasts 2 full turns; after opponent&#039;s first turn, flip markers over; after opponent&#039;s second turn, remove them&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Units moving into smoke shelled hex must stop&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Units battle into and out of smoke shelled hex at -1 die&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Blocks all line of sight, even for Artillery&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
====Supply Train/Reinforcements====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;When Supply Train/Reinforcements rules are in effect, when a Supply Train reaches a Station, units on board may disembark onto adjacent hexes. They may not move or battle this turn.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
====Winter Weather====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Armor and Vehicle move 2 hexes max&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;i&amp;gt;Taking Ground&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Armor Overrun&amp;lt;/i&amp;gt; are still possible, when applicable&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;If entire move is on a road, move 1 additional hex to a max of 3&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Both Allied and Axis forces roll only 1 battle die when playing an &amp;lt;i&amp;gt;Air Power&amp;lt;/i&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==***NATIONS***==&lt;br /&gt;
&lt;br /&gt;
====French Resistance====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3 figures only&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Move 0-1 and battle, or move 2 no battle&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Fire at X321&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Move onto any terrain and may still battle, but must still obey terrain movement restrictions&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;May Take Ground on successful Close Assault&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;May retreat 1 to 3 hexes per flag&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Red Army (RKKA)====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Russian Political Commissar&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;A Command card cannot be played directly from hand. Instead, it must be placed under the Commissar chip in preparation for a future turn.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;i&amp;gt;Recon 1, Counter-Attack,&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Ambush&amp;lt;/i&amp;gt; cards are exceptions; they may be played as normal&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Otherwise, the Command card already under the Commissar chip is the player&#039;s Command card for the turn&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Imperial Japanese Army====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Yamato Damashi Spirit&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Infantry must always ignore 1 flag&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;When in terrain that ignores a flag, must ignore 2 flags instead&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;When in caves, must ignore all flags&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Seishin Kyoiku Doctrine&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Infantry at full strength in Close Assault battles at +1 die&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Banzai War Cry&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Infantry may move 2 hexes to combat into Close Assault&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====US Marine Corps====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Gung-Ho!&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Order 1 more unit than indicated on any Section card played&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;All Tactic cards that activate 1 to 4 units activate 2 to 5 instead&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Marines counter-attack with +1 ordered unit against Japanese Command card. Opposite not true&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;No effect on &amp;lt;i&amp;gt; Air Power, Air Sortie, Artillery Bombard, Barrage, Close Assault, Infantry Assault,&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Their Finest Hour&amp;lt;/i&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====British Commonwealth Forces (BCF)====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Stiff Upper Lip&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;A BCF ground unit that survives an enemy&#039;s Close Assault combat without retreating and is down to a single figure may immediately battle that enemy back with 1 die&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;A battle back ignores all terrain battle dice reductions&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;A battle back may occur even if the Close Assault is part of an Armor Overrun&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;The unit cannot battle back during an Ambush&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Italian Royal Army====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Italian High Command&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Start with 6 Command cards; discard one for each unit lost, but never go below 3&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Motorized Divisions&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;All Italian ground units may retreat 1 to 3 hexes per flag&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Artillery Bravery&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;All Italian Artillery units may ignore 1 flag&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====French Army====&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Furia Francese&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Any French Standard Infantry unit that successfully eliminates an enemy unit or forces it to retreat following a close assault may:&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;i&amp;gt;Take Ground&amp;lt;/i&amp;gt; and not battle&amp;lt;/li&amp;gt;&lt;br /&gt;
or&lt;br /&gt;
&amp;lt;li&amp;gt;Stay in place and make a second Close Assault against another adjacent enemy unit&amp;lt;/li&amp;gt;&lt;br /&gt;
This second attack is made with 1 die, ignoring any Terrain battle reductions. The Infantry unit may &amp;lt;i&amp;gt;Take Ground&amp;lt;/i&amp;gt; following this 2nd attack, if eligible, but cannot attack again this turn.&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;/div&gt;</summary>
		<author><name>Magnus3740</name></author>
	</entry>
</feed>